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Cards represent policies that GEO's agents can enact in order to alter a region's statistics, hopefully in a positive manner.

See Also: Major Policies

(Version française)

Projects

Projects are policies that have a long-term impact on some issues, as such, they are not active for a set amount of time, but instead keep affecting the region they are active in unless specific conditions makes them stall. However, the "Bid for GEO Headquarters" and perhaps the "International Space Programme" (To be verified...) cards are exceptions, being implemented on the next turn.

Bid for GEO Headquarters

  • Cost: $100
  • Time: 5 years
  • Support: +100
  • Description: The region will tender a bid to host the GEO HQ.
  • Requires: N/A

The turn after this card is played, the region its played in will be designated the HQ region, unlocking global policies and projects. The downside to this is that if GEO is ever banned from its HQ region, the mission will be instantly lost.

Business & Household Carbon Regs

  • Cost: $10
  • Time: 35 years
  • Support: N/A
  • Description: Provide regulatory support for businesses and households to undertake all activities falling under the current trading price of carbon.
  • Requires: Cap & trade initiatives must either be complete or being enacted.

This card starts a 30 year programme of introducing and building awareness of carbon reducing techniques for homes and offices. Every turn this card is in place, buildings in the region will be retrofitted or demolished to make way for more energy-efficient ones. By the end of the 30 years, houses and offices will only require 59.2% as much electricity, the commercial sector will produce 65.7% as much emissions, and industry in the region will require 10% less oil and gas due to recycling efforts. Note that although this policy technically lasts for 35 years, it has no mechanical effect after the 30 year mark (demolishing energy inefficient buildings) other than a success message.

Cap & Trade Carbon Emissions

  • Cost: $30
  • Time: Infinite
  • Support: N/A
  • Description: Set the region an emission target and establish a carbon trading scheme to meet that target.
  • Requires: N/A

This card enacts an "emission trading" scheme. Every region that signs up for cap & trade is given a 'quota' on the amount of emissions it can sustainably produce. Highly developed regions won't be given a high enough quota for their needs while under-developed regions will be given far more than enough. In order to rectify this, richer nations will "buy" poorer nation's excess emissions, allowing the former to continue polluting activities and helping the latter develop as countries. Ideally, the end result of cap and trade is a world of equally developed nations producing sustainable emissions.

Regions with development levels of 3 or more will agree to make 'carbon cuts' under cap and trade. The effects of these cuts depend on the region's outlook.

  • Green regions (altruistic or better) will reduce the size of all three economic sectors by 15%, reduce emissions in all three sectors by 10%, and reduce emissions from industrial coal use by 5% every turn.
  • Balanced regions (altruistic to consumerist) will reduce the size of all three economic sectors by 7.5%, reduce emissions in all three sectors by 5%, and reduce emissions from industrial coal use by 5% every turn.
  • Skeptic regions (consumerist or worse) will reduce the size of all three economic sectors, emissions in all three sectors, and emissions from industrial coal use by 2% every turn.

In developed regions with less than even stability, there's a 25% chance each turn that businesses in the region will simply use the scheme to steal billions without making any changes. This can only happen once per region and seems to do nothing but waste a turn.

Every turn cap and trade is used in regions with development levels under 3, the size, number of workers, and efficiency of workers of all three economic sectors is increased by 2%, industrial emissions are reduced by 10%, literacy is increased by 5%, and sickness and incapacity is reduced by 5%.

If at least 8 regions in the world (but not all 12) are implementing cap and trade, 'carbon leakage' may occur, where industry migrates to regions with at least a development level of 2 in order to escape having to make carbon cuts. Carbon leakage cheats the emission trading system, limiting first world investment in underdeveloped regions. As long as carbon leakage is occuring, all the effects of cap and trade in regions under development level 3 are halved.

Capture & Store Carbon Dioxide (CCS)

  • Cost: $50
  • Time: 55 years
  • Support: N/A
  • Description: Set up the chain of capture, transport, and ultimate storage of carbon.
  • Requires: CCS technology

This card initiates a programme for installing systems to capture emissions that would otherwise be released into the environment and safely storing them. Every turn the initiative is going on, emissions from fossil fuel use in power plants, farms, and factories will fall by 15%. However, these systems reduce the efficiency of the machines that use them; power plants will require 5% more fossil fuels and factories will require 3.5% more coal. By the time CCS is maxed out (after 12 turns), emissions in the power, agricultural, and industrial sectors will be down to a mere 16.7%, but power plants that use coal, oil, or natural gas will be running at only 56.8% efficiency and factories will require 41% more coal.

In order to combat the inefficiencies of CCS systems, it may be a good idea to compliment this card with a commitment to renewable energy and a coal-free industry initiative.

Coal-Free Industry

  • Cost: $30
  • Time: Infinite (until industry in the region is free of coal use)
  • Support: N/A
  • Description: Coal use is pervasive in industry. Shift to electrical machinery to alleviate the region's dependence on coal.
  • Requires: N/A

This card initiates a programme of getting industry in the region to use electricity for most things that normally use coal. Every turn the programme is enacted, the amount of coal that industry in the region needs decreases while the amount of electricity it needs increases.

Like other cards that exchange fossil fuel use for electricity, its important to initiate this project only in regions that generate their power from clean energy sources. Otherwise, all the project will do is make factories in the region stop burning coal in favor of using electricity that comes from coal-burning power plants.

Commit to Nuclear

  • Cost: $50
  • Time: Infinite
  • Support: N/A
  • Description: Maximise nuclear energy production in the region, using best available technologies.
  • Requires: N/A

This card commits the region to building nuclear power plants to satisfy energy demands. As long as there's at least some uranium in the region, nuclear power use in the region will increase by 10% every turn this card is played. Once 4th generation nuclear reactors become available in the region, this card will also start converting old reactors into new, 'fast breeder' reactors, increasing the efficiency of uranium by 78% each turn, to a maximum of 1000% efficiency.

Commit to Renewables

  • Cost: $50
  • Time: Until every renewable power source in the region is running at full capacity or until 80% of the region's power comes from renewable sources.
  • Support: N/A
  • Description: Direct the region to expand renewable power across solar, hydro, geothermal, wind and tidal, until it reaches capacity for each.
  • Requires: N/A

One of the slowest and likely endless projects to work at (despite the description). It incentivises any new energy production needs towards a Renewable Mix, spurring more construction of Solar, Hydro, Tidal, Geothermal and Wind power plants. As Oil runs dry and Coal and Gas gets more scarce but no less pollutant, Renewable investments will keep the focus on these kind of powerplants before the problems become accute.

Typically, even when given ample time and money there is only so much power that can be provided through renewable sources. Some Regions contain vast capacity and can easily have surplus Renewable plants, whereas others lack even enough for a 50% Energy mix, so it is not realistic to expect these to power all regions equally. Also, renewables will require tech to advance its reach, meaning even more time and money spent to max.

Note that Fusion, Biomass and Orbital Solar Harvesting (simply combined with Solar Powerplants) are included in the Renewable Mix.

Deploy 1st Generation Fusion

  • Cost: $50
  • Time: Infinite
  • Support: N/A
  • Description: Start building "Tokamak" Fusion Powerstations in the region, where possible appending them to existing steam turbine plants.
  • Requires: 1st generation fusion technology but not 2nd generation.

This card starts turning the region to 1st generation fusion energy. Every turn the card is played, the fraction of energy generated by fusion plants in the region will increase by 0.12%.

Deploy 2nd Generation Fusion

  • Cost: $50
  • Time: Infinite (until 100% of the region's energy comes from fusion)
  • Support: N/A
  • Description: Start building aneutronic He3 fusion reactors in the region. This will require humanity to have access to large He3 deposits, such as exist in the lunar regolith.
  • Requires: 2nd generation fusion technology.

This card starts turning the region to 2nd generation fusion energy. IF the moon isn't being mined for He3, the fraction of energy generated by fusion plants in the region will only increase by 0.36% every turn. If the moon is being mined, the fraction increases by 1.8% a turn and the theoretical capacity for fusion energy increases by 5% every turn.

Deploy Sulphate Aerosols

  • Cost: $50
  • Time: Infinite
  • Support: -25 in green regions, -50 in denialist regions.
  • Description: Direct the region to commence seeding the stratosphere with aerosol particles, reflecting the sun's heat back into space.
  • Requires: Access to aerosol geoengineering technology.

This card slowly fills the planet's atmosphere with sulphate aerosols to direct the heat of the sun back into space. Every turn that these aerosols are being deployed, the planet's radiative forcing is reduced by 0.25.

Although sulphate aerosols should be harmless in moderate quantities, massive or prolonged use of them will create a significant difference between how hot the Earth is and how hot it should be, judging from the concentrations of CO2 in the atmosphere measured in parts per million (PPM).

Very low concentrations of CO2 increases the chance and severity of flood and storms by 20. Low concentrations of CO2 increases the chance and severity of flood and storms by 10. Very high concentrations of CO2 increases the chance and severity of droughts by 20 and top soil erosion by 10. High concentrations of CO2 increases the chance and severity of droughts and top soil erosion by 10.

Dangerous Disparities
Temperature Very Low PPM Low PPM High PPM Very High PPM
<1 <234 <284 >445 >495
1 to 1.5 <295 <345 >505 >555
1.5 to 2 <355 <405 >566 >616
2 to 2.5 <416 <466 >627 >677
2.5 to 3 <537 <527 >687 >737
3 to 3.5 <537 (bug?) <587 >748 >798
3.5 to 4 <598 <648 >808 >858
4 to 4.5 <658 <708 >869 >919
4.5 to 5 <719 <769 >929 >979
5 to 5.5 <779 <829 >990 >1040
5.5 to 6 <840 <890 >1050 >1100
6 to 6.5 <900 <950

Industrial Carbon Regs.

  • Cost: $10
  • Time: 25 years
  • Support: N/A
  • Description: Provide regulatory support for industries to undertake all activities falling under the current trading price of carbon.
  • Requires: Cap & trade initiatives must either be complete or being enacted.

This card starts a 25 year programme of introducing and building awareness of sustainable manufacturing techniques. Every turn this card is in place, industrial emissions will be reduced by 15%. By the time the programme is complete, industrial emissions in the region will have dropped to only 44.3% of what they'd be otherwise.

Make It Easy On Yourself

  • Cost: -$50
  • Time: 5 years
  • Support: N/A
  • Description: Switch on easy mode.
  • Requires: N/A

This card can be used to turn on Easy Mode at the expense of losing one agent. Note that this can only be done once.

Pact with Thanatos

  • Cost: $100
  • Time: 5 years
  • Support: N/A
  • Description: Accept the assistance of the rogue AI Thanatos to ensure that your Black Ops strategies will be implemented without disruption.
  • Requires: Contact with Thanatos; there's a 50% chance of being contacted every turn that the player's evil score is over 5 and the headquarters for GEO is in a region with artificial intelligence technology.

This card forges a pact with an unstoppable rogue AI. Once the deal is made, Thanatos will assume control over the world's information networks, effectively locking the "evil meter" to 6 out of a possible 100; just high enough to use the evil policies without upsetting the global populace.

However, there's a catch; if the world's temperature goes over 2.5 degrees above pre-industrial levels, there's a 50% chance each turn that Thanatos will decide humanity is too dangerous to live and will use the powers GEO has granted him to develop and release Gene-Plague Omega, a perfect bioweapon that wipes out 100% of Earth's population, ending the game in failure.

Police State

  • Cost: $0
  • Time: 5 years?
  • Support: N/A
  • Description: Overthrow a regional government.
  • Requires: At least one region must have been successfully taken over by a regime change.

This is either a scrapped or unimplemented line of code. The card never appears since its not listed as a policy in the game files and it has no effects at all.

Prayer

  • Cost: $0
  • Time: Infinite
  • Support: N/A
  • Description: Call for a miracle.
  • Requires: At least 2 agents in the region and an atmospheric concentration greater than or equal to 850 ppmv.

Every turn that GEO agents focus the region on prayer, there's a 0.00001% chance that 1,184,680 metric tons of emissions will mysteriously vanish from the atmosphere.

Protect Land, Soil & Forests

  • Cost: $50
  • Time: Infinite
  • Support: N/A
  • Description: Negotiate suspension of deforestation in the region, and encourage reforestation. Also reduce emissions in agriculture through better land use and farming practices.
  • Requires: N/A

This project lasts for a few decades, and goes through three phases:. First, efforts are made to increase the yields and lower the toxicity of agriculture. Next, the logging industry and farmland expansion are tackled to stop deforestation in the region. Lastly, once deforestation has been stopped, large-scale reforestation and afforestation efforts are implemented.

While it would seem like a smart move to rely on Earth's natural CO2 scrubbers (Forests) to combat the rising emissions levels, humanity's ability to expand and pollute far outpaces natures ability to negate its effects. This project is good for increasing agricultural efficency and stopping rampant deforestation, it is not worth the time and money for negligible reforestation, which is better spent on limiting the human impact itself.

The project's effects on agriculture are its most opaque part. According to a look in the game's data files, the event "Grasslands Management" boosts yields by 14%, "Cropland Management Programme" by 15%, and "Rice Management Programme," which is limited to China, India and South Asia, boosts yields by 12%. "Methanogen Vaccines For Livestock" cuts yields by 0.5%, and "Organic Soils Restoration Programme" by 20%. All of these cut agriculture emissions. Afforestation events do not reduce agriculture. The agriculture efficiency boosts happen in order: 1. Grasslands Management 2. Rice Management Programme (if applicable) 3. Cropland Management Programme. These advances significantly reduce water stress.

Switch Transport to Electricity

  • Cost: $50
  • Time: Infinite (until all local freight and personal transportation is electric)
  • Support: N/A
  • Description: Convert the region's transport to electric power.
  • Requires: A GDP per capita of $12,000 or more in the region.

This card starts an initiative to change a region's local transportation to using electricity instead of fossil fuels. International transportation will always require oil, thus making it a good idea not to deplete or ban all sources of it.

Although electric vehicles reduce the need for fossil fuels for transportation, it increases the need for electricity. Because of this, regions that primarily generate electricity using polluting sources will actually have increased emissions from electric vehicles, as more polluting power plants are developed to keep up with the demand for power.

Synthetic Feedstocks

  • Cost: $50
  • Time: Infinite (until the region's agricultural and industrial sectors no longer use oil or natural gas)
  • Support: N/A
  • Description: Switch the region to synthesising feedstocks using nanotech.
  • Requires: 1st Generation Nanotechnology.

This card starts initiatives to get the region's agricultural and industrial sectors to use nanotechnology to create plastics, pesticides, fertilizers, and other resources they require. Every turn that the initiatives are in place, the amount of oil and natural gas the two sectors require will decrease while the amount of electricity they require increases. The initiatives continue until all farming and manufacturing in the region is done without oil or natural gas.

Like switching to electric transportation, this card can actually cause pollution and resource shortages if its enacted in a region that makes heavy use of fossil fuels to generate power.

Synthetic Oils Programme

  • Cost: $30
  • Time: Infinite
  • Support: N/A
  • Description: Subsidise plants that create synthetic fuels from coal or gas.
  • Requires: N/A

This card increases the production ceilings for oil made by converting coal or natural gas by 50% every turn.

Tobin Tax

  • Cost: -$100
  • Time: Infinite
  • Support: -100
  • Description: Create a tax on financial transactions, with all monies raised over the cost of collection going to the GEO.
  • Requires: A Development Level of 3 or more and a Stability of 'even' or better.

This cards issues a tax on all exchanges of one currency to another in the region, earning GEO billions but angering the populace. In addition, as long as the tax is in place, the GDP per commercial worker is dropped by 15%, which may help stabilize the global economy by keeping commercial sectors from growing too large.

Vegetarian Revolution

  • Cost: $25
  • Time: Infinite (until the agricultural GDP per meat industry worker is under 20%)
  • Support: -10 in denialist regions.
  • Description: Raising animals for meat is an inefficient use of land, and contributes to world hunger and environmental damage. Start a revolution in eating habits.
  • Requires: N/A

This card starts an initiative to convince the region's population to adopt vegetarian diets. This helps the environment because farming plants is more efficient than livestock ranching. Naturally however, most people are reluctant to change their eating habits and the "revolution" will do nothing but anger people in any region with an Outlook worse than 'even.'

The first turn after this card is played in an accepting region, GEO will remove all subsidies to the meat industry in the region and encourage farmers to switch to crops. This transfers 0.1 points of the region's agricultural GDP from the ranching to farming, temporarily lowers the overall agricultural GDP by 10%, and reduces the water required per agricultural worker by 20%.

Every turn after the legislation is in place, the shift continues. This transfers another 0.2 points of the region's agricultural GDP from the ranching to farming, temporarily lowers the overall agricultural GDP by 20%, and reduces the water required per agricultural worker by 60%.

Once the agricultural GDP per meat industry worker in the region is under 20%, the initiative will be declared a success and finalized. This locks the farming GDP at 90% and the ranching GDP at 5% and further decreases the water required by agricultural workers by another 60%.

Environment

Abandon High Yield Crops

  • Cost: $30
  • Time: 5 years
  • Support: N/A
  • Description: Subsidise the transition away from patent-dependant GM crops.
  • Requires: An Environmental Protection Office and having planted high yield crops.

This card dissolves the contracts with the GM companies that supply high yield crops to the region's farmers and switches them back to using unaltered crops. This prevents any patent disputes between the companies, causes the GDP per agricultural worker to return to its usual value, and boosts the amount of water the agriculture sector needs by 10%.

Adaptation To Heat And Droughts

  • Cost: $25
  • Time: Infinite
  • Support: +26 (-2 in denialist regions)
  • Description: The people of the region will be safer if they alter their lifestyles to deal with the shifting climate. Help them through those changes.
  • Requires: An Environmental Protection Office and improved drought, wildfire and erosion defences.

Adapting a region to dry weather lowers the severity of droughts, erosion, and wildfires by 5.

Adaptation To Storms And Floods

  • Cost: $25
  • Time: Infinite
  • Support: +26
  • Description: The people of the region will be safer if they alter their lifestyle to deal with the shifting climate. Help them through those changes.
  • Requires: An Environmental Protection Office and improved storm, flood and coast defences.

Adapting a region to wet weather lowers the severity of storms and (oddly) erosion by 5. Adaptation does not lower the severity of storms; this, plus the adaptations affecting erosion severity, are likely mistakes.

Artificial Biomes

  • Cost: $25
  • Time: Infinite
  • Support: +5 in green regions, -25 in denialist regions.
  • Description: Construct large-scale, high-tech managed habitats for at risk species and ecologies.
  • Requires: An Environmental Protection Office and access to 1st generation nanotechnology and quantum computers.

This card sets up "super zoos" for endangered animals in the region. This decreases the chance of animals in the region going extinct from deforestation, pollution, rising temperatures, or toxicity by 2 for as long as the biomes are funded.

Artificial Trees

  • Cost: $20
  • Time: Infinite
  • Support: +25 usually (-50 in denialist regions)
  • Description: Direct mass construction of carbon-absorbing installations in %(region)s. These will greatly mitigate anthropogenic emissions.
  • Requires: An Environmental Protection Office and access to 1st generation nanotechnology.

Every turn that a region is running artificial trees, 2000 metric tons of emissions are removed from the atmosphere. Artificial trees are the best way to effectively negate a region's emissions, even pushing the net amount into the negatives. By keeping these running in as many regions as possible, world-wide emissions should start to disappear.

Biotic Decontamination

  • Cost: $20
  • Time: Infinite
  • Support: +25
  • Description: Release custom-made nanobots into the environment to neutralise dangerous compounds.
  • Requires: An Environmental Protection Office, access to 1st generation nanotechnology and 3rd generation biofuels, and a toxicity density of 0.5%.

This card cleanses the local environment of toxins that cause sickness. Every turn that decontamination is occuring, the toxicity of the region is reduced by 40%.

Desalination Programme

  • Cost: $30
  • Time: Infinite
  • Support: +25
  • Description: Construct thermo-ionic desalination plants in the region.
  • Requires: An Environmental Protection Office and access to thermo-ionic desalination technology.

This card builds plants that can create fresh water directly from the ocean by removing all the salt from seawater. This increases the amount of fresh water in the region by 2% every turn and the amount of fresh water the region can produce by 5%.

Drought, Erosion and Wildfire Defenses

  • Cost: $10
  • Time: 5 years
  • Support: +25 (-50 in denialist regions)
  • Description: Enact basic plans and prevention measures for drought.
  • Requires: An Environmental Protection Office.

Improves the region's drought prevention and firefighting services in order to reduce the damage of heat and drought related natural disasters. It also improves the ability of a region to rebuild after a wildfire/drought and move on. However, the defenses may be proven inadequite for a more ferocious crisis, especially after strong temperature rises, or an inbalance in emissons to tempurature.

Enhanced Water Infrastructure

  • Cost: $50
  • Time: 5 years
  • Support: +25
  • Description: Deploy state-of-the-art water processing and distribution systems to this region.
  • Requires: An Environmental Protection Office and a water management programme.

This card upgrades the region's water supply network even further, making all sectors of the economy require 20% less water and providing 15% more water every turn.

Environmental Protection Office

  • Cost: $25
  • Time: 5 years
  • Support: +25, but -50 in denialist regions.
  • Description: Empower deployment of environmental defence and adaptation policies.

Unlocks environmental cards in the region.

Famine Relief Programme

  • Cost: $20
  • Time: Infinite
  • Support: +25
  • Description: Establish a long-term food distribution and subsidation programme to reduce the chance of famine in this region.
  • Requires: An Environmental Protection Office and a local food supply under 500.

While this card is being played, political famines won't occur.

High Yield Crop Strains

  • Cost: $20
  • Time: 5 years
  • Support: N/A (-25)
  • Description: Subsidise the provision of proprietary Genetically-Modified crop strains to farmers in the region.
  • Requires: An Environmental Protection Office and access to high yield crops.

This card helps farmers buy genetically-modified crops which grow bigger, faster, and more efficiently than regular strains. Once planted, the new crops reduce the amount of water the agriculture sector requires drops by 10% and the GDP per agricultural worker will rise by 0.2 as the GM crops grow bigger and faster than normal crops. However, after 15 years, there's a 25% chance each turn that GM food corporations will get into patent disputes with farmers, terminating their contracts. This causes the GDP per agriculture worker to fall by 0.2 and causes -25 support every turn as the crops rapidly die off.

Improved Drought, Erosion and Wildfire Defenses

  • Cost: $25
  • Time: 5 years
  • Support: +25 (-50 in denialist regions)
  • Description: Enact advanced plans and prevention measures for drought.
  • Requires: An Environmental Protection Office and basic Drought, Erosion and Wildfire Defenses.

Further improves the ability of a region to defend itself from the heat, using the best in fire defenses. To fully protect yourself from drought, you may also need to improve your water infrastructure. This card will block stronger weather events than the last, and often manages to save homes and farmland as well as lives in smaller disasters. However, it can still be bested by the hardest raging wildfires, especially in the late-game where rainfall is further reduced and the temperature is high.

Improved Storm, Flood and Coast Defenses

  • Cost: $25
  • Time: 5 years
  • Support: +25 (-50 in denialist regions)
  • Description: Build advanced wind and water defenses to offset the increasing ravages of nature.
  • Requires: An Environmental Protection Office and basic Storm, Flood and Coast Defenses.

Further improves the ability of a region to defend itself from the tides, using the best in coastal defenses, barriers, and early warning systems. This card will block stronger weather events than the last, and often manages to save homes and farmland as well as lives in smaller disasters. However, it can still be bested by the most damaging flood events, especially in the late-game where Arctic ice is further receded and weather cycles are disrupted.

Meteorological AI

  • Cost: $50
  • Time: Infinite
  • Support: +50 (-100 in denialist regions)
  • Description: Deploy a sophisticated computer intelligence to watch climate patterns, and dispatch mitigation teams ahead of weather-related disasters.
  • Requires: An Environmental Protection Office and access to artificial intelligence technology.

This card installs an AI in the region to provide early warning and coordinate relief teams for climate disasters. Unlike building defenses or adapting to the climate, the AI lowers the severity of disasters instead of building up defenses against them; while the AI is online, the severity of droughts, floods, erosion, and storms is reduced by 4. The AI does not lower the severity of wildfires or rising sea levels.

Renew High Yield Crops

  • Cost: $60
  • Time: 5 years
  • Support: N/A
  • Description: Renew contracts for proprietary Genetically-Modified crop strains in the region.
  • Requires: An Environmental Protection Office and having planted high yield crops at least 10 years ago.

This card renews the contracts with the GM companies that supply high yield crops to the region's farmers. Renewing the contracts this way resolves disputes between the companies and the farmers or prevents them from occurring. Mechanically, this boosts the GDP per agricultural worker by 20% and sets the 'age' of the high yield crop strains to 5 years; at least 10 years before there becomes a chance for patent disputes.

Repeal Conservation Measures

  • Cost: $25
  • Time: 5 years
  • Support: +25 in denialist regions, -5 in green regions.
  • Description: Revoke funding for conservation policies in this region.
  • Requires: Wild-life conservation must be enacted in the region.

This card dissolves the ecological reservations that the Wild-life Conservation card put up. Playing this increases the chances of animals in the region going extinct from deforestation, pollution, rising temperatures, or toxicity by 1. However, it also removes the legislation blocking deforestation, allowing the region's agriculture sector to grow bigger.

Storm, Flood and Coast Defenses

  • Cost: $10
  • Time: 5 years
  • Support: +25 (-50 in denialist regions)
  • Description: Build basic defenses to offset the increasing ravages of nature.
  • Requires: An Environmental Protection Office.

Improves the region's coastal defenses and flood planning in order to reduce the damage of sea and water related natural disasters. It also improves the ability of a region to rebuild after a coastal disaster and move on. However, the defenses may be proven inadequite for any severe storms, especially as the sea level rises.

Subsidise Biochar

  • Cost: $25
  • Time: Infinite
  • Support: +25
  • Description: Incentivise people to turn biomass into charcoal and blend the product into soils.
  • Requires: An Environmental Protection Office.

Every turn this card is played, emissions are reduced by 425 and the GDP per agricultural worker in the region is increased by 3%.

Switch to Conventional Farming

  • Cost: $25
  • Time: 5 years
  • Support: -5 in green regions
  • Description: We use pesticides and fertilisers for a reason: to make crops grow and ensure plenty to eat. Throwing away decades of agricultural learning is folly. Return to conventional farming.
  • Requires: An Environmental Protection Office and organic farming being used in the region.

This card switches farmers in the region from using organic means of growing plants back to conventional ones. This increases the resource requirements of the agriculture sector, which will require twice as much natural gas, ten times as much oil, and 42% more water. The one benefit of conventional farming is that it has a higher rate of return, increasing the GDP per agricultural worker by 34%.

Switch to Organic Farming

  • Cost: $25
  • Time: 5 years
  • Support: +5 in green regions
  • Description: The use of pesticides and fertilisers may give higher yields, but pollutes waterways. Regulate farmers in the region to ensure they balance productivity with sustainability.
  • Requires: An Environmental Protection Office.

This card switches farmers in the region from using conventional means of growing plants to organic ones. This reduces the resource requirements of the agriculture sector, which will require 50% less natural gas, 90% less oil, and 30% less water. Unfortunately, organic crops don't yield as much as normal, reducing the GDP per agricultural worker by 25%. As an added bonus, the lack of toxins in the ground increases the region's fresh water supply by 5%.

Water Management Programme

  • Cost: $25
  • Time: 5 years
  • Support: +25
  • Description: Water resources in this region are under stress. Fund upgrades to water processing and distribution systems to alleviate this issue.
  • Requires: An Environmental Protection Office.

This card upgrades the region's water supply network, making all sectors of the economy require 10% less water and providing 8% more water every turn.

Wild-life Conservation

  • Cost: $25
  • Time: 5 years
  • Support: +25 (+5 in green regions)
  • Description: Preserve endangered species and habitats by working with local communities to sustainably manage sanctuaries.
  • Requires: An Environmental Protection Office.

This card sets up ecological reservations for endangered animals in the region. This decreases the chance of animals in the region going extinct from deforestation, pollution, rising temperatures, or toxicity by 1. However, protecting land like this lowers the amount of deforestation that can happen and limits the size of the region's agriculture sector.

Technology

See: Future Technologies

Acquire <tech>

  • Cost: $50
  • Time: 5 years
  • Support: N/A
  • Description: Fund the region's acquisition of a technology from a partner region that has the tech.
  • Requires: A technology office in the region.

There's an acquire card for each technology in the game. Playing these cards allows the region to get access to a technology that's been discovered elsewhere. Acquire cards work by essentially making the region's research strand value become the value required for the technology; Acquire Quantum Computing, for example, gives the region 2090 points in infotech research. However, technologies must be acquired in order; a region that has less than 2030 points of infotech research would need to first acquire smart grids then quantum computing.

Advanced Materials Research Programme

  • Cost: $25
  • Time: Infinite
  • Support: N/A
  • Description: Provide GEO funding to support advanced materials research in the region.
  • Requires: A technology office in the region.

This card advances the region's materials research strand by 2 additional years every turn its played.

Biotech Research Programme

  • Cost: $25
  • Time: Infinite
  • Support: N/A
  • Description: Provide GEO funding to support biotech research in the region.
  • Requires: A technology office in the region.

This card advances the region's biotech research strand by 2 additional years every turn its played.

Cold Fusion

  • Cost: $20
  • Time: 5 years
  • Support: N/A
  • Description: Low energy nuclear reactors will sweep away the world\'s energy worries. Seriously invest in them.
  • Requires: A technology office in the region.

Does nothing. Possibly a left over bit of scrapped code or an as-of-yet unimplemented technology. It is also possible it was included as a joke. Its description sarcastically states "seriously invest in them" which may be a reference to Cold Fusion's controversial reputation in mainstream science.

Energy Research Programme

  • Cost: $25
  • Time: Infinite
  • Support: N/A
  • Description: Provide GEO funding to support energy research in the region.
  • Requires: A technology office in the region.

This card advances the region's energy research strand by 2 additional years every turn its played.

Infotech Research Programme

  • Cost: $25
  • Time: Infinite
  • Support: N/A
  • Description: Provide GEO funding to support information technology research in the region.
  • Requires: A technology office in the region.

This card advances the region's infotech research strand by 2 additional years every turn its played.

Regional Technology Office

  • Cost: $25
  • Time: 5 years
  • Support: +25
  • Description: Unlock a wealth of new technology options for the region.
  • Requires: N/A

Unlocks technology cards in the region.

Robotics Research Programme

  • Cost: $25
  • Time: Infinite
  • Support: N/A
  • Description: Provide GEO funding to support robotics research in the region.
  • Requires: A technology office in the region.

This card advances the region's robotics research strand by 2 additional years every turn its played.

Resources

Decline Coal Power

  • Cost: $20
  • Time: Infinite (until no coal is used to generate power in the region)
  • Support: Depends on the region's Outlook; green regions support production declines while consumerist regions resist them.
  • Description: Decline the region's dependency on coal for electricity generation.

Decline Gas Power

  • Cost: $20
  • Time: Infinite (until no natural gas is used to generate power in the region)
  • Support: Depends on the region's Outlook; green regions support production declines while consumerist regions resist them.
  • Description: Decline the region's dependency on gas for electricity generation.

Decline Nuclear Power

  • Cost: $20
  • Time: Infinite (until no uranium is used to generate power in the region)
  • Support: Depends on the region's Outlook; green regions support production declines while consumerist regions resist them.
  • Description: Decline the region's dependency on nuclear power for electricity generation.

Decline Oil Power

  • Cost: $20
  • Time: Infinite (until no oil is used to generate power in the region)
  • Support: Depends on the region's Outlook; green regions support production declines while consumerist regions resist them.
  • Description: Decline the region's dependency on oil for electricity generation.

Expand Biofuels

  • Cost: $50
  • Time: Infinite
  • Support: N/A
  • Description: Biofuels offer humanity an excellent opportunity for emissions-neutral fuel and petrochemical production. Increase the region's commitment to their production.
  • Requires: A regional energy office and a limit on biofuels under 50%.

Every turn this card is played, the limit on biofuels increases by 5%.

Expand Coal Production

  • Cost: $50
  • Time: Infinite
  • Support: -5 in green regions
  • Description: Coal is a plentiful fuel with many useful applications. and whose emissions can potentially be mitigated by CCS technologies. Increase its production in the region.
  • Requires: A regional energy office.

Every turn this card is played, the production ceilings for hard and soft coal increase by 20%, the production ceiling for synthetic oil made from coal increases by 50%, and the fraction of hard and soft coal recoverable in the region increases by 2.5%.

Expand Natural Gas Production

  • Cost: $50
  • Time: Infinite
  • Support: -2 in green regions
  • Description: Gas is increasingly plentiful, with relatively low emissions and many uses: it's the ideal groundbed for a transition economy. Increase its production in the region.
  • Requires: A regional energy office.

Every turn this card is played, the production ceilings for conventional, deep, tight, and clathrate natural gas increase by 20%, the production ceiling for synthetic oil made from natural gas increases by 50%, and the fraction of conventional, deep, tight, and clathrate natural gas recoverable in the region increases by 2.5%.

Expand Oil Production

  • Cost: $50
  • Time: Infinite
  • Support: -5 in green regions
  • Description: The World still possesses a great deal of oil, despite declining production. Push to recover as much of this vital resource as possible.
  • Requires: A regional energy office.

Every turn this card is played, the production ceilings for conventional, shale, and tar sand oil increase by 20% and the fraction of conventional, shale, and tar sand oil recoverable in the region increases by 2.5%.

Lift Regional Ban: <resource>

  • Cost: $10
  • Time: 5 years
  • Support: Varies
  • Description: Varies
  • Requires: A regional energy office and a global or regional ban on a resource type.

This undoes a ban on a resource. Global bans can be selectively lifted in certain regions this way.

Regional Ban: 1st Gen Biofuels

  • Cost: $10
  • Time: 5 years
  • Support: N/A
  • Description: Forbid the region from using 1st generation biofuels in transport.
  • Requires: A regional energy office.

Regional Ban: 2nd Gen Biofuels

  • Cost: $10
  • Time: 5 years
  • Support: N/A
  • Description: Forbid the region from using 2nd generation biofuels in transport.
  • Requires: A regional energy office.

Regional Ban: 3rd Gen Biofuels

  • Cost: $10
  • Time: 5 years
  • Support: N/A
  • Description: Forbid the region from using 3rd generation biofuels in transport.
  • Requires: A regional energy office.

Regional Ban: Clathrates

  • Cost: $10
  • Time: 5 years
  • Support: N/A
  • Description: Forbid the region from exploiting its reserves of clathrates for natural gas fuel.
  • Requires: A regional energy office.

It's usually a very good idea to ban clathrate exploitation as soon as possible, due to the dangers involved. Once artificial intelligence becomes available, AIs will make clathrate exploitation safe. After that, the ban can be safely lifted in any region with AI technology.

Regional Ban: Shale & Tight Gas

  • Cost: $10
  • Time: 5 years
  • Support: N/A
  • Description: Forbid the region from exploiting its reserves of shale and tight gas.
  • Requires: A regional energy office.

Regional Ban: Unconventional Oils

  • Cost: $10
  • Time: 5 years
  • Support: N/A
  • Description: Forbid the region from exploiting its reserves of tar sands and shale oil.
  • Requires: A regional energy office.

Regional Energy Office

  • Cost: $25
  • Time: 5 years
  • Support: +25
  • Description: Enable energy policy-making in %(region)s. These may diverge from global legislation.
  • Requires: N/A

Unlocks resource cards in the region.

Society

Baby Boom

  • Cost: $15
  • Time: Infinite
  • Support: +1 in nationalist regions
  • Description: Campaign in the region to promote larger families.
  • Requires: A welfare office in the region and a birth rate under 21.

This card starts a campaign of promoting the region to have more children, adding 0.5 to the birth rate modifier every turn. If this card is played on the same turn that a one-child policy is enforced in the region, the conflict between what GEO wants and what it allows will drop support in the region by 50.

Eco-Awareness Campaign

  • Cost: $25
  • Time: Infinite
  • Support: +25 usually, -25 if the region is denialist.
  • Description: Persuade the people of the region of the stark realities of climate change - to encourage them to accept environmental legislation, and be more realistic in their expectations.
  • Requires: N/A

This card starts a campaign of getting the region's populace to be more aware of the environment. Every turn this card is enacted, the region's outlook will shift 2 points towards being greener. Playing this card in a number of countries has the effect of creating a global shift which allows the country with the Headquarters to play the "New Green Deal" card after a few turns.

Educational Enrolment

  • Cost: $10
  • Time: Infinite
  • Support: +25
  • Description: The region's people would like broader access to education. Direct funds toward both increasing the number of classrooms and subsidising local students to get to them.
  • Requires: A welfare office in the region and a literacy rate under 75%.

This card funds education in the region, increasing the literacy rate by 10% every turn. If an integration program is in place in the region, this card will also drop regional nationalism by 1 every turn.

End Integration Program

  • Cost: $5
  • Time: 5 years
  • Support: +3 in nationalist regions
  • Description: End our commitment to economic integration of refugees in the region.
  • Requires: An ongoing integration program.

This card ends all GEO support for integrating the region's immigrants. Playing this card removes all the effects of the integration program.

Emergency Housing Relief

  • Cost: $20
  • Time: Infinite
  • Support: +25
  • Description: Residential services are at unacceptable levels in the region. Fund affordable, eco-friendly residential areas.
  • Requires: A welfare office in the region and crowded houses.

This card initiates the construction of sustainable housing in the region. Every turn that houses are being built, the average number of people per house, the amount of energy houses use, and the amount of local and international personal transportation will all drop by 20%. In addition, if an integration program is in place in the region, this card will also drop regional nationalism by 1 every turn.

Grow Agriculture

  • Cost: $10
  • Time: Infinite
  • Support: N/A
  • Description: Envigorate employment in the agricultural sector with development funding for companies.
  • Requires: N/A

Every turn this card is played, the number of workers in the region's agricultural sector increases by about 3%, the size the sector can grow increases by 25%, the amount of work each worker can do increases by 5%, and the sector itself grows by 2%.

Grow Commerce

  • Cost: $10
  • Time: Infinite
  • Support: N/A
  • Description: Envigorate employment in the commercial sector with development funding for companies.
  • Requires: N/A

Every turn this card is played, the number of workers in the region's commercial sector increases by about 3%, the size the sector can grow increases by 25%, and the amount of work each worker can do increases by 5%.

Note this increases the risk of a financial collapse (caused when the commerce sector grows too large relative to the sum of the Agricultural and Industry sectors).

Grow Industry

  • Cost: $10
  • Time: Infinite
  • Support: N/A
  • Description: Envigorate employment in the industrial sector with development funding for companies.
  • Requires: N/A

Every turn this card is played, the number of workers in the region's industrial sector increases by about 3%, the size the sector can grow increases by 25%, and the amount of work each worker can do increases by 5%.

Higher Education Programme

  • Cost: $20
  • Time: Infinite
  • Support: +25
  • Description: The region has many people wishing to reach their full potential. Spend GEO funds to sponsor higher education as a sensible investment in the region's future.
  • Requires: A welfare office in the region and a literacy rate over 74% but below 99%.

This card funds tertiary education institutes and encourages the population to enroll in universities and academies, increasing the literacy rate of the region by 5% every turn.

Integration Program

  • Cost: $10
  • Time: Infinite
  • Support: -2 in regions with high nationalism.
  • Description: Help the dispossessed find a place in the region.
  • Requires: A welfare office in the region.

This card puts in place programs to help integrate immigrants to the region, helping them find jobs, medical treatment, education, and housing as well as adapting to the culture of their new home. Once this card is played, there's a 75% chance that nationalism in the region will decrease by 1. In addition, if a job-sharing initiative, educational enrollment, or emergency housing relief programme is played in a region while the integration program is funded, nationalism will decrease by 1 per welfare programme.

Job-Sharing Initiative

  • Cost: $25
  • Time: Infinite
  • Support: +25 usually, -5 in green regions.
  • Description: Unemployment in this region has reached critical levels. Institute a job-share scheme across all sectors, to ensure that as many people as possible have paid work.
  • Requires: A welfare office in the region and an unemployment rate of at least 10%.

This card sets up an initiative to get people working, even if businesses have to hire more people than they require. Every turn this card is played, the size of the region's agricultural, industrial, and commercial sectors will increase by 20% each while the GDP each sector gets from its workers drops by 5%. In addition, if an integration program is in place in the region, this card will also drop regional nationalism by 1 every turn. Once the unemployment rate drops under 10%, the initiative will be declared a success, giving the region +50 support.

Late Retirement

  • Cost: $25
  • Time: Infinite
  • Support: +25
  • Description: Extend the retirement age by 10 years.
  • Requires: A welfare office in the region, a retirement age under 90, and a life expectancy of at least 80 and a literacy rate over 74% but below 99%.

This card passes legislation to extend the age of retirement, allowing/forcing workers to continue working for another decade before they're eligible for retirement. Currently, this card can never appear, since it requires a policy that doesn't exist. This card may be a scrapped or unimplemented card.

Mass Relocation

  • Cost: $40
  • Time: Infinite
  • Support: -75
  • Description: Adapt the region to climate change by moving entire towns and cities to more sustainable areas.
  • Requires: A welfare office and the signing of the International Climate Refugee Treaty.

This card initiates the relocation of people in the region to safer areas. Every turn mass relocations are taking place, 2% of the region's population immigrate to other regions and the severity of floods and rising sea levels are reduced by 1. Unfortunately, being forced to move their homes reduces the contentment and stability of the region's population by 1.

Market AI

  • Cost: $50
  • Time: Infinite
  • Support: +50
  • Description: Deploy an AI to monitor and guide industrial and commercial activity in this region: yielding enhanced productivity.
  • Requires: A welfare office in the region and access to artificial intelligence technology.

This card installs an AI to improve productivity and make sure the economy doesn't spiral out of control. Every turn the AI is monitoring the economy, the GDP per worker of all three economic sectors doubles in size, keeping them in balance with each other.

Medical Welfare Programme

  • Cost: $20
  • Time: Infinite
  • Support: +25
  • Description: Address issues of public health in the region, including inoculation programmes against disease and basic healthcare provision for all.
  • Requires: A welfare office in the region and a rate of sickness that's at least 10%.

This card subsidizes the healthcare of the region its played in, reducing the number of people incapacitated from disease or injury by 25%. Once the fraction of the population that's sick falls below 10%, the programme will complete.

Nano-Medicine Programme

  • Cost: $50
  • Time: Infinite
  • Support: +50
  • Description: Deploy the latest nano-medicine techniques, consigning the vast majority of illnesses and ailments in %(region)s to the history books.
  • Requires: A welfare office in the region and access to nano-medicine technology.

This card deploys nano-medicines to the region's healthcare systems, locking the fraction of the population that's sick to a mere 0.001% for as long as the system is funded.

One-Child Policy

  • Cost: $25
  • Time: Infinite
  • Support: -25
  • Description: Mandate a one-child policy in the region, limiting family sizes.
  • Requires: A welfare office in the region.

This card starts a campaign of promoting the region to have less children, reducing the region's birth rate modifier by 50% every turn. If this card is played on the same turn that a baby boom campaign is running in the region, the conflict between what GEO wants and what it allows will drop support in the region by 50.

Reduce Working Week

  • Cost: $25
  • Time: Varies, at least 5 years
  • Support: +3 in green regions
  • Description: Limit the number of hours people can work each week.
  • Requires: A welfare office in the region, a Development Level of 2 or more, and an unemployment rate greater than 5%.

This card initiates a campaign of getting businesses in the region to accept a reduced working week, giving people more leisure time. While this campaign is going on, the GDPs per worker of all three economic sectors will be reduced by 10%, the number of workers in each sector increases by 10%, and the size of each sector decreases by 10%. If the GDP per capita is at least $40,000, there's a 60% chance that the legislation will be accepted, making the decreased GDPs per worker permanent. If the measure isn't accepted, 8% of the new workers will be fired, all three sectors will grow back by 5%, and the 50 points of support in the region will be lost.

Relocation Assistance

  • Cost: $15
  • Time: Infinite
  • Support: N/A
  • Description: Make it easier for individuals and families to migrate to other regions.
  • Requires: A welfare office and no regional emigration controls.

This card helps people in the region move to safer areas. Every turn GEO assists with relocations, 0.2% of the region's population immigrate to other regions and the severity of floods, rising sea levels, storms, and droughts are reduced by 1. Unfortunately, traveling like this reduces the contentment and stability of the region's population by 1.

Repeal Working Week Legislation

  • Cost: $25
  • Time: 5 years
  • Support: -3 in green regions
  • Description: Restore longer work hours so that the region is more competitive in the global market.
  • Requires: A reduced working week must have been accepted in the region.

This card repeals the legislation that reduced the legal working week. This increases the GDP per worker in all three economic sectors by 10% and the size of each sector by 5%. Unfortunately, 10% of workers from all three sectors will become unemployed due to businesses being unable to afford longer hours for all their workers.

Regional Welfare Office

  • Cost: $25
  • Time: 5 years
  • Support: +25
  • Description: Unlock urgent aid and civil development assistance for the region.

Unlocks social cards in the region.

Transport Efficiency Investment

  • Cost: $25
  • Time: Infinite
  • Support: -5 in green regions.
  • Description: Improve the region's road and rail network to facilitate development.
  • Requires: A welfare office in the region and a Development Level of 2 or less.

This card builds new and more efficient transportation networks in the region, helping to clear traffic problems and transport stress. Every turn this card is played, the amount of local transport required by the region's industrial sector, commercial personnel, and residents is reduced by 10% while the amount of local transport required by the region's agriculture sector and commercial freight is reduced by 5%.

Political

Bookburning

  • Cost: $10
  • Time: Infinite
  • Support: N/A
  • Description: History teaches that there's nothing like a good old-fashioned book burning to quash the advance of knowledge.
  • Requires: An evil score of 6 or more.

Despite the description, this card does not decrease literacy but does prevent the region from gaining research points based on its HDI level. It can prevent regions from gaining the efficiency improvements from super-smart grids and advanced turbines. Yay.

Border Enforcement

  • Cost: $20
  • Time: Infinite
  • Support: +1 in militant and/or nationalist regions
  • Description: In breach of international conventions, authorise border security to kill.
  • Requires: A political office.

This card allows the border guards of the region to use deadly force against anyone attempting to enter the region without the proper paperwork. Every turn that a region's borders are being lethally enforced, the number of people who die while trying to enter the region increases by 2%.

Covert Sterilisation

  • Cost: $100
  • Time: Infinite
  • Support: N/A
  • Description: People in this region are having far too many babies. If we dose the water supply with contraceptives for the next five years, we should be able to put a brake on things. Authorise covert sterilisation.
  • Requires: Black ops funding.

Every turn that a region is being covertly sterilized, the birth rate will be locked at a quarter and the evil of GEO will go up by 1. This is very effective in reducing overpopulation though, if overdone, the population of a region can be devastated from the lack of children.

Declare Martial Law

  • Cost: $100
  • Time: 5 years
  • Support: +100
  • Description: We must bring fighting in %(region)s to an end as swiftly as possible. Deploy security contractors to support local governments in bringing the situation under control.
  • Requires: A political office in the region and a stability less than -10.

This card deploys private military forces to the area to quickly bring the region under the control of its governments. When played, it forces the stability of the region back to 0 and reduces militancy by 2.

Develop Bio-Weapons

  • Cost: $100
  • Time: 5 years
  • Support: N/A
  • Description: Establish labs to develop genetically-tailored viruses that will allow us to cull regional populaces in a controlled manner.
  • Requires: The region must have funded "Deep Black Ops"

This card allows gene-plagues to be developed and unleashed on the world. Initiating the development of biological weapons will increase the evil of GEO by 3.

Disinformation

  • Cost: $15
  • Time: Infinite
  • Support: +10
  • Description: Distract the region's attention from the harsh realities of fuel crises and climate change with an endless media torrent of light entertainment and celebrity gossip.
  • Requires: Black ops funding.

This card swamps the region's airwaves with flashy but ultimately empty entertainment, distracting people from GEO's activities and removing 1 point from GEO's evil score every turn.

Emigration Controls

  • Cost: $10
  • Time: 5 years
  • Support: -25
  • Description: Limit movement of people out of the region, to avoid losing valuable workers.
  • Requires: A political office.

This card prevents a majority of people from legally leaving the region, effectively ending all emigration from the area.

Encourage Consumption

  • Cost: $25
  • Time: Infinite
  • Support: -25
  • Description: Encourage people in the region to move away from excessive saving, and towards spending needed for a robust economy.
  • Requires: N/A

This card starts a campaign of getting the region's populace to spend more money and dream of bigger and better luxuries. Every turn this card is enacted, the region's outlook will shift 2 points towards being consumerist. Consumerist outlooks are rarely good for GEO, humanity, or the planet as a whole, but playing this card can sometimes be a tactical choice. For example, materialistic cultures spend more money and thus have more robust economies. However, because encouraging consumption also results in higher emissions, lower contentment, and a loss of support, there's usually much better, safer solutions to these sorts of problems.

Executive Incentives

  • Cost: $100
  • Time: Infinite
  • Support: N/A
  • Description: Funnel $100 billion of GEO funds into luxury properties and off-shore bank accounts.
  • Requires: An evil score of 6 or more.

This card allows the player to secret away and spend GEO's funds on personal luxuries, increasing their final score by 10 every turn they keep their hand in the till. Of course, this is a very corrupt action and will increase the evil rating by 1 every turn its done.

Fund Black Ops

  • Cost: $100
  • Time: 5 years
  • Support: N/A
  • Description: We have established a covert presence in the region; now instigate Black Ops projects to further your ends.
  • Requires: A political office in the region.

This card establishes a black ops division in the region, giving GEO access to illegal abilities and powers. Once a black ops presence is established in a region, GEO can fund insurgency campaigns, covertly sterilize the population, attempt a regime change, disseminate disinformation, and blame individual GEO agents for illegal activities. Further, more radical powers can be unlocked by funding deep black ops as well. Even if none of these actions are taken, establishing a black ops presence shows GEO's willingness to break the law to achieve its ends, thus increasing its evilness by 1.

Fund Deep Black Ops

  • Cost: $200
  • Time: 5 years
  • Support: N/A
  • Description: Sometimes, to do good, you must do evil things. The region's problems can only be solved with very strong, dispassionate actions.
  • Requires: Black ops funding.

This card funds more extreme black ops tasks than normal. Its main use is as a stepping stone for developing bio-weapons and unleashing the first engineered plague on the region. Even if neither of these actions are taken, funding deep black ops shows GEO's willingness to commit genocide to achieve its ends, thus increasing its evilness by 2.

Fund Insurgency Campaign

  • Cost: $100
  • Time: Infinite
  • Support: N/A
  • Description: Political stability in the region is complicating our plans. Covertly fund local insurgency groups to unsettle the populace and make them more biddable.
  • Requires: Black ops funding.

This card funds waves of terrorist attacks and assassinations in the region. Every turn its played, all three economic sectors will shrink by 2% due to the disruptions, regional stability will drop by 5 points, and the evil of GEO will increase by 3. The main strategic benefit of this card is to make a region a better target for a regime change.

Fund Law Enforcement

  • Cost: $25
  • Time: 5 years
  • Support: N/A
  • Description: These are troubling times in the region. Supporting their police force will ensure that our projects proceed more smoothly.
  • Requires: A political office in the region and a stability of 0 or better.

This card funds regional police, helping them keep the area stable. When played, it increases stability by 3 and reduces militancy by 1. Unfortunately, the added police presence also reduces contentment by 5.

Gene-Plague Alpha

  • Cost: $100
  • Time: 5 years
  • Support: N/A
  • Description: We must thin the herd to save the species. This engineered virus is tailored to the DNA of the region's inhabitants. Order it be used.
  • Requires: The region must have funded "Deep Black Ops" and bio-weapons must have been developed somewhere in the world (not necessarily the same region).

This unleashes a DNA-targetting engineered virus on the region, causing 25% of its inhabitants to die in a single turn and doubling the number of people hospitalized from illness. Unleashing such a plague increases the evil of GEO by 4.

Gene-Plague Beta

  • Cost: $100
  • Time: 5 years
  • Support: N/A
  • Description: Gene-Plague Alpha worked well, but didn't go far enough. Gene-Plague Beta is twice as effective, so it must be twice as good. Order it be used.
  • Requires: Gene-Plague Alpha must have been unleashed somewhere in the world (not necessarily the same region).

This unleashes a DNA-targetting engineered virus on the region, causing 50% of its inhabitants to die in a single turn and insuring that 80% of the survivors are left hospitalized from illness. Unleashing such a plague increases the evil of GEO by 10.

Gene-Plague Gamma

  • Cost: $100
  • Time: 5 years
  • Support: N/A
  • Description: Our scientists have developed the perfect biological weapon, guaranteed to wipe a region 99.9% clear of human life. Order it be used.
  • Requires: Gene-Plague Beta must have been unleashed somewhere in the world (not necessarily the same region).

This unleashed a DNA-targetting engineered virus on the region, causing all of its inhabitants to die in a single turn and preventing any resource extraction or deforestation caused by humanity. Unleashing such a plague increases the evil of GEO by 15.

Last-Chance Gourmet

  • Cost: $10
  • Time: Infinite
  • Support: N/A
  • Description: The region has numerous species of wildlife very close to extinction. It would be criminal to allow them to pass into history without finding out what they taste like.
  • Requires: An evil score of 6 or more.

While this card is active, hunting endangered animals for food will be a trend in the region. This increases the chance of animals in the region going extinct from deforestation, pollution, rising temperatures, or toxicity by 1.

Political Office

  • Cost: $25
  • Time: 5 years
  • Support: N/A
  • Description: Enable direct intervention in the region as needed to further GEO objectives.

Unlocks political cards in the region and increases regional stability by 1.

Prospect in Wildlife Reserve

  • Cost: $25
  • Time: Infinite
  • Support: -10 in green regions.
  • Description: Just look at all this breathtaking natural beauty. Order it cut down and dug up for resources!

Every turn this card is active, there's a chance of discovering 5% more conventional oil, hard coal, or natural gas in the region. Though there should be a chance to find 5% more uranium, a bug in the coding causes oil to be discovered instead, though it's reported as uranium. Regardless of whether or not any resources are found, playing this card destroys 10,000 trees (similar to a large wildfire) and raises the player's evilness by 1 every turn.

Provide Security Assistance

  • Cost: $50
  • Time: 5 years
  • Support: +50
  • Description: Regional governments in the region are struggling to maintain control. Deploy security contractors to help them in their plight.
  • Requires: A political office in the region and a stability less than 0 but greater than or equal to -10.

This card deploys private military forces to the area to help regional governments regain control. When played, it increases stability by 5 and reduces militancy by 1. By itself, this is mostly good for keeping a region from destabilizing further; there's usually underlying issues and reasons for the instability that must be solved before the region truly becomes safe.

Red Tape

  • Cost: $10
  • Time: Infinite
  • Support: N/A
  • Description: The production and energy sectors in %(region)s are intolerably efficient. Draft a raft of wasteful regulations to fix them.
  • Requires: N/A

Every turn this card is played, the amount of electricity and fossil fuels required by all sectors of the region's economy will go up by 5%.

Regime Change

  • Cost: $100
  • Time: 5 years
  • Support: +500 on success, -300 on failure.
  • Description: The leaders of this region are unacceptably inimical to the GEO. Have them replaced with more biddable alternatives.
  • Requires: Black ops funding.

This action attempts to rig the ballots of elections in the region so that radical ecological parties will appear to win landslide victories in elections, forcing the region to adopt a green outlook with a value of 5. Naturally, this is a very corrupt action and results in the evil of GEO increasing by 5, whether or not the ploy is successful. The chance of the scandal being discovered depends on the stability of the region. It may be a strategically good idea to purposefully destabilize a region by funding insurgency campaigns before attempting a regime change.

    • 0% chance of success if Stability is greater than 10
    • 25% chance of success if Stability is greater than 5 but less than or equal to 10
    • 50% chance of success if Stability is greater than 0, but less than or equal to 5
    • 80% chance of success if Stability is greater than -5, but less than or equal to 0
    • 100% chance of success if Stability is less than or equal to -5

Relax Borders

  • Cost: $5
  • Time: 5 years
  • Support: -2 in nationalist regions
  • Description: Put an end to the restrictive immigration policies in the region.
  • Requires: A political office.

This card instantly relaxes all border restrictions and sets the region's migration wall to 90%, allowing as much immigration to the region as possible.

Relax Emigration Controls

  • Cost: $5
  • Time: 5 years
  • Support: 25
  • Description: Restore migration freedoms for people leaving the region.
  • Requires: A political office and emigratin controls.

This card undoes any restrictions on emigrating from the region, allowing people to leave whenever they wish.

Scapegoat

  • Cost: $50
  • Time: 5 years
  • Support: +25
  • Description: The GEO is coming under scrutiny for its actions. Take the heat off by letting one of your agents in the region cop the blame.
  • Requires: An evil score of 6 or more.

This card randomly selects one of the agents in the region (not necessarily the one used to enact it) who will then be blamed for all the illegal and corrupt actions GEO has taken. The agent will then be handed over to the authorities in the region (earning some support) and the apparent evilness of GEO will be reduced by 5.

Security AI

  • Cost: $50
  • Time: Infinite
  • Support: N/A
  • Description: Deploy a heavily networked artificial intelligence to administrate security and policing in this region: preventing social unrest.
  • Requires: A political office in the region and access to artificial intelligence technology.

This card puts the security of the region under the control of a vast and powerful artificial intelligence. Every turn the security AI is online, it increases the stability of the region by 15 and reduces militancy by 10, making it much cheaper and more effective than declaring martial law or providing security assistance. However, the general populace find this policy Orwellian at best, reducing their contentment by 10 every turn.

Tighten Borders

  • Cost: $15
  • Time: 5 to 15 years (until regional migration hits 0%)
  • Support: +2 in nationalist regions
  • Description: Strengthen borders to make it harder for people to seek refuge in the region.
  • Requires: A political office.

This card slowly raises security along the region's borders, reducing the region's migration wall by 30% each turn until it hits 0% and immigration to the region becomes impossible.

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