"Freely available" is the wording actually. It's the rather clear trade-off for getting such a potent specialist, there's no sense trying to get out of it.
Push comes to shove I'm fine with that trade off because as you said he's very potent. But man does it feel like we are the only ones trying to reach out and make friendly gestures. It's somewhat frustrating tbh
 
But man does it feel like we are the only ones trying to reach out and make friendly gestures. It's somewhat frustrating tbh
Didn't we just have a war where the mideast nod faction decided to ignore us and attack a different nod faction?

And just last update it said Yao was putting out diplomatic feelers towards us.

And we just hired a captured nod scientist willing to cooperate with us completely as long as we share the findings.

It might not feel like it sometimes but our outreach is paying off.
 
Push comes to shove I'm fine with that trade off because as you said he's very potent. But man does it feel like we are the only ones trying to reach out and make friendly gestures. It's somewhat frustrating tbh

The Pen is as valid a tool for war as the Sword. And it tends to accomplish through words that which would be impossible with Sword alone. NOD's factionalism is a key weakness of theirs, and attacking an internally squabbling group just makes them band together. It is far more effective to pry at their edges and split them apart. Divide et Vincere. Those inside NOD will look for solutions inside its structure seeking safety in numbers despite being unpopular or unappreciated, however by offering an alternative we can turn enemies into friends, or at least neutrals. That is worth a lot. It brought us success and massive benefits with the Qatarites, massive benefits with the Caravanserai, and even now it means Yao is moving more solidly towards neutrality over hostility. Friendly, even and especially moves which are disadvantageous to the GDI, are beneficial as they show both sincerity and commitment. Two valuable things when trying to conduct diplomacy across over half a century of war.

What is the first question NOD is going to have if/when they get the specialty plant developments? Its going to be 'Why?', why is the GDI giving us this stuff, why stuff that can be more easily turned to military means. When they find the answer, that we made a deal and are complying with it, it reinforces our reputation and the value of our word/promises. IE it engenders trust. Trust that we will follow through with what we agree to. Trust is the foundation of diplomacy, because it is so difficult to gain, and so easy to lose.
 
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Hmm. AECCM maybe, but stealth disruptors not necessarily.

The stealth disruptor, as I understand it, is an active system- it's a ray you point in the general direction of a cloaked object you suspect is there, and you pull the trigger, and BAM their stealth field overloads. I don't think we'll be able to adapt that to something that's useful on a reconnaissance satellite that's something like 150-200 kilometers above the battlefield.

But AECCM, maybe, because that might have ELINT applications... maybe. I'm willing to go ahead with LOSS anyway, without AECCM, but I can see the logic. Maybe.

You cannot find a usecase for a dozen satellites that can tell Nod stealth to fuck off when we have entire constellations of recon satellites that are good enough to catch the subtle ripples indicating Nod stealth fields?

Because I can. It's actually very easy.

Step 1) Look for likely Nod stealth field locations.
Step 2) Blam the stealth field.
Step 3) Have our massive orbital surveillance network take pictures while Nod desperately tries to re-engage the stealth field.
Step 4) Either keep bullying them with blamming their stealth fields, or send a military force to oust them from that position, aided by having quite possibly live pictures of Nod's previously hidden defensive works.
Step 5) Nod runs, dies, or surrenders.

I'd be happy if we were to commit to the ocular labs instead of the implants; but I'm sure the return on investment for it, on a global scale, blows chunks big time. Anyway, I don't really want to be a single-issue voter, but I'll be happy if a plan wins that includes at least one of the two ocular implant options.

Quoting you because you are part of the conversation, this is generally addressed to everybody in the 'should we do occular implants or the labs?' discussion.

Both.

What we should be doing, is both.

The labs will give us better implants, eventually. The implant rollout will give them the information on what they need to work on, as well as the ability to reach out to the greater public about limited runs for incrementally improved implants, which means that we get better implants, faster.

The implant rollout alone will let us help a large number of people who both want and need the implants to regain vision. GDI being GDI, anybody trying to force implants on people is first going to be pointed at the ethical guidelines on why forcing people to go through medical procedures they do not want to go through, and when that isn't enough it's pointed out that it's also hilariously illegal that starts with 'reckless endangerment', or similar terms.
 
Dr. Bora is an extremely intelligent person that we want doing intellectual labor, which just inherently cannot be extracted at gunpoint. If we're going to get any useful work out of him, we have to meet his conditions. Having jackbooted thugs threaten to pull his fingernails out or whatever will just get us 5 years of him saying "wow this nerd shit is harder than expected, huh, [8,000 words of technobable that are just cover for him sandbagging on his asshole bosses he doesn't want to help because they're assholes who threatened to pull his fingernails out]" instead of helping.

One of the conditions of hiring him was open sourcing any of his work. If we don't do that, he won't work for us, and the field we need him in needs willing scientists contributing because they want to. It's either sharing his work or not getting his work at all, and we chose to hire him. We're not magically allowed to get out of promises to anybody else just because we think they're bullshit, those were the terms presented up front and we willingly signed them.
 
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You cannot find a usecase for a dozen satellites that can tell Nod stealth to fuck off when we have entire constellations of recon satellites that are good enough to catch the subtle ripples indicating Nod stealth fields?

Because I can. It's actually very easy.

Step 1) Look for likely Nod stealth field locations.
Step 2) Blam the stealth field.
Step 3) Have our massive orbital surveillance network take pictures while Nod desperately tries to re-engage the stealth field.
Step 4) Either keep bullying them with blamming their stealth fields, or send a military force to oust them from that position, aided by having quite possibly live pictures of Nod's previously hidden defensive works.
Step 5) Nod runs, dies, or surrenders.
The fundamental question is 'how far can a stealth field distruptor operate from' if the answer is 'a few thousand meters' it's not really useful for orbital deployment, we need to cram single-use version into drop pods and hurl them at stealth fields instead.
 
However, given how long its been and how more Cap Goods is never a bad thing, I would not be against rolling out the Spider Cotton once Kudzu and a bit of Food are built. Note it will cost roughly 11 dice to complete Spider Cotton with Bora's bonus, which is roughly as effective as Reykjavik and Bergen at producing Cap Goods.
Okay, I think I'll be throwing 2D at Spider Cotton a turn starting Q3. 2D on Vert Farms until they're done, and 1-2D a turn on Dairy Farms (possibly 1D on a turn if I were to slip in Poulticeplants Dev or the like). I'm running Vert + Dairy, because Dairy's gonna eat 9 Food before its done, and Vert Farms at least add 12 by the time they're done, plus we get some Agri ConGoods taken care of (when both are done...+30 Agri ConGoods?).
 
Okay, I think I'll be throwing 2D at Spider Cotton a turn starting Q3. 2D on Vert Farms until they're done, and 1-2D a turn on Dairy Farms (possibly 1D on a turn if I were to slip in Poulticeplants Dev or the like). I'm running Vert + Dairy, because Dairy's gonna eat 9 Food before its done, and Vert Farms at least add 12 by the time they're done, plus we get some Agri ConGoods taken care of (when both are done...+30 Agri ConGoods?).

The total Agri ConGoods currently on the table are 3 phases of Vert Farms, 3 phases of Dairy Farms, and the last phase of Kudzu. That is 3*4+3*6+8 = 38 Agri ConGoods. Given we need 40 Agri ConGoods, I personally am hoping the ongoing Perennial yields will apply, though I would understand if they didn't given they were completed last plan, or that Shala will apply, which it may not given it is in Orbital.

Additionally I would consider finishing AgriMech (12 Food) or BZ Aquaponics (6 Food per phase), I'd prefer the former to the latter at this stage given our Logistics is relatively low given the Glacier Mines recently completed. Reason being is we still have a food reduction from the Refugees and we are already relatively low. not critically low, but low enough that I would consider putting two dice on Agri Mech to get a chance it completes this turn, maybe three. with a follow on die next turn to finish things it they don't this turn.
 
I'm running Vert + Dairy, because Dairy's gonna eat 9 Food before its done, and Vert Farms at least add 12 by the time they're done, plus we get some Agri ConGoods taken care of (when both are done...+30 Agri ConGoods?).
Net gains: +3 Food, + 30 Con Goods, lots of Food variety.

Overall downside is that we lose 9 Energy. Should be survivable.

Need Next gen Fusion...
 
Q2 2062
Q2 2062

Rules clarification: A number of military projects now have 'Projected X quarters to begin, Y to complete' markers to indicate how long it is expected for a specific project to start delivering units to the battlefield in numbers that matter, and when it takes full effect. For multiphase projects, like the Ground Forces Zone Armour Factories, every phase is counted separately, the factory in New Sevastopol will start ticking down the timer when it completes, and if Tokyo completes the same or next turn, that is when Tokyo starts ticking.


Resources: 1050 + 100 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 45
SCIENCE Meter: 3/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 59/60

Tiberium Spread
23.57 (+0.15) Blue Zone
0.04 (+0.00) Cyan Zone
0.66 (-0.15) Green Zone
22.46 (-0.11) Yellow Zone (92 points of mitigation)
53.27 (+0.11) Red Zone (80 points of mitigation)

Current Economic Issues:
Housing: +51 (30 population in low quality housing) (+1 high-quality housing per turn)
Energy: +43 (+4 in reserve)
Logistics: +14 (-2 from military activity)
Food: +14 (+24 backed reserve, +5 unbacked reserve) (-3 per turn from increasing population)
(Perennials: +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +14 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +21 (+2 per turn from Distributed Industrial Authority) (+188 in reserve)
STUs: +11
Consumer Goods: +101 (-5 from demand spike) (+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 +8 per turn)
Labor: +45 (+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 ‌(2475/3350)‌ ‌
Taxation Per Turn: +45
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌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 (25; 25; ; 0)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (9; 5; 20; 0)
Reclamation Party: 12 Seats (9; 3; 0; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

Military‌ ‌Confidence‌
Ground‌ ‌Forces‌ ‌:‌ High ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌High
Space‌ ‌Force‌ ‌:‌ Decent ‌
Steel‌ ‌Talons:‌ ‌Low (Trending to Decent)
Navy:‌ Low ‌(Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 112 Consumer Goods points from the Treasury
Provide 40 Consumer Goods from Agriculture
Increase Income by 860
Increase Tiberium Processing limit by 920
Increase population in space by 20k
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn

Projects

Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 8 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Stealth Disruptor Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Preparation
Complete Gravitic Shipyard Bay

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan

Infrastructure (5 dice +36 bonus)

[ ] Blue Zone Arcologies (Stage 4)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 1/600: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] Yellow Zone Fortress Towns (Phase 7)
The last pair of Fortress Town waves will focus heavily on preparing a more rigid defensive line, although one that is in many cases tens or hundreds of kilometers deep. Positioned to dominate the surrounding areas, these towns are intended to provide the base for future bands of defensive fortifications.
(Supports Green Zone Intensification)
(Progress 93/300: 20 resources per die) (+4 Housing)
(Progress 0/300: 20 resources per die) (+4 Housing)

[ ] Lesser Blue Zone Arcologies (Phase 1)
Built on the pattern of the older style Yellow Zone arcologies, lesser arcologies, designed with practicality rather than luxury in mind will both reduce the number of vehicles on the road, and move more of the Initiative's population into more self sustaining buildings, with inbuilt energy banks and CRP facilities to allow them to go off the grid for days or weeks.
(Progress 0/170: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve)

[ ] Communal Blue Zone Arcologies (New)
While not a universal solution, communally structured arcology buildings will provide some degree of cheap to construct high quality housing for GDI populations. While it is not going to be universally popular, some groups are going to actually be happier built into their own small communal organizations, separated by a degree from the more atomized mainstream.
(progress 0/400: 15 resources per die, +6 High Quality Housing, +2 Consumer Goods, +1 Energy Reserve, -1 Energy)

[ ] Blue Zone Apartment Complexes (Phase 10)
With many of the urban cores now furnished with pods of apartment buildings, expanding them will still be noticeably logistics expensive, but continue to provide additional housing and settlement spaces, leaving GDI in a strong position to fully claim the regions on a more permanent basis.
(Progress 87/160: 10 resources per die) (-3 Logistics, +6 High Quality 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)
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 buses 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 5) (Updated)
With a final push towards completing the planned city, Chicago will be a crowning jewel, and a significant step towards pushing a hole through the North American red zone. Once a dream, now made manifest through the sacrifice of so many brave men and women. Chicago is one of ZOCOM's base camps, a center of industry, and a beating heart to build the network of civilization around.
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 52/1100: 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)

[ ] Emergency Caloric Reclamation Processor Installations (Phase 2)
With a first wave of Caloric Reclamation Processors built and deployed, a second wave will not be too difficult. However, it is likely to result in political pushback, especially without further expansions to strategic food stockpiles.
(Progress 31/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)

[ ] Postwar Housing Refits (Phase 1)
The housing built immediately postwar is generally considered to be of low quality and simply not up to the overall standards of the Initiative. Rebuilding them to be livable rather than merely inhabitable is possible, but requires substantial reworking of the floorplan and facilities to provide the required space needed to meet standards.
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (5 dice +33 bonus)

[ ] U-Series Alloy Foundries (Phase 1) (New)
Large scale use of the STU alloys will affect not only structural work, but a substantial number of other projects, ranging from blades and cutting devices, to various forms of highly conductive wiring. These alloy foundries will be a substantial investment into the future of the Initiative, and a baseline to add additional metallurgical advancements to.
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)

[ ] Continuous Cycle Fusion Plants (Phase 10)
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 0/300: 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) (+33 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (May aid AI research)

[ ] Aberdeen Isolinear Fabricator (Phase 1) (New)
A large scale practical fabricator in Aberdeen is a first step towards large scale conversion from conventional to isolinear computing. While most computing purposes do not need anywhere near the sheer power that isolinear can deploy at human usable scales, there are quite a number that do, and in any case, even slivers of isolinear provide serious power.
(Progress 0/120: 30 resources per die)
(Progress 0/240: 30 resources per die) (+8 Capital Goods, -2 Energy)
(Progress 0/480: 30 resources per die) (+16 Capital goods, -4 Energy)

[ ] 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)

[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhood's 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 112/300: 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 (Updated)
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.
(+4 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)

Light and Chemical Industry (5 dice +23 bonus)

[ ] 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 4)
Scaling up production once more will find its way into a wide array of products, ranging from the ordinary to ones that most people will never see in their lives. Particle accelerators, fusion plants, network interchanges, cogeneration facilities, and a wide array of other elements will be significantly improved by more widespread availability of superconductors.
(Progress 65/760: 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 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 offers options for long range specialist deliveries, as well as 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 nanotubes 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 Furniture Plants (New)
Wooden furniture was at one point a commonplace feature of homes and kitchens, yet decades of war and the ravages of tiberium have left only carefully guarded antiques and a handful of examples of once common products. While the artificial wood incorporated in these new pieces is only as strong as cheap particle board, replicas of 20th century furniture made with these materials will still be in high demand as ways to demonstrate one's wealth and power, given the extremely high demand for wood.
(Progress 0/100: 10 resources per die) (+4 Consumer Goods)

[ ] Home Robotics Development (New)
While robots in the home are far from a new thing, with the Electrolux Trilobite, the first robotic vacuum cleaner, releasing only a year after the fall of Tiberium to earth, and home mechanization being far older than that, development has in many ways stalled out. While some smart home systems have proliferated, many more failed, as they were in most cases curiosities rather than something intended to practically improve home life. Taking a hard look at home robotics, there is significant potential for new and exciting ways to make life easier for large sections of the initiative population.
(Progress 0/60: 10 resources per die)

[ ] Department of Distributed Manufacturers
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 (6 dice +28 bonus)

[ ] 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 3)
A third wave of facilities – still focused on GDI's secondary cities – will see broad-scale development of additional meat and egg production, but also a selection of consumer and core crops. While the program overall will continue to be expensive, it is a way to increase most significant indicators.
(Progress 74/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)

[ ] Dairy Ranches (Phase 1)
While meat is a key status symbol for many, the sustainable option is actually focusing more heavily on dairy, offering up a suite of cheeses and other milk products that can provide additional protein and significantly expand dietary diversity.
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 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. (Plant Genetics)
(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. (Plant Genetics)
(Progress 315/450: 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. (Plant Genetics)
(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. (Plant Genetics)
(Progress 0/50: 20 resources per die)

[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning, and expansion of existing larger stockpiles are going to be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 78/200: 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
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, the Department 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 +38 bonus)

[ ] 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 [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)

[-] Yellow Zone Tiberium Harvesting (Phase 11)
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 8)
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 4/100: 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) (Will unlock Q2 2063)
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 4) (Will unlock Q2 2063)
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 93/250: 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)

[-] Deep Red Zone Tiberium Glacier Mining (Stage 4) (Updated) (Will unlock Q2 2063)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 0/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (0 Stages available)

[-] Red Zone Containment Lines (Stage 6) (Will unlock Q2 2063)
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)
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 3)
While currently additional processing plants are not an immediately pressing need, they will further harden the Initiative's refining capacity. With the Initiative currently pushing the blue zones ever forward, and the likely massive scale offensives against Red Zones, many are likely to be concentrated near those beachheads
(Progress 38/200: 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)
-[ ] Yellow Zone 11 (Progress 0/130: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] 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 3)
For many in the Initiative, liquid tiberium is nearly existentially terrifying. Between the destruction of Central Australia, the consequences of the detonation of Temple Prime, and the ongoing devastation caused by Red Zones around the world, continuing to push Liquid Tiberium energy is likely to be a bridge too far for many in the Initiative, even with the cover of the Director on your side.
(Progress 4/140: 20 resources per die) (-10 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) (MS)

[ ] 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)

[ ] Red Zone Energy Refits (Phase 1)
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 (7 dice +33 bonus)

[ ] GDSS Columbia (Phase 1) (Updated)
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, but any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/65: 20 resources per die) (5 Political Support)
(Progress 0/135: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/275: 20 resources per die) (.5k Permanent residents) (+1 available Bay) (8 Political Support)
(Progress 0/555: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
(Progress 0/1115: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Shala (Phase 1) (Updated)
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 0/65: 20 resources per die) (5 Political Support)
(Progress 0/135: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/275: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (+1 available Bay)
(Progress 0/555: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1115: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

[ ] GDSS Enterprise Bays (2 available)
-[ ] Gravitic Shipyard
With the exception of GDIS Pathfinder, GDI cannot effectively reach beyond the moon in a reasonable amount of time. While the throughput of a fusion craft is higher within that boundary, attempts to exploit Martian and belt resources, let alone materials beyond the belt, require the construction and maintenance of dozens of gravitic drive ships capable of long range transits. While still too limited in acceleration to move people and materials off earth, the same problem certainly does not apply to many of the other areas of interest in the solar system.
(Progress 0/450: 30 resources per die) (-2 STU, -1 Capital Goods)
-[ ] Fusion Shipyard
Currently, all GDI fusion craft are designed with the ability to climb out of the Earth's gravity well as a core function. However, with the moon and beyond as goals of GDI's space program, the need for substantial numbers of heavy transit vessels is critical. Large fusion tenders, either in short-legged manned, or long-legged unmanned designs can serve to fill key niches as part of a complex of transport solutions across the solar system.
(Progress 0/500: 20 resources per die)

[ ] 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)

Lunar Operations

[ ] Lunar Regolith Harvesting (Phase 3) (Updated)
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 57/285 20 resources per die) (+15 Resources per turn)

[ ] Lunar Heavy Metals Mines (Phase 4) (Updated)
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 25/340: 20 resources per die) (+20 Resources per turn)
(Progress 0/330: 20 resources per die) (+20 Resources per turn)
(Progress 0/320: 20 resources per die) (+20 Resources per turn)
(Progress 0/310: 20 resources per die) (+20 Resources per turn)
(Progress 0/300: 20 resources per die) (+2 Heavy Metals)
(Progress 0/290: 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 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 +31 bonus)

[ ] Advanced Electronic Video Assistant Deployment
The Advanced EVA system will need substantial pools of computer supplies for deployment, but should substantially improve the overall output of the Initiative. It will also require significant assistance from the field, which makes it somewhat problematic for immediate deployment beyond the need for capital goods.
-[ ] Infrastructure (Progress 0/200: 20 resources per die) (+3 to field dice) (-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)
-[ ] 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)

[ ] Gene Clinics
While operations are going to be relatively cheap, and the fundamentals are simple, opening a tranche of dedicated gene clinics within the medical system will speed gene therapy rollout, and act as preparation for both the cosmetic and practical gene editing that will come in the future.
(Progress 94/120: 10 resources per die) (-1 Labor)

[ ] 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 213/300: 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)

[ ] Kamisuwa Optical Laboratories
While the Model 2061 ocular implants are functional, they are clunky, obviously cybernetic, and highly invasive. However, building a longer term set of specialized laboratories in Nagoya Prefecture will be the first step towards building optical implants that are less invasive and more functional.
(Progress 0/250: 20 resources per die) (-2 Labor, -2 Energy)

[ ] Ocular Implant Deployment
While there are not currently long waiting lists for the new Model 2061 ocular implants, they are still going to be useful as a stopgap between no implants and better ones. With the Initiative working against neuroplasticity, and the need to keep exercising the parts of the brain that deal with vision, small scale production will help the currently blinded keep those parts of the brain functional, rather than having it reallocated to other senses.
(Progress 0/200: 25 resources per die) (+1 Labor, -1 Health)

Military (8 dice +30 bonus)

[ ] Department of Refits
With the military looking towards updating, replacing and refitting much of its equipment there will need to likewise be an update, replacement and refit of the production and handling facilities. Spinning this function off into a dedicated department will increase the efficiency while decreasing the Secretary of the Treasury's workload.
(-1 die) (-30 resources per turn) (30 progress towards each refit project per turn)

[ ] Department of Munitions
The Treasury has run into problems effectively supplying munitions in the appropriate quantity and variety to the troops. Dedicating part of the Procurement office to solving such problems and ensuring it cooperates with the larger Production and Economic Development offices will reduce the need for top level intervention from the Treasury and make sure that any needed munitions will hit the field in a reasonable time frame once certified for deployment.
(-1 die) (-20 resources per turn) (50 progress towards each munitions project per turn)

[ ] Advanced ECCM Development (Tech)
The development of countermeasures to better punch through, (and in certain cases, punch out) 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 combined.
(Progress 0/40: 20 resources per die)

[ ] ASAT Defense System (Phase 5) (Updated)
With the final station of the current pattern deployed, it is high time for diversification. Kinetics, lasers, and tactical ion cannons, among other options, are the future of the global network of missile interception platforms, ones that will be more resilient than ever against the threats of the Brotherhood of Nod, and beyond that, act as a defensive screen against further extraterrestrial invasion. (Station)
(Progress 41/480: 20 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 139/350: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] 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) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/325: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/375: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)

[ ] 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) (St. Petersburg) (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) (Madrid) (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) (Hotan) (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) (Nikolayevsk-on-Amur) (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) (Sorong) (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) (Mazatlán) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 (Progress 0/335) (Montevideo) (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) (Lomé) (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) (Barcelona) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Port Sudan) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/335) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/335) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (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) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/335) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/335) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/335) (Medan) (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

[ ] 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) (High Priority)

[ ] Infantry Recon Support Drone Deployment (New)
While the drones themselves are mostly COTS and cheap and simple to build at that, they still need light industrial buildings, and to be integrated into the military's procurement and logistics systems.
(Progress 0/200: 10 resources per die) (-1 Energy) (3 quarters to begin, 9 to complete)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase the 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) (Projected: 4 quarters to begin, 16 to complete)
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)

[ ] 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) (Projected: 4 quarters to begin, 12 to complete)
(Progress 0/200: 20 resources per die) (-2 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 12 to complete)

[ ] 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) (Projected 6 quarters to begin, 24 to complete)
Maputo (Progress 0/80: 15 resources per die) (-4 Energy) (Projected 6 quarters to begin, 24 to complete)

[ ] 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 Nuclear Caches (Updated)
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. Beyond that, adding and upgrading to the arsenal would be a stage of preparation to actually make them usable in politically acceptable ways.
(Progress 0/160: 20 resources per die) (Station) (MS)

[ ] Low Orbit Support Satellite Constellations
Brotherhood Disruption Towers and other stealth field options leave small ripples in the air and other disturbances, small flaws in their stealth fields. While often invisible from orbit, and only barely visible to the naked eye, extremely low orbit satellites with sufficiently high resolution will be able to pick up such discrepancies to a limited extent. While latency is likely to be higher than desired and will come with many errors, being able to detect the Brotherhood's stealth operations from orbit will provide far greater coverage than patrols alone.
(Progress 0/200: 10 resources per die) (Satellite)

[ ] Transorbital Fighter Development
While GDI does not expect another Scrin attack anytime soon, building prototypes for transorbital capable fighters, able to conduct operations in space and the upper atmosphere, is a relatively high priority as both a line of defense, and beginning to develop tactics and strategies for warfare amid GDI's orbitals.
(Progress 0/60: 20 resources per die)

[ ] Missile Drop Pod Development
While GDI can often rely on flying, naval, and surface artillery support in its operations, the OSRCT are something of an oddity, deployed out of effective range of artillery emplacements, and needing massed fire support, although not necessarily much endurance. A drop pod with a payload of missiles that can be dropped with, ahead or after the OSRCT would easily fill this role, and potentially offer extra options to commanders beyond the Space Force.
(Progress 0/40: 15 resources per die)

Ground Forces

[ ] 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 142/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)

[ ] Next Generation Armored Support Vehicles (Platform) (New)
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. Its roll will be filled by a mark 2 of the same name, intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system. Additionally, there is need for a second core platform, built with tracks rather than wheels, in order to support much heavier armor and protect troops during direct assault and maneuvers in the face of ever heavier Brotherhood fire.
(Progress 0/80: 25 resources per die)

[ ] Next Generation Armored Fighting Vehicles (Platform) (New)
The Mammoth and Predator are fundamentally old designs at this point, having long reached the limits of what can be managed in terms of design. A fundamental redesign, although still likely to retain many of their features, is required to make space for further upgrade and revision as GDI prepares to fight the next war.
(Progress 0/80: 35 resources per die)

[ ] Ground Forces Zone Armor (Set 1) (Phase 3) (Very High Priority)
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. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
New Sevastopol (Progress 147/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)

[ ] 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) (Projected: 2 quarters to begin, 24 quarters to complete)

[ ] 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 Thunderbolt-based missile launchers.
(Progress 0/40: 15 resource per die)

[ ] Island-Class Assault Ship Deployment
While GDI does not need additional shipyards for these ships, the Island-class will put a significant burden on existing supply lines. Hence, a wave of factory expansions for everything from missile launchers to propellers to radar systems will need to be undertaken to provide the needed equipment.
(Progress 0/180: 25 resources per die) (-2 Labor, -1 Capital Goods) (3 tranches, Projected 16 to complete tranche 1, 24 to complete tranche 2, 32 to complete tranche 3)

[ ] Shark-Class Frigate Shipyards (High Priority)
The Shark is unfortunately 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) (4 Tranches, Projected: 8 quarters to complete tranche 1, 15 quarters to complete tranche 2, 22 quarters to complete Tranche 3, 29 quarters to complete Tranche 4.)

Steel Talons

[ ] 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)

[ ] Combat Laser Development (Tech)
Effectively an Initiative version of the same laser systems found on the Brotherhood's combat vehicles from raider buggies and Venoms to Scorpions and Avatars, this consolidated project aims to roll out lasers in all scales viable for ground and air combat.
(Progress 0/80: 25 resources per die)

[ ] Modular Rapid Assembly System Prototypes (Tech) (High Priority)
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 56/125: 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 Anti-Aircraft 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)

Bureaucracy (4 dice +28 bonus)

[ ] 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)

[ ] Transfer Funding to InOps (New)
InOps has negotiated for a share of the funding, and with the degree of income increases, they have come knocking at your door sooner than originally planned. While they certainly won't oppose the original schedule, it is something where the sooner they get the funding, the more aggressively they can spend, especially in the latter half of the plan.
(-60 Resources per Turn)

[ ] Transfer Funds to the General Pool (New)
Making funding available to the rest of GDI will certainly be politically popular, especially if the Treasury wishes to embark on politically unpopular political lobbying or ensuring that the Treasury's interests are represented.
(-30 Resources per Turn/+5 political support) (Give number of times this is taken in vote)

[ ] Expand Grant Programs (New)
With the Initiative's economy rapidly expanding, more resources is not an immediate need, but at the same time can continue to supercharge growth, as the success of smaller and mid sized companies in expanding their operations has begun to make private careers less of a failure, and creates opportunities outside of the Initiative.
-[ ] 10 resources in grants.
-[ ] 20 resources in grants.
-[ ] 30 resources in grants.

[ ] 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)
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
-[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
-[ ] Air Force: Deploy all Orca Wingman Drones before the end of this plan: +5 Political Support
-[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.

[ ] 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)

[ ] Focus Reallocation
While the existing focuses have served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Tiberium, -1 die to Orbital, and -1 die to Services)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Orbital
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +36
-[] Blue Zone Arcologies (Stage 4) 1/600 6 dice 90R 19%, 7 dice 105R 61%, 8 dice 120R 91%
-[] Blue Zone Arcologies (Stage 4+5) 1/1200 12 dice 180R 7%, 13 dice 195R 29%, 14 dice 210R 60%, 15 dice 225R 84%, 16 dice 240R 96%
-[] Yellow Zone Fortress Towns (Phase 7) 93/300 2 dice 40R 33%, 3 dice 60R 91%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/600 5 dice 100R 19%, 6 dice 120R 65%, 7 dice 140R 93%
-[] Lesser Blue Zone Arcologies (Phase 1) 0/170 2 dice 30R 67%, 3 dice 45R 98%
-[] Lesser Blue Zone Arcologies (Phase 1+2?) 0/340 3 dice 45R 10%, 4 dice 60R 64%, 5 dice 75R 95%
-[] Communal Blue Zone Arcologies (New) 0/400 4 dice 60R 26%, 5 dice 75R 77%, 6 dice 90R 97%
-[] Blue Zone Apartment Complexes (Phase 10) 87/160 1 die 10R 79%, 2 dice 20R 100%

-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 42%, 4 dice 60R 90%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 14%, 7 dice 105R 55%, 8 dice 120R 88%, 9 dice 135R 98%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 5%, 10 dice 150R 27%, 11 dice 165R 63%, 12 dice 180R 88%, 13 dice 195R 98%
-[] Suborbital Shuttle Service (Phase 2) 22/250 2 dice 50R 18%, 3 dice 75R 82%, 4 dice 100R 99%
-[] Suborbital Shuttle Service (Phase 2+3) 22/450 4 dice 100R 13%, 5 dice 125R 62%, 6 dice 150R 93%
-[] Urban Metros (Phase 4) 0/150 1 die 15R 2%, 2 dice 30R 81%, 3 dice 45R 99%

-[] Chicago Planned City (Phase 5) (Updated) 52/1100 10 dice 200R 1%, 11 dice 220R 12%, 12 dice 240R 38%, 13 dice 260R 69%, 14 dice 280R 90%
--Alt: 1 HI 9 Infra dice 200R 3%, 1 HI 10 Infra dice 220R 19%, 1 HI 11 Infra dice 240R 51%, 1 HI 12 Infra dice 260R 80%, 1 HI 13 Infra dice 280R 95%
--Note: Listing all HI/Infra dice combinations would be a massive pain.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 89%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 48%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 7%, 5 Tib dice 100R 52%, 6 Tib dice 120R 90%
--Alt: 1 Tib 6 Infra dice 140R 99%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 dice 180R 3%, 10 dice 200R 21%, 11 dice 220R 56%, 12 dice 240R 85%, 13 dice 260R 97%
--Alt: 3 Tib 6 Infra dice 180R 2%, 4 Tib 6 Infra dice 200R 17%, 5 Tib 6 Infra dice 220R 51%, 6 Tib 6 Infra dice 240R 82%, 7 Tib 6 Infra dice 260R 96%
--Note: Listing all Infra/Tib dice combinations would be a massive pain.

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/80 1 die 10R 100%
-[] Postwar Housing Refits (Phase 1) 0/200 2 dice 20R 39%, 3 dice 30R 93%
-[] Postwar Housing Refits (Phase 1+2) 0/400 4 dice 40R 26%, 5 dice 50R 77%, 6 dice 60R 97%
-[] Postwar Housing Refits (Phase 1+2+3) 0/600 6 dice 60R 18%, 7 dice 70R 61%, 8 dice 80R 90%
Heavy Industry 5 dice +33
-[] U Series Alloy Foundries (Phase 1) (New) 0/600 6 dice 240R 12%, 7 dice 280R 50%, 8 dice 320R 84%, 9 dice 360R 97%
-[] U Series Alloy Foundries (Phase 1+2) (New) 0/1200 12 dice 480R 3%, 13 dice 520R 17%, 14 dice 560R 44%, 15 dice 600R 73%, 16 dice 640R 90%
-[] Continuous Cycle Fusion Plants (Phase 10) 0/300 3 dice 60R 26%, 4 dice 80R 80%, 5 dice 100R 98%
-[] Continuous Cycle Fusion Plants (Phase 10+11) 0/600 6 dice 120R 12%, 7 dice 140R 50%, 8 dice 160R 84%, 9 dice 180R 97%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 25 dice 375R 4%, 26 dice 390R 11%, 27 dice 405R 27%, 28 dice 420R 47%, 29 dice 435R 68%, 30 dice 450R 84%, 31 dice 465R 93%
-[] Aberdeen Isolinear Fabricator (Phase 1) (New) 0/120 1 die 30R 29%, 2 dice 60R 93%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) (New) 0/360 3 dice 90R 3%, 4 dice 120R 43%, 5 dice 150R 87%, 6 dice 180R 99%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) (New) 0/840 8 dice 240R 3%, 9 dice 270R 20%, 10 dice 300R 55%, 11 dice 330R 83%, 12 dice 360R 96%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 10 dice 200R 1%, 11 dice 220R 10%, 12 dice 240R 35%, 13 dice 260R 66%, 14 dice 280R 88%, 15 dice 300R 97%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] Personal Electric Vehicle Plants 112/300 2 dice 20R 45%, 3 dice 30R 94%
-[] Microfusion Cell Development 0/60 1 die 20R 94%
-[] Division of Alternative Energy (Updated) -1 HI die -10RpT Auto
Light and Chemical Industry 5 dice +23
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 4%, 15 dice 300R 16%, 16 dice 320R 37%, 17 dice 340R 61%, 18 dice 360R 81%, 19 dice 380R 93%
-[] Bergen Superconductor Foundry (Phase 4) 65/760 7 dice 210R 1%, 8 dice 240R 13%, 9 dice 270R 42%, 10 dice 300R 73%, 11 dice 330R 91%
-[] Civilian Ultralight Factories 0/190 2 dice 30R 26%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Carbon Nanotube Foundry Expansions 0/300 3 dice 60R 11%, 4 dice 80R 56%, 5 dice 100R 90%
-[] Artificial Wood Furniture Plants (New) 0/100 1 die 10R 39%, 2 dice 20R 93%
-[] Home Robotics Development (New) 0/60 1 die 10R 84%, 2 dice 20R 100%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
Agriculture 6 dice +28
-[] Agriculture Mechanization Projects (Phase 2) 26/250 2 dice 30R 12%, 3 dice 45R 70%, 4 dice 60R 97%
-[] Blue Zone Aquaponics Bays (Phase 5) 18/140 1 die 10R 22%, 2 dice 20R 88%, 3 dice 30R 99%
-[] Blue Zone Aquaponics Bays (Phase 5+6) 18/280 3 dice 30R 42%, 4 dice 40R 87%, 5 dice 50R 99%
-[] Blue Zone Aquaponics Bays (Phase 5+6+7) 18/420 4 dice 40R 11%, 5 dice 50R 54%, 6 dice 60R 88%, 7 dice 70R 98%
-[] Vertical Farming Projects (Stage 3) 74/240 2 dice 30R 56%, 3 dice 45R 95%
-[] Vertical Farming Projects (Stage 3+4) 74/480 4 dice 60R 10%, 5 dice 75R 51%, 6 dice 90R 87%, 7 dice 105R 98%
-[] Vertical Farming Projects (Stage 3+4+5) 74/720 6 dice 90R 1%, 7 dice 105R 15%, 8 dice 120R 49%, 9 dice 135R 81%, 10 dice 150R 95%
-[] Dairy Ranches (Phase 1) 0/200 2 dice 40R 26%, 3 dice 60R 84%, 4 dice 80R 99%
-[] Dairy Ranches (Phase 1+2) 0/400 4 dice 80R 12%, 5 dice 100R 55%, 6 dice 120R 89%, 7 dice 140R 99%
-[] Dairy Ranches (Phase 1+2+3) 0/600 6 dice 120R 5%, 7 dice 140R 33%, 8 dice 160R 70%, 9 dice 180R 92%

-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 40R 62%, 3 dice 60R 97%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 3 dice 45R 5%, 4 dice 60R 50%, 5 dice 75R 90%, 6 dice 90R 99%
-[] Spider Cotton Plantations (Phase 1+2+3+4+5) 0/950 9 dice 135R 2%, 10 dice 150R 14%, 11 dice 165R 43%, 12 dice 180R 75%, 13 dice 195R 93%
-[] Wadmalaw Kudzu Plantations (Phase 3) 315/450 1 die 10R 14%, 2 dice 20R 86%, 3 dice 30R 99%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 100%

-[] Strategic Food Stockpile Construction (Phase 5) 78/200 1 die 10R 22%, 2 dice 20R 88%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/400 3 dice 30R 8%, 4 dice 40R 55%, 5 dice 50R 91%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/600 5 dice 50R 4%, 6 dice 60R 31%, 7 dice 70R 71%, 8 dice 80R 93%
-[] Caloric Reclamation Processor (Phase 1) 0/80 1 die 10R 64%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) 0/160 2 dice 20R 62%, 3 dice 30R 97%
-[] Department of Core Crops -1 Agri die -15 RpT auto
Tiberium 7 dice +38
-[] Tiberium Vein Mines (Stage 2) (Updated) 5/195 2 dice 40R 52%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3?) 5/385 3 dice 60R 2%, 4 dice 80R 43%, 5 dice 100R 88%, 6 dice 120R 99%
-[] Tiberium Vein Mines (Stage 2+3+4?) 5/570 5 dice 100R 5%, 6 dice 120R 40%, 7 dice 140R 82%, 8 dice 160R 97%
-[] Tiberium Vein Mines (Stage 2+3+4+5?) 5/750 7 dice 140R 8%, 8 dice 160R 40%, 9 dice 180R 78%, 10 dice 200R 96%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6?) 5/925 9 dice 180R 11%, 10 dice 200R 42%, 11 dice 220R 76%, 12 dice 240R 94%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6+7?) 5/1095 10 dice 200R 2%, 11 dice 220R 15%, 12 dice 240R 45%, 13 dice 260R 77%, 14 dice 280R 94%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6+7+8?) 5/1260 12 dice 240R 4%, 13 dice 260R 20%, 14 dice 280R 50%, 15 dice 300R 78%, 16 dice 320R 94%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) 0/350 3 dice 60R 9%, 4 dice 80R 63%, 5 dice 100R 95%
-[] Intensification of Green Zone Harvesting (Stage 8) 4/100 1 die 15R 58%, 2 dice 30R 99%
-[-] Intensification of Green Zone Harvesting (Stage 8+9) 4/200 2 dice 30R 47%, 3 dice 45R 95%
-[-] Intensification of Green Zone Harvesting (Stage 8+9+10) 4/300 3 dice 45R 39%, 4 dice 60R 89%, 5 dice 75R 99%

-[-] Red Zone Tiberium Harvesting (Stage 12) 29/150 1 die 25R 33%, 2 dice 50R 96%
-[-] Red Zone Tiberium Harvesting (Stage 12+13) 29/300 2 dice 50R 2%, 3 dice 75R 57%, 4 dice 100R 96%
-[-] Red Zone Border Offensives (Stage 4) 93/250 2 dice 50R 79%, 3 dice 75R 99%
-[-] Red Zone Border Offensives (Stage 4+5) 93/500 4 dice 100R 27%, 5 dice 125R 78%, 6 dice 150R 98%
-[-] Deep Red Zone Tiberium Glacier Mining (Stage 4) (Updated) 0/250 2 dice 60R 9%, 3 dice 90R 72%, 4 dice 120R 98%
-[-] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) (Updated) 0/500 5 dice 150R 26%, 6 dice 180R 74%, 7 dice 210R 96%
-[-] Red Zone Containment Lines (Stage 6) 54/225 2 dice 50R 69%, 3 dice 75R 99%
-[-] Red Zone Containment Lines (Stage 6+7) 54/450 4 dice 100R 33%, 5 dice 125R 83%, 6 dice 150R 98%
-[-] Red Zone Containment Lines (Stage 6+7+8) 54/675 6 dice 150R 15%, 7 dice 175R 57%, 8 dice 200R 89%, 9 dice 225R 99%
-[-] Tiberium Glacier Mining (Stage 13) 38/205 2 dice 60R 72%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/410 3 dice 90R 3%, 4 dice 120R 48%, 5 dice 150R 91%

-[] Tiberium Processing Plants (Stage 3) 38/200 2 dice 60R 76%, 3 dice 90R 99%
-[] Tiberium Processing Plants (Stage 3+4) 38/400 3 dice 90R 5%, 4 dice 120R 55%, 5 dice 150R 93%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 60%, 2 dice 40R 99%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 54%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 24%, 2 dice 60R 93%
-[-] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 34%, 2 dice 60R 96%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/140 1 die 20R 18%, 2 dice 40R 91%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4?) 4/280 2 dice 40R 1%, 3 dice 60R 54%, 4 dice 80R 95%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 70%, 3 dice 60R 99%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 83%, 3 dice 60R 99%
-[] Red Zone Energy Refits (Phase 1) 0/350 3 dice 75R 9%, 4 dice 100R 63%, 5 dice 125R 95%
-[] Red Zone Energy Refits (Phase 1+2) 0/700 6 dice 150R 1%, 7 dice 175R 20%, 8 dice 200R 61%, 9 dice 225R 90%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/1050 10 dice 250R 5%, 11 dice 275R 26%, 12 dice 300R 61%, 13 dice 325R 87%, 14 dice 350R 97%
Orbital 7 dice +33
-[] GDSS Columbia (Phase 1) (Updated) 0/65 1 die 20R 89%, 2 dice 40R 100%
-[] GDSS Columbia (Phase 1+2) (Updated) 0/200 2 dice 40R 43%, 3 dice 60R 95%
-[] GDSS Columbia (Phase 1+2+3) (Updated) 0/475 4 dice 80R 3%, 5 dice 100R 40%, 6 dice 120R 84%, 7 dice 140R 98%
-[] GDSS Columbia (Phase 1+2+3+4) (Updated) 0/1030 10 dice 200R 8%, 11 dice 220R 34%, 12 dice 240R 68%, 13 dice 260R 90%
-[] GDSS Columbia (Phase 1+2+3+4+5) (Updated) 0/2145 21 dice 420R 2%, 22 dice 440R 9%, 23 dice 460R 25%, 24 dice 480R 48%, 25 dice 500R 72%, 26 dice 520R 88%, 27 dice 540R 96%
-[] GDSS Shala - Same as GDSS Columbia.

--GDSS Enterprise Bays (2 available)--
-[] Gravitic Shipyard 0/450 4 dice 80R 8%, 5 dice 100R 55%, 6 dice 120R 91%
-[] Fusion Shipyard 0/500 5 dice 100R 26%, 6 dice 120R 74%, 7 dice 140R 96%

-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 96%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 11%, 2 dice 20R 85%, 3 dice 30R 99%
--Alt: 1 AA/Erewhon die 1 Orb die 20R 61%, 1 AA/Erewhon die 2 Orb dice 30R 97%
-[] Conestoga Class Development 0/60 1 die 30R 94%

-[] Outer System Survey Probes 0/190 2 dice 30R 43%, 3 dice 45R 93%

-[] Lunar Regolith Harvesting (Phase 3) (Updated) 57/285 2 dice 40R 15%, 3 dice 60R 77%, 4 dice 80R 98%
-[] Lunar Regolith Harvesting (Phase 3+4) (Updated) 57/560 5 dice 100R 14%, 6 dice 120R 57%, 7 dice 140R 90%
-[] Lunar Heavy Metals Mines (Phase 4) (Updated) 25/340 3 dice 60R 17%, 4 dice 80R 72%, 5 dice 100R 97%
-[] Lunar Heavy Metals Mines (Phase 4+5) (Updated) 25/670 6 dice 120R 3%, 7 dice 140R 28%, 8 dice 160R 68%, 9 dice 180R 92%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +31
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 31%, 3 dice 60R 88%, 4 dice 80R 99%
--Note: Costs 1 field die and locks it until the project is complete.
-[] Gene Clinics 94/120 1 die 10R 100%
--Alt: 1 AA/Erewhon die 10R 90%
-[] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%, 2 dice 50R 99%
-[] Regional Hospital Expansions (Phase 1+2) 213/600 4 dice 100R 22%, 5 dice 125R 71%, 6 dice 150R 95%
-[] Kamisuwa Optical Laboratories 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Ocular Implant Deployment 0/200 2 dice 50R 31%, 3 dice 75R 88%, 4 dice 100R 99%
Military 8 dice +30
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Department of Munitions -1 Mil die -20 RpT auto
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 5) (Updated) 41/480 4 dice 80R 8%, 5 dice 100R 52%, 6 dice 120R 89%, 7 dice 140R 99%
-[] 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 91%
-[] Military Particle Beam Development 0/100 1 die 20R 51%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/350 2 dice 10R 21%, 3 dice 15R 81%, 4 dice 20R 99%
-[] Strategic Area Defense Networks (Phase 1) 0/275 3 dice 60R 37%, 4 dice 80R 85%, 5 dice 100R 99%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 8%, 7 dice 140R 39%, 8 dice 160R 76%, 9 dice 180R 95%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 5%, 11 dice 220R 22%, 12 dice 240R 53%, 13 dice 260R 80%, 14 dice 280R 94%

--MARVs--
-[] Reclamator Hub 0/335 3 dice 60R 6%, 4 dice 80R 52%, 5 dice 100R 90%
--Alt 1: 2 Mil 1 Tib 60R 9%, 2 Mil 2 Tib dice 80R 62%, 2 Mil 3 Tib dice 100R 95%
--Alt 2: 1 Mil 1 AA 2 Tib 60R 2%, 1 Mil 1 AA 3 Tib dice 80R 42%, 1 Mil 1 AA 4 Tib dice 100R 88%, 1 Mil 1 AA 5 Tib dice 120R 99%
--Alt 3: 2 AA 2 Tib 80R 24%, 2 AA 3 Tib dice 100R 76%, 2 AA 4 Tib dice 120R 97%
-[] Reclamator Hub x2 0/670 7 dice 140R 12%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 26%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 93%
-[] Reclamator Hub x3 0/1005 10 dice 200R 2%, 11 dice 220R 14%, 12 dice 240R 41%, 13 dice 260R 71%, 14 dice 280R 90%
--Alt: 2 Mil 8 Tib dice 200R 9%, 2 Mil 9 Tib dice 220R 37%, 2 Mil 10 Tib dice 240R 71%, 2 Mil 11 Tib dice 260R 92%
-[] Reclamator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 23%, 4 dice 80R 76%, 5 dice 100R 97%
-[] Reclamator Hub BZ-2 (Richmond) 58/335 3 dice 60R 35%, 4 dice 80R 85%, 5 dice 100R 99%
--Alt: 2 Mil 1 Tib dice 60R 41%, 2 Mil 2 Tib dice 80R 90%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 91%
-[] Infantry Recon Support Drone Deployment (New) 0/200 2 dice 20R 29%, 3 dice 30R 87%, 4 dice 40R 99%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 1) 0/275 3 dice 60R 37%, 4 dice 80R 85%, 5 dice 100R 99%
-[] Orca Wingmen Drone Deployment (Phase 1+2) 0/550 5 dice 100R 2%, 6 dice 120R 24%, 7 dice 140R 65%, 8 dice 160R 91%
-[] Hammerhead Wingmen Drone Deployment (Phase 1) 0/200 2 dice 40R 29%, 3 dice 60R 87%, 4 dice 80R 99%
-[] Hammerhead Wingmen Drone Deployment (Phase 1+2) 0/400 4 dice 80R 15%, 5 dice 100R 61%, 6 dice 120R 92%
-[] Apollo Fighter Factories 0/80 1 die 15R 66%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

--Space Force--
-[] Orbital Nuclear Caches (Updated) 0/160 2 dice 40R 73%, 3 dice 60R 99%
-[] Low Orbit Support Satellite Constellations 0/200 2 dice 20R 29%, 3 dice 30R 87%, 4 dice 40R 99%
-[] Transorbital Fighter Development 0/60 1 die 20R 91%
-[] Missile Drop Pod Development 0/40 1 die 15R 100%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 1) 142/200 1 die 10R 88%, 2 dice 20R 100%
-[] Railgun Munitions Factories (Phase 1+2) 142/400 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 91%
-[] Railgun Munitions Factories (Phase 1+2+3) 142/600 4 dice 40R 2%, 5 dice 50R 27%, 6 dice 60R 71%, 7 dice 70R 94%
-[] Railgun Munitions Factories (Phase 1+2+3+4) 142/800 6 dice 60R 1%, 7 dice 70R 15%, 8 dice 80R 51%, 9 dice 90R 83%, 10 dice 100R 96%
-[] Next-Generation Armored Support Vehicles (New) 0/80 1 die 25R 71%, 2 dice 50R 100%
-[] Next-Generation Armored Fighting Vehicles (New) 0/80 1 die 35R 71%, 2 dice 70R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 3) 147/180 1 die 20R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4) 147/360 2 dice 40R 20%, 3 dice 60R 80%, 4 dice 80R 99%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4+5) 147/540 4 dice 80R 18%, 5 dice 100R 65%, 6 dice 120R 93%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4+5+6) 147/720 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 85%, 9 dice 180R 97%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Deployment 0/120 1 die 25R 26%, 2 dice 50R 91%

--Navy--
-[] Infernium Laser Refits 0/450 4 dice 120R 2%, 5 dice 150R 31%, 6 dice 180R 75%, 7 dice 210R 95%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/180 2 dice 50R 47%, 3 dice 75R 94%
-[] Shark Class Frigate Shipyards (Seattle) 0/300 3 dice 60R 20%, 4 dice 80R 73%, 5 dice 100R 97%

--Steel Talons--
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 66%, 2 dice 60R 99%
-[] Combat Laser Development 0/80 1 die 25R 71%, 2 dice 50R 100%
-[] Modular Rapid Assembly System Prototypes 56/125 1 die 20R 82%, 2 dice 40R 100%
-[] Buckler Shield Development 0/100 1 die 20R 51%, 2 dice 40R 99%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%, 2 dice 40R 99%
Bureaucracy 4 dice +28
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 0/50 1 die 94%, 2 dice 100%
-[] Transfer Funding to InOps (New) 1 die -60 RpT auto
-[] Transfer Funds to the General Pool (New) 1 die -30*x RpT auto
-[] Expand Grant Programs (New) 1 die -10/20/30 RpT auto
-[] Interdepartmental Favors (Updated) 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
-[] Focus Reallocation 1 die auto
Last Security Review
Light/Chem 4 turns ago 2061 Q1
Heavy Ind 5 turns ago 2060 Q4
Orbital 5 turns ago 2060 Q4
Bureaucracy 5 turns ago 2060 Q4
Services 8 turns ago 2060 Q1
Infrastructure 9 turns ago 2059 Q4
Tiberium 9 turn ago 2059 Q4
Military 12 turns ago 2059 Q1
Agriculture 13 turns ago 2058 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, +5 to station building, and +5 to Genetically Engineered Plants.
--Note 2: 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.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note 4: The most recent version of the Array is most often the Informational threadmarked version.


Sorry this took so long to bring together, There has been some interpersonal drama in my sphere that has been draining my energy.
 
So, here's all the rollout timelines I can find.

--General Military--
-[] Ferro Aluminum Armor Refits 139/350 1 year to begin deployment, 3 years to complete replacement.
-[] Strategic Area Defense Networks (Phase 1) 6 months to bring first parts online, 18 months to complete network density.

--Zone Operations Command--
-[] Infantry Recon Support Drone Deployment (New) 0/200 9 months to spool, 27 months to finish.

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 1) 1 year to spool up, 4 years to complete
-[] Hammerhead Wingmen Drone Deployment (Phase 1) 1 year to spool up, 3 years to complete
-[] Apollo Fighter Factories 0/80 18 months to spool up, 4 years to complete

--Ground Forces--
-[] Railgun Munitions Factories (Phase 1) 142/200 3 months to spool up, 18 months to saturate the supply network.
-[] Ground Forces Zone Armor (Set 1) (Phase 3) 147/180 6 months to spool, 2 years 6 months to reach full saturation.

--Navy--
-[] Infernium Laser Refits 0/450 6 months to refit the first ships, but slowly rotates the entire fleet in and out of service, providing 6 years until it's finished.
-[] Island Class Assault Ship Deployment 0/180 4 years for the first Tranche, then 2 years after for each new Tranche.
-[] Shark Class Frigate Shipyards (Seattle) 2 years for the first Tranche, then 21 months for each new tranche.

One thing that is obvious is that drones are MUCH longer lead-time than we had anticipated, you need to wait almost a year to get significant numbers of them. On the other hand, SADN networks are all on independent timers, so we don't have to wait for Phase 1 to finish spooling out before Phase 2 starts. On the mutant third hand, we're late for sharks, and they're coming MUCH slower on than I anticipated.
 
[ ] Expand Grant Programs (New)
With the Initiative's economy rapidly expanding, more resources is not an immediate need, but at the same time can continue to supercharge growth, as the success of smaller and mid sized companies in expanding their operations has begun to make private careers less of a failure, and creates opportunities outside of the Initiative.
-[ ] 10 resources in grants.
-[ ] 20 resources in grants.
-[ ] 30 resources in grants.

always nice to see grants returning from the grave
 
[ ] U-Series Alloy Foundries (Phase 1) (New)
Large scale use of the STU alloys will affect not only structural work, but a substantial number of other projects, ranging from blades and cutting devices, to various forms of highly conductive wiring. These alloy foundries will be a substantial investment into the future of the Initiative, and a baseline to add additional metallurgical advancements to.
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)


I want every bit of this- whatever it discounts becomes a lot easier and not just the stations.
 
[-] Red Zone Tiberium Harvesting (Stage 12) (Will unlock Q2 2063)
Well, a one year break from Red Zone operations seems fair after Q1's events.

I think Communal BZ Arcologies will get fitted in around Chicago in subsequent turns for me, then work on Housing Refits. U-series stuff is getting a pass from me until we have ICCF available at a minimum.

--Navy--
-[] Infernium Laser Refits 0/450 6 months to refit the first ships, but slowly rotates the entire fleet in and out of service, providing 6 years until it's finished.
-[] Island Class Assault Ship Deployment 0/180 4 years for the first Tranche, then 2 years after for each new Tranche.
-[] Shark Class Frigate Shipyards (Seattle) 2 years for the first Tranche, then 21 months for each new tranche.
Well, I'm definitely keeping 3D on disco ball refits in this case! Also, that's half a year worse on build time for the Sharks than I was thinking. Oof. Sorry, but completing disco balls is higher priority to me now than starting Seattle.

--

Decided to swap out LVPAD and microfusion on my base draft plan to be Aberdeen Phase 1 (2D), and swapped a die from Optic Labs to Ocular (3D->2D; 2D->3D). Gives a good chance of Ocular completing, reduces Labs to very slim chance. Not enough wiggle room in the variants to swap in Aberdeen Phase 1. Oh well.
 
1045/1050
[] Plan Space! Columbia and Gravitics
Infra 5/5 90R +36
-[] Blue Zone Apartment Complexes (Phase 10) 87/160 1 die 10R 79%
-[] Suborbital Shuttle Service (Phase 2) 22/250 2 dice 50R 18%
-[] Urban Metros (Phase 4) 0/150 2 dice 30R 81%
HI 5/5 180R +33
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%
-[] U Series Alloy Foundries (Phase 1) (New) 0/600 4 dice 160R 0%
LCI 5/5 100R +23
-[] Artificial Wood Furniture Plants (New) 0/100 1 die 10R 39%
-[] Home Robotics Development (New) 0/60 Erewhon 10R 56%
-[] Carbon Nanotube Foundry Expansions 0/300 4 dice 80R 56%
Agri 6/6 65R +28
-[] Security Review 1 Agri die
-[] Vertical Farming Projects (Stage 3) (Updated) 74/240 3 die 45R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 315/450 2 dice 20R 86%
Tiberium 7/7+1 free 180R +38
-[] Tiberium Vein Mines (Stage 2+3+4) 5/570 6 dice 120R 40%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 83%
Orbital 7/7+4 free 220R +33
-[] Gravitic Shipyard 0/450 4 dice 80R 8%
-[] GDSS Columbia (Phase 1+2+3) 0/475 7 dice 140R 98%
Services 5/5 70R +31
-[] Advanced Electronic Video Assistant Deployment (Service) 0/200 3 dice +1 service 60R 88%
-[] Gene Clinics 94/120 1 die 10R 100%
Military 8/8 +2 Free 160R +30
-[] Security Review 1 Mil die
-[] Railgun Munitions Factories (Phase 1) 142/200 1 die 10R 88%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4) 147/360 3 dice 60R 80%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Shark Class Frigate Shipyards (Seattle) 0/300 3 dice 60R 20%
-[] Modular Rapid Assembly System Prototypes 51/125 1 die 20R 77%
Bureau 4/4 +28 0R
-[] Security Review (Agriculture) 1 die + 1 Agri 94%
-[] Security Review (Mil) 2 die + 1 Mil 99%
-[] Focus Reallocation (Tib, Orb, HI) 1 die

Free 7/7
5 Space, 2 Mil


To confirm the 1050 is before the departments we are funding are deducted? Asking because that makes a difference if I need to free up 35 more R or not. But basically STU is going to be very good as a 5% reduction per phase for 5 phases to multiple projects is going to help whatever projects get discounted. Also means we want Improved Hewlett Gardener so we can refit our current processing to get more STU out of it. I did drop gravitic to min chance to shift a die over to tib vein mines.

edit assuming 1050 dropped a HI project for another die on U Series Alloy (for example 5% on columbia is 107 progress, between that and shala we are a bit over 1/3 the progress of a phase and depending on what else it covers we can hit that quite easily)
 
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Undoubtedly it's been brought up, and discussed. But I'm going to throw in my two currency units, and I invite-request that I be linked to the post that one feels best explores this topic:

Crash building Shala or Columbia and then crash building the other is a bad idea. People on those stations and the people developing/designing the follow-on stages of those stations need time to look at what has and hasn't worked at stages 1 & 2, and why, and apply those lessons to the designs of stages 3+.
---
[ ] 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)
Of course this has been queried before, would someone mind explaining/pointing me to posts that lay out what this means in terms of Nat 100 (Nat 2500) or Nat 1 (Nat 2 in 2500)?

'cuz my bellyfeels have me thinking that a Nat 2500 (or Nat 2 in 2500) should be more meaningful narratively than a 100 or a 1.
 
[] Plan: New Steel, New Plants, New Stations
-[] Infrastructure 5/5 70R
--[] Blue Zone Apartment Complexes (Phase 10) 87/160 1 die 10R 79%
--[] Rail Network Construction Campaigns (Phase 5) 39/325 2 dice 30R
--[] Urban Metros (Phase 4) 2 dice 30R 81%
-[] Heavy Industry 5/5 170R
--[] U-Series Alloy Foundries (Phase 1) (New) 0/600 4 dice 160R
--[] Personal Electric Vehicle Plants 112/300 1 die 10R
-[] Light & Chemical Industry 5/5 + 1 100R
--[] Artificial Wood Furniture Plants (New) 0/100 1 die 10R 39%
--[] Home Robotics Development (New) 0/60 1 die 10R 79%
--[] Carbon Nanotube Foundry Expansions 0/300 4 dice 80R 56%
-[] Agriculture 6/6 (1 allocated to Security Review this turn) 70R
--[] Wadmalaw Kudzu Plantations (Phase 3) 315/450 2 dice 20R 80%
--[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 52%
--[] Poulticeplant Development 0/50 1 die 20R 100%
--[] 1 die allocated for Security Review
-[] Tiberium 7/7 + 1 155R
--[] Tiberium Vein Mines (Stage 2+3+4?) 5/570 7 dice 140R 82%
--[] Intensification of Green Zone Harvesting (Stage 8) 4/100 1 die 15R 58%
-[] Orbital 7/7 + 5 + Erewhon 240R
--[] GDSS Columbia (Phase 1+2+3+4) 0/1030 11 dice 220R 34%
--[] Orbital Cleanup (Stage 11+12) 32/170 1 die + Erewhon 20R 61%
-[] Services 5/5 70R
--[] Gene Clinics 94/120 1 die 10R 100%
--[] Advanced Electronic Video Assistant Deployment 0/200 3 dice 60R 88%
--[] 1 die allocated/locked out for AEVA deployment
-[] Military 8/8 (1 allocated to Security Review this turn) 160R
--[] Ground Forces Zone Armor (Set 1) (Phase 3+4) 147/360 3 dice 60R 80%
--[] Infernium Laser Refits 0/450 1 die 30R
--[] Hammerhead Wingmen Drone Deployment (Phase 1) 0/200 2 dice 40R 29%
--[] Modular Rapid Assembly System Prototypes 56/125 1 die 20R 82%
--[] 1 die allocated for Security Review
-[] Bureaucracy 4/4
--[] Security Reviews (Military) DC50 0/50 2 dice 100%
--[] Security Reviews (Agriculture) DC50 0/50 1 die 94%
--[] Focus Reallocation 1 die auto
---[] Orbital
---[] Tiberium
---[] Heavy Industry

Free Dice 7/7 (5 Orbital, 1 Tiberium, 1 LCI)
Erewhon 1/1 (Orbital)
1035/1050R

A quick rationale here, in no particular order of importance:
- Advanced Alloys is extremely good, yes, but the time and cost for development is such that any sufficiently aggressive investment is still going to have to bend the whole budget around itself, and given the demands in Orbital we're likely to struggle there if we don't invest as many dice as possible. Just keeping that in mind.
- Relatedly, I've been convinced that the best way to take this forward is to rush-complete Columbia using as many free dice as possible, then at that point see what kind of investment we're looking at for a 20k space goal - Columbia is gating lunar cities and further habitation stations, as a reminder. From there, we can determine what free dice allocation for the rest of the plan can look like.
- Regarding the military, Karachi is an unknown yes, but that doesn't mean we should panic. We really can't be constantly switching focus and developing new systems without deploying existing ones, so we should work on what we have that should support the naval invasion. Sharks and Islands will take too long. Infernium will give our existing fleet much broader-spectrum defensive capabilities if they have to fight while loitering off the coast supporting the landing, while having Hammerhead/Orca drones (either or, I picked Hammerhead but I'm not married to them) will help our air units based in the area do the same. Arguably yes, Steal Disruptors or AECCM could be just as useful or more so, but we don't know how much the Bannerjees deal with stealth tech - what we DO know is they deal a lot in Gana, which we need heavy weapons to deal with.
- Regarding Agriculture, I want to actually utilize our new specialist's bonus to engineered plants to, well, engineer plants; the sooner we develop those and get an initial run out, the sooner we can potentially get a ticker going on improving them - a full phase plantation or two means we can actually have large-scale testing on statistically significant scales. Additionally, we know that these new plants are going to have samples sent to the Bannerjees as a symbol of goodwill, maybe if we do so they'll be less inclined to seriously pressure us at Karachi.
 
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@Ithillid Just need a quick reminder does Bureaucracy count for the active all dice promise to Litvinov?

Complete all phases of Red Zone Border Offensives before 2064
[-] Red Zone Border Offensives (Stage 4) (Will unlock Q2 2063)
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 93/250: 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)
Well this is going to be a slight problem.
 
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Of course this has been queried before, would someone mind explaining/pointing me to posts that lay out what this means in terms of Nat 100 (Nat 2500) or Nat 1 (Nat 2 in 2500)?

'cuz my bellyfeels have me thinking that a Nat 2500 (or Nat 2 in 2500) should be more meaningful narratively than a 100 or a 1.
IIRC, the intended game mechanic is for critical successes to be just as likely on a 'per die' basis. I'm betting that it looks to its tbd neighbor, if the neighbor is even its a crit, if it's not it isn't.

And the intended game mechanic for failures is to require two (or more) nat 1s anywhere in the project (i.e. they don't have to be neighbors). So crit failures start as significantly less likely, but become significantly more likely than 'vanilla' when crash building a single project with 10 or more 'dice'.
 
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