Before we even touch Zone Armour factories, more shell plants or whatever other military factories we want let's get the refits done with. Next phase of the fabricator or another non-military factory? Sure, but let's not risk jumping the cost of the factory refits up really high please.
 
Before we even touch Zone Armour factories, more shell plants or whatever other military factories we want let's get the refits done with. Next phase of the fabricator or another non-military factory? Sure, but let's not risk jumping the cost of the factory refits up really high please.

Once we stabilize the capital goods situation, the refits will no longer increase in costs. We don't need to complete the refits themselves to keep costs from going up.
 
Once we stabilize the capital goods situation, the refits will no longer increase in costs. We don't need to complete the refits themselves to keep costs from going up.
Yet if we slip below "=" capital goods the cost does increase again as has been said before. I think if we get these out of the way we should see some improvement to our existing production output as well given that part of the refit is to bring the factories up to modern standards.
 
Before we even touch Zone Armour factories, more shell plants or whatever other military factories we want let's get the refits done with. Next phase of the fabricator or another non-military factory? Sure, but let's not risk jumping the cost of the factory refits up really high please.
Unfortunately, we need to complete 7 more Military Goods factories before the end of this plan. And well... By the time we get the needed capital goods, we're likely to be in the last year of the plan. Especially seeing as the first two years of the plan are going to be dedicated to consumer goods as much as possible, so that Parliament stays favourable or at least neutral, rather than flipping to being hostile.

That said, I definitely think we should get two or three 'extra' Capital Goods ASAP to ensure that nothing the private economy or other parts of the government does eats a Capital Good right as we're completing a military factory whilst on = Capital Goods.
 
Huh, thought. @Ithillid Can you give us any hints at what sort of results we'd get from the projects that the Myomer Factory unlocks would give us? I assume that the Prosthetics Factories improve Health, and there'd also be some projects for wider use in the military but are any of the factories unlocked useful for Consumer Goods?
Mostly it is good for Capital Goods, with some consumer goods eventually.
I have a question? Why would refits consume such tremendous quantity of capital goods on constant basis?
Mostly, because you have a whole lot of them, and all of them are going to need replacement parts and ongoing upgrades even after they have been brought up to specification. On the other hand, if you start obsoleting parts of the GDI military. Say by making a Pitbull replacement, the refit price goes down, because you can shutter that set of factories, instead of improving them.
 
Mostly it is good for Capital Goods, with some consumer goods eventually.
Okay, folks? We need to build that Myomer Factory ASAP. Because there might be some cheap Capital Goods projects behind it. Well, cheap in regards to power which is absolutely needed seeing as there's so many things that use power...

Say by making a Pitbull replacement, the refit price goes down, because you can shutter that set of factories, instead of improving them.
Huh. Do any of the development projects we've got currently unlocked count for replacement units that are currently being built in the wartime factories?
 
[X] Plan Miltary and Heavy Industry
-[X] Graduates
--[X] Heavy Industry
--[X] Tiberium
-[X] Advanced Technical Laboratories
-[X] Dr. Joseph Takeda
-[X] Major Maria Stavrakas
 
Q2 2054
Q2 2054

Resources: 320 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.36 Blue Zone
29.57 Yellow Zone (62 Points of Mitigation)
56.07 Red Zone (37 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 (106)
Tiberium Processing Capacity (960/1000)
Yellow Zone
Water: Limited Surpluses (+5)

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)

Expected Demand
Logistics: -2
Labor: -15
Health: -2

Infrastructure (5 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)

[ ] 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)


[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)

[ ] 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 (5 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 38/60: 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 101/275: 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)

[ ] Carryall Plants
The Carryall became NOD's standard lift aircraft in the Third Tiberium War. Impressively simple, it is not as capable as the V-35, but is far cheaper. The schematics and skill sets brought with the Qatari Loyalists will make implementing them into GDI's Logistics system relatively cheap. Mass production of Carryalls in GDI colors will begin solving many of the logistical problems, at least for short to mid range transportation. However, it is not particularly popular politically due to its associations with the Brotherhood of NOD.
(Progress 0/100: 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 299/350: 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)

[ ] Agriculture Mechanization Projects
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/400: 15 resources per die) (+++++ Food, -- Energy, -- Capital Goods)

[ ] State Operated Breweries
With the initiative running substantial surpluses of vital food supplies, some portion of them can be siphoned off towards the production of one of the world's oldest luxury goods, alcohol. While alcohol production has never actually stopped, GDI can step into the market with relatively cheap, high quality and reliable products that can be ordered conveniently. While most products will be low alcohol by volume in comparison to some of the rocket fuel that other producers tend to make, the focus will be on taste.
(progress 0/125: 10 resources per die) (+++ Consumer goods, --- Food)

[ ] 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 (5 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 4)
GDI cannot support further development of intensification at this time.
(Progress 67/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 phases available)

[ ] Red Zone Tiberium Harvesting (Phase 7)
With the Saarland nearly complete, GDI's planners have tagged Northern Italy as the next Red Zone to be targeted. While previous efforts have focused on the shin of the boot, this one aims to cross the Alps, and drive south. While an eventual linkup with the penetrations near Rome have been proposed, those are in effect fantasies of planners with too much time on their hands.
(Progress 35/130: 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 6)
With the expansion of harvesting efforts in other areas, further development of both the North American and Italian glacier mines are ready to go. While each is a relatively small upgrade and expansion, combined they are likely to equal the outputs of the other glacier mines.
(Progress 5/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (2 available Phases)

[ ] 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, Philadelphia 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)

[ ] 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)

[ ] Orbital Shuttle Bays
Orbital Shuttles have long been part of GDI's orbital maintenance system. Built around a set of ion engines, they were based out of the Philadelphia before the Third Tiberium War. With the Enterprise ready to begin substantial production, GDI can construct a number of bays to begin assisting in the orbital projects.
(Progress 0/70: 30 resources per die) (10 point discount to all space actions)


(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 (4 dice)

[ ] Scrin Research Institutions
Most Scrin technology is inert, and much of it has been damaged by the fighting or afterwards. However, there is enough of it that even a low chance of finding useful technologies is worth pursuing. While this will require substantial investments into the research areas, it also has the possibility of producing substantial technological breakthroughs.
(Progress 0/400: 30 resources per die)

[ ] NOD Research Initiatives
While the Brotherhood of NOD fielded relatively few genuine breakthrough technologies in the last war, between the Qatar Loyalists and masses of captured equipment, finding the limits of the technology and adapting what can be fielded to GDI use, should be a relatively cheap project.
(Progress 0/150 : 30 resources per die)

[ ] 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 (5 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 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/105)

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 2)
GDI's development of its artillery complement has far outstripped the available ammunition production. With ever more units likely to be recruited in the coming quarters, GDI cannot afford to allow for slack in increasing production. With only the general purpose shells available enough, further development of yet more shell plants are required for enough ammunition, especially of various specialist rounds, to be available.
(Progress 31/300: 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 15/250: 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)

[ ] 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 **

Adhoc vote count started by Ithillid on Jun 20, 2021 at 8:55 AM, finished with 148 posts and 50 votes.
 
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@Ithillid The amount of Capital Goods that Wartime Factory Refits will leave us short is 16, is that correct? The same amount that is produced by Phase 4 of North Boston chip factory?
 
[] Plan Tiberium and Transportation
-[] infra
-[] HI 4+1 free 50R
--[] Saarland Heavy Industrial Plant 154/350 1 HI + 1 Tib 20R
--[] Carryall Plants 0/100: 1 dice 15R
--[] Helsinki C-35 Factories 0/125 2 dice 30R
-[] LI 30R
--[] Edinburgh Electric Motor Plant 0/125 2 dice 30R 64%
-[] Tiberium 5/5 +1 free 150R
--[] Tiberium Glacier Mining (Phase 6+7) 68/360 5 dice 150R 29%
-[] Orbital 20R
--[] Orbital Shuttle Bays 1 dice
-[] Services 25R
--[] Educational MultiMedia Initiatives 0/300 3 dice 15R
--[] Multi Use Stadium Program 0/100 1 die 10R 28%
-[] Mil 45R
--[] Advanced Myomer Works 0/125 2 dice 20R
--[] Hydrofoil Shipyards(Copenhagen) 0/100 1 die 10R
--[] Zone Suit Factories(Glasgow) 0/60 1 die 15R
--[] Zone Suit Factories(New Moscow) 0/60 1 die 15R
-[] Bureaucracy 3 + 3 free
--[ ] Security Reviews infra 3 dice
--[ ] Security Reviews Heavy Industry 3 dice
320/320

A final turn of rebuilding our income and working on the logistics needed to support those mines.
We have 6 logistics and the two mines need 8 going to -1 logistics for a turn won't be the end and that would require both the Carryall Plants and Helsinki C-35 Factories to fail to complete.
With 2 more glacier mines working we can afford to active the majority of our dice next turn or pick more expensive options.
MARV dice are 20R instead of the 10/15R for the factories build here so i am waiting one more turn for starting those.
 
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@Ithillid You haven't taken -20 from [ ] Reclaimator Hubs.

Edit: Also, is [ ] Orbital Shuttle Bays supposed to be there? If it is then it's a must have before we do more space work.
 
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@Ithillid You haven't taken -20 from [ ] Reclaimator Hubs.

Edit: Also, is [ ] Orbital Shuttle Bays supposed to be there? If it is then it's a must have before we do more space work.
Fixed.
And yes, it is. It is a small discount on progress required though more than anything else. So it takes, say Philadelphia from being 100 progress at 30 RpD to 90 progress at 30 RpD
 
[ ] Plan Greed is Good
-Infrastructure:3/6 dice
-[ ] Rail Link Reconstruction (Phase 2) 3 dice, 45 resources
-HI 4/4 dice+2 free dice
-[ ] Blue Zone Microgeneration Program (Phase 1) 1 die 5 resources
-[ ] Heavy Rolling Stock Plants 4 dice 40 resources
-[ ] Saarland Heavy Industrial Plant: 1 die+1 die, 20 resources
-Light and Chemical Industry: 0/3
-Agriculture: 0/3
-Tiberium: 5/5 dice
-[ ] Tiberium Glacier Mining (Phase 6) 5 dice, 150 resources
-Orbital: 2/3 dice
-[ ] Orbital Cleanup (Phase 1) 2 fusion dice, 20 resources
-Services: 1/4 dice
-[ ] Multi Use Stadium Program 1 die, 10 resources
-Military: 2/5 dice
-[ ] Reclaimator Hub Red 1 North 1 die, 20 resources
-[ ] Point Defense Refits 1 die 10 resources

With an obligation to complete 5 Marv fleets for our new hire, we need to take steps towards completing that mission ASAP. But we also need to secure funding for that next phase of our operation, and for that I look towards the power of greed. The greed to grasp at the resources we need to successfully complete this plan, and secure our logistical footprint in all global environments! Also we get started on some big sports venues.
 
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Resources: 320/320
Free Dice: 1/5

[] Plan Military and distributed Progress
Infrastructure (6 dice) 5/6 60R
-[ ] Blue Zone Arcologies (Phase 1)(Progress 0/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) 2x 30R
-[ ] Integrated Cargo System(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods) 2x 30R
-[ ] Security Review (DC 60 + 1 operations die) 1x
Heavy Industry (4 dice) 3/4 35R
-[ ] Fusion Power Prototype(Progress 0/200: 20 Resources per Die) (+ Energy) 1x 20R
-[ ] Yellow Zone Power Grid Extension (Phase 2)(Progress 101/275: 5 resources per die) (++ Energy) 1x 5R
-[ ] Saarland Heavy Industrial Plant: (Progress 299/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) 1x 10R
Light and Chemical Industry (3 dice) 4/3+1 50R
-[ ] Blue Zone Light Industrial Sectors(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Electricity, - Capital Goods, --- Labor) 2x 20R
-[ ] Edinburgh Electric Motor Plant(Progress 0/125: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy) 2x 30R
Agriculture (3 dice) 3/3 45R
-[ ] Vertical Farming projects( Progress 0/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy) 3x 45R
Tiberium (5 dice) 3/5 70R
-[ ] Saarland Heavy Industrial Plant: (Progress 299/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) 1x 10R
-[ ] Tiberium Glacier Mining (Phase 6)(Progress 5/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (2 available Phases) 2x 60R
Orbital (3 dice) (2 Fusion Dice)
Services (3 dice) 1/3 5R
-[ ] Childcare and Preschool programs(Progress 0/230: 5 Resources per die) (--- Labor) 1x 5R
Military (5 dice) 5/5 55R
-[ ] Reclaimator Hubs
--[] Red Zone 6 (Progress 0/125: 20 resources per die) 1x 20R
-[ ] Apollo Fighter Factories
--[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy) 1x 15R
-[ ] Shell Plants (Phase 2)(Progress 31/300: 10 Resources per die) (--- power) 1x 10R
-[ ] Point Defense Refits(Progress 15/250: 10 Resources per die) 1x 10R
Bureaucracy (3 dice)
-[ ] Security Review Infrastructure (DC 60 + 1 operations die) 3x
 
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With an obligation to complete 5 Marv fleets for our new hire, we need to take steps towards completing that mission ASAP. But we also need to secure funding for that next phase of our operation, and for that I look towards the power of greed. The greed to grasp at the resources we need to successfully complete this plan, and secure our logistical footprint in all global environments! Also we get started on some big sports venues.
Focusing on Income, with the logistics to back it up, and preparing the capital goods that will be needed for the refit all looks to be very good choices. After all, spreading out effort is a waste in the beginning stages where more income is needed to be able to even make use all the new dices that were just gained. The ZOCOM suits also look very useful and probably necessary to support more Glacier mines.
 
[X]Plan Start the Consoom
Heavy Industry 3/4 Dice
-[X] Blue Zone Microgeneration Program (Phase 1) 1D 5R 93%
-[X] Yellow Zone Power Grid Extension (Phase 2) 1D 5R 0%
-[X] Saarland Heavy Industrial Plant 1D+1 Tib Die 20R 99.9%
Light and Chemical Industry 3/3+2 Dice
-[X] Civil Clothing Factories 30R 3D 41%
-[X] Personal Electric Appliances Factories 20R 2D 10%
Agriculture 1/3 Dice
-[X] Organic textiles farms 10R 1D 13%
Tiberium 5/5+1
-[X] Red Zone Tiberium Harvesting (Phase 7) 50R 2D 95%
-[X] Tiberium Glacier Mining (Phase 6) 90R 3D 90%
Orbital 1/3 Dice
-[X] Orbital Shuttle Bays 20R 1FD 43%
Services 4/4
-[X] Educational MultiMedia Initiatives 15R 3D 10%
-[X] Multi Use Stadium Program 10R 1D 28%
Military 3/5
-[X] Reclaimator Hubs Red Zone R-1 (Europe) North 20R 1D 8%
-[X] Point Defense Refits 10R 1D 0%
-[X] Zone Suit Factories 15R 1D 53%
--[X] Glasgow
Bureaucracy 3/3+2
-[X] Security Reviews Infrastructure 3D+1 Infra Die 99%
-[X] Security Reviews Orbital 2D+1 Orbital Die 95%

5/5 Free Dice
320R

[X] Plan Reclamation Ops Commencing!
 
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