Don't the laser refits help SADN as well? It's just increasing production of the anti air laser hardware and both the navy and land based Installations and units would draw from it.

I definitely recall that being mentioned at some point... I think.
 
I don't think they specifically help, but whichever one we do first builds the Infernium Disco Ball factory, so the other one would not need the same thing built from scratch again.
That might not be a huge cost saving though, as the original factory usually just keeps running to build replacement parts for what it has already pumped out. So the second project will likely still need its own Disco Ball factory, but at least we'll have experience with how to build them.
 
Since presumably a deal on Karachi was worked out, that does change priorities some. Personally, SADN and LOSS look more attractive to protect investing in the area. I'd be okay with pushing back the laser refits until we get stage one of either of those up and running. Not more then that though, those refits have been sitting around for a while.
The prospect of not having a major war over Karachi very very soon, and instead needing to prepare for a potential war farther down the line, does shift incentives. The naval laser refits were something I've been pushing because I specifically anticipated naval combat in the Indian Ocean, and the laser refits were one of the few projects that could be at least partially done in time to affect that. Now the prioritization shifts to the Seattle yard when it comes to actual naval projects.

SADN in general, again because it can now be deployed in time to do some good, and because of other factors, seems more attractive.

LOSS seemed attractive before and remains so now. It would have been a good project to start using just before Karachi, because it would give us a lot of (admittedly patchy) intel on things like "so, is Nod parking hundreds of cloaked vehicles in this general area in preparation for an attack" and "so, where does Nod keep its cloaked supply depots and war factories." Because while it won't always see through a cloak, it gives you a high enough chance of doing so that you can't rely on cloaking alone to (for instance) fully conceal the locations of your major war factories. You have to plan ahead.

Well, unless we want to do the Combat Laser Research with the Talons first see if that does anything, but it probably won't. That strikes me as more for a path to second generation naval lasers, and we should probably get some lessons learned going first.
I'm pretty sure Combat Laser Development enfolds the old 'light' and 'heavy' lasers... But those are the techs that unlocked when we took Advanced Laser System Development in early 2060. That was in turn the prerequisite for the naval defense and tactical airborne lasers we now have. So it seems likely that those are Talon projects to develop a laser-based replacement for something like a tank's coaxial machine gun, or for a tank's main gun, using the same technology the Navy and Air Force have already developed.

Still, Combat Laser Development is a humble project; it costs us little to commit to doing it first, even if it's unlikely to produce major advances in the naval refits.

Also, any advance over the 'disco balls' now available would be third generation defense laser tech for us. Our first generation naval defense lasers were crystal beam weapons. Still much better than nothing.
 
The Light Combat Laser program seemed like a planned replacement for HMGs and autocannons in role, while the Heavy Combat Laser did sound more like a tank cannon replacement. Given that they've apparently been merged, either the desire for them in general has decreased (railgun munitions might have a role here) or they might be anticipating a new generation of laser tech out of it from what research we've done in other areas and thus want a more generalized program that can then have light/heavy spin-offs. Also, there is the possibility that it's grown to include space navy systems (or will unlock such capability).

--

As for the treaty, I would sum it up as closer to an official version of what we have with the Caravanserai in some respects. In effect, short of Kane, they're likely "neutral" in Nod vs GDI conflict now. Though I bet there's not enough concessions in the world to get the Bannerjees to stop exporting Gana. ... That could be a concession to get Karachi. Exporting Gana are not counted under any Military Concessions in return in part for allowing Karachi. Of course, short of Kane, which Warlords would actually want to start shit with us currently? Mehretu? Krukov? Reynaldo? Probably not Reynaldo, as that would just result in him being removed from the board entirely and he's barely on as is.

You know, I would love it if there was a GDI-Nod peace treaty to be negotiated and GDI went and reclaimed Hawaii and GZ/BZ'd it just to host the negotiations at Pearl Harbor. "Well, Nod has a habit of starting wars by launching surprise attacks, so it seemed thematically appropriate to have negotiations at a site that was surprise attacked to kick off a war while diplomatic negotiations were still officially underway. And you're well aware that GDI forces are at a high level of alert globally, just in case someone decides the symbolism is too much to pass up for a Fourth Tiberium War."
 
Given that they've apparently been merged, either the desire for them in general has decreased (railgun munitions might have a role here) or they might be anticipating a new generation of laser tech out of it from what research we've done in other areas and thus want a more generalized program that can then have light/heavy spin-offs. Also, there is the possibility that it's grown to include space navy systems (or will unlock such capability).
It was pretty much a result of the military section growing out of control and me going in on a cut and merge spree.
 
So with the new peace treaty this means we can get the two shipyards out. hopefully the next war is long enough away for deployment.
 
It was pretty much a result of the military section growing out of control and me going in on a cut and merge spree.
There's no obvious administrative reason why the two development projects should not be merged; at this point it's effectively just a way to force us to spend two dice on two projects with 100% chance of success, or 1-2 dice on two projects that have like a 60-70% chance of success with one die.

It makes sense that the projects would be merged by the Talons themselves, honestly, even though theoretically they could pursue one tech but not the other and have it make sense.

This may also reflect interest on the Talons' part in one project or the other increasing at the other's expense, and the "losing" project getting administratively merged into the winner, sort of like how the Fighter Mafia took over US Air Force procurement and that's the story of why the Air Force is still flying B-52s that at this point may well be older than a few of the grandparents of their own aircrews.
 
Now the prioritization shifts to the Seattle yard when it comes to actual naval projects.
If we did the Seattle yard, I'd also want to do the Island Class ships first as well, then do the refits. Probably want to get the Assult ships going first really. We have frigates under construction right now, but no assult ships.

As for ACLs, they're been on my wish list for awhile, so I have no problem doing them soon, but the Talons are more invested in getting Plasma Weapons in the field, so I'm inclined to go with that.
 
If we did the Seattle yard, I'd also want to do the Island Class ships first as well, then do the refits. Probably want to get the Assult ships going first really. We have frigates under construction right now, but no assult ships.
Okay, that's fair. If we're thinking about naval prioritization, there's an argument for Islands-Seattle-Infernium instead of Seattle-???-???

As for ACLs, they're been on my wish list for awhile, so I have no problem doing them soon, but the Talons are more invested in getting Plasma Weapons in the field, so I'm inclined to go with that.
Ditto. Assuming ACL means A-something C-something Laser, anyway.
 
This may also reflect interest on the Talons' part in one project or the other increasing at the other's expense, and the "losing" project getting administratively merged into the winner, sort of like how the Fighter Mafia took over US Air Force procurement and that's the story of why the Air Force is still flying B-52s that at this point may well be older than a few of the grandparents of their own aircrews.

Funny you mention that...

Anecdotally there are in fact airframes that have been flown by 3 generations of the same family.
 
So, reshaping my own plan draft in light of what I think is happening with the treaty. Assumption/conclusions:

1) We no longer have enough Political Support to make burning it off desirable in its own right, or to make gaining more of it undesirable.

2) We are hopefully not going to have to shoot our way into Karachi to start the project a year from now.

This... changes a few things, mainly in Military, as I've discussed. Reduced sense of urgency for Military projects, so I cut the Free die from the category and shift it to Orbital. Reduced Military budget because I'm no longer madly pursuing infernium lasers in an attempt to keep a few ships from getting sunk around Karachi next year.

So I have some wiggle room in the budget, and that's nice. :)

...

Some things don't change, though. Push to complete the first phase of ion power refits, allocate two dice for fusion power (I'm budgeting 30 R/die and will count it as a win if they cost 20-25 R/die as I hope). I'm also intentionally throttling expected Energy consumption by choosing low-Energy projects to some extent, so that even if no power projects come through this turn, we can still hope to do well next turn.

Contingencies:

If Vehrec's worst-case predictions come true and we are forbidden from spending more than a single die on second-generation fusion reactors due to superconductor shortages, we simply move a Free die over to ion power in Tiberium, at a net -5 R to the budget if my pessimism about the cost per die of ICCF plants turns out to be warranted. This gives us a near-certainty of completing the ion power refits, and our butts are covered in the short term. We can do another round of ion power refits in 2063Q1, and if need be some combination of ion power refits and actual new Red Zone operations in 2063Q2, to keep up at least a trickle of Energy while we unfuck the superconductor supply situation.

Vehrec's predictions turn out to be greatly pessimistic and we can spend as many dice on improved fusion as we like (or at any rate the cap is 4+ ), we might seriously consider shifting two Free dice away from the ion power refits and putting them on improved fusion. With four dice on the project we might well be able to slam out a phase of them quickly, and the Energy return on Free dice investment is sure to be much more favorable than ion power. IF we are free to do this, IF. There's some wiggle room in the budget if doing this turns out not to be revenue-neutral.



BUDGET: 1210 R, 109 PS, +15 Energy, +15 Capital Goods

1180/1210 R
7/7 Free dice

[] 2062Q4 Draft Plan Attempting to Build Chicago Without Arya v_v
-[] Infrastructure (5/5 Dice, +27 bonus, 100 R)
--[] Chicago Planned City (Phase 5) 52/1000 (6 dice, 120 R) (6/12 median)

-[] Heavy Industry (6/6 Dice + 3 Free dice, +34 bonus, 270 R)
--[] U-Series Alloy Foundries (Phase 3) 186/550 (5 dice, 200 R) (~87% chance)
--[] Chicago Planned City (Phase 5) 52/1000 (1 die, 20 R) (see above)
--[] Second Generation Repulsorplate Development 0/60 (1 die, 20 R) (94% chance)
--[] Second Generation Fusion Plant 0/(270???) (2 dice, 60 R) (2/? median)
--[] Security Review

-[] Light Industry (5/5 Dice, +24 bonus, 75 R)
--[] Reykjavik Myomer Macrospinner 50/1155 (2 dice, 40 R) (2/15 median)
--[] Carbon Nanotube Foundry Expansions 219/285 (1 die, 20 R) (74% chance)
--[] Home Robotics Factories 114/145 (1 die, 15 R) (100% chance)
--[] Security Review

-[] Agriculture (6/6 Dice, +29 bonus, 80 R)
--[] Reforestation Campaign Preparations (Phase 1) 0/880 (2 dice, 10 R) (2/11 median)
--[] Dairy Ranches (Phase 1+2) 155/375 (2 dice, 40 R) (Phase 1, 15% chance Phase 2)
--[] Poulticeplant Deployment 0/150 (2 die, 30 R) (71% chance)

-[] Tiberium (7/7 Dice + 2 Free dice + EREWHON!!!, +39 bonus, 200 R)
--[] Tiberium Vein Mining (Stage 6+7+8) 25/555 (5+E dice, 100 R) (Stage 6, 99.3% Stage 7, 41% chance Stage 8)
---[] This is tiberium mining with lots of robotics; I think Erewhon will like it.
--[] Red Zone Energy Refits (Phase 1) 0/315 (4 dice, 100 R) (84% chance)

-[] Orbital (7/7 dice + 1 Free die, +34 bonus, 160 R)
--[] GDSS Columbia (Phase 5) 146/1085 (4 dice, 100 R) (4/10.5 median)
--[] GDSS Shala (Phase 4) 92/495 (4 dice, 80 R) (31% chance)
---[] Some slowdown from the breakneck construction of Q3

-[] Services (4/4 Dice, +32 bonus, 65 R)
--[] Regional Hospital Expansions 213/300 (1 die, 25 R) (61% chance)
--[] Kamisuwa Optical Laboratories 79/240 (1 dice, 20 R) (1/2 median)
--[] AEVA Deployment (Services) 167/200 (1 die, 20 R) (100% chance)
--[] AEVA Hungers (1 die)

-[] Military (8/8 Dice, +31 bonus, 140 R)
--[] Unknown Zrbite Weapon Deployment 0/??? (2 dice, 40 R) (???)
--[] Low Orbit Support Satellite Constellations 0/175 (2 dice, 20 R) (51% chance)
--[] Island-Class Assault Ship Deployment 0/160 (2 dice, 50 R) (67% chance)
--[] Medium Tactical Plasma Weapon Deployment 0/75 (1 die, 30 R) (71% chance)
--[] Security Review

-[] Bureaucracy (4/4 Dice + 1 Free die, +29 bonus, 60 R)
--[] Transfer Funding to InOps (1 die, -60 RpT)
--[] Security Review: Light Industry (1 dice)
--[] Security Review: Heavy Industry (1 die)
---[] Both last done 7-8 turns earlier. Both not in normal rotation yet. Surprise!
--[] Security Review: Military (2 dice)
---[] Last done two turns ago. FUCKERS WILL NEVER SEE IT COMING! AHAHAAA!



CAPITAL GOODS BUDGET
15 (initial) +2 (DHIA) +4 (nanotubes) -3 (vein mines) -1 (hospitals) -4 (AEVA)
= +13 Capital Goods

PESSIMISTIC ENERGY BUDGET
15 (initial) -4 (alloys) -1 (vroombas) -2 (double dairy) -1 (hospitals) -3 (AEVA) -4 (zrbite guns)
= +0 Energy
(84% chance of getting +10 from ion power, 85% chance of getting only single dairy for -1 after all, ??? chance that zrbite guns don't cost -4 Energy or, if they do, cannot be completed with only two dice of initial investment, this grossly pessimistic and we still don't go negative)

GETTING YELLED AT BUDGET
109 - (Nod Trade Negotiations, So Much Shouting) + (31% chance of spacefood)
= ?? Political Support

Attention: When it is actually posted in earnest, there will be a "Halloween" variant of this plan in which the work on Kamisuwa is swapped out for the Occult Studies project, and/or where Erewhon is reassigned to Occult Studies for the meme value. One, or the other, but not both, as I am trying to keep overall number of plan drafts manageable.
 
Vehrec's predictions turn out to be greatly pessimistic and we can spend as many dice on improved fusion as we like (or at any rate the cap is 4+ ), we might seriously consider shifting two Free dice away from the ion power refits and putting them on improved fusion. With four dice on the project we might well be able to slam out a phase of them quickly, and the Energy return on Free dice investment is sure to be much more favorable than ion power. IF we are free to do this, IF. There's some wiggle room in the budget if doing this turns out not to be revenue-neutral.
If superconductors are a limiting factor I could see that expressed in two ways, one the limited number of dice per turn as some people have guessed. The other would be only able to do X number of phases without more stages of Bergen.

If it is not dice limited then shifting to fusion power would be better as it is going to give us more power than Ion refits.
 
Q4 2062
Q4 2062

Resources: 1215 + 5 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 54
SCIENCE Meter: 4/4

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

Tiberium Spread
23.94 (-0.02) Blue Zone
0.04 (+0.00) Cyan Zone
0.29 (+0.02) Green Zone
23.24 (+0.13) Yellow Zone (97 points of mitigation)
52.49 (-0.13) Red Zone (80 points of mitigation)

Current Economic Issues:
Housing: +65 (16 population in low quality housing) (+1 high-quality housing per turn)
Energy: +15 (+5 in reserve)
Logistics: +17 (-2 from military activity)
Food: +25 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +15 (+2 per turn from Distributed Industrial Authority) (+223 in reserve)
STUs: +11
Consumer Goods: +154 (-5 from demand spike) (+5 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 +10 per turn)
Labor: +38 (+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 ‌(2610/3350)‌ ‌
Tiberium Reserve (0/500)
Taxation Per Turn: +75 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +11 per turn
Production: +26 per turn
Consumption: -15 per turn
10 Economy (4 Structural Alloys, 2 T-Glass, 2 Harvesting Tendrils, 2 Hovercraft)
4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
1 Military Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌58;‌ ‌30; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌270;‌ ‌144;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌20; ‌315)‌ ‌
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:‌ ‌Decent
Navy:‌ Decent‌ (Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 77 Consumer Goods points from the Treasury
Provide 27 Consumer Goods from Agriculture
Increase Income by 695
Increase Tiberium Processing limit by 920
Increase population in space by 17.95k
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
Deploy 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 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 5 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser 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 +27 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 1/540: 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 93/280: 20 resources per die) (+4 Housing)
(Progress 0/270: 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 0/155: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve)

[ ] Rail Network Construction Campaigns (Phase 5)
As GDI consolidates its hold on the far flung territories, and begins trying to develop backwater blue zones, technically held by the Initiative, but with little to no actual development beyond the basics of Tiberium mitigation and abatement, they will need to build significantly more rail to begin laying out a commuter network, and more broadly encourage settlement and development in the reclaimed regions.
(Progress 39/295: 15 resources per die) (+4 Logistics)
(Progress 0/295: 15 resources per die) (+4 Logistics)
(Progress 0/295: 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 110/230: 25 resources per die) (+5 Logistics)
(Progress 0/180: 25 resources per die) (+8 Logistics)

[ ] 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 52/995: 20 resources per die) (+5 Housing, -4 Labor), (+450 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 0/115: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/235: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/470: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/935: 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 31/75: 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 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (6 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 3)
Demand for the U series alloys has been far from limited. Everywhere from Aerospace, to deep sea operations has significant demands, and even with alarms being sounded about the sheer need for STU's that this project is inducing, there are some who consider the limitation a small price to pay for the economic benefits.
(Progress 186/550: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/540: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/540: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/540: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 1) (New)
While second generation plants are noticeably improved over their first generation counterparts, they are limited by the supply of high temperature superconductors. Construction is a very high priority for the initiative, but due to the incoming problems with the first generation plants, increasing the energy supply is going to be slow compared to the ever growing needs of the Initiative without support from other approaches.
(Progress 0/325: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than two dice can be spent on 2nd Generation CCF per turn)

[ ] 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 36/2165: 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 0/110: 30 resources per die)
(Progress 0/215: 30 resources per die) (+8 Capital Goods, -2 Energy)
(Progress 0/430: 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 143/1095: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2160: 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)

[ ] 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)
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 +24 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 50/1155: 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 65/690: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1370: 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 219/280: 20 resources per die) (+4 Capital Goods)


[ ] Home Robotics Factories
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 114/140: 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 +29 bonus)

[ ] Reforestation Campaign Preparations (Phase 1)
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 0/855: 5 resources per die)
(Progress 0/855: 5 resources per die)
(Progress 0/855: 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 26/240: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 6)
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 4)
A fourth 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 134/230: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)
(Progress 0/230: 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 155/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/190: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/190: 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 0/160: 15 resources per die) (+1 Capital Goods)
(Progress 0/170: 15 resources per die) (+1 Capital Goods)
(Progress 0/180: 15 resources per die) (+1 Capital Goods)
(Progress 0/190: 15 resources per die) (+1 Capital Goods)
(Progress 0/200: 15 resources per die) (+1 Capital Goods)

[ ] 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
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 78/190: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/180: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/180: 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 0/70: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/70: 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 +39 bonus)

[ ] Tiberium Vein Mines (Stage 6)
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 25/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 0/175: 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 -/315: 20 resources per die) (small additional income trickle [5-15 Resources]) (3 points of Yellow Zone Mitigation)

[-] Intensification of Green Zone Harvesting (Stage 9)
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 3/90: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of Yellow Zone Mitigation) (0 Stages 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 29/140: 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 93/235: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/225: 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 0/225: 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 54/210: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/205: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/205: 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 38/190: 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)
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 0/180: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)

[ ] Improved Hewlett Gardener Refits (Phase 1) (New)
While practically speaking, the IHG process will require knocking down and completely rebuilding an existing Tiberium refinery, there is currently sufficient slack in the system to begin the process with a number of smaller and secondary plants.
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/360: 35 resources per die) (Converts remaining processing capacity)

[ ] 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 0/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 11 (Progress 0/115: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] Improved Tiberium Containment Facilities Construction (Phase 2)
While there is some significant amount of reserve capacity, it is something where more will very rarely hurt, either as a stopgap to allow GDI to build new capacity, or to mitigate damages from Brotherhood or alien attack. It is, however, not an immediate priority, and more investing in precautions against a future that may not come.
(Progress 11/110: 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 4/125: 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)

[ ] 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 0/315: 25 resources per die) (+10 Energy)
(Progress 0/315: 25 resources per die) (+10 Energy)
(Progress 0/315: 25 resources per die) (+10 Energy)

[ ] Tiberium Wildlife Experiments
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)

[ ] Tiberian Prediction Algorithms (New)
While GDI has attempted to model Tiberium growth for decades, the Red Zone offensives and blue zone outbreaks have made the process a significantly higher priority, especially with information gleaned in the last decade from both Visitor and Brotherhood sources, alongside Initiative experimentation.
(Progress 0/120: 20 resources per die)

[ ] Forgotten Experimentation (New)
While active human experiments are a step too far for the Initiative, the Forgotten are themselves an interesting case, and specifically the causes of their mutations. Initiative scientists believe that they can find a common root cause of their changes, and more broadly examine commonalities in genetic, chemical, and other makeup, with the long term goal of finding means of reliably offering a means other than tiberian infusion to survive exposure to the crystal.
(Progress 0/260: 30 resources per die) (MS) (-5 Political Support)

Orbital (7 dice +34 bonus)

[ ] GDSS Columbia (Phase 5) (Updated)
The final planned expansions to the station, adding another two thousand souls to its population have been started, but there is still much work to be done, with the array of bays available, and the more broad problem of shifting the station from a rapidly constructed habitation, to something that is livable as a long term project. (Station)
(Progress 146/1065: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Columbia Bays (3 available)
-[ ] SCOP Bay (New)
While Columbia is not laid out to take maximum advantage from solar energy, and its organization is not designed for farming, single cell organisms (a mixture of yeast, algae, and a handful of other producers) can be farmed on the station, producing a mix of carbohydrates, proteins, and fats that will keep people alive, and serve as a baseline for outsystem feeding as solar energy becomes increasingly less available.
(Progress 0/335: 20 resources per die) (+3 Food, +6 Food in reserve)

-[ ] Very High Density Housing (New)
While any housing in space is going to be in massive demand, the very highest densities possible may well be a step too far, with cramped accommodations, even by the standards of late 20th century space exploration. While it will be livable, and have the capacity to handle large numbers of people, it will not be comfortable or particularly desirable in the long run.
(Progress 0/335: 20 resources per die) (+1.5k Permanent Residents)

-[ ] High Density Housing (New)
By noticeably cutting the population supported, a significant amount of room can be freed up for amenities. While it will still be cramped, it is something that can be worked around with communal spaces, and with a schedule built to keep people out of their accommodations as much as possible.
(Progress 0/335: 20 resources per die) (+1.2k Permanent Residents)

-[ ] Medium Density Housing (New)
While building essentially standard apartments in space is not a particularly efficient use of resources, Columbia is a testbed and one where the comforts of home may well be needed. If the Initiative is to not simply survive in space, but live and thrive, concessions will have to be made towards the creature comforts that Initiative citizens generally expect.
(Progress 0/335: 20 resources per die) (+0.8k Permanent Residents)

-[ ] Low Density Housing (New)
Building to a much higher standard, and one that, while not as well appointed as an Initiative arcology, is genuinely comfortable by civilian standards, building low density segments may be considered absurdly wasteful by the standards of a full scale evacuation from Earth. However, in the long run, such furnishings are likely to be the aspirational standard that the Initiative may hope to achieve some day.
(Progress 0/335: 20 resources per die) (+0.5k Permanent Residents)

-[ ] Hospital Bay (New)
All of the Initiative's space stations are generally decently equipped with medical supplies. However, they lack in the cutting edge. While they can theoretically conduct most surgeries developed before the mid 20th century, that is still a fairly limited spectrum, and for most really serious cases, the best that they can be expected to do is stabilize a person for delivery to terrestrial hospital systems. This would fix that.
(Progress 0/335: 20 resources per die) (+1 Health)

-[ ] Tourism Bay (New)
While more a bagatelle than a practical unit, offering temporary orbital accommodations for a cycling population would both be a means of shoring up broad political support and allowing more people to experience space than just the limited number of specially prepared settlers
(Progress 0/285: 20 resources per die) (+5 PS +4 Consumer Goods)

-[ ] Assembler Bay (New)
While much of the actual industrial work in orbit is being done on Enterprise, and will be done on future Lunar, Martian, and asteroid belt industrial clusters in the future, integrating light industry and automated assemblers will be an expansion of the Initiative's ability to produce goods in space.
(Progress 0/285: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)

-[ ] Spaceport Bay (New)
With GDI's space presence continuously expanding, management and distribution of increasingly civilian passengers and their limited cargo has become more and more complicated. The Spaceport Bay will streamline the connections between earth and all four current GDSS Stations, and future-proof the earth-orbit-lunar traffic of people for the manyfold future increase of orbital and lunar residents needing to move between locations. It will be a central hub for passenger shuttles and have the infrastructure to service to the needs of both the shuttles and their human cargo.
(Progress 0/335: 20 resources per die)

[ ] GDSS Shala (Phase 4)
As Shala has been rapidly expanded, the station is still somewhat skeletal, especially in the core and the periphery, but at the same time it has bulked out, with new residencies, new agricultural platforms, workshops and docking ports. Continuing expansion will see significant work done to expand food production and see additional farmland made available for transport across the solar system. (Station)
(Progress 92/530: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1060: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

[ ] GDSS Shala Bays (1 available)
-[ ] Core Crops Bay (New)
Simply adding on additional bays filled to bursting with core crops, such as beans, rice, and corn, would do little more than add a significant amount of orbital food production, cutting down marginally on lift requirements, but at the same time doing little to improve the lives of current orbital inhabitants or their ground bound relatives.
(Progress 0/335: 20 resources per die) (+6 Food)

-[ ] Fruticulture Bay (New)
Growing trees on Earth is generally considered a waste of time, with a years long process before they begin producing, and the potential for them to be either damaged by war or infested by Tiberium being far too high for GDI planners. Growing trees in orbit would be a symbol of GDI's confidence in their ability to sustain habitation on other worlds, and significantly add to the food diversity available to the Initiative.
(Progress 0/335: 20 resources per die) (+8 Consumer Goods) (+5 Political Support)

-[ ] Experimental Crops Bay (New)
Even with the biosphere on its last legs, there are some ideas that GDI scientists are too nervous about the potential of them getting out. Extremely fast growing crops, biological sources of explosives, medicine, and volatile compounds, and a wide variety of other ideas that are potentially too risky to allow out into the wild.
(Progress 0/285: 20 resources per die) (MS) (Unlocks new development projects)

-[ ] Habitation Bay (New)
While adding significant new housing to Shala was not in the preliminary design documentation, it would be a step towards the goal of 20 thousand souls living full time off Earth, and even with Shala's high level of automation, more hands have almost always increased farm outputs.
(Progress 0/335: 20 resources per die) (+1k Permanent Residents)

-[ ] Animal Husbandry Bay (New)
While most of the effort is going to plants, animals have oft been a significant part of human agricultural work. Most animals will be farmed for various forms of animal products, dairy, eggs, and the like, as growing animals for consumption in space conditions is terribly wasteful in most practical terms.
(Progress 0/285: 20 resources per die) (+6 Consumer Goods)

-[ ] Species Restoration Bay (New)
While practically nearly useless, there are many species that have either died out or effectively died out due to Tiberium. Creating a series of small habitats designed to replicate their natural environments in space would be a serious step towards long term preservation, and allow GDI to create greater biodiversity in the future.
(Progress 0/285: 20 resources per die)

-[ ] High Efficiency Void Crops Bay (New)
There are a number of extremophile bacteria, lichen, and similar that are able to grow even in the airless, highly irradiated void of space. With extensive genetic engineering and experimentation, it may be possible to engineer human edible crops that can be farmed and harvested with a minimum of material and maintenance. (Progress 0/240: 20 resources per die)


[ ] 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. (Station)
(Progress 0/430: 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. (Station)
(Progress 0/475: 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 57/260 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 25/310: 20 resources per die) (+20 Resources per turn)
(Progress 0/295: 20 resources per die) (+20 Resources per turn)
(Progress 0/290: 20 resources per die) (+20 Resources per turn)
(Progress 0/280: 20 resources per die) (+20 Resources per turn)
(Progress 0/270: 20 resources per die) (+2 Heavy Metals)
(Progress 0/260: 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 3 dice +32 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 167/200: 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 213/295: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/285: 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 79/240: 20 resources per die) (-2 Labor, -2 Energy)

[ ] Occult Investigations
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 +31 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) (Munitions)
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)

[ ] 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 (Refit)
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 139/330: 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 0/250: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/295: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/340: 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 39/305) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/305) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/300) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/300) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/300) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/300) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/300) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/300) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/300) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/300) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/300) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/300) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/300) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/300) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/300) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/300) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/300) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/300) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/300) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/300) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/300) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/300) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/300) (Nikolayevsk-on-Amur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/300) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/300) (Sorong) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/300) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/300) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/300) (Mazatlán) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 (Progress 0/300) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/300) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/300) (Lomé) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/300) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/300) (Barcelona) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/300) (Port Sudan) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/300) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/300) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/300) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/300) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/300) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/300) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/300) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/300) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/300) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/300) (Medan) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/300) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/300) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority) (New)
Deploying mass quantities of the new sonic projectors is one of the more immediate things that can be done to harden Initiative forces against Tiberium, and make them more able to fight the Deep Red. While it will not be a cheap upgrade, with large chunks of nearly pure STU materials being required for the weapons systems, it will be a major step forward for the Initiative as a whole.
(Progress 0/380: 20 resources per die) (-2 Energy, -2 STUs) (High Priority)
(Progress 0/760: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)

[ ] 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 0/180: 10 resources per die) (-1 Energy) (3 quarters to begin, 9 to complete)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 2) (High Priority)
While the project is currently underway for naval aviation, and high priority land based air projects, GDI will need substantially more to mitigate for wartime expected loss rates, and provide for lower priority operations, such as interdiction support, the ZOCOM air wings, and training cadre for new pilots.
(Progress 56/250: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)

[ ] Ultralight Glide Munitions Development (Platform) (Munitions)
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)

[ ] NovaHawk Development (New)
The Firehawk, as GDI's core premier combat aircraft is at this point very long in the tooth, and even with upgrades is simply no longer capable of performing in all of its roles. With the amount of new technology available, and even newer technology being built, a near complete redesign is required. However, with the amount of parts currently in service, trying to reuse as many of them as possible is considered to be best practice in terms of both pilot familiarity and ease of manufacture.
(Progress 0/40: 15 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. (Station)
(Progress 0/150: 20 resources per die) (MS)

[ ] 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)

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 89/190: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/180: 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 6) (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.
Santiago (Progress 28/165: 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)
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 0/335: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/335: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/335: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/335: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/335: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)

[ ] Stealth Disruptor Deployment
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 0/190: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete)

Navy

[ ] Infernium Laser Refits (Refit)
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 0/405: 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 0/160: 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 0/270: 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 0/70: 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
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 0/315: 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)

[ ] 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 +29 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 [At least one die mandatory this turn.]
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 (Updated)
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor.
(Can select multiple)
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
-[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
-[ ] 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.
-[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support
-[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement 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 +27
-[] Blue Zone Arcologies (Stage 4) 1/540 5 dice 75R 2%, 6 dice 90R 21%, 7 dice 105R 60%, 8 dice 120R 88%, 9 dice 135R 98%
-[] Blue Zone Arcologies (Stage 4+5) 1/1080 11 dice 165R 1%, 12 dice 180R 9%, 13 dice 195R 30%, 14 dice 210R 58%, 15 dice 225R 81%, 16 dice 240R 94%
-[] Yellow Zone Fortress Towns (Phase 7) 93/280 2 dice 40R 35%, 3 dice 60R 88%, 4 dice 80R 99%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/550 5 dice 100R 21%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Lesser Blue Zone Arcologies (Phase 1) 0/155 2 dice 30R 64%, 3 dice 45R 97%
-[] Lesser Blue Zone Arcologies (Phase 1+2?) 0/310 3 dice 45R 11%, 4 dice 60R 60%, 5 dice 75R 92%
-[] Rail Network Construction Campaigns (Phase 5) 39/295 2 dice 30R 1%, 3 dice 45R 44%, 4 dice 60R 88%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/590 6 dice 90R 16%, 7 dice 105R 54%, 8 dice 120R 85%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/885 9 dice 135R 6%, 10 dice 150R 27%, 11 dice 165R 59%, 12 dice 180R 84%, 13 dice 195R 96%
-[] Suborbital Shuttle Service (Phase 2) 110/230 1 die 25R 23%, 2 dice 50R 88%, 3 dice 75R 99%
-[] Suborbital Shuttle Service (Phase 2+3) 110/410 3 dice 75R 16%, 4 dice 100R 67%, 5 dice 125R 94%

-[] Chicago Planned City (Phase 5) 52/995 9 dice 180R 3%, 10 dice 200R 19%, 11 dice 220R 51%, 12 dice 240R 80%, 13 dice 260R 95%
--Alt: 1 HI 9 Infra dice 200R 6%, 1 HI 10 Infra dice 220R 24%, 1 HI 11 Infra dice 240R 54%, 1 HI 12 Infra dice 260R 80%, 1 HI 13 Infra dice 280R 94%
-[] Karachi Planned City (Phase 1) 0/60 1 Tib die 20R 95%
-[] Karachi Planned City (Phase 1+2) 0/175 2 Tib dice 40R 68%, 3 Tib dice 60R 99%
-[] Karachi Planned City (Phase 1+2+3) 0/410 4 Tib dice 80R 27%, 5 Tib dice 100R 79%, 6 Tib dice 120R 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/925 0/880 8 Tib dice 160R 3%, 9 Tib dice 180R 25%, 10 Tib dice 200R 63%, 11 Tib dice 220R 89%, 12 Tib dice 240R 98%
--Alt: 3 Tib 6 Infra dice 180R 7%, 4 Tib 6 Infra dice 200R 33%, 5 Tib 6 Infra dice 220R 69%, 6 Tib 6 Infra dice 240R 91%
--Note: Listing all Infra/Tib dice combinations would be a massive pain.

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/75 1 die 10R 99%
-[] Postwar Housing Refits (Phase 1) 0/180 2 dice 20R 41%, 3 dice 30R 91%
-[] Postwar Housing Refits (Phase 1+2) 0/360 4 dice 40R 28%, 5 dice 50R 74%, 6 dice 60R 96%
-[] Postwar Housing Refits (Phase 1+2+3) 0/540 5 dice 50R 2%, 6 dice 60R 20%, 7 dice 70R 59%, 8 dice 80R 88%, 9 dice 90R 98%
Heavy Industry 6 dice +34
-[] U Series Alloy Foundries (Phase 3) 186/550 3 dice 120R 3%, 4 dice 160R 43%, 5 dice 200R 87%, 6 dice 240R 99%
-[] U Series Alloy Foundries (Phase 3+4) 186/1060 8 dice 320R 1%, 9 dice 360R 13%, 10 dice 400R 44%, 11 dice 440R 77%, 12 dice 480R 94%
--Note: The exact discount for each phase here will vary depending on the amount of roll-over progress.
-[] Second Generation Continuous Cycle Fusion Plants (Phase 1) (New) 0/325 3 dice 60R 14%, 4 dice 80R 68%, 5 dice 100R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/2165 22 dice 330R 3%, 23 dice 345R 11%, 24 dice 360R 27%, 25 dice 375R 50%, 26 dice 390R 71%, 27 dice 405R 87%, 28 dice 420R 95%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/110 1 die 30R 40%, 2 dice 60R 97%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/325 3 dice 90R 14%, 4 dice 120R 68%, 5 dice 150R 96%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/755 7 dice 210R 3%, 8 dice 240R 22%, 9 dice 270R 59%, 10 dice 300R 87%, 11 dice 330R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1095 9 dice 180R 2%, 10 dice 200R 16%, 11 dice 220R 47%, 12 dice 240R 78%, 13 dice 260R 94%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Microfusion Cell Development 0/60 1 die 20R 95%
-[] Second Generation Repulsorplate Development 0/60 1 die 20R 95%
-[] Division of Alternative Energy -1 HI die -10RpT Auto
Light and Chemical Industry 5 dice +24
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1155 12 dice 240R 2%, 13 dice 260R 12%, 14 dice 280R 33%, 15 dice 300R 60%, 16 dice 320R 81%, 17 dice 340R 93%
-[] Bergen Superconductor Foundry (Phase 4) 65/690 7 dice 210R 13%, 8 dice 240R 44%, 9 dice 270R 76%, 10 dice 300R 93%
-[] Bergen Superconductor Foundry (Phase 4+5) 65/2060 23 dice 690R 3%, 24 dice 720R 9%, 25 dice 750R 21%, 26 dice 780R 39%, 27 dice 810R 58%, 28 dice 840R 76%, 29 dice 870R 88%, 30 dice 900R 95%
-[] Carbon Nanotube Foundry Expansions 219/280 1 die 20R 79%, 2 dice 40R 100%
-[] Home Robotics Factories 114/140 1 die 15R 100%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 0/855 9 dice 45R 8%, 10 dice 50R 32%, 11 dice 55R 64%, 12 dice 60R 87%, 13 dice 65R 97%
-[] Agriculture Mechanization Projects (Phase 2) 26/240 2 dice 30R 18%, 3 dice 45R 78%, 4 dice 60R 98%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/135 1 die 10R 28%, 2 dice 20R 91%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/270 2 dice 20R 3%, 3 dice 30R 51%, 4 dice 40R 92%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/405 4 dice 40R 18%, 5 dice 50R 65%, 6 dice 60R 93%
-[] Vertical Farming Projects (Stage 4) 134/230 1 die 15R 49%, 2 dice 30R 98%
-[] Vertical Farming Projects (Stage 4+5) 134/460 3 dice 45R 8%, 4 dice 60R 55%, 5 dice 75R 91%
-[] Vertical Farming Projects (Stage 4+5+6) 134/690 5 dice 75R 1%, 6 dice 90R 19%, 7 dice 105R 58%, 8 dice 120R 88%, 9 dice 135R 98%
-[] Dairy Ranches (Phase 1) 155/195 1 die 20R 100%
-[] Dairy Ranches (Phase 1+2) 155/385 2 dice 40R 10%, 3 dice 60R 68%, 4 dice 80R 96%
-[] Dairy Ranches (Phase 1+2+3) 155/575 4 dice 80R 7%, 5 dice 100R 46%, 6 dice 120R 84%, 7 dice 140R 98%

-[] Spider Cotton Plantations (Phase 1) 0/160 2 dice 40R 72%, 3 dice 60R 99%
-[] Spider Cotton Plantations (Phase 1+2) 0/330 3 dice 45R 12%, 4 dice 60R 65%, 5 dice 75R 95%
-[] Spider Cotton Plantations (Phase 1+2+3+4+5) 0/900 9 dice 135R 8%, 10 dice 150R 33%, 11 dice 165R 68%, 12 dice 180R 90%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Deployment 0/150 2 dice 30R 79%, 3 dice 45R 99%

-[] Strategic Food Stockpile Construction (Phase 5) 78/190 1 die 10R 33%, 2 dice 20R 93%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/370 3 dice 30R 23%, 4 dice 40R 76%, 5 dice 50R 97%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/550 5 dice 50R 19%, 6 dice 60R 61%, 7 dice 70R 90%
-[] Caloric Reclamation Processor (Phase 1) 0/70 1 die 10R 75%, 2 dice 20R 100%
-[] Caloric Reclamation Processor (Phase 1+2) 0/140 1 die 10R 5%, 2 dice 20R 79%, 3 dice 30R 99%
-[] Department of Core Crops -1 Agri die -15 RpT auto
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 6) 25/175 1 die 20R 5%, 2 dice 40R 85%, 3 dice 60R 99%
-[] Tiberium Vein Mines (Stage 6+7) 25/350 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Tiberium Vein Mines (Stage 6+7+8) 25/525 4 dice 80R 1%, 5 dice 100R 29%, 6 dice 120R 77%, 7 dice 140R 97%
-[] Tiberium Vein Mines (Stage 6+7+8+9) 25/700 6 dice 120R 4%, 7 dice 140R 34%, 8 dice 160R 75%, 9 dice 180R 95%
-[] Tiberium Vein Mines (Stage 6+7+8+9+10) 25/875 8 dice 160R 7%, 9 dice 180R 37%, 10 dice 200R 74%, 11 dice 220R 94%
-[] Tiberium Vein Mines (Stage 6+7+9+10+11) 25/1050 10 dice 200R 11%, 11 dice 220R 40%, 12 dice 240R 74%, 13 dice 260R 93%
-[] Yellow Zone Tiberium Harvesting (Phase 11) 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Intensification of Green Zone Harvesting (Stage 9) 3/90 1 die 15R 68%, 2 dice 30R 100%
-[] Intensification of Green Zone Harvesting (Stage 9+10) 3/180 2 dice 30R 66%, 3 dice 45R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/145 1 die 25R 39%, 2 dice 50R 98%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/275 2 dice 50R 12%, 3 dice 75R 77%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 4) 93/235 1 die 25R 13%, 2 dice 50R 89%, 3 dice 75R 99%
-[] Red Zone Border Offensives (Stage 4+5) 93/460 3 dice 75R 5%, 4 dice 100R 54%, 5 dice 125R 93%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/225 2 dice 60R 24%, 3 dice 90R 87%, 4 dice 120R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/450 4 dice 120R 10%, 5 dice 150R 58%, 6 dice 180R 92%
-[] Red Zone Containment Lines (Stage 6) 54/210 2 dice 50R 81%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/415 3 dice 75R 6%, 4 dice 100R 58%, 5 dice 125R 94%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/620 5 dice 125R 6%, 6 dice 150R 43%, 7 dice 175R 84%, 8 dice 200R 98%
-[] Tiberium Glacier Mining (Stage 13) 38/190 1 die 30R 3%, 2 dice 60R 83%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/375 3 dice 90R 15%, 4 dice 120R 73%, 5 dice 150R 98%

-[] IHG Tiberium Processing Plants (Stage 1) 0/180 2 dice 70R 63%, 3 dice 105R 98%
-[] IHG Tiberium Processing Plants (Stage 1+2) 0/360 3 dice 105R 7%, 4 dice 140R 59%, 5 dice 175R 94%
-[] Improved Hewlett Gardener Refits (Phase 1) (New) 0/240 2 dice 70R 15%, 3 dice 105R 80%, 4 dice 140R 99%
-[] Improved Hewlett Gardener Refits (Phase 1+2) (New) 0/480 4 dice 140R 3%, 5 dice 175R 40%, 6 dice 210R 84%, 7 dice 245R 98%
-[] Improved Hewlett Gardener Refits (Phase 1+2+3+4+5+6+7) (New) 0/1800 18 dice 630R 8%, 19 dice 665R 25%, 20 dice 700R 52%, 21 dice 735R 76%, 22 dice 770R 91%

-[] Tiberium Inhibitor Deployment (Blue Zones) 0/90 1 die 30R 65%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/115 1 die 30R 40%, 2 dice 60R 98%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/110 1 die 30R 45%, 2 dice 60R 99%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/110 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 34%, 2 dice 40R 96%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/250 2 dice 40R 12%, 3 dice 60R 77%, 4 dice 80R 99%
-[] Red Zone Energy Refits (Phase 1) 0/315 3 dice 75R 28%, 4 dice 100R 84%, 5 dice 125R 99%
-[] Red Zone Energy Refits (Phase 1+2) 0/630 6 dice 150R 14%, 7 dice 175R 56%, 8 dice 200R 89%, 9 dice 225R 99%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/945 9 dice 225R 8%, 10 dice 250R 35%, 11 dice 275R 71%, 12 dice 300R 92%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 99%
-[] Tiberium Wildlife Experiments 0/60 1 die 20R 100%
-[] Tiberian Prediction Algorithms (New) 0/120 1 die 20R 40%, 2 dice 40R 99%
-[] Forgotten Experimentation (New) 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 146/1065 9 dice 180R 13%, 10 dice 200R 46%, 11 dice 220R 80%, 12 dice 240R 96%
--GDSS Columbia Bays (3 available)--
-[] SCOP Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Very High Density Housing (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] High Density Housing (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Medium Density Housing (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Low Density Housing (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Hospital Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Tourism Bay (New) 0/285 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Assembler Bay (New) 0/285 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%

-[] GDSS Shala (Phase 4) 92/530 4 dice 80R 14%, 5 dice 100R 65%, 6 dice 120R 95%
-[] GDSS Shala (Phase 4+5) 92/1590 14 dice 280R 2%, 15 dice 300R 11%, 16 dice 320R 33%, 17 dice 340R 63%, 18 dice 360R 85%, 19 dice 380R 96%
--GDSS Shala Bays (1 available)--
-[] Core Crops Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Fruticulture Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Experimental Crops Bay (New) 0/285 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Habitation Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Animal Husbandry Bay (New) 0/285 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Species Restoration Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] High Efficiency Void Crops Bay (New) 0/240 2 dice 40R 10%, 3 dice 60R 71%, 4 dice 80R 98%

--GDSS Enterprise Bays (2 available)--
-[] Gravitic Shipyard 0/430 4 dice 120R 17%, 5 dice 150R 69%, 6 dice 180R 96%
-[] Fusion Shipyard 0/475 4 dice 80R 4%, 5 dice 100R 43%, 6 dice 120R 86%, 7 dice 140R 99%

-[] Conestoga Class Development 0/60 1 die 30R 94%
-[] Lunar Regolith Harvesting (Phase 3) 57/260 2 dice 40R 33%, 3 dice 60R 90%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/510 4 dice 80R 4%, 5 dice 100R 41%, 6 dice 120R 83%, 7 dice 140R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/310 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/605 5 dice 100R 1%, 6 dice 120R 21%, 7 dice 140R 64%, 8 dice 160R 91%
-[] Lunar Water Mine (Inactive)
-[] Helium 3 Harvesting (Inactive)
Services 3/4 dice +32
-[] Advanced Electronic Video Assistant Deployment (Services) 167/200 1 die 20R 100%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 32%, 3 dice 60R 89%, 4 dice 80R 99%
--Note: Costs 1 field die and locks it until the project is complete.
-[] Regional Hospital Expansions (Phase 1) 213/295 1 die 25R 61%, 2 dice 50R 99%
-[] Regional Hospital Expansions (Phase 1+2) 213/580 3 dice 75R 2%, 4 dice 100R 36%, 5 dice 125R 82%, 6 dice 150R 98%
-[] Kamisuwa Optical Laboratories 79/240 2 dice 40R 68%, 3 dice 60R 98%
-[] Occult Investigations 0/30 1 die 5R 100%
--Alt: 1 AA/Erewhon die 86%
Military 8 dice +31
-[] 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 17%, 5 dice 100R 67%, 6 dice 120R 95%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/330 2 dice 10R 38%, 3 dice 15R 91%
-[] Strategic Area Defense Networks (Phase 1) 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Strategic Area Defense Networks (Phase 1+2) 0/545 5 dice 100R 3%, 6 dice 120R 29%, 7 dice 140R 70%, 8 dice 160R 93%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/885 9 dice 180R 6%, 10 dice 200R 28%, 11 dice 220R 61%, 12 dice 240R 86%, 13 dice 260R 97%

--MARVs--
-[] Reclamator Hub 0/300 3 dice 60R 22%, 4 dice 80R 76%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib dice 60R 27%, 2 Mil 2 Tib dice 80R 83%, 2 Mil 3 Tib dice 100R 99%
-[] Reclamator Hub x2 0/600 6 dice 120R 9%, 7 dice 140R 43%, 8 dice 160R 79%, 9 dice 180R 96%
--Alt: 2 Mil 4 Tib dice 120R 19%, 2 Mil 5 Tib dice 140R 63%, 2 Mil 6 Tib dice 160R 92%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/305 3 dice 60R 46%, 4 dice 80R 90%
-[] Reclamator Hub BZ-2 (Richmond) 58/305 2 dice 40R 5%, 3 dice 60R 60%, 4 dice 80R 95%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (New) (Phase 1) 0/380 4 dice 80R 26%, 5 dice 100R 74%, 6 dice 120R 96%
-[] Zrbite Sonic Weapons Deployment (New) (Phase 1+2) 0/1140 12 dice 240R 7%, 13 dice 260R 27%, 14 dice 280R 56%, 15 dice 300R 81%, 16 dice 320R 94%
-[] Infantry Recon Support Drone Deployment 0/180 2 dice 20R 49%, 3 dice 30R 94%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/250 2 dice 40R 36%, 3 dice 60R 90%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
-[] NovaHawk Development (New) 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/150 1 die 20R 2%, 2 dice 40R 81%, 3 dice 60R 99%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 2) 89/190 1 die 10R 46%, 2 dice 20R 97%
-[] Railgun Munitions Factories (Phase 2+3) 89/370 3 dice 30R 35%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%, 2 dice 70R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 6) 28/165 1 die 20R 10%, 2 dice 40R 83%, 3 dice 60R 99%
-[] GD-3 Deployment (Phase 1) 0/335 3 dice 30R 7%, 4 dice 40R 54%, 5 dice 50R 91%
-[] GD-3 Deployment (Phase 1+2) 0/670 7 dice 70R 14%, 8 dice 80R 49%, 9 dice 90R 82%, 10 dice 100R 96%
-[] GD-3 Deployment (Phase 1+2+3) 0/1005 10 dice 100R 3%, 11 dice 110R 17%, 12 dice 120R 45%, 13 dice 130R 75%, 14 dice 140R 92%
-[] Stealth Disruptor Deployment 0/190 2 dice 30R 39%, 3 dice 45R 91%

--Navy--
-[] Infernium Laser Refits 0/405 4 dice 120R 14%, 5 dice 150R 61%, 6 dice 180R 92%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/160 2 dice 50R 67%, 3 dice 75R 98%
-[] Shark Class Frigate Shipyards (Seattle) 0/270 3 dice 60R 43%, 4 dice 80R 89%, 5 dice 100R 99%

--Steel Talons--
-[] Medium Tactical Plasma Weapon Deployment 0/70 1 die 30R 77%, 2 dice 60R 100%
-[] Combat Laser Development 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Modular Rapid Assembly Prototype Factory 0/315 3 dice 60R 14%, 4 dice 80R 67%, 5 dice 100R 95%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%, 2 dice 40R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 1 die 95%, 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 (Updated) 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
Last Security Review
Infrastructure 1 turn ago 2062 Q3
Tiberium 1 turn ago 2062 Q3
--Note: Indicated as not fully cleared.
Agriculture 2 turns ago 2062 Q2
Military 2 turns ago 2062 Q2
--Note: Not fully cleared, but InOps suggests waiting a bit first.
Light/Chem 7 turns ago 2061 Q1
Heavy Ind 8 turns ago 2060 Q4
Orbital 8 turns ago 2060 Q4
Bureaucracy 8 turns ago 2060 Q4
Services 11 turns ago 2060 Q1
--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.
 
Last edited:
And here... we... GO!

If Fusion 2.0 is capped due to Superconductors shortages, should we consider switch in LCI to Bergen 4 to neutralise this bottleneck and switch back to Reykjavik after?
If the cap exists and is sufficiently offensive, yes. I suppose I may need to shake loose some budget to make that happen, in that event. Realistically, we need about ten dice on it in Light Industry to get through Bergen Phase 4. My tentative contingency plan would be:

Step 1: Promote the existing Reykjavik dice to Bergen dice (budget to 1200/1210). Test the waters, see what people think.

Step 2: Sigh, accept delays in other Light Industry projects' completion. Demote Medium Tactical Plasma Weapon Deployment to USGV Development to save money. Promote Home Robotics Factories die to Bergen die. Budget to 1205/1210.

Step 3: Sigh harder. Demote Island-Class Assault Ship Deployment to Seattle Frigate Yard, shift Free die from Orbital to Light Industry, put on Bergen. Budget to 1205/1210. Test the waters again.

So that'd be four dice on Bergen. I think anything more than that would require major sacrifices elsewhere (giving up completion of Alloy Foundries Phase 3 this turn, giving up completion of a dairy ranch phase, things like that). Giving up the security sweep would still require us to find 30 R to fund the project with, after all, and giving up the nanotube foundries (which we could surely use) would cost 10 R.

...

Beyond that, I'd then invest heavily (more or less heavily) in Bergen Phase 4 next turn in hopes of bringing the project to completion in 2063Q1, and if need be "tap" it to completion with 1-2 dice in 2063Q2 pending an unlucky 2063Q1 result.

If superconductors are a limiting factor I could see that expressed in two ways, one the limited number of dice per turn as some people have guessed. The other would be only able to do X number of phases without more stages of Bergen.

If it is not dice limited then shifting to fusion power would be better as it is going to give us more power than Ion refits.
You're absolutely right; I'd treat that as a sub-case of the "if we can spend as many dice as we like" plan, because it'd mean we can spend as many dice as we like right now.
 
@Ithillid , uh, what happened to Missile Drop Pod Development? Because that project was not available for very long, and it would seem quite surprising that Space Force would give up entirely on it.

Likewise, what happened to Low Orbit Support Satellite Constellations? Same question. I know projects sometimes get abandoned when the military is sure they won't be funded, or priorities shift, but those projects were only even on the docket for about a year or two.

Also. Okay, so we are capped at two dice on the fusion plants. Thankfully, we're prepared for this, and they're happily cheaper than I had feared they'd be.
 
@Ithillid , uh, what happened to Missile Drop Pod Development? Because that project was not available for very long, and it would seem quite surprising that Space Force would give up entirely on it.

Likewise, what happened to Low Orbit Support Satellite Constellations? Same question. I know projects sometimes get abandoned when the military is sure they won't be funded, or priorities shift, but those projects were only even on the docket for about a year or two.
Both got moved to a standby folder basically. They are going to be sitting there until a few projects for the Space Force get completed, because I am trying to limit the number of military projects more harshly.
 
Right, so here's my plan submission:

[] Draft Plan Two Turns to Chicago
-[] Infrastructure (5/5 Dice + 1 HI + AA, +27 bonus, 140 R)
--[] Chicago Planned City (Phase 5) 52/995 5 dice + 1 HI + AA dice, 140R
-[] Heavy Industry (6/6 Dice + 2 Free, +34 bonus, 130 R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 0/325 2 dice 40R
--[ ] Low Velocity Particle Applicator Development 0/120 2 dice 40R 97%
--[ ] Microfusion Cell Development 0/60 1 die 20R 95%
--[ ] Second Generation Repulsorplate Development (Tech) 0/60 1 die 20R 95%
--[ ] Division of Alternative Energy -1 die -10R auto
--[ ] Chicago Planned City (Phase 5) 52/995 1 dice
-[] Light Industry (5/5 Dice, +24 bonus, 125 R)
--[ ] Bergen Superconductor Foundry (Phase 4) 65/690 3 dice 90R
--[ ] Carbon Nanotube Foundry Expansions 219/280 1 dice 20R 79%
--[ ] Home Robotics Factories 114/140 1 dice 15R 100%
-[] Agriculture (6/6 Dice, +29 bonus, 90 R)
--[ ] Reforestation Campaign Preparations (Phase 1) 0/855 1 dice 5R
--[ ] Dairy Ranches (Phase 1) 155/195 1 dice 20R 100%
--[ ] Tarberry Development 0/40 1 dice 20R 100%
--[ ] Poulticeplant Deployment 0/150 2 dice 30R 79%
--[ ] Department of Core Crops -1 dice -15R auto
-[] Tiberium (7 Dice, +39 bonus, 140 R)
--[ ] Tiberium Vein Mines (Stage 6+7+8+9) 25/175 7 dice 140R 34%
-[] Orbital (7/7 dice + 5 Free Dice, +34 bonus, 240 R)
--[ ] Medium Density Housing Bay 0/350 4 dice 80R 62%
--[ ] Fruticulture Bay (New) 0/350 4 dice 80R 62%
--[ ] Fusion Shipyard 0/475 4 dice 100R 4%
-[] Services (4/4 Dice, +32 bonus, 65 R)
--[ ] Advanced Electronic Video Assistant Deployment (167/200) 1 dice, 1 locked 20R 100%
--[ ] Kamisuwa Optical Laboratories 79/240 2 dice 40R 68%
--[ ] Occult Investigations 0/30 E 5R
-[] Military (8/8 dice, +31 bonus, 160 R)
--[ ] Zrbite Sonic Weapons Deployment (Phase 1) (0/380) 4 dice 80R 26%
--[ ] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
--[ ] Medium Tactical Plasma Weapon Deployment 0/70 1 die 30R 77%
--[ ] Advanced ECCM Development 0/40 1 die 20R 100%
--[ ] Department of Munitions -1 dice -20R auto
-[] Bureaucracy (4 Dice, +29 bonus, 60R)
--[] Administrative Assistance (Infrastructure)
--[] Transfer Funding to InOps -60R
--[] Interdepartmental Favors
---[ ] 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
---[ ] 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.
---[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support
---[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support

Total plan cost is: 1170.

What we get from this plan:
INFRASTRUCTURE: We begin working on Chicago, with the intent on finishing it by Q1 or Q2 2063 depending on situation.

HEAVY INDUSTRY: We start our first set of 2nd Generation Fusion Plants, and take advantage of a pause in Alloy rollout to quickly smash all of our industrial tech dev. While some may want to continue to pursue Alloys until they are done, I think pausing for one turn to unlock new capabilities and efficiencies (esp. with regards to the LVPAD and repulsorplates, which have been stated to impact Cap Goods production and Tib refining, respectively) is wise and helps conserve our Energy supply until the 2nd Gen reactors go online. To that end, we also split off the DAE now that it's actually worth doing so.

LIGHT AND CHEMICAL INDUSTRY: We start Bergen with 3 dice, and allocate 1 dice to each of the projects we didn't finish last turn, (hopefully) finishing them. Starting Bergen puts us on the path to removing the dice limit on building fusion plant phases, and also nets us a little cap goods and energy bonus besides.

AGRICULTURE: We start the Reforestation Campaign, dev Tarberries, deploy Poulticeplants, and finish the Ranch we started. We also split off Core Crops to passively increase our food supply.

TIBERIUM: We keep going on the Vein Mines train, hopefully to finish two phases.

ORBITAL: We take a pause from smashing out station phases (which has been having narrative consequences, y'all) and put energy towards building out a bay for each of our three stations. A Medium Bay for Columbia to push us further towards completing our goal, a Fruticulture Bay on Shala for Agriculture Congoods (a plan goal!) and some sweet sweet PS and narrative niceness, and the Fusion Bay on Enterprise to start building up our space-based shipping into a behemoth.

SERVICES: We finish the Services AEVA and, hopefully, the Kamisuwa Optical Laboratories. Also, Erewhon is doing KANE research. What fun!

MILITARY: We put four dice into Zrbite weapons so that, when 2063Q2 comes around and we're throwing ZOCOM back into the frying pan for RZBOs, they have some better tools to fight the Green with. Besides that, we're also developing glide munitions for the Air Force, AECCM for everyone (but especially the Governor-A, which we promised the Navy would have it and is the last thing we need to dev before making that ship) and Medium Plasma deployment for the Talons. Atop that, we spin off the Munitions department to start working on all of our munitions projects in the background.

BUREAUCRACY: Here we transfer funding to InOps, administratively assist with Chicago construction, and make literally every promise. Why? Why do that, you ask?

---[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support

With this plan, we are deploying these this turn. We need to roll 24 or better here with the standard Omake bonus. It is very likely we finish.

---[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
  • This is also doable with a pause to build bays as this plan has. Notably, there is a reasonable chance we finish the Fusion bay this turn, or one dice on it next turn while working on the Grav Bay.
---[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.

These are both incredibly easy to do, being only developing the projects. They need 1 dice each at some point this plan.

---[ ] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.

Once Kamisuwa is built, we should absolutely use our Services dice to (mostly) build out hospital expansions. This is an easy give.

---[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support

This, too, is an easy give, as this gives us… Two Turns to knock out Chicago J, which is the only plan goal competing for the same dice as Karachi.

---[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support

This is also very likely to be an easy give, as I expect Coordinated Abatement to have some measure of income for us depending on the methods used – and, even if it didn't, is something we are going to do anyway.


Overall, this plan takes a pause on our two big resource/dice hogs (alloys and stations) and works hard on a number of other objectives (and in the case of the latter works on the exact same objective through a different path). I think we need to do this.

In conclusion, this plan addresses or completes the following Plan Goals/Litvinov promises:
Provide 77 Consumer Goods points from the Treasury
Provide 27 Consumer Goods from Agriculture
Increase Income by 695
Increase population in space by 17.95k
Spend at least one die on Steel Talons projects every turn
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Deploy Services AEVA
Develop and deploy Governor-A refit (via finishing AECCM)
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all of the following projects:
Advanced ECCM Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, and Unmanned Support Ground Vehicle Development
Activate Munitions Department

If you have any questions, please feel free to ask me.
 
Last edited:
Even with literally every habitation option (over 6000~ progress) taken we'd still be left with 1.2k people left on the plan goal after completing both shala and Columbia.
 
Both got moved to a standby folder basically. They are going to be sitting there until a few projects for the Space Force get completed, because I am trying to limit the number of military projects more harshly.
I respect the motive, it's just awkward timing because I'd been specifically hoping to put LOSS into my plan draft for this turn, so that Space Force finally would start getting some projects at this point and clearing out the docket from the other end. Whereas Orbital Nuclear Caches is the kind of thing I'd want to postpone because there's no obvious immediate use for it.

At the moment, I'm mentally processing this as "the Space Force's high command has done some bureaucratic jujitsu and said "look, we're not even going to start launching those recon satellites until you fund our orbital nuclear caches and/or the transorbital fighter project."

And this isn't me saying you've done something wrong or bad, to be clear, I just want to make sure I fully understand the situation so I can write a plan around it.

Right, so here's my plan submission:

[] Draft Plan Two Turns to Chicago
-[] Infrastructure (5/5 Dice + 1 HI + AA, +27 bonus, 140 R)
--[] Chicago Planned City (Phase 5) 52/995 5 dice + 1 HI + AA dice, 140R
-[] Heavy Industry (6/6 Dice + 1 Free, +34 bonus, 130 R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 0/325 2 dice 40R
--[ ] Low Velocity Particle Applicator Development 0/120 2 dice 40R 97%
--[ ] Microfusion Cell Development 0/60 1 die 20R 95%
--[ ] Second Generation Repulsorplate Development (Tech) 0/60 1 die 20R 95%
--[ ] Division of Alternative Energy -1 die -10R auto
-[] Light Industry (5/5 Dice, +24 bonus, 125 R)
--[ ] Bergen Superconductor Foundry (Phase 4) 65/690 3 dice 90R
--[ ] Carbon Nanotube Foundry Expansions 219/280 1 dice 20R 79%
--[ ] Home Robotics Factories 114/140 1 dice 15R 100%
-[] Agriculture (6/6 Dice, +29 bonus, 90 R)
--[ ] Reforestation Campaign Preparations (Phase 1) 0/855 1 dice 5R
--[ ] Dairy Ranches (Phase 1) 155/195 1 dice 20R 100%
--[ ] Tarberry Development 0/40 1 dice 20R 100%
--[ ] Poulticeplant Deployment 0/150 2 dice 30R 79%
--[ ] Department of Core Crops -1 dice -15R auto
-[] Tiberium (7 Dice, +39 bonus, 140 R)
--[ ] Tiberium Vein Mines (Stage 6+7+8+9) 25/175 7 dice 140R 34%
-[] Orbital (7/7 dice + 6 Free Dice, +34 bonus, 260 R)
--[ ] Medium Density Housing Bay 0/350 4 dice 80R 62%
--[ ] Fruticulture Bay (New) 0/350 4 dice 80R 62%
--[ ] Fusion Shipyard 0/475 5 dice 100R 43%
-[] Services (4/4 Dice, +32 bonus, 65 R)
--[ ] Advanced Electronic Video Assistant Deployment (167/200) 1 dice, 1 locked 20R 100%
--[ ] Kamisuwa Optical Laboratories 79/240 2 dice 40R 68%
--[ ] Occult Investigations 0/30 E 5R
-[] Military (8/8 dice, +31 bonus, 160 R)
--[ ] Zrbite Sonic Weapons Deployment (Phase 1) (0/380) 4 dice 80R 26%
--[ ] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
--[ ] Medium Tactical Plasma Weapon Deployment 0/70 1 die 30R 77%
--[ ] Advanced ECCM Development 0/40 1 die 20R 100%
--[ ] Department of Munitions -1 dice -20R auto
-[] Bureaucracy (4 Dice, +29 bonus, 60R)
--[] Administrative Assistance (Infrastructure)
--[] Transfer Funding to InOps -60R
--[] Interdepartmental Favors
---[ ] 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
---[ ] 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.
---[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support
---[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support

Total plan cost is: 1170.

What we get from this plan:
INFRASTRUCTURE: We begin working on Chicago, with the intent on finishing it by Q1 or Q2 2063 depending on situation.

HEAVY INDUSTRY: We start our first set of 2nd Generation Fusion Plants, and take advantage of a pause in Alloy rollout to quickly smash all of our industrial tech dev. While some may want to continue to pursue Alloys until they are done, I think pausing for one turn to unlock new capabilities and efficiencies (esp. with regards to the LVPAD and repulsorplates, which have been stated to impact Cap Goods production and Tib refining, respectively) is wise and helps conserve our Energy supply until the 2nd Gen reactors go online. To that end, we also split off the DAE now that it's actually worth doing so.

LIGHT AND CHEMICAL INDUSTRY: We start Bergen with 3 dice, and allocate 1 dice to each of the projects we didn't finish last turn, (hopefully) finishing them. Starting Bergen puts us on the path to removing the dice limit on building fusion plant phases, and also nets us a little cap goods and energy bonus besides.

AGRICULTURE: We start the Reforestation Campaign, dev Tarberries, deploy Poulticeplants, and finish the Ranch we started. We also split off Core Crops to passively increase our food supply.

TIBERIUM: We keep going on the Vein Mines train, hopefully to finish two phases.

ORBITAL: We take a pause from smashing out station phases (which has been having narrative consequences, y'all) and put energy towards building out a bay for each of our three stations. A Medium Bay for Columbia to push us further towards completing our goal, a Fruticulture Bay on Shala for Agriculture Congoods (a plan goal!) and some sweet sweet PS and narrative niceness, and the Fusion Bay on Enterprise to start building up our space-based shipping into a behemoth.

SERVICES: We finish the Services AEVA and, hopefully, the Kamisuwa Optical Laboratories. Also, Erewhon is doing KANE research. What fun!

MILITARY: We put four dice into Zrbite weapons so that, when 2063Q2 comes around and we're throwing ZOCOM back into the frying pan for RZBOs, they have some better tools to fight the Green with. Besides that, we're also developing glide munitions for the Air Force, AECCM for everyone (but especially the Governor-A, which we promised the Navy would have it and is the last thing we need to dev before making that ship) and Medium Plasma deployment for the Talons. Atop that, we spin off the Munitions department to start working on all of our munitions projects in the background.

BUREAUCRACY: Here we transfer funding to InOps, administratively assist with Fusion Bay construction, and make literally every promise. Why? Why do that, you ask?

---[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support

With this plan, we are deploying these this turn. We need to roll 24 or better here with the standard Omake bonus. It is very likely we finish.

---[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
  • This is also doable with a pause to build bays as this plan has. Notably, there is a reasonable chance we finish the Fusion bay this turn, or one dice on it next turn while working on the Grav Bay.
---[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.

These are both incredibly easy to do, being only developing the projects. They need 1 dice each at some point this plan.

---[ ] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.

Once Kamisuwa is built, we should absolutely use our Services dice to (mostly) build out hospital expansions. This is an easy give.

---[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support

This, too, is an easy give, as this gives us… Two Turns to knock out Chicago J, which is the only plan goal competing for the same dice as Karachi.

---[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support

This is also very likely to be an easy give, as I expect Coordinated Abatement to have some measure of income for us depending on the methods used – and, even if it didn't, is something we are going to do anyway.

Overall, this plan takes a pause on our two big resource/dice hogs (alloys and stations) and works hard on a number of other objectives (and in the case of the latter works on the exact same objective through a different path). I think we need to do this.

If you have any questions, please feel free to ask me.
Infrastructure:
Are you sure it's a good idea to put AA dice on Chicago? We could sure use the dice on security sweeps.

Heavy Industry:
I respect the logic of a pause in the alloy foundry expansions, but I'm questioning the timing on DAE. Right now, for these next couple of turns, it means that we can get (on average, statistically speaking) about +14-ish Energy per turn out of three Heavy Industry dice instead of +10-ish Energy out of two, but in 2063 or 2064 when things have hopefully opened up a bit due to increased superconductor production, having fewer Heavy Industry dice is going to be rather inconvenient.

Agriculture:
I'm not sure Department of Core Crops is a useful priority right now, because we actually have quite a large Food surplus. Also, I would like to work on the dairy ranches, and consider them a higher priority than, for example, tarberries.

Tiberium:
Energy supplies are a problem and I think we need to do Red Zone Ion Power Refits.

Orbital:
I don't think such massive investment in the Columbia bays will give us the positive impact we'd desire on the overall state of the station. The problem isn't that we're "slamming out phases," it's that we're shock-effort investing a ton of dice into a single project and facility.

Though I love that you brought the station bays to my attention! I think for Shala, if we're getting six, we should do one of everything except the Core Crops bay.

As for Columbia, I'm tentatively thinking...

1x High Density Housing
1x Medium Density Housing
1x Hospital Bay
1x Tourism Bay
1x Assembler Bay
1x Spaceport Bay

We may need to nix some of those last four due to the need to cram in more people, I'd feel bad about it but maybe. But basically, I want to prototype BOTH of the middle two space housing options. Ultra-dense is nasty and I'm very much hoping to avoid building it, while low density is just too big and poofy given that we're trying to develop something that could plausibly be scaled up to evacuate the Earth.

What do you think? :)

Military:

I could work with this distribution if LOSS is unavailable, though I might try something different myself. I'd been hoping to put a couple of dice on a Navy thing, for example.

Bureaucracy:

I have misgivings. We don't need this much Political Support that badly, we've got Nod infiltration problems that arguably warrant security sweeps, and spending an AA die on Chicago seems unwise to me when we've got so many Free dice being allocated to non-essential projects.

Coordinated Abatement may turn out to be another big BIG project, and we're already groaning because we promised Litvinov to do all the IHG refits, which turns out to be a 2040-point, 35 R/die megaproject, on top of our existing commitments! I don't think we should commit to it by 2065Q4 for a paltry 5 PS.

And your promise to the Talons... well, um. Let's just say that I don't think Treasury has ever yet failed a promise, so I'm not comfortable with a 23% chance of failing this one because we only allocated a single die to something we promised to complete this very turn. I wouldn't support a plan that had the Talons promise unless it put at two dice on developing the plasma guns, just in case we roll a 2 or something.

The rest of the promises I could get behind and I'm thinking of writing them in maybe.

Even with literally every habitation option (over 6000~ progress) taken we'd still be left with 1.2k people left on the plan goal after completing both shala and Columbia.
Yes, because we've always been banking on the existence of a second-generation habitat project of some kind- either another space-city-station or a lunar base, gated behind Shala and Columbia.

The plan was to complete those stations and then keep going. The fact that we can get this close to hitting the target without the "keep going" part is actually a surprise to me.
 
Last edited:
Back
Top