And yes, we should be careful about second-guessing our advisors and experts, they likely have a better grasp of the situation than we, the readers do. Still...
Our advice was specifically from Ground Forces, and even they said that they can only push for one more quarter unless we build more Shell Plants. We can see that other sectors are hurting more, and there is no indication that we are about to 'break NOD' into hiding again.
So I don't think we are doing anything wrong if we attempt to ration the offensive push.
 
If you gave gdi something like the switchblade that worked on a tiberium earth, your grandchildren would live like kings. Unfortunately while many things have been tried, few have worked, and fewer still have worked reliably.

To be fair, we actually have something like a switchblade. It's just got maybe 50 meters of range and a flight time of seconds. What can I say, GDI grenadiers are absurd.

Considering there's only two Navies left in the world I guess winning by default works.

Unfortunately that is not true.

There is the GDI navy, and there's a hodgepodge of navies all flying more or less the flag of Nod, of which Bintang is the most prominent and powerful.

GDI breaking its navy to take down Bintang means the rest of Nod's naval forces get to shut down GDI's logistics.
 
On something a bit more out there, as a thought experiment- do you guys think it would be possible to design a railgun projectile capable of supercavitating? From a quick glance, the right fin layout could do it, and apparently some real world firearms have specialist supercavitating ammo. Could we actually make naval railguns capable of engaging submerged targets? I know gun depression would be an issue, and there's still the fact hitting the target would be a pain in the ass- but we're kinda at ends here looking for ways to increase our ASW effectiveness beyond 'more hulls'.
 
The problem there is that you would need to have effective target tracks at the bare minimum.
Then you need to deal with the slant range and the amount of distance required.
And then the logistical rollout and training.
All so that you can try to take potshots at a sub with railguns.

If you want similar rapid reaction capability, try ASROC bombardment followed with continuous airborne ASW prosecution. This means we need ideally both converted and purpose built escort carriers(in built up numbers, just the shipyards alone do not mean this threshold is hit) to really make things work and have margin for other operations.
 
We could possibly design an underwater-firing railgun, yes, and snipe at where we suspect Nod subs to be looking for a lucky hit - which admittedly would be a lot easier even with inert darts than trying the same with Vertigos like we just had happen, since anything that can punch a hole in it will likely sink it in short order.

Or we could just fill a torpedo with several times the railgun slug's mass in explosive, fire a bunch of those off toward likely spots to detonate (either on a timer or remote or whatever) and crack subs within a much larger radius with overpressure.
 
We could possibly design an underwater-firing railgun, yes, and snipe at where we suspect Nod subs to be looking for a lucky hit - which admittedly would be a lot easier even with inert darts than trying the same with Vertigos like we just had happen, since anything that can punch a hole in it will likely sink it in short order.

Or we could just fill a torpedo with several times the railgun slug's mass in explosive, fire a bunch of those off toward likely spots to detonate (either on a timer or remote or whatever) and crack subs within a much larger radius with overpressure.
My question wasn't for mounting underwater rail guns, it was for letting Naval guns fire at submerged targets. A modern US 5in naval gun can depress -15 degrees. Most of our guns can probably do the same. I'm not going to do the math at 3am on my phone, but it definitely ought to be possible to aim in the general direction of detected contacts and give a hostile sub another factor to try and evade. The hit rate won't be good, but those kinds of inert projectiles are going to be easy as hell to actually make once designed, so there's not much downside unless you're simultaneously fighting a surface action or intending to use those guns against air targets.

The idea isn't that this is some kind of big game changer, but that it adds another layer to ASW defenses and forces hostile subs to engage more conservatively. This is literally just speculation of what we can actually do with alternative railgun munitions beyond the obvious.
 
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It's also an interesting option for Orcas that are pulling anti-submarine duties.

Remember, it's not all Falaks and giant nuclear-powered attack subs down there. There's a lot of petty raiding shit being done by second and third-tier Nod warlords.

Some of these Nod semi-submersibles and submersibles probably don't actually dive very deep. They may have limited environmental systems, and/or be spending a lot of time at periscope depth. And the Super Orcas have rapid-fire railguns. Having at least some chance of ringing a light Nod submersible's bell with railgun fire if you have a good idea of where it is could be a good thing, if you could design railgun rounds that could penetrate a few dozen meters of water.

If.
 
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There likely is that potential*(an IRL super cav bullet can hit 11-12 meters distance into water) for the Orcas. My problem is actually trying to hit a sub that is around 15 km away with a railgun and the distance that has to be traveled. That is a lot of water to deal with. It's much more likely IMO that you can hit something 5km away but then the ASW rockets can deal with that.

*hitting near surface subs/semisubmersibles
 
Changing density of the medium through which the projectile travels makes firing above-water direct fire weapons at underwater targets impractical.
 
So, a couple things to consider with supercavitating railgun rounds. First, does making a round capable of supercavitating affect its above water characteristics negatively? Second, if so, how much of a ship's magazine are you willing to swap from surface combat rounds to ASW rounds? Third, how much training would be required so people can use them properly against a submerged target? Fourth, would this meaningfully contribute beyond "morale purposes" in actual practice?

The Imperial Japanese Navy and their Type 91 AP Shell and the Suichudan tactic. Essentially, while shooting up Tosa for armor data in 1924, they noticed that 16" shells fired from 20km landing 25m in front of the target would penetrate below the armor, pass through torpedo bulges, and explode in engineering spaces. A tactic for trying to miss short rather than over shoot was developed in order to take advantage of this. The Type 91 was designed to be dual purpose, capable of both working normally, and being streamlined for underwater travel. Of course, this tactic was deemed top secret and thus never practiced in peace time, and were only really effective if fired at ~20km for large guns and ~18km for 8" guns. US Technical Mission to Japan post-war felt that IJN had sacrificed AP effectiveness on direct hits in favor of maybe scoring hits through the water or mining effect. And there's really no examples of the tactic/shells working in that manner, except at Cape Esperance, where USS Boise ate an 8" shell 9' below the waterline and lost 2-3 of her forward turrets from powder fire and flooding.

The War Damage Report for Boise is impressive to see the fire damage and flooding damage diagrams.

Now, I'm more aghast at the fact that we've apparently revived Hedgehog lineage launchers for ASW operations. I mean, those type of systems were actually replaced by ASROC / VL-ASROC in the USN and homing torpedoes in general. Well, apparently outside of Russian Navy use in the RBU-6000 systems (the RPK-8 version appears to have some homing capability). Huh.

Also, I wince at the apparent fact that GDI's lost the capability to glide bomb in ASW torpedoes from higher altitudes (or timeline sufficiently altered that the USN's P-8 and associated glide kit never got made), and apparently haven't gotten around to figuring out how to make a detachable chute that can slow down an air-dropped ASW torp to a point that it can safely enter the water (despite using VL-ASROCs) at higher speeds. Though I can understand why that might've happened, if tiberium algae and a relative lack of known Nod subs leading up to TW2 might've resulted in certain systems being retired for lack of need. As a result, when Nod submarines reappeared (possibly shortly before or during TW3?), GDI had to relearn how to ASW in a hurry.

Case in point - Japan sent a cruiser and 8 destroyers to the Mediterranean to assist the Allies with convoy escort in 1917. The squadron handled their ships so well that the Brits loaned them two destroyers for use during the rest of the war. Didn't have the best kill record versus subs, but shipping losses dropped sharply while they were on station. War ends, squadron returns to Japan. Convoy duty and ASW work is repetitive and unglamourous to the IJN and being purely defensive has no role in their decisive battle planning. All the institutional skill and knowledge from that service is basically lost over the next 20+ years.

P-8s can use a kit to glide bomb a torpedo in from 30k feet (9,000m) for deployment. So if they can (re)invent that bit of kit, it would really help with ASW work. The Ultralight Glide Munitions Development might be useful there. And given that a VL-ASROC apparently hits Mach 1 (650+ knots), adapting the chute system from that for Orca drops wouldn't be a bad idea otherwise.

Given the existence of spigot mortar style launchers, I kinda wish we could un-retire the Orca Bomber. Put modified versions of the mortar rounds into its bomb bays and set it up to deploy a pattern for each pass, and you could have it bomb the suspected area 2-4+ times before needing to reload (depending on how many munitions you could fit into the bays). And if it doesn't tag the sub, there will be no booms, and won't foul up sonar any with noise. ... Actually, that might not make a bad idea for use instead of A-15/A-16 Orcas. Maybe add a backseater to handle sensor data coming in and guide the pilot to the drop point.

Where's my Treasury assistant? I need to add that to the list to suggest as a concept for consideration by the Navy. ;)

If anyone is wondering what I mean by chutes when air dropping torpedoes, look up the evacuation scene from The Hunt for Red October. When the Sea Hawk drops its torpedo, you can see the chute deploying behind it to slow it for water entry.
 
Hm.

I could actually see the Navy starting an "ASW Weapons Development" project and it being pushed by politicians in the Fourth Four Year Plan. It's not really what the Navy wants most, but we've already vowed to build them their shipyards, so further weapons development past that point is going to seem reasonable.

@Ithillid , does this seem plausible? The experience of the Regency War is going to leave a lot of GDI people, both in the Navy and in the civilian government, with trauma about Nod submarine threats. Specifically developing further systems to counteract those threats, particularly in the context of relatively simple modifications to existing systems (such as enhanced air-dropped torpedoes by just adding glide fins based on existing technology, or a parachute) seems like the sort of thing that could end up in demand.
 
Now, I'm more aghast at the fact that we've apparently revived Hedgehog lineage launchers for ASW operations.

Heh, think I called this some time ago. Personally, I can't wait until we bring back "Sprint and Drift" and depth charges! Better polish up those hydrophones, boys and girls!

Anybody ever play Wolfpack? I think I learned more about WWII submarine warfare from that game's manual than I ever did anywhere else, that was basically a full fledged history book.
 
Q3 2060
Erewhon Dice: Erewhon has reached a point where it can begin assisting on projects. For most intents and purposes it is currently an administrative assistance die, but cannot get criticals in either direction. Natural ones result in you losing access to Erewhon for some turns as he gets critical stability assistance. Natural 100s on the other hand have a chance to result in small bonuses to Erewhon's stats.

Bays: Bays, especially the industrial bays of the GDSS Enterprise are something like a class selection. Beyond the immediate bonuses there are a wide array of softer bonuses often originating from two or three bay combos. These will have significant influence on which space projects you will be getting in the future, and what shape they take.
I pointed out two of the combinations in the Q2 2060 results post, but there are many others. These are the result of having multiple bays with overlapping foci. To reuse an example the set of Station Bay/Fusion Bay/Gravitic bay will be leading towards cheaper lunar, martian, belt, and beyond industrialization and settlement. It will also lead towards having a much more sizable first dedicated shipyard project. This of course is not the only combo available.


Q3 2060
Resources:‌ ‌985 + 35 in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes)

Political‌ ‌Support:‌ 72
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Tiberium Spread
20.41 Blue Zone
1.80 Green Zone
23.87 Yellow Zone (96 Points of Abatement)
53.92 Red Zone (72 Points of Abatement)

Current Economic Issues:
Housing: +40 (27 population in low quality housing) (-5 per turn from refugees)
Energy: +10 (+4 in reserve)
Logistics: +20 (-10 from raiding) (-7 from military activity)
Food: +18 (+10 in reserve)
Health: -1 (-8 from Wartime Demand) (-5 from Refugees)
Capital Goods: +13 (+37 in reserve) [-10 at End of War ] [+3 in Q1 2061, +2 in Q2 2061 ]
STUs: +13
Consumer Goods: +27 (-22 from demand spike) (+3 from Private Industry)
Labor: +36
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1895/2470)‌ ‌
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +35
Green Zone Water: +6

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌28; ‌150)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(200;‌ ‌304;‌ ‌150;‌ ‌100)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌35; ‌300)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(100;‌ ‌50;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 100;‌ ‌40;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(470;‌ ‌268;‌ 250;‌ ‌50)‌ ‌

Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌ ‌:‌ Very High ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Space‌ ‌Force‌ ‌:‌ Decent ‌
Steel‌ ‌Talons:‌ ‌Low
Navy:‌ Low ‌
ZOCOM:‌ ‌Decent ‌

Plan Goals
Capital Goods: 31 Points
Consumer Goods: 16 Points
Food: 18 points in reserve
Income: 90 Points
Stations: 1139 Points
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Railgun Munitions Development
Complete at least one more phase of Shell Plants
Complete at least one more phase of Ablative Armor
Complete at least one more phase of URLS production
Complete at least one more phase of Wadmalaw Kudzu Plantations
Complete at least one more phase of Blue Zone Arcologies
Complete GDSS Enterprise
Complete at least five phases of Space Mines
Complete at least four phases of Karachi Planned City
Develop and Deploy Mastodon




Infrastructure (6 dice)

[ ] Blue Zone Arcologies (Stage 4)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 1/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] Yellow Zone Fortress Towns (Phase 6) (Updated)
Future waves of Fortress Towns will be positioned deeper into formerly Brotherhood territory, and require substantial networks of roads, rails, and other means of support. While not yet at the limits of GDI ability to construct and support such facilities, they are substantially ahead of most other civilian infrastructure.
(Supports Green Zone Intensification) (Supports Operation Steel Vanguard)
(Progress 0/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
(Progress 0/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)

[ ] Blue Zone Apartment Complexes (Phase 2)
A second wave of apartment complexes, dotting GDI cities and snaking between higher and lower density areas will provide a further boost of high quality housing. While not as Tiberium hardened as the arcologies, that is a distant threat, and one that can be safely disregarded in the immediate time frame in favor of housing people in better conditions.
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)

[ ] Rail Network Construction Campaigns (Phase 4) (Updated)
With rail lines pushing ever further forward, they are becoming a substantial strain on GDI's ability to protect its rear. However, with few other options, these are a requirement for substantial further advances into the Yellow Zones, and the destruction or capture of core Brotherhood territories.
(Supports Operation Steel Vanguard)
(Progress 128/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+4 Logistics)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleet of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, they would be able to reach anywhere in the world in a matter of hours at most. This will allow GDI to further tighten the bonds between Blue Zones and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (+3 Logistics)
(Progress 0/250: 25 resources per die) (+5 Logistics)
(Progress 0/200: 25 resources per die) (+8 Logistics)

[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks. Recently, Director Litvinov appears to be hoping to use a proven concept for making safe zones and would be grateful if done. (Supports Autumn Archer and Steel Vanguard)
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 3/600: 20 Resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1200: 20 resources per die) (+5 Housing, -4 Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 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 0/65: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Required For Eastern Paris)
(Progress 0/130: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/260: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/520: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/1040: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)

[ ] Indianapolis Reconstruction Surge (New)
Restoring the functionality of the Indianapolis railway junction and restoring the ability of GDI forces across trans appalachia to engage in further offensive operations may well be of enough value to significantly disrupt the ongoing buildup of other infrastructural goals.
(progress 0/150: 10 resources per die) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

Heavy Industry (5 dice)

[ ] Continuous Cycle Fusion Plants (Phase 6) (Updated)
With the Initiative's energy needs still substantial, new pods of fusion plants, and expansions to existing ones will be needed to continue pouring resources into the military industrial complex, and provide new weapons in the fight against the Brotherhood of Nod.
(Progress 30/300: 20 resources per Die) (+16 Energy) (-1 Labor)

[ ] North Boston Chip Fabricator (Phase 5)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases, where inferior performance in one aspect is made up for by superior performance in others.
(Progress 36/2400: 15 resources per die) (+32 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (may aid AI research)

[ ] Nuuk Heavy Robotics Foundry (Phase 3) (Updated)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 352/600: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/1200: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2400: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Suzuka Prototype Hover Chassis Factory
While the current design is a very minimum viable product, it is a viable product, and one where a small stream of production, not just development work should provide greater insights into the technology. At the same time, providing a sizable number of platforms to various use cases allows for people to begin preparing requests for future generations of hovercraft.
(Progress 0/175: 20 resources per die) (+2 Logistics, -2 STU, -2 Energy)

[ ] Crystal Beam Industrial Laser Development
Crystal Beam laser technologies, now released from military exclusivity, is likely to be a substantial upgrade to a wide variety of Initiative technologies, ranging from existing uses, where it is likely to be a substantial efficiency upgrade, to a number of new uses, such as long distance laser cutting.
(Progress 0/80: 10 resources per die)

[ ] Isolinear Chip Foundry Anadyr (New)
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 0/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)

[ ] Puerto Madryn Reconstruction Surge (New)
With the destruction of significant portions of the Puerto Madryn industrial complex, and significant damages to a number of other major industrial complexes across South America, personal attention of the Secretary of the Treasury can make significant progress in fixing the problems
(Progress 0/60: 10 resources per die) (+3 Capital Goods)

[ ] Western Europe Reconstruction Surge (New)
With Western European industrial hubs under continuous attack by insurgents, rapidly rebuilding them may well do a significant amount as a propaganda piece. While far from guaranteed, it may well be worthwhile to engage in significant rebuilding efforts in this region.
(Progress 0/40: 10 resources per die) (+2 Capital Goods)

[ ] Division of Alternative Energy (New)
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per Turn, -1 Heavy Industry Dice)

Light and Chemical Industry (5 dice)

[ ] Chemical Fertilizer Plants (Phase 2)
With the initial phase of fertilizers completed, and many of the lowest hanging fruits plucked, the next phase is to begin supplying more specialized nutrients and existing ones in greater bulk. While this will be somewhat more expensive for the rewards, it is still worthwhile.
(Progress 94/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)

[ ] Reykjavik Myomer Macrospinner (Phase 4)
Further expansion of the Reykjavik Macrospinner is going to focus on heavy myomer bundles, which are keys to mass production of modern zone armor and mech projects as they provide highly efficient mobility options.
(Progress 514/640: 20 resources per die) (+4 Capital Goods +2 Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1280: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)

[ ] Bergen Superconductor Foundry (Phase 1)
With the proof of concept for larger scale superconductors well and truly proven, a large-scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
(Progress 0/95: 30 resources per die) (+1 Energy)
(Progress 0/190: 30 resources per die) (+1 Capital Goods, +2 Energy)
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
(Progress 0/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics)(+5 Political Support)
(Progress 0/1520: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Civilian Drone Factories
Civilian drones have a large number of potential uses, ranging from rapid delivery of goods, medicines, and simple recreation. While flying a drone is not the same as flying an actual aircraft, it has often been a popular sport, with drone races (both in stock and custom categories) being a fairly popular sport, especially for children.
(Progress 0/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)

[ ] Medical Supplies Factories
Increasing supplies of medicines and more importantly medical supplies like tubing, masks, blood substitutes, liquid bandages and similar is likely to be quite needed during wartime. While GDI currently has enough, demand is expected to spike rapidly, and more supplies will be needed.
(Progress 129/225: 20 resources per die) (+4 Health) (-1 Energy)


Agriculture (4 dice)

[ ] Agriculture Mechanization Projects (Phase 1)
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for the reduction in overall labor committed to the agricultural sector, and rapidly increase food production by a significant margin
(Progress 0/150: 15 resources per die) (+8 Food, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 3) (Updated)
With refugees swarming GDI's borders, and the population expected to increase by some substantial number of percentage points across the next year, massive new and expanded aquaponics bays are going to be a core element in being able to feed that population. While other facilities can help, these will be the backbone of what can be done.
(Progress 30/140: 10 resources per die) (+6 Food) (-1 Labor)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)

[ ] Vertical Farming Projects (Stage 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) (+4 Food, +4 Consumer goods, -2 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. The health-care services also will benefit from cattle blood, and more animal test-subjects, not to mention there being zoos again, in time.
(Progress 0/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)

[ ] Spider Cotton Plantations (Phase 1)
With spider cotton finally having reached a state where it can be used en masse, the only remaining task is to begin building large scale plantations where it can be grown in bulk. While some applications require only small amounts of the silk to produce useful amounts of goods, these fields are few and far between.
(Progress 0/170: 15 resources per die) (+1 Capital Goods)
(Progress 0/180: 15 resources per die) (+1 Capital Goods)
(Progress 0/190: 15 resources per die) (+1 Capital Goods)
(Progress 0/200: 15 resources per die) (+1 Capital Goods)
(Progress 0/210: 15 resources per die) (+1 Capital Goods)

[ ] Wadmalaw Kudzu Plantations (Phase 2)
A substantial expansion of tea production will take Wadmalaw Kudzu from being a simple novelty to a staple of the Initiative. Politically useful, and more importantly a general luxury that can be easily afforded to all who want a source of caffeine.
(Progress 3/300: 10 resources per die) (+4 Consumer Goods) (+10 Political Support)
(Progress 0/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)

[ ] Tarberry Development
An engineered legume, Tarberries are intended to be part of the future of Initiative hydrocarbon production. Built to produce substantial quantities of usable hydrocarbons, these plants will be toxic to eat, but easy to process into usable fuels, especially for the vast vehicle fleets of the Initiative military, and possible to use as a source of energy for the Initiative more broadly.
(Progress 0/40: 20 resources per die)

[ ] Poulticeplant Development
A kudzu derivative like the teas currently being produced, poulticeplants are genetically engineered to carry topical medication and clotting agents in order to provide a steady supply of basic medical goods with little to no specialized equipment. While a dedicated chemical works can produce more antiseptics and with better results, they also require specialized staff and treatment plans in a way that these genetically engineered plants do not.
(Progress 0/50: 20 resources per die)

[ ] Freeze Dried Food Plants
Freeze Drying effectively turns most food into permanent, shelf stable systems. While building additional plants to process food in this way will be expensive, it should significantly reduce waste, and increase the lifespan of the stockpiles noticeably.
(Progress 126/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy)

[ ] Strategic Food Stockpile Construction (Phase 2)
A further expansion of food stockpiles and granaries in deep reserves, Cut into the frozen wastes at the far northern and southern reaches of GDI's grasp, these will be a final backup for GDI's overall food supply. While they will be far from enough, even at full capacity, they can buy the Initiative critical months in case of massive reverses in its fortune.
(Progress 38/150: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/175: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -4 Food)

[ ] Extra Large Food Stockpiles
Laying in all that is possible in the currently existing storage space will be a significant undertaking, requiring a large surplus beyond what is being consumed. While not the most efficient of options, it is the cheapest of the lot, requiring no real additional construction
(+8 Food in reserve, -16 Food)

Tiberium (7 dice)

[ ] Tiberium Vein Mines (Stage 2)
With the concept proven, vein mines are a fairly expensive, but functional way of attacking underground Tiberium, and providing for a long term abatement strategy, while also not stressing military deployments. While they do have their problems, these are of limited import compared to their advantages.
(Progress 5/195: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (-1 Capital Goods)

[ ] Yellow Zone Tiberium Harvesting (Phase 9) (Updated)
Expanding the offensive, and pushing the Brotherhood back around the world is the future the Initiative not only wants, but needs. Decisive action, driven home with all the vigor the Initiative has to offer, will put even more pressure on increasingly small Yellow Zone pockets. While a cornered animal is the most dangerous, every kilometer taken reduces the resources available to the enemy. (Supports Steel Vanguard)
(Progress 2/325: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[ ] Intensification of Green Zone Harvesting (Stage 6)
A further wave of Green Zone Tiberium harvesting will both improve the logistical connections across the forward Green Zones and provide greater numbers of forward hardpoints and firebases for Initiative troops.
(Progress 46/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (2 Stages available) (Supports Steel Vanguard)

[ ] Red Zone Tiberium Harvesting (Stage 12) (Updated)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Border Offensives (Stage 1) (New)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 0/200: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation)

[-] Red Zone Containment Lines (Stage 6)
With war having erupted in full, operations in Red Zones are currently effectively impossible, as there are significant Nod forces between them and GDI.
(Progress 54/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Stage 13)
There are currently no open glacier faces for expansion of mining activity.
(Progress 38/180: 30 resources per die) (-5 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 Stage available)

[ ] Tiberium Processing Plants (Stage 2)
While currently additional processing plants are not an immediately pressing need, they will be a requirement to fulfill plan goals, and will further harden the Initiative's refining capacity.
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)

[ ] Tiberium Processing Refits (Phase 5)
A final wave of postwar, and pre Hewlett Gardener Process redevelopment will retire older processes, and bring the entire Initiative stock of refining capacity to the modern day. However, at this time, it will do little more than expand a surplus, as GDI lacks sufficient Tiberium income to make use of these refineries.
(Progress 6/100: 20 resources per die) (+50 processing capacity [-250 during refits])

[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)

-[ ] Blue Zone 1 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 19 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 11 (Progress 0/130: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Red Zone 7 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support)

[ ] Railgun Harvester Factories
The Railgun Harvester is a significantly heavier design than previous Harvester systems and so requires a new series of factories. While by the standards of military production these will be overall fairly limited, they will provide a noticeable increase in income, especially from more heavily contested regions. (Supports Steel Vanguard)
-[ ] Bissau (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
-[ ] Porto (Progress 44/70: 10 resources per die) (+5 Resources Per Turn) (-2 Energy)

[ ] Improved Tiberium Containment Facilities Construction
While not immediately a requirement, building a limited ability to contain Tiberium beyond the limits of GDI's ability to process it, will provide both wartime redundancy and allow for greater offlining of resources. Tank farms of Tiberium are admittedly a security risk, but one not particularly greater than existing Tiberium silos present around the world.
(Progress 0/120: 20 resources per die) (+500 Tiberium Reserve)

[ ] Liquid Tiberium Power Cell Deployment (Phase 1)
With an effective Liquid Tiberium power cell system developed, it is still a political hot potato. While it will be possible to spend political capital to prevent it from being bogged down forever in parliamentary review, at the same time it may well not be worth it, as the cells, plus the needed bunkers to provide both containment and protection against enemy action, are not that much cheaper than fusion for the amount of energy produced.
(Progress 41/140: 20 resources per die) (-5 Political Support) (+8 Energy)

[ ] Enhanced Harvest Tiberium Spikes
Developing a model of Tiberium Spike that not only harvests tiberium, but marginally speeds its growth is a quite radical idea. Based on GDI's work with the Tiberium Inhibitor, and experience with the Scrin's Growth Accelerators. However, it would also substantially increase the throughput, but at the risk of spreading Tiberium more quickly.
(Progress 0/180: 20 resources per die) (-5 Political Support per die)

[ ] Visceroid Research Programs
Visceroids are some of the bare handful of Tiberium life forms to have survived the mutation, with the Forgotten holding an ever closer relationship with GDI, studies of these creatures may provide secrets to adaptation, or might provide some means of dealing with liquid tiberium deposits.
(Progress 0/120: 15 resources per die) (-10 Political Support)

[ ] Harvesting Tendril Development
A substantial increase in efficiency, a rapid harvesting tendril disrupts the bonds between Tiberium crystals, before acting as an electromagnetic vacuum cleaner, speeding the harvesting process and pushing forward harvesting technologies.
(Progress 0/40: 30 resources per die)

Orbital (6 dice)

[ ] GDSS Columbia (Phase 1)
The development of a first stage of orbital habitats offers a testbed 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 long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/335: 20 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/675: 20 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1355: 20 resources per die) (2k Permanent residents) (3 available Bays) (10 Political Support)

[ ] GDSS Enterprise (Phase 5)
Upgrading the GDSS Enterprise to a fully functioning orbital industrial station will make significant progress towards giving humanity an interplanetary future. The goal is small scale fabrication of nearly every needed component for space travel and habitation, a test bed for future development and
(Station)
(Progress 102/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)

[ ] GDSS Enterprise Bays (1 available) (New)
-[ ] Military Bay
Converting the open slot to military production offers significant developmental potential due to the ability to do large amounts of manufacturing without the stresses of gravity interfering with the process. While not everything will be aided by such a construction, this will make the OSRCT significantly less dependent on massed fusion launches from ground support facilities.
(Progress 0/450: 20 resources per die)
-[ ] Advanced Materials Bay
Across a wide selection of fields within materials science, the ability to make objects in zero gravity has significant implications, ranging from optics and large scale crystals, to alloys and composites. While small scale production as done in such a bay will be of limited overall use, it is likely to heavily inform future projects.
(Progress 0/400: 20 resources per die) (+8 Capital Goods)
-[ ] Satellite Bay
Most satellites are very low density constructions, with much of their bulk composed of materials such as foamed aluminum or layers of foil. By specializing the Enterprise towards building these units, there are significant cost savings due to being able to haul up materials by the ton, rather than having to figure out how to fit them into a launch. Additionally the satellites themselves will be significantly more refined, as they do not need to undergo the difficulties of a chemical or fusion launch.
(Progress 0/400: 20 resources per die) (Discounts Satellites by 20 points)
-[ ] Station Bay
The largest limitations on the size of a station are the dimensions of the Leopards and Unions doing the construction. For example, there is significant use of ten meter struts on both stations, rather than longer ones that can take greater loads per kilogram. This in turn means that there are thousands upon thousands of joins, adding hundreds of tons of material that do not need to be there. Building a dedicated bay for building large scale station components will both increase the strength of the stations, and substantially decrease their costs.
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[ ] Gravitic Shipyard
With the exception of GDIS Pathfinder, GDI cannot effectively reach beyond the moon in a reasonable amount of time. While the throughput of a fusion craft is higher within that boundary, attempts to exploit Martian and belt resources, let alone materials beyond the belt, require the construction and maintenance of dozens of gravitic drive ships capable of long range transits. While still too limited in acceleration to move people and materials off earth, the same problem certainly does not apply to many of the other areas of interest in the solar system.
(Progress 0/450: 30 resources per die) (-2 STU, -1 Capital Goods)
-[ ] Fusion Shipyard
Currently, all GDI fusion craft are designed with the ability to climb out of the Earth's gravity well as a core function. However, with the moon and beyond as goals of GDI's space program, the need for substantial numbers of heavy transit vessels is critical. Large fusion tenders, either in short legged manned, or long legged unmanned designs can serve to fill key niches as part of a complex of transport solutions across the solar system.
(Progress 0/500: 20 resources per die)

[ ] 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. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/335: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/675: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1355: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)

[ ] Orbital Cleanup (Stage 11)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 32/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)

[ ] Conestoga Class Development
With the outer system beginning to be explored, and the Pathfinder already bringing back massive quantities of scientific information, an improved model can be constructed. A revised version of the Pathfinder design, it will be intended for mass production, once sufficient orbital infrastructure exists to build it.
(Progress 0/60: 30 resources per die)

[ ] Leopard II Factory (New)
The Leopard II, as developed by the SCED is a general upgrade, both in size and performance over the original design. With the need for more launches, and substantially more complicated flight profiles, another major fusion yard is required, this one located near Kagoshima to expand the sites of fusion production away from Mehretu.
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)

(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)

[ ] 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 0/190: 15 resources per die)

Lunar Operations

[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non-tiberium based mining and refining infrastructure.
(Progress 0/160: 20 resources per die) (+5 Resources Per Turn)
(Progress 0/145: 20 resources per die) (+5 Resources Per Turn)

[ ] Lunar Regolith Harvesting (Phase 2)
The silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 50/330: 20 resources per die) (+15 resources per turn)

[ ] Lunar Heavy Metals Mines (Phase 2)
Heavier metals such as titanium, iron, magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 145/385: 20 resources per die) (+20 resources per turn)
(Progress 0/375: 20 resources per die) (+20 resources per turn)
(Progress 0/365: 20 resources per die) (+20 resources per turn)
(Progress 0/355: 20 resources per die) (+2 Heavy Metals)
(Progress 0/345: 20 resources per die) (+2 Heavy Metals)
(Progress 0/335: 20 resources per die) (+2 Heavy Metals)
(Progress 0/325: 20 resources per die) (+2 Heavy Metals)
(Progress 0/315: 20 resources per die) (+2 Heavy Metals)


[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(+2 Lunar Water)

[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.

Services (5 dice)

[ ] Automatic Medical Assistants
GDI's medical system is extensive, however it is also significantly overworked. By supplying a number of automated assistants to conduct routine procedures the valuable manpower can be concentrated working on more important and skill based fields.
(Progress 0/300: 20 resources per die) (+2 Health, +4 Labor, -4 Capital Goods, -2 Energy)

[ ] Neural-Interfaced Operating Theaters
While much of the funding for this can come from the welfare department, other parts, such as the capital goods required to set up these complex and highly technical rooms, will need to come from the Treasury, and the Services department.
(Progress 122/160: 20 resources per die) (+6 Health, -2 Capital 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) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support)

[ ] Advanced Electronic Video Assistant Deployment
The Advanced EVA system will need substantial pools of computer supplies for deployment, but should substantially improve the overall output of the Initiative. It will also require significant assistance from the field, which makes it somewhat problematic for immediate deployment beyond the need for capital goods.
-[ ] Infrastructure (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Heavy Industry (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Light and Chemical Industry(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Agriculture(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Tiberium(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Orbital (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Services (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Military (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Bureaucracy (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)

[ ] Human Genetic Engineering Programs
The human genome is a mess, especially in the modern day. Starting with an extreme bottleneck in diversity, and being evolved for a group of endurance predators on the open savannah rather than sedentary office workers, there are many things that can be done to either fix problems such as lactose or gluten intolerances, or increase the variability of the genome.
(Progress 0/120: 25 resources per die) (-5 Political Support)

[ ] Hallucinogen Development
While the Brotherhood's version is far too strong, and far too risky for any use outside of warfare, it might have more therapeutic uses if reformatted substantially. Exploring the more civilian applications may prove to be little more than a wild goose chase, but could also provide a new generation of critical lifesaving, and quality of life increasing drugs.
(Progress 0/60: 15 resources per die)

[ ] Hardlight Interface Development (New)
While the Scrin's shield technologies are still poorly understood, one of the oddball technologies currently in development is hardlight interfaces, using the shields to project holograms that can be interacted with in a three dimensional environment. While not useful for everything, it does offer far more customizable interfaces, and can do significant work for computer assisted design and similar needs.
(Progress 0/40: 15 resources per die)

[ ] Mind Shields Development (New)
There are many different means of interfacing with the brain. While mind control experiments using chemicals, sonics, and a wide variety of other methods have proven to be less than effective at best, the Scrin did have multiple assets that could mind control human populations. The mind shield is intended to significantly reduce the effectiveness of these methods, and potentially the Order of the Rememberancer's technomancy.
(Progress 0/120: 20 resources per die)

[ ] Expand Resettlement Programs (New)
With the war putting millions upon millions of people into refugee columns and temporary camps, putting a substantial amount of resources towards resettlement for the duration of the war will see increases in both working population, and housing demand, while taking some of the burden off of other parts of the Initiative.
(-5 Resources per Turn)

Military (8 dice)
[ ] Advanced ECCM Development
The development of countermeasures to better punch through, and punch out in certain cases, Brotherhood means of battlefield jamming, will have significant impacts on the functionality of Initiative long range sensors. While Tiberium will still be significantly problematic in increasing effective ranges, it will be significantly less impactful than Tiberium and Brotherhood sensor countermeasures.
(Progress 0/40: 20 resources per die)

[ ] ASAT Defense System (Phase 4)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions.
(Progress 36/220: 20 resources per die) (Station) (High Priority)
(Progress 0/495: 30 resources per die)

[ ] Stealth Disruptor Development
The research to create improved sensor systems for detecting stealth also produced a method of actively disrupting it via feedback. However, current systems are quite bulky and require significant deployment to work beyond extremely short ranges. With development however, an improved model is likely possible, and potentially a key tool for blocking fixed positions, rather than relying on battle nets.
(0/40: 15 resources per die)

[ ] Inferno Gel Development
Derived from the Brotherhood of Nod's flamethrower systems, Inferno gel is a weapon of terror more than anything else. However, it does have its uses, and one of those is as a means of killing vehicles rapidly. By drenching a vehicle in pyroclastic gel, many of the soft systems can be destroyed, and the people inside blinded and likely immobilized.
(Progress 0/40: 10 resources per die) (-5 Political Support)

[ ] Binary Propellant Exploration (New)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some section of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 5 resources per die)

[ ] Strategic Area Defense Networks (Phase 1)
While defending the vastness of GDI's territories is effectively impossible, especially with the distinctly limited effectiveness of missile based ABM and ACM systems, there are areas which are much smaller, and can be defended effectively without requiring hundreds of installations. Mecca and Chicago for example can both use small numbers of defense sites to render them significantly hardened against Brotherhood strategic strikes. (Supports Autumn Archer)
(Progress 0/350: 20 resources per die)
(Progress 0/400: 20 resources per die)
(Progress 0/400: 20 resources per die) (-2 Energy)

[ ] 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.
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used) (Blue Zone Hubs support Autumn Archer)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/335) (Roshchino) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/335) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/335) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/335) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/335) (Lisbon) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/335) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/335) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/335) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/335) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/335) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/335) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/335) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/335) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/335) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/335) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/335) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/335) (Lhasa) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/335) (Maputo) (2 Points Yellow Zone Mitigation, 10 RpT)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/335) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/335) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/335) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/335) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/335) (Qingdao) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/335) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/335) (Luwuk) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/335) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/335) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/335) (Guaymas) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 East (Progress 0/335) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 West (Progress 0/335) (La Serena) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/335) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/335) (Lagos) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/335) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/335 (Valencia) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Berbera) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub YZ-18 (Progress 0/335) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Tripoli) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/335) (Congo River) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/335) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/335) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/335) (Beirut) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/335) (Chattogram) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/335) (Tuaran) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/335) (Banda Aceh) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/335) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/335) (Eucla) (3 Points Red Zone Mitigation, 25 RpT)


Zone Operations Command

[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)

[ ] Backpack Rocket Launcher Development
With the Zone Operations Command ever more intensely engaged with the Brotherhood of Nod, backpack systems are one of the easier ways to substantially increase firepower. While not always the most convenient location, by shifting around the power pack somewhat, nearly any Zone Operations Command unit can have a limited supply of short to mid range indirect fire options at their disposal.
(Progress 0/50: 10 resources per die)

[ ] Zone Defender Revision
The Brotherhood of Nod's Black Hand Armor systems are strong combat assets, with massive slabs of heavy armor over a power assisted frame. The Zone Defender shares much of its goals with the Black Hand's approach, and design studies and prototyping will begin preparing for a better defended and cheaper version of the design, likely an aid to mass deployment of Zone Armor, especially for second and third line forces.
(Progress 0/40: 15 resources per die)

[ ] Zone Lancer Development
A variant of the Marauder suit refitted with a personal plasma gun, the Zone Lancer is intended to augment and support the already extremely capable antiarmor capacity of the Initiative's Zone Armored forces, and provide a viable replacement for the Marauder's limited ammunition.
(Progress 0/40: 15 resources per die)

Air Force

[ ] Wingman Drone Deployment (High Priority)
With the Wingman drones, GDI has begun to lay out a platform for a future of warfare, primarily built around pilot survivability, and preparing for a series of larger and more intensive aerial campaigns around the world.
- [ ] Orca Wingmen (Progress 0/550: 20 resources per die) (-2 Labor, -6 Energy, -2 Capital Goods)
- [ ] Firehawk Wingmen (Progress 0/450: 20 resources per die) (-1 Labor, -6 Energy, -2 Capital Goods)
- [ ] Hammerhead Wingmen (Progress 0/400: 20 resources per die) (-4 Energy, -1 Capital Goods)



[ ] Apollo Fighter Factories
With the Barghest-bis, and the new Vertigo-bis, GDI needs more of the high end of its fighter arsenal. While the Firehawk remains capable, it is far from enough in the modern day, and needs to be entirely replaced in the air superiority role.
-[ ] San Francisco (Progress 0/80: 15 resources per die) (-4 Energy)
-[ ] Maputo (Progress 0/80: 15 resources per die) (-4 Energy)
-[ ] Rotterdam (Progress 0/80: 15 resources per die) (-4 Energy)

[ ] Ultralight Glide Munitions Development
The Brotherhood's glide system has a potentially extremely useful role in GDI's combat systems. Specifically in GDI's glide munitions. While deployable wings are not a new invention, this will cut weight and space, while increasing control as the entire surface can be flexed with a high degree of precision.
(Progress 0/40: 10 resources per die)

[ ] Plasma Warhead Factory (Phase 1)
The T-10E (Plasma) is probably the most expensive missile of its size ever built by the Initiative. Relying on rare stable transuranic elements, it has significant value, both in air to air and air to ground roles, providing massive damage, and a small form factor. However, it does need a dedicated, if small, production line to provide a trickle of missiles to take out specific high value targets.
(Progress 53/90: 10 resources per die) (-1 STU)
(Progress 0/90: 10 resources per die) (-1 STU)


Space Force

[ ] Orbital Strike Regimental Combat Team Stations (Phase 3)
With the first two rapid response stations assembled, if not yet fully ready for action, further development will begin focusing heavily on larger stations, not just to act as immediate reinforcements for embattled holdings, but forces intended to crush the Brotherhood under a rain of metal from the skies. (Station)
(Progress 5/295: 20 resources per die)
(Progress 0/395: 20 resources per die)

[ ] Orbital Defense Laser Satellite Deployment
An initial battery of sixty defense satellites will provide a wrapping of protection for critical sites in orbit. While the Space Force does not currently see a pressing need for them as an immediate reaction to the Brotherhood, they will provide a substantial support asset, especially in the face of the likely proliferation of countermeasures to the Ion Cannons.
(Progress 0/240: 20 resources per die)

[ ] Skywatch Telescope System
While no longer a requirement for further exploration of the solar system, a constellation of Skywatch telescopes will be useful for the Space Force as well, an early warning tripwire in case of another alien invasion or asteroid bombardments.
(Progress 0/95: 10 resources per die)

[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood.
(Progress 0/175: 20 resources per die) (Station)

[ ] Tactical Ion Cannon Network (Phase 1)
While the idea of smaller, more numerous Ion Cannons is tactically useful, this first stage is expected to be tightly connected to the existing network, piggybacking off the existing control centers and sharing bandwidth on the ASAT network. This will limit the number of commanders who can access the network, but ensure that the limited deployment is employed in the most critical or advanced fronts.
(Progress 0/275: 20 resources per die)

Ground Forces

[ ] Universal Rocket Launch System Deployment (Phase 3)
Yet more missile production is going to do little more than begin preparing the ground for the reintroduction of MLRS platforms, either wheeled or hover, to GDI ranks, and lay in vast stockpiles of everything but naval missiles. However, at this time, it is still not a bad idea, as GDI is about to embark on grand offensives covering much of the world.
(Progress 0/200: 15 resources per die) (-2 Energy)

[ ] Shell Plants (Phase 6)
A further wave of shell plants, aimed at producing a vast swarm of guided shells, enough to maintain a viable supply as GDI vastly increases shell expenditures during the exigencies of wartime.
(Progress 7/150: 10 resources per die) (-1 Energy)

[ ] 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) (High Priority)

[ ] Ablat Plating Deployment (Stage 5)
A final wave of Ablat production will allow for stockpiles to be built ahead of potential Brotherhood energy weapons development, and allow for replacements at a much higher rate than currently used. It will also mark an end to the plan goals for production of Ablat, which should make the Militarists in Parliament quite happy.
(Progress 54/200: 10 resources per die) (Very High Priority)

[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements (High Priority)

-[ ] New York (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] London (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)

[ ] GD-3 Rifle Development
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)

[ ] Hallucinogen Countermeasures Development
With the Hallucinogen grenades deployed by the Brotherhood of Nod being a critical threat to GDI's ability to hold positions, the development of effective physical and pharmacological countermeasures to these devices is an important aid to troop survivability.
(Progress 0/40: 15 resources per die)

Navy

[ ] Escort Carrier Shipyards (High Priority)
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] Battleship Yards (Progress 0/120: 20 resources per die) (-3 Energy, -1 Capital Goods)
-[ ] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Dublin (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Nagoya (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)

[ ] Merchantman Carrier Conversions
With the Merchantman conversions, switching a substantial number of ships to carry Hammerheads and Orcas instead of cargo, it is a both politically and practically problematic approach. While certainly theoretically possible, and something that GDI has the design specifications to do. It will be a stop gap measure.
-[ ] High Commitments (Complete all Escort Carrier Shipyards by end of Plan) (Progress 150/200: 20 resources per die) (-10 PS)

[ ] Heavy Support Laser Development
The Navy needs not only a light laser, for fighting bombs, but also a heavier support laser, designed for long range engagements against incoming munitions. With initial goals being horizon to horizon capability, and rapid engagement of multiple targets, upgraded missile defense lasers are one of the most important features for naval survivability in the near future.
(Progress 0/50: 20 resources per die)

(Offensive Navy)

[ ] Island Class Assault Ships
The Island class is a dedicated assault ship, designed to handle the V-35 Ox as its mainstay alongside the Hammerhead and Orca attack craft. Each is also intended to be a general support facility for the first days of landing operations and provide support from deep holds.
(Progress 0/40: 20 resources per die)

[ ] Victory Class Monitor Development
A dedicated littoral combat ship, designed around a series of mission packs, ranging from 203mm rifles and rocket batteries, to anti-submarine and anti mine warfare. Intended to be a general purpose support ship for offensive operations against the Brotherhood of Nod, it will fill a wide range of purposes that GDI has often not had the resources to fill effectively.
(Progress 0/40: 20 resources per die)

(Defensive Navy)

[ ] Shark Class Frigate Shipyards (High Priority)
The Shark unfortunately is of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
-[ ] Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
-[ ] Melbourne (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)


Steel Talons

[ ] 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)

[ ] Medium Tactical Plasma Weapon Deployment
A medium weight ion cannon, capable of being fielded on the Titan and other Initiative vehicles, and as a secondary weapon on other systems, is a potentially substantial increase in direct firepower. Deployment is likely to be small scale however, as it is less flexible, barring further delays in deployment of variable munitions for the Initiative's railguns.
(Progress 0/80: 30 resources per die)

[ ] Light Combat Laser Development
Effectively an Initiative version of the same laser system found on the Brotherhood's Venoms and raider buggies, the light combat laser is likely to be an effective endurance upgrade across a wide number of systems, even if it is less directly effective. For many vehicles however, it will be filling a secondary role as an antimissile laser, shooting down incoming RPGs and bombs.
(Progress 0/40: 25 resources per die)

[ ] Heavy Combat Laser Development
A heavy direct fire beam laser, this is currently more of a curiosity than anything else, especially with the performance of the Initiative's current railgun arsenal. However, the Talons are very interested in experimenting further with laser technologies, and this may well lead to advances in other fields.
(Progress 0/40: 20 resources per die)

[ ] Modular Rapid Assembly System Prototypes
With the Initiative going on a large-scale offensive, more of its supporting assets need to be moved to smaller units, to give them greater freedom of movement and increased striking power. Shrinking down the system used by various Initiative buildings even more than they already are should allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)


Bureaucracy (4 dice)

[ ] Administrative Assistance
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)

[ ] 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 50 + 1 operations die)

[ ] Make Political Promises
While Seo's parliamentary support is currently stable, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
(Initiates Subvote)

[ ] Interdepartmental Favors
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor
(Initiates Subvote)

[ ] Conduct Economic Census
It has been over a decade since GDI took a comprehensive census of its economic affairs outside of its own industrial efforts. With taxation becoming an ever more noticeable part of the Initiative's economic base, a better understanding of the people and companies is likely advantageous.
(DC 100/150/200/250)

[ ] Conduct Civil Satisfaction Surveys
With immigration and displacement having moved millions of people around the world, a better look at the population as a whole, and what their problems are is likely useful. While this kind of information gathering is difficult and time consuming, it is also critical to knowing who is where, in a degree of detail greater than even GDI's all consuming surveillance state can know.
(DC 90/120/150/180)

[ ] Request Reduction in Plan Commitments
With the current state of emergency, it is possible to request a reduction in commitments from both parliament and other parties that the Treasury has asked favors of, to reflect the need for vast investments in areas outside of those envisioned two years ago. While Parliament is likely to be loath to make significant reductions, there are a number of marginal projects that can be cut, or traded out for other goals.
(-6 Political Support Per Die) (DC 120/160/200/240)

[ ] Allocate Resources to Reconstruction Commissions (New)
Rather than directly dictating from the top down the projects that require the highest priority, and surging resources to fix them, a more general reservation of resources to solve these problems can speed the repair of damages across the Initiative, rather than focusing potentially excessive amounts of energy on individual projects that may or may not be worth pursuing.
-[ ] Minimal (5 resources per turn)
-[ ] Marginal (10 resources per turn)
-[ ] Aggressive (20 resources per turn)
-[ ] Maximal (30 resources per turn)

** 4 Hour Moratorium on Voting **

And thanks to @Derpmind for the probabilities array.

Infrastructure 6 dice +34
-[] Blue Zone Arcologies (Stage 4) 1/650 6 dice 90R 4%, 7 dice 105R 29%, 8 dice 120R 70%, 9 dice 135R 93%
-[] Yellow Zone Fortress Towns (Phase 6) (Updated) 0/300 3 dice 60R 28%, 4 dice 80R 82%, 6 dice 100R 99%
-[] Yellow Zone Fortress Towns (Phase 6+7) (Updated) 0/600 6 dice 120R 14%, 7 dice 140R 54%, 8 dice 160R 87%, 9 dice 180R 98%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 2+3) 28/160 3 dice 30R 33%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Rail Network Construction Campaigns (Phase 4) (Updated) 128/325 2 dice 30R 38%, 3 dice 45R 92%
-[] Rail Network Construction Campaigns (Phase 4+5) (Updated) 128/650 5 dice 75R 10%, 6 dice 90R 50%, 7 dice 105R 86%, 8 dice 120R 98%
-[] Rail Network Construction Campaigns (Phase 4+5+6) (Updated) 128/975 8 dice 120R 3%, 9 dice 135R 21%, 10 dice 150R 56%, 11 dice 165R 84%, 12 dice 180R 97%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 36%, 3 dice 90R 91%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 4 dice 110R+ 5%, 5 dice 135R+ 43%, 6 dice 160R+ 84%, 7 dice 185R+ 98%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 6 dice 160R+ 4%, 7 dice 185R+ 29%, 8 dice 210R+ 69%, 9 dice 235R 93%
-[] Chicago Planned City (Phase 4) 3/600 5 Tib dice 100R 2%, 6 Tib dice 120R 27%, 7 Tib dice 140R 72%, 8 Tib dice 160R 95%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 50%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 8%, 5 Tib dice 100R 55%, 6 Tib dice 120R 91%, 7 Tib dice 140R 99%
--Alt: 6 Infra 1 Tib die 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 4%, 10 Tib dice 200R 24%, 11 Tib dice 220R 60%, 12 Tib dice 240R 87%, 13 Tib dice 260R 97%
--Alt: 6 Infra 3 Tib dice 180R 2%, 6 Infra 4 Tib dice 200R 15%, 6 Infra 5 Tib dice 220R 50%, 6 Infra 6 Tib dice 240R 80%, 6 Infra 7 Tib dice 260R 95%, 6 Infra 8 Tib dice 280R 99%
--Note: Infra/Tib dice makes this complicated.
--Note: Karachi Phase 5 is a PITA.
-[] Indianapolis Reconstruction Surge (New) 1 Tib die 10R 5%, 2 Tib dice 20R 85%, 3 Tib dice 30R 99%
--Alt: 1 Tib die 1 Infra die 20R 82%, 1 Tib die 2 Infra dice 99%
Heavy Industry 5 dice +29
-[] Continuous Cycle Fusion Plants (Phase 6) (Updated) 30/300 3 dice 60R 38%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Continuous Cycle Fusion Plants (Phase 6+7) 30/600 6 dice 120R 14%, 7 dice 140R 51%, 8 dice 160R 84%, 9 dice 180R 97%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 3) (Updated) 352/600 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 93%
-[] Nuuk Heavy Robotics Foundry (Phase 3+4) (Updated) 352/1800 15 dice 300R 2%, 16 dice 320R 8%, 17 dice 340R 25%, 18 dice 360R 50%, 19 dice 380R 73%, 20 dice 400R 89%, 21 dice 420R 96%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Crystal Beam Industrial Laser Development 0/80 1 die 10R 70%, 2 dice 20R 100%
-[] Isolinear Chip Foundry Anadyr (New) 3 dice 150R 10%, 4 dice 200R 59%, 5 dice 250R 92%
-[] Puerto Madryn Reconstruction Surge (New) 1 dice 10R 85%, 2 dice 20R 100%
-[] Western Europe Reconstruction Surge (New) 1 die 10R 100%
-[] Division of Alternative Energy 1 die auto
Light and Chemical Industry 5 dice +24
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%, 3 dice 45R 74%, 4 dice 60R 97%
-[] Reykjavik Myomer Macrospinner (Phase 4) 514/640 1 die 20R 14%, 2 dice 40R 81%, 3 dice 60R 99%
-[] Reykjavik Myomer Macrospinner (Phase 4+5) 514/1920 16 dice 320R 4%, 17 dice 340R 15%, 18 dice 360R 34%, 19 dice 380R 58%, 20 dice 400R 78%, 21 dice 420R 91%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%, 2 dice 60R 95%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 19%, 4 dice 120R 68%, 5 dice 150R 94%
-[] Bergen Superconductor Foundry (Phase 1+2+3) 0/665 7 dice 210R 5%, 8 dice 240R 26%, 9 dice 270R 59%, 10 dice 300R 85%, 11 dice 330R 96%
-[] Civilian Drone Factories 0/380 4 dice 40R 13%, 5 dice 50R 55%, 6 dice 60R 87%, 7 dice 70R 98%
-[] Medical Supplies Factories 129/225 1 die 20R 44%, 2 dice 40R 95%
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 63%, 3 dice 45R 96%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 7%, 5 dice 75R 43%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Blue Zone Aquaponics Bays (Phase 3) (Updated) 30/140 1 die 10R 30%, 2 dice 20R 90%
-[] Blue Zone Aquaponics Bays (Phase 3+4) (Updated) 30/280 2 dice 20R 42%, 3 dice 30R 86%, 4 dice 40R 99%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Ranching Domes 0/250 3 dice 60R 42%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%, 3 dice 45R 91%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 4 dice 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 2) 3/300 3 dice 30R 13%, 4 dice 40R 61%, 5 dice 50R 92%
-[] Wadmalaw Kudzu Plantations (Phase 2+3) 3/750 8 dice 80R 5%, 9 dice 90R 24%, 10 dice 100R 56%, 11 dice 110R 82%, 12 dice 120R 95%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Freeze Dried Food Plants 126/200 1 die 20R 56%, 2 dice 40R 99%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%, 4 dice 40R 67%, 5 dice 50R 94%
-[] Strategic Food Stockpile Construction (Phase 2+3+4) 38/525 5 dice 50R 6%, 6 dice 60R 37%, 7 dice 70R 74%, 8 dice 80R 94%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%
-[] Yellow Zone Tiberium Harvesting (Phase 9) (Updated) 2/325 3 dice 60R 23%, 4 dice 80R 80%, 5 dice 100R 99%
-[] Yellow Zone Tiberium Harvesting (Phase 9+10) (Updated) 2/675 6 dice 120R 4%, 7 dice 140R 35%, 8 dice 160R 76%, 9 dice 180R 96%
-[] Intensification of Green Zone Harvesting (Stage 6) 46/100 1 die 15R 100%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 1 die 15R 1%, 2 dice 30R 82%, 3 dice 45R 99%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 54%, 2 dice 50R 99%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 20%, 3 dice 75R 85%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 1) (New) 0/200 2 dice 50R 45%, 3 dice 75R 95%
-[] Red Zone Border Offensives (Stage 1+2) (New) 0/400 4 dice 100R 33%, 5 dice 125R 83%, 6 dice 150R 99%
-[-] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 9%, 2 dice 50R 87%, 3 dice 75R 99%
-[-] Red Zone Containment Lines (Stage 6+7) 54/400 3 dice 75R 11%, 4 dice 100R 68%, 5 dice 125R 97%
-[-] Red Zone Containment Lines (Stage 6+7+8) 54/600 5 dice 125R 7%, 6 dice 150R 43%, 7 dice 175R 83%, 8 dice 200R 97%
-[-] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 13%, 2 dice 60R 89%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 18%, 4 dice 120R 75%, 5 dice 150R 98%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 55%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%, 2 dice 60R 97%
-[] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%, 2 dice 20R 100%
-[] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%
--Alt 1 Admin Assistance die 90%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2?) 41/280? 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 72%, 3 dice 60R 15PS 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
-[] Harvesting Tendril Development 0/40 1 die 30R 100%
Orbital Industry 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40 R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 6%, 3 dice 60R 61%, 4 dice 80R 95%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 86%, 9 dice 180R 98%
-[] GDSS Enterprise (Phase 5) 102/1535 15 dice 300R 4%, 16 dice 320R 16%, 17 dice 340R 39%, 18 dice 360R 66%, 19 dice 380R 85%, 20 dice 400R 95%
--GDSS Enterprise Bays (1 available) (New)--
-[] Military Bay 0/450 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Advanced Materials Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Satellite Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Station Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Gravitic Shipyard 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Fusion Shipyard 0/500 5 dice 100R 6%, 6 dice 120R 36%, 7 dice 140R 74%, 8 dice 160R 94%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
--Alt: 1 AA die 63%, 1 AA die 1 Orb die 99%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
--Alt: 1 AA die 1 Orb die 54%, 1 AA die 2 Orb dice 95%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Leopard II Factory (New) 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%

-[] Outer System Survey Probes 0/190 2 dice 30R 31%, 3 dice 45R 86%, 4 dice 60R 99%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/160 2 die 40R 58%, 3 dice 60R 95%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/305 3 dice 60R 12%, 4 dice 80R 61%, 5 dice 100R 92%
-[] Lunar Regolith Harvesting (Phase 2) 50/330 3 dice 60R 25%, 4 dice 80R 76%, 5 dice 100R 97%
-[] Lunar Regolith Harvesting (Phase 2+3) 50/650? 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 63%, 9 dice 180R 88%, 10 dice 200R 98%
-[] Lunar Heavy Metals Mines (Phase 2) 145/385 2 dice 40R 4%, 3 dice 60R 54% 4 dice 80R 92%
-[] Lunar Heavy Metals Mines (Phase 2+3) 145/760 6 dice 120R 2%, 7 dice 140R 21%, 8 dice 160R 56%, 9 dice 180R 85%, 10 dice 200R 97%
-[] Lunar Heavy Metals Mines (Phase 2+3+4) 145/1125 11 dice 220R 10%, 12 dice 240R 32%, 13 dice 260R 61%, 14 dice 280R 84%, 15 dice 300R 95%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 5 dice +27
-[] Automatic Medical Assistants 0/300 3 dice 60R 16%, 4 dice 80R 67%, 5 dice 100R 94%
-[] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
-[] Professional Sports Programs 0/250 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 90%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 28%, 2 dice 50R 92%
-[] Hallucinogen Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] Hardlight Interface Development (New) 1 die 15R 100%
-[] Mind Shields Development (New) 1 die 20R 28%, 2 dice 40R 92%
-[] Expand Resettlement Programs (New) 1 die auto
Military 8 dice +26
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R 11%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration (New) 1 die 10R 87%, 2 dice 20R 100%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%, 4 dice 20R 32%, 5 dice 25R 77%, 6 dice 30R 96%
-[] Strategic Area Defense Networks (Phase 1) 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%
-[] Strategic Area Defense Networks (Phase 1+2) 0/750 8 dice 160R 7%, 9 dice 180R 30%, 10 dice 200R 63%, 11 dice 220R 97%, 12 dice 240R 97%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/1150 13 dice 260R 9%, 14 dice 280R 28%, 15 dice 300R 55%, 16 dice 320R 78%, 17 dice 340R 92%

MARVs
-[] Reclamator Hubs 0/335 3 dice 60R 4%, 4 dice 80R 41%, 5 dice 100R 83%, 6 dice 120R 98%
--Alt: 2 Mil 1 Tib dice 60R 6%, 2 Mil 2 Tib dice 80R 58%, 2 Mil 3 Tib dice 94%
--Alt B: 1 Mil 1 AA 2 Tib dice 80R 41%, 1 Mil 1 AA 3 Tib dice 100R 88%, 1 Mil 1 AA 4 Tib dice 120R 99%
--Alt C: 2 AA 2 Tib dice 80R 25%, 2 AA 3 Tib dice 100R 78%, 2 AA 4 Tib dice 120R 98%
-[] Reclamator Hubs x2 0/670 7 dice 140R 6%, 8 dice 160R 30%, 9 dice 180R 65%, 10 dice 200R 89%, 11 dice 220R 98%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 24%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 92%
-[] Reclaimator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 16%, 4 dice 80R 57%, 5 dice 100R 94%
-[] Reclaimator Hub BZ-2 (Richmond) 58/335 3 dice 60R 27%, 4 dice 80R 77%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib die 60R 36%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%,
-[] Zone Defender Revision 0/40 1 die 15R 100%
-[] Zone Lancer Development 0/40 1 die 15R 100%

Air Force
-[] Orca Wingmen Drones 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Firehawk Wingmen Drones 0/450 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Hammerhead Wingmen Drones 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Apollo Fighter Factories 0/80 1 die 15R 62%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
-[] Plasma Warhead Factory (Phase 1) 53/90 1 die 10R 100%
-[] Plasma Warhead Factory (Phase 1+2) 53/180 1 die 10R 15%, 2 dice 20R 83%, 3 dice 30R 99%

Space Force
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 die 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 91%
-[] Skywatch Telescope System 0/95 1 die 10R 47%, 2 dice 20R 96%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 39%, 4 dice 80R 87%, 5 dice 100R 99%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Shell Plants (Phase 6) 7/150 2 dice 20R 72%, 3 dice 30R 98%
-[] Railgun Munitions Development 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%, 3 dice 30R 98%
-[] Ablat Plating Deployment (Stage 5+6) 54/400 3 dice 30R 2%, 4 dice 40R 34%, 5 dice 50R 78%, 6 dice 60R 97%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%

Navy
-[] Escort Carrier Shipyards (Battleship Yards) 0/120 1 die 20R 22%, 2 dice 40R 87%, 3 dice 60R 99%
-[] Escort Carrier Shipyards 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Merchantman Carrier Conversions 150/200 1 die 20R 92%, 2 dice 40R 100%
-[] Heavy Support Laser Development 0/50 1 die 20R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Shipyards 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%, 2 dice 60R 99%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 27%, 2 dice 40R 93%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 90%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 42%, 4 dice 86%, 5 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 36%, 3 dice 87%, 4 dice 99%
-[] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 2 dice 12 PS 3%, 3 dice 18 PS 49%, 4 dice 24 PS 89%, 5 dice 30 PS 99%
--Alt DC 200 2 dice 12 PS 21%, 3 dice 18 PS 77%, 4 dice 24 PS 98%
--Alt DC 160 2 dice 12 PS 54%, 3 dice 18 PS 94%
--Alt DC 120 1 die 6 PS 20%, 2 dice 12 PS 85%, 3 dice 18 PS 99%
-[] Allocate Resources to Reconstruction Commissions (New) 1 die auto
Last Security Review
Services 2 turns ago 2060 Q1
Infrastructure 3 turns ago 2059 Q4
Tiberium 3 turn ago 2059 Q4
Military 5 turns ago 2059 Q1
Agriculture 6 turns ago 2058 Q4
Light/Chem 7 turns ago 2058 Q3
Orbital 10 turns ago 2057 Q4
Heavy Ind 11 turns ago 2057 Q3
Bureaucracy 13 turns ago 2057 Q1
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note2: 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.
--Note3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note4: The most recent version of the Array is most often the Informational threadmarked version.
 
Indianapolis Reconstruction seems the most key out of the reconstruction picks imo, but all the reconstruction efforts should be high priority. And any plan that doesn't renegotiate isn't worth voting for imo.
 
How's this plan everyone?

[] Plan Tis But A Scratch
-[]Infrastructure 6/6 95R
-[] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 0%
(Supports Yellow Zone Intensification) (Supports Operation Steel Vanguard)
(Progress 0/300: 20 resources per die) (+4 Housing)(-1 Yellow Zone Water)
-[ ] Indianapolis Reconstruction Surge 2 dice + 1 Tib die 30R 99%
(progress 0/150: 10 resources per die) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
-[] Rail Network Construction Campaigns (Phase 4) 3 dice 45R 92%
(Progress 128/325: 15 resources per die) (+4 Logistics)
-[]Heavy Industry 5/5 170R
-[] Continuous Cycle Fusion Plants (Phase 6) 5 dice + 1 free die 120R 100%
(14% chance of phase 7)
(Progress 30/300: 20 resources per Die) (+16 Energy)
-[] Nuuk Heavy Robotics Foundry (Phase 3) 1 free die 20R 0%
(Progress 352/600: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
-[] Puerto Madryn Reconstruction Surge 1 free die + 1 Erewhon Die 20R 98%
(Progress 0/60: 10 resources per die) (+3 Capital Goods)
-[] Western Europe Reconstruction Surge 1 free die 10R 100%
(Progress 0/40: 10 resources per die) (+2 Capital Goods)
-[]Light and Chemical Industry 5/5 100R
-[] Reykjavik Myomer Macrospinner (Phase 4) 3 dice 60R 99%
(Progress 514/640: 20 resources per die) (+4 Capital Goods +2 Energy) (Reduces cost of mech and zone armor projects)
-[] Medical Supplies Factories 2 dice 40R 95%
(Progress 129/225: 20 resources per die) (+4 Health) (-1 Energy)
-[]Agriculture 4/4 70R
-[] Wadmalaw Kudzu Plantations (Phase 2) 1 die 10R 0%
(Progress 3/300: 10 resources per die) (+4 Consumer Goods) (+10 Political Support)
-[] Poulticeplant Development 1 die 20R 95%
(Progress 0/50: 20 resources per die)
-[] Freeze Dried Food Plants 2 dice 40R 99%
(Progress 126/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy)
-[]Tiberium 7/7 130R
-[] Yellow Zone Tiberium Harvesting (Phase 9) 5 dice 100R 99%
(Progress 2/325: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
-[] Intensification of Green Zone Harvesting (Stage 6) 1 die 15R 100%
(Progress 46/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (2 Stages available)
-[] Indianapolis Reconstruction Surge 1 die
-[]Orbital 6/6 120R
-[] Lunar Heavy Metals Mines (Phase 2) 6 dice 120R 99%
(Progress 145/385: 20 resources per die) (+20 resources per turn)
-[]Services 5/5 75R
-[] Neural Interfaced Operating Theaters 1 die 20R 100%
(Progress 122/160: 20 resources per die) (+6 Health, -2 Capital Goods)
-[] Human Genetic Engineering Programs 1 die 25R 28%
(Progress 0/120: 25 resources per die) (-5 Political Support)
-[] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[] Hardlight Interface Development 1 die 15R 100%
(Progress 0/40: 15 resources per die)
-[] Expand Resettlement Programs 1 die autopass
(-5 Resources per Turn)
-[]Military 8/8 190R
-[] Wingman Drone Deployment
--[] Firehawk Wingmen 3 dice 60R 0%
(Progress 0/450: 20 resources per die) (-1 Labor, -6 Energy, -2 Capital Goods)
-[] Plasma Warhead Factory (Phase ) 1 die 10R 100%
(Progress 53/90: 10 resources per die) (-1 STU)
-[] Shell Plants (Phase 6) 2 dice 20R 72%
(Progress 7/150: 10 resources per die) (-1 Energy)
-[] Escort Carrier Shipyards
--[] Battleship Yards 2 dice 40R 87%
(Progress 0/120: 20 resources per die) (-3 Energy, -1 Capital Goods)
-[] Merchantman Carrier Conversions
--[] High Commitments 1 free die 20R 92%
(Complete all Escort Carrier Shipyards by end of Plan) (Progress 150/200: 20 resources per die) (-10 PS)
-[] Heavy Support Laser Development 1 free die 20R 100%
(Progress 0/50: 20 resources per die)
-[] Shark Class Frigate Shipyards
--[] Melbourne 1 free die 20R 0%
(Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
-[]Bureaucracy 4/4
-[] Request Reduction in Plan Commitments 4 dice 24PS DC240 89%
(-6 Political Support Per Die) (DC 120/160/200/240)
-[]Free Dice 7/7
-[] 4 in Heavy Industry
-[] 3 in Military
-[]Resources Income 950/985 Reserve 0/35
 
Last edited:
@Derpmind
Some new things are missing the progress needed in the probability array: (I've added them in)
-[] Puerto Madryn Reconstruction Surge (New) 0/60 1 dice 10R 85%, 2 dice 20R 100%
-[] Western Europe Reconstruction Surge (New) 0/40 1 die 10R 100%
-[] Hardlight Interface Development (New) 0/40 1 die 15R 100%
-[] Mind Shields Development (New) 0/120 1 die 20R 28%, 2 dice 40R 92%
 
Here is my proposed plan:
[] Plan Military Buildup
-[]Infrastructure 6/6 135 R
--[] Rail Network Construction Campaigns (Phase 4) 3 dice 45R
--[] Suborbital Shuttle Service (Phase 1) 0/200 3 dice 90R
-[]Heavy Industry 5/5 + 2 free die 130R
--[] Continuous Cycle Fusion Plants (Phase 6) 30/300 4 dice 80R
--[] Nuuk Heavy Robotics Foundry (Phase 3) 352/600 2 dice 40R
--[] Division of Alternative Energy 1 die -10 RPT
-[]Light & Chemical Industry 5/5 110R
--[] Reykjavik Myomer Macrospinner (Phase 4) 514/640 2 dice 40R
--[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R
--[] Medical Supplies Factories 129/225 2 dice 40R
-[]Agriculture 4/4 50R
--[] Wadmalaw Kudzu Plantations (Phase 2) 3/300 3 dice 30R
--[] Freeze Dried Food Plants 126/200 1 die 20R
-[]Tiberium 7/7 + 1 erewhon die 120R
--[] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 2 dice 40R
--[] Intensification of Green Zone Harvesting (Stage 6+7) 2 dice 30R
--[] Harvesting Tendril Development 0/40 1 die 30R
--[] Railgun Harvester Factories
---[] Bissau 0/70 1 die 10R
---[] Porto 44/70 1 erewhon die 10R
-[]Orbital 6/6 120 R
--[] GDSS Enterprise (Phase 5) 6 dice 120R
-[]Services 5/5 75R
--[] Neural-Interfaced Operating Theaters 1 die 20R
--[] Hallucinogen Development 1 die 15 R
--[] Hardlight Interface Development 1 die 15R
--[] Mind Shields Development 1 die 20R
--[] Expand Resettlement Programs 1 die -5 RPT
-[]Military 8/8 + 5 free dice 250R
--[] Wingman Drone Deployment
---[] Firehawk Wingmen 4 dice 80R
--[] Plasma Warhead Factory (Phase 1) 53/90 1 die 10R
--[] Merchantman Carrier Conversions 1 die 20R
--[] Escort Carrier Shipyards
---[] Battleship Yards 0/120 2 die 40R
--[] Heavy Support Laser Development 1 die 20R
--[] Shark Class Frigate Shipyards
---[] Seattle 0/300 4 dice 80R
-[]Bureaucracy 4/4 20R
--[] Request Reduction in Plan Commitments DC 120/160/200/240-Alt DC 200 3 dice 18 PS
--[] Allocate Resources to Reconstruction Commissions (New) -[ ] Aggressive (20 resources per turn)

cost 1010/1020 resources
 
[ ] Hardlight Interface Development (New)
While the Scrin's shield technologies are still poorly understood, one of the oddball technologies currently in development is hardlight interfaces, using the shields to project holograms that can be interacted with in a three dimensional environment. While not useful for everything, it does offer far more customizable interfaces, and can do significant work for computer assisted design and similar needs.
(Progress 0/40: 15 resources per die)

Feels like the best thing to set Erewhon on.
 
This has some tradeoffs I'm not happy with, but it comes closest to achieving what I want: getting some things completed this turn, while also being sustainable and not having a dangerous risk of overrunning our Energy budget.

[]Plan Phoenix
Infrastructure 6 dice +34 105R
-[] Yellow Zone Fortress Towns (Phase 6) (Updated) 0/300 3 dice 60R 28%
-[] Rail Network Construction Campaigns (Phase 4) 128/325 3 dice 45R 92%
Heavy Industry 5 dice +29 3 Free dice, Erewhon die 140R
-[] Continuous Cycle Fusion Plants (Phase 6) (Updated) 30/300 4 dice 80R 86%
-[] Nuuk Heavy Robotics Foundry (Phase 3) (Updated) 352/600 2 dice 40R 4%
-[] Puerto Madryn Reconstruction Surge (New) 1 dice 10R 85%
-[] Western Europe Reconstruction Surge (New) 1 die 10R 100%
-[] Division of Alternative Energy 1 die auto (Erewhon) -10R/t
Light and Chemical Industry 5 dice +24 110R
-[] Reykjavik Myomer Macrospinner (Phase 4) 514/640 2 dice 40R 81%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%
-[] Medical Supplies Factories 129/225 2 dice 40R 95%
Agriculture 4 dice +24 60R
-[] Blue Zone Aquaponics Bays (Phase 3) 30/140 2 dice 20R 90%
-[] Freeze Dried Food Plants 126/200 2 dice 40R 89%
Tiberium 7 dice +39 135R
-[] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 4 dice 80R 80%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
-[] Harvesting Tendril Development 0/40 1 die 30R 100%
Orbital Industry 6 dice +26 120R
-[] GDSS Enterprise (Phase 5) 6 dice 120R median 6/18 (Placeholder)
Services 5 dice +27 75R
-[] Automatic Medical Assistants 0/300 2 dice 40R
-[] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
-[] Hardlight Interface Development (New) 0/40 1 die 15R 100%
-[] Expand Resettlement Programs (New) 1 die auto -5R/t
Military 8 dice +26 4 Free Dice 220R
-[] Firehawk Wingmen Drones 0/450 6 dice 120R 63%
-[] Shell Plants (Phase 6) 7/150 2 dice 20R 72%
-[] Escort Carrier Shipyards (Battleship Yards) 0/120 1 die 20R 22%
-[] Merchantman Carrier Conversions 150/200 1 die 20R 92%
-[] Escort Carrier Shipyards 0/240 2 dice 40R 4%
Bureaucracy 4 dice +24
-[] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 3 dice 18 PS 99%/94%/77%/49%
-[] Allocate Resources to Reconstruction Commissions (New) 1 die auto
--[] Aggressive (20 resources per turn)

985/1020 (-35 R/T)
 
Ugh... lot of different ways we can go with this one.

I assume we are leaving the bay alone for the moment and going with luner mines, yes?

I'd like to keep going with the fortress towns and rail lines to get as much done during the war as possible. We might want to wait on reconstruction till the war is basically over. Though there are probably tons of arguments for doing other things.

Our ground troops are at very high confidence so I'd like to let them bleed nod as much as they can.

So in the interest of that I think we should try and finish of the consumables this round so that we can be done with them and give the troops and fortress towns whatever materials they need. Those are all plan commitments as well and we've had warnings that not doing them will start to limit military actions.

Other than that, heavy lasers for the navy and anti air, then everything else to firehawk wingmen. All open to argument of course.

Other than that, harvesting tendrils please so that we can get that revolution in havester tech started.

I... think those are my only strongish opinions on actions. Feel free to disregard as needed.
 
New Projects Roundup!
[ ] Indianapolis Reconstruction Surge (New)
Restoring the functionality of the Indianapolis railway junction and restoring the ability of GDI forces across trans appalachia to engage in further offensive operations may well be of enough value to significantly disrupt the ongoing buildup of other infrastructural goals.
(progress 0/150: 10 resources per die) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
Gets us back into the fight with Giddy-boy by rebuilding our logistics.
[ ] Isolinear Chip Foundry Anadyr (New)
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 0/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)

[ ] Puerto Madryn Reconstruction Surge (New)
With the destruction of significant portions of the Puerto Madryn industrial complex, and significant damages to a number of other major industrial complexes across South America, personal attention of the Secretary of the Treasury can make significant progress in fixing the problems
(Progress 0/60: 10 resources per die) (+3 Capital Goods)

[ ] Western Europe Reconstruction Surge (New)
With Western European industrial hubs under continuous attack by insurgents, rapidly rebuilding them may well do a significant amount as a propaganda piece. While far from guaranteed, it may well be worthwhile to engage in significant rebuilding efforts in this region.
(Progress 0/40: 10 resources per die) (+2 Capital Goods)

[ ] Division of Alternative Energy (New)
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per Turn, -1 Heavy Industry Dice)
HI is rich with new options, two to rebuild damage, one to build a fantastical computer capability, and one to maybe solve our energy problems? But it requires a die-but we already spend so many on power anyways...

[ ] Red Zone Border Offensives (Stage 1) (New)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
[ ] Red Zone Border Offensives (Stage 1) (New)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 0/200: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation)
New Red Zone control options! I like this, I like it a lot. Bit expensive for now-but dang, I like.

[ ] GDSS Enterprise Bays (1 available) (New)
-[ ] Military Bay
Converting the open slot to military production offers significant developmental potential due to the ability to do large amounts of manufacturing without the stresses of gravity interfering with the process. While not everything will be aided by such a construction, this will make the OSRCT significantly less dependent on massed fusion launches from ground support facilities.
(Progress 0/450: 20 resources per die)
-[ ] Advanced Materials Bay
Across a wide selection of fields within materials science, the ability to make objects in zero gravity has significant implications, ranging from optics and large scale crystals, to alloys and composites. While small scale production as done in such a bay will be of limited overall use, it is likely to heavily inform future projects.
(Progress 0/400: 20 resources per die) (+8 Capital Goods)
-[ ] Satellite Bay
Most satellites are very low density constructions, with much of their bulk composed of materials such as foamed aluminum or layers of foil. By specializing the Enterprise towards building these units, there are significant cost savings due to being able to haul up materials by the ton, rather than having to figure out how to fit them into a launch. Additionally the satellites themselves will be significantly more refined, as they do not need to undergo the difficulties of a chemical or fusion launch.
(Progress 0/400: 20 resources per die) (Discounts Satellites by 20 points)
-[ ] Station Bay
The largest limitations on the size of a station are the dimensions of the Leopards and Unions doing the construction. For example, there is significant use of ten meter struts on both stations, rather than longer ones that can take greater loads per kilogram. This in turn means that there are thousands upon thousands of joins, adding hundreds of tons of material that do not need to be there. Building a dedicated bay for building large scale station components will both increase the strength of the stations, and substantially decrease their costs.
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[ ] Gravitic Shipyard
With the exception of GDIS Pathfinder, GDI cannot effectively reach beyond the moon in a reasonable amount of time. While the throughput of a fusion craft is higher within that boundary, attempts to exploit Martian and belt resources, let alone materials beyond the belt, require the construction and maintenance of dozens of gravitic drive ships capable of long range transits. While still too limited in acceleration to move people and materials off earth, the same problem certainly does not apply to many of the other areas of interest in the solar system.
(Progress 0/450: 30 resources per die) (-2 STU, -1 Capital Goods)
-[ ] Fusion Shipyard
Currently, all GDI fusion craft are designed with the ability to climb out of the Earth's gravity well as a core function. However, with the moon and beyond as goals of GDI's space program, the need for substantial numbers of heavy transit vessels is critical. Large fusion tenders, either in short legged manned, or long legged unmanned designs can serve to fill key niches as part of a complex of transport solutions across the solar system.
(Progress 0/500: 20 resources per die)
[ ] Leopard II Factory (New)
The Leopard II, as developed by the SCED is a general upgrade, both in size and performance over the original design. With the need for more launches, and substantially more complicated flight profiles, another major fusion yard is required, this one located near Kagoshima to expand the sites of fusion production away from Mehretu.
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)
TONS of new space stuff, a lot to take in. Each bay needs be considered not just for it's own benefits, but also for it's synergistic effects. Leopard Mark II has arrived, expensive but worth chasing?
[ ] Hardlight Interface Development (New)
While the Scrin's shield technologies are still poorly understood, one of the oddball technologies currently in development is hardlight interfaces, using the shields to project holograms that can be interacted with in a three dimensional environment. While not useful for everything, it does offer far more customizable interfaces, and can do significant work for computer assisted design and similar needs.
(Progress 0/40: 15 resources per die)

[ ] Mind Shields Development (New)
There are many different means of interfacing with the brain. While mind control experiments using chemicals, sonics, and a wide variety of other methods have proven to be less than effective at best, the Scrin did have multiple assets that could mind control human populations. The mind shield is intended to significantly reduce the effectiveness of these methods, and potentially the Order of the Rememberancer's technomancy.
(Progress 0/120: 20 resources per die)

[ ] Expand Resettlement Programs (New)
With the war putting millions upon millions of people into refugee columns and temporary camps, putting a substantial amount of resources towards resettlement for the duration of the war will see increases in both working population, and housing demand, while taking some of the burden off of other parts of the Initiative.
(-5 Resources per Turn)

Services! Me likey, but I think that Hardlight research and resettlement are my primary causes here. The Mind Shields detract too much from our need for health at this exact moment.

[ ] Binary Propellant Exploration (New)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)

A newt to us military project! Not really that exciting, but probably smallish.


] Allocate Resources to Reconstruction Commissions (New)
Rather than directly dictating from the top down the projects that require the highest priority, and surging resources to fix them, a more general reservation of resources to solve these problems can speed the repair of damages across the Initiative, rather than focusing potentially excessive amounts of energy on individual projects that may or may not be worth pursuing.
-[ ] Minimal (5 resources per turn)
-[ ] Marginal (10 resources per turn)
-[ ] Aggressive (20 resources per turn)
-[ ] Maximal (30 resources per turn)

This I favor over the two individual reconstruction projects, yes.
 
[] Plan: Stop Blowing Holes in My Economy
Infrastructure 6/6 100R
-[] Yellow Zone Fortress Towns (Phase 6) 0/300 2 dice 40R
-[] Rail Network Construction Campaigns (Phase 4) 128/325 4 dice 60R 100%
Heavy Industry 5/5 + 4 180R
-[] Continuous Cycle Fusion Plants (Phase 6) 30/600 5 dice 100R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 3) 352/600 4 dice 80R 93%
Light & Chemical Industry 5/5 100R
-[] Reykjavik Myomer Macrospinner (Phase 4) 514/640 3 dice 60R 99%
-[] Medical Supplies Factories 129/225 2 dice 40R 95%
Agriculture 4/4 60R
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 2 dice 20R 42%
-[] Freeze Dried Food Plants 126/200 1 die 20R 56%
Tiberium 7/7 130R
-[] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 5 dice 100R 99%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
Orbital 6/6 120R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/305 4 dice 80R 61%
-[] Lunar Regolith Harvesting (Phase 2) 50/330 2 dice 40R
Services 5/5 + Erewhon 95R
-[] Automatic Medical Assistants 0/300 3 dice 60R 16%
-[] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
-[] Hardlight Interface Development 0/40 1 Erewhon die 15R 76%
-[] Expand Resettlement Programs 1 die auto
Military 8/8 + 3 190R
-[] Merchantman Carrier Conversions (High Commitments) 150/200 1 die 20R 92%
-[] Escort Carrier Shipyard (Battleship Yard) 0/120 2 dice 40R 87%
-[] Firehawk Wingmen Drones 0/450 3 dice 60R
-[] Heavy Support Laser Development (New) 0/50 1 die 20R 100%
-[] Shark Class Frigate Shipyard (Melbourne) 0/300 1 die 20R
-[] Shell Plants (Phase 6) 7/150 2 dice 20R 72%
-[] Railgun Munitions Development 0/60 1 die 10R 87%
Bureaucracy 4/4 30R
-[] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 3 dice 18 PS 49%
-[] Allocate Resources to Reconstruction Commissions (Maximal) 1 die 30R auto

7/7 free dice
1005R
 
Last edited:
@Derpmind
Some new things are missing the progress needed in the probability array: (I've added them in)
-[] Puerto Madryn Reconstruction Surge (New) 0/60 1 dice 10R 85%, 2 dice 20R 100%
-[] Western Europe Reconstruction Surge (New) 0/40 1 die 10R 100%
-[] Hardlight Interface Development (New) 0/40 1 die 15R 100%
-[] Mind Shields Development (New) 0/120 1 die 20R 28%, 2 dice 40R 92%
Thank you for pointing that out. Those and a few more (New) projects were missing the progress needed. The probability numbers should all still be accurate, so at least it's just a formatting error. Anyways, I've fixed them in the threadmarked Array, and I'll make sure to double-check this next time so it doesn't happen again.
 
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