>first turn
>you die
>the end
That's not 40k's style. It's not about sudden death and destruction (though those still happen), it's about the slow inescapable grind as the required resources and infrastructure gradually stretch to the breaking point as solutions grow fewer and the problems grow larger and more numerous.

Strange, but for some reason it actually sounds kind of familiar when I put it that way... :thonk:
 
So, I put together a probably-too-focused plan, that nevertheless seems like close to a good idea:

Heavy Industry 3 Dice 45R
-[] North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45R 90%
Tiberium 6 dice 145R
-[] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%
-[] Red Zone Tiberium Harvesting (Phase 4) 95/??? 1 die 25R ??%
-[] Tiberium Glacier Mining (Phase 4) 68/200 2 dice 60R 82%
-[] Red Zone Enclosure Campaigns 0/200 2 dice 40R 26%
Orbital Industry 3 dice, 80R
-[] GDSS Enterprise (Phase 1) 3 dice 80R 97%
Services 3+5 free dice, 50R
-[] Technical School Program 0/300 4 dice 20R 56%
-[] Craft Shops and Maker facilities 0/200 2 dice 10R 20%
-[] Reopen the Publishing Houses 0/150 2 dice 20R 62%
Military 2 dice, 30R
-[] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%
-[] Zone Suit Factories 0/75 1 die 15R 44%
Bureaucracy
-[] Security Reviews: Infrastructure 3 dice+1 Infra die
350R, 5/5 free dice

Basically, the goal is to finish Boston, push Tiberium abatement and mining, get a start on Enterprise for space options, and dump all our free dice into Services, which will get some schools, Consumer Goods, and PS.

Granted, this will mutate depending on new options, and the Forgotten outreach miniturn.
 
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That's not 40k's style. It's not about sudden death and destruction (though those still happen), it's about the slow inescapable grind as the required resources and infrastructure gradually stretch to the breaking point as solutions grow fewer and the problems grow larger and more numerous.

Strange, but for some reason it actually sounds kind of familiar when I put it that way... :thonk:

I was under the impression that the bulk of the IoM problems came from a mixture of maximum pragmatism / religion / mindless cruelty and greed.

The reason that infrastructure got stretched to the limit is because the Mechanicus went from a somewhat logical tech-cult to an ultra-conservative cult that happened to worship technology. The fact that basically all worlds not belonging to the Mechanicus are shockingly primitive doesn't help at all.

If you really want a lesson for GDI from 40k its "Don't be a greedy asshole". Or I suppose "Make sure to bring your plot armour" (Looking at you Tau!).
 
Current Economic Issues:
Housing: Sufficient but low quality (=) (++++ in refugee camps)
Energy: Substantial Surpluses (+12)
Logistics: Marginal Surpluses (+5)
Food: Sufficient production, inefficiencies in distribution (++)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (-14) (collapse in 4-7 quarters)
Consumer Goods: Titanic Shortages (------)
Labor: Gargantuan Surpluses (120)


Going to try to have an update ready tomorrow. I was trying to have one good to go for tonight, but it is taking a bit longer than I wanted, and currently I have other things that I am working on.
 
+12, nice gives us some space with actions next turn. Hmm -14, we get +8 from boston and +2 from most of the other cap good options
 
is there anyone doing a plan with at least one dice in rebuilding blue zone in the plan?
i want to see at least 1 going there.
 
is there anyone doing a plan with at least one dice in rebuilding blue zone in the plan?
i want to see at least 1 going there.

My original plan featured 1 dice in Blue Zone Reconstruction but I dropped it to free up Resources for Blue Zone Perimeter Outposts - we still need 23 points of Tiberium mitigation before we start our next Four-Year plan.

If we spend any Resources on Blue Zone Projects at least one should be Blue Zone Power Grid Reconstruction - a lot of our Heavy Industry and Military factories are really going to us a lot of Energy and chew through our surplus pretty quickly. We need to keep ahead of the game.
 
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Q1 2053
Q1 2053

Settled In: As the new boss settles into the role that he has been assigned, systems of prioritization, lines of communication, and workflow have all improved. (+8 bonus to all dice, maximum of +8)

Resources: 350 + 0 in reserve (45 currently allocated to other departments)
Political Support: 65
Free Dice: 5
Tiberium Spread
14.36 Blue Zone
31.50 Yellow Zone (51 points of mitigation)
54.14 Red Zone (21 points of mitigation)

Current Economic Issues:
Housing: Sufficient but low quality (=) (++++ in refugee camps)
Energy: Substantial Surpluses (+12)
Logistics: Marginal Surpluses (+5)
Food: Sufficient production, inefficiencies in distribution (++)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (-14) (collapse in 4-7 quarters)
Consumer Goods: Titanic Shortages (------)
Labor: Gargantuan Surpluses (120)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (2; 2; 6; 9)
Hawks: 31 Seats (3; 7; 16: 4)
United Yellow List: 10 Seats (7; 2; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (32; 18; 3; 0)




Infrastructure (6 dice)

[ ] Blue Zone Reconstruction (Phase 2)
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 33/500: 10 Resources per die) (+ Logistics, + Health)

[ ] Yellow Zone Reconstruction (Phase 3)
With the immediate need for housing filled, the final step in Yellow Zone reconstruction proper is the establishment of connection points for trains, aircraft, and other elements of the logistical network, tying them into the main Blue Zone routes and to each other more efficiently. While this will not inherently bring business and construction efforts to the regions, it should ensure that they are better served and less able to build the kind of separated economies that the Brotherhood of NOD thrives in. It would almost certainly require the trunk links to be completed before or concurrently with the construction of these secondary lines.
(Progress 82/200: 15 Resources per die) (++ Logistics)

[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 0/250: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and if need be evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks
(Progress 0/200: 15 resources per die) (+++ Housing)

[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 20 Resources per die) (++ Logistics)

[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design is seeing increasing other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/200: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 1)
With the proper high density housing running directly along many of the high volume transit lines, there are many spaces in between. Duplex row housing, two houses stacked on top of each other, one typically at ground level, and one accessed by a stairway, can fill in these areas, and can be serviced by lower volume transit options. The current plan has these arranged in blocks, around a central greenspace. Each unit is far larger than existing apartment blocks, representing a space designed for families and children, rather than the bare minimum to crowd people in.
(Progress 0/200: 10 resources per die) (+++ Housing)

[ ] Urban Metros (Phase 3)
With much of the immediate transport deficit cleared away, the next phase of urban metros is to fill out existing routes, increasing the number of cars in library lots, increasing the number of units on tram, subway, and train lines, and putting more busses on existing routes. While this will not free up much capacity for use elsewhere immediately, they will future proof development in the face of planned densification measures and the construction of new residential, industrial, and commercial areas. Popular among most parties besides Yellow List.
(Progress 39/150: 15 resources per die)

[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/300: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

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

Heavy Industry (3 dice)

[ ] Blue Zone Power Grid Reconstruction (Phase 3)
As immediate power needs are currently distinctly overserviced, the next wave of power systems are distinctly more speculative in nature. Primarily oriented towards nuclear systems, the next wave envisions power demands in line with the period before the Third Tiberium War, and the need for substantial redundant capacity in the case of future wartime necessity.
(Progress 25/500: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/75: 5 resources per die)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. While the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/300: 5 resources per die) (++ Energy)

[ ] North Boston Chip Fabrication (Phase 3)
GDI's newest Chip Fabricator is ready to enter full scale production. While this will begin to require substantial amounts of energy, it will also provide much of the capital goods required to begin replacing old equipment and bringing online projects like the Zone Armors currently being stockpiled for a lack of chips. It will also begin outputting some substantial amounts of consumer goods with supplies that are not immediately needed. While it will not fully fix the Capital goods crisis, it will solve the chips crisis in the immediate term.
(Progress 474/600: 15 resources per die) ( ++++ Capital Goods +++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston almost ready to enter full scale production, some in GDI's planning staff are already looking ahead to the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/150: 15 resources per die) (- Labor)

[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/150: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)

[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/350: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/400: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

[ ] New Moscow Robotics Works
While chips are one of the most pressing crises, one of the other significant hurdles is the provision of robotic assemblies, ranging from waldoes and robotic arms, to Crab, Bee, and Elephant class construction drones. While construction gangs have become a common sight across the initiative, in more normal times, most of the work is handled by drones, assembling buildings under the direction of human foremen. While it will not reach full capacity without the output of more chip fabricators, replacing humans in construction will speed along many projects. (Progress 0/200: 20 resources per die) (++ Capital Goods)


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

[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)

[ ] Leopard Class Construction Yard
The Leopard is essentially an overgrown and overbuilt aircraft, necessary compromises when it comes to attempting to ride a column of plasma into orbit. However, this does mean that orbital engineering teams are not well prepared to handle this kind of construction on a large scale. However, the heavy industrial teams are. Building a construction yard for serial production will be both expensive in the immediate term, and a significant savings in the longer term. (Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)


Light and Chemical Industry (3 dice)

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

[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, --- Electricity)

[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/200: 10 resources per die)(+ Logistics) (makes military developments cheaper)

[ ] Toy Plants
While electronic devices have been the preferred means of recreation for children the world over for decades, ongoing shortages have caused proposals for a new wave of toy plants to be constructed. Ranging from dolls to dart guns, toys can be produced simply and cheaply, a supply of entertainment for children the world over. (Progress 68/100: 5 resources per die) (++ Consumer Goods)

[ ] Yellow Zone Workshops
With the development of permanent living spaces in the Yellow Zones, an industrial element needs to be built in order to ensure widespread employment. Handcrafts and small enterprise are one of the best means to do so while keeping overall industrial costs down, especially with the ongoing paired tool and computer crises. While these workshops will not be supplied with more than basic hand tools and lighting, and are unlikely to pay well, they are a first stepping stone towards building a more comprehensive industrial base in the Yellow Zones.
(Progress 0/150: 5 resources per die) (+ Consumer Goods)

[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/200: 15 resources per die) (++ Consumer Goods, + Health)

[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 0/250: 10 resources per die) (+++ Consumer Goods, - Energy)

[ ]Experimental Carbon Nanotube Plant
The carbon nanotube, an elusive target for 50 years, may finally be within reach of our production methods. Lab prototypes indicate that a median length of 1-meter nanotubes are possible, though quality and length control remain vexing issues. Building a full factory to test these problems in the wild is a necessary test of our ability to create these wonder-resources, and to begin to explore the properties of materials that can integrate them-most importantly, new armor and structural materials
(Progress 0/200: 15 resources per die) (++ Capital Goods)

[ ] Edinburgh Electric Motor Plant
The electric motor, in its countless sizes and forms, is probably one of the most produced and used pieces of hardware next to computer chips and accumulators. Having not changed much since its inception in the 19th century, GDI still relies on them to keep the gears turning. Especially in demand are high-power ones, for use in electric or hybrid vehicles, and miniature ones for use in microelectronics. While it is possible to keep going with the amount in use, building up GDI's economy again will require sufficient supply of these important parts.
(Progress 0/150: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)

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


Agriculture (3 dice)

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

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

[ ] Yellow Zone Aquaponics Bays (phase 1)
While most food is grown in the blue zones due to easy access to fresh water and the security situation, it is sometimes seen as a noose around the neck of the GDI loyalist Yellow Zones. Building some bays will both provide jobs, and allow for crops that do not survive long transits well to become available in GDI controlled Yellow Zone cities.
(Progress 0/80: 10 resources per die) (+ food)

[ ] Integrated Biodome Experiments
While there are few immediate needs for greater biodiversity given the widespread Tiberium contamination on earth, if we are to live on this planet long term, there are thousands of animal and plant species that will need to be reintroduced. By building self contained biodomes, test strains can be built up to encourage genetic diversity and expand our collections of source material. This will also be a good starting point for expansions offworld if our experiments bear fruit (Progress 0/150: 10 resources per die) (-- Labor, +Food)

[ ] Luxury Aquaponic Bays
Ranging from strawberries to peppers, there are many foods that don't have the caloric or nutritional density to make them viable as a productive backbone. However, with the worst of the food crisis behind us, a series of aquaponic bays dedicated to these products as consumer goods can be constructed. While consumer goods are not a necessity they are politically useful, and even small luxuries can be substantial improvements in quality of life.
(Progress 0/100: 10 Resources per die) (++ Consumer Goods)

[ ] Bamboo Paper Works
With the ongoing computer crisis, ever more work is having to be done on paper. However, there is currently not enough paper available to replace all of the forms and other paraphernalia of bureaucracy. While wood pulp papers are obviously not a practical solution, there are other options, specifically bamboo papers. The fast growing grass has many similar properties, but can be brought online in a fraction of the time.
(Progress 0/200: 10 Resources per die) (Delays Capital Goods Collapse)

[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 0/350: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

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

[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)

[ ] Refill Strategic Food Stockpiles
With the war over, and the food supply stabilizing, time has come to refill the stockpiles that were emptied by the conflict. While the food stored will not be particularly appetizing, it will keep people alive, even in the case of widespread destruction.
  • [ ] Small Stockpiles (- Food ++ Stored Food)
Supplying a minimum of food into the stockpiles will keep the population alive, at least for a little bit. While not enough to endure a long term privation, it is better than the nothing that currently exists.
  • [ ] Medium Stockpiles (-- Food, +++ Stored Food)
A somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies. However, it will also provide enough to feed people well for some time.
  • [ ] Large Stockpiles (--- Food ++++ Stored Food)
While not viable with current levels of consumption, expanding the stockpiles from pre tiberium war levels will be seen as a positive move by many who remember the privations of the late war and immediate postwar years.
  • [ ] Extra Large Stockpiles (---- Food, +++++ Stored Food)
Massive new investments in expanding existing stockpiles and founding new ones may indicate a lack of confidence in the military might of the Initiative. However, it will also provide enough food to feed the people for years, even without significant farming ongoing.

Tiberium (6 dice)

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

[ ] Blue Zone Perimeter Redoubts (Phase 3)
A final wave of redoubts, primarily closer to the perimeter fence will both thicken the line as forward bases leapfrog each other as Tiberium sites are harvested, and future proof positions as the line begins to extend, both along the coasts and the interior. While in the future there are likely to be further phases of redoubts as the lines of the Blue Zones expand, the time to begin assembling them is not today.
(Progress 138/200: 20 resources per die) (small additional income trickle [5 Resources]) (4 points of yellow zone mitigation)

[ ] Blue Zone Perimeter Outposts (Phase 4)
The final project for the perimeter outposts is to allocate sufficient logistical support, mostly aircraft, but also trucks, and potentially trains or ships, to transport the outposts forward. While at any given time few will need to be moved, those few carry something of an outsized burden on the system, as they are widely flung, and logistical systems are as of yet not flexible enough to manage these problems without issue.
(Progress 61/150: 20 resources per die) (- Logistics) (small additional income trickle [5 Resources]) (5 points of Yellow Zone Mitigation)


[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While the deeper yellow zone operations require much more substantial resource commitments to harvest, especially with the Brotherhood ramping up operations once more, the new operations can be expanded, much as the previous wave has been.
(Progress 0/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 3)
At this time, without an expansion of yellow zone facilities, further intensification of harvesting is not feasible.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)

[ ] Red Zone Tiberium Harvesting (Phase 4)
A further campaign, focusing on South American Red Zones is already underway. While further progress will require a final infusion of resources, at this time it is a highly feasible project, even with the lack of abatement that it provides. Aiming towards a further phase of Tiberium glacier mining, this seems to many like a means to ensure that glacier mines finish either immediately before or after reapportionment. While perfectly expected by most people, and a kind of thing that treasury secretaries have done for some time, it would be considered somewhat unusual for Granger's administration.
(Progress 95/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Tiberium Glacier Mining (Phase 4)
With the Siberian route completed, a further mining campaign is feasible. With the nearby railheads, even the landlocked position is not going to make resource movement substantially more expensive, although it will begin putting strain on the logistical capacity of the rail lines in the region.
(Progress 68/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)

[ ] Red Zone Enclosure Campaigns
While many sections of the Red Zones will still continue to expand unchecked, our efforts to increase GDI's presence in the areas, and the near completion of the Blue Zone Perimeter Abatement efforts, has caused GDI's planners to look towards containment of the Red Zones as the next major priority. One option is to erect something similar to the Blue Zone Perimeter fence along sections of the Red Zones that are at least somewhat secured. While sonic fencing will not stop the spread of Tiberium, it will slow it substantially, buying time for other efforts to be made.
(progress 0/200: 20 resources per die) (4 points of Red Zone Mitigation)

[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/150: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)



Orbital Industry (3 dice) (1 fusion lift die)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)

[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 0/100: 30 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. (Progress 0/100: 30 resources per die) (5 PS for completion)

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

[ ] Orbital Cleanup (Phase 1)
While doing orbital cleanup without orbital industrial capacity to feed the material into will be extremely expensive without commensurate payoff, GDI does have the capacity to begin cleaning up decades of debris. Ranging from pieces of the Philadelphia that have not deorbited, to lost tools, to entire Ion Canons that have reached the end of their service lives, GDI's fusion lift units can be used to clear out entire sections of the sky, preparing it for more orbital infrastructure.
(Progress 0/200: 15 resources per die) (Opens new Space Projects) (Will substantially change with phase 2+ of GDSS Enterprise)

Services (3 dice)

[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 0/500: 5 resources per die) (--- Labor)

[ ] Alternate Education Programs
With the school systems nearly universalized, there are still many people whose education was interrupted or never completed. Beyond that, there are many more who want to improve their skills, or simply have a life long love of learning. By creating programs of weekend and night classes, lectures, and seminars, GDI can make it easier for people who want to continue learning while making space for people to do other things. Additionally, as schools have capacity, "secondary slots" can be opened for adults to continue to engage in classroom learning, especially at the secondary and tertiary level.
(Progress 0/200: 5 resources per die)

[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 0/300: 5 Resources per die) (-- Labor)

[ ] Boarding School Foundations
Many regions under the Initiative's control are not particularly stable. While boarding schools have a long and oftentimes problematic history, the idea of providing people with a safe place to send their children is one with substantial support. Rather than attempting to educate people in the blue zone border areas, or out in the Yellow Zones, a system of boarding schools deep in protected blue zones can provide a safe, secure, healthy environment, while also being far easier to recruit quality educators for than local Yellow Zone schools.
(Progress 0/250: 10 resources per die) (--- Labor)

[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/250: 5 Resources per die) (--- Labor)

[ ] Craft Shops and Maker facilities
Constructing a series of Craft Shops and Maker Facilities will both consume a negligible amount of resources, and allow people to begin custom making the items that GDI is currently not providing. Additionally, while not precisely a step towards a reduction in central planning, it is a movement towards a returned sense of normality and liberty. (Progress 0/200: 5 resources per die) (+ Consumer Goods) (5 Political Support)

[ ] Reopen the Publishing Houses
During the war, many publishing houses were forced to close their doors. While some, like scientific journals were forced to remain open as a means of communication and recordkeeping, it is high time for somewhat more entertaining publications to return to markets the world over. These publishing houses will require an infusion of personnel and a substantial investment in new printing facilities, but are also a significant increase in the ability of people to make public and widely distributed statements that are harder to bury than posts on GDI social media.
(Progress 0/150: 10 resources per die) (-Labor ++ Consumer Goods) (5 Political Support)

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

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

Military (3 dice)

[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 26/250: 30 resources per die)

[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/125: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)

Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)

[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Newark (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Glasgow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] New Moscow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Oslo (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)

Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)

[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)

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

Space Force
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 51/75: 15 resources per die)
or
[ ] Orbital Strike Combat Teams
While figuring out how to deliver a sizable force to the battlefield from orbit is an expensive proposition, and one that will require extensive testing, a much more simple option is already developed. Zone Troopers are already mounted up with orbital drop pods. While in either case it takes 10-20 minutes for the troops to be delivered, that is massively faster than any other option. By copying those over to the Space Force, they can have a dedicated operational branch without significant new developments. (Progress 0/125: 20 resources per die) (-- Labor)

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

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

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

[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 0/150: 10 Resources per die) (-- power)

Navy

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

[ ] Point Defense Battery Development
Defending against a missile has been a point of development since the late 20th century. This is fundamentally a difficult affair. Hitting a small, often maneuvering target that is accelerating towards the gun platform has always been an issue. With the ever shrinking size of munitions payload in the last half century, the problem has only gotten worse. Modern munitions can put nearly as much payload on target on a warhead half the size. (Progress 0/40: 10 resources per die)

[ ] Light Combat Hydrofoil development
The Global Defense Initiative has thousands of kilometers of coast to patrol. While the larger scale Battleships and Carriers can certainly project force, and existing hovercraft are quite capable of doing inshore patrols, there is a substantial gap in more long range patrol exercises and aircraft interdiction. A small 50 meter hydrofoil design, carrying both missiles and autocannon, can cheaply provide high speed coastal patrol and interdiction duties.
(Progress 0/40: 10 resources per die)


Steel Talons

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

[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 15 resources per die) (--- Energy)


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

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


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

Bureaucracy (3 dice) (-2 dice for Washington Conference. Net =1)

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

** 2 Hour Moratorium on Voting **
** Washington Forgotten Conference will be posted once the economic plan is called**

(A/N: Woo, last year of the first plan)
Right now, what is basically happening is that a few systems have more computerized/regularized measures in place and so are giving you better data on ongoing operations, rather than essentially a weekly email on status. What this means is that you have better information on the current state of the problems, but predicting growth is a fair bit harder, so that is still the ++/-- system.
 
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I'm reposting this; will edit in changes soon.
Infrastructure 6 dice +8
-[] Blue Zone Reconstruction (Phase 2) 33/500 6 dice 60R 8%, 7 dice 70R 29%, 8 dice 80R 58%, 9 dice 90R 80%, 10 dice 100R 93%
-[] Yellow Zone Reconstruction (Phase 3) 82/200 1 die 15R 6%, 2 dice 30R 63%, 3 dice 45R 92%
-[] Yellow Zone Fortress Towns (Phase 1) 0/250 3 dice 60R 13%, 4 dice 80R 50%, 5 dice 100R 81%, 6 dice 120R 95%
-[] Yellow Zone Arcologies (Phase 1) 0/200 2 dice 30R 4%, 3 dice 45R 39%, 4 dice 60R 76%, 5 dice 75R 93%
-[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 40R 26%, 3 dice 60R 72%, 4 dice 80R 94%
-[] Blue Zone Residential Construction (Phase 3) 8/200 2 dice 20R 8%, 3 dice 30R 49%, 4 dice 40R 83%, 5 dice 50R 96%
-[] Blue Zone Duplex Row Housing (Phase 1) 0/200 2 dice 20R 5%, 3 dice 30R 43%, 4 dice 40R 79%, 5 dice 50R 95%
-[] Urban Metros (Phase 3) 39/150 1 die 15R 13%, 2 dice 30R 69%, 3 dice 45R 94%
-[] Fiber-Optic Expansion 0/300 4 dice 80R 20%, 5 dice 100R 55%, 6 dice 120R 82%, 7 dice 140R 95%
Heavy Industry 3 dice +8
-[] Blue Zone Power Grid Reconstruction (Phase 3) 25/500 6 dice 60R 6%, 7 dice 70R 26%, 8 dice 80R 54%, 9 dice 90R 78%, 10 dice 100R 91%
-[] Blue Zone Microgeneration Program (Phase 1) 0/75 1 die 5R 49%, 2 dice 10R 91%
-[] Yellow Zone Power Grid Extension (Phase 2) 74/300 3 dice 15R 25%, 4 dice 20R 65%, 5 dice 25R 89%, 6 dice 30R 98%
-[] North Boston Chip Fabrication (Phase 3) 474/600 2 dice 30R 56%, 3 dice 45R 90%, 4 dice 60R 99%
-[] Tokyo Chip Fabricator (Phase 1) 0/150 2 dice 30R 34%, 3 dice 45R 78%, 4 dice 60R 96%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/450 6 dice 90R 12%, 7 dice 105R 37%, 8 dice 120R 66%, 9 dice 135R 85%, 10 dice 150R 95%
-[] Helsinki C-35 Factories 0/150 2 dice 30R 34%, 3 dice 45R 78%, 4 dice 60R 96%
-[] Kure Machine Works 0/350 4 dice 60R 4%, 5 dice 75R 26%, 6 dice 90R 59%, 7 dice 105R 83%, 8 dice 120R 95%
-[] Saarland Heavy Industrial Plant 0/400 2 HI + 2 Tib 40R 3%, 3 HI + 3 Tib 60R 64%, 4 HI + 4 Tib 80R 98%
-[] New Moscow Robotics Works 0/200 2 dice 40R 5%, 3 dice 60R 43%, 4 dice 80R 79%, 5 dice 100R 95%
-[] Union Class Construction Yard 0/200 2 dice 40R 5%, 3 dice 60R 43%, 4 dice 80R 79%, 5 dice 100R 95%
-[] Leopard Class Construction Yard - Same as above
Light and Chemical Industry 3 dice +8
-[] Chemical Precursor Plants 36/200 2 dice 30R 23%, 3 dice 45R 70%, 4 dice 60R 93%
-[] Personal Water Purification Units 0/150 2 dice 20R 34%, 3 dice 30R 78%, 4 dice 40R 96%
-[] Personal Electric Appliances Factories 0/200 2 dice 20R 5%, 3 dice 30R 43%, 4 dice 40R 79%, 5 dice 50R 95%
-[] Lithium Battery Plants 0/200 2 dice 20R 5%, 3 dice 30R 43%, 4 dice 40R 79%, 5 dice 50R 95%
-[] Toy Plants 68/100 1 die 5R 92%
-[] Yellow Zone Workshops 0/150 2 dice 10R 34%, 3 dice 15R 78%, 4 dice 20R 96%
-[] Personal Pharmaceuticals Plants 0/200 2 dice 30R 5%, 3 dice 45R 43%, 4 dice 60R 79%, 5 dice 75R 95%
-[] Civil Clothing Factories 0/250 3 dice 30R 13%, 4 dice 40R 50%, 5 dice 50R 81%, 6 dice 60R 95%
-[] Experimental Carbon Nanotube Plant 0/200 2 dice 30R 5%, 3 dice 45R 43%, 4 dice 60R 79%, 5 dice 75R 95%
-[] Edinburgh Electric Motor Plant 0/150 2 dice 30R 34%, 3 dice 45R 78%, 4 dice 60R 96%
Agriculture 3 dice +8
-[] Perennial Aquaponics Bays 0/200 2 dice 20R 5%, 3 dice 30R 43%, 4 dice 40R 79%, 5 dice 50R 95%
-[] Expansive Aquaponics Campaigns 0/600 8 dice 80R 8%, 9 dice 90R 25%, 10 dice 100R 50%, 11 dice 110R 73%, 12 dice 120R 88%, 13 dice 130R 95%
-[] Yellow Zone Aquaponics Bays (phase 1) 0/80 1 die 10R 44%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Integrated Biodome Experiments 0/150 2 dice 20R 34%, 3 dice 30R 78%, 4 dice 40R 96%
-[] Luxury Aquaponic Bays 0/100 1 die 10R 24%, 2 dice 20R 77%, 3 dice 30R 97%
-[] Bamboo Paper Works 0/200 2 dice 20R 5%, 3 dice 30R 43%, 4 dice 40R 79%, 5 dice 50R 95%
-[] Vertical Farming projects 0/350 4 dice 60R 4%, 5 dice 75R 26%, 6 dice 90R 59%, 7 dice 105R 83%, 8 dice 120R 95%
-[] Organic textiles farms 0/100 1 die 10R 24%, 2 dice 20R 77%, 3 dice 30R 97%
-[] Novel Crops Experimental Laboratories 0/200 2 dice 40R 5%, 3 dice 60R 43%, 4 dice 80R 79%, 5 dice 100R 95%
Tiberium 6 dice +28
-[] Blue Zone Perimeter Fencing (Phase 2) 36/400 4 dice 60R 28%, 5 dice 75R 75%, 6 dice 90R 96%
-[] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%, 2 dice 40R 100%
-[] Blue Zone Perimeter Outposts (Phase 4) 61/150 1 die 20R 55%, 2 dice 40R 99%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 0/300 3 dice 60R 17%, 4 dice 80R 69%, 5 dice 100R 95%
-[] Red Zone Tiberium Harvesting (Phase 4) 95/150 1 die 25R 89%, 2 dice 50R 100%
-[] Tiberium Glacier Mining (Phase 4) 68/200 1 die 30R 12%, 2 dice 60R 82%, 3 dice 80R 99%
-[] Red Zone Enclosure Campaigns 0/200 2 dice 40R 26%, 3 dice 60R 84%, 4 dice 99%
-[] Red Zone Sweeper Convoys 0/150 2 dice 40R 70%, 3 dice 60R 98%
Orbital Industry 3 dice +8
-[] GDSS Philadelphia II (Phase 1) 0/100 1 die 20R 24%, 2 dice 40-50R 77%, 3 dice 60-80R 97%
-[] GDSS Philadelphia II (Phase 1+2) 0/300 4 dice 80-110R 20%, 5 dice 100-140R 55%, 6 dice 120-170R 82%, 7 dice 140-200R 95%
-[] GDSS Colombia, Enterprise, Shala - Same as above.
-[] Expand Orbital Communications Network (Phase 2) 29/150 1 die 10R 3%, 2 dice 20-25R 61%, 3 dice 30-40R 91%
-[] Orbital Cleanup (Phase 1) - Do GDSS Enterprise first, genius.
Services 3 dice +23
-[] Tertiary Schooling 0/500 5 dice 25R 3%, 6 dice 30R 27%, 7 dice 35R 65%, 8 dice 40R 90%, 9 dice 45R 98%
-[] Alternate Education Programs 0/200 2 dice 10R 20%, 3 dice 15R 75%, 4 dice 20R 99%
-[] Technical School Program 0/300 3 dice 15R 11%, 4 dice 20R 56%, 5 dice 25R 90%, 6 dice 30R 99%
-[] Boarding School Foundations 0/250 3 dice 30R 40%, 4 dice 40R 84%, 5 dice 50R 98%
-[] Childcare and Preschool programs 0/250 3 dice 15R 40%, 4 dice 20R 84%, 5 dice 25R 98%
-[] Craft Shops and Maker facilities 0/200 2 dice 10R 20%, 3 dice 15R 75%, 4 dice 20R 99%
-[] Reopen the Publishing Houses 0/150 2 dice 20R 62%, 3 dice 30R 96%
-[] Educational MultiMedia Initiatives 0/300 3 dice 15R 11%, 4 dice 20R 56%, 5 dice 25R 90%, 6 dice 30R 99%
-[] Expand Local Public Media Operations 0/150 2 dice 20R 62%, 3 dice 30R 96%
Military 3 dice +3
-[] ASAT Defense System (Phase 2) 26/250 3 dice 90R 18%, 4 dice 120R 54%, 5 dice 150R 81%, 6 dice 180R 94%
-[] Reclaimator Hubs 0/125 2 dice 50R 48%, 3 dice 75R 84%, 4 dice 100R 97%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 25R 33%, 2 dice 50R 80%, 3 dice 75R 96%
Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Zone Suit Factories 0/75 1 die 15R 44%, 2 dice 30R 86%, 3 dice 45R 98%
Air Force
-[] Apollo Fighter Factories 0/70 1 die 15R 49%, 2 dice 30R 89%, 3 dice 45R 99%
-[] Harbinger Gunship Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Orca Refit Package Development 0/40 1 die 15R 79%, 2 dice 30R 98%
Space Force
-[] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%
-[] Orbital Strike Combat Teams - Do the other one instead, please.
-[] High Orbit Ion Cannons 0/75 1 die 30% 44%, 2 dice 60R 86%, 3 dice 90R 98%
Ground Forces
-[] Remote Weapons System Development Predator 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 79%, 2 dice 30R 98%
-[] Shell Plants (Phase 1) 0/150 2 dice 20R 26%, 3 dice 30R 69%, 4 dice 40R 91%
Navy
-[] Governor Class Cruiser Development 0/40 1 die 15R 79%, 2 dice 30R 98%
-[] Point Defense Battery Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Light Combat Hydrofoil development 0/40 1 die 10R 79%, 2 dice 20R 98%
Steel Talons
-[] Titan Mark 3 Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Wolverine Mark 3 Deployment 0/150 2 dice 30R 26%, 3 dice 45R 69%, 4 dice 60R 91%
-[] Advanced Myomer Works 0/125 2 dice 20R 48%, 3 dice 30R 84%, 4 dice 40R 97%
-[] Mastodon Heavy Assault Walker Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Havoc Scout Mech Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Demobilize the Steel Talons DC 100 1 die 19%, 2 dice 70%, 3 dice 93% (But why would you?)
Bureaucracy 3 dice +8
-[] Security Reviews: DC60 1 die 64%, 2 dice 96%

Edit: Done!
 
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[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/150: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)
If we get Reclamator hubs up, we can start pushing HARD into RZs. MARVs are very much designed specificaly for this role. Previously, we didn't need or want a vehicle capable of basic remediation in a heavily contaminated and contested zone. Now we do.
Getting it up will also help mollify the Hawks and get them to like us.
 
[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/300: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

New option under infra, not one for this turn but +4 consumer goods, yes please oh and no energy cost and bonus logistics

More new options under LC:
[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 0/250: 10 resources per die) (+++ Consumer Goods, - Energy)

[ ]Experimental Carbon Nanotube Plant
The carbon nanotube, an elusive target for 50 years, may finally be within reach of our production methods. Lab prototypes indicate that a median length of 1-meter nanotubes are possible, though quality and length control remain vexing issues. Building a full factory to test these problems in the wild is a necessary test of our ability to create these wonder-resources, and to begin to explore the properties of materials that can integrate them-most importantly, new armor and structural materials
(Progress 0/200: 15 resources per die) (++ Capital Goods)

[ ] Edinburgh Electric Motor Plant
The electric motor, in its countless sizes and forms, is probably one of the most produced and used pieces of hardware next to computer chips and accumulators. Having not changed much since its inception in the 19th century, GDI still relies on them to keep the gears turning. Especially in demand are high-power ones, for use in electric or hybrid vehicles, and miniature ones for use in microelectronics. While it is possible to keep going with the amount in use, building up GDI's economy again will require sufficient supply of these important parts.
(Progress 0/150: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)

Carbon Nanotube is nice, no energy cost for cap goods and electric motor is light energy cost for some cap and consumer

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

[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 0/350: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

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

Tib- (also new phases for some projects)
[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/150: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)

Services-
Some of the school options are new

Mil-

[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 0/150: 10 Resources per die) (-- power)
 
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[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 51/75: 15 resources per die)

Will excess progress in this rollover to the next stage?
 
[ ] Plan Cap Goods and Tiberium Fires
Infra 2/6 30R +8
- Yellow Zone Reconstruction (Phase 3) 82/200 2 dice 30 R 63%
HI 3/3 +3 free 90R +8
-North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 90%
-New Moscow Robotics Works 0/200 2 dice 40 R 5%
-Yellow Zone Power Grid Extension (Phase 2) 74/300 1 dice 5 R 0%
LC 3/3 30R +8
-Lithium Battery Plants 0/200 3 dice 30 R 43%
Agri 0/3 0R +8
Tiberium 5/6 100R +28
-Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 dice 20 R 82%
-Blue Zone Perimeter Outposts (Phase 4) 61/150 2 dice 40 R 99%
-Red Zone Enclosure Campaigns 0/200 2 dice 40 R 26%
Orbital 1/3 20R +8
-GDSS Enterprise (Phase 1) 0/100 1 Fusion die, 20R 24%
Services 3/3 25R +23
-Reopen the Publishing Houses 0/150 2 dice 20 R 62%
- Craft Shops and Maker facilities 0/200 1 dice 5 R 0%
Military 3/3 + 1 free 55R +3
-Zone Suit Factories(Newark) 0/75 2 dice 30 R 86%
-Orbital Strike Regimental Combat Team Development 53/75 1 dice 15 R 97%
-Light Combat Hydrofoil development 0/40 1 dice 10 R 79%
Bureau 2/3 0R +8
Free 5/5

350/350 R
65 PS

YZ recon helps with logistics inside the YZ and will ease the food distribution problems we have there and help with outpost and redoubt pushes
Chip Fab is self explanatory- all of our stuff needs chips and this supplies that need on the cap goods side with a bonus of consumer goods
New Moscow Robotics is chipping away as finishing it will: replacing humans in construction will speed along many projects and with the chips phase 3 finishing we will have full capacity
YZ Power Grid is using 5 R that was leftover as we will need more power and this is a cheap way to get it
Lithium Battery- reduces cost of some Mil projects by 5 R per dice which means we can activate more dice each turn once this finishes- helpful now as we still have idle dice (10 this turn and a lot more once we get to the next plan phase and are down to about 200 income per turn) and reduces progress needed for some projects, as a bonus we get +1 to logistics

Redoubts are 4 mitigation (of the 24 we need for plan and also to reduce tib spread) and +5 R so no brainer there
Outposts are 5 mitigation and +5 R so even better than redoubts!
Red Zone gives us 4 mitigation in the RZ an area that we are low on mitigation so it will slow the shrink of the YZ, we would need 5 dice on BZ fencing for a worse chance to finish this turn, BZ outpost phase 4 is unknown and if that has same or better odds that would get subbed in here instead

Enterprise once we hit phase 2 makes space actions easier and allows easier cleanup of the orbit- using our fusion lift dice each turn for the rest of the plan since we get a discount and we will have to go back to ignoring orbital for the start of the next plan given our income reduction
Publishing Houses- +2 Consumer Goods, +5 PS and aids in counter NOD propo
Craft Shops is using the other 5 R I had open to get some progress (and once it finishes +1 Consumer Good and +5 PS)

More Zone suits, this one near the chip factory in Boston as we are short on those and with the tool plant and boston phase 3 plus robotics coming online production should increase as we rely less on hand labor to make these
Orb Strike- finish the 1st phase of this so we can do 2nd phase the following turn and finish our space requirements for the current plan
Hydrofoils- gives us a patrol craft we can use to intercept NOD raiders as we control a lot of island territory they would otherwise have difficulty accessing
Also 4 dice on the mil because as we saw NOD is not staying idle in Mil development, we cannot afford to either
Bureau is security review or new project or both

For capital goods- one more push this turn should mean we do not need to spend free dice on it (outside Saarland depending on our Tib dice use) for the 3 remaining turns on the plan. Follow up Q2 would be 1 or 2 dice on moscow to finish, and the other HI dice on power generation. That means with keeping 4 or 5 dice on mil we can use the other free dice on LC, Agri and Services (and the resources too) to work on food diversity, education and consumer goods.

Mitigation: Need 24, likely to pick up 9 this turn small chance to get 13. Which is nice, also pick up +10 R.
Consumer Goods: +6 and chipping away at a +1, we should be setup to pivot to this and food next turn
Cap Goods: +8 and chipping away at a +2 that speeds up building tasks (so once robotics finish some of the infra should see progression drops along with some of the other HI and LC options)

Thoughts?


Edit:
Current Economic Issues:
Housing: Sufficient but low quality (=) (++++ in refugee camps) No Change
Energy: Substantial Surpluses (+12) -4, -4
Logistics: Marginal Surpluses (+5) +2,+1, -1
Food: Sufficient production, inefficiencies in distribution (++) No Change
Health: Substantially improved (+++) No Change
Capital Goods: Massive Shortfalls (-14) (collapse in 4-7 quarters) +8 (5% chance of another +2)
Consumer Goods: Titanic Shortages (------) +6, +2
Labor: Gargantuan Surpluses (120) -2, -2
PS: 65 , +5
R: 350, +5, +5

Edit 2-
Why start work on Robotics Plant? 1) cap good that costs no energy 2) fixing our cap good shortage will reduce progress needed to complete some projects and open other large projects and 3) Robotics itself does: replacing humans in construction will speed along many projects

So basically between fixing cap goods and getting Robotics Works online we are going to drop the progress needed for some of the options which means we can get through more options overall. This logic also applies to Lithium Battery Plant (reduces cost of some mil options by 5 R per dice meaning we can activate more dice each turn and progress needed for some options). Adding up the progression reduction options is going to pay off dividends long term.
 
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Outposts 4 read as if they are the final phase doing it once dice at a time could save 20R
Yeah but 2 dice means it for sure finishes this turn which is 5 more mitigation so less tiberium spread sooner and +5R to income. And tiberium spread is by far our biggest fire and the thing that threatens to under cut everything we have done to date.
 
[] Plan Living the Good Life
Infrastructure (6 dice)
-[] Yellow Zone Reconstruction (Phase 3), 2 dice (30 Resources)
Heavy Industry (3 dice)
-[] North Boston Chip Fabrication (Phase 3), 3 dice (45 Resources)
Light and Chemical Industry (3 dice)
-[] Toy Plants, 1 die (5 Resources)
Agriculture (3 dice)
-[] Yellow Zone Aquaponics Bays (Phase 1), 1 die (10 Resources)
-[] Luxury Aquaponic Bays, 2 dice (20 Resources)
-[] Refill Strategic Food Stockpiles
--[] Small Stockpiles (- Food ++ Stored Food)
Tiberium (6 dice)
-[] Blue Zone Perimeter Redoubts (Phase 3), 1 die (20 Resources)
-[] Blue Zone Perimeter Outposts (Phase 4), 1 die (20 Resources)
-[] Red Zone Tiberium Harvesting (Phase 4), 1 die (25 Resources)
-[] Tiberium Glacier Mining (Phase 4), 2 dice (60 Resources)
-[] 1 die security review
Orbital Industry (3 dice) (1 fusion lift die)
-[] GDSS Enterprise (Phase 1), 1 fusion die (20 Resources)
Services (3 dice + 4 Free)
-[] Tertiary Schooling, 2 dice (10 Resources)
-[] Alternate Education Programs, 3 dice (15 Resources)
-[] Reopen the Publishing Houses, 2 dice (20 Resources)
Military (3 dice)
-[] Zone Suit Factories (Newark), 2 dice (30 Resources)
-[] Orbital Strike Regimental Combat Team Development, 1 die (15 Resources)
Bureaucracy (3 dice) (-2 dice for Washington Conference, +1 Free)
-[] Security Reviews (Tiberium), 2 dice
Total cost: 345 Resources (5 reserved)

Consumer goods and schools pls. Fungal bars are starting to get real old I'm sure so focusing on the Agriculture consumer goods for now, along with trying to get the Yellow Zones some local economic activity. Most of the dice are down in Services where we really need to get our education system back together ASAP. The Alternate Education Programs are a very important sounding stopgap to get adults back in school/let kids who had their lives interrupted by the past 5 years go back and finish their education so I want that done quick before it festers anymore, and getting the tertiary schools operational isn't going to happen this turn but we really want it done by the end of the year because it's what all the trained workforce and cool science is hiding behind. Publishing houses for propaganda and consumer goods.

Down in the military, the military's asking for more production of existing equipment rather than new stuff, so besides doing the OSRCT's for our promise Zone Suit factory it is (especially with the ever-expanding Tiberium operations). Bureaucracy is running a Tiberium security sweep because of how massively it's expanded and to check back in on the Qatar Loyalists just to start putting together long-term profiles. We should probably check Tib like once a year from now on just to be safe, I figure Agriculture is up next turn because it's the oldest besides Tib but I wanted to get Tib in sooner because of the super obvious infiltration vector.
 
Sounds good to me

Anyway to cram a dice into reconstruct blue for 1 dice? You know so that we do not leave behind the blue zone as ruins.
 
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You call that living the good life? Get a real consumer-goods memeplan.

[ ] Plan Screw Mitigation, Get Internet.
Infrastructure (6 dice)
-[ ] Fiber-Optic Expansion 6 dice, 120 resources
Heavy Industry (3 dice)
-[ ] North Boston Chip Fabrication (Phase 3) 3 dice, 45 resources
Light and Chemical Industry (3 dice+3 free)
-[ ] Toy Plants 1 die, 5 resources
-[ ] Civil Clothing Factories 2 dice+3 free dice, 50 resources
Agriculture (3 dice)
-[ ] Luxury Aquaponic Bays 2 dice, 20 resources
-[ ] Organic textiles farms 1 die, 10 resources
Tiberium (6 dice)
-[ ] Blue Zone Perimeter Redoubts (Phase 3) 1 die, 20 resources
Orbital Industry (3 dice) (1 fusion lift die)
-[ ] GDSS Enterprise (Phase 1) 1 die, 20 resources
Services (3 dice + 2 Free)
-[ ] Craft Shops and Maker facilities 3 dice, 15 resources
-[ ] Reopen the Publishing Houses 2 free dice, 20 resources
Military (3 dice)
-[ ] Orbital Strike Regimental Combat Team Development 1 die, 15 resources
Bureaucracy (3 dice) (-2 dice for Washington Conference)
-[] Security Reviews (Tiberium), 1 die

Total cost 340 resources. What does that get you? More than 20 points possible in Consumer Goods.
 
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[] Plan Focused Enterprise
Heavy Industry 3 Dice 45R
-[] North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45R 90%
Tiberium 6 dice 145R
-[] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%
-[] Red Zone Tiberium Harvesting (Phase 4) 95/150 1 die 25R 89%
-[] Tiberium Glacier Mining (Phase 4) 68/200 2 dice 60R 82%
-[] Red Zone Enclosure Campaigns 0/200 2 dice 40R 26%
Orbital Industry 3 dice, 80R
-[] GDSS Enterprise (Phase 1) 3 dice 80R 97%
Services 3+5 free dice, 50R
-[] Technical School Program 0/300 4 dice 20R 56%
-[] Craft Shops and Maker facilities 0/200 2 dice 10R 20%
-[] Reopen the Publishing Houses 0/150 2 dice 20R 62%
Military 2 dice, 30R
-[] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%
-[] Zone Suit Factory: Glasgow 0/75 1 die 15R 44%

350/350 R
5/5 Free dice used

This is pushing Orbital pretty hard, to get Enterprise up, and a good chance of signifcant progress towards Phase 2 - at which point Orbital Dice become income-generators. It also pushes Tiberium harvesting for income and mitigation, and gets good progress towards education and Consumer Goods from the Services projects. (And, of course, finished Boston, OSRCT Development; and puts some work on a Zone Suit factory. (For the lulz, I went for the Glasgow ZS factory, so we can have Angry Scotsman Zone Troopers.)
 
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[] preparing for the future
Infra(15R):
-[] Yellow Zone Reconstruction (Phase 3) 82/200 1 dice 15R 6%
HI(45R):
-[] North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45R 90%
LI(35R one free):
-[] Toy Plants 68/100 1 die 5R 92%
-[] Lithium Battery Plants 0/200 3 dice 30R 43%
Agri(10R):
-[] Luxury Aquaponic Bays 0/100 1 die 10R 24%
tiberium(140R)
-[] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%
-[] Blue Zone Perimeter Outposts (Phase 4) 61/??? 1 dice 20R
-[] Tiberium Glacier Mining (Phase 4) 2 dice 60R 82%
-[] Red Zone Enclosure Campaigns 0/200 2 dice 40R
orbital(20R)
-[] GDSS Enterprise (Phase 1) 0/100 1 die 20R 24%
Sevices(45R 4 free dice):
-[] Reopen the Publishing Houses 0/150 2 dice 20R 62%
-[] Tertiary Schooling 5 dice 0/500 25R
Military(35):
-[] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%
-[] Advanced Myomer Works 0/125 2 dice 20R 48%

With the tacticus raid over we can spend time and dice on long term improvements for the military with the two factories to support their production.
Toy factories and Boston provide consumer goods this turn and with luck Luxury Aquaponic Bays as well.
Tiberium should remain at 6 dice glacier mining will pay for itself before the plan is done and the added resources will help the other departments during the next plan. We want to complete the abbatment goal before the last turn else we might end up putting all of our free dice into tiberium then to guarantee making our goal.
Enterpise will allow us to clean the obits making communications and orbital troops saver.
Publishing Houses will help spread information and propaganda to counter NOD.
Advanced Myomer Works will lead to improved prosthetics, cheaper walkers and improved zone suites.
 
[] Plan SPACE Core
Heavy Industry 5 Dice 70R
-[] North Boston Chip Fabrication [2 Dice, 30 Resources, 56%]
-[] Union Class Construction Yard [3 Dice, 40 Resources, 43%]
LC Industry 1 Die 5R
-[] Toy Plants [1 Die, 5 Resources, 91%]
Tiberium 6 Dice 110R EV 7.08
-[] Blue Zone Perimeter Redoubts [1 Die, 20 Resources, 82%] EV: 3.28
-[] Blue Zone Perimiter Outposts [1 Die, 20 Resources, 55%] EV: 2.75
-[] Tiberium Glacier Mining [1 Die, 30 Resources, 12%]
-[] Red Zone Enclosure [2 Dice, 40 Resources, 26%] EV: 1.05
Orbital Industry 4 Dice 110R
-[] GDSS Enterprise [1+3 Dice, 20+90 Resources, Phase 1 - 100%, Phase 2 - 20%]
Services 4 Dice 20R
-[] Technical School Program [4 Dice, 20 Resources, 56%]
Military 3 Dice 35R
-[] Orbital Strike Regimental Combat Team Development [1 Die, 15 Resources, 95%]
-[] Shell Plants [2 Dice, 20 Resources, 26%]
Bureaucracy 1 Die
-[] Security Review [Tiberium, 1 Die]

350/350R
4/5 Free dice used

Primary goal here is to make a solid push into space. In service of this, both Tiberium and Military were provided a basic level of investment to prevent incoming fires. Similarly, the Boston Fabrication and Toy Plants are set to finish. That leaves a bunch of resources to get space rolling.

First up is finishing the first 'proof of concept' stage of the Enterprise in order to get vision on what that unlocks. Best to know all the anciliary space infrastructure projects earlier rather than later. The important force multiplier here, however, is the Union Class Construction Yard for the juicy 33% discount on another fusion die.
 
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