Enduring Victory: The Global Defense Initiative in The Aftermath of the Third Tiberium War.
As a teaser, I am giving you the title of the book that I am writing sections of as the in universe perspective.
 
I honestly think we should really try and get a die into the Enterprise every turn until its' at least completed Phase 2, it opens up the Resource-Neutral version of Orbital Debris Clearing and probably a whole ton of stuff that makes space easier, and space is going to be very important.
This. If we can turn Orbital into a resource provider, rather than a resource sink, that will be kinda huge. And the ability to set up infrastructure that is essentially beyond NOD's reach will be huge. (Note: improve ASAT capability.)

are we at the same teck level as nod??? only asking becouse there no modifiers on combat dice gdi vs nod.
More or less. NOD is better at tiberium and energy weapons, GDI is better at infrastructure and not poisoning people with tiberium.

As for my desires for a plan:
Infra 2/6 30R +8
- [ ] Blue Zone Reconstruction (Phase 2) 1 die, 10R
- [ ] Yellow Zone Fortress Towns (Phase 1) 1 die, 20R
HI 3/3 1 Free die 65R +8
- [ ]North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 83%
- [ ] Saarland Heavy Industrial Plant 0/400 1 HI(free)+1 Tib dice 20 R 0%
LC 1/3 5R +8
- [ ] Toy Plants 1 die, 5R
Agri 0/3 10R +8
-[ ] Yellow Zone Aquaponics Bays (phase 1) 1 die, 10R
Tiberium 6/6 120R +28
- [ ] Blue Zone Perimeter Redoubts (Phase 3) 1 die, 20R
- [ ] Tiberium Glacier Mining (Phase 3) 2 dice, 60R
- [ ] Red Zone Enclosure Campaigns 2 dice, 40R
-1 die to Saarland
Orbital 1/3 20R +8
- [ ] GDSS Enterprise (Phase 1) 1 Fusion die, 20R
Services 3/3 20R +23
-[ ] Craft Shops and Maker facilities 2 dice, 10R
-[ ] Reopen the Publishing Houses 1 die, 10R
Military 3/3 +45R +3
- [ ] Orbital Strike Regimental Combat Team Development 1 die, 15R
- [ ] Wolverine Mark 3 Deployment 2 dice, 30R
Bureau 0/3 0R +8
- [ ] Security Reviews ?
Free 1/5

315/350 R
65 PS

Gets started on Infra both for BZ and YZ, probably need more Heavy Industry investment, finish off the Toy Plants for Consumer Goods, more food, Tiberium mitigation and income, get started on SPAAACE, more consumer goods from Services, and see about getting OSRCT development completed, while taking a swing at getting Wolverines upgraded for rapid-fire railguns. Because that should lead to a wider-scale deployment project. And finally, unless something else comes up, run some more security reviews, probably Infrastructure since that was one of the first ones done. Of course, this is dependent on what projects and results are made available by this turn's results.
 
Derpmind Probability Array
Here's a little project of my own to help everyone make their own plans for the next four turns. I've calculated out the completion chances for every single project. The amount of dice shown here are from the first amount with above 1% completion chance to the first amount with above 90% completion chance. Due to the very high number of omake bonuses in stock, (thank you, omake writers!) all completion percentages here assume an omake bonus may be used.

Unfortunately, there seems to be a hardcoded maximum accordion width. Sorry about that.

Last updated 12/7.
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 4) 1/540 5 dice 75R 2%, 6 dice 90R 21%, 7 dice 105R 60%, 8 dice 120R 88%, 9 dice 135R 98%
-[] Blue Zone Arcologies (Stage 4+5) 1/1080 11 dice 165R 1%, 12 dice 180R 9%, 13 dice 195R 30%, 14 dice 210R 58%, 15 dice 225R 81%, 16 dice 240R 94%
-[] Yellow Zone Fortress Towns (Phase 7) 93/280 2 dice 40R 35%, 3 dice 60R 88%, 4 dice 80R 99%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/550 5 dice 100R 21%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Lesser Blue Zone Arcologies (Phase 1) 0/155 2 dice 30R 64%, 3 dice 45R 97%
-[] Lesser Blue Zone Arcologies (Phase 1+2?) 0/310 3 dice 45R 11%, 4 dice 60R 60%, 5 dice 75R 92%
-[] Rail Network Construction Campaigns (Phase 5) 39/295 2 dice 30R 1%, 3 dice 45R 44%, 4 dice 60R 88%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/590 6 dice 90R 16%, 7 dice 105R 54%, 8 dice 120R 85%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/885 9 dice 135R 6%, 10 dice 150R 27%, 11 dice 165R 59%, 12 dice 180R 84%, 13 dice 195R 96%
-[] Suborbital Shuttle Service (Phase 2) 110/230 1 die 25R 23%, 2 dice 50R 88%, 3 dice 75R 99%
-[] Suborbital Shuttle Service (Phase 2+3) 110/410 3 dice 75R 16%, 4 dice 100R 67%, 5 dice 125R 94%

-[] Chicago Planned City (Phase 5) 387/995 6 HI dice 120R 12%, 7 HI dice 140R 49%, 8 HI dice 160R 84%, 9 HI dice 180R 97%
--Alt: 1 HI 5 Infra dice 120R 4%, 1 HI 6 Infra dice 140R 29%, 1 HI 7 Infra dice 160R 66%, 1 HI 8 Infra dice 180R 90%

-[] Karachi Planned City (Phase 1) 0/60 1 Tib die 20R 95%
-[] Karachi Planned City (Phase 1+2) 0/175 2 Tib dice 40R 68%, 3 Tib dice 60R 99%
-[] Karachi Planned City (Phase 1+2+3) 0/410 4 Tib dice 80R 27%, 5 Tib dice 100R 79%, 6 Tib dice 120R 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/925 0/880 8 Tib dice 160R 3%, 9 Tib dice 180R 25%, 10 Tib dice 200R 63%, 11 Tib dice 220R 89%, 12 Tib dice 240R 98%
--Alt: 3 Tib 6 Infra dice 180R 7%, 4 Tib 6 Infra dice 200R 33%, 5 Tib 6 Infra dice 220R 69%, 6 Tib 6 Infra dice 240R 91%
--Note: Listing all Infra/Tib dice combinations would be a massive pain.

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/75 1 die 10R 99%
-[] Postwar Housing Refits (Phase 1) 0/180 2 dice 20R 41%, 3 dice 30R 91%
-[] Postwar Housing Refits (Phase 1+2) 0/360 4 dice 40R 28%, 5 dice 50R 74%, 6 dice 60R 96%
-[] Postwar Housing Refits (Phase 1+2+3) 0/540 5 dice 50R 2%, 6 dice 60R 20%, 7 dice 70R 59%, 8 dice 80R 88%, 9 dice 90R 98%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 3) 186/550 3 dice 120R 3%, 4 dice 160R 43%, 5 dice 200R 87%, 6 dice 240R 99%
-[] U Series Alloy Foundries (Phase 3+4) 186/1060 8 dice 320R 1%, 9 dice 360R 13%, 10 dice 400R 44%, 11 dice 440R 77%, 12 dice 480R 94%
--Note: The exact discount for each phase here will vary depending on the amount of roll-over progress.
-[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 144/325 2 dice 40R 53%, 3 dice 60R 96%

-[] North Boston Chip Fabricator (Phase 5) 36/2165 22 dice 330R 3%, 23 dice 345R 11%, 24 dice 360R 27%, 25 dice 375R 50%, 26 dice 390R 71%, 27 dice 405R 87%, 28 dice 420R 95%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/110 1 die 30R 40%, 2 dice 60R 97%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/325 3 dice 90R 14%, 4 dice 120R 68%, 5 dice 150R 96%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/755 7 dice 210R 3%, 8 dice 240R 22%, 9 dice 270R 59%, 10 dice 300R 87%, 11 dice 330R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1095 9 dice 180R 2%, 10 dice 200R 16%, 11 dice 220R 47%, 12 dice 240R 78%, 13 dice 260R 94%
-[] Second Generation Repulsorplate Development 0/60 1 die 20R 95%
Light and Chemical Industry 5 dice +24
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1155 12 dice 240R 2%, 13 dice 260R 12%, 14 dice 280R 33%, 15 dice 300R 60%, 16 dice 320R 81%, 17 dice 340R 93%
-[] Bergen Superconductor Foundry (Phase 4) 235/690 5 dice 150R 15%, 6 dice 180R 54%, 7 dice 210R 86%, 8 dice 240R 97%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/2060 21 dice 630R 3%, 22 dice 660R 10%, 23 dice 690R 25%, 24 dice 720R 44%, 25 dice 750R 64%, 26 dice 780R 81%, 27 dice 810R 91%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 0/855 9 dice 45R 8%, 10 dice 50R 32%, 11 dice 55R 64%, 12 dice 60R 87%, 13 dice 65R 97%
-[] Agriculture Mechanization Projects (Phase 2) 26/240 2 dice 30R 18%, 3 dice 45R 78%, 4 dice 60R 98%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/135 1 die 10R 28%, 2 dice 20R 91%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/270 2 dice 20R 3%, 3 dice 30R 51%, 4 dice 40R 92%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/405 4 dice 40R 18%, 5 dice 50R 65%, 6 dice 60R 93%
-[] Vertical Farming Projects (Stage 4) 181/230 1 die 15R 96%
-[] Vertical Farming Projects (Stage 4+5) 181/460 3 dice 45R 32%, 4 dice 60R 82%, 5 dice 75R 98%
-[] Vertical Farming Projects (Stage 4+5+6) 181/690 5 dice 75R 7%, 6 dice 90R 41%, 7 dice 105R 79%, 8 dice 120R 96%
-[] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
-[] Dairy Ranches (Phase 2+3) 163/380 2 dice 40R 17%, 3 dice 60R 76%, 4 dice 80R 98%

-[] Spider Cotton Plantations (Phase 1) 0/160 2 dice 40R 72%, 3 dice 60R 99%
-[] Spider Cotton Plantations (Phase 1+2) 0/330 3 dice 45R 12%, 4 dice 60R 65%, 5 dice 75R 95%
-[] Spider Cotton Plantations (Phase 1+2+3+4+5) 0/900 9 dice 135R 8%, 10 dice 150R 33%, 11 dice 165R 68%, 12 dice 180R 90%

-[] Strategic Food Stockpile Construction (Phase 5) 78/190 1 die 10R 33%, 2 dice 20R 93%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/370 3 dice 30R 23%, 4 dice 40R 76%, 5 dice 50R 97%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/550 5 dice 50R 19%, 6 dice 60R 61%, 7 dice 70R 90%
-[] Caloric Reclamation Processor (Phase 1) 0/70 1 die 10R 75%, 2 dice 20R 100%
-[] Caloric Reclamation Processor (Phase 1+2) 0/140 1 die 10R 5%, 2 dice 20R 79%, 3 dice 30R 99%
-[] Department of Core Crops -1 Agri die -15 RpT auto
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 9) 22/175 1 die 20R 2%, 2 dice 40R 83%, 3 dice 60R 99%
-[] Tiberium Vein Mines (Stage 9+10) 22/350 3 dice 60R 20%, 4 dice 80R 78%, 5 dice 100R 98%
-[] Tiberium Vein Mines (Stage 9+10+11) 22/525 4 dice 80R 1%, 5 dice 100R 27%, 6 dice 120R 75%, 7 dice 140R 97%
-[] Tiberium Vein Mines (Stage 9+10+11+12) 22/700 6 dice 120R 4%, 7 dice 140R 32%, 8 dice 160R 74%, 9 dice 180R 95%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13) 22/875 8 dice 160R 7%, 9 dice 180R 36%, 10 dice 200R 73%, 11 dice 220R 94%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13+14) 22/1050 10 dice 200R 10%, 11 dice 220R 39%, 12 dice 240R 73%, 13 dice 260R 93%
-[] Yellow Zone Tiberium Harvesting (Phase 11) 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Intensification of Green Zone Harvesting (Stage 9) 3/90 1 die 15R 68%, 2 dice 30R 100%
-[] Intensification of Green Zone Harvesting (Stage 9+10) 3/180 2 dice 30R 66%, 3 dice 45R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/145 1 die 25R 39%, 2 dice 50R 98%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/275 2 dice 50R 12%, 3 dice 75R 77%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 4) 93/235 1 die 25R 13%, 2 dice 50R 89%, 3 dice 75R 99%
-[] Red Zone Border Offensives (Stage 4+5) 93/460 3 dice 75R 5%, 4 dice 100R 54%, 5 dice 125R 93%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/225 2 dice 60R 24%, 3 dice 90R 87%, 4 dice 120R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/450 4 dice 120R 10%, 5 dice 150R 58%, 6 dice 180R 92%
-[] Red Zone Containment Lines (Stage 6) 54/210 2 dice 50R 81%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/415 3 dice 75R 6%, 4 dice 100R 58%, 5 dice 125R 94%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/620 5 dice 125R 6%, 6 dice 150R 43%, 7 dice 175R 84%, 8 dice 200R 98%
-[] Tiberium Glacier Mining (Stage 13) 38/190 1 die 30R 3%, 2 dice 60R 83%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/375 3 dice 90R 15%, 4 dice 120R 73%, 5 dice 150R 98%

-[] IHG Tiberium Processing Plants (Stage 1) 0/180 2 dice 70R 63%, 3 dice 105R 98%
-[] IHG Tiberium Processing Plants (Stage 1+2) 0/360 3 dice 105R 7%, 4 dice 140R 59%, 5 dice 175R 94%
-[] Improved Hewlett Gardener Refits (Phase 1) 0/240 2 dice 70R 15%, 3 dice 105R 80%, 4 dice 140R 99%
-[] Improved Hewlett Gardener Refits (Phase 1+2) 0/480 4 dice 140R 3%, 5 dice 175R 40%, 6 dice 210R 84%, 7 dice 245R 98%
-[] Improved Hewlett Gardener Refits (Phase 1+2+3+4+5+6+7) 0/1800 18 dice 630R 8%, 19 dice 665R 25%, 20 dice 700R 52%, 21 dice 735R 76%, 22 dice 770R 91%

-[] Tiberium Inhibitor Deployment (Blue Zones) 0/90 1 die 30R 65%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/115 1 die 30R 40%, 2 dice 60R 98%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/110 1 die 30R 45%, 2 dice 60R 99%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/110 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 34%, 2 dice 40R 96%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/250 2 dice 40R 12%, 3 dice 60R 77%, 4 dice 80R 99%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 99%

-[] Red Zone Energy Refits (Phase 1) 0/315 3 dice 75R 28%, 4 dice 100R 84%, 5 dice 125R 99%
-[] Red Zone Energy Refits (Phase 1+2) 0/630 6 dice 150R 14%, 7 dice 175R 56%, 8 dice 200R 89%, 9 dice 225R 99%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/945 9 dice 225R 8%, 10 dice 250R 35%, 11 dice 275R 71%, 12 dice 300R 92%

-[] Tiberium Wildlife Experiments 0/60 1 die 20R 100%
-[] Tiberian Prediction Algorithms 80/120 1 die 20R 100%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 146/1065 9 dice 180R 13%, 10 dice 200R 46%, 11 dice 220R 80%, 12 dice 240R 96%

--GDSS Columbia Bays (2/3 available)--
-[] SCOP Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Very High Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] High Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Medium Density Housing 310/335 1 die 20R 100%
--Alt: 1 AA/Erewhon die 20R 91%
-[] Low Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Hospital Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Tourism Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[] Assembler Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[] Spaceport Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%

-[] GDSS Shala (Phase 4) 92/530 4 dice 80R 14%, 5 dice 100R 65%, 6 dice 120R 95%
-[] GDSS Shala (Phase 4+5) 92/1590 14 dice 280R 2%, 15 dice 300R 11%, 16 dice 320R 33%, 17 dice 340R 63%, 18 dice 360R 85%, 19 dice 380R 96%

--GDSS Shala Bays (0/1 available)--
-[-] Core Crops Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Fruticulture Bay 225/335 1 die 20R 45%, 2 dice 40R 99%
-[-] Experimental Crops Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[-] Habitation Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[-] Animal Husbandry Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[-] Species Restoration Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[-] High Efficiency Void Crops Bay 0/240 2 dice 40R 15%, 3 dice 60R 80%, 4 dice 80R 99%

--GDSS Enterprise Bays--
-[] Gravitic Shipyard 292/430 1 die 30R 17%, 2 dice 60R 91%
-[] Fusion Shipyard 380/475 1 die 20R 60%, 2 dice 40R 100%

-[] Lunar Regolith Harvesting (Phase 3) 57/260 2 dice 40R 33%, 3 dice 60R 90%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/510 4 dice 80R 4%, 5 dice 100R 41%, 6 dice 120R 83%, 7 dice 140R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/310 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/605 5 dice 100R 1%, 6 dice 120R 21%, 7 dice 140R 64%, 8 dice 160R 91%
-[] Lunar Water Mine (Inactive)
-[] Helium 3 Harvesting (Inactive)
Services 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
--Note: Costs 1 field die and locks it until the project is complete.
-[] Regional Hospital Expansions (Phase 2) 4/285 3 dice 75R 43%, 4 dice 100R 90%
-[] Kamisuwa Optical Laboratories 79/240 2 dice 40R 72%, 3 dice 60R 99%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] ASAT Defense System (Phase 5) 41/460 4 dice 80R 17%, 5 dice 100R 67%, 6 dice 120R 95%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/330 2 dice 10R 38%, 3 dice 15R 91%
-[] Strategic Area Defense Networks (Phase 1) 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Strategic Area Defense Networks (Phase 1+2) 0/545 5 dice 100R 3%, 6 dice 120R 29%, 7 dice 140R 70%, 8 dice 160R 93%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/885 9 dice 180R 6%, 10 dice 200R 28%, 11 dice 220R 61%, 12 dice 240R 86%, 13 dice 260R 97%

--MARVs--
-[] Reclamator Hub 0/300 3 dice 60R 22%, 4 dice 80R 76%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib dice 60R 27%, 2 Mil 2 Tib dice 80R 83%, 2 Mil 3 Tib dice 100R 99%
-[] Reclamator Hub x2 0/600 6 dice 120R 9%, 7 dice 140R 43%, 8 dice 160R 79%, 9 dice 180R 96%
--Alt: 2 Mil 4 Tib dice 120R 19%, 2 Mil 5 Tib dice 140R 63%, 2 Mil 6 Tib dice 160R 92%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/305 3 dice 60R 46%, 4 dice 80R 90%
-[] Reclamator Hub BZ-2 (Richmond) 58/305 2 dice 40R 5%, 3 dice 60R 60%, 4 dice 80R 95%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 1) 317?/380 1 die 20R 84%, 2 dice 40R 100%
-[] Zrbite Sonic Weapons Deployment (Phase 1+2) 317?/1140 8 dice 160R 3%, 9 dice 180R 20%, 10 dice 200R 53%, 11 dice 220R 82%, 12 dice 240R 96%
-[] Infantry Recon Support Drone Deployment 0/180 2 dice 20R 49%, 3 dice 30R 94%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/250 2 dice 40R 36%, 3 dice 60R 90%
-[] NovaHawk Development 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/150 1 die 20R 2%, 2 dice 40R 81%, 3 dice 60R 99%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 2) 139+50/190 0 dice 100% (autocompletes)
-[] Railgun Munitions Factories (Phase 2+3) 139+50/370 2 dice 20R 48%, 3 dice 30R 94%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%, 2 dice 70R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 6) 28/165 1 die 20R 10%, 2 dice 40R 83%, 3 dice 60R 99%
-[] GD-3 Deployment (Phase 1) 0/335 3 dice 30R 7%, 4 dice 40R 54%, 5 dice 50R 91%
-[] GD-3 Deployment (Phase 1+2) 0/670 7 dice 70R 14%, 8 dice 80R 49%, 9 dice 90R 82%, 10 dice 100R 96%
-[] GD-3 Deployment (Phase 1+2+3) 0/1005 10 dice 100R 3%, 11 dice 110R 17%, 12 dice 120R 45%, 13 dice 130R 75%, 14 dice 140R 92%
-[] Stealth Disruptor Deployment 0/190 2 dice 30R 39%, 3 dice 45R 91%

--Navy--
-[] Infernium Laser Refits 0/405 4 dice 120R 14%, 5 dice 150R 61%, 6 dice 180R 92%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/160 2 dice 50R 67%, 3 dice 75R 98%
-[] Shark Class Frigate Shipyards (Seattle) 0/270 3 dice 60R 43%, 4 dice 80R 89%, 5 dice 100R 99%

--Steel Talons--
-[] Combat Laser Development 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Modular Rapid Assembly Prototype Factory 0/315 3 dice 60R 14%, 4 dice 80R 67%, 5 dice 100R 95%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%, 2 dice 40R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 1 die 95%, 2 dice 100%
-[] Transfer Funding to InOps 1 die -60 RpT auto
-[] Transfer funds to the General Pool 1 die -30*x RpT auto
-[] Expand Grants Programs 1 die -10/-20/-30 RpT auto
-[] Interdepartmental Favors 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
Last Security Review
Light/Chem 1 turn ago 2062 Q4
Services 1 turn ago 2062 Q4
Infrastructure 2 turns ago 2062 Q3
Tiberium 2 turn agos 2062 Q3
--Note: Indicated as not fully cleared.
Agriculture 3 turns ago 2062 Q2
Military 3 turns ago 2062 Q2
--Note: Indicated as not fully cleared.
Heavy Ind 9 turns ago 2060 Q4
Orbital 9 turns ago 2060 Q4
Bureaucracy 9 turns ago 2060 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, +5 to station building, and +5 to Genetically Engineered Plants.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note 4: The most recent version of the Array is most often the Informational threadmarked version.
 
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Eeeeeeeh, I'm not so sure about that. If we're sticking with the canon C&C Tib Timeline, at some point our sonics are going to become ineffective because of when Temple Prime exploded and drew the Scrin here. When that happens, it's going to fuck up all our current containment measures, and we're going to be pretty fucked for awhile until we figure out how to solve it. Said solution will likely either be Evacuate The Planet or Kane showing up with the TCN, and either way those are both extremely heavy investment projects.

It'll get even harder and higher-investment if we somehow manage to steal back the Tacitus from Kane, because Kane won't have done all the SCIENCE for us.

I do 100% agree that we need to think longer-term, though. We need to make sure our entire civilization doesn't collapse before we can get the quest-winning megaprojects of "complete evacuation of 2 billion people off of Earth" or "build the TCN" done.


Tbf even if we accomplish evacuating a stable population off of Earth. All that does is expand our options, once we're off world with industry and such, we can launch missions to set up reclamation sites for example. Battling Tiberium for the Earth can continue knowing that in the worst possible scenario...humanity survives and can try again.

Certainly not ideal, I hope we're never forced off earth. But its entirely possible, and I don't see us setting up a lot of off-world infrastructure as a bad thing honestly XD.
 
I for one am all for getting space industrialised enough so an evacuation is easier
should the worst happen. Even If we never do so, there is a Fair Bit of Worth in the orbital infrastructure
 
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I wish to do High Orbit Ion Cannons sometime. While expensive and just a speadbump, it can with luck be done with only one die, and speadbumps can fuck shit up, as automobilists should know.
 
Carter's Micromanaging Adventure Q4 2052
Carters Micromanaging Adventure
Results from Q3

Build Space Force Launch Facilities Stage 1 200/100 Stage 2 100/100
As if motivated by the Boston Shock Construction, the construction crews finished the Launch Facilities in record time, completing both the massive concrete foundation and the various additional facilities, such as water pumps, launch scaffolding and refueling equipment. Of special note is the flexibility of the facilities, being capable of preparing both vertical and horizontal launch vehicles for takeoff. Filling the water basin built to absorb the massive amount of heat a launch produces nearly collapsed the local water supply and gave Carter a few angry calls with the local waterworks. Now the only thing hindering him from launching equipment into space is the lack of launch vehicles. (Stress -- -)

Expanded Power Production Phase 1 123/75
Ordering and assembling the prefab GDI power plants was never and will never be difficult. The first one of many future ones now stands tall next to the other buildings, quietly humming. Huge strides have been made in prefab construction ever since the first Tiberium War in 1995, enabling even the simplest GDI to assist in their construction.

Build Part Fabrication Plant Stage 2 68/50 Done
The last CNC machines are installed and already spinning. The recent opening of Christchurch and Boston is already showing results, by making the priced machines more available. Not that many of those working here have much experience in operating the machinery, but some are and they have already started teaching others. Still, there is future room for expansion, for more machines making more parts, but that will require a lot more work too.

Build Assembly Plant Stage 2 117/100 1 Die, 1 Funding Die Done
In tandem with the Fabrication plant, the Assembly plant is sufficiently equipped and ready for action, just as the first basic parts left the neighboring building. Most of the work is still done by people, the machinery present mostly of an assisting nature, but more advanced fabrication is possible with a few upgrades. (Stress -)

Recruitment Drives 75, reached 40/60
Allen Kolijn, 35, Secretary
Having met at coffee machine number five in the Pentagon, both Vice Admiral Carter and Allen quickly found common ground over their shared love of Star Wars, the topic quickly shifting over to Carter's Sphere of Influence. Recruiting the more than capable Allen was an easy task, one that will surely pay off with all the paperwork that needs to be done. (Gives 1 bonus-personal die that does not produce stress)

Anna Kuhn, 42, Engineer
Having previously worked together on the fusion lift project, Carter and Miss Kuhn had the pleasure to meet again for the expansion of Orbital Communications. Over a cup of tea Carter spotted an opportunity, when Anna complained about the treasuries' low space investments, recruiting her to his cause with ease. (Expert for Assembly branch found, Additional assembly die and no malus after Reorganisation)

Stevan Pesek 75, Retired Construction Supervisor
It seemed like the gold bar incident had a bright side, as Carter got an angry email from the wounded Space Force soldier's grandfather, not to complain about the injury, but about the many construction errors he had been told about. After a few send mails, Carter managed to get the old man out of retirement. (Expert for Infrastructure branch found, Additional assembly die and no malus after Reorganisation)


This Side Quest was allowed by Ithillid and is supposed to be fun. Things happening in CarterQuest will be affected by the main one, but unless Ithillid says otherwise it is noncanon

Carters Micromanaging Adventure Q4 2052

Events:
WAR!:
Carter, as part of the command staff, now has bigger problems than building his own space enterprise and, being the professional that he is, knows when to fully dedicate himself to something. (No personal actions this turn, all Projects are treated as if [ ]Reorganize Space Force has been finished, Project that do not have the -25 Malus are marked with an E, Stress decay from the coffee machine only, depending on how good or bad the Cyborg situation gets more or less Stress may be gained or lost.)

Carter Stress ++ (3)
Power + (1)
Personnel ++++ (14)
Tiberium = (0) Storage ++(2)
Resources = (0) Storage: + (1)
Advanced Parts (AP): 1/turn Storage: 1

Free Funding Die (FFD): D45
Free Dice: 3

Construction (5 Dice):
[ ][Carter]Expanded Power Production Phase 1 48/100 E
As usual for GDI bases, Space Force bases produce their own power. Given the various expansions to the bases the grid will need to be expanded with the GDI prefab power plans. (Power+)

[ ]Thorium Nuclear Plant 0/500 1 AP per Die E
Normally used to produce energy for industrial sites and GDI's largest bases, the Thorium plant is not available as a prefab and as such will need to be built completely on site. (Power +++++ (10), Personnel-)

[ ][Carter]Tiberium Harvesting Stage 2 57/100
With some basic prefabricated harvesting facilities in place, Space Force's harvesting options are not yet exhausted. With the experience gained from the prefabs, building a dedicated industrial harvesting hub on the largest deposit available will surely be a walk in the park. (Tiberium ++, Personnel -, Power -)

[ ][Carter]Tiberium Spikes 0/400 1 AP per Die
Now that we have free access to all kinds of parts previously unobtainable due to the state of emergency a variety of new construction options opens up. One of them being a number of Tiberium spikes to get access to the various dormant subterranean Tiberium Deposits around the Space Force Bases. (Raw Resources +++, Personnel -, Power --)

[ ][Carter]Tiberium Processing Stage 2 2/100
With the prefabricated refineries in place, a steady trickle of raw resource bars is available to Space Force. The next step is the production of an Industrial processing hub to improve resource production. (Resources ++, Tiberium --, Power -, Personnel -)

[ ][Carter]Tiberium Waste Recycling Plant 0/200 1 AP per Die
While the Möbius process is efficient, a small amount of unrefined slurry remains, more with the prefabricated refineries than the high tech industrial ones. By reprocessing it with a specialised second refinery we can achieve the maximum yield of resources. (Resources + per Stage of Tiberium Harvesting, Power -, Personnel -)

[ ][Carter]Part Fabrication Plant Stage 3 18/75
The part Fabrication Plant can still be filled with more machinery, from industrial presses to highly advanced 3-D printers. (Power -, Personnel --, Raw Resources-, Advanced Parts+)

[ ]Chemical Plant 0/300 1AP per Die
It is not apparent, but a lot of industrial processes require all kinds of chemicals and not all materials can be produced via physically processing raw materials, like plastic. A own production plant for these materials will make Space Force operations even more independent from the whims of the GDI economy. (Power --, Personnel --, Raw Resources-, Advanced Parts++)

[ ][Carter]Automated Assembly Line 0/100 E
At the moment most work is done by hand, a proper line of industrial assembly robots would go a long way to speed up construction. (Multiple phases, phase 2+ will cut down on required assembly project progress, phase 2+ will need 1 AP per Die)

[ ][Carter]Upgrade Assembly Plant Stage 1 0/400 1 AP per Die
It is possible now to upgrade the plant to the highest standards using nothing but the parts it produces itself in an escalating cycle of improvement. (Power -, Personnel -, additional Assembly Die)


Assembly (2 Dice): (Progress limited by assigned Parts)
[ ][Carter] Titan Rocket System 0/100 0/1 AP E
The Titan is the lightest of the launch vehicles in GDI's arsenal. It is reliable, robust and reusable, but can only carry a small payload compared to its powerful siblings. (Enables orbital launches of up to 1 APs worth, Carter Stress +)

[ ][Carter] Atlas Rocket System 0/300 0/5 AP E
The Atlas was the workhorse with which the Philadelphia was built. A far more powerful rocket than the Titan System it is also known to be maintenance heavy and expensive to fuel. (Enables launches up to 4 APs worth)

[ ][Carter]Leopard Class Transport 0/500 0/15 AP E
The Leopard is the crowning achievement in ground-orbital transportation. Its powerful fusion drive gives it a truly ridiculous amount of lifting power and cargo space. (Enables Launches up to 10 APs worth)

[ ][Carter]Construction Vehicle Fleet 0/200 0/1 E
While Carter has been working tirelessly on getting a fleet of ancient vehicles, it is now possible to build our own. Only a small amount of advanced parts will be made ourselves, the rest can be ordered from the treasury. (+25 for building facilities, if Acquire Construction Vehicles is finished it is turned into a modernization project, which will raise the bonus from +20 to +25.)


Personal (IT IS WAR, THERE IS NO TIME FOR PERSONAL Matters, 1 Free Personal Dice)
[ ]Reorganize Space Force 0/100
The Operation has grown beyond Carter's ability to manage it all on its own and it probably is time to delegate and reorganize Space Force and Command. (Project Branches will no longer cause Stress for Carter, but have a -25 Malus to Dice unless an expert to lead the branches is found.)

[ ][Carter]Recruitment Drives (DC 70/90)
Carter cannot do this alone. The space force personnel can follow his vision, but he needs men and women of strong will and conviction that share it. (Unlocks special npcs that give varying bonuses)

[ ][Carter]Convince the SOs (DC ??)
With much of the world still down, many of Space Force's significant others, who are not military or in construction, are still out of work. Given Carter's natural Charisma he may be able to convince them to temporarily join Space Force.

[ ][Carter]Take in interns (DC 15)
Space Force is still popular with the youth, taking in interns would boost our workforce.

[ ][Carter]Acquire Construction Vehicles 194/400
Space Force is motivated, but facilities cannot be constructed with hands alone. By scourging through GDI records Carter's staff is sure he will find some unused vehicles rotting in a storage unit. (+20 for building facilities.)

Vote by Plan, Vote closes in 24h.
 
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[X] CarterQuest Plan Screw Space, There's A War On
-[X][Carter]Expanded Power Production Phase 1 48/100 E, 3 Construction Dice
-[X][Carter]Automated Assembly Line 0/100 E, 2 Construction Dice
-[X][Carter]Construction Vehicle Fleet 0/200 0/1 E, 2 Assembly Dice, 3 Free Dice, 1 Funding Die, 1 AP
-[X][Carter]Reorganize Space Force 0/100, 1 Personal Die

Basically I'm trying to avoid the -25 Penalty, because OUCH that's harsh. More Power will be something we need for basically everything, the Automated Assembly Line looks like it'll help with our current lack of parts, and the Construction Vehicles will nullify the penalty once we've assembled them. The looking for the ancient vehicles isn't really doable anymore, because of the lack of Personal Dice, so instead I am focusing on getting the reorganization done so we still have it after the WAR malus goes away, and then once we have Personal Dice again I'm going to throw four at Recruitment Drives to pick up the other two Department Heads, or at least what I think are Department Heads.

Once we have the +25 Bonus, it should cancel out the -25 Malus and we can build things again without them collapsing in on themselves horribly a quarter of the time, at which point we're going to need to start going down the Tiberium Harvesting->Tiberium Processing->Part Fabrication chain again.

EDIT: Okay so apparently the Assembly Line will take 1 part/die in Phase 2, so yay, that'll be fun to deal with, what with our complete lack of parts and giant maluses.
 
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[X] CarterQuest Plan Screw Space, There's A War On

Seems good. Once we're out of WAR! turns, we should push Tiberium and then Fabrication, and take another swing at Recruiting.

Edit:
The 1 dice is because fusion is 20 R, while other orbital dice are 30 R so a bit easier to fit 20 in than 50, though maybe q3 or q4 to finish it off?
Yeah. And 30R/die is ouchy, but it's a good investment.
 
are we at the same teck level as nod??? only asking becouse there no modifiers on combat dice gdi vs nod.
More or less. NOD is better at tiberium and energy weapons, GDI is better at infrastructure and not poisoning people with tiberium.
Generally similar at the very least. They pulled out some new toys, you pulled out some new toys, and mostly fought in ways where you did not have disadvantages. Big massive firefights are one of the places where GDI's sheer weight of metal can outmatch even very solidly fought NOD forces.
@Ithillid
Just wondering, looking at the Lithium Battery Plants project, does the "makes military developments cheaper" part affect only the development phase or also the deployment phase(s)?
It applies mostly to the resource part of military developments. Look at cutting typically 5 resources from many of them, but it would apply to rollout as well, mostly by cutting progress needed. It does not apply to everything, but it applies to a bunch of stuff.
 
Oh that just bumped it up (wanted it but now I might just have to fit it in) spending less resources for the same dice in mil is going to be big as we put 4 to 5 dice a turn into that category

edit- even better fairly easy to make way for 30 R to give it a good shot at finishing next turn (dropped 1 dice from robotics and the yz aquaponics for it)
 
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POLITICS IN THE YELLOW ZONES (canon)
POLITICS IN THE YELLOW ZONES

Life had been good for Hasim. He wasn't really certain how the various departments of the GDI were structured but he agreed with how the one that did yellow zone construction was run well enough to only occasionally grumble about it.

The investment into the yellow zone was met with a wide range of emotions, with recent transplants from the blue zone having a mix of relief and exasperation at the GDI finally getting off their asses to make proper housing. Long time yellow zoners were at best cautious of it or at worst distrusting. Hasim fell into the former group, both not really expecting to get lucky enough to get moved into the new purpose built housing or for the building effort to last. As was the pattern in his life he was quickly proven wrong as whatever inscrutable method the GDI use to pick who got moved to the new housing has his household ( the bureaucrats were very insistent on calling them that, likely because calling it at let them sweep the factors that lead to the impromptu social structures of the yellow zones refugee camps under the rug as being intentional) among one of the first waves of migrants. As a further way for the GDI to cover their asses they were asked if they'd like to move to the housing as one unit or get sent to a different camp to try to find where their actual families were.

Jodi took it up, her cohabitation with Hasim and Pierre mostly being for convenience, Hasim left for the housing along with the 4 little ones in the hopes they'd have an easier life, and to Hasim's surprise Pierre had joined him. The wily old man had managed decades in the yellow zones, survived multiple global wars and done so in surprisingly good health, but no matter how he tried to hide it he was very clearly in the early stages of rock lung and the prospect of Actual Housing and better medical care appealed to him. Also he'd come to genuinely like Hasim over the years they'd lived together, although he would never admit it to anyone especially himself. How could he not? Hasim was naturally likeable and after all these years was practically family. It was why he almost felt bad about what happened during election time.

It was supposed to be practical joke really, put Hasims name into the running for their districts representative, he loses, he gets shit over it for the next few months. All good fun right? Only he'd underestimated how unprepared the parties had been to contest the new seat.

As one of the first people there Hasim had taken on an impromptu role as a guide to living in the new houses for people who'd been in the yellow zones for a while. Many of the groups that had moved in got well acquainted with him, and many recognized him from the refugee camps. By simply doing the same introductions and gift givings he'd done in the yellow zones he'd managed to make himself very well known and liked through out the district. Further more the new seats had been around for two months at the most which heavily diminished the ability for the parties to even just get a few members there, let alone do any real campaigning. With the benefit of hindsight the result of the election was obvious. With the benefit of hindsight. Without it...

99% with a token candidate from the free market party taking up the remained. The politicos were shocked, Hasims district was not the only one to have an upset like that, but it was the first and several "experts" were left scrambling to explain what had happened. Veiled accusations of election rigging, bad counts caused by shoddy connections, and several more wild theories mostly to avoid reckoning with the fact that the blue zones election watchers simply never really thought the yellow zoners would have a complex network of social obligations or how it would effect voting.

Hasim gave out food. Hasim hosted welcoming parties. Hasim learned how the bureaucracy responded to requests and complaints and interacted with it on residents behalf. He'd organized informal classes to teach people who'd never been in a school how to read. And that's on top of all the times he'd helped people out back in the refugee camps. That all made good will and good will was a universal currency in the yellow zones. Even people who didn't like Hasim voted for him, simply because they owed him. For people born and raised in the yellow zones, or even just having spent a few decades in one, not returning the favor when someone owes you was a one way ticket to being ostracized, and when things go wrong that as good as being dead.

The people on the news feed sputtered and tried to cover their asses, the people on the internet got over the shock quickly and immediately started making fun of the people on the news feed, and Pierre and Hasim picked their jaws off the floor while the kids bombarded them with excited questions. Pierre had recovered first.

"Well lets get you proper suit then."

Such was the sequence of events that led to the election of Hasim "Big Has" Aydin, one of the first members of United Yellow List and the GDI's physically largest politician at the time.
 
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