Also more Tiberium in the solar system? Compounds the chance of the aliens popping by again.

Random question. What about security by distance in relation to securing space assets. It costs more to place stuff farther out but Nod will have to expend just as much energy to catch it.
 
Also more Tiberium in the solar system? Compounds the chance of the aliens popping by again.

Random question. What about security by distance in relation to securing space assets. It costs more to place stuff farther out but Nod will have to expend just as much energy to catch it.

The biggest issue is that further out assets aren't benefiting (as much) as closer in assets from the local magnetosphere. Radiation is a major threat in space, and coming from everywhere.
 
one thing that's stuck out is that Space is going to be very important going forward. It's not just going to be space mining for an additional resource trickle. We're going to be building an entire industrial base in space. Space exploration, space colonization, space industry, etc. etc. Whether we can defeat Tiberium or not, during this quest's timeline we're going to be transitioning into a multi-planetary civilization.
To be more accurate, doing space, to one level or another, was the earliest thing I put together. While some of the details are only being hammered out now, SPAAACE! is an area where I am very prepared for, compared to trying to do the centrally planned surface economy stuff.
 
Intelligence Report - New Nod Combat Systems (canon)
While the Banshees lacked the air to air capability, a result of their weak targeting systems, they pushed back multiple convoys over the course of about three days until they were hunted down by mixed Apollos and Firehawks. This is one part of a drastic increase seen in the last two months of a diversification of NOD arsenals. Ranging from various forms of Methyl Organometallic flamethrowers, to radiological devices, to old or variant equipment, it is clear that the Brotherhood of NOD is far from defeated, and has been diversifying its equipment in experiments to find new options and potential counters to GDI developments. Losses on both sides have been high, with many of the new weapons proving as dangerous to their users as their targets, while others have proven to be extremely dangerous, including a new pattern of infantry laser weapon, seemly a variant of the old Firefly rifles used in the aftermath of the First Tiberium War.

Intelligence Report - New Nod Combat Systems

The Brotherhood of Nod has recently been fielding a number of previously unseen combat platforms; most appear to be refinements or modifications of their existing Third Tiberium War arsenal, with a few entirely new designs. While there has been a concerning degree of diversification in Nod's arsenal, Nod does not appear to have put any of these new combat platforms into mass production - most appear to be prototypes or limited production units, with little standardization.

This report is not exhaustive due to the dizzying degree of variation in the Brotherhood's arsenal, but outlines some of the most concerning additions witnessed so far.

Aerial Combat Vehicle - Nod Venom (Variant)
What appears to be a fairly straightforward modification of the ubiquitous Venom, trading the nose mounted chaingun for a pair of side mounted micromissile launchers. In engagements with GDI, the missiles have proven sophisticated enough to be capable of targeting both air and ground units and are capable of hitting harder than their small size would suggest, due to the inclusion of miniaturized tiberium core warheads. While the fairly advanced nature of the missiles is likely to limit their availability for now, concerningly, this means they retain a large degree of the previous variants' combat endurance. While not a match for Firehawk or Apollo jets, more widespread adoption would result in the current iteration of the Orca platform becoming dangerously obsolete. This is of particular concern as the Orca currently comprises the bulk of GDI's air combat fleet.

Air Superiority Platform - Nod Buzzard
In response to the more widespread deployment of Apollo fighters by GDI, Nod appears to have begun fielding a number of these new fighter jets in very small numbers, though evidence suggests it was in development some time before that. In fact, the Buzzard clearly incorporates technical data stolen from Project Apollo, likely due to the defection of Doctor Giraud. So far, the most notable part of the airframe has been in its propulsion, which appears to use an incredibly unstable liquid tiberium based fuel mix to achieve gravity-defying levels of acceleration and maneuverability--the stolen Project Apollo data appears to have been used to design an airframe capable of surviving such punishing G-forces, though it also appears to use scavenged alien gravity stabilizer components to reduce the load.

Reports from GDI pilots who survived encounters indicate that these fighters were capable of performing maneuvers that by all rights should put impossible strain on their pilots; analysis of recovered wreckage further found no signs of an ejection system or anything resembling a conventional cockpit, but did find residual organic matter corresponding to cells of the brain and central nervous system, as well as evidence of extensive cybernetic interface. Nod appears to have resorted to using cyborg pilots directly implanted into the airframe in order to get around the issues of un-augmented pilots. The authors of this report recommend speeding up adoption of the Apollo air superiority fighter as a counter to these new aircraft.

Stealth Ambush Platform - Nod Tarantula
So far, only one of these vehicle (likely a prototype) has been encountered so far, during operations in the Australian Red Zone. During the initial encounter, GDI forces were caught in an ambush that led to the near total destruction of two entire Predator tank platoons, forcing the survivors to retreat and call in a carpet artillery bombardment of the surrounding area, which succeeded in disabling the vehicle. Nod forces appear to have subsequently scuttled the vehicle and stripped most of its systems to deny recovery to GDI forces, though analysis of the wreck was still able to determine a number of facts.

Reports from the engagement indicate the prototype was armed with a high intensity laser weapon, which survivors reported as almost equalling the firepower of an Obelisk of Light in destructiveness. Of greater concern were the advanced stealth systems fielded; the prototype was apparently able to maintain cloaking even after opening fire, and utilized heavy EW jamming, holographic baffling and preplaced refractory projectors to confound attempts at triangulating its location.

One silver lining is that conducting an ambush like the one it performed appears to require significant preparation. Additionally, analysis of the power core (one of the few components not recovered, likely due to its bulk) suggests it does not have the ability to maintain motive power while also powering its main weapon or stealth systems; this is further supported by the presence of burrowing equipment (standard design, repurposed from a TW2 era Tick Tank). All indications point to the vehicle needing to deploy first in order to utilize its lethal ambush capabilities. The chassis itself is fairly unremarkable, though it suggests Nod has made strides in analysing alien biomechanical walker technology. Finally, the vehicle itself appears to be very fragile; a near miss from a 152mm artillery shell compromised the delicate holographic panels comprising the outer shell of the vehicle and crippled the locomotion, which appears to have been why the crew abandoned it.

Heavy Infantry - Nod Wraith Troopers
Recent engagements in South America have seen elite Nod infantry fielding advanced stealth armor and heavy weaponry, likely intended as an answer to GDI Zone Troopers. The suits themselves appear to be a refinement of TW2 era Chameleon suits, which were fielded in extremely limited numbers during the Second Tiberium War, mostly by elite infiltration operatives. Fortunately, the newer Wraith suits appear to have made significant tradeoffs in stealth capability in order to reduce production cost and allow for the incorporation of heavy armor plating; reports indicate they are only capable of maintaining cloak for a few minutes at a time, likely due to high power draw requirements and inadequate cooling systems leading to unacceptable heat buildup if stealth is maintained for too long. Despite this downside, Nod infantry equipped with the armor have proven adept in using the limited stealth capability to their advantage, particularly in urban skirmishes. Soldiers using these suits have been seen fielding an eclectic mix of weaponry, ranging from modified Firefly pattern laser rifles to standard issue Confessor assault rifles to other weapons such as rocket launchers and tiberium chemical sprayers.

Thermobaric Artillery - Nod Pyroclast
These artillery pieces appear to be Nod's answer to GDI's increased adoption of field artillery. Most of these vehicles appear to have been built on hastily modified Scorpion tank chassis, with the turret ripped out and replaced with a massive array of dumbfire rockets. The rockets themselves are tipped with either incendiary gel or fuel-air warheads, making them terrifyingly effective against unprotected targets. While imprecise and indiscriminate, they represent a relatively cheap counter to GDI's own field artillery (allowing for the more sophisticated and expensive Specter artillery platforms to be reserved for counterbattery fire), and are capable of sowing widespread destruction.


(Presumably this report is written some time in the future since it might not be fair for Nod to get all these new toys at once)
 
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What is the development level of personal and vehicle based laser systems? Also, how 'smart' are our missiles?
 
Point. So, looks like they're currently working on mass production, but haven't got quality control issues sorted out yet.

Not necessarily. They might also be looking to see if switching to lasers is worthwhile for the resource investment that would be needed to equip a large section of the Nod military forces. There's a lot about chemically propelled bullet shooting guns, but they are simple in a way laser guns generally are not.
 
Nod also might be hesitant to fully deploy a new weapons class while GDI is currently spooling up rearmament programs. If they manage to make some breakthrough laser rifle? We get our hands on it? They could be facing the same weapon pointed back at them in greater numbers.
 
Even if we don't manage to turn it around, the fact that GDI is spooling up its R&D system for weapons means that if they push too hard on lasers one of the developments will inevitably be protection systems against lasers. Much easier to get a long term advantage through use of laser weapons if GDI's already locked its military equipment for the next decade or more in place.
 
I will repeat my opinion that we should try to finish the plan requirements in Q3 2053 so that we can catch up from unexpectedly bad rolls and/or prepare for the Second Four Year Plan in Q4 2053. We should not spread out the dice to gamble that the plan goals will be completed in Q4 2053 just so we can to try to do some nice to have things. If we fail to complete the Personal Water Purification Units requirement which was a requirement we did not have to do originally, we will make GDI into treaty breakers and likely negate much or all of the extra goodwill from Plan Generosity in the Washington Conference. If we fail the mitigation goal, it will look very bad for a tiberium scientist to fail to meet the goal and fail to do his main job. If we fail to achieve the space station goal, Dr. Granger is made into a liar and his promises would be rendered worthless before Parliament.

We will likely have a hard time shaping the next Four Year Plan which will be a big part of the quest if we fail the first one and we don't want to be forced to accept a plan imposed on us by the GDI Parliament if we do not have to. Now, there are some risks to trying to quickly complete the plan in Q3 2053. Dice rolls might do wasteful overflows and the GDI Parliament might decide that our goals for the first plan were too easy and increase expectations for the second plan. But I believe these risks are minor compared to risking the failure of the first plan and our ability to shape the second Four Year Plan. After all, we cannot number fix our way to political survival if the rolls go unexpectedly bad unlike in the first two plans in the Soviet edition planquest.

In short, we should heavily focus on finishing the first plan for Q3 2053 and then prepare for the second plan in Q4 2053.
 
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Q3 2053
Q3 2053

Resources: 415 + 0 in reserve (45 currently allocated to other departments) (15 allocated to the Forgotten)
Political Support: 65
Free Dice: 5
Tiberium Spread
14.37 Blue Zone
30.8 Yellow Zone (61 points of mitigation)
54.83 Red Zone (26 points of mitigation)

Current Economic Issues:
Housing: Sufficient but low quality (=) (4 in refugee camps)
Energy: Substantial Surpluses (+6)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+3) (+2 stored)
Health: Substantially improved (+4)
Capital Goods: Significant Shortfalls (-4) (collapse in 10-14 quarters)
Consumer Goods: Titanic Shortages (-22)
Labor: Gargantuan Surpluses (115)

Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 6; 10)
Hawks: 31 Seats (1; 5; 18: 6)
United Yellow List: 10 Seats (7; 3; 0; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (34; 16; 3; 0)

Plan Commitments
95 Mitigation (8 remaining)
2 stages of space stations (1 remaining)
Personal Water Purification Units


Infrastructure (6 dice)

[ ] Blue Zone Reconstruction (Phase 2)
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 182/450: 10 Resources per die) (+ Logistics, + Health)

[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 0/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and, if need be, evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks.
(Progress 0/170: 15 resources per die) (+++ Housing)

[ ] Yellow Zone Pipelines
Water has become a noticeable problem in the Yellow Zones, especially with the prospective industrial and agricultural development, not to mention increasing quality of life. While achieving sufficient levels of purification is difficult under any circumstances, it is much easier in the Blue Zones. Therefore, by running pipelines to the Terminus cities, GDI can ensure an immediately sufficient quantity of water is available.
(Progress 0/120: 5 resources per die) (+++ Water)

[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 15 Resources per die) (++ Logistics)

[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design is seeing increasing other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)

[ ] Urban Metros (Phase 3)
Future projects, such as further phases of high density development, and the planned bedroom communities have made it so that further development of the metro system is now warranted. While there is sufficient, if not plentiful rolling stock in the system, these new development areas will require substantial construction of new track and new bus lines to service properly. While these will exacerbate some developing inner city snarls, it is a problem that cannot be helped with current technologies
(Progress 39/150: 15 resources per die) (+++ Logistics, - Energy)

[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

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

Heavy Industry (3 dice)

[ ] Blue Zone Power Grid Reconstruction (Phase 3)
While there is still something of a power surplus, it is one in relatively rapid decline, and in need of substantial shoring up, especially as more high energy demands are soon to be in place, between additional chip fabricators, substantial new military foundries, and more domestic needs. While this will bring GDI's power production in line with prewar development, it will also lead towards future projects, both small and large, to continue to meet GDI's power needs.
(Progress 25/500: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/60: 5 resources per die)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. However, the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/275: 5 resources per die) (++ Energy)

[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)

[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/125: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)

[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/300: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

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

[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/180: 20 resources per die) (+1 Fusion Lift Die)

[ ] Leopard Class Construction Yard
The Leopard is essentially an overgrown and overbuilt aircraft, necessary compromises when it comes to attempting to ride a column of plasma into orbit. However, this does mean that orbital engineering teams are not well prepared to handle this kind of construction on a large scale. However, the heavy industrial teams are. Building a construction yard for serial production will be both expensive in the immediate term, and a significant savings in the longer term. (Progress 83/180: 20 resources per die) (+1 Fusion Lift Die)

Light and Chemical Industry (3 dice)

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

[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/180: 10 resources per die) (+++ Consumer Goods, --- Electricity)

[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/190: 10 resources per die)(+ Logistics) (makes military developments cheaper)

[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Electricity, -- Capital Goods, --- Labor)

[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/180: 15 resources per die) (++ Consumer Goods, + Health)

[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/130: 10 resources per die) (++ Health)

[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, - Energy)

[ ] Experimental Carbon Nanotube Plant
The carbon nanotube, an elusive target for 50 years, may finally be within reach of our production methods. Lab prototypes indicate that a median length of 1-meter nanotubes are possible, though quality and length control remain vexing issues. Building a full factory to test these problems in the wild is a necessary test of our ability to create these wonder-resources, and to begin to explore the properties of materials that can integrate them-most importantly, new armor and structural materials
(Progress 171/200: 15 resources per die) (++ Capital Goods)

[ ] Edinburgh Electric Motor Plant
The electric motor, in its countless sizes and forms, is probably one of the most produced and used pieces of hardware next to computer chips and accumulators. Having not changed much since its inception in the 19th century, GDI still relies on them to keep the gears turning. Especially in demand are high-power ones, for use in electric or hybrid vehicles, and miniature ones for use in microelectronics. While it is possible to keep going with the amount in use, building up GDI's economy again will require sufficient supply of these important parts.
(Progress 0/125: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)

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


Agriculture (3 dice)

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

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


[ ] Yellow Zone Aquaponics Bays (phase 2)
While some progress has been made towards developing an independent food supply for the Yellow Zones, water has become a critical issue, not just for food, but for the prospective industrial needs. However, there is still a sufficient surplus for a substantial increase in Yellow Zone agricultural developments. Still far from enough to feed its population, but one that can at least prevent rapid starvation in the case of a substantial breakdown in the logistical network.
(Progress 2/80: 10 resources per die) (++ Food, -- Water)

[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 0/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

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

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

[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)

Tiberium (6 dice)

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

[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

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

[ ] Red Zone Tiberium Harvesting (Phase 5)
Instead of focusing on a single target, GDIs current plan is a systematic expansion of existing target areas with more outposts, expanding the number of surfaces where mining operations can be conducted.
(Progress 22/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Tiberium Glacier Mining (Phase 5)
With preparations complete for the South American Red Zone, another phase of mines is planned. At least initially, unlike other Tiberium mines, this one seems likely to be more vertical, attacking a partially buried array of glaciers, and the remnants of the Amazon rainforest. The proposal calls for a series of containment rings around outcrops, with vertically oriented sonic projectors to shatter and sheer off sections for collecting.
(Progress 68/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)


[ ] Coordinated Red Zone Perimeter Harvests (Phase 1)
While GDI's methods of attacking the Red Zones have typically relied on either loose perimeters of outposts or deep strikes towards the Glaciers, the Forgotten can move much more easily through the area. By coordinating with local tribes and establishing easy migration routes between harvesting outposts, the combined efforts can significantly slow the expansion of the Red Zones.
(Progress 0/200: 10 resources per die) (additional income trickle [10 Resources]) (3 points Red Zone Mitigation)

[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)


Orbital (3 dice) (1 Fusion Die)

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

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

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

[ ] GDSS Enterprise (Phase 2)
To bring GDSS Enterprise to IOC, the key element is the completion of an initial industrial ring. While there is some workshop space already, GDI needs the ability to actually produce massive quantities of material in space, and more importantly refine and recycle materials in orbit, rather than hauling up everything in repeated bulk mass launches.
(Progress 60/200: 30 resources per die)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/100: 30 resources per die) (5 PS for completion)

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

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

(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)

[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 0/50: 15 Resources per Die)

[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/100: 15 Resources Per Die)

[ ] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 0/100: 15 Resources Per Die)

[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/300: 15 Resources per Die)

Services (3 dice)

[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 361/500: 5 resources per die) (--- Labor)

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

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

[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/230: 5 Resources per die) (--- Labor)

[ ] Craft Shops and Maker facilities
Constructing a series of Craft Shops and Maker Facilities will both consume a negligible amount of resources, and allow people to begin custom making the items that GDI is currently not providing. Additionally, while not precisely a step towards a reduction in central planning, it is a movement towards a returned sense of normality and liberty. (Progress 0/180: 5 resources per die) (+ Consumer Goods) (5 Political Support)

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

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


Military (3 dice)

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

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

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

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

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

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

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

Space Force

[-] Orbital Strike Regimental Combat Team Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational. However, there is another problem that must be dealt with first. GDI simply cannot deploy nearly enough force to orbit to maintain an OSRCT. More infrastructure, either sufficient fusion spacelift, or substantial investments into military development, are required before this station can begin to be brought online.
(Progress 0/250: 30 Resources per die)

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

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

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

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

Navy

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

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. First, for the African and South Asian coastlines, the port of Duqm in B4. While not the most developed port, it is proximate enough to major supply lines that limited further construction will allow for mass production. Second is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
  • [ ] Duqm (Progress 0/100: 15 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Busan-Ulsan Combined Port (Progress 0/100: 15 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Copenhagen (Progress 0/100: 15 Resources per die) (--- -- Energy, -- Labor)

[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 0/300: 10 Resources per die)

Steel Talons

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

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


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

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


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



Bureaucracy (3 dice)

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

[ ] Preliminary Service Privatization Discussions
One of the areas where GDI can look to privatize without needing to allocate substantial resources is the service sector. Rather than trying to build a privately owned industrial system, GDI can allow the private sector to begin with various forms of value added businesses, such as restaurants. While this will inherently produce some inefficiencies, and increase demand in some areas, it will not substantially strain GDI's overall resources.

** 2 Hour Moratorium on Voting **
 
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I dont think we can get around doing Blue Zone Grid looking at what all needs power

Addendum:
As it stands, with average rolls, BZGrid gains us 1 Power for 4.96Rs and YZGrid 1 Power for 8Rs
 
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A lot of nice cost reductions and new options i think this is the best of those:
[ ] Coordinated Red Zone Perimeter Harvests (Phase 1)
While GDI's methods of attacking the Red Zones have typically relied on either loose perimeters of outposts or deep strikes towards the Glaciers, the Forgotten can move much more easily through the area. By coordinating with local tribes and establishing easy migration routes between harvesting outposts, the combined efforts can significantly slow the expansion of the Red Zones.
(Progress 0/200: 10 resources per die) (additional income trickle [10 Resources]) (3 points Red Zone Mitigation)

A new red zone mitigation project that only cost 10R per dice makes the 15R per turn we are giving the forsaken more then worth it.
 
8 more points of mitigation to go and two quarters to do it. Yellow zone harvesting I think is a given since we've already started it. Then either the perimeter fence or the two red zone harvesting options. Easy. We can complete the plan.

So many factories and not nearly enough power. We need to invest our heavy industry dice into rebuilding the power grid.

Let us finally end the refugee camps this turn and build more housing.
 
these 3 seem like the best to finish tiberium abatement this turn

[ ] Coordinated Red Zone Perimeter Harvests (Phase 1)
(Progress 0/200: 10 resources per die) (additional income trickle [10 Resources]) (3 points Red Zone Mitigation)
3 dice, 30R
84 progress bonus from dice, leaving 116 progress required from 3 dice
[ ] Red Zone Tiberium Harvesting (Phase 5)
(Progress 22/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
2 dice, 50R
56 progress bonus from dice, leaving 74 progress required from 2 dice
[ ] Yellow Zone Tiberium Harvesting (Phase 4)
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)
4 dice, 80R
112 progress bonus from dice, leaving 139 progress required from 4 dice
total 6 Tib dice + 3 Free dice, 160R

for space

[ ] GDSS Enterprise (Phase 2)
(Progress 60/200: 30 resources per die)
24 progress bonus from dice, leaving 116 progress required from 3 dice
total 1 fusion dice + 2 orbital dice, 80R

Together these finish our commitments for the plan. They use 3 free dice and cost together 240R with 175R remaining. They all have additional phases so over completion is not a problem. I hope all plans include these as a base as finishing now means we get a free turn to build whatever we want (realistically probably cap goods and whatever other fire we want to start putting out).

EDIT: forgot the forgotten
[ ] Personal Water Purification Units
(Progress 0/130: 10 resources per die) (++ Health)
so 3 LCI dice for 30R and 24 progress bonus from dice leaves 106 from 3 dice

So total for finishing ALL commitments is 270R with 145R and 2 free dice remaining
 
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[ ] Preliminary Service Privatization Discussions
One of the areas where GDI can look to privatize without needing to allocate substantial resources is the service sector. Rather than trying to build a privately owned industrial system, GDI can allow the private sector to begin with various forms of value added businesses, such as restaurants. While this will inherently produce some inefficiencies, and increase demand in some areas, it will not substantially strain GDI's overall resources.

this seem to not have a high dice,a low hanging fruit that can get us on the good side of the the free market party
 
Another way to hit the abbatment goal is with multiple phases of both Coordinated Red Zone Perimeter Harvestsand Red Zone Tiberium Harvesting

[ ] Coordinated Red Zone Perimeter Harvests (Phase 1+ 2)
(Progress 0/200: 10 resources per die) (additional income trickle [10 Resources]) (3 points Red Zone Mitigation)
6 dice, 60R

[ ] Red Zone Tiberium Harvesting (Phase 5+6)
(Progress 22/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
3 dice, 75R

This will give more resources for the army and social services once the new plan begins(and us next turn) and each Red Zone Tiberium Harvesting phase allows a glacier mining phase.
 
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