[ ] Recruitment Drives
With the Universities reopened, GDI has a long list of potential new recruits for its technical departments. While there are unlikely to be substantial numbers of particularly interesting recruits, more capacity is always useful (100/120/140/160/180/200)

[ ] Focus Reallocation
While focusing on Tiberium and Infrastructure has served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Infrastructure and -1 die to Tiberium)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy

[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)

Options for next turn. You are also going to be losing two of your Tib dice to ZOCOM, since they need the people you grabbed at the beginning of the plan. On the other hand, you have a bunch of options to boost up your dice counts.
 
[X] Plan Supermajority

Pretty much exactly what I was considering so I'm down. 2/3 support is a good goal, and we've made and kept a promise to everyone. That tells them that, if they can keep their requests reasonable, we'll always try to throw them a ball. We're mostly apolitical (even if none of us like the FMP ha!).
 
[ ] Focus Reallocation
While focusing on Tiberium and Infrastructure has served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Infrastructure and -1 die to Tiberium)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy
Options for next turn. You are also going to be losing two of your Tib dice to ZOCOM, since they need the people you grabbed at the beginning of the plan. On the other hand, you have a bunch of options to boost up your dice counts.
soFocus Reallocation what the point of picking Infrastructure and Tiberium if we already getting a -1, does it make it a 0? if so why not out 3 choices we pick them +1 anywhere we want we wont loss anything also no major gains but 1 extra dice where ever we want. can we stack the reallocations like 2 on military?

ZOCOM welp l forgot about that did anyone else haha
 
Our current foci are Infrastructure and Tiberium, so Infra and Tiberium each losing a die when we reassign foci is just them losing the focus. If we put the focus back on Tiberium it will get the +1 back, for a net 0 change, because it's already focused so of course. But if we want to change the focus to another sector that's what this does (we probably do for our Infra focus for example, that sector is less pressing now).
 
Also, Infrastructure is still keeping its +2 dice bonus from the Yellow Zone Volunteers we recruited back in Q1 2051. So it's going to have 5 dice, or 6 if we choose it as a focus again. (But there's less reason to make it a focus now.)
 
Our current foci are Infrastructure and Tiberium, so Infra and Tiberium each losing a die when we reassign foci is just them losing the focus. If we put the focus back on Tiberium it will get the +1 back, for a net 0 change, because it's already focused so of course. But if we want to change the focus to another sector that's what this does (we probably do for our Infra focus for example, that sector is less pressing now).
Assuming we put one of the 3 focus options on Tiberium (up from 2 focus options last Plan!) - which seems likely - we'll have 4 dice, not the current 6. Because we're losing 2 dice worth of people to ZOCOM.
 
[X] Plan Supermajority
Ambitious, I like it. Also finally giving the military some sorely needed attention.
 
[ ] Focus Reallocation
While focusing on Tiberium and Infrastructure has served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Infrastructure and -1 die to Tiberium)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy

Options for next turn. You are also going to be losing two of your Tib dice to ZOCOM, since they need the people you grabbed at the beginning of the plan. On the other hand, you have a bunch of options to boost up your dice counts.
So overall that's -3 to Tiberium dices? Really?

Can we pick the Tiberium sector more than once to concentrate dices and potentially get back the 3 lost dices? Because otherwise this seems as if it is crippling income while people are picking more ambitious goals to fulfill.
 
So overall that's -3 to Tiberium dices? Really?
No. It can be -3 to Tiberium, but it is likely only -2 because you lost dice that were only ever supposed to be temporary, and you are going to be keeping focus on tib, while getting another die to focus on a third area. And there are other options to gain dice, most notably doing a recruitment drive and spending capital goods on them.
 
So, it's been pointed out that my Pizza Party plan does effectively snub the Hawks. Therefore, I create a new alternative. It's more ambitious, with no real point beyond being more favorable to Hawks, but here it is. It is also possibly in bad taste, and may be illegal in some areas:

[X]Plan Pizza with Hawk Meat
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
-[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
-[X] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)
-[X] Free Market Party +12 votes
--[X] Take at least 75 points of Consumer Goods
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
-[X] Hawks +6 votes
--[X] Construct at least 3 MARV fleets
--[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
--[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
-[X] United Yellow List +10 votes
--[X] Complete Yellow Zone Industrial Sectors
--[X] Complete three phases of shell factories.
-[X] Developmentalists +50 votes
--[X] Take 75 points of Consumer Goods
--[X] Take 45 points of Food
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI processing limit by at least 1000
--[X] Increase GDI income by at least 400
-[X] Starbound Party +2 votes
--[X] Complete at least three phases of Space Stations
-[X] Socialist Party +2 votes
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone

[X]Plan Courting the Pizza Party
 
Looks like most want to promise more than needed for 60 backers and promise 75 consumer goods so I updated my limited goals plan with additional promises to increase the number of backers and consumer goods promised.

[X] Limited goals 75 consumer goods version
-[X] 30% budget (265 RpT, -10 PS)
-[X] 20 points (capital goods)
-[X] 75 points (consumer goods)
-[X] 30 points (food)
-[X] Free Market Party (12)
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
--[X] Take at least 75 points of Consumer Goods
-[X]Hawks (1)
--[X] Construct at least 3 MARV fleets
--[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
-[X] United Yellow List (10)
--[X] Complete three phases of shell factories.
--[X] Complete at least two phases of orbital communications
--[X] Complete Yellow Zone Industrial Sectors
-[X]Developmentalists (34)
--[X] Take 75 points of Consumer Goods
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI income by at least 400
--[X] Increase abatement by 30 points
-[X]Independents (listed by number of votes)
-[X] Starbound Party (2)
--[X] Complete at least three phases of Space Stations
-[X] Socialist Party (2)
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
 
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I'd recommend we stick a bonus into light Industry for consumer goods and one into Heavy Industry to keep up our capital goods output. Given, of course, that we still have a massive consumer goods shortage which we have promised to eliminate. We'll also always need more capital goods to keep expanding our production capacity and to keep up with our promises to improve our consumer goods output and our military commitments. Probably keep a focus on Tiberium since that should always be a priority unless we come up with a TCN without the Tacitus to study, so we'll still lose a die to ZOCOM but we'll at least have some of our focus pointed in that direction.

I'd also recommend taking the option to expand our strategic planning apparatus as that seems to be something that will help us out a lot when it comes to planning ahead, even if it does cost us a fair bit now.
 
[X]Plan Pizza with Hawk Meat
[X]Plan Courting the Pizza Party

Remember that we don't have to fulfill the promises. We're a politician. As long as we complete most and have some progress to the rest, we'll be fine.
 
Remember that we don't have to fulfill the promises. We're a politician. As long as we complete most and have some progress to the rest, we'll be fine.

We definitely do have to fulfill the promises. Granger is a nuclear physics professor who accidentally got put in charge of the planetary economy and is way out of his depth, not a skilled political operative. The only reason we haven't been fired already for doing insane shit like hiring admitted Nod members is because we get things done. If we stop getting things done we will stop having a job.
 
Q1 2054
Adhoc vote count started by Ithillid on Jun 17, 2021 at 10:13 AM, finished with 149 posts and 51 votes.

  • [X] Plan Supermajority
    -[X] 30% budget (265 RpT, -10 PS)
    -[X] 20 points (capital goods)
    -[X] 75 points (consumer goods)
    -[X] 30 points (food)
    -[X] Free Market Party +12 votes
    --[X] Take at least 75 points of Consumer Goods
    --[X] Construct at least 2 MARV fleets
    --[X] Build at least 6 military goods factories
    -[X] Hawks +6 votes
    --[X] Construct at least 3 MARV fleets
    --[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
    --[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
    --[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
    -[X] United Yellow List +10 votes
    --[X] Complete Yellow Zone Industrial Sectors
    --[X] Complete three phases of shell factories.
    -[X] Developmentalists +50 votes
    --[X] Take 75 points of Consumer Goods
    --[X] Increase abatement by 30 points
    --[X] Increase abatement by 40 points
    --[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    --[X] Increase GDI income by at least 400
    -[X] Starbound Party +2 votes
    --[X] Complete at least three phases of Space Stations
    -[X] Socialist Party +2 votes
    --[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
    [X]Plan Courting the Pizza Party
    -[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
    -[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
    -[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
    -[X] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)
    -[X] Free Market Party +12 votes
    --[X] Take at least 75 points of Consumer Goods
    --[X] Construct at least 2 MARV fleets
    --[X] Build at least 6 military goods factories
    -[X] Hawks +1 votes
    --[X] Construct at least 3 MARV fleets
    --[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
    -[X] United Yellow List +10 votes
    --[X] Complete Yellow Zone Industrial Sectors
    --[X] Complete three phases of shell factories.
    -[X] Developmentalists +50 votes
    --[X] Take 75 points of Consumer Goods
    --[X] Take 45 points of Food
    --[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    --[X] Increase GDI processing limit by at least 1000
    --[X] Increase GDI income by at least 400
    -[X] Starbound Party +2 votes
    --[X] Complete at least three phases of Space Stations
    -[X] Socialist Party +2 votes
    --[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
    [X] Plan Focused Promises
    -[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
    -[X] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
    -[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
    -[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
    -[X] Take at least 75 points of Consumer Goods
    -[X] Build at least 6 military goods factories
    -[X] Take 30 points of Capital Goods
    -[X] Complete Yellow Zone Industrial Sectors
    -[X] Take 75 points of Consumer Goods
    -[X] Increase abatement by 30 points
    -[X] Increase abatement by 40 points
    -[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    [X] Plan Pizza with Hawk Meat
    -[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
    -[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
    -[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
    -[X] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)
    -[X] Free Market Party +12 votes
    --[X] Take at least 75 points of Consumer Goods
    --[X] Construct at least 2 MARV fleets
    --[X] Build at least 6 military goods factories
    -[X] Hawks +6 votes
    --[X] Construct at least 3 MARV fleets
    --[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
    --[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
    --[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
    -[X] United Yellow List +10 votes
    --[X] Complete Yellow Zone Industrial Sectors
    --[X] Complete three phases of shell factories.
    -[X] Developmentalists +50 votes
    --[X] Take 75 points of Consumer Goods
    --[X] Take 45 points of Food
    --[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    --[X] Increase GDI processing limit by at least 1000
    --[X] Increase GDI income by at least 400
    -[X] Starbound Party +2 votes
    --[X] Complete at least three phases of Space Stations
    -[X] Socialist Party +2 votes
    --[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
    [X] Plan All-Around Buy-In
    -[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
    -[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
    -[X] 90 points - A substantially ambitious plan, a full 90 point development would bring back not only prewar luxuries, but also bring many of those luxuries into the yellow zones. While it would inherently define the plan, it is also something that should be popular across much of the political spectrum (+5 PS)
    -[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
    -[X] Free Market Party +12 votes
    --[X] Take at least 75 points of Consumer Goods
    --[X] Take at least three grant programs
    --[X] Construct at least 2 MARV fleets
    --[X] Build at least 6 military goods factories
    -[X] Hawks +24 votes
    --[X] Construct at least 3 MARV fleets
    --[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
    --[X] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
    --[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
    --[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
    --[X] Take at least two additional grants programs.
    -[X] United Yellow List +10 votes
    --[X] Complete Yellow Zone Industrial Sectors
    --[X] Complete three phases of shell factories.
    -[X] Developmentalists +50 votes
    --[X] Take 75 points of Consumer Goods
    --[X] Take 90 points of Consumer Goods
    --[X] Increase abatement by 30 points
    --[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    --[X] Increase GDI income by at least 400
    -[X] Consumer Party +2 votes
    --[X] Take at least 90 points of Consumer Goods
    -[X] Socialist Party +2 votes
    --[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
    [X] Plan: Preparing for the future
    -[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
    -[X] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
    -[X] 60 points - A substantial wave of new and restored consumer goods production, either through grants, factories, or some combination of the two, is estimated to be enough to meet both indicated and unindicated demand, although those estimates may well be conservative (-5 PS)
    -[X] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)
    -[X] Free Market Party (1/2/3/4) (12 votes)
    --[X] Construct at least 2 MARV fleets
    --[X] Take 30 points of Capital Goods
    --[X] Increase GDI income by at least 600 points.
    -[X] Hawks (2/4/6/8) (1 votes)
    --[X] Construct at least 3 MARV fleets
    -[X] United Yellow List (1/2) (7 votes)
    --[X] Complete Yellow Zone Industrial Sectors
    -[X] Developmentalists (3/5/7) (50 votes)
    --[X] Take 45 points of Food
    --[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    --[X] Increase GDI processing limit by at least 1000
    --[X] Increase GDI income by at least 400
    [X] Plan Less Promise More Action
    -[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
    -[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
    -[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
    -[X] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)
    -[X] Free Market Party (1/2/3/4) (3 votes)
    --[X] Construct at least 2 MARV fleets
    --[X] Take at least 75 points of Consumer Goods
    -[X] Hawks (2/4/6/8) (1 votes)
    --[X] Construct at least 3 MARV fleets
    --[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
    -[X] United Yellow List (1/2) (7 votes)
    --[X] Complete Yellow Zone Industrial Sectors
    -[X] Developmentalists (3/5/7) (50 votes)
    --[X] Take 75 points of Consumer Goods
    --[X] Take 45 points of Food
    --[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    --[X] Increase GDI processing limit by at least 1000
    --[X] Increase GDI income by at least 400
    -[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
    -[X] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
    -[X] 30 points - A relatively limited goal, and about a third more than is required to solve the immediate indicated demand, it is also an unpopular position, indicating that GDI has little real ability to return to prewar plenty. (-15 PS)
    -[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
    --[X] Take 30 points of Capital Goods
    --[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
    --[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
    --[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
    --[X] Complete three phases of Yellow Zone Arcologies
    --[X] Complete three phases of shell factories.
    --[X] Increase abatement by 30 points
    --[X] Increase abatement by 40 points
    --[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    --[X] Increase GDI processing limit by at least 1000
    --[X] Increase GDI income by at least 400
    --[X] Complete at least three phases of Space Stations
    --[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
    [X] Plan Commitment to Peace and Prosperity
    -[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
    -[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
    -[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
    -[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
    --[X] Take at least 75 points of Consumer Goods
    --[X] Construct at least 2 MARV fleets
    --[X] Build at least 6 military goods factories
    --[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
    --[X] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
    --[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
    --[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
    --[X] Complete Yellow Zone Industrial Sectors
    --[X] Complete three phases of shell factories.
    --[X] Take 75 points of Consumer Goods
    --[X] Increase abatement by 30 points
    --[X] Increase abatement by 40 points
    --[X] Increase GDI processing limit by at least 1000
    --[X] Increase GDI income by at least 400
    --[X] Complete at least three phases of Space Stations
    [X] Plan Broad support
    -[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
    -[X] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
    -[X] 60 points - A substantial wave of new and restored consumer goods production, either through grants, factories, or some combination of the two, is estimated to be enough to meet both indicated and unindicated demand, although those estimates may well be conservative (-5 PS)
    -[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
    -[X] Free Market Party (12)
    --[X] Construct at least 2 MARV fleets
    --[X] Build at least 6 military goods factories
    --[X] Take 30 points of Capital Goods
    -[X]Hawks (0)
    -[X] United Yellow List (10)
    --[X] Complete three phases of shell factories.
    --[X] Complete at least two phases of orbital communications
    -[X]Developmentalists (34)
    --[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    --[X] Increase GDI income by at least 400
    -[X]Independents (listed by number of votes)
    -[X] Starbound Party (2)
    --[X] Complete at least three phases of Space Stations
    -[X] Socialist Party (2)
    --[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
    [X] Limited goals 75 consumer goods version
    -[X] 30% budget (265 RpT, -10 PS)
    -[X] 20 points (capital goods)
    -[X] 75 points (consumer goods)
    -[X] 30 points (food)
    -[X] Free Market Party (12)
    --[X] Construct at least 2 MARV fleets
    --[X] Build at least 6 military goods factories
    --[X] Take at least 75 points of Consumer Goods
    -[X]Hawks (1)
    --[X] Construct at least 3 MARV fleets
    --[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
    --[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
    -[X] United Yellow List (10)
    --[X] Complete three phases of shell factories.
    --[X] Complete at least two phases of orbital communications
    --[X] Complete Yellow Zone Industrial Sectors
    -[X]Developmentalists (34)
    --[X] Take 75 points of Consumer Goods
    --[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    --[X] Increase GDI income by at least 400
    --[X] Increase abatement by 30 points
    -[X]Independents (listed by number of votes)
    -[X] Starbound Party (2)
    --[X] Complete at least three phases of Space Stations
    -[X] Socialist Party (2)
    --[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone

Calling it here. Plan Supermajority has it.

Q1 2054

Plan Completion Bonuses: +4 to all dice


Resources: 240 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 70
Free Dice: 5
Tiberium Spread
14.49 Blue Zone
30.00 Yellow Zone (61 Points of Mitigation)
55.51 Red Zone (35 Points of Mitigation)

Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+22)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+4) (+2 stored)
Health: Substantially improved (+7)
Capital Goods: Significant Shortfalls (-2) (collapse in 19-23 quarters)
Consumer Goods: Titanic Shortages (-21)
Labor: Gargantuan Surpluses (111)
Tiberium Processing Capacity (880/1000)
Yellow Zone
Water: Limited Surpluses (+1)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 5; 18: 6)
United Yellow List: 10 Seats (7; 3; 0; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (34; 16; 3; 0)



Infrastructure (6 dice)

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 0/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

[ ] Yellow Zone Fortress Towns (Phase 2)
A further wave of fortresses can push deeper into the Yellow Zones, creating arcs of ablative settlement between the Brotherhood and the Terminus cities, keeping the enemy far short of the Blue Zone heartland of the Initiative. While supplying them is still difficult, their simple presence will require more effort from the Brotherhood.
(Progress 70/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and, if need be, evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks.
(Progress 0/170: 15 resources per die) (+++ Housing)

[ ] Yellow Zone Pipelines
Water has become a noticeable problem in the Yellow Zones, especially with the prospective industrial and agricultural development, not to mention increasing quality of life. While achieving sufficient levels of purification is difficult under any circumstances, it is much easier in the Blue Zones. Therefore, by running pipelines to the Terminus cities, GDI can ensure an immediately sufficient quantity of water is available.
(Progress 70/120: 5 resources per die) (+++ Water)

[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 15 Resources per die) (++ Logistics)

[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design is seeing increasing other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)

[ ] Urban Metros (Phase 3)
Future projects, such as further phases of high density development, and the planned bedroom communities have made it so that further development of the metro system is now warranted. While there is sufficient, if not plentiful rolling stock in the system, these new development areas will require substantial construction of new track and new bus lines to service properly. While these will exacerbate some developing inner city snarls, it is a problem that cannot be helped with current technologies
(Progress 39/150: 15 resources per die) (+++ Logistics, - Energy)

[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)

Heavy Industry (3 dice)

[ ] Blue Zone Power Production Campaigns (Phase 1)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 18/500: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for powerplants. While the initial proof of concept designs will not produce a substantial amount of power, they are a herald of a new age, one not reliant on relatively expensive fissionables.
(Progress 0/200: 20 Resources per Die) (+ Energy)

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/60: 5 resources per die)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. However, the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/275: 5 resources per die) (++ Energy)

[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)

[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)

[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/125: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)

[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/300: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 154/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)

[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods per turn)

[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/180: 20 resources per die) (+1 Fusion Lift Die)


Light and Chemical Industry (3 dice)

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)

[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/180: 10 resources per die) (+++ Consumer Goods, --- Electricity)

[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Electricity, -- Capital Goods, --- Labor)

[ ] Blue Zone Light Industrial Sectors
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Electricity, - Capital Goods, --- Labor)

[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/180: 15 resources per die) (++ Consumer Goods, + Health)

[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, - Energy)


[ ] Edinburgh Electric Motor Plant
The electric motor, in its countless sizes and forms, is probably one of the most produced and used pieces of hardware next to computer chips and accumulators. Having not changed much since its inception in the 19th century, GDI still relies on them to keep the gears turning. Especially in demand are high-power ones, for use in electric or hybrid vehicles, and miniature ones for use in microelectronics. While it is possible to keep going with the amount in use, building up GDI's economy again will require sufficient supply of these important parts.
(Progress 0/125: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)

[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)


Agriculture (3 dice)

[ ] Perennial Aquaponics Bays
While most aquaponics relies on relatively fast growing crops, the method can also be used with more long term crops, such as berries, beans, and perennialized versions of other grains, oilseeds, and legumes. These require a fundamentally different structure than the linear bays of single growth crops. Instead of a long single run, with sheets of plants rafting down as they grow, perennial aquaponics bays are typically taller, with spirals of plants being fed by tanks placed on ground level. While the crops only typically produce a harvest once a year, they can be staggered by artificially manipulating the growing environment.
(Progress 0/200: 10 resources per die) (+++ food)

[ ] Expansive Aquaponics Campaigns
With GDI now caring for ever more people, the food supplies have begun to show strain. A massive campaign of expanding existing operations, and opening new ones, especially using filter feeders, such as freshwater shrimp as a secondary protein source and water cleaning option at the end of the runs, will help ensure longer term food security in Blue and Yellow zones around the world.
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)


[ ] Yellow Zone Aquaponics Bays (phase 3)
While immediate further development would unacceptably strain water supplies, there is still a demand for more food in the Yellow Zones, both as a local supply and for greater diversity. With the immediate need for carbs and protein satisfied, more of the emphasis can go towards consumer goods and the availability of poorly shipping fruits and berries to yellow zone populations.
(Progress 2/80: 10 resources per die) (+ Food, + Consumer goods -- Water)

[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 0/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

[ ] Organic textiles farms
While most clothing is made from varieties of artificial fibers or layered polymer sheets, organic fibers, such as hemp, cotton, or linen have advantages of their own. By beginning to lay in a number of new growth operations focusing on these species, GDI can increase clothing production relatively cheaply. While this will inherently require the production of clothing to increase, a substantial separate project, expanding the selection of materials can increase perceived diversity at a relatively limited cost.
(Progress 0/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed.

[ ] Agricultural Processing Plants (Phase 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)

[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)

[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)

Tiberium (4 dice)

[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)

[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[ ] Intensification of Yellow Zone Harvesting (Phase 3)
With a first wave of fortress towns complete, a further wave of development of the Yellow Zone harvesting operations is now viable. Much like a castle in the middle ages, the fortress towns will become the centers of a harvesting system around them, acting as a center of skills and human capital for intensive extraction.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 phase available)

[ ] Red Zone Tiberium Harvesting (Phase 5)
Instead of focusing on a single target, GDIs current plan is a systematic expansion of existing target areas with more outposts, expanding the number of surfaces where mining operations can be conducted.
(Progress 22/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Phase 1)
While the Forgotten have tapped out their resources to increase abatement, GDI has most certainly not. Deploying more bases, more harvesters, and more support focused towards containing Tiberium will provide a substantial amount of additional resources and cover large sections of the ever expanding Red Zones.
(Progress 0/180: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)

[ ] Tiberium Glacier Mining (Phase 5)
With preparations complete for the South American Red Zone, another phase of mines is planned. At least initially, unlike other Tiberium mines, this one seems likely to be more vertical, attacking a partially buried array of glaciers, and the remnants of the Amazon rainforest. The proposal calls for a series of containment rings around outcrops, with vertically oriented sonic projectors to shatter and sheer off sections for collecting.
(Progress 68/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)

[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)

[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)

Orbital (3 dice) (2 Fusion 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 3)
Expanding the Enterprise into a proper all in one industrial center, a further series of modules and extensions will create a number of new industrial areas. However, before the refineries and the like can be brought fully online, they will need to be fed
(Progress 68/400: 30 resources per die) (+ Capital Goods, + Consumer Goods)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] Expand Orbital Communications Network (Phase 2)
With the worst of the damage replaced, GDI's new need is for higher speed and more bandwidth. While everywhere is connected, few of those connections are particularly high bandwidth. With this in mind, making more bandwidth available will drastically cut the need for couriers for any but the most highly classified projects, and as more computers become available, more of GDI's citizens can begin working from home, reducing the strain on public transit networks.
(Progress 29/150: 15 resources per die) (+ Logistics) (5 PS for completion) (shuttle)

[ ] Orbital Cleanup (Phase 1)
With orbital recycling capacity now in place, GDI can begin ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 0/100: 15 resources per die) (Opens new Space Projects) (20-30 resources) (shuttle)

(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)

[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 0/50: 15 Resources per Die)

[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/100: 15 Resources Per Die)

[ ] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 0/100: 15 Resources Per Die)

[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/300: 15 Resources per Die)

Services (3 dice)

[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 211/300: 5 Resources per die) (-- Labor)

[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/230: 5 Resources per die) (--- Labor)


[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)

[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)

[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/250: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)

[ ] Multi Use Stadium Program
Large scale developments of enclosed stadia will begin a process of providing for improved entertainment. While dedicating stadia to individual sports, let alone teams, as happened before Tiberium is not particularly practical, it does represent a beginning investment in greater recreational opportunities, and the creation of a number of new spaces for small scale enterprises. Additionally, these stadia provide useful spaces for gatherings of large groups of people, which can include parties, and evacuations
(Progress 0/100: 10 resources per die) (++ Consumer Goods)

Military (3 dice)

[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice) (Further construction of military factories before reaching = capital goods will increase progress costs)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub, a further redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die)

[ ] 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 0/125: 20 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)

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 Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Glasgow (Progress 0/60: 15 resources per die) (-- Labor, -- Energy)
-[ ] New Moscow (Progress 0/60: 15 resources per die) (-- Labor, -- Energy)
-[ ] Oslo (Progress 0/60: 15 resources per die) (-- Labor, -- Energy)

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.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
-[ ] Valparaiso (Progress 0/70: 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)

[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 resources per die)

Space Force

[ ] Orbital Strike Regimental Combat Team Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational. However, there is another problem that must be dealt with first. GDI simply cannot deploy nearly enough force to orbit to maintain an OSRCT. More infrastructure, either sufficient fusion spacelift, or substantial investments into military development, are required before this station can begin to be brought online.
(Progress 0/225: 30 Resources per die)

[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die)

Ground Forces
[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)

[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)

[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 123/150: 10 Resources per die) (-- power)

[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)

[ ] Ablat Plating Development
NOD has always used laser weapons to some extent, but never in as large a number as during the Third Tiberium War. Rather than being a dedicated weapon for the most elite of NOD's armies, or a fixed defensive piece, NOD fielded large numbers of laser systems across its force, with some proliferating down the ranks. In the post war world that has continued, with NOD forces attempting to bring lasers even to the infantry. While dedicated anti laser armor systems have generally been considered not to be worth the weight and defensive trade offs, the increased deployment of lasers has changed the calculus substantially.
(Progress 0/70: 10 resources per die)

Navy

[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. First, for the African and South Asian coastlines, the port of Duqm in B4. While not the most developed port, it is proximate enough to major supply lines that limited further construction will allow for mass production. Second is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
  • [ ] Duqm (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Copenhagen (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)

[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 0/250: 10 Resources per die)

Steel Talons

[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)

[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 10 resources per die) (--- Energy)


[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)

[ ] Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/40 : 10 resources per die)


[ ] Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/40: 10 Resources per die)

Bureaucracy (3 dice)

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)

[ ] Recruitment Drives
With the Universities reopened, GDI has a long list of potential new recruits for its technical departments. While there are unlikely to be substantial numbers of particularly interesting recruits, more capacity is always useful (100/120/140/160/180/200)

[ ] Focus Reallocation
While focusing on Tiberium and Infrastructure has served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Infrastructure and -1 die to Tiberium)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy

[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)

** 2 Hour Moratorium on Voting **
** Remember, all valid plans must spend at least two dice or at least 30 resources on on military development **
 
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Further construction of military factories before reaching = capital goods will increase progress costs
This line of the Wartime Factory Refits pushes getting capital goods to = from something that would be nice to have soon to something that should be done in this turn or the next as we also need to spend 20R or 2 dice on the military each turn.
 
Here's the probability array I've been working on using the previews on the Discord. I'm not going to be around soon, so I haven't had time to double-check everything and a few numbers I haven't done yet. (There may be mistakes.) I'll fix it up and update the threadmarked version when I return later today.
Infrastructure 5 dice +12
-[] Blue Zone Arcologies (Phase 1) 0/450 5 dice 75R 3%, 6 dice 90R 20%, 7 dice 105R 52%, 8 dice 120R 79%, 9 dice 135R 93%
-[] Yellow Zone Fortress Towns (Phase 2) 70/200 2 dice 40R 60%, 3 dice 60R 92%
-[] Yellow Zone Fortress Towns (Phase 2+3) 70/400? 4 dice 80R 14%, 5 dice 100R 49%, 6 dice 120R 80%, 7 dice 140R 95%
-[] Yellow Zone Arcologies (Phase 1) 0/170 2 dice 30R 25%, 3 dice 45R 74%, 4 dice 60R 95%
-[] Yellow Zone Pipelines 70/120 1 die 5R 78%, 2 dice 10R 99%
-[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 32%, 3 dice 45R 80%, 4 dice 60R 97%
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 23%, 3 dice 30R 72%, 4 dice 40R 95%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 35%, 3 dice 30R 81%, 4 dice 40R 97%
-[] Urban Metros (Phase 3) 39/150 1 die 15R 17%, 2 dice 30R 75%, 3 dice 45R 97%
-[] Fiber-Optic Expansion 0/240 3 dice 60R 24%, 4 dice 80R 67%, 5 dice 100R 91%
Heavy Industry 3 dice +12
-[] Blue Zone Power Production Campaigns (Phase 1) 18/500 6 dice 60R 10%, 7 dice 70R 36%, 8 dice 80R 66%, 9 dice 90R 86%, 10 dice 100R 96%
-[] Fusion Power Prototype 0/200 2 dice 40R 8%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 100R 98%
-[] Blue Zone Microgeneration Program (Phase 1) 0/60 1 die 5R 68%, 2 dice 10R 98%
-[] Yellow Zone Power Grid Extension (Phase 2) 74/275 2 dice 10R 8%, 3 dice 15R 52%, 4 dice 20R 86%, 5 dice 25R 98%
-[] Heavy Rolling Stock Plants 0/250 3 dice 30R 18%, 4 dice 40R 60%, 5 dice 50R 88%, 6 dice 60R 98%
-[] Personal Vehicle Factories 0/250 3 dice 30R 18%, 4 dice 40R 60%, 5 dice 50R 88%, 6 dice 60R 98%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 15 dice 225R 5%, 16 dice 240R 15%, 17 dice 255R 31%, 18 dice 270R 51%, 19 dice 285R 70%, 20 dice 300R 84%, 21 dice 315R 93%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 3% (Note: Completion here requires an omake bonus), 2 dice 30R 64%, 3 dice 45R 94%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/325 4 dice 60R 16%, 5 dice 75R 52%, 6 dice 80R 82%, 7 dice 95R 95%
-[] Helsinki C-35 Factories 0/125 1 die 15R 3% (Note: Completion here requires an omake bonus), 2 dice 30R 64%, 3 dice 45R 94%
-[] Kure Machine Works 0/300 3 dice 45R 2%, 4 dice 60R 28%, 5 dice 75R 66%, 6 dice 90R 90%
-[] Saarland Heavy Industrial Plant 154/350 1 HI + 1 Tib 20R 21%, 2 HI + 2 Tib 40R 97%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 6%, 7 dice 175R 27%, 8 dice 200R 57%, 9 dice 225R 81%, 10 dice 250R 94%
-[] Union Class Construction Yard 0/180 2 dice 40R 18%, 3 dice 60R 67%, 4 dice 80R 92%
Light and Chemical Industry 3 dice +12
-[] Chemical Precursor Plants 36/200 2 dice 30R 29%, 3 dice 45R 77%, 4 dice 60R 96%
-[] Personal Electric Appliances Factories 0/180 2 dice 20R 18%, 3 dice 30R 60%, 4 dice 40R 92%
-[] Yellow Zone Light Industrial Sectors 0/400 5 dice 50R 14%, 6 dice 60R 45%, 7 dice 70R 75%, 8 dice 80R 92%
-[] Blue Zone Light Industrial Sectors 0/350 4 dice 40R 7%, 5 dice 50R 37%, 6 dice 60R 71%, 7 dice 70R 91%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 18%, 3 dice 45R 60%, 4 dice 60R 92%
-[] Civil Clothing Factories 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Edinburgh Electric Motor Plant 0/125 1 die 15R 3% (Note: Completion here requires an omake bonus), 2 dice 30R 64%, 3 dice 45R 94%
Agriculture 3 dice +12
-[] Perennial Aquaponics Bays 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 3%, 8 dice 80R 15%, 9 dice 90R 40%, 10 dice 100R 67%, 11 dice 110R 87%, 12 dice 120R 95%
-[] Yellow Zone Aquaponics Bays (phase 3) 2/80 1 die 10R 50%, 2 dice 20R 93%
-[] Yellow Zone Aquaponics Bays (phase 3+4) 2/160? 2 dice 20R 32%, 3 dice 30R 80%, 4 dice 40R 97%
-[] Vertical Farming projects 0/250 3 dice 45R 18%, 4 dice 60R 60%, 5 dice 75R 88%, 6 dice 80R 98%
-[] Organic textiles farms 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
-[] Agricultural Processing Plants (Phase 1) 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Ranching Domes 0/250 3 dice 60R 18%, 4 dice 80R 60%, 5 dice 100R 88%, 6 dice 120R 98%
Tiberium 4 dice +32
-[] Blue Zone Perimeter Fencing (Phase 2) 36/400 3 dice 45R 2%, 4 dice 60R 38%, 5 dice 75R 83%, 6 dice 90R 98%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 4%, 3 dice 60R 58%, 4 dice 80R 95%
-[] Intensification of Yellow Zone Harvesting (Phase 3) 54/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Phase 5) 22/130 1 die 25R 40%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Phase 5+6) 22/260 2 dice 50R 9%, 3 dice 75R 68%, 4 dice 100R 97%
-[] Red Zone Tiberium Harvesting (Phase 5+6+7) 22/390 4 dice 100R 35%, 5 dice 125R 82%, 6 dice 150R 98%
-[] Red Zone Containment Lines (Phase 1) 0/180 2 dice 50R 18%, 3 dice 75R 67%, 4 dice 100R 93%
-[] Red Zone Containment Lines (Phase 1+2) 0/360? 4 dice 100R 5%, 5 dice 125R 32%, 6 dice 150R 66%, 7 dice 175% 72%, 8 dice 200R 97%
-[] Tiberium Glacier Mining (Phase 5) 68/180 1 die 30R 36%, 2 dice 60R 95%
-[] Tiberium Glacier Mining (Phase 5+6) 68/360 3 dice 90R 29%, 4 dice 120R 82%, 5 dice 150R 98%
-[] Red Zone Sweeper Convoys 0/120 1 die 20R 28%, 2 dice 40R 92%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 32%, 3 dice 90R 89%, 4 dice 120R 99%
-[] Tiberium Processing Plants (Phase 1+2) 0/400? 4 dice 120R 18%, 5 dice 150R 66%, 6 dice 180R 94%
Orbital Industry 3 dice +12
-[] GDSS Philadelphia II (Phase 1) 0/100 1 die 20R+ 28%, 2 dice 40R+ 82%, 3 dice 60R+ 98%
-[] GDSS Philadelphia II (Phase 1+2) 0/300 3 dice 60R+ 2%, 4 dice 80R+ 28%, 5 dice 100R+ 66%, 6 dice 120R+ 90%
-[] GDSS Colombia and Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 68/400 4 dice 80R+ 13%, 5 dice 100R+ 48%, 6 dice 120R+ 79%, 7 dice 140R+ 94%
-[] Expand Orbital Communications Network (Phase 2) 29/150 1 die 10R+ 7% (Note: Completion here requires an omake bonus), 2 dice 20R+ 68%, 3 dice 30R+ 95%
-[] Orbital Cleanup (Phase 1) 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Near Body Survey Probes 0/50 1 die 10R+ 78%, 2 dice 20R+ 99%
-[] Inner System Survey Probes 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Asteroid Belt Survey Probes 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Outer System Survey Probes 0/300 3 dice 30R+ 2%, 4 dice 40R+ 28%, 5 dice 50R+ 66%, 6 dice 60R+ 90%
Services 3 dice +27
-[] Technical School Program 211/300 1 die 5R 54%, 2 dice 10R 98%
-[] Childcare and Preschool programs 0/230 2 dice 10R 8%, 3 dice 15R 63%, 4 dice 20R 96%
-[] Educational MultiMedia Initiatives 0/300 3 dice 15R 16%, 4 dice 20R 67%, 5 dice 25R 94%
-[] Expand Local Public Media Operations 0/150 2 dice 20R 68%, 3 dice 30R 98%
-[] Virtual Reality Arcades 0/250 3 dice 30R 18%, 4 dice 40R 60%, 5 dice 50R 88%, 6 dice 60R 98%
-[] Multi Use Stadium Program 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
Military 3 dice +7
-[] Wartime Factory Refits 0/350 4 dice 80R 3%, 5 dice 100R 24%, 6 dice 120R 56%, 7 dice 140R 81%, 8 dice 160R 94%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 60R 5%, 3 dice 90R 42%, 4 dice 120R 78%, 5 dice 150R 95%
-[] Reclaimator Hubs 0/125 2 dice 40R 55%, 3 dice 60R 89%, 4 dice 80R 98%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 20R 37%, 2 dice 40R 85%, 3 dice 60R 98%
Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 83%, 2 dice 20R 99%
-[] Zone Suit Factories 0/60 1 die 15R 63%, 2 dice 30R 96%
Air Force
-[] Apollo Fighter Factories 0/70 1 die 15R 53%, 2 dice 30R 92%
-[] Harbinger Gunship Development 0/40 1 die 10R 83%, 2 dice 20R 99%
-[] Orca Refit Package Development 0/40 1 die 15R 83%, 2 dice 30R 99%
Space Force
-[] Orbital Strike Regimental Combat Team Station 0/225 3 dice 90R 24%, 4 dice 120R 63%, 5 dice 150R 88%, 6 dice 180R 97%
-[] High Orbit Ion Cannons 0/75 1 die 30R 48%, 2 dice 60R 90%
Ground Forces
-[] Remote Weapons System Development Predator 0/40 1 die 10R 83%, 2 dice 20R 99%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 83%, 2 dice 30R 99%
-[] Shell Plants (Phase 1) 123/150 1 die 10R 96%
-[] Shell Plants (Phase 1+2) 123/300? 2 dice 20R 14%, 3 dice 30R 58%, 4 dice 40R 88%, 5 dice 50R 98%
-[] Railgun Munitions Development 0/60 1 die 10R 63%, 2 dice 20R 96%
-[] Ablat Plating Development 0/70 1 die 10R 53%, 2 dice 20R 92%
Navy
-[] Governor Class Cruiser Development 0/40 1 die 15R 83%, 2 dice 30R 99%
-[] Hydrofoil Shipyards 0/100 1 die 10R 23%, 2 dice 20R 76%, 3 dice 30R 96%
-[] Point Defense Refits 0/250 3 dice 30R 11%, 4 dice 40R 47% 5 dice 50R 79%, 6 dice 60R 94%
Steel Talons
-[] Titan Mark 3 Development 0/40 1 die 10R 83%, 2 dice 20R 99%
-[] Wolverine Mark 3 Deployment 0/150 2 dice 20R 32%, 3 dice 30R 77%, 4 dice 40R 95%
-[] Advanced Myomer Works 0/125 2 dice 20R 55%, 3 dice 30R 89%, 4 dice 40R 98%
-[] Mastodon Heavy Assault Walker Development 0/40 1 die 10R 83%, 2 dice 20R 99%
-[] Havoc Scout Mech Development 0/40 1 die 10R 83%, 2 dice 20R 99%
Bureaucracy 3 dice +12
-[] Security Reviews: DC60 1 die 68%, 2 dice 98%
-[] Recruitment Drives DC 200 2 dice 8%, 3 dice 52%, 4 dice 87%, 5 dice 98%
-[] Expand Strategic Planning Apparatus 0/100 1 die 28%, 2 dice 82%, 3 dice 98%
Extras
-[] Yellow Zone Fortress Towns (Phase 2+3+4) 70/600? 6 dice 120R 2%, 7 dice 140R 16%, 8 dice 160R 43%, 9 dice 180R 71%, 10 dice 200R 89%
-[] Yellow Zone Arcologies (Phase 1+2+3) 0/510? 6 dice 90R 5%, 7 dice 105R 23%, 8 dice 120R 53%, 9 dice 135R 78%, 10 dice 150R 92%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/825 10 dice 15R 2%, 11 dice 165R 10%, 12 dice 180R 28%, 13 dice 195R 51%, 14 dice 210R 73%, 15 dice 225R 87%, 16 dice 240R 95%
-[] Red Zone Containment Lines (Phase 1+2+3) 0/540? 6 dice 150R 2%, 7 dice 175R 13%, 8 dice 200R 38%, 9 dice 225R 67%, 10 dice 250R 86%, 11 dice 275R 96%
-[] Tiberium Glacier Mining (Phase 5+6+7) 68/540 5 dice 150R 25%, 6 dice 180R 70%, 7 dice 210R 94%
-[] GDSS Philadelphia II (Phase 1+2+3) 0/700 9 dice 180R+ 8%, 10 dice 200R+ 26%, 11 dice 220R+ 51%, 12 dice 240R+ 74%, 13 dice 260R+ 89%, 14 dice 280R+ 96%
-[] GDSS Enterprise (Phase 3+4) 68/1200 15 dice 300R+ 5%, 16 dice 320R+ 16%, 17 dice 340R+ 33%, 18 dice 360R+ 53%, 19 dice 380R+ 71%, 20 dice 400R+ 84%, 21 dice 420R+ 93%
-[] Shell Plants (Phase 1+2+3) 123/450? 4 dice 40R 8%, 5 dice 50R 36%, 6 dice 60R 68%, 7 dice 70R 88%, 8 dice 80R 97%
Last Security Review
Military 2 turns ago 53Q2
Tiberium 4 turns ago 53Q1
Light/Chem 6 turns ago 52Q4
Services 7 turns ago 52Q3
Heavy Ind 8 turns ago 52Q2
Bureaucracy 10 turns ago 51Q3
Orbital 14 turns ago 50Q3
Agriculture 14 turns ago 50Q3
Infrastructure 15 turns ago 50Q2
 
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