I was going to suggest putting an AA die on the MARV hub in Mil, but I decided to check first. Turns out the last turn that had AA dice listed as an Alt option on the array was Q2 2062, so it seems likely that it was decided that AA dice couldn't be used for that. Of course, that just means doing something like AA die on Talons, and the Mil die from that going onto MARV hub instead. 1 Mil + 3-4 Tib would get 76-97% chance of completion, I think.

If we really wanted to push for a MARV hub and had Tib dice to dump on it.
 
I think that for the duration of 2063 we'll have other more pressing need for both Tiberium and Military dice, but 2064 is looking goodish hopefully.

I'm also pretty sure the mandatory floor for MARV investment is that if we want to spend Tiberium dice on the things, we have to spend a minimum of two Military dice as well.
 
So, I seem to remember that the general consensus was that an HI AEVA is probably not very competitive compared to putting another die on U-Series Alloys. And that, as we are probably going to be getting more Services projects, and their high indicator costs, AEVAs are probably not going to be hugely competitive in general.

That said, assuming that we had the services dice and indicators to spare, would we prefer an AEVA in the Military Department or in the Tiberium Department?
 
I was going to suggest putting an AA die on the MARV hub in Mil, but I decided to check first. Turns out the last turn that had AA dice listed as an Alt option on the array was Q2 2062, so it seems likely that it was decided that AA dice couldn't be used for that. Of course, that just means doing something like AA die on Talons, and the Mil die from that going onto MARV hub instead. 1 Mil + 3-4 Tib would get 76-97% chance of completion, I think.

If we really wanted to push for a MARV hub and had Tib dice to dump on it.
I removed that from the Array because the MARV section was too cluttered. You can still put an AA die on MARV hubs if you really want to. Please remember that the Probability Array is run by me, and not Ithillid.
 
So, I seem to remember that the general consensus was that an HI AEVA is probably not very competitive compared to putting another die on U-Series Alloys. And that, as we are probably going to be getting more Services projects, and their high indicator costs, AEVAs are probably not going to be hugely competitive in general.

That said, assuming that we had the services dice and indicators to spare, would we prefer an AEVA in the Military Department or in the Tiberium Department?

Yes, the idea being that a die invested in Alloys would save more dice then one invested in HI AEVA.

As for Military vs Tiberium AEVA it depends. The way AEVAs pay themselves off is how long it takes for the average roll of the die being locked to be counterbalanced by the +3 to the die roll of the dice in that category. Since Military and Tiberium currently have the save number of dice and Tiberium has the greater dice bonus it will take a Tiberium AEVA slightly longer to pay itself off then a Military one. However that math gets thrown out the window if we add Free dice to the mix. So it really depends on where/how we intend to invest.

From a personal perspective I'd favor Tiberium because Karachi is just around the corner and I'd like that in place for it. While Military has a lot of smaller projects, which while on average would pay itself off, its more likely to have an instance of a die that is only there to push a project over the edge and the excess of the roll is wasted.
 
As for Military vs Tiberium AEVA it depends. The way AEVAs pay themselves off is how long it takes for the average roll of the die being locked to be counterbalanced by the +3 to the die roll of the dice in that category. Since Military and Tiberium currently have the save number of dice and Tiberium has the greater dice bonus it will take a Tiberium AEVA slightly longer to pay itself off then a Military one. However that math gets thrown out the window if we add Free dice to the mix. So it really depends on where/how we intend to invest.
I'd favor Tiberium over Military because I expect the cumulative rollover from lots of +3s on lots of dice on our long rollover-heavy projects in Tiberium to benefit, whereas very often the +3 bonus on a Military project just has no effect because the project itself is only 2-3 dice with no rollover.

I might change my tune if rollover between different factories making the same thing (as we've seen with the power armor factories) becomes the norm, though, because then proportionately a lot more of Military's dice would be benefiting from the rollover.

With that said, I don't really support doing an AEVA for either of those two categories because neither is so overloaded as to need it, and we have more than enough need for Capital Goods that we shouldn't be using up four points of the stuff just to make our numbers go up a little faster when we don't really have to.

Heavy Industry can make a case for it simply because the need is so great and the category is kind of overwhelmed with projects. That doesn't negate the argument about alloy dice, to be clear, it's just that Heavy Industry is a higher-priority target.
 
Heavy Industry can make a case for it simply because the need is so great and the category is kind of overwhelmed with projects. That doesn't negate the argument about alloy dice, to be clear, it's just that Heavy Industry is a higher-priority target.

This neatly sums up my perspective. I'd rather wait for Alloys to at least finish through Phase 5 and then get the HI AEVA, there is no particular rush on getting AEVAs as it will take about 4 turns on average for an AEVA to 'pay off' the locked die needed to get it. The HI AEVA would be very useful for helping get North Boston.
 
I generally favor Tiberium, but I remember some talk that finishing North Boston could cut the Capital Goods cost of AEVAs, so getting one for HI to get that faster to get AEVAs for more departments more cheaply makes some sense.

Then again I remember hearing AEVAs were supposed to be a Cap Goods and Energy sink, so that North Boston thing could come to nothing. Personally I still want to get a phase or two of Aberdeen done before starting on NB, because I find Isolinear chips being used in factory that makes microchips extremely funny.
 
Hey all. I've got a bit of bad news. Due to some personal life stuff getting significantly worse in recent times, I don't believe I am able to continue running the Probability Array, or SCEDQuest. I am still healthy and well, but I will not be able to give either of these two projects the attention they need to keep them going. It's getting close to two years since I first started doing the Array, and I've greatly enjoyed helping this quest run. I'm sorry I won't be able to continue doing so going forward.

Anyone interested to try and continue the Array, please PM me here or on Discord, and we'll try to figure things out. (Though you'll need to be on Discord to coordinate with Ithillid.) As for SCEDQuest, it's still partly @BOTcommander's project, so I'm not sure what will happen there. My last version of the spreadsheet for the Array is over here, and I also have a gdoc with a somewhat-worked-on SCEDQuest update.
 
Hey all. I've got a bit of bad news. Due to some personal life stuff getting significantly worse in recent times, I don't believe I am able to continue running the Probability Array, or SCEDQuest. I am still healthy and well, but I will not be able to give either of these two projects the attention they need to keep them going. It's getting close to two years since I first started doing the Array, and I've greatly enjoyed helping this quest run. I'm sorry I won't be able to continue doing so going forward.

Anyone interested to try and continue the Array, please PM me here or on Discord, and we'll try to figure things out. (Though you'll need to be on Discord to coordinate with Ithillid.) As for SCEDQuest, it's still partly @BOTcommander's project, so I'm not sure what will happen there. My last version of the spreadsheet for the Array is over here, and I also have a gdoc with a somewhat-worked-on SCEDQuest update.
I... probably can't be that person. Maybe SCEDQuest, it seems simple enough to keep track of, but not the Array.

Just a request, can you give us a heads-up, either if someone else takes either role, or if no one steps up to the plate in a few days so that we know we need a person to do that?
 
Old Sins Revisited (Mod)
Old Sins, Revisited
The last ten years have been an unprecedented time of peace and prosperity for your people. Sure, deaths still occur, whether due to raiders, overzealous police, or tiberium, but your caravan finally has more people being born than dying to violence. It's been wonderful. But for the last week, people have been disappearing. And every Forgotten knows deep in their bones what that means. You've reached out to the local ZOCOM forces, partially to evaluate whether they were the culprits, partially to elicit their assistance if they were not. They have proven to either be complicit or incompetent, because last night the kidnappers took several children, including your daughter. It is time to take matters into your own hands, and remind the world that the Forgotten are not to be trifled with. Find the kidnappers and destroy them, come hell or high water.




Nod Tech 03 - CABAL Cyborg Augmentation
 
Last edited:
Q1 2063
Q1 2063


Resources: 1220 + 80 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 69
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 57/60

Tiberium Spread
24.04 (+0.1) Blue Zone
0.04 (+0.00) Cyan Zone
0.19 (-0.1) Green Zone
23.10 (-0.14) Yellow Zone (99 points of mitigation)
52.63 (+0.14) Red Zone (79 points of mitigation)

Current Economic Issues:
Housing: +66 (15 population in low quality housing) (+1 high-quality housing per turn)
Energy: +13 (+5 in reserve)
Logistics: +17 (-2 from military activity)
Food: +22 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +12 (+2 per turn from Distributed Industrial Authority) (+235 in reserve)
STUs: +11
Consumer Goods: +179 (+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) (-3 per turn from private industry) (-1 per turn from other government) (Net +1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2690/3350)‌ ‌
Tiberium Reserve (0/500)
Taxation Per Turn: +90 (+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 67 Consumer Goods points from the Treasury
Provide 21 Consumer Goods from Agriculture
Increase Income by 600
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 Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
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:
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 Fusion and Gravitic Shipyard Bays before the Elections
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Do not start Karachi before Q2 2063.

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 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)

[ ] 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 387/995: 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 (5 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) (Updated)
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 114/325: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than three dice can be spent on 2nd Generation CCF per turn)

[ ] North Boston Chip Fabricator (Phase 5) (updated)
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) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)

[ ] Aberdeen Isolinear Fabricator (Phase 1) (updated)
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.
(Progress 0/110: 30 resources per die)
(Progress 0/215: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/430: 30 resources per die) (+18 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)

[ ] Microfusion Cell Laboratories (New)
Any deployment of the microfusion cells is going to be on a distinctly small scale, in large part due to the combination of the need for hydrogen fuel, and the sheer cost in elerium to produce stable, usable fusion in a package that can be effectively man portable. However, there are many jobs where the sheer energy density of an MFC would be useful both to the military and more civil administrations.
(Progress 0/180: 25 resources per die) (-2 STUs)

[ ] 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 will be possible to build significantly more effective repulsorplates in the near future.
(Progress 0/60: 20 resources per die)


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 allow superconductors to find their 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 235/690: 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)

[ ] Adaptive Clothing Development (New)
While the Brotherhood of Nod primarily uses chameleonware as a means of providing a "smart" camouflage against a wide variety of backgrounds, the Initiative is more interested in civilian fashion uses of this technology, especially as many of the Initiative's uniforms make widespread use of localized camouflage already.
(Progress 0/60: 15 resources per die)

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



Agriculture (6 dice +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 181/230: 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 2)
While further expansions will not result in immediate expansions in production, there are still political reasons to focus on this area. While the promise of meat is still in the future, and the same applies to dairy, and the wide array of other animal products, continuing to do work will be of political use for the Treasury.
(Progress 163/190: 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 Plantations (New)
With few real concerns about Tiberium infestation, Tarberries can be grown widely, and very cheaply, with simple open air plantations, rather than needing complex arrays of pumping, tubing, and environmental controls for aquaponic growth. While there are large parts of the world where this will not work, due to soil toxicity and the destruction of nutrient rich topsoils, growing these plants will both aid long term reconstruction efforts and help address GDI's noticeable energy needs.
(Plant Genetics)
(Progress 0/100: 10 resources per die) (+1 Energy)
(Progress 0/85: 10 resources per die) (+1 Energy)
(Progress 0/70: 10 resources per die) (+1 Energy)
(Progress 0/70: 10 resources per die) (+1 Energy)

[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning and expansion of existing larger stockpiles will 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)

[ ] Laboratory Meat Development (New)
While herds of animals are all well and good, and do provide a wide variety of products, especially with the standard nose to tail processing methods that the Initiative practices, it is not a viable solution for deep space development, and is simply too slow to develop. Producing large quantities of cultured cells under controlled conditions will make satisfying the demand for meat a much easier process compared to building ranching domes.
(Progress 0/100: 15 resources per die)

Tiberium (7 dice +39 bonus)

[ ] Tiberium Vein Mines (Stage 9)
The rapid development of underground Tiberium mining has pushed the Initiative towards digging deeply and greedily, searching for dangerous treasures deep below ground. While the mines are becoming progressively more expensive, it is still worthwhile from both environmental and economic perspectives.
(Progress 22/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/200: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 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)
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
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 and Initiative experimentation.
(Progress 80/120: 20 resources per die)

[ ] Forgotten Experimentation
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 broader 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
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
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
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 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
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 310/335: 20 resources per die) (+0.8k Permanent Residents)

-[ ] Low Density Housing
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
All of the Initiative's space stations are generally decently equipped with medical supplies. However, they lack cutting edge equipment. 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
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
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
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
-[ ] Fruticulture Bay
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 225/335: 20 resources per die) (+8 Consumer Goods) (+5 Political Support)


[ ] 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 292/430: 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 380/475: 20 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 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)
-[ ] 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 2)
While currently, there are few real needs for further expansion in the health sector, the Initiative's population is likely to continue aging, and with the diseases of the old, time of response is critical, as is increasing the automation levels to deal with what is likely to be a sharp decrease in workforce availability in the coming decades.
(Progress 4/285: 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)

[ ] Autodoc Systems Development (New)
A next generation of medical automation, derived from CABAL's inner workings, the autodoc is likely to be a particularly scary project, with most Initiative citizens uncomfortable with the idea of an AI or EVA working on them, especially without direct human supervision. However, between their battlefield utility, and the need to prepare for workforce shortages in the coming decade, it is not so much a choice as a requirement.
(Progress 0/120: 30 resources per die)

Military (7 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)

[ ] Anti-radiation Munitions Deployment (Munitions) (New)
With the Brotherhood's methods of concealing their jammers and spoofing tracking known and now understood, deploying updating the Initiative's specialized radio source hunting munitions into the field in both ground launched and airborne varieties will allow Initiative commanders to make significantly better use of land, air, and orbital sensor systems, thinning the fog of war.
(Progress 0/300: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)

[ ] Electronic Countermeasures Improvements (New) (Refit)
While clearing jamming is all well and good, punching through it without expending masses of munitions and inherently alerting the Brotherhood to the Initiative's actions is, in many cases, better. While refitting the computer based sensor and communications systems will be a sizable undertaking, GDI will need the edge in future conflicts, especially as the Brotherhood will likely change their frequencies soon after realizing that they have been so deeply compromised.
(Progress 0/600: 15 resources per die) (-1 Capital Goods)

[ ] 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 liquid tiberium power packs that make infantry versions of the Brotherhood's particle beam system work, the weapon 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)
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 317/380: 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 made from off the shelf components, cheap, and simple to build at that, they still need dedicated space for production lines in light industrial districts, and integration 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 Deployment (Munitions) (New)
Deploying widespread glide munitions will take a significant pool of time and resources. While they will not replace the full spectrum of Initiative weapons, anything to extend standoff ranges and allow the Initiative to preserve both pilots and airframes is worth serious consideration at a minimum.
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Development
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 number 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 a way to begin developing 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 will initially be issued in small numbers. Only a handful of shells will be needed per tank, likely below five percent of the load of munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 139/190: 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 role 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 upgrades and revisions 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 Armor.
(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 overall less effective than the still around nine kilometer range of current generation sensors, the stealth disruptor 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

[ ] 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's primary components are off the shelf, and need 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 provides 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)

[ ] Transfer Funding to InOps
While Inops is currently happy with their degree of funding, there are projects and security measures that will take more than they can currently justify spending. While sending them money early does mean that it won't be available to the Treasury, InOps can spend it in other ways.
(-60 Resources per Turn) (can be taken three more times)

[ ] Hand Off Capital Goods to Market
Supplying the open Market with capital goods at subsidized or at-cost prices will stimulate growth and increase the efficiency of GDI's labor-hungry industries, especially as the aging workforce demands more automation to keep productivity increasing. However, the Treasury has its own plans for such key industrial supplies.
-[ ] Hand Off 5 Capital Goods
-[ ] Hand Off 10 Capital Goods
[ ] 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)
-[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support
-[ ] ZOCOM: Complete Zrbite weapons phase 1, Santiago Zone Armor Factory, and Infantry Recon Support Drone Deployment, before any major Red Zone Ops. +ZOCOM gratitude.
-[] Housing: Complete all three phases of Postwar Housing Refits and 1 phase of Rail Network Construction. +2 Political Support
-[] Tiberium Abatement: Complete 1 phase of Red Zone Refits and 3 Blue Zone Inhibitors

[ ] 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 typically put less strain on the system than various attempts at shock efforts.
(-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) 387/995 6 HI dice 120R 12%, 7 HI dice 140R 49%, 8 HI dice 160R 84%, 9 HI dice 180R 97%
--Alt: 1 HI 5 Infra dice 120R 4%, 1 HI 6 Infra dice 140R 29%, 1 HI 7 Infra dice 160R 66%, 1 HI 8 Infra dice 180R 90%

-[] 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 5 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) 144/325 2 dice 40R 53%, 3 dice 60R 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%
-[] Microfusion Cell Laboratories (New) 0/180 2 dice 50R 63%, 3 dice 75R 98%
-[] Second Generation Repulsorplate Development 0/60 1 die 20R 95%
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) 235/690 5 dice 150R 15%, 6 dice 180R 54%, 7 dice 210R 86%, 8 dice 240R 97%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/2060 21 dice 630R 3%, 22 dice 660R 10%, 23 dice 690R 25%, 24 dice 720R 44%, 25 dice 750R 64%, 26 dice 780R 81%, 27 dice 810R 91%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
-[] Adaptive Clothing Development (New) 0/60 1 die 15R 85%, 2 dice 30R 100%
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) 181/230 1 die 15R 96%
-[] Vertical Farming Projects (Stage 4+5) 181/460 3 dice 45R 32%, 4 dice 60R 82%, 5 dice 75R 98%
-[] Vertical Farming Projects (Stage 4+5+6) 181/690 5 dice 75R 7%, 6 dice 90R 41%, 7 dice 105R 79%, 8 dice 120R 96%
-[] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
-[] Dairy Ranches (Phase 2+3) 163/380 2 dice 40R 17%, 3 dice 60R 76%, 4 dice 80R 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 Plantations (New) (Phase 1) 0/100 1 die 10R 50%, 2 dice 20R 99%
-[] Tarberry Plantations (New) (Phase 1+2) 0/180 2 dice 20R 54%, 3 dice 30R 96%
-[] Tarberry Plantations (New) (Phase 1+2+3) 0/255 2 dice 20R 4%, 3 dice 30R 60%, 4 dice 40R 96%
-[] Tarberry Plantations (New) (Phase 1+2+3+4) 0/325 3 dice 30R 14%, 4 dice 40R 68%, 5 dice 50R 96%

-[] 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%
-[] Laboratory Meat Development (new) 0/100 1 die 15R 45%, 2 dice 30R 97%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 9) 22/175 1 die 20R 2%, 2 dice 40R 83%, 3 dice 60R 99%
-[] Tiberium Vein Mines (Stage 9+10) 22/350 3 dice 60R 20%, 4 dice 80R 78%, 5 dice 100R 98%
-[] Tiberium Vein Mines (Stage 9+10+11) 22/525 4 dice 80R 1%, 5 dice 100R 27%, 6 dice 120R 75%, 7 dice 140R 97%
-[] Tiberium Vein Mines (Stage 9+10+11+12) 22/700 6 dice 120R 4%, 7 dice 140R 32%, 8 dice 160R 74%, 9 dice 180R 95%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13) 22/875 8 dice 160R 7%, 9 dice 180R 36%, 10 dice 200R 73%, 11 dice 220R 94%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13+14) 22/1050 10 dice 200R 10%, 11 dice 220R 39%, 12 dice 240R 73%, 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) 0/240 2 dice 70R 15%, 3 dice 105R 80%, 4 dice 140R 99%
-[] Improved Hewlett Gardener Refits (Phase 1+2) 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) 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%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 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%

-[] Tiberium Wildlife Experiments 0/60 1 die 20R 100%
-[] Tiberian Prediction Algorithms 80/120 1 die 20R 100%
-[] Forgotten Experimentation 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 (2/3 available)--
-[] SCOP Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Very High Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] High Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Medium Density Housing 310/335 1 die 20R 100%
--Alt: 1 AA/Erewhon die 20R 91%
-[] Low Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Hospital Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Tourism Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[] Assembler Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[] Spaceport Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%

-[] 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 (0/1 available)--
-[-] Core Crops Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Fruticulture Bay 225/335 1 die 20R 45%, 2 dice 40R 99%
-[-] Experimental Crops Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[-] Habitation Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[-] Animal Husbandry Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[-] Species Restoration Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[-] High Efficiency Void Crops Bay 0/240 2 dice 40R 15%, 3 dice 60R 80%, 4 dice 80R 99%

--GDSS Enterprise Bays--
-[] Gravitic Shipyard 292/430 1 die 30R 17%, 2 dice 60R 91%
-[] Fusion Shipyard 380/475 1 die 20R 60%, 2 dice 40R 100%

-[] 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 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
--Note: Costs 1 field die and locks it until the project is complete.
-[] Regional Hospital Expansions (Phase 2) 4/285 3 dice 75R 43%, 4 dice 100R 90%
-[] Kamisuwa Optical Laboratories 79/240 2 dice 40R 72%, 3 dice 60R 99%
-[] Autodoc Systems Development (New) 0/120 1 die 30R 36%, 2 dice 60R 97%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Antiradiation Munitions Deployment (Munitions) (New) 0/300 3 dice 45R 22%, 4 dice 60R 76%, 5 dice 75R 97%
-[] Electronic Countermeasures Improvements (New) 0/600 6 dice 90R 9%, 7 dice 105R 43%, 8 dice 120R 79%, 9 dice 135R 96%
-[] 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 (Phase 1) 317?/380 1 die 20R 84%, 2 dice 40R 100%
-[] Zrbite Sonic Weapons Deployment (Phase 1+2) 317?/1140 8 dice 160R 3%, 9 dice 180R 20%, 10 dice 200R 53%, 11 dice 220R 82%, 12 dice 240R 96%
-[] 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 Deployment (Munitions) (New) (Phase 1) 0/180 2 dice 20R 49%, 3 dice 30R 94%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1+2) 0/360 3 dice 30R 2%, 4 dice 40R 38%, 5 dice 50R 83%, 6 dice 60R 98%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1+2+3) 0/540 5 dice 50R 3%, 6 dice 60R 31%, 7 dice 70R 72%, 8 dice 80R 94%
-[] NovaHawk Development 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) 139/190 1 die 10R 96%
-[] Railgun Munitions Factories (Phase 2+3) 139/370 2 dice 20R 11%, 3 dice 30R 71%, 4 dice 40R 97%
-[] 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--
-[] 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.)
-[] Transfer Funding to InOps 1 die -60 RpT auto
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 1 die -30*x RpT auto
-[] Expand Grants Programs 1 die -10/-20/-30 RpT auto
-[] Interdepartmental Favors 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
--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.

A/N: I am back. Last couple days got eaten by real life, but well, it was mostly very happy real life. But I am back and ready to hit the ground running with another update.
 
I have taken over the Probability Array, and am attempting to keep it up to date - please let me know if you find any glitches.

Also, because I failed to put it in the array, but it seems useful, here's a line for Chicago using 2 HI dice in addition to however many Infrastructure dice:
-[] Chicago Planned City (Phase 5) w/2 HI die 387/981 2HI 4 Infra dice 120R 5%, 2HI 5 Infra dice 140R 32%, 2HI 6 Infra dice 160R 69%, 2HI 7 Infra dice 180R 91%​
 
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Refit department might be worth grabbing this turn, we do have enough refit projects to actually make it worth it now.

Edit- not on there but we get +4 energy a turn from DAE so that helps our energy problems a bit
 
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