Especially since your plans are predicated, or seem to be, on overestimating our likely 2061Q1 income, and since you're not doing anything big with the income like "fund five dice on Bergen."
No, the plan I provided for Q1 was showing that we could do 4 anadyr since you doubted that was possible if we rolled really well for income, 3 anadyr in Q1 is what I expect and realistic.
But even so, I don't think that justifies you in postponing all Anadyr spending to a future turn when it'll be competing with portals and research gachas.
I get a lot of immediate benefits done for GDI as well as can pump more into shipyards as well as getting the improved industrial lasers ready for anadyr, all while setting up a nice Q1 for a 3 dice anadyr. What it means is that we also have the option of green lighting karachi in year 2 of next plan instead of being forced to wait until later (and note that is green light not we must go then but instead the option so if say the siege speeds up we can go year 2 to relive pressure)
Now, the part where forts and railroads are more expensive than apartments, that part works. I think one of the fundamental differences in our approach on Infrastructure is that you seem to anticipate an immediate need to focus all of our might on constructing that military support infrastructure right away, while I think it can be spaced out over another turn or two without meaningful adverse consequences.
And this is because the military is still fighting this quarter and even once they shift to the defensive they still need logistics- superior logistics wins wars and reduces our casualties. In comparrison apartments are not needed Q4 as we have enough housing for refugees and can still address it in Q1 with 6 dice (so 2-3 phases) in a way that puts us at worst even between Q4 and Q1.
Tech versus Platform
So, one thing that I have been repeatedly asked about is which items on the list are producing a technology that applies more broadly and which ones are simply producing a platform. Now, in most cases, it is some of both, but I have gone through and tagged development as either Techs, or Platforms. The former are primarily technological development projects, where you are building up your capability in some area. On the other hand Platforms take applicable technologies into account, but do not push the envelope on their own.
Q4 2060
Resources: 975 + 10 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)
Political Support: 54
SCIENCE Meter: 4/4
Free Dice: 7
Erewhon Dice: 1
Tiberium Spread
20.56 Blue Zone
2.65 Green Zone
22.65 Yellow Zone (94 Points of Abatement)
54.14 Red Zone (70 Points of Abatement)
Current Economic Issues:
Housing: +35 (32 population in low quality housing) (-5 per turn from refugees)
Energy: +15 (+4 in reserve)
Logistics: +25 (-9 from raiding) (-7 from military activity)
Food: +18 (+10 in reserve)
Health: +3 (-9 from Wartime Demand) (-10 from Refugees)
Capital Goods: +34 (+67 in reserve) [-10 at End of War ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +34 (-22 from demand spike) (+3 from Private Industry)
Labor: +38
Tiberium Processing Capacity (1900/2470)
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +55
Green Zone Water: +6
Plan Goals
Consumer Goods: 12 Points
Food: 18 points in reserve
Income: 65 Points
Processing: 280 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Railgun Munitions Development
Complete at least one more phase of Ablative Armor
Complete at least one more phase of URLS production
Complete at least three more phases of Blue Zone Apartment Complexes
Complete GDSS Enterprise
Complete at least four phases of Space Mines
Complete Karachi Planned City by end of Q4 2065
Develop and Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Complete Isolinear Chip Foundry Anadyr
Develop and Deploy Crystal Beam Industrial Laser
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)
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)
(Progress 112/300: 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 5) (Updated)
A further wave of construction will finalize securing the routes to the Australian Red Zone, and ensure improved supply to GDI's various fronts. At this point however, further construction of rail networks is likely to see increasingly small improvements in the overall supply network
(Progress 39/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+3 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) (Updated)
With GDI firmly in control in the region, and the city now in a Blue Zone, the project must be substantially re-envisioned. Rather than being a terraforming project, it is now a heavy industrial site, with massive projects to produce a wide array of useful goods, one of the first outside of the traditional Blue Zones, and turning it from a periphery city to a core part of the Initiative.
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 3/550: 20 Resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
(Progress 0/1100: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods)
[ ] 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)
(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)
[ ] Tokyo Harbor Reconstruction (New)
With the damage to Tokyo Harbor due to Bintang's strike, the ability of GDI to sustain a full spectrum sea and air defense network around the islands is currently noticeably degraded. While there is basing capacity spare, multiple heavy ships will need to be withdrawn to other harbors further north, or across the Pacific.
(Progress 0/360: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter)
[ ] Bureau of Arcologies (New)
With GDI in chronic need of higher quality housing, separating out a stream of resources and personnel to maintain a constant inflow of new high quality construction, as the demand for housing has remained a serious political issue. Ensuring that construction continues at a reasonable pace may head off parliamentary pressure, and potentially punitive demands for vast amounts of arcology construction.
(-1 Infrastructure die, -2 to Infrastructure dice, -15 RpT) (+1 Housing per turn)
Heavy Industry (5 dice)
[ ] Advanced Alloys Development (New) (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)
[ ] Continuous Cycle Fusion Plants (Phase 7) (Updated)
The systematic and continuing construction of additional fusion plants is still ongoing, with GDI expecting to require much more construction, even with improved CCF plants on the horizon.
(Progress 153/300: 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 4) (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 143/1200: 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 (Tech)
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)
[ ] Low Velocity Particle Applicator Development (New) (Tech)
The Brotherhoods Charged Particle Beams are in effect very high efficiency particle accelerators, energized from Tiberium based power cells. While the Initiative is unwilling to adopt the power cells, the technologies behind the particle beams have potential uses in a wide range of industries, including extremely high precision additive manufacturing, lithography, large particle projectors, and industrial cutting machinery.
(Progress 0/120: 20 resources per die)
[ ] Isolinear Chip Foundry Anadyr
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)
[ ] Division of Alternative Energy
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 5) (Updated)
At this point, Reykjavik's macrospinner is entering its final form, a substantial district of the city in its own right, and the largest complexes for the production of new components for everything from combat arms to advanced training robots for the military, able to simulate Brotherhood combatants.
(Progress 50/1280: 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 71/95: 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)
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)
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 3) (Updated)
A final and substantial upgrade to the system of Kudzu production will see a finally sufficient level of caffeination returned to the Initiative. While not as important as many other things, having a hot caffeinated beverage serves as a social lubricant and does noticeably improve overall outcomes on the macro scale.
(Progress 56/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)
[ ] Tarberry Development (Tech)
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 (Tech)
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)
[ ] Caloric Reclamation Processor Development (New) (Tech)
Taking the Brotherhood of Nod's technology to produce high bioavailability "food" blocks will provide both a means of creating virtual food stockpiles, and convert otherwise waste goods into usable calories and nutrition. While trying to feed GDI soldiers or civilians these rations outside of the deepest of emergencies will be politically unpopular at minimum, it is a useful means of extending vital food stockpiles.
(Progress 0/40: 5 resources per die)
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 10) (Updated)
While finishing up the current expansion phase of harvesting operations along the GDI/Nod borders is unlikely to cause issues, aggressive development of further offensives into the deep Yellow Zones are at this point increasingly likely to trigger operational and potentially strategic exchanges, as warlords will respond to deep drives into the Brotherhood heartland, although it will break the territory held by warlords into increasingly small pockets.
(Progress 174/350: 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)
[ ] Red Zone Tiberium Harvesting (Stage 12)
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) (Updated)
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)
(Progress 0/200: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation)
(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) (Updated)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(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 Stages 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.
-[ ] 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 (Platform)
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 (Tech)
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 Deployment (Phase 1) (New)
A substantially novel development in Tiberium harvesting, GDI can now begin to deploy the Harvesting Tendril in significant numbers. While it will not be able to entirely replace the existing harvester models with the current project, future projects will make it into the standard, and redefine how GDI approaches laying out Tiberium mining projects.
(Progress 0/600: 30 resources per die) (+90 Resources per turn) (-1 STU)
(Progress 0/750: 30 resources per die) (+100 resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations)
[ ] Ion Storm Collector Panel Development (New) (Tech)
A number of Scrin vehicles mounted Ion Storm collectors, a means of supercharging themselves via the energy discharges of ion storms, and a massive advantage in Red Zone Operations. While the Initiative cannot produce anywhere close to the same energy density, Initiative Red Zone operations will greatly benefit from harvesting panels that draw on that energy, especially those more generally connected to the power grid.
(Progress 0/80: 15 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 technologies.(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)
-[ ] 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 (Platform)
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
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 3)
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 217/375: 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 (Updated)
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 101/300: 20 resources per die) (+5 Health, +4 Labor, -4 Capital Goods, -2 Energy)
[ ] 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 (Tech)
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 (Tech)
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 (Tech)
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)
[ ] Less Lethal Security Electrolaser Development (New) (Platform)
The lightweight capacitors and laser system developed by the Scrin seem to offer the security services a capable new weapon, with less inherent lethality than a kinetic firearm, and significantly more standoff range than traditional tasers, even the designs that fire various forms of remote charges.
(Progress 0/50: 10 resources per die)
[ ] Pinhole Portal Early Primitive Prototype Construction (New) (Tech)
Portals are a potentially revolutionary technology for communication, transport, and dozens of other fields. However, at this time, it is only ready for a critical test run, seeing if the very most basic of functionalities, a short range pinhole, can be created.
(Progress 0/180: 100 resources per die)
Military (8 dice)
[ ] Advanced ECCM Development (Tech)
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 (Tech)
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 (Tech)
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 (Tech)
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)
[ ] Military Particle Beam Development (New) (Tech)
While the Initiative is unwilling to make use of the packs that make infantry versions of the Brotherhood's particle beam system work, it does have a place in supplementing the Initiative's machine guns and autocannons, mounted on everything from hydrofoils, to zone armor and various forms of light vehicles.
(Progress 0/100: 20 resources per die)
[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some sections 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) (Updated)
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. Adding new Infernium lasers to the batteries will increase upkeep costs, but cut the total number of batteries required.
(Progress 0/275: 20 resources per die)
(Progress 0/325: 20 resources per die)
(Progress 0/375: 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)
-[ ] 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 (Platform)
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 (Platform)
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 (Platform)
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 (Platform)
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 215/450: 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 (Platform)
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)
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) (High Priority)
[ ] 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. Future phases will increase both the number of tactical ion cannons, but also push the authority to shoot further down the chain of command with new control networks.
(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)
[ ] 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) (Very 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) (Updated)
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 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/190: 20 resources per die) (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] London (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/190: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/190: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/190: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
[ ] GD-3 Rifle Development (Platform)
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 (Tech)
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
[ ] Infernium Laser Refits (New)
While the Infernium lasers will not be completely replacing older CBL designs, they do need to have a system built to produce them in large numbers, some several thousand units, with the expectation of needing hundreds a year going forwards.
(Progress 0/450: 30 resources per die) (-1 STU, -2 Energy)
[ ] 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
-[ ] 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)
(Offensive Navy)
[ ] Island Class Assault Ship Development (Platform)
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 (Platform)
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 172/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
Steel Talons
[ ] Mastodon Heavy Assault Walker Development (High Priority) (Platform)
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 (Tech)
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 (Tech)
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 (Tech)
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)
[ ] Buckler Shield Development (Tech) (New)
A much stronger energy shield, designed to cover some small portion of the overall hull. While it will likely require substantial redesigns to field, it is also going to provide significant protection for weak points, or allow GDI to reduce total armoring.
(Progress 0/100: 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)
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%
Navy
-[] Infernium Laser Refits (New) 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Shipyard (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 1 die 20R 14%, 2 dice 40R 82%, 3 dice 60R 99%
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%
-[] Buckler Shield Development (New) 0/100 1 die 20R 47%, 2 dice 40R 98%
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%
Last Security Review
Services 3 turns ago 2060 Q1
Infrastructure 4 turns ago 2059 Q4
Tiberium 4 turn ago 2059 Q4
Military 6 turns ago 2059 Q1
Agriculture 7 turns ago 2058 Q4
Light/Chem 8 turns ago 2058 Q3
Orbital 11 turns ago 2057 Q4
Heavy Ind 12 turns ago 2057 Q3
Bureaucracy 14 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.
Edit: Forgot to add Derpmind's stats array. Many thanks to her for this great work.
[ ] Advanced Alloys Development (New) (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)
and
[ ] Caloric Reclamation Processor Development (New) (Tech)
Taking the Brotherhood of Nod's technology to produce high bioavailability "food" blocks will provide both a means of creating virtual food stockpiles, and convert otherwise waste goods into usable calories and nutrition. While trying to feed GDI soldiers or civilians these rations outside of the deepest of emergencies will be politically unpopular at minimum, it is a useful means of extending vital food stockpiles.
(Progress 0/40: 5 resources per die)
both look very promising, and we probably want sooner rather than later. The former will offer pretty significant total progress required reductions, whereas the latter will allow us to quickly fulfill our food storage mandate.
[ ] Low Velocity Particle Applicator Development (New) (Tech)
The Brotherhoods Charged Particle Beams are in effect very high efficiency particle accelerators, energized from Tiberium based power cells. While the Initiative is unwilling to adopt the power cells, the technologies behind the particle beams have potential uses in a wide range of industries, including extremely high precision additive manufacturing, lithography, large particle projectors, and industrial cutting machinery.
I am nervous that we still lack the orbital lasers. The proliferation of ion disruptors is worrying, and if Nod manages to stick that tech on a space ship we will be a in major trouble. Lasers are a lot harder to no-sell.
I might try to make a plan again, though I don't expect it to be very good since I can't keep up with the thread. It moves too fast for me.
[ ] Plan Carriers and Power
Infra 6/6 95R +34
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 2 die 40R 47%
-[] Rail Network Construction Campaigns (Phase 5) (Updated) 39/325 3 dice 45R 37%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%
HI 5/5+1 free 110R +29
-[] Continuous Cycle Fusion Plants (Phase 7) 153/300 4 dice 80R 100% (2% for Phase 8)
-[] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
-[] Low Velocity Particle Applicator Development (New) (Tech) 0/120 1 die 20R 29%
LCI 5/5 120R +24
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%
-[] Bergen Superconductor Foundry (Phase 1) 71/95 3 die 90R 100% (68% for phase 2)
Agri 4/4 50R +24
-[] Blue Zone Aquaponics Bays (Phase 3+4) (Updated) 30/280 3 dice 30R 99% for phase 4, 49% for phase 5
-[] Freeze Dried Food Plants 126/200 1 die 20R 66%
Tiberium 7/7+1 admin 140R +39
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82% (100% for stage 6, 8% for stage 8)
-[] Red Zone Border Offensives (Stage 1) 0/200 2 dice 50R 45%
-[] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%
-[] Railgun Harvester Factory (Porto) 44/70 1 admin die 10R 90%
Orbital 6/6 140R +26
-[] Lunar Rare Metals Harvesting (Phase 1) 0/150 2 dice 40R 67%
-[] Lunar Regolith Harvesting (Phase 2) 50/320 3 dice 60R 32%
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 1 die +Erewhon 40R 37%
Services 5/5 85R +27
-[] Automatic Medical Assistants 101/300 3 dice 60R 83%
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Less Lethal Security Electrolaser Development (New) (Platform) 0/50 1 die 10R 98%
Military 8/8+6 free 245R +26
-[] Firehawk Wingmen Drones 215/450 3 dice 60R 57%
-[] Railgun Munitions Development 0/60 1 die 10R 87%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[] Hallucinogen Countermeasures Development 1 die 15R 100%
-[] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[] Escort Carrier Shipyards (Nagoya) 0/240 2 dice 40R 4%
-[] Shark Class Frigate Shipyards (Melbourne) 172/300 2 dice 40R 82%
Bureau 4/4 +24
-[] Administrative Assistance 2 die auto (Railgun Harvester Factory (Porto))
-[] Security Review (Bureau) 1 dice +1 (Bureau) 90%
Free 7/7
1 HI, 6 Mil
Right some changes- tried tendrils at first but then i had open bureau die (and dropping say a HI for security review really did not let me make changes anywhere. Infra one last phase of rails and fortress towns on min chance to succeed. HI move a dice to the new tech project (do one this turn and 2nd next turn if it does not finish) between that and crystal lasers we should see some upgrades to our actions in this category. I do feel confident in 3 dice Anadyr next turn (budget increase will cover it).
Tib I considered Harvest Tendrils but felt that bumping up income and grabbing some mitigation this turn was more important to let us roll through the rest of the plan, I do plan on dropping some tib dice on them next turn. Using admin die for the partial railgun harvester factory to eke out a bit more efficiency and income. As is 1 stage of vein mines and 1 stage of rz border offensives along with mines in orbital and 2 or 3 phases of gz intensification is a very solid income increase.
Mil- Heavy mil spending to try and finish the shipyards Q1 so that we can then start the laser refit Q2 while still getting to work on other plan goals and hopefully mix in orbital laser defense this plan.
question but from stuff Ir read there are GDI aligned YZ militias which tend to fight against NOD for forces right? We also have significant populations around our MARV hubs which require guarding an we're getting stretched thin right? so I had an idea- what if we get the various YZ militias and Forgotten war bands and train them into a national guard or emergency reserves.Since of we properly vet them this could work in a few different ways.
1.we could use promising officers as replacements for GDI forces
2.if we trained the refugees around the MARV we could harden the defenses around the hubs or even reduce the amount of troops required to guard them
3.It would probably be a good place to have a pool of recruits who have at least basic training and veterancy
[ ] 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) (High Priority)
[ ] Yellow Zone Tiberium Harvesting (Phase 10) (Updated) While finishing up the current expansion phase of harvesting operations along the GDI/Nod borders is unlikely to cause issues, aggressive development of further offensives into the deep Yellow Zones are at this point increasingly likely to trigger operational and potentially strategic exchanges, as warlords will respond to deep drives into the Brotherhood heartland, although it will break the territory held by warlords into increasingly small pockets.
(Progress 174/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
Finishing this current phase isn't going to cause NOD pushback. It's only further phases that would do so. (I believe this section was added late in the editing phase, so it would have been easy to miss.)
Do you mean plans doing YZ harvest? Or are you saying drooping YZ harvest for vein mines (I dropped it because vein mines are more profitable and yz harvest no longer had the war support)
A lot of plans are working on the Melbourne Shipyard but all are putting two dice on it.
Why not try and see if it completes with one die and then put another die on it the next turn if it fails to complete.
Frigates build faster than carriers and we will not launch major attacks before the carriers are ready.
[] Shark Class Frigate Shipyard (Melbourne) 172/300 1 die 20R 14%, 2 dice 40R 82%, 3 dice 60R 99%
Do you mean plans doing YZ harvest? Or are you saying drooping YZ harvest for vein mines (I dropped it because vein mines are more profitable and yz harvest no longer had the war support)
The latter. The military might be stepping down from doing forward offensives, but we should still secure the territory and we've already gotten. The project description even calls it "along the GDI/Nod borders".
Alright then i won't be awake when voting starts so can someone post my plan when it does?:
[ ] Plan Winding Down The Disparities Infrastructure 6/6 Dice + 4 Free Dice 165 Resources:
-[ ] Yellow Zone Fortress Towns (Phase 6) (Updated) 112/300 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Rail Network Construction Campaigns (Phase 5) (Updated?) 39/325 15 Resources per Die, 4 Dice = 60 Resources
-[ ] Tokyo Harbor Reconstruction (New) 0/360 15 Resources per Die, 3 Dice = 45 Resources Heavy Industry 5/5 Dice 140 Resources:
-[ ] Advanced Alloys Development (New) (Tech) 0/120 15 Resources per Die, 2 Die = 30 Resources
-[ ] Crystal Beam Industrial Laser Development 0/80 10 Resources per Die, 1 Die = 10 Resources
-[ ] Isolinear Chip Foundry Anadyr (New?) 0/320 50 Resources per Die, 2 Die = 100 Resources Light and Chemical Industry 5/5 Dice 105 Resources:
-[ ] Chemical Fertilizer Plants (Phase 2) 94/300 15 Resources per Die, 3 Dice = 45 Resources
-[ ] Bergen Superconductor Foundry (Phase 1) 71/95 30 Resources per Die, 2 Die = 60 Resources Agriculture 4/4 Dice 50 Resources:
-[ ] Blue Zone Aquaponics Bays (Phase 3) (Updated?) 30/140 10 Resources per Die, 3 Dice = 30 Resources
-[ ] Freeze Dried Food Plants 126/200 20 Resources per Die, 1 Die = 20 Resources Tiberium 7/7 Dice 110 Resources:
-[ ] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 20 Resources per Die, 2 Die = 40 Resources
-[ ] Intensification of Green Zone Harvesting (Stage 6) 46/100 15 Resources per Die, 2 Die = 30 Resources
-[ ] Tiberium Processing Refits (Phase 5) 6/100 20 Resources per Die, 1 Die = 20 Resources
-[ ] Railgun Harvester Factories
--[ ] Bissau 0/70 10 Resources per Die, 1 Die = 10 Resources
--[ ] Porto 44/70 10 Resources per Die, 1 Die = 10 Resources Orbital Industry 6/6 Dice + 1 Erewhon Die 140 Resources:
-[ ] Lunar Rare Metals Harvesting (Phase 1) 0/150 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Lunar Heavy Metals Mines (Phase 3) 217/375 20 Resources per Die, 3 Dice + 1 Erewhon Die = 80 Resources Services 5/5 Dice 85 Resources:
-[ ] Automatic Medical Assistants 101/300 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Hallucinogen Development 0/60 15 Resources per Die, 1 Die = 15 Resources
-[ ] Less Lethal Security Electrolaser Development (New) (Platform) 0/50 10 Resources per Die, 1 Die = 10 Resources Military 8/8 Dice + 3 Free Dice 190 Resources:
-[ ] Wingman Drone Deployment (High Priority)
--[ ] Firehawk Wingmen Drones 215/450 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Railgun Munitions Development 0/60 10 Resources per Die, 1 Die = 10 Resources
-[ ] Ablat Plating Deployment (Stage 5) 54/200 10 Resources per Die, 2 Die = 20 Resources
-[ ] Escort Carrier Shipyards (High Priority)
--[ ] Nagoya 0/240 20 Resources per Die, 3 Dice = 60 resources
-[ ] Shark Class Frigate Shipyards (High Priority)
--[ ] Melbourne 172/300 20 Resources per Die, 2 Dice = 40 Resources Bureaucracy 4/4 Dice:
-[ ] Security Reviews Bureaucracy 1+2 Die
-[ ] Interdepartmental Favors 1 Die
165+140+105+50+110+140+85+190 = 985/985
Ugh...I'm back I think. So this plan has:
- 3 Dice on Yellow Zone Fortress Towns for a 95% chance and an Average DC of 24 that we still have Intesification of Green Zone Harvesting to do next turn.
- 4 Dice on Rail Network Construction Campaigns for a 87% chance and an Average DC of 34 to complete and get us enough rail for the last Yellow Zone Tiberium Harvesting phase of this war.
Edit 2: - 3 Dice on Tokyo Harbor Reconstruction (New) for a 28% chance and an Average DC of 81 to complete this turn and a 71% chance and an Average DC of 61 to complete next turn because:
[ ] 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.
-[X] Maximal (30 resources per turn)
An outpouring of resources has gone to the various local commissions and committees that manage reconstruction. However, much of this funding, at least from the early reports, is actually not going into rebuilding immediate damages. Rather, much of it has gone to various forms of deferred upkeep, refugee management, and a number of other projects, most too small scale for the Treasury to bother managing directly. Most of this is due to GDI simply not needing much in the way of actual reconstruction, and instead having a significant problem with deferred maintenance, some of which has been offset since the end of the Third Tiberium War a decade ago. Other parts are problems where the Initiative and the Treasury have simply not gotten around to fixing them, like intersections that tend to produce traffic jams, undersized roads, and train stations with poor connections to other means of transit. While all of these projects will be useful small scale operations, their overall impact is going to be seen in the aggregate more than anything else.
we are plugging the too small to notice holes with our Reconstruction Commissions and should still plug the holes big enough to be noticed by us so we can either get those 30 RpT back before reallocation or have those smaller problems fixed sooner so that the overall quality of our infrastructure rises. Either way this helps us with reallocation by either giving us back 30 and then 9 RpT sooner or by counting as a part of the already reallocated resources next reallocation by decreasing the need for more resources for post-war(s) reconstruction.
As a reminder I don't expect any action with an Average DC over 70 to complete the turn of the plan it is taken with.
- 1 Die on Crystal Beam Industrial Laser Development for a 70% chance and a DC of 36 to complete because it is a plan goal now.
- 2 Die on Isolinear Chip Foundry Anadyr for a 2/4 Median and no DC to complete because it is a plan goal now and an expensive one so it needs to be slow rolled as fast as possible.
Edit: - 3 Dice on Chemical Fertilizer Plants (Phase 2) for a 74% chance and an Average DC of 40 to complete because that will combined with the Agriculture actions remove our need for more Food production till the end of the plan unless we get a lot more refugee surges in which case we'll need just a few Agriculture Dice.
- 2 Die on Bergen Superconductor Foundry for a 100% chance and an Average DC of 1 to complete Phase 1 and a 13% chance and an Average DC of 76 to complete Phase 2 because this bastard is expensive.
- 3 Dice on Blue Zone Aquaponics Bays for a 100% chance and an Average DC of 8 to complete Phase 3 and a 42% chance and an Average DC of 55 to complete Phase 4 and remove our need for more Food production til the end of the plan which means we need on average 16 Dice to complete the Agriculture plan goals. We have that without any free dice already.
- 1 Die on Freeze Dried Food Plants for a 66% chance and a DC of 35 to complete and get us some food and better stockpile action quality.
- 2 Die on Yellow Zone Tiberium Harvesting (Phase 10) for a 67% chance and an Average DC of 42 to complete and get us one last push so we can finish off that North-West American fight and then sit down to digest our gains.
- 2 Die on Intensification of Green Zone Harvesting for a 100% chance and an Average DC of 1 to complete Stage 6, 82% chance and an Average DC of 30 to complete Stage 7 and a 8% chance and an Average DC of 80 to complete Stage 8. Stage 8 needs Phase 6 of Fortress Towns completed which this plan does. I am not putting more dice here because of the possibility of overcompletion.
- 1 Die on Phase 5 of Tiberium Processing Refits for a 61% chance and a DC of 40 to complete them before we have to deal with whatever improvements Basic Tiberium Studies gets us.
- 1 Die each on the remaining Railgun Harvester Factories. Bissau has a 85% chance and a DC of 16 to complete while Porto has a 100% chance and a DC of 1 to complete.
- 3 Dice on Lunar Rare Metals Harvesting for a 97% chance and an Average DC of 19 to complete Phase 1 and a 22% chance and an Average DC of 64 to complete Phase 2. I'm expecting both phases to complete with this plan and if Phase 2 is not done we can throw 1 Die it's way next turn.
- 3 Dice and 1 Erewhon Die on Lunar Heavy Metals Mines for a 100% chance and an Average DC of 14 to complete Phase 3. Multiply 196 with 196 then divide with 108 then multiply by a 100 to see the actual percentage of failure of this action if you are interested.
- 3 Dice on Automatic Medical Assistants for a 83% chance and an Average DC of 35 to complete this action because we will need that +5 Health next turn.
- 1 Die on Hallucinogen Development for a 88% chance and a DC of 18 to complete it and get us another + Health option. Hopefully. It might Just be a + Political Support/Mental Health action.
Edit 2: - 1 Die on Less Lethal Security Electrolaser Development (New) (Platform) for a 98% chance and a DC of 8 to complete. Better tasers. May get us +Health but I'm not counting on it. Gets us better security though.
- 3 Dice on Firehawk Wingmen Drones for a 57% chance and an Average DC of 48 to complete. We need these, but using 4 Dice is overkill when we have so many other things we need to finish in Military actions.
- 1 Die on Railgun Munitions Development for a 87% chance and a DC of 19 to complete because is a plan goal that may need as much work put into it as Shell Plants.
- 2 Die on Ablat Plating Deployment for a 70% chance and an Average DC of 40 to complete another plan goal and get Ground Forces what they need to start digging in after this offensive.
- 3 Dice on Nagoya Escort Carrier Yards for a 54% chance and an Average DC of 49 to complete because 4 Dice would be overkill and this is the closest shipyard to Bitang's operational zone which makes this the perfect time to build it while she is licking her wounds.
- 2 Die on Melbourne Shark Frigate Shipyards for a 82% chance and an Average DC of 31 to complete. Sadly can't do this with 1 Die with any reasonable expectation of it finishing with this plan.
- 3 Dice on Security Reviews in Bureaucracy before to make sure it's still clean before we start doing other actions in it.
- 1 Die in Interdepartmental Favors because no one has told me it is something other than RpT into other departments and picking up some more projects to do.
These projects are no longer available in this update. (We gained +4 Capital Goods this turn from their automatic reconstruction, and will gain the last +1 CG next turn.)
Infrastructure 6/6 60R
-[] Blue Zone Apartment Complexes (Phase 2+3+4) 28/480 6 dice 60R 84%
Surprisingly I can't see a better use for Infra dice. We are drowning in Logistics, no longer need to support the offensive, have a lot of people in low quality housing, and are undergoing a refugee crisis. Also three more phases are part of the Plan.
Heavy Industry 5/5 80R
-[] Continuous Cycle Fusion Plants (Phase 7) 153/300 2 dice 40R 74%
Finish up this round of fusion plants.
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 99%
We need this to start getting experience with hovertech. Lots of potential in here, such as for Harvesters who right now likely need extensive maintenance due to driving over Tib fields, or generally any ops over Tiberium really. Or stuff like Barghests and other repulsor based fliers.
-[] Division of Alternative Energy 1 die
Dedicate one dice per turn to Energy with -25% efficiency but also half the Resource cost.
No Isolinear yet because expensive, and we have a lot of critical stuff to do before investing into a long and expensive high tech chain. It will be worth it of course, but we still don't have nearly enough ships or any orbital lasers or enough Ablat and more, now is not the time.
Light & Chemical Industry 5/5 120R
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 5 dice 120R 99%
Seems like the clear winner? We know that better Fusion needs superconductors, which would free up dice. Of what we need Civ Drone Factories only give +1 Health, and fertilizer does not appear all that cost effective.
Agriculture 4/4 70R
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 40R 2 dice
We have a considerable food surplus it seems to me, +18, few actions that cost it, and we can easily knock out +12 Food in a turn if we want to so I think better invest into this while we can, if we are lucky we will manage to do it before the refugee wave hits us in the food.
-[] Freeze Dried Food Plants 126/200 1 die 20R 66%
No hurry so just one dice.
-[] Caloric Reclamation Processor Development (New) 0/40 1 die 5R 100%
Looks like it would reduce the need for food stockpiles but providing easy to make if highly unpalatable food in times of crisis. Worth a dice.
Tiberium 7/7 175R
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 54%
-[] Red Zone Border Offensives (Stage 1+2+3) (Updated) 0/600 6 dice 150R 26%
I want resources damn it. Harvester Tendrils are great but not yet as cost effective, they cost more R per dice and don't provide mitigation even though they provide as much income as the maximum rpt of three phases of Red Zone Offensives. And yes I have not forgotted about the refinery refits, I just want to do them after we are no longer pressed for Resources, especially with the very expensive Isolinear and Portal techs to research.
Orbital 6/6 120R
-[] Orbital Cleanup (Stage 11+12) 32/170 2 dice 20R 76%
I have long wanted to do this.
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%
-[] Lunar Regolith Harvesting (Phase 2) 50/320 3 dice 60R 32%
Looks like we are taking a break from station building, looking at other plans. Fine with me!
Services 5/5 90R
-[] Automatic Medical Assistants 101/300 3 dice 60R 83%
Vital, we need the +Health.
-[] Hallucinogen Development 0/60 1 dice 15R 88%
Trying to develop medical drugs from a combat hallucinogen seems like a long shot to me, but eh we need all the Health we can get.
-[] Hardlight Interface Development 1 dice 15R 100%
What else to do with the last dice?
Military 15/8 270R
-[] Firehawk Wingmen Drones 215/450 3 dice 60R 57%
Not as high success chance as I would like, but the offensive has ended and we have a lot of critical military projects to do, the saved up dice is too valuable.
-[] Orbital Defense Laser Satellite Deployment 0/240 3 dice 60R 54
I want to keep the space Nod free and have the ability to no sell Nod Ion Disruptors.
-[] Railgun Munitions Development 0/60 1 dice 10R 87%
This has been needed for a very long time, is easy, quick, cheap, and necessary for the Plan.
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
Very High Priority is Very High Priority.
-[] Escort Carrier Shipyards (Nagoya) 0/240 3 dice 60R 54%
We need to patch this critical weakness.
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 2 dice 40R 82%
Also part of patching up our weakness to subs.
-[] Advanced ECCM Development 0/40 1 die 20R 100%
I had a dice free. Also seeing the stealth and ambush happy Nod sooner is valuable.
Bureaucracy 5/4
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 42%, 4 dice 86%
I am tired of postponing this. We dont need to do Security Review every turn.
7/7 free dice
1/1 Erewhon dice
985/985R
Notably I don't use the Erewhon dice, because I have no idea how it works. This is supposed to be a draft not something to vote for anyway, if you like what I did here you will have to turn it into a plan yourself and you want to scrounge up more Rs consider moving a dice from Superconductor Foundry to Civ Drones.
I disagree that we shouldn't do portals. Because of the lead time and the need for more prototypes, doing it now is the best time.
Once we get this pinhole project done, it'll likely take several months to a year or more before the next project in portal technology appears. If we delay it, then the next project may appear during the early months of next plan after reallocation. Which means insufficient resources to do take that next step.
We should try to get that next project before reallocation.
I do concede that it may be rough on the budget. Perhaps our plans could at least put one die on it? I myself would only vote for plans that has at least one die for portals.