[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)

no use bankrupting ourselves.
 
[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
 
[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
 
[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)

Right now the political cost for telling Space Force to take a long ride off a short pier is just too high. However we've got too many other commitments to go all-in with reconstructing Space Force.
 
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[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
 
[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)

We're at 45 PS; we can't afford to drop down to 35. But there's also no damn way we can afford to finish all these programs before 2054.
[X] 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.
After the Third Tiberium war, the spread of Tiberium has once more jumped to the highest level of concern. As Tiberium cannot be approached easily, we are only ever able to monitor its growth and spread via orbital satellite, air survey & long distance ground observation, as well as the careful use of mining and probes. Much of this attention was diverted however with the outset of war towards more practical means, largely leaving the observation of Tiberium and any changes that may have occurred in the period unknown to us.

Prior to the Third Tiberium War, Tiberium Spread was largely in control and major portions fenced off to be dealt with at our convenience. However, this has drastically changed in a short amount of time. Tiberium Spread is now at its highest level with vast expansions of what can be designated as Red Zones. GDI Intelligence does not believe that this spread occurred naturally, but believes that the Scrin may have played a part in its explosive growth, and only halted by the withdrawal of the Scrin from the system.

(progress 125/50: 10 resources per die)
This should be 135/50 because of the Tiberium Researcher +5 bonus.
[X] 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)
Finding qualified individuals is hard work. While there are some promising candidates found, none fully match with the goals of the new projects. However, another project, one attempting to rationalize the Treasury after Boyle's mismanagement, proved fruitful. By consolidating redundancies and reducing red tape, additional efforts can be made towards internal affairs, if not actual deployable field work. (+1 Bureaucracy die)
This is missing the roll result (32).
 
[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
 
[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)

While I would very much like to significantly expand Space Force to better protect Earth from a future Scrin invasion now that we've decided that Earth is where we'll make our stand, we can't afford to overstretch ourselves at this point. Maybe in a few years we'll consider rapid military expansion but not right now.
 
[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
 
Rolling for some other stuff.
Ithillid threw 2 100-faced dice. Reason: Would you not like to know Total: 158
65 65 93 93
Ithillid threw 1 10-faced dice. Reason: Would you not like to know Total: 7
7 7
Ithillid threw 3 100-faced dice. Reason: Would you not like to know Total: 82
21 21 53 53 8 8
 
[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
 
[ ] Deny expansion: The current situation is too unstable, and the programs are too expensive to manage. While at some point in the near future the proposals can be revisited, they are not practicable at this time. (-10 PS) (No new
This option seems incomplete
Further, in broader terms, GDI proved under equipped for fighting buzzer swarms, especially in the Tiberium infested red zones. Their requests are, to say the least, radical. Ranging from the development of more flexible Zone Suits and dedicated sonic artillery to the deployment of even larger Super MARVs, the most sweeping of these proposals would equip their entire infantry complement with Zone armors.
Actually, Riflemen in APCs and Watchtowers, deal with Buzzers fairly well. The Buzzer Swarm support power is the main issue in major engagements and that can be solved by spreading out the infantry so that when they teleport in, the Infantry have enough time to gun them down.

More flexible Zone suits can be made by adding a Call of Duty style Exo-suit on top of their Tiberium Environment Suits. It won't be as well armored as typical Zone Armor but it can carry heavier loads, have jump jets, and other accessories. This could be a compromise to giving everyone in ZOCOM Zone Armor. Integrating it with Vanilla GDI's Infantry Composite Armor upgrade and they should be much cheaper than Zone Armor yet still provide better protection.

Sonic Artillery could be handled by Juggernauts launching Sonic Shells. I have no idea on where to begin on the Super MARV so I won't.

I have no comments with the Air Force descriptions since I don't think I have anything to add. It looks like the Harbinger is going to be an airborne tank similar to Rivals Mohawk Gunship which is a Chinook with a Light Cannon on it sticking out of its left side.

The Space Force sounds like their solution is to add more stuff and not find any way to improve their capabilities.
 
Actually, Riflemen in APCs and Watchtowers, deal with Buzzers fairly well. The Buzzer Swarm support power is the main issue in major engagements and that can be solved by spreading out the infantry so that when they teleport in, the Infantry have enough time to gun them down.
This is something where how well they did was determined by the dice. I know that there are good counters to Buzzer swarms, you know that, but they did not roll particularly well, and so that is what I went with. This is not optimized gameplay earned through long experience, but me trying to treat the world as a place where people do make mistakes, and sometimes make difficulties.

It looks like the Harbinger is going to be an airborne tank similar to Rivals Mohawk Gunship which is a Chinook with a Light Cannon on it sticking out of its left side.
Not so much heavily armored, as a version of the AC-47, AC-130 style of aircraft. Something that can circle and harass light Brotherhood forces more than anything else.
 
[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
 
[X] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
 
Q2 2050
Okay, so I am working on my thesis and a conference thing for this Saturday. This means that I won't be having an update before Saturday.

Second, New System, Health. Health is a measurement of the pressure on your socialized medical establishment, and a place where you seriously want a surplus. Many events will, directly or indirectly, put pressure on health, and in turn on your political support if you don't have the capacity to handle the surge.

Q2 2050
Resources: 125 + 125 in reserve
Political Support: 40
Free Dice: 2


Inops Security Report
Threat Level: Guarded
Secretary Granger,

Intelligence reports indicate a significant amount of surviving Brotherhood forces have begun to reorganise themselves. While we do not expect immediate combat due to the severe losses taken by the Brotherhood, we highly recommend increased security measures be undertaken in the Yellow Zones. Luckily and unluckily for us, the Brotherhood appears to have been splintered in the aftermath of the war and is now run by warlords and opportunists, which while it will mean less coordinated action and likely infighting amongst the Brotherhood, will also mean that we will be unable to strike the head from the snake. Exercise prudent caution.

Infrastructure (4 dice)

[ ] Blue Zone Reconstruction (Phase 1)
While there are many core priorities, the Third Tiberium War and the Scrin have caused heavy damage to the Blue Zones. Currently the population is suffering from a lack of housing and infrastructure. By constructing housing blocks and restoring water and power networks, GDI can alleviate the worst of the suffering and rebuild confidence in this Administration. This first phase will consist of reconstruction of roads, metros, and light rail systems. Until these vital areas are rebuilt, we will be unable to move enough manpower or resources to construct or repair housing units. (progress 0/400: 10 Resources per die) (-Labor, ++ Housing, + Health, + Logistics)

[ ] Yellow Zone Reconstruction (Phase 1)
Although heavily ravaged by Tiberium, the Yellow Zones are home to some of the largest proportions of the world population, and are also the main recruitment grounds for NOD forces. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. The new construction will also have significant health benefits, as improved shelter and reduced Tiberium exposure will reduce the pressure on available critical care units. (Progress 0/600: 15 Resources per die) (-- Labor, +++ Housing, ++ Health)

[ ] Rail Link Reconstruction (Phase 1)
Heavy combat & reconcentration of resources and manpower away from the rail linkages that connected Blue Zones to each other saw these facilities heavily damaged through destruction or simple neglect during the Third Tiberium War. Reconnection of these facilities to each other will be a significant step in the process of reconstruction. (Progress 100/350: 20 Resources per die) (+++ Logistics)



Heavy Industry (3 dice)

[ ] Aggregate Plants
While much of our light and heavy industrial output has at least some tangible involvement with 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) (reduces infrastructure costs) (-- Labour)

[ ] Logistical Shipyards
In human history few options have ever had the combination of low prices and large cargo volumes of naval shipping. In the 19th century, clipper rigged sailing ships raced halfway around the world, carrying cargoes of tea and porcelain. In the 20th century, massive container ships provided the goods for consumer economies the likes of which have not been seen before or since. 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 126/150: 15 Resources per die) (--- Labor, +++ Logistics)

[ ] 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. Restoration of power to the civilian sector will see a return to normality, and hopefully start the return to pre-war production.
Further, there are many power plants without connection to sources of demand, leaving them shut down. (Progress 0/200: 5 Resources per die) (- Labor, +++ Energy)


[ ] Fission Turbine Plants
GDI has relied on small scale nuclear power plants for decades. Originally based on Soviet VVER designs combined with western style large cooling towers, modern GDI power plants use a compact molten salt reactor. While the large cooling tower has been kept, it is primarily a backup option. Standard GDI construction allows for the installation of a pair of secondary precooling turbines to increase power output, however these are not universal. Building additional plants to produce these turbines as a unit will increase power output substantially. (Progress 0/100: 5 resources per die) (- Labor, + Energy) (Increases impact of Blue Zone Power Grid Reconstruction)

Light and Chemical Industry (3 dice)

[ ] Prefabricated Shelter Plants
While constructing larger housing systems is obviously preferable, in times of urgent need, 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) (+ Health, + Housing)

[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building 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) (++ Health)

[ ] Solar Tarp Systems
By combining nanoscale solar panels, and reinforced polymer tarps, electricity can be provided in small, portable packages. While 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 are currently unable to reach. (Progress 0/150: 10 resources per die) (+ Energy)

Agriculture (3 dice)

[ ] Blue Zone Aquaponics Bays
With most of the lush farmlands that were once able to feed the world's population comfortably overrun by Tiberium, governments were forced to resort to as many methods of feeding its population as it could. One of the more successful ways found to work were hybrid fish and vegetable farms, that were able to provide balanced diets, even if they are not quite as calorie dense as traditional farming. It's time to restore those farms that were damaged in the fighting, and restock those that ran short.(Progress 0/200: 10 Resources per die) (-- Labor ++ Food)


[ ] 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 72/100: 10 Resources per die) ( - Labor ++ Food)

[ ] Pharmaceuticals greenhouses.
For plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses with specially treated soil can be constructed. While too limited for significant food growth, these can be better put to use supplying ingredients for much needed medicines. (progress 0/100 10 resources per die) ( --- Labor + Food, + Health)

[ ] Biofuels plantations
While trace amounts of Tiberium found in soil grown crops render it unfit for human consumption, and biofuels have long been supplanted by other power sources, biofuels are and remain a useful, if manpower intensive, means of creating significant amounts of easily transported fuels. (progress 0/500: 5 resources per die) ( - Labor + Energy)

[ ] 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 (++++ Food) (-15 Political Support)
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 (+++ Food) (-10 Political Support)
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.

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. Holding the line here and clearing away the Tiberium spread by the Scrin and Brotherhood of Nod is a strong first step towards (Progress 0/200: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)

[ ] Yellow Zone Tiberium Harvesting (Phase 1)
While the Yellow Zones have more extensive Tiberium infiltration, that pollute the environment and have in many areas rendered it virtually uninhabitable to human settlement, we can both exploit and prevent further Tiberium spread here. 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 [5-10 Resources]) (slightly contributes to plan goal)

[ ] Red Zone Tiberium Harvesting (Phase 1)
The most contaminated of areas, the Red Zones also offer bounties of Tiberium. While it will be expensive to set up, and offer limited progress towards stopping the spread of Tiberium, basic harvesting measures should turn significant profits. While standard harvesting bases are not possible, more heavily defended base camps, surrounded by sonic turrets and protected by Zone Troopers can provide a major economic boost. (Progress 0/150: 25 resources per die) (additional income trickle [10-20 Resources]) (Slightly contributes to plan goal)

[ ] Tiberium Algae Decontamination
The eradication of Tiberium algae in the aftermath of the Second Tiberium War was a major milestone in our war to retake the earth, and was a major lauding point for the future successes that the GDI would be able to accomplish. Unfortunately, this success story is now in ruins, with new growths detected in many of our major lakes and rivers. By focusing on water purification and wet-water harvesting systems, we can hopefully be able to boast once again that the GDI, and by extension humanity, still has a future on Earth. (Progress 0/400: 10 resources per die) (slightly contributes to plan goal)



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 serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's 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 and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of 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)

[ ] Fusion Heavy Lift Experiments
GDI has cracked many of the secrets of fusion. While long term (in the sense of power plants) stable fusion has still eluded GDI scientists, fusion rockets are a known quantity. While before the Third Tiberium War, no practical heavy lift rocket had been developed, it is at least theoretically possible.While plans had been made prior to the Third Tiberium War to construct these vessels, they had gotten no further than the planning table before every resource was dedicated to our survival. By constructing these heavy lift rockets, much larger payloads can be lifted at significantly lower costs per ton, both reducing the cost and progress needed to construct orbital infrastructure. (Progress 0/80: 10 resources per die) (Unlocks further options)

Services (3 dice)

[ ] Tiberium Health Services
While healthcare is a right for all under GDI authority, few effective treatments have ever been found for Tiberium exposure. Currently, tens of, if not hundreds of millions of people in BLue and Yellow Zones alike suffer from Tiberium exposure. While all we can do at the moment is alleviate these symptoms, to do so will require us to construct networks of specialist clinics. (Progress 54/100: 20 Resources per die) (- Labor, +++ Health)

[ ] Yellow Zone Refugee Camps (Phase 1)
The Third Tiberium War has resulted in the largest number of refugees recorded in our history. Hundreds of millions of people have been left homeless as a result of the brief, but devastating war. As the only legitimate global government, it is our responsibility to redirect and rehome these refugees. While building camps is far from providing housing for all, by centralising these populations amongst transport routes in vast camps, we can make it more logistically feasible to provide care for these people as we slowly move them elsewhere.
(Progress 0/300: 5 Resources per die) (+++ Housing, + Health)


[ ] Primary Schooling
The war created a significant hole in standard educational practices. While not the highest priority, returning kids to school frees up parents to work, and is an ongoing investment in our future. Schooling will also increase security against the Brotherhood of Nod in the long term, as more children will be raised under standard GDI curricula and away from terrorist indoctrination. (Progress 0/300: 5 Resources per die) (---- Labor) (5 Political Support)



Military (3 dice)

[ ] Third Tiberium War Performance Review
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,Navy, Steel Talons) (One die per field)

[ ] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, 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 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 0/200: 25 resources per die) (Contributes to plan goal)

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 Suit Development Tenders
While railguns and sonic grenades are certainly effective as anti vehicle and anti infantry weapons respectively, Zone Armor was proven to be too limited, especially as the Trooper and Raider models shared few compatible parts, and neither could effectively protect against standard anti personnel weapons. A next generation of Zone Armors must be developed to fix these flaws. (Progress 0/80: 10 resources per die)

[ ] Super MARV Development
The Mammoth Armored Reclamation Vehicle served the Initiative well in the years leading up to the Third Tiberium War. Heavily armed and armored, and mounting an almost complete harvesting and first stage processing system, the MARV was able to cut through surface level Tiberium deposits. However, during the war, the limited self repair functionality, and the limits of its four modular weapons mounts made it vulnerable to air attacks. A third trailing tracked section offers a location for even more Tiberium storage, and two more mounting points for modular hardpoints. (Progress 0/40: 15 resources per die)

Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
[ ] Reykjavik (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)
[ ] Toronto (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)

[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)


Space Force
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 0/80: 15 resources per die)
or
[ ] Orbital Strike Combat Teams
While figuring out how to deliver a sizable force to the battlefield from orbit is an expensive proposition, and one that will require extensive testing, a much more simple option is already developed. Zone Troopers are already mounted up with orbital drop pods. While in either case it takes 10-20 minutes for the troops to be delivered, that is massively faster than any other option. By copying those over to the Space Force, they can have a dedicated operational branch without significant new developments. (Progress 0/150: 20 resources per die) (-- Labor)

[ ] 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 0/100: 30 resources per die)

Bureaucracy (3 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) (-5 PS)

[ ] 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 55/75/95) (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 moratorium on voting.
 
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Okay so we need to work on Tiberium this turn, it is 1) our main income source currently (note we gained 0 income from the 1st turn) and is also part of our mandate and the longer we ignore it the more it spreads.
 
Once tiberium is gone we are gonna have so much resources.

That mining wont be feasible for decades at that point space mining is going to be a better option.
 
[ ] Plan Income and Groundwork
Infra 3/4 20 R
-[ ] Blue Zone Reconstruction (Phase 1) 0/400 2 dice 20 R
HI 3/3 30 R
-[ ] Aggregate Plants 0/200 1 dice 10 R
-[ ] Logistical Shipyards 126/150 1 dice 15 R
-[ ] Fission Turbine Plants 0/100 1 dice 5 R
LC Ind 3/3 30 R
-[ ] Prefabricated Shelter Plants 0/100 2 dice 20 R
-[ ] Solar Tarp Systems 0/150 1 dice 10 R
Agri 2/3 10 R
-[ ] Fungal Farms 72/100 1 dice 10 R
Tiberium 3/4 60 R +5
-[ ] Yellow Zone Tiberium Harvesting (Phase 1) 0/100 3 dice 60 R
Orb 0/3 0 R
Services 3/3 30 R +10
-[ ] Tiberium Health Services 54/100 1 dice 20 R
-[ ] Yellow Zone Refugee Camps (Phase 1) 0/300 2 dice 10 R
Military 3/3 25 R -5
-[ ] Third Tiberium War Performance Review GDI Ground Forces 1 dice
-[ ] Third Tiberium War Performance Review GDI Navy 1 dice
-[ ] Reclaimator Hubs (Blue Zone 1-19) 0/200 1 dice 25 R
Bureau 3/3 +1 Free Dice
-[ ] Security Reviews: Infra DC 60 2 dice+1 Infra
-[ ] Security Reviews: AgriDC 60 1 dice+1 free +1 Agri

205/250

Right our situation is pretty bad right now, we have low income and lots of stuff that needs to be fixed, Tiberium is continuing to spread and we have Nod reorganizing.
Priorities: Raise Income (if we dont do this we are dead, that the main way is also a way to slow the spread of tiberium is welcome)
Slow Tiberium Spread (we are a long way from stopping it but we do need to slow it)
Fix our shortages

On shortage front finishing Fungal Farms is enough for food to go neutral, if we can improve logistics which the shipyard will do. At the very least it is not the problem that energy, housing and income is.

From the top:
Blue Zone Recon-cheaper than yellow by 5 per dice and needing 200 fewer points. Works towards fixing our extreme housing shortage
Aggregate Plants- Reduces cost per dice of infra projects which kind of works as extra income if we do infra projects (which given housing needs we will be doing)
Logistical Shipyards- Finish this off to fix most of our logistics shortfall
Fission Turbine- at 5 resources per dice fairly cheap to throw 1 dice at each turn until it finishes to start chipping away at our energy shortage
Prefab- cheap housing project to chip away at that problem, 2 dice is decent chance to finish this turn
Solar Tarp- cheap project that can help chip away at energy will require at least 1 more turn but some progress is better than none and we can follow up with a couple of dice next turn
Fungal Farms- finishing this means food goes to neutral (dependent on logistics to transport it)
Yellow Zone Tiberium- this does two things, increases income by +5 to +10 and slows tiberium growth which is our mandate for the 5 year plan, we need the extra income badly and we cannot afford delays on slowing down tiberium growth as that gets worse the longer we ignore it
Tiberium Health Service- Ensures health is not an issue by trying to finish this
Yellow Zone Camps- Provides housing and is cheaper than yellow zone reconstruction at 5 v 15 so chipping away at this, also a bit of health as well
Military review- no resource cost use of the dice
Reclaimator Hub- works to our plan goal and lets us gather more tiberium both providing more income while also slowing spread
Security Reviews- Nod is reorganizing so we need to start clearing our departments of potential problems

Current Income: +125
Expected Income: +130-135

Housing: Critical -6 (+1 Prefab Shelter)
Energy: Severe -5
Logistics: Major -4 (+3 Logistics Shipyards)
Food: -2 (+2 Fungal Farms)
 
With Nod descending into warlordism, I think now is a really critical time to do some outreach to the yellow zones. Every warlord is going to be eager to get more recruits to overpower their rivals, and the locals are going to be somewhat disenchanted with Nod right now. If we can start providing some kind of amenities and support, to the point the populace doesn't have to sell themselves to the warlords to survive? We come off looking a lot better to the population the Brotherhood relies on for manpower when those warlords start press ganging people, and GDI's military- gutted or no, can goomba stomp any given warlord if we're actually given local support and information.
 
@Ithillid can you tell us how bad health shortages are? we have the numbers for the rest from the last update but not the new health. Or do we just not know how bad it is?
 
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