No, the development doesn't indicate that it gives income by itself, so there is likely a deployment project or three.
Might be a Harvesting Spike Refits project, in which case there could be a lot there. We've done 10 phases of YZ Harvesting and 7 of GZ Intensification. Even a modest +5 per project phase would be +85 income.
Huh...

I thought for sure it listed a income increase in the description.

Not sure how I made that mistake. Thanks for the correction.

Yeah, making the platform should be perfectly safe then except for the political fallout. And nod getting a hold of it but why would they use it?
 
The big question on my mind is whether an accelerator works within a fixed, delimited zone of effect, or affects an entire mass of tiberium no matter how large. In the former case, they're viable mining apparatus. In the latter case, using them on any 'naturally' occurring tiberium deposits is a very bad idea, as they will accelerate growth far away from the point that is initially being mined... and they can only be used in any degree of safety on intentionally seeded "waste dump" tiberium patches that aren't connected to anything else.

The trouble is that inhibitors work on a zone-by-zone basis, even when the zone in question is enormous... which makes me worry that the inhibitors are affecting entire masses of tiberium, no matter how large, in which case the accelerators probably would too.
 
The trouble is that inhibitors work on a zone-by-zone basis, even when the zone in question is enormous... which makes me worry that the inhibitors are affecting entire masses of tiberium, no matter how large, in which case the accelerators probably would too.
Presumably the inhibs are just fed as much Power as we can give them precisely so that they affect an entire zone. Whatever it takes to limit the scope of the accelerator's effect, we'd be doing that instead here. Or trying, at least – quality rolls and all that.

Still a development rather than a deployment though, so however the question is answered it's not like we're going to suffer for it.

As for specifics of what GDI has to do to achieve those ends, I can certainly imagine the stuff you're talking about being relevant and tested for – Tiberium masses drawing from other patches to reinforce itself is a hot topic in universe right now.
 
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The big question on my mind is whether an accelerator works within a fixed, delimited zone of effect, or affects an entire mass of tiberium no matter how large. In the former case, they're viable mining apparatus. In the latter case, using them on any 'naturally' occurring tiberium deposits is a very bad idea, as they will accelerate growth far away from the point that is initially being mined... and they can only be used in any degree of safety on intentionally seeded "waste dump" tiberium patches that aren't connected to anything else.

The trouble is that inhibitors work on a zone-by-zone basis, even when the zone in question is enormous... which makes me worry that the inhibitors are affecting entire masses of tiberium, no matter how large, in which case the accelerators probably would too.

That honestly sounds like nonsense? Like why would it work that way? It makes no sense logicaly. Inhibitors are massive instaltions which work zone wide for game convinence. Realisticaly yes, some zones should need more then one, and some may cover in other zones too, but if they were affecting "entire masses of tiberium, no matter how large" one would be enough to cover third of planetary landmass.
It sounds like baseless fear.
 
Tib Spikes is an R&D project.

I understand fears, but Spikes will require deployment.

We probably can afford R&D and if we don't like results we can ignore them.
 
That honestly sounds like nonsense? Like why would it work that way? It makes no sense logicaly. Inhibitors are massive instaltions which work zone wide for game convinence. Realisticaly yes, some zones should need more then one, and some may cover in other zones too, but if they were affecting "entire masses of tiberium, no matter how large" one would be enough to cover third of planetary landmass.
It sounds like baseless fear.

No, it's drawn pretty much directly from the blurb when we developed inhibitors. They work by transmitting a signal conducted through Tiberium that propagates across vast distances via all the little mycelial connections in the underground Tiberium network. Any contiguous mass is evenly affected by inhibitor pulses, regardless of size or distance, as long as it's all connected up by thick enough Tiberium veins to conduct the signal we get the same decrease in growth whether it's applied to a pebble in a lab or half of North America.

Jacketed by an outwardly ordinary casing, but constructed using alloys of transuranic materials, the core resonator elements of an inhibitor node convert extravagant amounts of energy into harmonic pulses that are subsequently channelled along subsurface veins and above ground glaciers of a contiguous mass of Tiberium, retarding its growth and spread.
[...]
Field tests have suggested that siting is critical, as effects appear to be a fixed percentage, regardless of the size of the contiguous mass.
[...]
This has resulted in a unit that can be emplaced on a Tiberium outcropping on the surface. Once there, it will slow growth on the entire network by a small but noticeable amount.
 
Yeah, an Inhibitor installation on our scale is a whole network of inhibitor nodes across an area.
But also, the mechanism by which they operate is just this side of *fucking magic*.
 
They're an alien black box that we can just about replicate but are not even remotely close to understanding the underlying principles of. Yeah, it is fuckin' weird that dumping a nuclear reactor's worth of harmonic vibrations into a little lab sample produces the same results as dumping it into an entire continent. It's probably a different mechanism of operation than our Tiberium shattering sonics, because those are power dependent, but that's about all we can definitely reliably say. Maybe it's a "hey chill the fuck out" code programmed into the Von Neumann intelligence by whoever made Tiberium, maybe it disrupts some part of the crystal structure without having to fully respect conservation of energy somehow, we dunno, all we know is that it's weird as fuck and it works on most of a continent.... somehow.
 
Draft plan updated to account for Mad Science needs.

The main thrust of the plan is set up Chicago Phase 5 for a second turn completion (done by the end of the year~), build MARV Hub RZ-1S in order to unlock RZ-1 Inhibitor, set up grav yard for a two turn completion, and continue good progression on stations. And Mad Science boost with Orbital Nuke Caches. I won't say I'll go for growth spikes next turn, because I'll hopefully have a RZ inhibitor to build, but otherwise I'll be open to developing them after that to see if anything useful could be discovered about tiberium or scrin tech from the effort. Sadly, I had to sacrifice GD-3 Deployment this turn in order to have a chance at completing Mad Science. Hopefully I can fix that next turn.

Naturally, some values will likely change once we see the impact of Alloy Foundries. I'm likely not touching another phase this year though. Got Chicago to build by the end of the year after all, plus RZ hub and Inhibitor... and a grav yard in Enterprise.

Industry: LCI is easy, as all in on Reykjavik in the hopes of getting it done in 4-5 turns (2-3 turns after Chicago's CapGoods infusion). HI, we have ICCF Development so we can get started on getting ahead of power issues, PEV Plants completion for Plan Goals and the other bonuses, and I start on North Boston. We need it for Plan Goals, we need it for more AI projects IIRC. If we only put two dice on it a turn, we ought to be able to complete it (nat 1s or low rolls notwithstanding) before end of Plan. Infrastructure... technically not industry, but anyhow, next turn would hopefully be on +logi projects, with hopefully communal arcos done and a reduced dice requirement for Chicago completion (1 HI + 4 Infra at most instead of 1 + 6?).

Agriculture: I'm finishing AgriMech to find out if there's anything gated behind it, such as Reforestation projects. The bulk increase in Food will also be helpful for heavily pushing Dairy Farms in future turns. I currently have 1D 15R reserved for Poulticeplant Plantations, IIRC based on the Spider Cotton plantation costs. VertFarms get funding once more.

Tiberium: Largely focuses on vein mining, with good chances of two stages completing. The rest of its focus goes to RZ-1S hub. Improved H-G efforts next turn, unfortunately.

Military: Orca drones phase 1, GFZA Phase 4 and maybe 5, Orbital Caches for MS, and Medium Tac Plasma Weapons for the Talons (also Plan Goal). Should drones phase 1 complete, disco ball refits begin. After Plasma weapons, buckler shields. Not expecting to use free dice or AA dice here next turn, that was to push RZ-1S construction and Mad Science concerns without hampering overall efforts.

Unfortunately, if everything completes that has a chance to... we just ate about half our Energy stockpile, and not quite half our CapGoods (with the variant plan, half). Upside, two turn Chicago means a CapGood infusion by Q1 2063. And if Reykjavik remains all in, we'd get another CapGoods infusion in late 2063. And ICCF Development means we might be able to get going on fixing our energy before it gets much worse. Or we slap down DAE to buy more time. Either way.

The variant plan puts all Service dice to Services AEVA, and the R savings allows an attempt at one turn grav yard completion and Conestoga dev, but at the cost of no progress placed on Columbia.

Free Dice: 7/7 + E + 2 AA
Budget: 1145/1150

[] Draft Plan Chicago by 2063
-[] Infrastructure (5/5 + 2, 135R)
--[] Communal Blue Zone Arcologies 328/400 (1D, 15R) (80%)
--[] Chicago Planned City (Phase 5) 52/1100 (6D, 120R) (7/12 median)
-[] Heavy Industry (6/6 + E, 110R)
--[] Improved Continuous Cycle Fusion Development 0/120 (1D + E, 40R) (75%)
--[] Chicago Planned City (Phase 5) (1D, 20R)
--[] Personal Electric Vehicle Plants 112/300 (2D, 20R) (45%)
--[] North Boston Chip Fabricator (Phase 5) 36/2400 (2D, 30R) (2/29 median)
-[] Light Industry (5/5, 100R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 (5D, 100R) (5/16.5 median)
-[] Agriculture (6/6, 90R)
--[] Agriculture Mechanization Projects (Phase 2) 26/250 (2D, 30R) (12%)
--[] Vertical Farms (Stage 3) 74/240 (3D, 45R) (95%, 3/5 median Stage 4)
--[] Poulticeplant Plantations (Phase 1) 0/??? (1D, 15R) (??%)
--[] Wadmalaw Kudzu Plantations (Phase 3) 430/450 (autocomplete)
-[] Tiberium (7/7, 140R)
--[] Tiberium Vein Mines (Stage 4+5) 65/365? (4D, 80R) (88% Stage 5)
--[] Reclamator Hub (RZ-1S) 0/335 (3D, 60R)
-[] Orbital (7/7 + 3, 230R)
--[] GDSS Shala (Phase 2+3) 50/410 (5D, 100R) (93.4%)
--[] GDSS Columbia (Phase 4) 138/555 (2D, 40R) (2/4 median?)
--[] Gravitic Shipyard 0/450 (3D, 90R) (3/5 median)
-[] Services (4/4, 90R)
--[] Regional Hospital Expansions (Phase 1+2) 213/600 (2D, 50R) (2/5 median Phase 2)
--[] Kamisuwa Optical Laboratories 79/250 (2D, 40R) (4%)
-[] Military (8/8 + 2 + 2 AA, 250R)
--[] Reclamator Hub (RZ-1S) 0/335 (2D + AA, 60R) (>50%)
---[] Probability Array seems off, given that 1 Mil + 1 AA + 3 Tib is 30+(38*3) = 144 before the 5d100 gets rolled, but is listed as 42%.
---[] Add in a second Mil die and it would be 6d100+174 for ~477 on average 50.5 rolls. The dice bonus alone is half the project.
--[] Orca Wingmen Drone Deployment (Phase 1) 0/275 (4D, 80R) (85% chance)
--[] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/360 (2D, 40R) (25% Phase 5)
--[] Orbital Nuclear Caches 0/160 (1D + 1 AA, 40R)
--[] Medium Tactical Plasma Weapon Deployment 0/80 (1D, 30R) (66%)
-[] Bureaucracy (4/4)
--[] Administrative Assistance (Reclamator Hub – Military) (2D)
--[] Administrative Assistance (Orbital Nuclear Caches – Military) (2D)


Housing: 58 + 6 (ComArco) + 1 (Dept Arco) = 65
LQ Housing: 23 – 6 (ComArco) – 1 (Dept Arco) = 16
Energy: 35 – 1 (ComArco) – 4 (PEV) – 1 (AgriMech) – 2 (VertFarms) – 1 (Hospitals) – 2 (Kamisuwa) + 1 (RZ-1S) – 3 (Orca) – 4 (GFZA) = 18
Energy Reserve: 4 + 1 (ComArco) = 5
Logistics: 10 + 4 (PEV) = 14
Food: 17 + 12 (AgriMech) + 4 (VertFarms) + 3 (Shala) – 3 (pop) = 33
Health: 13 + 4 (Hospitals) = 17
Capital Goods: +20 – 2 (PEV) – 1 (AgriMech) – 2 (Vein Mines) – 1 (Hospitals) – 1 (Orca) – 2 (GFZA) + 2 (DIA) = 13
STUs: 10
Consumer Goods: 117 + 2 (ComArco) + 8 (PEV) + 4 (VertFarms) + 8 (Kudzu) + 1 (Shala) + 3 (Private Industry) + 3 (sub-dept) + 2 (Perennials) = 148
Labor: 43 – 2 (PEV) – 1 (Hospitals) – 2 (Kamisuwa) – 1 (Orca) – 4 (GFZA) + 4 (Medical) + 2 (Immigrant) -1 (Private Industry) - 1 (Gov't) = 37

YZ Mitigation: 94 + 2 (Vein Mines) = 96
RZ Mitigation: 80 + 3 (RZ-1S) = 83
RpT: + [50-70] (Vein Mines) + 25 (RZ-1S) = +75-95
PS: 75 + 10 (PEV) + 15 (Shala) = 100

Plan Goals worked on
ConGoods from Agriculture: 40 – 12 = 28 remaining
ConGoods from Treasury: 104 – 28 (-5 sub-dept/Perennials?) = [76-81] remaining
Income: 785 – [75-95] = [690-710] remaining
Increase Tib Processing Cap (Chicago)
Increase Space Pop (Shala Phase 2+3)
RZ Abatement: 28 – 3 = 25 remaining
Chicago Planned City by 2065
Complete MTPW deployment
Deploy Orca Wingmen drones by 2065
North Boston Phase 5
Complete EV factory by 2065
Reyjavik
Complete at least 7 GFZA factories
Grav yard

Free Dice: 7/7 + E + 2 AA
Budget: 1145/1150

[] Draft Plan Chicago by 2063, AEVA Edition
-[] Infrastructure (5/5 + 2, 135R)
--[] Communal Blue Zone Arcologies 328/400 (1D, 15R) (80%)
--[] Chicago Planned City (Phase 5) 52/1100 (6D, 120R) (7/12 median)
-[] Heavy Industry (6/6 + E, 110R)
--[] Improved Continuous Cycle Fusion Development 0/120 (1+E die, 40R) (75%)
--[] Chicago Planned City (Phase 5) (1D, 20R)
--[] Personal Electric Vehicle Plants 112/300 (2D, 20R) (45%)
--[] North Boston Chip Fabricator (Phase 5) 36/2400 (2D, 30R) (2/29 median)
-[] Light Industry (5/5, 100R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 (5D, 100R) (5/16.5 median)
-[] Agriculture (6/6, 90R)
--[] Agriculture Mechanization Projects (Phase 2) 26/250 (2D, 30R) (70%)
--[] Vertical Farms (Stage 3) 74/240 (3D, 45R) (95%, 3/5 median Stage 4)
--[] Poulticeplant Plantations (Phase 1) 0/??? (1D, 15R) (??%)
--[] Wadmalaw Kudzu Plantations (Phase 3) 430/450 (autocompletes)
-[] Tiberium (7/7, 140R)
--[] Tiberium Vein Mines (Stage 4+5) 65/365? (4D, 80R) (88% Stage 5)
--[] Reclamator Hub (RZ-1S) 0/335 (3D, 60R)
-[] Orbital (7/7 + 4, 280R)
--[] GDSS Shala (Phase 2+3) 50/410 (5D, 100R) (93.4%)
--[] Gravitic Shipyard 0/450 (5D, 150R) (55%)
--[] Conestoga Class Development 0/60 (1D, 30R) (94%)
-[] Services (4/4, 60R)
--[] -1 die for Service AEVA
--[] Advanced Electronic Video Assistant Deployment 0/200 (3D, 60R) (88%)
-[] Military (8/8 + 1 + 2 AA, 230R)
--[] Reclamator Hub (RZ-1S) 0/335 (1D + AA, 40R) (42%?)
---[] Probability Array seems off, given that 30+(38*3) gives 144 before the 5d100 gets rolled.
---[] With avg 50.5 rolls, 5d100 + 144 would have 61-62 points overflow into RZ-3S.
--[] Orca Wingmen Drone Deployment (Phase 1) 0/275 (4D, 80R) (85% chance)
--[] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/360 (2D, 40R) (25% Phase 5)
--[] Orbital Nuclear Caches 0/160 (1D + 1 AA, 40R)
--[] Medium Tactical Plasma Weapon Deployment 0/80 (1D, 30R) (66%)
-[] Bureaucracy (4/4)
--[] Administrative Assistance (Reclamator Hub – Military) (2D)
--[] Administrative Assistance (Orbital Nuclear Caches – Military) (2D)


Housing: 58 + 6 (ComArco) + 1 (Dept Arco) = 65
LQ Housing: 23 – 7 = 16
Energy: 35 – 1 (ComArco) – 4 (PEV) – 1 (AgriMech) – 2 (VertFarms) – 3 (AEVA) + 1 (RZ-1S) – 3 (Orca) – 4 (GFZA) = 18
Energy Reserve: 4 + 1 (ComArco) = 5
Logistics: 10 + 4 (PEV) = 14
Food: 17 + 12 (AgriMech) + 4 (VertFarms) + 3 (Shala) – 3 (pop) = 33
Health: 13
Capital Goods: +20 – 2 (PEV) – 1 (AgriMech) – 2 (Vein Mines) – 4 (AEVA) – 1 (Orca) – 2 (GFZA) + 2 (DIA) = 10
STUs: 10
Consumer Goods: 117 + 2 (ComArco) + 8 (PEV) + 4 (VertFarms) + 8 (Kudzu) + 1 (Shala) + 3 (Private Industry) + 3 (sub-dept) + 2 (Perennials) = 148
Labor: 43 – 2 (PEV) – 1 (Orca) – 4 (GFZA) + 4 (Medical) + 2 (Immigrant) -1 (Private Industry) - 1 (Gov't) = 40

YZ Mitigation: 94 + 2 (Vein Mines) = 96
RZ Mitigation: 80 + 3 (RZ-1S) = 83
RpT: + [50-70] (Vein Mines) + 25 (RZ-1S) = +75-95
PS: 75 + 10 (PEV) + 15 (Shala) = 100

Plan Goals worked on
ConGoods from Agriculture: 40 – 12 = 28 remaining
ConGoods from Treasury: 104 – 28 (-5 sub-dept/Perennials?) = [76-81] remaining
Income: 785 – [75-95] = [690-710] remaining
Increase Tib Processing Cap (Chicago)
Increase Space Pop (Shala Phase 2+3)
RZ Abatement: 28 – 3 = 25 remaining
Chicago Planned City by 2065
Complete MTPW deployment
Deploy Orca Wingmen drones by 2065
North Boston Phase 5
Complete EV factory by 2065
Reyjavik
Complete at least 7 GFZA factories
Grav yard
Conestoga Dev and Deploy
 
Q3 2062
Q3 2062

Resources: 1125 + 125 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 2/4

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

Tiberium Spread
23.96 (+0.39) Blue Zone
0.04 (+0.00) Cyan Zone
0.27 (-0.39) Green Zone
23.11 (-0.65) Yellow Zone (94 points of mitigation)
52.62 (+0.65) Red Zone (80 points of mitigation)

Current Economic Issues:
Housing: +58 (23 population in low quality housing) (+1 high-quality housing per turn)
Energy: +35 (+4 in reserve)
Logistics: +10 (-2 from military activity)
Food: +17 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +20 (+2 per turn from Distributed Industrial Authority) (+208 in reserve)
STUs: +10
Consumer Goods: +117 (-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: +43 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-1 per turn from other government) (Net +2)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2535/3350)‌ ‌
Taxation Per Turn: +60
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 ‌(460;‌ ‌278;‌ 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 104 Consumer Goods points from the Treasury
Provide 40 Consumer Goods from Agriculture
Increase Income by 785
Increase Tiberium Processing limit by 920
Increase population in space by 19.25k
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 7 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign 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 1/570: 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 93/290: 20 resources per die) (+4 Housing)
(Progress 0/285: 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 0/160: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve)

[ ] Communal Blue Zone Arcologies
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 328/395: 15 resources per die, +6 High Quality Housing, +2 Consumer Goods, +1 Energy Reserve, -1 Energy)

[ ] 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 39/310: 15 resources per die) (+4 Logistics)
(Progress 0/310: 15 resources per die) (+4 Logistics)
(Progress 0/310: 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 22/240: 25 resources per die) (+5 Logistics)
(Progress 0/190: 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 0/145: 15 resources per die) (+3 Logistics, -2 Energy)

[ ] Chicago Planned City (Phase 5)
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 52/1050: 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 0/60: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/125: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/245: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/495: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/990: 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 0/190: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/190: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/190: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (6 dice +33 bonus)

[ ] U-Series Alloy Foundries (Phase 2)
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. Demand for these materials is nearly universal, and expanding existing production of them is the best means to satisfy it.
(Progress 116/575: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 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 0/285: 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 36/2280: 15 resources per die) (+33 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)

[ ] Aberdeen Isolinear Fabricator (Phase 1)
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 0/115: 30 resources per die)
(Progress 0/230: 30 resources per die) (+8 Capital Goods, -2 Energy)
(Progress 0/455: 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 143/1145: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2280: 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 175/295: 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)

[ ] Second Generation Repulsorplate Development (Tech) (New)
While the first generation plates work, they are fundamentally less than useful in the overall scheme of things. Too inefficient, too power intensive, too fragile. However, the program has proven useful, with serious field testing operating in parallel with continued laboratory work, and it appears likely that it is possible to build significantly more effective repulsorplates in the near future.
(Progress 0/60: 20 resources per die)

[ ] Division of Alternative Energy
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+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 50/1220: 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 65/725: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1445: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Carbon Nanotube Foundry Expansions
While making longer carbon nanotubes is still difficult,manufacturing substantially more carbon nanotubes is relatively easy and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/285: 20 resources per die) (+4 Capital Goods)

[ ] Artificial Wood Furniture Plants
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 33/95: 10 resources per die) (+4 Consumer Goods)

[ ] Home Robotics Factories (New)
While most of the designs are already in production, bringing them to the masses rather than keeping them for the Initiative proper's use will require a substantial number of new factories, and expansions to already existing facilities.
(Progress 0/145: 15 resources per die) (-1 Energy, -1 Capital Goods, +4 Consumer Goods, +1 Labor)

[ ] 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)

[ ] Reforestation Campaign Preparations (Phase 1) (New)
While actively regreening the world is certainly premature, between the continued expansion of Tiberium underground and the continued war with the Brotherhood of Nod, some efforts can be taken immediately to stabilize vast amounts of now-barren land reclaimed from Tiberium and begin the long march towards rebuilding functional soils.
(Progress 0/880: 5 resources per die)
(Progress 0/880: 5 resources per die)
(Progress 0/880: 5 resources per die)

[ ] 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 26/245: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 6) (Updated)
Building more aquaponics bays at this point will do little to increase food diversity, instead building up a backlog of dual purpose crops tentatively earmarked for livestock feed.
(Progress 18/135: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/135: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/135: 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 74/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/235: 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 0/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/195: 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 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)
(Progress 0/195: 15 resources per die) (+1 Capital Goods)
(Progress 0/205: 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 430/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice) (Will Complete Q4 2062)

[ ] 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 Deployment (New)
Poulticeplants as a whole are not a revolution in battlefield or civil medicine. However, they are quite useful, both in providing a cheap and easy way to immediately treat wounds and in distributing manufacturing capacity down to the level of individual operating bases and apartments, meaning that the system is noticeably more resilient when it comes to disruption in service. (Plant Genetics)
(Progress 0/150: 15 resources per die) (+1 Health)

[ ] 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 78/195: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/190: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/190: 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 0/75: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/75: 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 4) (Updated)
Further progress on vein mines is going to be a fairly intensive program. However, it is also going to be profitable and more importantly increase the safety of the population, with networks of underground tunnels designed to provide containment rings around major urban areas, in an attempt to secure them from large scale Tiberium incursions.
(Progress 60/190: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 0/185: 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 -/335: 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 4/95: 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 29/145: 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 93/240: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/240: 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) (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 0/240: 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 54/215: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/215: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/215: 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 38/195: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (0 Stages available)

[ ] IHG Tiberium Processing Plants (Stage 1) (New)
Building a first wave of Improved Hewlett Gardener plants will noticeably increase GDI's supply of Stable Trans-Uranic materials. While significantly more expensive to operate, especially as the last of the kinks in the process are worked out, the wonder materials are enough of a priority to make this noticeably effective.
(Progress 0/190: 35 resources per die) (+450 processing capacity) (-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 6/95: 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 0/95: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/95: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/95: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 11 (Progress 0/125: 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 0/115: 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 4/135: 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)

[ ] Tiberium Wildlife Experiments (New)
The example of India's Gana represents a starting point for the Initiative to build an attempt at an economic competitor. While current animal stocks are distinctly limited, and a limiting factor on the endeavor, having a set of serious prototypes may well allow for more expansive funding for rough terrain and limited logistics Tiberium harvesting methodologies.
(Progress 0/60: 20 resources per die) (-5 Political Support) (MS)

[ ] 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 0/335: 25 resources per die) (+10 Energy)
(Progress 0/335: 25 resources per die) (+10 Energy)
(Progress 0/335: 25 resources per die) (+10 Energy)

Orbital (7 dice +33 bonus)

[ ] GDSS Columbia (Phase 4) (Updated)
Rapid development of the station has left it with plenty of rough edges. While the habitation spaces will be massively expanded, more than doubling in capacity by the time the next wave completes, there will also be significant effort made towards tuning and refining existing systems.
(Progress 138/545: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
(Progress 0/1085: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Shala (Phase 2) (Updated)
With the core of Shala complete, a steel snowflake in space, it is ready for the first habitants, and more importantly the first of what will become a substantial set of experimental agronomy bays. While most are designated towards short term crops like wheat, rice, and peppers, some handful are planned for longer term options. These range from C. cassia and M. fragrans, to apples, pears, lemons and more. (Station)
(Progress 50/135: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/270: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (+1 available Bay)
(Progress 0/540: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1085: 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 0/440: 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 0/490: 20 resources per die)

[ ] 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)
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 57/275 20 resources per die) (+15 Resources per turn)

[ ] Lunar Heavy Metals Mines (Phase 4)
Heavier metals such as titanium, iron, magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 25/325: 20 resources per die) (+20 Resources per turn)
(Progress 0/315: 20 resources per die) (+20 Resources per turn)
(Progress 0/305: 20 resources per die) (+20 Resources per turn)
(Progress 0/295: 20 resources per die) (+20 Resources per turn)
(Progress 0/285: 20 resources per die) (+2 Heavy Metals)
(Progress 0/275: 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 (4 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)

[ ] 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 0/295: 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 79/245: 20 resources per die) (-2 Labor, -2 Energy)

[ ] Prototype Biosculpt (New)
Ranging from cat ears to enhanced ankle and knee articulation, there are quite a number of soft tissue options found across nature that can be mimicked for human use without requiring special cellular or extracellular structures. While not all are likely to be successful, especially at this early prototype stage, implanting specifically engineered tissue will play a significant role in the broader ability to allow individuals to redefine themselves.
(Progress 0/40: 15 resources per die) (MS)

[ ] Occult Investigations (New)
While likely nothing more than nonsense, especially the parts that have been disproven by the scientific process, taking a good hard look at the records and materials that have been preserved may find some truths, either about the nature of Kane and his history, or possibly even uncover some knowledge about the universe that was previously misunderstood.
(Progress 0/30: 5 resources per die) (-5 Political Support) (MS)

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)
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 41/460: 20 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 139/340: 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 0/260: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/310: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/355: 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 39/320) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/320) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/320) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/320) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/320) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/320) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/320) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/320) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/320) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/320) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/320) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/320) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/320) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/320) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/320) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/320) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/320) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/320) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/320) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/320) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/320) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/320) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/320) (Nikolayevsk-on-Amur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/320) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/320) (Sorong) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/320) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/320) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/320) (Mazatlán) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 (Progress 0/320) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/320) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/320) (Lomé) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/320) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/320) (Barcelona) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/320) (Port Sudan) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/320) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/320) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/320) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/320) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/320) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/320) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/320) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/320) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/320) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/320) (Medan) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/320) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/320) (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
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 0/190: 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 0/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)
(Progress 0/260: 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 0/190: 20 resources per die) (-2 Energy) (Projected: 4 quarters to begin, 12 to complete)
(Progress 0/190: 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 0/75: 15 resources per die) (-4 Energy) (Projected 6 quarters to begin, 24 to complete)
Maputo (Progress 0/75: 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
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 0/155: 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 0/175: 10 resources per die) (Satellite)

[ ] Transorbital Fighter Development (Platform)
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 (Platform)
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 2) (Munitions)
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 89/195: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/190: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/190: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)

[ ] Next Generation Armored Support Vehicles (Platform)
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. 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)
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 4) (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.
Tokyo (Progress 155/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Pyongyang (Progress 0/170: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Santiago (Progress 0/170: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)

[ ] GD-3 Deployment (Phase 1) (New)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most radical proposals include rapidly phasing out the GD-2 within Seo's time in office, more reasonable ones focus on the leading edge of the Initiative's military, and then cycling the production back as GDI deploys ever more units in Zone Armors.
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete)

[ ] 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 0/115: 25 resources per die) (Projected 2 quarters to begin, 6 quarters to complete)

[ ] Stealth Disruptor Deployment (New)
While less overall effective than the still around nine kilometer range of current generation sensors, it is still a potentially useful tool, and one that needs further development as both an attack surface against such targets as stealth tanks and Vertigo bombers, and as a means of ensuring that next generation stealth combats remain in the Initiative's favor.
(Progress 0/200: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete)

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 0/430: 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 0/170: 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 0/285: 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 0/75: 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 Prototype Factory (New)
The Chicago based program has been the overall most successful, and the most straightforward. While the program as a whole will need significant support from MARV hubs for actual functionality, it is primarily components off the shelf, and needs the least technological innovation to begin seeing impact in the field.
(Progress 0/335: 20 resources per die) (-2 Energy, -1 Labor, -1 Capital Goods) (Projected: 3 quarters to begin, 16 quarters to complete, will be extended by further MARV hub construction)

[ ] 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
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
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
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
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.
-[ ] Health and Welfare: Complete Hospital Expansions by end of 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)


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +36
-[] Blue Zone Arcologies (Stage 4) 1/570 5 dice 75R 3%, 6 dice 90R 32%, 7 dice 105R 75%, 8 dice 120R 95%
-[] Blue Zone Arcologies (Stage 4+5) 1/1140 11 dice 165R 4%, 12 dice 180R 20%, 13 dice 195R 50%, 14 dice 210R 79%, 15 dice 225R 94%
-[] Yellow Zone Fortress Towns (Phase 7) 93/290 2 dice 40R 42%, 3 dice 60R 94%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/575 4 dice 80R 2%, 5 dice 100R 30%, 6 dice 120R 77%, 7 dice 140R 97%
-[] Lesser Blue Zone Arcologies (Phase 1) 0/160 2 dice 30R 74%, 3 dice 45R 99%
-[] Lesser Blue Zone Arcologies (Phase 1+2?) 0/320 3 dice 45R 19%, 4 dice 60R 76%, 5 dice 75R 98%
-[] Communal Blue Zone Arcologies 328/395 1 die 15R 85%, 2 dice 30R 100%
-[] Rail Network Construction Campaigns (Phase 5) 39/310 2 dice 30R 2%, 3 dice 45R 53%, 4 dice 60R 94%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/620 5 dice 75R 2%, 6 dice 90R 26%, 7 dice 105R 70%, 8 dice 120R 94%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/930 8 dice 120R 1%, 9 dice 135R 13%, 10 dice 150R 45%, 11 dice 165R 78%, 12 dice 180R 95%
-[] Suborbital Shuttle Service (Phase 2) 22/240 2 dice 50R 25%, 3 dice 75R 87%, 4 dice 100R 99%
-[] Suborbital Shuttle Service (Phase 2+3) 22/430 4 dice 100R 22%, 5 dice 125R 73%, 6 dice 150R 96%
-[] Urban Metros (Phase 4) 0/145 1 die 15R 7%, 2 dice 30R 84%, 3 dice 45R 99%

-[] Chicago Planned City (Phase 5) 52/1050 10 dice 200R 5%, 11 dice 220R 25%, 12 dice 240R 58%, 13 dice 260R 84%, 14 dice 280R 96%
--Alt: 1 HI 9 Infra dice 200R 9%, 1 HI 10 Infra dice 220R 36%, 1 HI 11 Infra dice 240R 70%, 1 HI 12 Infra dice 260R 91%
-[] Karachi Planned City (Phase 1) 0/60 1 Tib die 20R 94%
-[] Karachi Planned City (Phase 1+2) 0/185 2 Tib dice 40R 57%, 3 Tib dice 60R 97%
-[] Karachi Planned City (Phase 1+2+3) 0/430 4 Tib dice 80R 15%, 5 Tib dice 100R 66%, 6 Tib dice 120R 95%
-[] Karachi Planned City (Phase 1+2+3+4) 0/925 9 dice 180R 10%, 10 dice 200R 40%, 11 dice 220R 75%, 12 dice 240R 94%
--Alt: 3 Tib 6 Infra dice 180R 8%, 4 Tib 6 Infra dice 200R 35%, 5 Tib 6 Infra dice 220R 70%, 6 Tib 6 Infra dice 240R 92%
--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) 0/190 2 dice 20R 49%, 3 dice 30R 95%
-[] Postwar Housing Refits (Phase 1+2) 0/380 3 dice 30R 2%, 4 dice 40R 38%, 5 dice 50R 85%, 6 dice 60R 99%
-[] Postwar Housing Refits (Phase 1+2+3) 0/570 5 dice 50R 3%, 6 dice 60R 31%, 7 dice 70R 74%, 8 dice 80R 95%
Heavy Industry 6 dice +33
-[] U Series Alloy Foundries (Phase 2) 116/575 4 dice 160R 3%, 5 dice 200R 35%, 6 dice 240R 79%, 7 dice 280R 97%
-[] U Series Alloy Foundries (Phase 2+3) 116/1115 10 dice 400R 5%, 11 dice 440R 25%, 12 dice 480R 57%, 13 dice 520R 83%, 14 dice 560R 96%
--Note: The exact discount for each phase here will vary depending on the amount of roll-over progress.
-[] Continuous Cycle Fusion Plants (Phase 10) 0/285 3 dice 60R 36%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Continuous Cycle Fusion Plants (Phase 10+11) 0/570 5 dice 100R 2%, 6 dice 120R 23%, 7 dice 140R 65%, 8 dice 160R 92%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/2280 24 dice 360R 6%, 25 dice 375R 17%, 26 dice 390R 35%, 27 dice 405R 57%, 28 dice 420smoke weed everydayR 76%, 29 dice 435R 89%, 30 dice 450R 96%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/115 1 die 30R 34%, 2 dice 60R 95%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/345 3 dice 90R 6%, 4 dice 120R 53%, 5 dice 150R 91%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/800 8 dice 240R 8%, 9 dice 270R 35%, 10 dice 300R 71%, 11 dice 330R 92%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1145 10 dice 200R 5%, 11 dice 220R 24%, 12 dice 240R 56%, 13 dice 260R 83%, 14 dice 280R 95%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] Personal Electric Vehicle Plants 175/295 1 die 10R 29%, 2 dice 20R 93%
-[] Microfusion Cell Development 0/60 1 die 20R 94%
-[] Second Generation Repulsorplate Development (New) 0/60 1 die 20R 94%
-[] Division of Alternative Energy -1 HI die -10RpT Auto
Light and Chemical Industry 5 dice +23
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1220 13 dice 260R 3%, 14 dice 280R 12%, 15 dice 300R 32%
-[] Bergen Superconductor Foundry (Phase 4) 65/725 7 dice 210R 4%, 8 dice 240R 25%, 9 dice 270R 58%, 10 dice 300R 84%, 11 dice 330R 96%
-[] Carbon Nanotube Foundry Expansions 0/285 3 dice 60R 17%, 4 dice 80R 66%, 5 dice 100R 93%
-[] Artificial Wood Furniture Plants 33/95 1 die 10R 77%, 2 dice 20R 99%
-[] Home Robotics Factories (New) 0/145 2 dice 30R 66%, 3 dice 45R 97%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
Agriculture 6 dice +28
-[] Reforestation Campaign Preparations (Phase 1) (New) 0/880 9 dice 45R 3%, 10 dice 50R 19%, 11 dice 55R 50%, 12 dice 60R 78%, 13 dice 65R 93%
-[] Reforestation Campaign Preparations (Phase 1+2) (New) 0/1760 19 dice 95R 2%, 20 dice 100R 9%, 21 dice 105R 24%, 22 dice 110R 45%, 23 dice 115R 67%, 24 dice 120R 84%, 25 dice 125R 93%
-[] Agriculture Mechanization Projects (Phase 2) 26/245 2 dice 30R 14%, 3 dice 45R 73%, 4 dice 60R 97%
-[] Blue Zone Aquaponics Bays (Phase 6) (Updated) 18/135 1 die 10R 27%, 2 dice 20R 90%
-[] Blue Zone Aquaponics Bays (Phase 6+7) (Updated) 18/270 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 91%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) (Updated) 18/405 4 dice 40R 17%, 5 dice 50R 62%, 6 dice 60R 92%
-[] Vertical Farming Projects (Stage 3) 74/235 2 dice 30R 61%, 3 dice 45R 96%
-[] Vertical Farming Projects (Stage 3+4) 74/470 4 dice 60R 13%, 5 dice 75R 57%, 6 dice 90R 90%
-[] Vertical Farming Projects (Stage 3+4+5) 74/705 6 dice 90R 2%, 7 dice 105R 20%, 8 dice 120R 56%, 9 dice 135R 85%, 10 dice 150R 97%
-[] Dairy Ranches (Phase 1) 0/195 2 dice 40R 30%, 3 dice 60R 86%, 4 dice 80R 99%
-[] Dairy Ranches (Phase 1+2) 0/390 4 dice 80R 15%, 5 dice 100R 61%, 6 dice 120R 91%
-[] Dairy Ranches (Phase 1+2+3) 0/585 6 dice 120R 8%, 7 dice 140R 40%, 8 dice 160R 76%, 9 dice 180R 94%

-[] Spider Cotton Plantations (Phase 1) 0/165 2 dice 40R 66%, 3 dice 60R 98%
-[] Spider Cotton Plantations (Phase 1+2) 0/340 3 dice 45R 7%, 4 dice 60R 56%, 5 dice 75R 92%
-[] Spider Cotton Plantations (Phase 1+2+3+4+5) 0/925 9 dice 135R 3%, 10 dice 150R 21%, 11 dice 165R 54%, 12 dice 180R 82%, 13 dice 195R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 430/450 1 die 10R 100% (Autocompletes Q4 2062)
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Deployment (New) 0/150 2 dice 30R 77%, 3 dice 45R 99%

-[] Strategic Food Stockpile Construction (Phase 5) 78/195 1 die 10R 27%, 2 dice 20R 90%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/385 3 dice 30R 14%, 4 dice 40R 65%, 5 dice 50R 94%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/575 5 dice 50R 9%, 6 dice 60R 44%, 7 dice 70R 81%, 8 dice 80R 96%
-[] Caloric Reclamation Processor (Phase 1) 0/75 1 die 10R 69%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) 0/150 2 dice 20R 70%, 3 dice 30R 98%
-[] Department of Core Crops -1 Agri die -15 RpT auto
Tiberium 7 dice +38
-[] Tiberium Vein Mines (Stage 4) (Updated) 60/190 1 die 20R 24%, 2 dice 40R 93%
-[] Tiberium Vein Mines (Stage 4+5) (Updated) 60/375 3 dice 60R 26%, 4 dice 80R 82%, 5 dice 100R 99%
-[] Tiberium Vein Mines (Stage 4+5+6) (Updated) 60/560 5 dice 100R 26%, 6 dice 120R 74%, 7 dice 140R 96%
-[] Tiberium Vein Mines (Stage 4+5+6+7) (Updated) 60/745 6 dice 120R 2%, 7 dice 140R 26%, 8 dice 160R 68%, 9 dice 180R 93%
-[] Tiberium Vein Mines (Stage 4+5+6+7+8) (Updated) 60/930 8 dice 160R 4%, 9 dice 180R 25%, 10 dice 200R 63%, 11 dice 220R 89%, 12 dice 240R 98%
-[] Tiberium Vein Mines (Stage 4+5+6+7+9+9) (Updated) 60/1115 10 dice 200R 5%, 11 dice 220R 25%, 12 dice 240R 59%, 13 dice 260R 86%, 14 dice 280R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 11) 0/335 3 dice 60R 15%, 4 dice 80R 72%, 5 dice 100R 97%
-[] Intensification of Green Zone Harvesting (Stage 8) 4/95 1 die 15R 63%, 2 dice 30R 100%
-[] Intensification of Green Zone Harvesting (Stage 8+9) 4/190 2 dice 30R 56%, 3 dice 45R 97%
-[] Intensification of Green Zone Harvesting (Stage 8+9+10) 4/285 3 dice 45R 50%, 4 dice 60R 94%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/145 1 die 25R 38%, 2 dice 50R 97%
-[] 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) 93/240 1 die 25R 7%, 2 dice 50R 85%, 3 dice 75R 99%
-[] Red Zone Border Offensives (Stage 4+5) 93/480 3 dice 75R 1%, 4 dice 100R 38%, 5 dice 125R 86%, 6 dice 150R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/240 2 dice 60R 14%, 3 dice 90R 78%, 4 dice 120R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/480 4 dice 120R 3%, 5 dice 150R 37%, 6 dice 180R 82%, 7 dice 210R 98%
-[] Red Zone Containment Lines (Stage 6) 54/215 2 dice 50R 77%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/430 3 dice 75R 3%, 4 dice 100R 46%, 5 dice 125R 89%, 6 dice 150R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/645 5 dice 125R 2%, 6 dice 150R 27%, 7 dice 175R 71%, 8 dice 200R 95%
-[] Tiberium Glacier Mining (Stage 13) 38/195 2 dice 60R 79%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/390 3 dice 90R 8%, 4 dice 120R 62%, 5 dice 150R 95%

-[] IHG Tiberium Processing Plants (Stage 1) (New) 0/190 2 dice 70R 52%, 3 dice 105R 97%
-[] IHG Tiberium Processing Plants (Stage 1+2) (New) 0/380 3 dice 105R 2%, 4 dice 140R 43%, 5 dice 175R 88%, 6 dice 210R 99%
-[] Tiberium Processing Refits (Phase 5) 6/95 1 die 20R 65%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/95 1 die 30R 59%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/125 1 die 30R 29%, 2 dice 60R 95%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/115 1 die 30R 39%, 2 dice 60R 97%
-[] Improved Tiberium Containment Facilities Construction 0/115 1 die 20R 39%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/135 1 die 20R 23%, 2 dice 40R 93%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4?) 4/270 2 dice 40R 4%, 3 dice 60R 61%, 4 dice 80R 96%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 70%, 3 dice 60R 99%
-[] Tiberium Wildlife Experiments (New) 0/60 1 die 20R 99%
-[] Red Zone Energy Refits (Phase 1) 0/335 3 dice 75R 15%, 4 dice 100R 72%, 5 dice 125R 97%
-[] Red Zone Energy Refits (Phase 1+2) 0/670 6 dice 150R 4%, 7 dice 175R 33%, 8 dice 200R 74%, 9 dice 225R 95%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/1005 9 dice 225R 1%, 10 dice 250R 13%, 11 dice 275R 43%, 12 dice 300R 76%, 13 dice 325R 94%
Orbital 7 dice +33
-[] GDSS Columbia (Phase 4) (Updated) 138/545 4 dice 80R 27%, 5 dice 100R 78%, 6 dice 120R 98%
-[] GDSS Columbia (Phase 4+5) (Updated) 138/1630 14 dice 280R 1%, 15 dice 300R 9%
-[] GDSS Shala (Phase 2) (Updated) 50/135 1 die 20R 69%, 2 dice 40R 100%
-[] GDSS Shala (Phase 2+3) (Updated) 50/405 3 dice 60R 7%, 4 dice 80R 60%, 5 dice 100R 94%
-[] GDSS Shala (Phase 2+3+4) (Updated) 50/945 8 dice 160R 2%, 9 dice 180R 17%, 10 dice 200R 52%, 11 dice 220R 83%, 12 dice 240R 97%
-[] GDSS Shala (Phase 2+3+4+5) (Updated) 50/2030 20 dice 400R 3%, 21 dice 420R 12%, 22 dice 440R 31%, 23 dice 460R 56%, 24 dice 480R 78%, 25 dice 500R 91%

--GDSS Enterprise Bays (2 available)--
-[] Gravitic Shipyard 0/440 4 dice 120R 12%, 5 dice 150R 61%, 6 dice 180R 93%
-[] Fusion Shipyard 0/490 4 dice 80R 2%, 5 dice 100R 31%, 6 dice 120R 78%, 7 dice 140R 97%

-[] Conestoga Class Development 0/60 1 die 30R 94%
-[] Lunar Regolith Harvesting (Phase 3) 57/275 2 dice 40R 21%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/540 5 dice 100R 22%, 6 dice 120R 68%, 7 dice 140R 94%
-[] Lunar Heavy Metals Mines (Phase 4) 25/325 3 dice 60R 26%, 4 dice 80R 80%, 5 dice 100R 98%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/640 6 dice 120R 8%, 7 dice 140R 42%, 8 dice 160R 80%, 9 dice 180R 96%
-[] Lunar Water Mine (Inactive)
-[] Helium 3 Harvesting (Inactive)
Services 4 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.
-[] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%, 2 dice 50R 99%
-[] Regional Hospital Expansions (Phase 1+2) 213/595 4 dice 100R 25%, 5 dice 125R 73%, 6 dice 150R 96%
-[] Kamisuwa Optical Laboratories 79/245 2 dice 40R 62%, 3 dice 60R 97%
-[] Prototype Biosculpt (New) 0/40 1 die 15R 100%
-[] Occult Investigations (New) 0/30 1 die 5R 100%
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) 41/460 4 dice 80R 15%, 5 dice 100R 64%, 6 dice 120R 94%
-[] 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 139/340 2 dice 10R 29%, 3 dice 15R 86%, 4 dice 20R 99%
-[] Strategic Area Defense Networks (Phase 1) 0/260 2 dice 40R 1%, 3 dice 60R 48%, 4 dice 80R 91%
-[] Strategic Area Defense Networks (Phase 1+2) 0/570 6 dice 120R 16%, 7 dice 140R 55%, 8 dice 160R 86%, 9 dice 180R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/925 9 dice 180R 2%, 10 dice 200R 13%, 11 dice 220R 40%, 12 dice 240R 71%, 13 dice 260R 90%

--MARVs--
-[] Reclamator Hub 0/320 3 dice 60R 11%, 4 dice 80R 62%, 5 dice 100R 93%
--Alt: 2 Mil 1 Tib dice 60R 14%, 2 Mil 2 Tib dice 80R 71%, 2 Mil 3 Tib dice 100R 97%
-[] Reclamator Hub x2 0/640 6 dice 120R 2%, 7 dice 140R 22%, 8 dice 160R 59%, 9 dice 180R 87%, 10 dice 200R 98%
--Alt: 2 Mil 4 Tib dice 120R 6%, 2 Mil 5 Tib dice 140R 39%, 2 Mil 6 Tib dice 160R 79%, 2 Mil 7 Tib dice 180R 96%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39?/320 3 dice 60R 32%, 4 dice 80R 83%, 5 dice 100R 98%
-[] Reclamator Hub BZ-2 (Richmond) 58/320 2 dice 40R 1%, 3 dice 60R 46%, 4 dice 80R 90%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 91%
-[] Infantry Recon Support Drone Deployment 0/190 2 dice 20R 37%, 3 dice 30R 90%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 1) 0/260 2 dice 40R 1%, 3 dice 60R 48%, 4 dice 80R 91%
-[] Orca Wingmen Drone Deployment (Phase 1+2) 0/520 5 dice 100R 6%, 6 dice 120R 38%, 7 dice 140R 78%, 8 dice 160R 96%
-[] Hammerhead Wingmen Drone Deployment (Phase 1) 0/190 2 dice 40R 37%, 3 dice 60R 90%
-[] Hammerhead Wingmen Drone Deployment (Phase 1+2) 0/380 4 dice 80R 24%, 5 dice 100R 72%, 6 dice 120R 95%
-[] Apollo Fighter Factories 0/75 1 die 15R 71%, 2 dice 30R 100%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/155 2 dice 40R 77%, 3 dice 60R 99%
-[] Low Orbit Support Satellite Constellations 0/175 2 dice 20R 51%, 3 dice 30R 95%
-[] 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 2) 89/195 1 die 10R 40%, 2 dice 20R 96%
-[] Railgun Munitions Factories (Phase 2+3) 89/385 3 dice 30R 23%, 4 dice 40R 76%, 5 dice 50R 97%
-[] Railgun Munitions Factories (Phase 2+3+4) 89/575 5 dice 50R 15%, 6 dice 60R 57%, 7 dice 70R 89%, 8 dice 80R 98%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 71%, 2 dice 50R 99%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 71%, 2 dice 70R 99%
-[] Ground Forces Zone Armor (Set 1) (Phase 4) 155/180 1 die 20R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/350 2 dice 40R 33%, 3 dice 60R 89%, 4 dice 80R 99%
-[] Ground Forces Zone Armor (Set 1) (Phase 4+5+6) 155/520 3 dice 60R 1%, 4 dice 80R 32%, 5 dice 100R 79%, 6 dice 120R 97%
-[] GD-3 Deployment (Phase 1) (New) 0/350 3 dice 30R 3%, 4 dice 40R 42%, 5 dice 50R 85%, 6 dice 60R 98%
-[] GD-3 Deployment (Phase 1+2) (New) 0/700 7 dice 70R 6%, 8 dice 80R 31%, 9 dice 90R 68%, 10 dice 100R 91%
-[] GD-3 Deployment (Phase 1+2+3) (New) 0/1050 11 dice 110R 6%, 12 dice 120R 25%, 13 dice 130R 55%, 14 dice 140R 80%, 15 dice 150R 94%
-[] Hallucinogen Countermeasures Deployment 0/115 1 die 25R 31%, 2 dice 50R 93%
-[] Stealth Disruptor Deployment (New) 0/200 2 dice 30R 29%, 3 dice 45R 87%, 4 dice 60R 99%

--Navy--
-[] Infernium Laser Refits 0/430 4 dice 120R 6%, 5 dice 150R 43%, 6 dice 180R 83%, 7 dice 210R 98%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 20R 100%
-[] Island Class Assault Ship Deployment 0/170 2 dice 50R 56%, 3 dice 75R 96%
-[] Shark Class Frigate Shipyards (Seattle) 0/285 3 dice 60R 30%, 4 dice 80R 81%, 5 dice 100R 98%

--Steel Talons--
-[] Medium Tactical Plasma Weapon Deployment 0/75 1 die 30R 71%, 2 dice 60R 100%
-[] Combat Laser Development 0/80 1 die 25R 71%, 2 dice 50R 100%
-[] Modular Rapid Assembly Prototype Factory (New) 0/335 3 dice 60R 6%, 4 dice 80R 52%, 5 dice 100R 90%
-[] 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 100%
Bureaucracy 4 dice +28
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 1 die 94%, 2 dice 100%
-[] Transfer Funding to InOps 1 die -60 RpT auto
-[] Transfer funds to the General Pool 1 die -30*x RpT auto
-[] Expand Grants Programs 1 die -10/-20/-30 RpT auto
-[] Interdepartmental Favors 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
Last Security Review
Agriculture 1 turn ago 2062 Q2
Military 1 turn ago 2062 Q2
--Note: Not fully cleared, but InOps suggests waiting a bit first.
Light/Chem 6 turns ago 2061 Q1
Heavy Ind 7 turns ago 2060 Q4
Orbital 7 turns ago 2060 Q4
Bureaucracy 7 turns ago 2060 Q4
Services 10 turns ago 2060 Q1
Infrastructure 11 turns ago 2059 Q4
Tiberium 11 turn ago 2059 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.
--Note 5: Thanks to @Vehrec for assistance with a few of the really big projects this turn.
 
Thank you for adding the MS tags to projects. Also I feel like we should do the InOps funding this turn. Also those reforestation projects we probably want to chip away at

@Ithillid for the new IHG refits is that locked behind finishing the existing one?

Edit- already seeing some discounts on non orbital, like BZ arcology dropped from 600 to 570. Will go through and try to add all of them here- do note projects with progress in them do not get the full discount but later phases do
Alloy Foundries gets the discount!

Infra:
BZ Arcology 600->570
YZ Fortress 300->285 (current phase 290 due to partial progress)
Lesser BZ Arcology 170->160
Communal BZ Arcology 400->395 (please note we had a lot of progress already so not a lot for the discount to apply to)
Rail Network 325->310
Suborbital Shuttle 250->240 and 200->190
Chicago Phase 5 1100->1050
Karachi All Phases
Postwar Housing Refits

HI:
U Series Alloy Foundries (a surprise but a welcome one, so clearing one phase a turn is an incentive here)
Continuous Cycle Fusion Plants
North Boston Chip Fabricator
Aberdeen Isolinear Fabricator
Nuuk Heavy Robotics Foundry
Personal Electric Vehicle Plants

LCI
Reykjavik Myomer Macrospinner
Bergen Superconductor Foundry
Carbon Nanotube Foundry Expansions
Artificial Wood Furniture Plants
Home Robotics Factories (new but likely got it)

Agri
Agriculture Mechanization Projects
Blue Zone Aquaponics Bays
Vertical Farming Projects
Dairy Ranches (note only got a 2.5% discount so some projects may not get the full discount, i think some or all of the agri projects are in a similar spot)
Spider Cotton Plantations
Strategic Food Stockpile Construction
Caloric Reclamation Processor

Tib
Tiberium Vein Mines
Yellow Zone Tiberium Harvesting
Intensification of Green Zone Harvesting
Red Zone Tiberium Harvesting
Red Zone Border Offensives
Deep Red Zone Tiberium Glacier Mining
Red Zone Containment Lines
Tiberium Glacier Mining
IHG Tiberium Processing Plants
Tiberium Processing Refits
Tiberium Inhibitor Deployment

Edit- okay so this applies to a bunch more but it seems pretty much most if not all non tech/dev projects are impacted in full or in part
Adv EVA is not however
 
Last edited:
The alloy discounts are already looking pretty decent. Not enough that I'll change my stance of slow-rolling them, but I might throw another dice at them now to get new levels a little bit faster.

I'll go back and look over my prototype plan later today.
 
The alloy discounts are already looking pretty decent. Not enough that I'll change my stance of slow-rolling them, but I might throw another dice at them now to get new levels a little bit faster.

I'll go back and look over my prototype plan later today.
Going through and almost all of Infra gets the discount, the alloy foundry gets a discount as well so trying for a phase a turn as long as possible seems like a good idea, still going through to see what else does (stations looks like they got it as well as expected)
 
Hmmmmmm, what kind of Bureau options should this plan take? I guess I could do 1 AA die on fusion and 1 die on Tiberium Security Reviews?

Infra: 75R
-[] Communal Blue Zone Arcologies 328/395 1 die 15R 85%
-[] Urban Metros (Phase 4) 0/145 2 dice 30R 84%
-[] Postwar Housing Refits (Phase 1) 0/190 2 dice+Erewhon 30R 83%
HI: 280R
-[] U Series Alloy Foundries (Phase 2) 116/575 6 dice 240R 79%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%
-[] Second Generation Repulsorplate Development (New) 0/60 1 die 20R 94%
LCI: 80R
-[] Carbon Nanotube Foundry Expansions 0/285 2 dice 40R
-[] Artificial Wood Furniture Plants 33/95 1 die 10R 77%
-[] Home Robotics Factories (New) 0/145 2 dice 30R 66%
Agri: 80R
-[] Reforestation Campaign Preparations (Phase 1) 2 dice 10R
-[] Spider Cotton Plantations (Phase 1) 0/165 2 dice 40R 66%
-[] Poulticeplant Deployment (New) 0/150 2 dice 30R 77%
Tib: 135R
-[] Tiberium Vein Mines (Stage 4+5+6) (Updated) 60/560 6 dice 120R 74%
-[] Intensification of Green Zone Harvesting (Stage 8) 4/95 1 die 15R 63%
Orb: 240R
-[] GDSS Columbia (Phase 4) (Updated) 138/545 4 dice 80R 27%
-[] GDSS Shala (Phase 2+3+4) (Updated) 50/945 8 dice 160R 2%
Services: 45R
-[] Advanced Electronic Video Assistant Deployment (Services) 0/200 2 dice+1 locked 40R 31%
-[] Occult Investigations (New) 0/30 1 die 5R 100%
Military: 150R
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] Orca Wingmen Drone Deployment (Phase 1) 0/260 3 dice 60R 48%
-[] Ground Forces Zone Armor (Set 1) (Phase 4) 155/180 1 die 20R 100%
-[] Stealth Disruptor Deployment (New) 0/200 2 dice 30R 29%
-[] Buckler Shield Development 0/100 1 die 20R 51%

-[] Transfer Funding to InOps 1 die -60 RpT auto
 
[ ] IHG Tiberium Processing Plants (Stage 1) (New)
Building a first wave of Improved Hewlett Gardener plants will noticeably increase GDI's supply of Stable Trans-Uranic materials. While significantly more expensive to operate, especially as the last of the kinks in the process are worked out, the wonder materials are enough of a priority to make this noticeably effective.
(Progress 0/190: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)
Note that upgrading existing Tib processing to IHG isn't available. Probably because we'll need to upgrade too much and it's more economically feasible to build IHG Processing from scratch?
 
Well reforestation prep is quite a big project, that's the first thing that jumps out at me. We're gonna have to feed that a couple dice every turn starting today if we want to comfortably get it done without another embarrassing last minute scramble. Otherwise, we're gonna need a lot of logistics, and the power crunch isn't quite here yet but most definitely time to start fusion research.

Alloy spam continuing, alloy foundries discounting themselves is very convenient and saves us a little handful of HI dice, I think at least 3 phases of alloys are more than worth it and we might want to just go for the full 5 discount phases. LCI doing nanotubes to help bridge the cap goods supply to Reyk/Boston (we're probably going to need a little spider cotton as well), and I want to get the home robotics stuff out of the way so our robotics specialist can get a little more esoteric with their ideas. I want Bora's 2 dice on gene modded plants every turn, luckily that's what we need to get any chance at poulticeplants so he's on those this turn, hopefully pivoting to tarberries or spider cotton in Q4.

Tib is just spamming mines and the security review that's about due, Orbital is spamming space stations because that's all it's gonna do for the next year, Services gets Seo a nice little hit of mad science in what I hope is a nice and non-controversial way to keep the timer up. We can knife each other over Tib spikes and Tib wildlife etc. next year, for now the X Files should be good clean fun. Military is trying to keep on top of our research backlog and get Orca wingmen going, this is our deadline turn for them so we need 4 dice there instead of being able to coinflip on 3 but c'est la guerre.

If we're worried about needing fusion research done this turn for sure I can take the Free die out of Mil and move it up to ICCF but honestly at 35 power I think we can get away with taking our shot at the 34% to see if we save an HI die. HI is a tight pool and as long as fusion is done by Q4 I think we'll dodge the worst of the power crunch. Let me know if you disagree though!

Edit: Got some math wrong, that Mil free die is no longer there, threw it at space instead.


[] Plan Divination, Drones, and Duranium
--[]Infrastructure (5 dice) 80 Resources
--[] Communal Blue Zone Arcologies, 1 die (15R) 85%
--[] Suborbital Shuttle Service (Phase 2), 2 dice (50R) 25%
--[] Urban Metros (Phase 4), 1 die (15R) 7%
--[] Security Review (Infrastructure), 1 die (unrolled)
--[]Heavy Industry (6 dice + 2 Free) 300 Resources
--[] U-Series Alloy Foundries (Phase 2), 7 dice (280R) 97%
--[] Improved Continuous Cycle Fusion Development, 1 die (20R) 34%
-[]Light and Chemical Industry (5 dice) 85 Resources
--[] Carbon Nanotube Foundry Expansions, 3 dice (60R) 17%
--[] Artificial Wood Furniture Plants, 1 die (10R) 77%
--[] Home Robotics Factories, 1 die (15R) 0%
-[]Agriculture (6 dice) 70 Resources
--[] Reforestation Campaign Preparations (Phase 1), 2 dice (10R) 0%
--[] Vertical Farming Projects (Stage 3), 2 dice (30R) 61%
--[] Poulticeplant Deployment, 2 dice (30R) 77%
-[]Tiberium (7 dice) 120 Resources
--[] Tiberium Vein Mines (Stage 4+5+6), 6 dice (120R) 74%
--[] Security Review (Tiberium), 1 die (unrolled)
-[]Orbital (7 dice + 5 Free + 1 Erewhon) 260 Resources
--[] GDSS Columbia (Phase 4), 6 dice (120 R) 96%
--[] GDSS Shala (Phase 2+3), 6 dice + Erewhon (140R) 99%
-[]Services (4 dice) 70 Resources
--[] Regional Hospital Expansions (Phase 1), 1 die (25R) 56%
--[] Kamisuwa Optical Laboratories, 2 dice (40R) 62%
--[] Occult Investigations, 1 die (5R) 100%
-[]Military (8 dice) 150 Resources
--[] Advanced ECCM Development, 1 die (20R) 100%
--[] Orca Wingmen Drone Deployment (Phase 1), 4 dice (80R) 91%
--[] Railgun Munition Factories (Phase 2), 1 die (10R) 40%
--[] Ground Forces Zone Armor (Set 1/Phase 4), 1 die (20R) 100%
--[] Unmanned Support Ground Vehicle Development, 1 die (20R) 71%
-[]Bureaucracy (4 dice) 0 Resources
--[] Security Review (Infrastructure), 2 dice 100%
--[] Security Review (Tiberium), 2 dice 100%
-[]Total Cost: 1135/1125+25 Resources, 15 reserved
 
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[ ] Prototype Biosculpt (New)
Ranging from cat ears to enhanced ankle and knee articulation, there are quite a number of soft tissue options found across nature that can be mimicked for human use without requiring special cellular or extracellular structures. While not all are likely to be successful, especially at this early prototype stage, implanting specifically engineered tissue will play a significant role in the broader ability to allow individuals to redefine themselves.
(Progress 0/40: 15 resources per die) (MS)
I cannot vote for any plans that don't do ths project. ⋟^◕ܫ◕^⋞
 
1110/1150
[] Plan Space, Alloys and Dairy
Infra 5/5 80R +36
-[] Infra Security Review 1 die
-[] Communal Blue Zone Arcologies 328/395 1 die 15R 85%
-[] Suborbital Shuttle Service (Phase 2) 22/240 3 dice 75R 87%
HI 6/6+1 free 260R +33
-[] U Series Alloy Foundries (Phase 2) 116/575 6 dice 240R 79%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%
LCI 5/5 90R +23
-[] Artificial Wood Furniture Plants 33/95 1 die 10R 77%
-[] Carbon Nanotube Foundry Expansions 0/285 4 dice 80R 66%
Agri 6/6+1 free 80R +28
-[] Reforestation Campaign Preparations (Phase 1) (New) 0/880 4 dice 20R 0%
-[] Dairy Ranches (Phase 1) 0/195 3 dice 60R 86%
Tiberium 7/7 130R +38
-[] Security Review 1 die
-[] Tiberium Vein Mines (Stage 4+5+6) 65/560 5 dice 100R 26%
-[] Tiberium Processing Refits (Phase 5) 6/95 1 die 20R 65%
Orbital 7/7+4 free 240R +33
-[] GDSS Columbia (Phase 4) 138/545 6 dice 120R 98%
-[] GDSS Shala (Phase 2+3) (Updated) 50/405 5 dice+ Erewhon 120R 94+%
Services 4/4+1 free 60R +31
-[] Advanced Electronic Video Assistant Deployment (Service) 0/200 3 dice +1 service 60R 88%
-[] Prototype Biosculpt (New) 0/40 1 die 15R 100% (Mad Science Project)
Military 8/8 170R +30
-[] Ground Forces Zone Armor (Set 1) (Phase 4+5+6) 155/520 4 dice 80R 32%
-[] Medium Tactical Plasma Weapon Deployment 0/75 1 die 30R 71%
-[] Modular Rapid Assembly Prototype Factory (New) 0/335 3 dice 60R 6%
Bureau 4/4 +28 0R
-[] Security Reviews (Tib) DC50, 2 dice 100%
-[] Security Reviews (Infra) DC50, 2 dice 100%


Free 7/7
1 HI, 4 Space, 1 Service, 1 Agri

Early thoughts- keep pushing out alloy factory because it discounts our big stuff like north boston as well, start the reforestation campaign, keep the stations rolling out and in general move forward on plan goals. Adv EVA does not get the alloy discount so might as well as roll it out now and doing so in services to make further service projects quicker plus it is a plan goal and it will make future Adv EVA rollouts easier

edit- dropped inops transfer for a security review as I had forgot to use Erewhon die... can probably go more expensive somewhere


Plan Goals
Provide 104 Consumer Goods points from the Treasury (Communal BZ Arcology +2 85%, Artificial Wood Furniture Plants +4 77%, Dairy Ranch Phase 1 +6 86%, Shala 3 +1)
Provide 40 Consumer Goods from Agriculture (Dairy Ranch Phase 1 +6 86%, Shala 3 +1)
Increase Income by 785 (Tib Veins 2 to 3 phases 25-35 each)
Increase Tiberium Processing limit by 920 (Tib processing refit +50 65%)
Increase population in space by 19.25k (Phase 4 Columbia 1k, Phase 2+3 Shala .3k)
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 (71%)
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA (88%)
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 (86% for phase 1)
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 7 Ground Forces Zone Armor factories (2 to 3 factories)
Complete all of the following projects:
Advanced ECCM Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation (4 dice into phase 1)
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
 
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Looking at the discounts the alloy factories remove more the a die of needed progres on our orbital goals(exact number unknown as we need a follow up station to hit 20k in space)
So as long as we build a stage of alloys each turn we can afford to put a free die less into orbital and still make the same progres.
with 200 capital goods stored and +20 per turn gained, and us getting +2 per turn every turn i think we can do Predictive Modeling Management as that will not only reduce nat 1's but also increases the odds we complete all those 0/40 to 0/60 as 2D50 is far more likely to be near 50 then 1D100.
I initaly wanted to do the refit deparment and develop the new vehicles but with Second Generation Repulsorplate Development getting added i delay that a turn so we can have hoover versions for when we fight in marches and other terain where tracked/wheeled vehicles struggle.

[] Alloys and Predictive Modeling Management
Infrastructure (5 dice +36 bonus) 125R
-[] Communal Blue Zone Arcologies 328/395 1 die 15R 85%
-[] Suborbital Shuttle Service (Phase 2+3) 22/430 4 dice 100R 22%
-[] Postwar Housing Refits (Phase 1) 0/190 Administrative Assistance 10R
Heavy Industry (6 dice +33 bonus) 290R +3 free
-[] U Series Alloy Foundries (Phase 2) 7 dice 240R 97%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%
-[] Second Generation Repulsorplate Development (New) 0/60 1 die 20R 94%
Light and Chemical Industry (5 dice +23 bonus) 90R
-[] Carbon Nanotube Foundry Expansions 0/285 3 dice 60R 17%
-[] Artificial Wood Furniture Plants 33/95 1 die 10R 77%
-[] Department of Distributed Manufacturers 20R
Agriculture (6 dice +28 bonus) 50R
-[] Reforestation Campaign Preparations (Phase 1) (New) 0/880 4 dice 20R
-[] Poulticeplant Deployment (New) 0/150 2 dice 30R 77%
Tiberium (7 dice +38 bonus) 115R
-[] Tiberium Vein Mines (Stage 4+5+6) (Updated) 60/560 5 dice 100R 26%,
-[] Intensification of Green Zone Harvesting (Stage 8) 4/95 1 die 15R 63%
-[] security revieuw 1 die
Orbital (7 dice +33 bonus) 2 free dice 190R
-[] GDSS Shala (Phase 2+3+4) (Updated) 50/945 8 dice 160R 2%
-[] Conestoga Class Development 0/60 1 die 30R 94%
Services (4 dice +31 bonus) 75R
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice + ewohol 60R
-[] Prototype Biosculpt (New) 0/40 1 die 15R 100%
Military (8 dice +30 bonus) 180R 2 free dice
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 91%
-[] Infantry Recon Support Drone Deployment 0/190 2 dice 20R 37%
-[] Orca Wingmen Drone Deployment (Phase 1) 0/260 4 dice 80R 91%
-[] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/350 2 dice 40R 33%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Combat Laser Development 0/80 1 die 25R 71%
Bureaucracy (4 dice +28 bonus)
-[] Administrative Assistance(Postwar Housing Refits)
-[] security revieuw(Tiberium) 1 die
-[] Predictive Modeling Management
1145/1150R
7/7 ‌ Free
 
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[] Plan Divination, Drones, and Duranium

I also have enough spare cash to turn both the security reviews off and just replace them with an additional metros/vein mining die, but then I have no idea what to do with 4 whole Bureau dice and also I'd like to get a little ahead of the curve on security reviews while saving against our big -60 RpT next turn. If anybody has a good idea for how to use up 4 Bureau dice without AA or going over our PS limit (right now my plan should already put us at like 94, or even 104 if PEV plants get lucky, so I think political favors are just a waste of a die this turn) let me know.
 
[ ]Plan numbers only go up
-[ ]Infrastructure 5 dice 70R
--[] Rail Network Construction Campaigns (Phase 5) 39/310 3 dice 45R 53%
--[] Suborbital Shuttle Service (Phase 2) 22/240 2 dice 50R 25%
-[ ]Heavy Industry 6 dice 120R
--[] Improved Continuous Cycle Fusion Development 0/120 2 dice 40R 96%
--[] Low Velocity Particle Applicator Development 0/120 2 dice 40R 96%
--[] Microfusion Cell Development 0/60 1 die 20R 94%
--[] Second Generation Repulsorplate Development (New) 0/60 1 die 20R 94%
-[ ]Light and Chemical Industry 5 dice 90R
--[] Carbon Nanotube Foundry Expansions 0/285 4 dice 80R 66%
--[] Artificial Wood Furniture Plants 33/95 1 die 10R 77%
-[ ]Agriculture 6 dice 85R
--[] Wadmalaw Kudzu Plantations (Phase 3) 430/450 1 die 10R 100%
--[] Spider Cotton Plantations (Phase 1+2) 0/340 4 dice 60R 56%
--[] Poulticeplant Deployment (New) 0/150 1 dice 15R
-[ ]Tiberium 7 dice 145R
--[] Intensification of Green Zone Harvesting (Stage 8) 4/95 1 die 15R 63%
--[] Tiberium Inhibitor Deployment (Yellow Zone 11) 0/125 1 die 30R 29%
--[] Red Zone Energy Refits (Phase 1) 0/335 4 dice 100R 72%
--[]1 Dice on security review
-[ ]Orbital 7 Dice+7 Free dice +Erewhon 300R
--[] GDSS Shala (Phase 2+3+4) (Updated) 50/945 10 dice 200R 52%
--[] GDSS Columbia (Phase 4) (Updated) 138/545 4 dice + erewhon 100R 27%
-[ ]Services 4 dice 40R
--[] Kamisuwa Optical Laboratories 79/245 1 Die 20R
--[] Prototype Biosculpt (New) 0/40 1 die 15R 100%
--[] Occult Investigations (New) 0/30 1 die 5R 100%
--[] 1 dice on security review
-[ ]Military 8 Dice 175R
--[] Modular Rapid Assembly Prototype Factory (New) 0/335 1 Dice, 20R
--[] Hallucinogen Countermeasures Deployment 0/115 1 die 25R 31%
--[] Strategic Area Defense Networks (Phase 1) 0/260 3 dice 60R 48%
--[] Medium Tactical Plasma Weapon Deployment 0/75 1 die 30R 71%
--[] Shark Class Frigate Shipyards (Seattle) 0/285 2 Dice 40R
-[ ]Bureaucracy 4 dice
--[] Security Review Tiberium DC50 2 dice 100%
--[] Security Review Services DC50 2 dice 100%
Total cost= 1005R, 245R in reserve, 100 of which is reserved for banks so effectively 145 which can be used in reserve for next turn.

Mathematically perfect plan. Literally zero chance of any indicators going down. Numbers only go up.
 
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