Eh, I think it would be fine to do 1 die, and then another if necessary, with that addition.
Normally I'd agree, but the trick is that we may want to work on Chicago Phase 4 next turn. Since Heavy Industry dice are very tight, we want to have as many Infrastructure dice as possible available in a single turn in hopes of clearing or mostly clearing the project in one go. That means it'd be pretty annoying to have to spend 1-2 dice on E-CRP in 2061Q4 just because of a low roll this turn.

We may want to consider putting two dice on CRP, with a subvote of --[] do not complete phase 2. Just to ensure that phase 1 completes in Q3.
That's not a bad idea, IF we're specifically trying to clear space on the docket for Chicago Phase 4. My own plans have been agnostic on the subject, but if you really want to have both time to make luxury food projects and a free hand to build Chicago Phase 4 in 2061Q4, then that makes a lot of sense.
 
Can I ask you to please not do this? If I'm making you feel frustrated or something, say it. I'm not unreasonable and my goal isn't to provoke you. If I'm doing something aggravating, tell me and I'll try a different approach to make my point or communicate my thoughts. Starting off a response with that just makes me want to not engage with you, which isn't helping anyone.

I can't promise to always not be antagonistic. We don't always see eye to eye and we have different priorities. But I can promise to always be open to communication, and to always be as clear as I can. And that always trying to be clear with my emotions as well. I ask that you do the same.
 
Topic: Abatement Battle: Tendrils VS Inhibitors
A/N This is my first time creating an Omake Chat-style.So there might be a few errors. Just to clarify, that this is an IC chat room and opinions might be different from that of the Thread.

Edit:. I have changed the names to original characters as request of those that write the original GDIOnline

I did not change Dr. James Granger as he is an IC character.

Topic: Abatement Battle: Tendrils VS Inhibitors

TibBiteZodelo:

Alright everyone, time for Abatement Battle Round 2!
On the right corner, the most feared entity of H-Anime and bane of cartoon girls now unleashed on our Cancerous Vore Crystal! Brought to us by the Scrin and Seo Thoki of the Treasury, costing over a third of GDI's GDP for six months for ten to fifteen percent efficiency of harvested Tiberium and laughingstock of GDIOnline! Please welcome our new contender, Harvesting Tentacllllleeessss!

On the left corner, the offshoot of the Tiberium Stabilizers, Dr. Granger's Red Headed Stepchild that no one wants to build because it is too needy with MARV Hubs in the Red and Yellow and Too hungry for power in the Blue. The one telling Tiberium to sit the f*** down with magic that everyone neglects for more cash. Please raise your arms for the reigning champion Tiberium Inhiiiibitoooooorrssss!!!!!!

Everyone please get read to rumbbleee!!!!. Which is the better way to combat Tiberium for you all Tibnerds and Tibnerdettes and those who are just interested. Please start!

WickerTib
FIRST! I have to say that while the Inhibitors telling Tib to sit its ass down like an angry mom to a glacier of Tiberium is really hilarious when I imagine it. I would have to go with Tendrils on this one. I have seen how quickly it vacuums up an entire field in the Red and I am glad they went with this one as priority.

Schlubbs Von Spending:
Yeah, Tib Tentacle Straw for the win! More tib equals more goodies! This is from someone who is currently enjoying the new basketball game on TV. I gotta say most of them look a bit rusty and amateurish but this is what happens when all the top guys get killed and the Treasury waffles with starting the program in a decade.

FaithlessMind
While I genuinely marvel at the sheer technological wonder of both such methods. I must confess that I side with the Inhibitors on this one rather than the Tendrils. It is quite impressive to see how much it is able to affect the crystal without even physical contact.

PhineasF:
As an engineer attached to the Treasury and the new Bureau of Arcologies, more cash is always good for me.

ThisZoneOfOurs:
I dont really understand the point of arguing between this and that. Its kinda like Apples and Oranges, the Tentacles eat the tibs and the Inhibitors tell it to stay down. I kinda wish we has the inhibitors here in RZ-1 with all the storm and tower sized tib, it has been really rough. The MARVS are doing a good job but I don't know if it is that damn tower or how old the Tiberium here is but it always seems to grow faster but some magic fuckery that makes our job so much harder.

Dr. James Granger
While I am not partial to either methods, I do understand the Treasury's Focus on Harvesting Method and refining expansion and efficiencies over actual abatement methods like Inhibitors. The sheer need to not only fund the military to stop Nod but also the well being of our new citizens means that it would be more important to efficiently exploit Tiberium in the near future. Still, I do hope that we can get better technologies to not only harvest Tiberium but also to control it in case of future outbreaks.
@TibBiteZodelo I believe this is was relesed during Secretary Thoki's tenure and such is not my Red Headed Step Child but I do not mind adopting it if I have the cash.

Moonraker:
As someone working up here on the Moon, I do hope that those Tendrils can also be used on Non-Tib Minerals, would really make our job easier in the future. So I side with Tendrils here, hopefully they can get more stuff up here than just cramped plastic bunks. Where is my Space Hotel you Treasury bastards!?

BlueHeart
While I am not much knowledgable too much about Tiberium. More money to help people is always a plus on my book. We were quite swamped on our end with refugees now but the housing isn't a big problem anymore. Still more medical and better food would be great for their well being.

FaithlessMind
@DrJamesGranger The sad necessity of war unfortunately. Still I believe that perhaps in the future such technologies will be for Humanities Benefit.
@Blueheart It is quite heartwarming to see that some people had not given up on helping others. I do hope that the situation improves with you now that the immediate crisis is over.
@Moonraker Now that is quite a rather interesting idea. I do hope our eggheads at the treasury might invent such a device in the near future. Please do not forget to ask for Blackjack and Hookers at your future space hotel as the saying goes

TankieMensch:
TENTACLE MARV! TENTACLE MARV! TENTACLE MARV! TENTACLE MARV! TENTACLE MARV! TENTACLE MARV! TENTACLE MARV!

EVAMod: Warning, no repeating sentences in post

SeaDragger:

As someone working on offshore Tiberium harvesters, I do hope that these Tendrils or Tentacles whatever, really help us working on the boats. Our work is pretty dangerous since Tib is not the only enemy but also the elements. Considering that these Tendrils are lessening interaction between us and Tib. I hope they make a full underwater capable version soon

Representative Remedios Dimaculangan (Reclamation Party)
While I would definitely prefer Inhbitors in exchange for more Harvesting. These Tendrils seems to be quite compact and efficient compared to any previous harvesting method. Perhaps in time we can use these Tendrils and combine them with Alien Hovertech to reclaim the islands in the pacific from Tiberium like the US Island Hopping Strategy back in World War 2

TibBiteZodelo:
@TankieMensch Jeez someone's high in Kudzu Tea
@DrJamesGranger Good luck on that one! :)
@ThisZoneofOurs Damn its that Bad on your side? I heard rumors that there was more Blue than Green near that tower? Is it like that over there?
@ReprsentativeRemediosDimaculangan Huh, never thought of that kind of application, Yeah, I can definitely see it being use to clean Archipelago's of tib, specially really mountainy ones where standard harvesting claws are likely to jam or get stuck
@Moonraker Don't forget the Jacuzzi and Steaks

ThisZoneofOurs:
@TibBiteZodelo Only the newer growths for the most part. The older Glaciers and towers are still green.
@TankieMensch One can dream sooner rather than later.
Regarding the original topic, I don't think that neither is better and both sides have their strengths and weaknesses and can complement each other when in use. I think the correct question would be which will take priority. I am sure that there are many in the Treasury that are screaming for more inhibitors while there are more that wants us to ignore Tib Inhbitors and just suck dry what ever field is under and above ground.
Regardless, my opinion is this. Regardless of what is the better options, defeating Tib is the ultimate objective.

ADressUpDarling:

Since Tiberium Harvesting is the reason why GDI is recovering faster than people say it would and since we won the last war, wouldn't the new Tendrils combined with Sonics be enough for us? Since the new Tendrils suck up even the small bits like an elephant nose or something?

Wouldn't it be better to just ignore those Inhibitors and just get more harvested Tib and fund us?, The damage in Tokyo is getting repaired but Boyfriend is quite sad that his grandpa's shop was destroyed in the bombing, He was one of the only four Hina Doll Makers in Japan and seeing his shop got blown up gave him a heart attack and put him in the ICU for months. He's cheered up now and we are working on getting his shop funded by GDI again.

FaithlessMind

@ADressUpDarling: If the goal is merely exploitation then such a solution is definitely a good one. However, since defeating Tiberium is the main goal I believe that any abatement technology should not be ignored.
However, I am sorry to hear about your Boyfriend's Grandfather. Loss of cultural treasures is sadly common in war but it is something that should not be tolerated. I do hope he and your boyfriend do not lose your passion in the arts

@ReprsentativeRemediosDimaculangan I believe that such a goal in the future is possible, Although considering most of South East Asia is Under Bintang. A better navy is in order.

MidasOffice

In the next plan, I would prefer that we build up more Inhibitors first rather than expanding Red Zone Operations further. Most of our Red Zone Ops is still protected by ZOCOM which is becoming dangerously outstreched and considering that the Fourth Four Year Plan is coming, I am worried that the Treasury might force ZOCOM again into deeper Red Zone Harvesting and we may have another repeat of Italy back in 2054
Though from the grapevine, there is a growing pressure to consider doing Vein MIning as a alternative. Still pricey and less money from what I heard but at least we aren't putting ZOCOM in unnecessary danger just to fill up treasury coffers.
Also, we can use the time to better fortify the current Red Zone bases and increase our hold in Green Zones via Fortress Town to make it harder for Nod to attack.
Lastly, we really need more administrators here, get the cash flowing onto the Unis and more people in the workforce. Huge Stacks of cash is useless unless we got people to direct where it is supposed to go

BlueEternal

It does not matter which Abatement you choose. The fact that many of you choose ignore the growing threat of the Yellows inside the Blue Zone Borders is already making me lose hope on the future of the Initiative.
EVAmod: Offtopic

TibBiteZodelo

Sorry guys, I think we are getting a bit sidetracked but that is normal for a thread I guess,

@BlueEternal Seriously!? Of all the places you whine about anti YZ Bullshit, it is on a Tiberium Thread? Did you ran out of Refugee Threads to whine and bitch about?

@ADressUpDarling Holy shit? You're on a Tib Thread!? I'm a fan by the way.
No offense but I never saw you as someone who cares much about this kind of stuff. Those cosplays of you are real good by the way.

@MidasOffice. Yeah, Good point about that, we really need to prioritize more Zone Suits for our boys and girls in the Red Zones, Also, Vein Mining is closer to home than Glacier so good point on less strain to ZOCOM and Convoys.

DeathtoEmerald

While I am not averse to more Harvesting for the people back home, I am quite concerned that the Treasury might become less interested in fighting Tiberium in favor of just more harvesting. With alll the Harvesting we are already doing, they might just be tempted to say fuck it and ignore this wonderous Inhibitor Tech in favor of numbers go up. While it is good for treasury and the populace for numbers go up, we must not forget that at the end of the day.Tiberium will devour us if we do not stay ahead of it,
 
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@Oledoms , that was good.

Can I ask you to please not do this? If I'm making you feel frustrated or something, say it. I'm not unreasonable and my goal isn't to provoke you. If I'm doing something aggravating, tell me and I'll try a different approach to make my point or communicate my thoughts. Starting off a response with that just makes me want to not engage with you, which isn't helping anyone.

I can't promise to always not be antagonistic. We don't always see eye to eye and we have different priorities. But I can promise to always be open to communication, and to always be as clear as I can. And that always trying to be clear with my emotions as well. I ask that you do the same.
Please be advised that I bear you no ill will.

Now, I don't know about you, but I often take a deep breath when I realize I have been temperamental or have maneuvered myself into a bad position.

[deep breath] is not a signal for "I think you are an annoying noun." It is a signal for "Simon thinks he should probably calm down, and there may or may not be others who need to do the same." I apologize for giving a signal that was so easily misunderstood; I should try to do better.

...

In this case, you were reacting off my admittedly somewhat exaggerated speculations about Seo's probably fate if he made himself spectacularly unpopular. You are, as a matter of fact, probably correct. As I acknowledged earlier, GDI is far too Lawful Neutral a society to allow an unpopular senior government minister to be killed by a mob. Also as you yourself pointed out.

I recognize that I have positioned myself poorly, by extending 'a bridge too far.'

Suffice to say that I, in turn, reacted to your words "I'd much rather go in on Liquid Tiberium then fusion." To me, this suggested (at first) that you were hoping to use liquid tiberium power as the primary source of energy for the next plan, but I recognize now that this was not your actual position.

I overreacted, because I am reasonably sure that GDI's population would not stand for the kind of massive-scale rollout of those power plants it would take to 'solve the energy crisis,' as it were. A smaller-scale rollout that alleviates some of our problems, perhaps- but that is different.

---[] ZOCOM: Complete 2 Zone Armor Factories by end of Plan
I am not averse to making this particular ZOCOM promise, but I want to note that even with the best will in the world, it might be hard to deliver on. I would cheerfully promise one factory, especially alongside of a plan that already invests two dice in one (such as yours or mine). But promising two relies heavily on us being able to complete a second factory entirely in Q4, possibly alongside of needing to roll a third and hopefully final die in Q3. That's a little much, given the time constraints.

Right now our probability breakdown for Zone Armor is
-[] Ground Forces Zone Armor (Set 1) 0/190 2 dice 40R 31%, 3 dice 60R 86%, 4 dice 80R 99%

Now, we can hope that the Zone Defender Revision has lowered the Progress requirements of Zone Armor factories a bit. The other plausible possibility is that it's lowered the cost per die to 15 R/die, which would be lovely but doesn't really help us much right now if we're trying to rush factories out the door quickly when we have a lot of money to spend.

But as we see, even a fairly generous Progress cut (greater than or equal to the impact of the entire myomer production infrastructure we've established so far) leaves us... Well, let me run some hypotheticals.
-[] Ground Forces Zone Armor (Set 1) 0/190 2 dice 40R 31%, 3 dice 60R 86%, 4 dice 80R 99.1% (*)
-[] Ground Forces Zone Armor (Set 1) 0/180 2 dice 40R 39%, 3 dice 60R 90%, 4 dice 80R 99.5%
-[] Ground Forces Zone Armor (Set 1) 0/170 2 dice 40R 49%, 3 dice 60R 93%, 4 dice 80R 99.8%
-[] Ground Forces Zone Armor (Set 1) 0/160 2 dice 40R 58%, 3 dice 60R 95.4%, 4 dice 80R 99.9%

Unless we make some very optimistic assumptions about the impact of the Defender revision on the cost of the factories, we cannot reasonably guarantee that a given factory completes "come Hell or high water" unless we are willing to spend four dice. I am not at all happy about the idea of spending four dice on any single Zone Armor factory unless I cannot avoid it, and I am certainly not happy about doing so in 2061Q4. Three dice, I would be willing to spend, but with three dice, we might well be in the position of having only a 90% chance of keeping our promise... which is not good enough for me.

While I strongly support a sincere and powerful effort to complete two Zone Armor factories by end of year, I am very hesitant to promise ZOCOM that we can do so, unless we are willing/able to commit to spending three dice on Zone Armor this turn (two on one factory and one on a second).
________________________________

*(I tend to apply a third decimal place to probabilities greater than 95% or less than 5%, because there is actually a pretty significant difference between a 5.4% chance of something happening and a 4.6% chance even though both round to 5%)
 
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Further revisions and a name change to my plan draft.



MONEY BUDGET
1165/1200 R

CAPITAL GOODS BUDGET
+16 (baseline) +6 (crystal beam) -1 (Mastodons) -2 (Newark) -1 (New York) = +18

FOOD BUDGET
+27 (baseline) -5 (refugees) -4 (ranching) -6 (granaries with freeze-drying) = +12
(Yes, I am still making pessimistic assumptions about how much they will eat. +14 if the refugees eat only -3 Food next turn, as they did in 2061Q2)

MILDLY PESSIMISTIC ENERGY BUDGET
+17 (baseline) +10 (crystal beam) -2 (ranching) -4 (refineries) -2 (URLS) -5 (Newark) -3 (Mastodons) -3 (New York) = +8 Energy.

(Obviously, this assumes everything completes; many projects might or might not. 13% chance of +4 more if Bergen completes, 6% chance of -10 less if Crystal Beam doesn't complete, very slim chance of going into negatives if our luck is absolutely ass and everything power-hungry completes but nothing power-generating does)

7/7 Free dice

[] Draft Plan Attempting To House The Everybody
-[] Infrastructure (5 dice, +32 bonus, 60 R)
--[] Yellow Zone Fortress Towns Phase 6 220/300 (1 die, 20 R) (68% chance)
--[] Blue Zone Apartment Complexes (Phase 8+9) 15/320 (3 dice, 30 R) (Phase 8, 21% chance Phase 9)
--[] Emergency Caloric Reclamation Processor Installations 0/80 (1 die, 10 R) (68% chance) (Likely -5 PS on completion)
-[] Heavy Industry (5 dice, +29 bonus, 80 R, -30 RpT)
--[] Continuous Cycle Fusion Plants (Phase 9) 128/300 (1 die, 20 R) (1/2 median)
--[] Crystal Beam Industrial Laser Deployment 433/600 (3 dice, 60 R) (96% chance)
--[] Distributed Heavy Industrial Authority (1 die, -30 RpT) (autosuccess)
-[] Light Industry (4 dice, +24 bonus, 120 R)
--[] Bergen Superconductor Foundry Phase 3 0/380 (4 dice, 120 R) (13% chance)
-[] Agriculture (4 dice, +24 bonus, 50 R)
--[] Ranching Domes 228/250 (1 die, 20 R) (100% chance)
--[] Strategic Food Stockpile Construction Phase 3+4 128/375 (3 dice, 30 R) (Phase 3, 44% chance of Phase 4)
-[] Tiberium (7 dice, +39 bonus, 165 R)
--[] Tiberium Processing Plants Stage 2 20/200 (2 dice, 60 R) (63% chance)
--[] Tiberium Inhibitor Deployment (RZ-7 North America) 0/120 (1 die, 30 R) (35% chance)
--[] Tiberium Inhibitor Deployment (YZ-11 Colombia) 0/130 (1 die, 30 R) (25% chance)
--[] Tiberium Harvesting Claw Deployment 0/380 (3 dice, 45 R) (3% chance)
-[] Orbital (6 dice + 1 Free Die + EREWHON!!!, +26 bonus, 140 R)
--[] GDSS Enterprise Phase 5 997/1535 (6+E dice, 120 R) (58.6% chance)
---[] Likely number of dice needed in 2061Q4 for 99.9% chance of completion follows:
---[] 58.6% of 0 dice (and done), 15.0% of 1 die, 12.8% of 2 dice,
---[] 9.2% of 3 dice, 3.7% of 4 dice, 0.7% of 5+ dice.
--[] Lunar Rare Metals Harvesting (Phase 2) 56/115 (1 die, 20 R) (83% chance)
-[] Services (5 dice, +27 bonus, 125 R)
--[] Human Genetic Engineering Programs 0/120 (1 die, 25 R) (28% chance) (-5 PS on completion)
--[] NOD Research Initiatives 87/200 (1 die, 30 R) (35% chance)
--[] Regional Hospital Expansions Phase 1 (2 dice, 50 R) (2/4 median)
--[] Ocular Implant Development 0/120 (1 die, 20 R) (28% chance)
-[] Military (8 dice + 6 Free dice + AA die, +26 bonus, 275 R)
--[] ASAT Defense System Phase 4 36/220 (1 die, 20 R) (1/2 median)
---[] I am specifically planning for overkill on this project in Q4 to finish
---[] The overkill is actively profitable; it lets us spend 20R/die dice...
---[] ...To work on the 30 R/die Phase 5, which we're very likely to want next Plan.
--[] OSRCT Stations Phase 3 5/690 (8 dice, 160 R) (Phase 3, 24% chance of Phase 4, 42% with Seo bonus)
--[] Universal Rocket Launch System Deployment (Phase 3) 133/200 (1 die, 15 R) (75% chance)
--[] Ground Forces Zone Armor (New York) 0/??? (2 dice, 40 R) (31% or better chance)
--[] Escort Carrier Shipyards (Newark) 179/240 (1 die, 20 R) (81% chance)
--[] Mastodon Heavy Assault Walker Deployment 144/225 (1+AA dice, 20 R) (93% chance)
-Bureaucracy (4 dice, 100 R)
--[] Administrative Assistance: Mastodons
--[] Interdepartmental Favors
---[] Navy: Develop and Deploy Governor-A (+5 PS)
---[] Other favors as appropriate
--[] Banking Reforms (-100 R)
--[] Erewhon: Play Space Factorio

A variant of this, Attempting To Supply The Zone Armor, could be drafted in which I spend zero dice on ASAT Phase 4, specifically planning to throw four dice at it in Q4 for sheer crushing overkill. Then I'd use the ex-ASAT die to start a second Zone Armor factory, leaving me reasonably confident of completing two factories by end of 2061Q4, and willing to promise that outcome to ZOCOM for an additional +5 PS.

Another variant, not mutually exclusive with the first one, is Attempting To Prepare For Chicago, in which we put two dice on E-CRP (to be more certain of completing the project this turn) and specify that we do NOT want to overcomplete to Phase 2 of the project (because that would be even more unpopular).
 
If we do Distributed Heavy Industrial Authority what should we do with Alternate Energy?

We can't do both, because we won't be able to do much with just 3 HI dice, right?
 
I think we can do both, but it probably isn't a good idea to do so until we get more HI dice.

IIRC, the rule is that we literally cannot if it'll bring us under 3 dice (or under 4, if it is one of our three focuses).
 
If we do Distributed Heavy Industrial Authority what should we do with Alternate Energy?

We can't do both, because we won't be able to do much with just 3 HI dice, right?
We have enough +Energy options that we can probably manage without DAE for a while. Also, we may have options in 2062 that boost our Heavy Industry dice considerably, depending on how our recruitment rolls in the first few turns look.

The thing is, we need two big things out of Heavy Industry: Energy, and Capital Goods. DAE provides one of those things; DHIA provides the other. So the question is, which is more urgent/important? I think +2 Capital Goods per turn for 30 RpT is a better deal than +3 Energy per turn for 10 RpT, so that one has priority in my book. We have options for what to do about Energy.
 
I mostly fear Next Plan Goals.

If it's Chicago 5 + Boston 5 it is probably doable with 4 dice.

But if it's Getting Nuuk 5 with 4 dice, I'm not sure, mostly because all the Energy overheads.

That said we will probably get a choice, right?
 
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I mostly fear Next Plan Goals.

If it's Chicago 5 + Boston 5 it is probably doable with 4 dice.

But if it's Getting Nuuk 5 with 4 dice, I'm not sure.

That said we will probably get a choice, right?
Historically, we've gotten Capital Goods targets for the Four Year Plans, but we usually don't have to commit to finishing specific projects. OSRCT Phase 4 and ASAT Phase 4 were exceptions, and I'm pretty sure that's because some commander in the Space Force managed to pull some strings to very good effect.

But the last two times, Parliament has just said "get me +X Capital Goods, I don't care how." Promising to complete big projects is sometimes a way to help attract votes from the parties, so we do it, but we never have to choose any one thing.

Still, let's actually math this out. I'm going to assume Wadmalaw Kudzu Phase 3 because it's an obvious bonus-seeking option

If we take DHIA, that's a guaranteed +32 Capital Goods over the course of the Plan.

Assuming we use dice very efficiently, Chicago Phase 4+5 is 1650 Progress, best completed in 'surges' of one Heavy Industry die and five Infrastructure dice. That's an average of 303+30+165 = 498 Progress per shot, so we should bank on needing four such surges, though the last one may be reduced in scope, or using Free dice to make each surge more powerful.

18-20 Infrastructure dice and 3-4 Heavy Industry dice in four turns, for +18 Capital Goods.

North Boston Phase 5 is 2400 Progress, all with Heavy Industry dice that average 80.5 Progress per die (with caffeine). Straightforwardly, 30 dice for +32 Capital Goods.

Nuuk Phase 4 is 1200 Progress, again at 80.5 Progress per die. 15 dice for +32 Capital Goods.

Nuuk Phase 5 is 2400 Progress, so 30 dice for +64 Capital Goods.

...

Now, realistically we're going to need Heavy Industry for power supplies, so we can't actually count on having as many dice as we'd like. If we only have four dice per turn, with the fifth going to DHIA, we may only be able to spare an average of two of them per turn on Capital Goods projects. This makes Chicago very attractive because it gets us partway to the target with almost negligible Capital Goods investment, but we could, for example, count on:

DHIA + Chicago Phase 4+5 + Nuuk Phase 4 for +32+18+32 = +82 Capital Goods.
18-20 Infrastructure dice, ~18 Heavy Industry dice, commit to DHIA and -1 Heavy Industry die per turn.

Not so bad. We can count on some extra +Capital Goods from Light Industry projects like Reykjavik and (in 2064-65, probably) Bergen, too. We could definitely get to +90 Capital Goods even without going to Phase 5 on North Boston or Nuuk- which is not to say we shouldn't try to do one or the other. North Boston, in particular, is attractive in the early 2062-63 timeframe if we can stand to rely on DHIA, Chicago, and Light Industry as our main Capital Goods sources while Heavy Industry plugs away at the megaproject.

...

Getting either of the thirty-die capstone megaprojects will implicitly require us to have more than four Heavy Industry dice to have any realistic chance of success, or take literally the whole Plan to accomplish.

Pushing through to Long Term Systematic Planning Organization would help, since it gives us an option to complete megaprojects more cheaply through locked dice allocation... but LTSPO costs -20 Capital Goods and -2 Free dice in its own right, so it creates a chicken-and-egg paradox.
 
Yeah… let's hope we'll be able to find someone good at HI during recruitment drives.

Regarding plan Simon - wasn't New York shipyard replaced by Newark?
Only other gripe I have - maybe throw AA dice at Ranching domes, and 4 Agri dice at Granaries?

We do that and there's a chance we'll have agriculture goals clear in Q3.
Though we'll sacrifice favours and banking or Mastodon, so is it worth it?
 
I am not averse to making this particular ZOCOM promise, but I want to note that even with the best will in the world, it might be hard to deliver on. I would cheerfully promise one factory, especially alongside of a plan that already invests two dice in one (such as yours or mine). But promising two relies heavily on us being able to complete a second factory entirely in Q4, possibly alongside of needing to roll a third and hopefully final die in Q3. That's a little much, given the time constraints.

Presumably ZOCOM wouldn't be put out too much if we throw 3 dice at each of the factories and have to deal with bad rolls. We might lose the PS, we might take a minor penalty, but it'd be 'the Treasury had to do something on a short time line and tried sincerely, and will complete ASAP'.

It'd be different if we made the promise and then did absolutely nothing for ZOCOM.
 
Presumably ZOCOM wouldn't be put out too much if we throw 3 dice at each of the factories and have to deal with bad rolls. We might lose the PS, we might take a minor penalty, but it'd be 'the Treasury had to do something on a short time line and tried sincerely, and will complete ASAP'.

It'd be different if we made the promise and then did absolutely nothing for ZOCOM.
I understand. However, this is my personal feelings in the matter; I value Treasury's reputation for consistently delivering on promises quite highly.

I'm sure we'll have other Interdepartmental Favors options to get us as much +PS as we can reasonably use, without necessarily choosing that particular favor. The ones Ithillid listed are only examples, after all.

I, personally, will not vote for any plan that promises ZOCOM two factories by December 2061 and does not spend at least two dice on one factory and one die on the other, unless the Progress cost of Zone Armor factories drops a lot more than I expect it to because of the Defender revision, or unless something else changes things up pretty drastically. But I can at least understand why someone else might.
 
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Bad rolls are something that happens, and ZOCOM recognizes you are working with a very tight schedule. Even if you do something like throwing two dice apiece at say three separate factories, and get one or none, that is not a huge deal. You moved, you might end up a few months behind schedule, but you are moving on their priorities and putting a reasonable level of investment into getting things going.
 
Regarding plan Simon - wasn't New York shipyard replaced by Newark?
Yes, but the New York Zone Armor factory wasn't.

Only other gripe I have - maybe throw AA dice at Ranching domes, and 4 Agri dice at Granaries?
Remember the trouble we had with the Savannah MARV hub.

If we roll an AA die on Ranching Domes, there is a slim (6%) chance that we fail and have to roll yet another expensive 20 R/die die on the project. Whereas committing a normal Agriculture die gives us absolute certainty of completion on bonuses alone, with all the political benefits thereof.

AA/Erewhon dice are a flat d100, so while they usually contribute quite a bit of bulk Progress to an action, they don't have to. They are best combined with other dice on projects that are still a good ways from completion, or projects where the activation cost of the dice is cheap so blowing it isn't wasteful, or on projects where there's plenty of time.

In this case, I'm planning around E-CRP, so I don't need to get past Phase 4 of the granaries. My 'pessimistic' scenario for hitting the Stored Food target in 2061Q4 consists of rolling one Infrastructure die (to finish an incomplete E-CRP project) and one Agriculture die (to finish an incomplete granray phase).

To me, having a somewhat higher chance of not having to finish Phase 4 of the granaries next turn doesn't justify having any chance of not finishing Ranching Domes this turn, given how long the project's already been strung out for.

We do that and there's a chance we'll have agriculture goals clear in Q3.
Though we'll sacrifice favours and banking or Mastodon, so is it worth it?
I would say no. Mastodons is far enough from completion that the extra AA die is necessary to give it a good chance of completion. Taking an AA die off an attempt to complete one Plan goal in Q3 to (indirectly) boost another attempt to complete a Plan goal in Q3 is just robbing Peter to pay Paul. And I consider the combination of the banking reforms and Interdepartmental Favors to be too important.

Bad rolls are something that happens, and ZOCOM recognizes you are working with a very tight schedule. Even if you do something like throwing two dice apiece at say three separate factories, and get one or none, that is not a huge deal. You moved, you might end up a few months behind schedule, but you are moving on their priorities and putting a reasonable level of investment into getting things going.
Yeah. I figure that if we throw three dice each at two factories, ZOCOM will likely forgive us. They might be happy with two dice each on three, though I wouldn't because it's suboptimal for the goal of "actually get two factories." Six dice in general would probably satisfy them.

I just have a personal hangup about not wanting to make Plan commitments and then failing to fulfill them. I want to be in a position where I know that some reasonable effort on our part (with a slim change of being forced to make un-reasonable efforts in unreasonably improbable bad luck) can assuredly get the job done (save in the most freakish one-in-a-thousand scenarios).

But that's me being picky, not me telling other people what to believe.
 
@Oledoms You do realize that the GDIOnline portions are crowd-sourced by @Ithillid , yes? And thus different people are writing different forum characters?


I am aware, yes? I mostly used original characters on the Omake. Only exception is Solan and AccomplishingProvidence although its mentioned that the latter is Ilithid so it might be okay to use

To clarify a bit, GDIOnline characters are often reserved for the person writing them, and the omake used some characters both without permission and in ways their authors wouldn't have written them.

Can you point me to the names so I can edit them later when I have the time
 
I am aware, yes? I mostly used original characters on the Omake. Only exception is Solan and AccomplishingProvidence although its mentioned that the latter is Ilithid so it might be okay to use
No, the AccomplishingProvidence is KnightDisciple, which is why they are taking you to task on this because you have been writing their character without permission from them. I don't know about Solan however.
 
No, the AccomplishingProvidence is KnightDisciple, which is why they are taking you to task on this because you have been writing their character without permission from them. I don't know about Solan however.

Good Point, I will edit the omake.when I get the time later. Probably changing the wording as well for future chat omakes using original characters
 
Q3 2061
Q3 2061

Resources:‌ ‌1200 + 0 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
22.47 Blue Zone
0.01 Cyan Zone
1.69 Green Zone
22.32 Yellow Zone (93 points of mitigation)
53.51 Red Zone (65 points of mitigation)

Current Economic Issues:
Housing: +47 (20 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +17 (+4 in reserve)
Logistics: +30 (-3 from military activity)
Food: +27 (+20 in reserve)(-3 per turn from increasing population) (Perennials: +1 on Q4 2061, +1 on Q1 2062, +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +16 (+130 in reserve)
STUs: +11
Consumer Goods: +58 (-10 from demand spike) (-4 per turn from increased population) (+3 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064) (Net +4)
Labor: +47 (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2115/2470)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +95
Maintenance Reductions: +40
Green Zone Water: +6


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌20; ‌158)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌25; ‌310)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Food: 8 points in reserve
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Deploy Crystal Beam Industrial Laser



Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Stage 4) (Updated)
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 1/600: 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 220/300: 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 8) (Updated)
Further construction of apartment complexes will expand the new urban cores being spread around the blue zones. However, these will increase pressure on GDI's logistics network, as everything they need is going to have to be shipped in. Developing the economies of the new urban cores should substantially reduce this dependence on shipping.
(Progress 15/160: 10 resources per die) (-3 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-3 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-3 Logistics, +6 Housing)

[ ] Rail Network Construction Campaigns (Phase 5)
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, while new city centers are the largest growing strain.
(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 2)
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 22/250: 25 resources per die) (+5 Logistics)
(Progress 0/200: 25 resources per die) (+8 Logistics)

[ ] Urban Metros (Phase 4) (New)
Developing the new urban cores will require not only industrial and commercial developments, but longer term preparation and interconnectedness. While much will be able to be handled by light and heavy rail, or riverine barges, and other energy cheap means of transport, much will be based on busses and trucks as well, especially as the manufacturing base spreads beyond the industries that can be healthily colocated with human habitation.
(Progress 0/150: 15 resources per die) (+3 Logistics, -2 Energy)

[ ] Chicago Planned City (Phase 4)
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
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 0/180: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter)

[ ] Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated)
While even building CRP installations as an emergency baseline is politically controversial, especially as part of a systematic effort to make food reserves go further, it is something that could quickly make good the Treasury's commitments for calories in reserve, operating at a slow pace during peacetime turning regional food waste into emergency rations.
(Progress 0/80: 10 resources per die) (+5 Food in reserve)
(Progress 0/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)

Heavy Industry (5 dice)

[ ] Advanced Alloys Development (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 9) (Updated)
While the pace of factory construction is likely to decline as GDI stands down from ongoing offensives, more immediate fusion generation is likely to continue to be a high priority. At the same time, there are significant concerns about the longevity of the class.
(Progress 137/300: 20 resources per Die) (+16 Energy) (-2 Labor)

[ ] Improved Continuous Cycle Fusion Development (Tech)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more of an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)

[ ] 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)
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 Deployment
Producing enough of the Crystal beam lasers in enough varieties, from the microscale laser etching systems, to massive steel cutting lasers, is going to require hundreds of plants. Between the overall fragility and ease of production it is far more efficient to build a relatively small and specialized plant for each major industrial area than to try to feed everyone from a single major site. While this does pose some significant security concerns due to the potential for product loss, CBLs are not of particular interest to the Brotherhood of Nod.
(Progress 433/600: 20 resources per die) (+6 Capital Goods, +10 Energy)

[ ] Low Velocity Particle Applicator Development (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)

[ ] Personal Electric Vehicle Plants
While production of commercial scale trucks is sufficient, there are a substantial number of people who need or want a variety of smaller vehicles for a number of reasons. Ranging from small cooperatives who need minivans and microvans, to families wanting personal transport, these small vehicles are, for the most part, currently out of favor but in great demand.
(Progress 0/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support)

[ ] Microfusion Cell Development (Tech)
A micro scale fusion cell, designed for personal scale high density energy needs, is of critical importance, especially with the advent of ever more power hungry personal systems, ranging from energy weapons, to personal tools for space construction. While it is almost certain to be Elerium hungry, that is an unfortunate requirement for such systems.
(Progress 0/60: 20 resources per die)

[ ] 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)

[ ] Distributed Heavy Industrial Authority
While the Initiative's recent massive heavy industrial production plants offer significant efficiency in terms of resources invested, they also take a long time to construct and are a significant strategic vulnerability. While a more dispersed manufacturing base will be more expensive to set up, it will also be significantly harder to knock out significant sections of key industries.
(+2 Capital Goods per turn, -30 Resources per turn, -1 Heavy Industry Dice)

Light and Chemical Industry (4 dice)

[ ] Reykjavik Myomer Macrospinner (Phase 5)
At this point, Reykjavik's macrospinner is entering its final form, a substantial district of the city in its own right, and one of the largest complexes in the world 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 3)
While current production of superconductors is enough for a few test batches of new style fusion power plants, beginning to produce enough for a full rollout is somewhat more problematic, and will require significant expansions to the Bergen system.
(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 and medicines, to 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 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)

[ ] Civilian Ultralight Factories
With reduction in the need for military development, civilian ultralight aviation has quite a bit of potential, both practical and more recreational. For practical uses, it is a field where it is both long range specialist deliveries, and more short ranged vertical delivery capacity. Recreationally, it is a regaining of personal flight.
(progress 0/190: 15 resources per die) (+8 consumer goods) (-1 Energy)

[ ] Carbon Nanotube Foundry Expansions
While making longer carbon nanotubes is still difficult, making substantially more carbon nanotube is relatively easy, and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/300: 20 resources per die) (+4 Capital Goods)

[ ] Artificial Wood Development (Tech)
While there are an array of current approaches to produce fake woods, mostly using foamed polymers, none actually provide a reasonably close approximation. However, new methods using cellulose and lignin do offer some promise, although mostly for relatively low end uses of wood.
(Progress 0/60: 10 resources per die)

[ ] Department of Distributed Manufactures
Development of light industrial workshops across the Initiative is a critical component of long term industrial development. Instead of focusing on highly complex, and often experimental manufacturing processes, these will use older, tried and tested methods to produce significant goods that need less transport, and employ larger numbers of people.
(+1 Capital Goods per turn, -20 resources per turn, -1 Light and Chemical Industry die)

Agriculture (4 dice)

[ ] Agriculture Mechanization Projects (Phase 2)
Expanding the robotization of agriculture to rapidly improve the total food supply will require vast numbers of units, produced in dozens of robot foundries around the world, but mostly supplied by Nuuk, and the myomer macrospinners, their efficiencies creating cascade effects.
(Progress 26/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 5)
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 18/140: 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 228/250: 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)
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)

[ ] Strategic Food Stockpile Construction (Phase 3) (Updated)
A third wave will expand existing stockpiles, and add a number of localized caches, many positioned to speed evacuations away from potential battlefields.
(Progress 128/175: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)

[ ] Caloric Reclamation Processor (Phase 1)
While incredibly politically unpopular, Caloric Reclamation systems can make existing food production go much further, taking otherwise wasted foods and turning them into shelf stable noodles and bricks for later consumption.
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-15 Political Support)

[ ] Department of Core Crops (New)
Building a constant, sustainable supply of food is a critical priority for the Initiative. While it will not be able to significantly expand the Initiative's diet, it will provide for a steady increase in core grains, vegetables, and fish, as they expand both the logistical and capital investments into GDI's networks of aquaponic farms.
(-1 Agriculture Dice, -15 resources per turn) (+2 Food per turn)

Tiberium (7 dice)

[ ] Tiberium Vein Mines (Stage 2) (Updated)
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 [20-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)

[-] Yellow Zone Tiberium Harvesting (Phase 11) (Updated)
With the risk of nuclear exchange far too high at this time, further offensives into the Yellow Zones are not viable.
(Progress -/350: 20 resources per die) (small additional income trickle [5-15 Resources]) (3 points of Yellow Zone Mitigation)

[ ] Intensification of Green Zone Harvesting (Stage 7) (Updated)
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 78/100: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of yellow zone mitigation) (1 Stage available)

[ ] Red Zone Tiberium Harvesting (Stage 12) (Updated)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/150: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] 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 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)

[ ] 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 54/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)

[-] Tiberium Glacier Mining (Stage 13) (Updated)
There are currently no open glacier faces for expansion of mining activity.
(Progress 38/205: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 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)

[ ] 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) (Updated)
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 only somewhat cheaper than fusion for the amount of energy produced.
(Progress 41/140: 20 resources per die) (-5 Political Support) (+10 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 lifeforms 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)

[ ] Venusian Tiberium Studies (New)
While the SCED is certainly competent enough, they lack the resources and the expertise with Tiberium that the Treasury has spent over a half century developing. Although it is, from preliminary experimentation, not particularly different from terrestrial tiberium, there are significant potential scientific gains from studying Tiberium that developed in a very different environment.
(Progress 0/120: 25 resources per die)

[ ] Improved Hewlett Gardener Process Development (Tech)
While larger changes are likely to be needed in the near future, minor changes are already being suggested by the scientists rescued from the Brotherhood of Nod. These will be far from a revolutionary change, only nibbling around the edges, but is likely to make a small but noticeable difference in the pace of xenotech deployment.
(Progress 0/160: 20 resources per die)

[ ] Tiberium Harvesting Claw Deployment
While not as critical as the new tendril harvesters, harvesting claws have potential to improve the efficiency of the vein mines, and reduce overall equipment damage.
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)

[ ] Red Zone Energy Refits (Phase 1) (New)
While the layouts of existing Red Zone harvesting operations are dramatically inefficient for the Ion Storm collectors compared to the proposed models, refitting some number of operations will have significant power savings for the rest of the Initiative's energy system.
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)

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 997/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)

[ ] 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)

Lunar Operations

[ ] Lunar Rare Metals Harvesting (Phase 2)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently there are better sources of such materials available, these will become increasingly competitive as orbital and lunar infrastructure improves, as they will not have to be lifted out of Earth's gravity well.
(Progress 56/115: 20 resources per die) (+5 Resources per turn)

[ ] Lunar Regolith Harvesting (Phase 3)
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 57/295 20 resources per die) (+15 Resources per turn)

[ ] Lunar Heavy Metals Mines (Phase 4)
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 25/350: 20 resources per die) (+20 Resources per turn)
(Progress 0/340: 20 resources per die) (+2 Heavy Metals)
(Progress 0/330: 20 resources per die) (+2 Heavy Metals)
(Progress 0/320: 20 resources per die) (+2 Heavy Metals)
(Progress 0/310: 20 resources per die) (+2 Heavy Metals)
(Progress 0/300: 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)

[ ] Advanced Electronic Video Assistant Deployment (Updated)
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) (-4 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) (-4 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) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Agriculture(Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Tiberium(Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Orbital (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Services (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Military (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Bureaucracy (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 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)

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree, especially with the wide array of captured materials from the war. While it will be expensive, sufficient funding can provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 87/200: 30 resources per die) (1d10-1 technologies)

[ ] Regional Hospital Expansions (Phase 1)
With the Initiative expanding into new urban zones, and the existing hospitals being already at the limits of their effective expansion, a series of new model hospitals, built with medical assistants and neurally interfaced operations in mind, will substantially increase GDI's ability to treat patients and improve overall health outcomes.
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Ocular Implant Development (Platform)
While there are many elements to building effective ocular implants that are distinctly difficult at best, one of the more common injuries on the modern battlefield is flash blindness, with laser reflections and potentially the lasers themselves damaging or destroying critical parts of the eye. While the prosthetic will likely be difficult to implant, and significantly bulky, any form of sight is better than none.
(Progress 0/120: 20 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 (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)
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, +5 Political Support)

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

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 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)

[ ] Zrbite Sonic Weapons Development (Tech)
The development of improved sonic weapons has been an ongoing concern. While the Initiative before the Third Tiberium War had reached the practical limits of existing technology, work with stable transuranic elements has unlocked significant potential to both downscale systems to create effective sonic guns on the personal scale, and improve larger scale systems.
(Progress 0/60: 20 resources per die)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase effectively available CAS and ASW assets around the world, especially for land based air. Additionally, with these following the A-16 pattern, and therefore carrying air to air missiles, they will be a significant aid in fending off Brotherhood air attack.
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)

[ ] Hammerhead Wingmen Drone Deployment (Phase 1)
The Hammerhead is a less than immediately survivable craft, with significant problems in the modern combat airspace. Despite that, they are widely used, and adding wingman drones to carry missiles, countermeasures, and potentially a wide array of other systems to increase overall survivability and decrease pilot losses is a critical element in their long term utility.
(Progress 0/200: 20 resources per die) (-2 Energy)
(Progress 0/200: 20 resources per die) (-2 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)

[ ] 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)

[ ] 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. As GDI has weathered the storm, this is mostly required for political reasons at this time.
(Progress 133/200: 15 resources per die) (-2 Energy)

[ ] Railgun Munitions Factories (Phase 1)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)

[ ] Guardian Mark 2 Development (Platform)
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)

[ ] Armadillo HAPC Development (Platform)
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)

[ ] Mammoth Block Four Development (Platform)
The existing mammoth is a powerful asset, but one that is, even with refits such as railguns and existing point defense systems, heavily aged. A significant revamp is needed, to not only fix the problems that emerged during the Third Tiberium War, but also ensure that it is able to fight effectively in the post Regency War context.
(Progress 0/40: 10 resources per die)

[ ] MBT-7 Paladin Development (Platform)
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 resources per die)

[ ] 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 0/180: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/180: 20 resources per die)(-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] London (Progress 0/180: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -3 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 Deployment
While not the revolutionary treatments desired, producing a small-scale field deployment of effective hallucinogen countermeasures will be a potentially significant shift in the ability of GDI to hold terrain against Brotherhood infiltration.
(Progress 0/120: 25 resources per die)

Navy

[ ] Infernium Laser Refits
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
-[ ] Newark (Progress 179/240: 20 resources per die) (-5 Energy, -2 Capital Goods)

[ ] Governor A Development (Platform)
The Governor class cruisers are a bit of an oddball in the Initiative fleet. Designed before the advent of modern laser based point defense systems, the ships lack in a number of significant ways, including missing forward aspect anti-missile defense systems. The -A model will be a rather thorough redesign, stripping the Governor of nearly all of its upperworks to reposition a number of features, add a second laser point defense mount, and switch some of its other mounts to the Thunderbolt based missile launchers.
(Progress 0/40: 15 resource per die)

(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)

Steel Talons

[ ] Mastodon Heavy Assault Walker Deployment (High Priority)
Building major Mastodon production facilities in Carentan and Wonsan will construct the core of the long term heavy industrial sites for the Steel Talons. Located to support still open battle fronts, GDI expects them to last for years, and be close enough for the Mastodons to walk cross country rather than stressing rail networks with special trains.
(Progress 144/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)

[ ] 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)
A much stronger 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)

[ ] Unmanned Support Ground Vehicle Development (Tech)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Antiaircraft Vehicle are a strong starting point for the development of support vehicles. Instead of needing to man every vehicle on the ground, automated support vehicles can be used to either mount optional weapons loads, or be sent into dangerous positions rather than risking manned vehicles.
(Progress 0/80: 20 resources per die)

[ ] Sparkle Shield Module (Tech)
An upgrade to the shimmer shields, and a significant revision to the system overall, the shield module should be capable of producing much larger and more complicated shield shapes, while also strengthening the defensive properties of the shield system.
(Progress 0/120: 30 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 (Updated)
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.
(Can select multiple)

-[ ] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌28; ‌150)‌: ‌ Turn over 5 Capital Goods, and 20 resources per turn to the private market: +1d20 steps.
-[ ] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
-[ ] Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌: Complete Shark class Frigates: +1d10 steps.
-[ ] Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌: N/A
-[ ] United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌: Complete 2 phases of Blue Zone Arcologies: +2d10 steps.
-[ ] Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌: Complete Columbia Phase 1: +2d20 Steps.
-[ ] Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10): Commit to completing at least four industrial capstones in reallocation: +2d20 steps.
-[ ] Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5): Commit to completing Chicago Planned City next plan. (+1d30 steps)
-[ ] Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0): Complete Ranching Domes: +1d3 steps
-[ ] Reclamation Party: 12 Seats (0; 8; 4; 0): Commit to Increase Red Zone Abatement by at least 20 points next plan: +2d6 steps
-[ ] Developmentalists:‌ 1038 ‌seats‌ ‌(500;‌ ‌238;‌ 250;‌ ‌50)‌: Commit to raising GDI Income by at least 1200 over the course of the next plan: +2d20 steps.

[ ] Interdepartmental Favors (Updated)
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.
(Can select multiple)
-[ ] Navy: Develop and Deploy Governor A: +5 Political Support
-[ ] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
-[ ] Multiple Civilian Departments: Take no more than 20 percent of budget at reallocation: +15 Political Support
-[ ] InOps: Turn over at least 60 RpT per year over the course of the next plan (minimum of 1680 resources; ongoing transfers to InOps end in 2065 reallocation): +10 Political Support
-[ ] SCED: Develop and build at least one Conestoga class : +5 Political Support

[ ] Lobby for Legal Reforms (New)
While the Treasury has vast and sweeping powers, the legislature also has a say, and many of their areas of influence overlap with economic and social affairs. Putting together coalitions and directly interfering with parliamentary affairs may rub some representatives the wrong way, but it can clear the way for Treasury operations.
(Initiates subvote)

[ ] Banking Reforms
By proposing adjustments to the regulations around banks, and encouraging the establishment and expansion of credit unions using the Initiative's resources, it should solve some of the financialization issues. While it will not fix the problems of lacking in supplies of capital goods and talented labor, and exacerbate them in some ways, it is one step towards a more functional economy.
(Must maintain 100 resources in reserve.)

[ ] Long Term Systematic Planning Organization
While GDI has operated for the last decade on an emergency wartime basis, systematically organizing around a longer term planning basis is likely to save significant resources in the long run, as dedicated teams working on projects long term are noticeably more efficient, and are typically putting less strain on the system than various attempts at shock effort.
(-2 Free Dice) (-20 Capital Goods) (Significantly reorganizes project management) (+10 Dice Capacity)

[ ] Predictive Modeling Management
While Artificial Intelligence is far from a panacea, it is a significant way to adjust overall strategic modeling, and make development significantly more predictable. While it will not eliminate the possibility of things going horrifically wrong, it will improve overall outcomes.
(-10 Capital Goods) (Changes dice to 2d50)

** 4 Hour Moratorium on Voting **

Infrastructure 5 dice +32
-[] Blue Zone Arcologies (Stage 4) (Updated) 1/600 6 dice 90R 11%, 7 dice 105R 47%, 8 dice 120R 82%, 9 dice 135R 97%
-[] Blue Zone Arcologies (Stage 4+5) (Updated) 1/1200 12 dice 180R 3%, 13 dice 195R 14%, 14 dice 210R 40%, 15 dice 225R 68%
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 68%, 2 dice 40R 100%
-[] Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 28%, 5 dice 100R 77%, 6 dice 120R 97%
-[] Blue Zone Apartment Complexes (Phase 8) (Updated) 15/160 1 die 10R 3%, 2 dice 20R 79%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 8+9) (Updated) 15/320 3 dice 30R 21%, 4 dice 40R 75%, 5 dice 50R 97%
-[] Blue Zone Apartment Complexes (Phase 8+9+10) (Updated) 15/480 4 dice 40R 2%, 5 dice 50R 29%, 6 dice 60R 74%, 7 dice 70R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 33%, 4 dice 60R 84%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 8%, 7 dice 105R 41%, 8 dice 120R 78%, 9 dice 135R 96%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 2%, 10 dice 150R 15%, 11 dice 165R 45%, 12 dice 180R 75%, 13 dice 195R 93%
-[] Suborbital Shuttle Service (Phase 2) 22/250 2 dice 50R 14%, 3 dice 75R 75%, 4 dice 100R 98%
-[] Suborbital Shuttle Service (Phase 2+3) 22/450 4 dice 100R 8%, 5 dice 125R 50%, 6 dice 150R 87%, 7 dice 175R 99%
-[] Urban Metros (Phase 4) (New) 0/150 2 dice 30R 76%, 3 dice 45R 99%

-[] Chicago Planned City (Phase 4) 3/550 5 dice 100R 2%, 6 dice 120R 23%, 7 dice 140R 63%, 8 dice 160R 90%, 9 dice 180R 98%
--Alt: 1 HI 4 Infra dice 100R 3%, 1 HI 5 Infra dice 120R 120R 29%, 1 HI 6 Infra dice 140R 71%, 1 HI 7 Infra dice 160R 94%
--Note: Infra/HI dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 50%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 8%, 5 Tib dice 100R 55%, 6 Tib dice 120R 91%
--Alt: 6 Infra 1 Tib die 97%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 4%, 10 Tib dice 200R 24%, 11 Tib dice 220R 60%, 12 Tib dice 240R 87%, 13 Tib dice 260R 98%
--Alt: 6 Infra 3 Tib dice 180R 1%, 10 dice 200R 12%, 11 dice 220R 43%, 12 dice 240R 76%, 13 dice 260R 94%
--Note: Infra/Tib dice makes this complicated.

-[] Tokyo Harbor Reconstruction 0/180 +60/turn 1 die 15R 28%, 2 dice 30R 92%
--Alt 1: Q4 2061 0/120 +60/turn 1 die 15R 88%, 2 dice 30R 100%
--Alt 2: Q1 2061 0/60 +60/turn 0 dice auto
-[] Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0/80 1 die 10R 68%, 2 dice 20R 100%
-[] Emergency Caloric Reclamation Processor Installations (Phase 1+2) (Updated) 0/160 2 dice 20R 68%, 3 dice 30R 98%
Heavy Industry 5 dice +29
-[] Advanced Alloys Development 0/120 1 die 15R 30%, 2 dice 30R 94%
-[] Continuous Cycle Fusion Plants (Phase 9) (Updated) 128/300 2 dice 40R 52%, 3 dice 60R 95%
-[] Continuous Cycle Fusion Plants (Phase 9+10) (Updated) 128/600 5 dice 100R 19%, 6 dice 120R 61%, 7 dice 140R 90%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 120R 30%, 2 dice 240R 94%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 11 dice 220R 4%, 12 dice 240R 19%, 13 dice 260R 47%, 14 dice 280R 74%, 15 dice 300R 91%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%, 3 dice 60R 96%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%, 2 dice 40R 94%
-[] Personal Electric Vehicle Plants 0/300 3 dice 30R 19%, 4 dice 40R 71%, 5 dice 50R 96%
-[] Microfusion Cell Development 0/60 1 die 20R 90%
-[] Division of Alternative Energy -1 HI die -10R Auto
-[] Distributed Heavy Industrial Authority -1 HI die -30R Auto
Light and Chemical Industry 4 dice +24
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 6%, 15 dice 300R 19%, 16 dice 320R 42%, 17 dice 340R 67%, 18 dice 360R 85%, 19 dice 380R 94%
-[] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%, 5 dice 150R 55%, 6 dice 180R 87%, 7 dice 210R 98%
-[] Bergen Superconductor Foundry (Phase 3+4) 0/1140 13 dice 390R 7%, 14 dice 420R 23%, 15 dice 450R 48%, 16 dice 480R 72%, 17 dice 510R 88%, 18 dice 540R 96%
-[] Civilian Drone Factories 292/380 1 die 10R 52%, 2 dice 20R 97%
-[] Civilian Ultralight Factories 0/190 2 dice 30R 28%, 3 dice 45R 83%, 4 dice 60R 99%
-[] Carbon Nanotube Foundry Expansions 0/300 3 dice 60R 12%, 4 dice 80R 59%, 5 dice 100R 91%
-[] Artificial Wood Development 0/60 1 die 10R 85%, 2 dice 20R 100%
-[] Department of Distributed Manufactures -1 L&CL die -20R Auto
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 2) 26/250 2 dice 30R 8%, 3 dice 45R 61%, 4 dice 60R 94%
-[] Blue Zone Aquaponics Bays (Phase 5) 18/140 1 die 10R 18%, 2 dice 20R 83%, 3 dice 30R 99%
-[] Blue Zone Aquaponics Bays (Phase 5+6) 18/280 3 dice 30R 33%, 4 dice 40R 81%, 5 dice 50R 98%
-[] Blue Zone Aquaponics Bays (Phase 5+6+7?) 18/420 4 dice 40R 6%, 5 dice 50R 42%, 6 dice 60R 80%, 7 dice 70R 96%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Vertical Farming Projects (Stage 2+3?) 65/480 4 dice 60R 4%, 5 dice 75R 34%, 6 dice 90R 74%, 7 dice 105R 94%
-[] Ranching Domes 228/250 1 die 20R 100%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%, 3 dice 45R 91%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 4 dice 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 8%, 5 dice 50R 46%, 6 dice 60R 83%, 7 dice 70R 97%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Strategic Food Stockpile Construction (Phase 3) (Updated) 128/175 1 die 10R 93%
-[] Strategic Food Stockpile Construction (Phase 3+4) (Updated) 128/375 2 dice 20R 2%, 3 dice 30R 44%, 4 dice 40R 87%, 5 dice 50R 99%
-[] Strategic Food Stockpile Construction (Phase 3+4+5) (Updated) 128/575 5 dice 50R 19%, 6 dice 60R 58%, 7 dice 70R 88%, 8 dice 80R 98%
-[] Strategic Food Stockpile Construction (Phase 3+4+5+6) (Updated) 128/775 7 dice 70R 8%, 8 dice 80R 33%, 9 dice 90R 67%, 10 dice 100R 89%, 11 dice 110R 98%
-[] Strategic Food Stockpile Construction (Phase 3+4+5+6+7) (Updated) 128/975 9 dice 90R 3%, 10 dice 100R 17%, 11 dice 110R 45%, 12 dice 120R 73%, 13 dice 130R 90%
-[] Caloric Reclamation Processor (Phase 1) 0/80 1 die 10R 60%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) 0/160 2 dice 20R 54%, 3 dice 30R 94%
-[] Department of Core Crops (New) -1 Agri die -15 RpT auto
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 2) (Updated) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3?) (Updated) 5/385 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%, 6 dice 120R 99%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) (Updated) -/350 3 dice 60R 10%, 4 dice 80R 65%, 5 dice 100R 96%
-[] Intensification of Green Zone Harvesting (Stage 7) (Updated) 78/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 7+8) (Updated) 78/200 1 die 15R 33%, 2 dice 30R 96%
-[-] Intensification of Green Zone Harvesting (Stage 7+8+9) (Updated) 78/300 2 dice 30R 26%, 3 dice 45R 89%, 4 dice 60R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) (Updated) 29/150 1 die 25R 34%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Stage 12+13) (Updated) 29/300 2 dice 50R 3%, 3 dice 75R 60%, 4 dice 100R 96%
-[] Red Zone Border Offensives (Stage 1) (Updated) 0/250 2 dice 50R 10%, 3 dice 75R 74%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 1+2) (Updated) 0/500 4 dice 100R 1%, 5 dice 125R 29%, 6 dice 150R 77%, 7 dice 175R 97%
-[] Red Zone Border Offensives (Stage 1+2+3) (Updated) 0/750 7 dice 175R 8%, 8 dice 200R 41%, 9 dice 225R 79%, 10 dice 250R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4) (Updated) 0/1000 9 dice 225R 2%, 10 dice 250R 17%, 11 dice 275R 50%, 12 dice 300R 81%, 13 dice 325R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4+5) (Updated) 0/1250 12 dice 300R 5%, 13 dice 325R 25%, 14 dice 350R 57%, 15 dice 375R 83%
-[] Red Zone Containment Lines (Stage 6) (Updated) 54/225 2 dice 50R 71%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) (Updated) 54/450 4 dice 100R 35%, 5 dice 125R 85%, 6 dice 150R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) (Updated) 54/675 6 dice 150R 17%, 7 dice 175R 61%, 8 dice 200R 91%
-[-] Tiberium Glacier Mining (Stage 13) (Updated) 38/205 2 dice 60R 74%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) (Updated) 38/410 3 dice 90R 4%, 4 dice 120R 51%, 5 dice 150R 92%

-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 55%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%, 2 dice 60R 97%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) (Updated) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) (Updated) 41/280 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
-[] Venusian Tiberium Studies 0/120 1 die 25R 40%, 2 dice 50R 99%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 85%, 3 dice 60R 99%
-[] Tiberium Harvesting Claw Deployment 0/380 3 dice 45R 3%, 4 dice 60R 46%, 5 dice 75R 90%, 6 dice 90R 99%
-[] Red Zone Energy Refits (Phase 1) (New) 0/350 3 dice 75R 10%, 4 dice 100R 65%, 5 dice 125R 96%
-[] Red Zone Energy Refits (Phase 1+2) (New) 0/700 6 dice 150R 2%, 7 dice 175R 23%, 8 dice 200R 65%, 9 dice 225R 92%
-[] Red Zone Energy Refits (Phase 1+2+3) (New) 0/1050 10 dice 250R 6%, 11 dice 275R 30%, 12 dice 300R 65%, 13 dice 325R 89%, 14 dice 350R 98%
Orbital 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 6%, 3 dice 60R 61%, 4 dice 80R 95%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 86%, 9 dice 180R 98%
-[] GDSS Enterprise (Phase 5) 997/1535 5 dice 100R 4%, 6 dice 120R 32%, 7 dice 140R 73%, 8 dice 160R 94%

--GDSS Enterprise Bays (1/3 slots, currently disabled)--
-[-] Military Bay 0/450 4 dice 80R 1%, 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[-] Advanced Materials Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[-] Satellite Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[-] Station Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[-] Gravitic Shipyard 0/450 4 dice 80R 1%, 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[-] Fusion Shipyard 0/500 5 dice 100R 6%, 6 dice 120R 36%, 7 dice 140R 74%, 8 dice 160R 94%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Leopard II Factory 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%

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

-[] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%, 2 dice 40R 100%
-[] Lunar Regolith Harvesting (Phase 3) 57/295 2 dice 40R 5%, 3 dice 60R 55%, 4 dice 80R 92%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/580 5 dice 100R 3%, 6 dice 120R 25%, 7 dice 140R 64%, 8 dice 160R 90%, 9 dice 180R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/350 3 dice 60R 6%, 4 dice 80R 48%, 5 dice 100R 87%, 6 dice 120R 98%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/690 7 dice 140R 7%, 8 dice 160R 33%, 9 dice 180R 67%, 10 dice 200R 90%, 11 dice 220R 98%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +27
-[] Advanced Electronic Video Assistant Deployment (Updated) 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 28%, 2 dice 50R 92%
-[] Hallucinogen Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] NOD Research Initiatives 87/200 1 die 30R 35%, 2 dice 60R 95%
-[] Regional Hospital Expansions (Phase 1) 0/300 3 dice 75R 16%, 4 dice 100R 67%, 5 dice 125R 94%
-[] Regional Hospital Expansions (Phase 1+2) 0/600 6 dice 150R 5%, 7 dice 175R 29%, 8 dice 200R 67%, 9 dice 225R 90%
-[] Ocular Implant Development 0/120 1 die 20R 28%, 2 dice 40R 92%
Military 8 dice +26
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R+ 11%, 8 dice 160R+ 45%, 9 dice 180R+ 79%, 10 dice 200R+ 95%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Military Particle Beam Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%, 4 dice 20R 32%, 5 dice 25R 77%, 6 dice 30R 96%
-[] Strategic Area Defense Networks (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 63%, 9 dice 180R 88%, 10 dice 200R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 2%, 11 dice 220R 11%, 12 dice 240R 34%, 13 dice 260R 63%, 14 dice 280R 85%, 15 dice 300R 95%

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

--Zone Operations Command--
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%
-[] Zone Lancer Development 0/40 1 die 15R 100%
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 87%, 2 dice 40R 100%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Orca Wingmen Drone Deployment (Phase 1+2) 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Hammerhead Wingmen Drone Deployment (Phase 1) 0/200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] Hammerhead Wingmen Drone Deployment (Phase 1+2) 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Apollo Fighter Factories 0/80 1 die 15R 62%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

--Space Force--
-[] OSRCT Station (Phase 3) 5/295 3 dice 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] OSRCT Station (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%

--Ground Forces--
-[] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%, 2 dice 30R 100%
-[] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 23%, 3 dice 30R 81%, 4 dice 40R 98%
-[] Railgun Munitions Factories (Phase 1+2) 0/400 4 dice 40R 9%, 5 dice 50R 49%, 6 dice 60R 85%, 7 dice 70R 98%
-[] Railgun Munitions Factories (Phase 1+2+3) 0/600 6 dice 60R 4%, 7 dice 70R 26%, 8 dice 80R 63%, 9 dice 90R 88%, 10 dice 100R 98%
-[] Railgun Munitions Factories (Phase 1+2+3+4) 0/800 8 dice 80R 2%, 9 dice 90R 14%, 10 dice 100R 42%, 11 dice 110R 72%, 12 dice 120R 91%
-[] Guardian Mark 2 Development 0/40 1 die 10R 100%
-[] Armadillo HAPC Development 0/40 1 die 10R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) (Updated) 0/180 2 dice 40R 39%, 3 dice 60R 90%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Deployment 0/120 1 die 25R 22%, 2 dice 50R 87%, 3 dice 75R 99%

--Navy--
-[] Infernium Laser Refits 0/450 4 dice 120R 1%, 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%, 2 dice 40R 100%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 20R 100%
-[] Victory Class Monitor Development 0/40 1 die 20R 100%
-[] Shark Class Frigate Shipyards (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%

--Steel Talons--
-[] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%, 2 dice 20R 99%
-[] 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 22%, 2 dice 40R 89%, 3 dice 60R 99%
-[] Buckler Shield Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] Sparkle Shield Module 0/120 1 die 30R 27%, 2 dice 60R 91%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 0/50 1 die 90%, 2 dice 100%
-[] Make Political Promises (Updated) 1 die auto
-[] Interdepartmental Favors (Updated) 1 die auto
-[] Lobby for Legal Reforms (New) 1 die auto
-[] Banking Reforms 1 die -100R auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
Last Security Review
Light/Chem 1 turn ago 2061 Q1
Heavy Ind 2 turns ago 2060 Q4
Orbital 2 turns ago 2060 Q4
Bureaucracy 2 turns ago 2060 Q4
Services 5 turns ago 2060 Q1
Infrastructure 6 turns ago 2059 Q4
Tiberium 6 turn ago 2059 Q4
Military 9 turns ago 2059 Q1
Agriculture 10 turns ago 2058 Q4
--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.
 
Last edited:
[ ] Venusian Tiberium Studies (New)
While the SCED is certainly competent enough, they lack the resources and the expertise with Tiberium that the Treasury has spent over a half century developing. Although it is, from preliminary experimentation, not particularly different from terrestrial tiberium, there are significant potential scientific gains from studying Tiberium that developed in a very different environment.
(Progress 0/120: 25 resources per die)
Do this, I will fite you if you dont.

At least with one die pls.
 
Isnt venus like.....this giant volcanic and acid shithole?

Venus is a time bomb if liquid tiberium is involved the whole planet will go kaboom and spread tiberium across the system

(Correct me if i am wrong)
 
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