Frankly this idea that people always want more is just bullshit that capitalism encourages to create profit. People do not in fact want infinite cars, people may not in fact want cars at all given an efficient public transit system.
I agree, I see no reason anyone in GDI world would want two or more cars, let alone one. We could follow KropotkinsGhost's suggestion and make state run racetracks to use. But we have public transport that should fill all needs. And could build VR arcades in case the racetrack idea is infessible because of land concerns.
 
I refuse to believe that MARV dice somehow don't count as military assets. They are extremely potent assets, and we have been deploying them mostly with an eye towards sticking our thumbs in NOD's eyes and while they aren't global in effect, they are effective in their local stomping grounds. Also, we pay like 40-60 R per turn and where would I put that in my spreadsheets if not in the military? They're military dice in my book, if you think I shouldn't do my bookeeping that way either take it up with the QM or start your own sheets.

When I tallied up our military spending, Ithilid said in effect that "I had underestimated your spending". And we are looking at a near-future where spending 100 R per turn on the military doesn't require spending a single free die, though that would mostly be new high-tech development options. We might be able to push our military confidence sky-high with the 150-200 R/Turn projects, but at serious cost to our other sectors. I'd much rather slow our roll in the military, to a mere 5-6 dice per turn, and build up towards the Big Refit at the end of the current year.
 
I refuse to believe that MARV dice somehow don't count as military assets. They are extremely potent assets, and we have been deploying them mostly with an eye towards sticking our thumbs in NOD's eyes and while they aren't global in effect, they are effective in their local stomping grounds. Also, we pay like 40-60 R per turn and where would I put that in my spreadsheets if not in the military? They're military dice in my book, if you think I shouldn't do my bookeeping that way either take it up with the QM or start your own sheets.

The thing with MARVs is that, while they certainly are military spending, they aren't just military spending. They're effectively self escorting harvesting projects, which means they do an okay but not brilliant job at being military assets and being tiberium resourcing and abatement assets.

I agree, I see no reason anyone in GDI world would want two or more cars, let alone one. We could follow KropotkinsGhost's suggestion and make state run racetracks to use. But we have public transport that should fill all needs. And could build VR arcades in case the racetrack idea is infessible because of land concerns.

There's always going to be a need for personal motorized vehicles. It's just that, in general, in the cities public transport, walking and cycling will cover most of your needs anyway, and what needs that can't cover can be handled with deliveries where needed.
 
The thing with MARVs is that, while they certainly are military spending, they aren't just military spending. They're effectively self escorting harvesting projects, which means they do an okay but not brilliant job at being military assets and being tiberium resourcing and abatement assets.
Yes, I know they are multipurpose in effect, but so what? Listen, I'm just doing a running count of how many dice and how many resources our budget spends per turn. I'm not gonna go back and cut each MARV die into thirds to satisfy the feeling of some people in the thread that we aren't adequately funding the military by fudging the numbers to make them 1/3rd of a die and 7 resources instead of 1 and 20. I'm just doing some very basic accounting-and if I count locked military dice on projects like security reviews, I'm counting the MARV dice too.
 
Q1 2056
Q1 2056

Resources: 540 + 0 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Political Support: 50
Free Dice: 6
Fusion Dice: 4 (+1 per turn)
Tiberium Spread
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)

Current Economic Issues:
Housing: Significant Surplus (+11)
Energy: Major Surpluses (+13)
Logistics: Major Surpluses (+6)
Food: Significant Surpluses (+7) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (=)
Consumer Goods: Large Shortages (-7)
Labor: Gargantuan Surpluses (+58)
Tiberium Processing Capacity (1190/1300)
Yellow Zone
Water: Limited Surpluses (+3)

Expected Market Demand
Labor: -2

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

Free Market Party: 125 seats (0; 25; 25; 75)
Market Socialist Party: 329 seats (150; 129; 35; 15)
Militarist: 237 seats (37; 150; 30; 20)
Initiative First: 178 seats (0; 8; 70; 100)
United Yellow List: 72 seats (50; 22; 0; 0)
Starbound Party: 153 seats (75; 75; 3; 0)
Socialist Party: 45 seats (30; 10; 5; 0)
Independents 12 seats
  • Biodiversity Party (3 seats: Weak Support)
  • Dominion Party (1 seat: Strong Opposition)
  • Reclamation Party (5 seats: Weak Support)
  • Homeland Party (3 seats: Weak Support)
Developmentalists: 649 seats (349; 200; 100; 0)

Military Confidence
Ground Forces : Decent
Air Force : Decent
Space Force : Decent
Steel Talons: None
Navy: Low
ZOCOM: Decent

Plan Goals
Capital Goods: 16 points remaining
Consumer Goods: 15 points remaining
Food: 23 points remaining
MARV Fleets: 2 remaining
Deployment Programs: 3 remaining
Abatement: 9 points remaining
GDI Income: 90 remaining
Arcology Programs: 1 remaining.




Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 2)
Phase 2 of the Tidal Power Plants is looking at major tidal power plants, such as the Penzin Bay Facility. These massive installations will provide almost as much energy as a standard nuclear power plant in many cases, although unlike those nuclear plants, these are geographically limited.
(progress 0/450: 10 resources per die) (++++ Energy)

[ ] Blue Zone Arcologies (Phase 2)
Investing in constructing new arcologies and not just repairing existing structures, reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

[ ] Yellow Zone Fortress Towns (Phase 3)
With the terminus cities protected, and much of the near Yellow Zone at least supported by these towns, future projects lay clusters of fortresses along coastal positions, much like Africa saw in the first phase of colonization. However, without substantially more investment into providing shells, or diversifying the weapons load of the Fortress towns, these are likely to be effectively indefensible.
(Progress 25/200: 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, unpopular with Initiative First.
(Progress 136/170: 15 resources per die) (+++ Housing) (High Priority)

[ ] Rail Link Reconstruction (Phase 3)
A final phase of reconstructing the rail links, double tracking much of the system, will ensure that the Initiative's rail system can sustain much larger amounts of rolling stock, and can route around damage without major delays.
(Progress 40/300: 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)

[ ] Chicago Planned City (Phase 3)
With GDI's ongoing development of Chicago, the next phase is likely to significantly increase total effective abatement as the more proximate Chicago means less wasted effort transferring Tiberium from the Red Zone to processing centers. The expansion will also entail a major expansion to the processing facility in order to cope with this increased throughput.
(Progress 49/320: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +100 Tiberium Processing Capacity)

[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support)

[ ] 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, one significant way to improve civilian morale and provide a steady stream of high quality housing would be to encourage the formation of a series of civilian housing cooperatives and supply them with a steady stream of materials. This will be politically popular, and easier to administer than attempting to keep all housing under the Initiative. (15 resources per turn) (+ Housing per turn)


Heavy Industry (5 dice)

[ ] Blue Zone Power Production Campaigns (Phase 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Peaker Plants
While currently incapable of producing power long term, fusion is mature enough to serve as a peaker plant, a facility only activated during the hours of peak demand, typically late morning to early afternoon. While total power production is going to be limited, the project will actually be fairly effective, and further the initiative's knowledge of fusion power.
(Progress 172/240: 20 Resources per Die) (+++ Energy) (High Priority)

[ ] Blue Zone Microgeneration Program (Phase 2)
Building additional distributed power production and a more redundant grid, plus a number of in building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 54/120: 5 resources per die) (++ Energy Reserve)

[ ] Yellow Zone Power Grid Extension (Phase 3)
While current usable technologies only allow for the installation of yet more solar and wind energy solutions, the prime locations are generally already in use. Further development will require more resources and additional work for not significantly better results.
(Progress 71/350: 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 171/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy) (High Priority)

[ ] 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)

[ ] 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 0/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy) (High Priority)

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

[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)



Light and Chemical Industry (4 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)

[ ] 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, -- Energy, - 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) (High Priority)

[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, delivery drones, and recreational drones have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)

[ ] Furniture Factories
While basic furniture is fairly commonly available, higher end products are not. Metal frames and well padded seats are still luxury goods by some descriptions. The development of more production will begin making good some of the long term shortages that have existed since the war.
(Progress 0/150: 10 resources per die) (++ Consumer Goods)

[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 0/200: 30 resources per die) (++ Capital Goods, +++ Energy) (High Priority)

[ ] Johannesburg Myomer Macrospinner (phase 1)
Before serious work can begin to use the myomers in mass quantities, substantial Production facilities are required. Not only directed towards military needs but also increasing the efficiency of robotics, and a number of medical fields.
(Progress 73/90: 20 resources per die) (High Priority)

[ ] 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 84/125: 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 278/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)

[ ] 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 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed to bring the network nearly to independence. While it will almost certainly still require a fairly substantial amount of food to be shipped in to ensure an acceptable level of diversity, if cut off for some reason, it is almost certainly going to be able to maintain existing populations at a survivable, if not particularly comfortable level.
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)

[ ] Yellow Zone Purification Facilities
With Water becoming an ever more vital strategic resource, actually investing in the ability of the Yellow Zones to provide water for themselves has gone from a luxury to an imperative. Substantial pump stations near available bodies of water, combined with rainwater collection facilities, should be able to provide the amounts of water that the Yellow Zones are soon to require.
(Progress 0/320: 10 resources per die) (+++++ Water, -- Energy)

[ ] Vertical Farming projects (Phase 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

[ ] 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)

[ ] Entari Deployment
With Entari ready to deploy, an investment into expanding seed crop production, and a beginning of rollouts across GDI's agricultural system. While this will require some modification to the bays, and some improvements in the water systems, it will also increase the efficiency of the food system as a whole.
(progress 0/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)

[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)

Tiberium (5 dice)

[ ] Tiberium Prospecting Expeditions (Repeating Phase)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])

[-] Tiberium Vein Mines (Phase 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)

[ ] 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 5)
At this point, GDI has tapped out available space in the existing Yellow Zone harvests. Both further waves of fortress towns and expanded harvesting operations are required for a further intensification campaign.
(Progress 63/100: 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)
While preparations are complete to drive another spear into the depths of the Red Zones, current military demands make that impossible. Fixing those problems will allow a further development immediately, and open future projects.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Phase 3)
Fully replacing the Forgotten in some areas will require a substantial additional investment. However it will also do far more to contain the spread of the Red Zones, by intensifying both GDI and the Forgotten's harvesting efforts.
(Progress 8/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Phase 8)
While GDI cannot support more glacier mining operations at this time, the combined effects of the mines seem to be reaching a turning point, beginning to impact overall Tiberium spread. Further development seems likely to work to the Initiative's advantage in this area.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 available Phases)

[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has been 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)

[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)

[ ] Hewlett-Gardener Method Development
With GDI running into the limits of available processing capacity, the somewhat more efficient Hewlett Gardener Method should increase the impact of further expansions in the processing plants. While initial estimates have proven somewhat optimistic, it should still be a significant increase in investment efficiency.
(Progress 0/40: 30 resources per die)

Orbital (3 dice)

[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/720: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)

[ ] 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 0/90: 30 resources per die) (Fusion)

[ ] 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 with material.
(Progress 68/390: 30 resources per die) (+ Capital Goods, + Consumer Goods) (Fusion)

[ ] 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 0/90: 30 resources per die) (5 Political Support) (Fusion)

[-] Expand Orbital Communications Network (Phase 3)
Without more work done to clean the orbitals, more satellites being deployed would only make the debris problem worse, especially in the lower orbitals where they would be deployed.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)

[ ] Orbital Cleanup (Phase 3)
With the largest and easiest of the Philadelphia remnants cleaned up, GDI must now begin to deal with the massive numbers of small fragments, ranging from lost tools and bolts, to shards of solar panels and swarms of rounded fragments from destroyed satellites.
(Progress 1/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)


(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)

[ ] 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 0/90: 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 0/90: 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 0/290: 15 Resources per Die)

Services (4 dice)

[ ] 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 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)

[ ] Fashion development houses
With standardized clothing now available, the next priority is often looking good. Existing clothing suppliers can provide for the bulk of GDI's needs, however there are many options for providing not only comfortable clothes, but ones that are good looking and attractive. While this has usually been a matter for the private markets, GDI can provide a range of fashion styles in its own right, bringing the whole range into reach of even the unemployed.
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)

[ ] Game Development Studios
The private market has begun a thriving market in independent videogames. However, none have offered an upmarket game experience along the lines of those that existed before the Third Tiberium War. By forming and reforming a constellation of large scale game developers, GDI can begin providing that kind of experience once more, in more consumer friendly packaging.
(Progress 0/300: 5 Resources per die) (+++ Consumer Goods)

[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)

[ ] Vaccine Development Programs
While GDI has few major problems with infectious disease, keeping on top of the problem has its own advantages, especially with the strategic aim towards expanding Initiative influence in the Yellow Zones, and keeping in practice with modern vaccine technology.
(Progress 0/150: 25 resources per die) (++ Health)

[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)

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 pitbulls. 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)

[ ] Stealth Disruptor System Development
While not precisely a general area stealth field disruptor, what has come out is a dedicated multispectral sensor system, capable of effectively breaking through NOD stealth systems out to significant ranges. While it needs a final infusion of funding to bring it to full capability, it should blunt one of NOD's major advantages in the wars to come.
(Progress 0/40: 25 Resources per die)

[ ] 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) (Fusion)

[ ] Reclamator 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)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Red Zone 7 North (Progress 49/105)

[ ] Reclamator Fleet YZ-5a
Wth the hub completed, there are three good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 88/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)

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.
-[ ] Oslo (Progress 0/60: 15 resources per die) (-- Labor, -- Energy) (Very High Priority)

Air Force

[ ] 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) (High Priority)

[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)

[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)

[ ] Quick Maneuver Air to Air Missile Development
The arrival of supermaneuverable NOD aircraft has prompted a new look at air to air missile development. While venerable derivatives of the AIM-9 and AIM-120 have served for decades, neither is perfectly suited to the realities of modern air to air combat. A novel system, built for extreme maneuverability, even at significant costs in range, has been put forward as a proposal for development.
(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.
(Progress 0/225: 30 Resources per die) (Fusion)

[ ] 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) (Fusion)

[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die)

Ground Forces
[ ] Remote Weapons System Deployment Predator
With a system developed, it needs to be refit onto existing tanks, and included in the production of new models. While not particularly expensive, the sheer scale of the problem is significant.
(Progress 0/240: 10 Resources Per die) (High Priority)

[ ] 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)

[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)

[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- power) (High Priority)

[ ] 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 Deployment (phase 2)
The deployment of ablative plating has gone well. While it certainly does not make anything immune to NOD lasers, it does mean that survival rates go up significantly. However, much more is needed to fill the needs of the Ground Forces, let alone other groups.
(Progress 38/200: 10 resources per die) (Very High Priority)

Navy

[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Hampton Roads(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Vladivostok (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Yokohama (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Dakar (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Durban (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)



[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(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. The last port remaining 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.
  • [ ] Busan-Ulsan Combined Port (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 Deployment
With the Mark 3 ready to be rolled out en masse, the primary remaining requirement is to refit the production lines towards the new unit. While many components have stayed the same, others must be replaced entirely, and whole sections of the line are now obsolete or obsolescent. This requires a major work through of the entire production system.
(Progress 0/175: 10 resources per die) (-- Energy)

[ ] 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 0/30 : 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 0/30: 10 Resources per die)

[ ] Rapid Fire Laser Weapons Development
The Steel Talons have had a long interest in laser weapons systems. With the Crystal Beam Laser system ready and operational, the Talons are looking at the system as an anti personnel weapons system, deriving from the old Brotherhood of NOD laser minigun. However, it will also have a second potential purpose as a laser anti missile system.
(Progress 0/40: 15 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)

[ ] Search For A Successor
With Dr. Granger's term in office at least halfway over, it is now time to begin at least thinking about a potential successor to the office. While there is no shortage of qualified candidates, choosing and grooming one will take some time.

[ ] Expand Union Support
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)

[ ] Cooperative Focus
Cooperatives have historically proven to be both more resilient in the face of economic shock, and tend to have less inequality than other companies. By reorienting the grant programs to favor cooperatives over other company structures, the Treasury can fully break from the programs of the past.
(DC 80/100/120) (-10 Political Support)

[ ] 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)

** 4 Hour Moratorium on Voting **
 
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Hmm So one of the actions we should do is searching for a successor. And beyond that we should probably listen to the military and work on the Very high priority stuff first then work our way down form there. Space wise I think we should start work on the Habitats for people and the Food space station as well.
 
List of Priority projects:
[ ] Blue Zone Arcologies (Phase 2)
[ ] Yellow Zone Arcologies (Phase 1)

[ ] Fusion Peaker Plants
[ ] Heavy Rolling Stock Plants
[ ] Kure Machine Works

[ ] Personal Pharmaceuticals Plants
[ ] Superconductor Foundries
[ ] Johannesburg Myomer Macrospinner (phase 1)

[ ] Zone Suit Factories (Very High)

[ ] Orca Refit Package Development

[ ] Remote Weapons System Deployment Predator
[ ] Shell Plants (Phase 4)
[ ] Ablat Plating Deployment (phase 2) (Very High)

[ ] Governor Class Cruiser Shipyards (Very High)
 
[ ] Expand Union Support
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)

For the Union makes us strong!
 
Oh a lot of new options! Also marks of high priority... and hmm it is tempting to dive to Philly Stage 4.

Pre emptive hugs for @Derpmind who puts together those wonderful probability tables
 
Huh. No planned City for Mecca? I remember that might have been in the works. This turn is straight forward if expensive. Man the Cruisers are a lot.
 
Nice juicy labor reforms down in the Bureaucracy sector, but they're the kind of thing we need to work our way up to I don't think we'll be hitting them in the short term. We're going to want the Strategic Planning Apparatus finally operational and bank a bunch of extra PS before we go around trying to overturn the GDI's core private enterprise model and replace it with a new one. And of course once we are ready we're going to need to plan in advance for a turn where most of our Free dice go into Bureaucracy instead of the economy so that we can do both reforms full force.
 
Nice juicy labor reforms down in the Bureaucracy sector, but they're the kind of thing we need to work our way up to I don't think we'll be hitting them in the short term. We're going to want the Strategic Planning Apparatus finally operational and bank a bunch of extra PS before we go around trying to overturn the GDI's core private enterprise model and replace it with a new one. And of course once we are ready we're going to need to plan in advance for a turn where most of our Free dice go into Bureaucracy instead of the economy so that we can do both reforms full force.
I am thinking 2 dice review and 1 dice successor while we build up some PS and cap good for the other projects. But yeah those bureau projects are nice and a drive to have us get more PS.
 
Anything that ups cap goods sounds like a good investment.

Also anything improving tib mining and refining sound like good investments.
 
I am thinking 2 dice review and 1 dice successor while we build up some PS and cap good for the other projects. But yeah those bureau projects are nice and a drive to have us get more PS.

Granger's Crazy Cooperative Crusade is an event that we should probably schedule for some time in 2057 or even early next FYP, it's going to take a while to work our way up to doing it right. In the meantime yeah we really need a lot of cap goods, I think the wartime factory refits are going to get delayed but at least the interdepartmental communications lets us hear the navy screaming so loud that it's an easy decision to make.
 
[-] Tiberium Vein Mines (Phase 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)

Why is this locked, and what we need to do to unlock it? Prospecting?
 
I like to get the Hewlett-Gardener Method Development done before we do the next stage of Chicago so it can be included in the new refinery there.
If we do 4 LCI dice on the Johannesburg Myomer Macrospinner it has a 92% chance of completing stage two that gives capital goods.
This will allow us to do the Titan Mark 3 Deployment for cheaper as Ithild said it was the Myomer LCI factory that gave Deployment discounts.
Remote Weapons System Rollout is one of the deployments we need, a high priority item and only 10R per dice.
 
Oh a lot of new options! Also marks of high priority... and hmm it is tempting to dive to Philly Stage 4.

Pre emptive hugs for @Derpmind who puts together those wonderful probability tables
Ah, thank you, but while I can't double-check everything right now I have been updating the array using the previews on Discord. So this might have everything in it. If it doesn't, please inform me and I'll fix it up soon-ish.

Infrastructure 5 dice +15
-[] Tidal Power Plants (Phase 2) 0/450 5 dice 50R 5%, 6 dice 60R 28%, 7 dice 70R 62%, 8 dice 80R 86%, 9 dice 90R 96%
-[] Blue Zone Arcologies (Phase 2) 3/600 7 dice 105R 5%, 8 dice 120R 24%, 9 dice 135R 54%, 10 dice 150R 79%, 11 dice 165R 93%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 26%, 3 dice 60R 77%, 4 dice 80R 96%
-[] Yellow Zone Arcologies (Phase 1) 136/170 1 die 97% 15R
-[] Rail Link Reconstruction (Phase 3) 40/300 3 dice 45R 18%, 4 dice 60R 62%, 5 dice 75R 90%
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 28%, 3 dice 30R 78%, 4 dice 40R 97%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 40%, 3 dice 30R 86%, 4 dice 40R 98%
-[] Integrated Cargo System 0/800 10 dice 150R 8%, 11 dice 165R 25%, 12 dice 180R 51%, 13 dice 195R 74%, 14 dice 210R 89%, 15 dice 125R 96%
-[] Chicago Planned City (Phase 3) 49/320 3 Tib dice 60R 46%, 4 Tib dice 80R 91%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Karachi Planned City (Phase 1) 0/80 1 Tib die 20R 69%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/240 2 Tib dice 40R 9%, 3 Tib dice 60R 69%, 4 Tib dice 80R 97%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Civilian Air Travel 0/250 3 dice 45R 23%, 4 dice 60R 68%, 5 dice 75R 92%
-[] Housing Enterprise Investment Grants 1 die auto
Heavy Industry 5 dice +18
-[] Blue Zone Power Production Campaigns (Phase 3) 20/550 6 dice 60R 7%, 7 dice 70R 33%, 8 dice 80R 66%, 9 dice 90R 88%, 10 dice 100R 97%
-[] Fusion Peaker Plants 172/240 1 die 20R 66%, 2 dice 40R 99%
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 68%, 2 dice 10R 99%
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 3 dice 15R 13%, 4 dice 20R 57%, 5 dice 25R 89%, 6 dice 30R 98%
-[] Heavy Rolling Stock Plants 171/250 1 die 10R 55%, 2 dice 20R 96%
-[] Personal Vehicle Factories 0/250 3 dice 30R 29%, 4 dice 40R 75%, 5 dice 50R 95%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 14 dice 210R 7%, 15 dice 225R 20%, 16 dice 240R 42%, 17 dice 255R 64%, 18 dice 270R 82%, 19 dice 285R 92%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 9% (Req. omake), 2 dice 30R 74%, 3 dice 45R 97%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 7%, 5 dice 75R 40%, 6 dice 90R 76%, 7 dice 105R 94%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 3% 11 dice 165R 14%, 12 dice 180R 36%, 13 dice 195R 62%, 14 dice 210R 82%, 15 dice 225R 93%
-[] Kure Machine Works 0/280 3 dice 45R 13%, 4 dice 60R 56%, 5 dice 75R 88%, 6 dice 90R 98%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 15%, 7 dice 175R 47%, 8 dice 200R 78%, 9 dice 225R 94%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 29%, 4 dice 80R 75%, 5 dice 100R 95%
Light and Chemical Industry 4 dice +15
-[] Chemical Precursor Plants 36/200 2 dice 30R 34%, 3 dice 45R 82%, 4 dice 60R 98%
-[] Blue Zone Light Industrial Sectors 0/350 4 dice 40R 11%, 5 dice 50R 46%, 6 dice 60R 79%, 7 dice 70R 95%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22%, 3 dice 45R 73%, 4 dice 60R 95%
-[] Johannesburg Personal Robotics Factory 0/250 3 dice 45R 23%, 4 dice 60R 68%, 5 dice 75R 92%
-[] Furniture Factories 0/150 2 dice 20R 47%, 3 dice 30R 89%, 4 dice 40R 99%
-[] Chemical Fertilizer Plants 0/200 2 dice 30R 11%, 3 dice 45R 59%, 4 dice 60R 91%
-[] Superconductor Foundries 0/200 2 dice 60R 11%, 3 dice 90R 59%, 4 dice 120R 91%
-[] Johannesburg Myomer Macrospinner (phase 1) 73/90 1 die 20R 100%
-[] Johannesburg Myomer Macrospinner (phase 1+2) 73/270? 2 dice 40R 12%, 3 dice 60R 61%, 4 dice 80R 92%
-[] Light Industrial Enterprise Grants 1 die auto
Agriculture 3 dice +15
-[] Agriculture Mechanization Projects 0/400 5 dice 75R 19%, 6 dice 90R 55%, 7 dice 105R 83%, 8 dice 120R 96%
-[] State Operated Breweries 85/125 1 die 10R 91%
-[] Perennial Aquaponics Bays 278/350 1 die 10R 59%, 2 dice 20R 97%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 5%, 8 dice 80R 24%, 9 dice 90R 52%, 10 dice 100R 78%, 11 dice 110R 92%
-[] Yellow Zone Aquaponics Bays (phase 4) 44/160 1 die 10R 15% (Req. omake), 2 dice 20R 76%, 3 dice 30R 97%
-[] Yellow Zone Purification Facilities 0/320 4 dice 40R 24%, 5 dice 50R 64%, 6 dice 60R 89%, 7 dice 70R 98%
-[] Vertical Farming projects (Phase 2) 65/240 2 dice 30R 25%, 3 dice 45R 75%, 4 dice 60R 96%
-[] Agricultural Processing Plants (Phase 1) 0/200 2 dice 20R 11%, 3 dice 30R 59%, 4 dice 40R 91%
-[] Ranching Domes 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
-[] Entari Deployment 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
-[] Spider Cotton Development 0/40 1 die 20R 91%
Tiberium 5 dice +33
-[] Tiberium Prospecting Expeditions (Repeating Phase) 2/200 2 dice 10R 36%, 3 dice 15R 91%
-[] Tiberium Prospecting Expeditions (Repeating Phase x2) 2/400 4 dice 20R 20%, 5 dice 25R 69%, 6 dice 30R 95%
-[-] Tiberium Vein Mines (Phase 1) 0/200 2 dice 40R 34%, 3 dice 60R 90%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 5%, 3 dice 60R 61%, 4 dice 80R 96%
-[-] Intensification of Yellow Zone Harvesting (Phase 4) 63/100 1 die 15R 100%
-[-] Red Zone Tiberium Harvesting (Phase 8) 0/130 1 die 25R 19%, 2 dice 50R 89%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 60%, 3 dice 75R 97%
-[] Red Zone Containment Lines (Phase 3+4) 8/360 3 dice 75R 4%, 4 dice 100R 48%, 5 dice 125R 89%, 6 dice 150R 99%
-[-] Tiberium Glacier Mining (Phase 8) 29/180 2 dice 60R 77%, 3 dice 90R 99%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 34%, 3 dice 90R 90%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Hewlett-Gardener Method Development 0/40 1 die 30R 100%
Orbital Industry 3 dice +15
-[] GDSS Philadelphia II (Phase 4) 29/720 8 dice 160R+ 3%, 9 dice 180R+ 16%, 10 dice 200R+ 41%, 11 dice 220R+ 68%, 12 dice 240R+ 86%, 13 dice 260R+ 95%
-[] GDSS Columbia (Phase 1) 0/90 1 die 20R+ 41%, 2 dice 40R+ 91%
-[] GDSS Columbia (Phase 1+2) 0/270 3 dice 60R+ 13%, 4 dice 80R+ 55%, 5 dice 100R+ 87%, 6 dice 120R+ 98%
-[] GDSS Columbia (Phase 1+2+3) 0/630 7 dice 140R+ 2%, 8 dice 160R+ 14%, 9 dice 180R+ 39%, 10 dice 200R+ 67%, 11 dice 220R+ 86%, 12 dice 240R+ 96%
-[] GDSS Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 68/390 4 dice 80R+ 23%, 5 dice 100R+ 62%, 6 dice 120R+ 89%, 7 dice 140R+ 98%
-[-] Expand Orbital Communications Network (Phase 3) 13/135 1 die 10R+ 9% (Req. omake), 2 dice 20R+ 72%, 3 dice 30R+ 96%
-[] Orbital Cleanup (Phase 3) 1/90 1 die 10R+ 42%, 2 dice 20R+ 91%
-[] Orbital Cleanup (Phase 3+4) 1/180? 2 dice 20R+ 23%, 3 dice 30R+ 74%, 4 dice 40R+ 96%
-[] Inner System Survey Probes 0/90 1 die 15R 41%, 2 dice 30R 91%
-[] Asteroid Belt Survey Probes 0/90 1 die 15R 41%, 2 dice 30R 91%
-[] Outer System Survey Probes 0/290 3 dice 45R 6%, 4 dice 60R 42%, 5 dice 75R 79%, 6 dice 90R 95%
Services 4 dice +30
-[] Virtual Reality Arcades 0/225 2 dice 20R 13%, 3 dice 30R 73%, 4 dice 40R 98%
-[] Fashion development houses 0/225 2 dice 20R 13%, 3 dice 30R 73%, 4 dice 40R 98%
-[] Game Development Studios 0/300 3 dice 15R 20%, 4 dice 20R 73%, 5 dice 25R 97%
-[] Professional Sports Programs 0/250 2 dice 20R 4%, 3 dice 30R 55%, 4 dice 40R 93%
-[] Vaccine Development Programs 0/150 2 dice 50R 73%, 3 dice 75R 99%
-[] Domestic Animal Programs 0/200 2 dice 20R 30%, 3 dice 30R 87%, 4 dice 40R 99%
Military 5 dice +15
-[] Wartime Factory Refits 0/350 4 dice 80R 11%, 5 dice 100R 46%, 6 dice 120R 79%, 7 dice 140R 95%
-[] Stealth Disruptor System Development 0/40 1 die 25R 91%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 40R+ 11%, 3 dice 60R+ 60%, 4 dice 80R+ 91%
--Note: Can use Fusion dice.

-[] Reclaimator Hubs 0/105 1 die 20R 26%, 2 dice 40R 83%, 3 dice 60R 99%
-[] Proto MARVs 0/110 1 die 20R 21%, 2 dice 40R 80%, 3 dice 60R 98% (but why tho)
-[] MARVs 0/160 2 dice 40R 37%, 3 dice 60R 84%, 4 dice 80R 98% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 7%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 98%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 65%, 2 dice 40R 98%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 46%, 2 dice 40R 93%
-[] Reclaimator Hub Red Zone 7-North 49/105 1 die 20R 75%, 2 dice 40R 99%
-[] Super MARV Reclaimator Fleet (YZ-5a) 88/210 1 die 20R 9% (Req. omake), 2 dice 40R 72%, 3 dice 60R 96%

Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 91%
-[] Zone Suit Factories 0/60 1 die 15R 71%, 2 dice 30R 99%

Air Force
-[] Orca Refit Package Development 0/40 1 die 15R 91%
-[] Wingman Drone Development 0/40 1 die 15R 91%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 91%
-[] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%

Space Force
-[] Orbital Strike Regimental Combat Team Station 0/225 2 dice 40R+ 2%, 3 dice 60R+ 40%, 4 dice 80R+ 81%, 5 dice 100R+ 97%
-[] High Orbit Ion Cannons 0/75 1 die 20R+ 56%, 2 dice 40R+ 96%
--Note: Above two projects can use Fusion dice.
-[] Orbital Defense Laser Development 0/40 1 die 20R 91%

Ground Forces
-[] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30%, 4 dice 40R 73%, 5 dice 50R 94%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 91%
-[] Tube Artillery Development 0/40 1 die 15R 91%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 5%, 4 dice 40R 37%, 5 dice 50R 76%, 6 dice 60R 94%
-[] Railgun Munitions Development 0/60 1 die 10R 71%, 2 dice 20R 99%
-[] Ablat Plating Deployment (phase 2) 38/200 2 dice 20R 36%, 3 dice 30R 83%, 4 dice 40R 98%

Navy
-[] Governor Class Cruiser Shipyards 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
-[] Escort Carrier Development 0/40 1 die 15R 91%
-[] Hydrofoil Shipyards 0/100 1 die 10R 31%, 2 dice 20R 86%, 3 dice 30R 99%
-[] Point Defense Refits 15/250 3 dice 30R 33%, 4 dice 40R 76% 5 dice 50R 95%

Steel Talons
-[] Titan Mark 3 Deployment 0/175 2 dice 20R 26%, 3 dice 30R 76%, 4 dice 40R 96%
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
-[] Rapid Fire Laser Weapons Development 0/40 1 die 15R 91%
Bureaucracy 3 dice +15
-[] Security Reviews: DC60 1 die 71%, 2 dice 99%
-[] Search For A Successor 1 die auto
-[] Expand Union Support DC 90/120/150/180, DC 180 2 dice 22%, 3 dice 73%, 4 dice 95%, 5 dice 99%
-[] Cooperative Focus DC 80/100/120, DC 120 1 die 11% (Req. omake), 2 dice 73%, 3 dice 97%, 4 dice 99%
-[] Expand Strategic Planning Apparatus 0/100 1 die 31%, 2 dice 86%, 3 dice 99%
Last Security Review
Light/Chem 3 turn ago 2055 Q2
Heavy Ind 4 turns ago 2055 Q1
Tiberium 5 turns ago 2054 Q4
Orbital 6 turns ago 2054 Q3
Services 6 turns ago 2054 Q3
Infrastructure 7 turn ago 2054 Q2
Agriculture 7 turn ago 2054 Q2
Bureaucracy 7 turn ago 2054 Q2
Military 11 turns ago 2053 Q2
 
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[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- power) (High Priority)

[ ] Ablat Plating Deployment (phase 2)
The deployment of ablative plating has gone well. While it certainly does not make anything immune to NOD lasers, it does mean that survival rates go up significantly. However, much more is needed to fill the needs of the Ground Forces, let alone other groups.
(Progress 38/200: 10 resources per die) (Very High Priority)
Think this is a must as it will aid our ground forces, while the Ablat Plating will help all our forces
 
More general note, kind of surprised point defense refits aren't a higher priority
What the Navy really wants is an absolute swarm of Governors rather than to keep putting Carriers and Battleships out nearly as much.

Edit: What the Navy wants as an absolute blank slate "build whatever" set is more or less the following.

180 Governor class cruisers
60 Escort Carriers
60 Destroyers
200 Frigates
30 Fleet Carriers
18 Landing Assault Ships
36 bombardment monitors
and then an array of assorted small craft like the hydrofoils.
They are not even going to ask for all of that
 
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The military sector can easily consume 8-10 dice just feeding the Very High Priority tagged projects, the interdepartmental communications are sure useful but also wow lol the military is still in real bad shape. Silver lining is it makes deciding how specifically to fund the military pretty easy? Just do the Very High Priority projects for the next few turns until they stop screaming so loud.
 
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