Could we do this at some point? Making the big projects not be roll based would be really convenient.

It would also cut down on the narrative drawbacks of actions.
It's something there's support for, but -20 Capital Goods is a heavy price to pay and -2 Free dice is painful.

Think about just how much we'd be giving up to do this, and you'll see why it hasn't happened yet.

Big projects not being roll based isn't even that great in and of itself; when you roll 10-20 dice on a project the law of averages tends to catch up. It's the stuff with 1-3 dice requirements that tends to be swingy.
 
I've said before that if/when we increase the dice cap we may unlock ways to get more dice. It's part of the reason in the past I've been so insistent about spinning off new departments.

Currently we're at/near the cap so it's hard to find ways to increase dice. If/when we have more room we may get projects to unlock more dice.
 
If there is any real assurance that we will quickly get back the dice we lose to an option like this, then it kind of defeats the mechanical purpose of making us sacrifice the dice in the first place.

I think the loss of Free dice with the long range planning option is inherent to the logic of the option itself- the kind of Treasury that can meticulously plan out megaprojects years in advance with no "swinginess" or unpredictability is by nature less flexible and less able to divert resources back and forth to prioritize different departments. In other words, fewer Free dice.
 
Given the way GDI society has been portrayed in the GDIOnline segments, the fact that we do universally electronicized elections, and so on, I strongly suspect that effectively everyone has personal computing and electronic devices, even relatively recent refugees.

If that's not the case, then the problem is most likely a supply side issue caused by us not completing North Boston or other major chip fabricators, something that would be hard to solve with any single program in another area.

Most of our early Consumer Goods projects were computer based. Pretty much everybody has access at least to personal computer system of some sort.

Libraries would be more about the physical location, physical items, for access to information.

Just because one has a computer, that doesn't mean one would not like a depository of books.
 
There's a difference between reading it on a electronic device and a actual physical book, it's all about the experience and some people just can't get immersed into a story without flipping physical pages.
 
Most of our early Consumer Goods projects were computer based. Pretty much everybody has access at least to personal computer system of some sort.

Libraries would be more about the physical location, physical items, for access to information.

Just because one has a computer, that doesn't mean one would not like a depository of books.

There's a difference between reading it on a electronic device and a actual physical book, it's all about the experience and some people just can't get immersed into a story without flipping physical pages.

Did you people forget that we have equipment libraries? Because:

[ ] Durable Goods Libraries and Central Repositories
Most people do not have constant need for many of the durable goods that they own. While every home having a vacuum cleaner, a washing machine, dryer, specialized cookware and the like is a common ambition, current production is far insufficient. For the portable goods a library system, with a central community level stockpile allowing people to check out the goods that they will use with the expectation of them being returned will be relatively simple, while having laundromat type arrangement for the less portable options, should allow the total consumer goods supply to be substantially stretched, at least for some goods.
(Progress 50/200: 15 Resources per die) (++++ Consumer Goods, -- Energy, - Labor)

The first step in developing usable durable goods libraries has been location, location, location. Some of these sites are obvious, such as taking some of the newly repaired rooms in the Blue Zone arcology complexes, and using them. For others taking over a building over a main water line has been the clear answer. This has taken much of the quarter, and the resources, as a number of facilities have had to be moved, or new buildings built in order to accommodate the new library points. While the libraries themselves sit effectively empty, they are staffed, primarily with maintenance people and administrators. The remaining work is primarily to fill them with goods. While many are produced, it will take some time and effort to sufficiently fill the stockpile.

[ ] Durable Goods Libraries and Central Repositories
Most people do not have constant need for many of the durable goods that they own. While every home having a vacuum cleaner, a washing machine, dryer, specialized cookware and the like is a common ambition, current production is far insufficient. For the portable goods a library system, with a central community level stockpile allowing people to check out the goods that they will use with the expectation of them being returned will be relatively simple, while having laundromat type arrangement for the less portable options, should allow the total consumer goods supply to be substantially stretched, at least for some goods.
(Progress 203/200: 15 Resources per die) (++++ Consumer Goods, -- Energy, - Labor)

While most durable goods have vanished from the shelves for this quarter, they have been poured into a number of durable goods libraries. The modern public free library has often been a socialist project, offering everyone free access to information in a way that no other society has managed. The new Durable Goods Libraries have been a similar project for specialized tools, both for kitchen and housework. While the around the house handyman persona is all but dead, and has generally been so for the better part of fifty years, especially with the standards of construction and increasing complexity of the hardware found in GDI housing, it is not just kitchen tooling being handed out. Rather it is everything from vacuum cleaners to screwdrivers, borrowed for a day, or a few days, and then returned.
In terms of public reception, it has been a, so far, relatively grudging acceptance, a "better than nothing" rather than enthusiastic acceptance. However, a small number of people have fully embraced the approach, some even going so far as to turn over things like stand mixers or toolboxes to the libraries in the name of slimming down and reworking their social presence more towards community. Despite this, the population has begun almost immediately making extensive use of the libraries, with between 30-50 percent of any given library's stock being checked out at any given time.

We did those in Q3 and Q4 of 2055. This is going to be either a new consumer goods action or, more likely, we now have enough capital goods to store in those libraries and need to expand the libraries to be able to receive them.
 
In the distant future of killer lime soda crystals, dying ecosystems and almost ever expanding industrial hubs - being able to just touch a book made of paper would be pretty cool for people yearning for a physical connection to that mythical lost old world.
 
Q2 2063
Q2 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:‌ ‌6 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
24.23 (+0.19) Blue Zone
0.05 (+0.01) Cyan Zone
22.95 (-0.15) Yellow Zone (99 points of mitigation)
52.77 (+0.14) Red Zone (79 points of mitigation)


Current Economic Issues:
Housing: +72 (14 population in low quality housing) (+1 high-quality housing per turn)
Energy: +27 (+5 in reserve)
Logistics: +17 (-2 from military activity)
Food: +27 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +27 (+2 per turn from Distributed Industrial Authority) (+262 in reserve)
STUs: +11
Consumer Goods: +211 (+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: +31 (+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 ‌(2690/3800)‌ ‌(900 IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +105 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +8 per turn
Production: +27 per turn
Consumption: -19 per turn
14 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-8 Other (6 Structural Alloys, 2 Hovercraft)
5 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 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; 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 42 Consumer Goods points from the Treasury
Provide 9 Consumer Goods from Agriculture
Increase Income by 585
Increase Tiberium Processing limit by 470
Increase population in space by 17.15k
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
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

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 1/510: 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 93/270: 20 resources per die) (+4 Housing)
(Progress 0/255: 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, significantly more rail is needed to begin laying out a commuter network, and more broadly encourage settlement and development in the reclaimed regions.
(Progress 39/280: 15 resources per die) (+4 Logistics)
(Progress 0/275: 15 resources per die) (+4 Logistics)
(Progress 0/275: 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 110/225: 25 resources per die) (+5 Logistics)
(Progress 0/170: 25 resources per die) (+8 Logistics)

[ ] 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 0/55: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/110: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/220: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/440: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/885: 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 0/170: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/170: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/170: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (5 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 4)
While there is not an unlimited field of needs for the U series alloys, the effective field is so large that GDI is unlikely to be able to fill total need with available supplies of appropriate stable transuranic materials, without at minimum compromising any other goals.
(Progress 32/510: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/510: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/510: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 2) (Updated)
With second generation plants a proven concept, GDI needs a relatively rapid pace of construction, with the first of the first generation plants expected to begin reaching serious failures in a matter of years, and the limitations on construction speeds meaning that total production is noticeably bottlenecked.
(Progress 75/310: 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 36/2040: 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 0/100: 30 resources per die)
(Progress 0/205: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/410: 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 143/1040: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2040: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Microfusion Cell Laboratories
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 0/170: 25 resources per die) (-2 STUs)

[ ] Second Generation Repulsorplate Factories (New)
With the repulsorplate finally offering significant edges in a wide variety of specialist roles, building enough to supply the Initiative as a whole is somewhat problematic, and will require far more than what Suzuka alone can produce as a starting point, especially if they are to become a somewhat standard feature, rather than a specific exception to the rule.
(Progress 0/595: 25 resources per die) (+8 Logistics, +8 Capital Goods,-4 STUs, -6 Energy, -2 Labor) (Unlocks further military and space projects)

Light and Chemical Industry (4 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 553/1120: 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 235/665: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1290: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Clothing Development
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 0/835: 5 resources per die)
(Progress 0/835: 5 resources per die)
(Progress 0/835: 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, with their efficiencies creating cascade effects.
(Progress 83/235: 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 18/130: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/130: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/130: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)

[ ] Vertical Farming Projects (Stage 5)
A fifth and likely for the moment final wave of vertical farms will expand the system to the tertiary cities, smaller facilities often far from the Initiative's core territorial holdings, many of which are in reclaimed yellow zones. While far from being food deserts as defined in the late 20th century, many of these regions struggle with access to fresh and high quality foods, especially when attempting to plan for supply disruptions.
(Progress 78/225: 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. Although the large-scale production of meat, dairy, and the wide array of other animal products will take time to spin up, continuing to work on this 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 0/185: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support)

[ ] Spider Cotton Plantations (Phase 3)
While the Initiative has made significant strides in the area, and the private sector has expressed quite a bit of interest in the field, there is still significant need for spider cotton derived capital goods that are going to be the core of the Initiative's program. (Plant Genetics)
(Progress 60/170: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)
(Progress 0/195: 15 resources per die) (+1 Capital Goods)

[ ] Tarberry Plantations (Phase 3)
While the developmental work and the widespread deployment of Tarberries has begun, they are still only a relative fraction of the Initiative's need for fuel, despite the widespread electrification of the Initiative's energy needs.
(Plant Genetics)
(Progress 3/70: 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 78/180: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/170: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/170: 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, they are not a viable solution for deep space development, and are 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, they are still worthwhile from both environmental and economic perspectives.
(Progress 22/165: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/165: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/185: 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 -/300: 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 3/85: 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)
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 29/130: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Red Zone Border Offensives (Stage 4)
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 93/225: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/215: 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)
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 0/215: 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)
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 54/200: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/190: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/190: 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 38/180: 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 worthwhile.
(Progress 0/170: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)

[ ] Improved Hewlett-Gardener Refits (Phase2)
While there are now IHG plants in production, and a number of smaller and secondary plants in the middle of the conversion process, there is still a significant amount of work to be done before even touching the grandiose assemblages of Jeddah, Chicago, or similar.
(Progress 65/230: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/225: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/225: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/225: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/225: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/340: 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 0/85: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/85: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/85: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 49/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 11 (Progress 0/110: 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 11/105: 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 4/120: 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 also 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, it would 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 0/300: 25 resources per die) (+10 Energy)
(Progress 0/300: 25 resources per die) (+10 Energy)
(Progress 0/300: 25 resources per die) (+10 Energy)

[ ] 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)

[ ] Secure Yellow Zones (New)
There are a number of yellow zones around the world with little to no Brotherhood presence, in large part pockets in the Red Zones created by GDI efforts to mine Red Zone Tiberium. Putting in the effort to properly secure them will both allow for GDI to make gains in the near term, and build up GDI's pointilist empire, creating bases for further operations around the world.
(Progress 0/340: 25 resources per die) (+.1 Green Zone)
(Progress 0/340: 25 resources per die) (+.1 Green Zone)
(Progress 0/340: 25 resources per die) (+.1 Green Zone)
(Progress 0/340: 25 resources per die) (+.1 Green Zone)
(Progress 0/340: 25 resources per die) (+.1 Green Zone)

[ ] Coordinated Abatement Programs (Phase 1) (New)
While GDI and the Brotherhood of Nod have quite a few disagreements, and many elements within the Brotherhood worship Tiberium, not all of them do, and for those with more sane ideas about the crystals, allowing GDI abatement crews through their lines is a significant ask, but not an unreasonable one.
(Progress 0/200: 25 resources per die) (+2 Red Zone Abatement)
(Progress 0/200: 25 resources per die) (+2 Red Zone Abatement)
(Progress 0/200: 25 resources per die) (+2 Red Zone Abatement)


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 324/1045: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Columbia Bays (2 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 0/325: 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 0/325: 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 0/325: 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 0/325: 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 0/325: 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 0/325: 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 0/280: 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 0/280: 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 0/325: 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 229/520: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1030: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

[ ] GDSS Enterprise Bays (2 available)
-[ ] Gravitic Shipyard
With the exception of GDIS Pathfinder, GDI cannot effectively reach beyond the moon in a reasonable amount of time. While the throughput of a fusion craft is higher within that boundary, attempts to exploit Martian and belt resources, let alone materials beyond the belt, require the construction and maintenance of dozens of gravitic drive ships capable of long range transits. While still too limited in acceleration to move people and materials off Earth, the same problem certainly does not apply to many of the other areas of interest in the solar system. (Station)
(Progress 392/425: 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 446/475: 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 57/250 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 25/295: 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) (+20 Resources per turn)
(Progress 0/265: 20 resources per die) (+20 Resources per turn)
(Progress 0/255: 20 resources per die) (+2 Heavy Metals)
(Progress 0/245: 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.

[ ] Life Support Processor Development (New)
While most of the Visitors assets did not need oxygen and the like in the same way that humanity does. They did use a significant number of systems that did to one extent or another, and the life support systems that they used are nothing less than miraculous. While GDI's systems are good, they are nowhere near as compact, efficient, and stable as those used by the visitors, and building derived systems should make exploring deep space significantly safer.
(Progress 0/80: 30 resources per die)

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 85/280: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Autodoc Systems Development
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 52/120: 30 resources per die)

[ ] Cosmetic Biosculpting (New)
While something of an affectation, there are a wide array of options for GDI to begin programs to make people more comfortable in their bodies. While obviously limited by bone structure, muscle mass, and the need to avoid making harmful changes, the program would be a significant step in both reconstructive and cosmetic assistance for many of GDI's citizens.
(Progress 0/360: 30 resources per die) (+1 Health)

[ ] Human Augmentation Programs (Tech) (New)
While there are many areas where GDI is not particularly comfortable augmenting the human body, there are other areas where there is little good argument against it. Ranging from implanted hormonal regulators, to the array of genefixes that can be done to improve the health and wellbeing of the Initiative's population, there is much that can be done actively, rather than leaving it to the vagaries of evolution.
(Progress 0/120: 30 resources per die)

[ ] Library Enhancement Programs (New)
While GDI maintains, and has maintained for decades an expansive and up to date public and research library system, plus a significant digital environment for both preservation and accessibility, a major round of updates to the library network would certainly not go amiss, especially as the library buildings themselves are often significantly multirole.
(Progress 0/185: 15 resources per die) (+5 Political Support)

[ ] Durable Goods Library Improvements (New)
While the Durable Goods libraries were an immediate postwar economizing measure to make sure that resources such as electric motors were not being wasted, in the decade since their introduction they have become a part of Initiative life that few people are interested in moving away from. Improving their selection and making more goods available to them would be both politically useful and socially supportive.
(Progress 0/170: 20 resources per die) (-2 Capital Goods) (+5 Political Support)

[ ] University Program Updates (New)
While the university system and the Initiative's research institutions have been pumping out breakthroughs at a pace not seen since at least the latter half of the 20th century, the results have been far from evenly spread. A relative handful of elite universities such as Oxford and the University of Tokyo have snapped up much of the funding and expertise, creating a narrow pipeline for personnel to be trained in breakthrough technologies. While fixing that will not be an easy process, it is something that can be remediated.
(Progress 0/255: 15 resources per die) (-1 Capital Goods) (Increases Labor outputs)


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 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)
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 50/300: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)

[ ] Electronic Countermeasures Improvements (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 0/565: 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 41/445: 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)
Fe-Al armor offers a cheaper and more effective means of protecting some sections of GDI's more lightly armored forces. 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 139/320: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] Strategic Area Defense Networks (Phase 2)
Expanding the program to some selection of GDI's more vulnerable primary cities, locations like New York, Tokyo, and other strategic crossroads of global production, logistics, and population for the Initiative, will both defend against the potential for terror attacks, and protect critical infrastructure and governmental resources.
(Progress 149/285: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/320: 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 39/290) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/295) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/285) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/285) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/285) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/285) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/285) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/285) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/285) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/285) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/285) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/285) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/285) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/285) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/285) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/285) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/285) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/285) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/285) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/285) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/285) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/285) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/285) (Nikolayevsk-on-Amur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/285) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/285) (Sorong) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/285) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/285) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/285) (Mazatlán) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 (Progress 0/285) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/285) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/285) (Lomé) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/285) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/285) (Barcelona) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/285) (Port Sudan) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/285) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/285) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/285) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/285) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/285) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/285) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/285) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/285) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/285) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/285) (Medan) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/285) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/285) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] Zrbite Sonic Weapons Deployment (Phase 2) (High Priority)
While the Zone Operations Command has begun using the sonic projectors in wide scale, at least as fast as they are coming off the lines, they are not the only ones who can make use of them. Deploying projectors not only to ZOCOM but to the other branches, and giving ZOCOM itself far more of them will significantly aid GDI's ability to maintain operations in the deeper parts of the yellow zones, and across global red zones, especially as they can mitigate the Tiberium infestations that produce a significant part of total losses in those operations.
(Progress 52/720: 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 0/170: 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 56/240: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)

[ ] Ultralight Glide Munitions Deployment (Munitions)
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 50/175: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/170: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/170: 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 3) (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 0/170: 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 127/160: 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 0/315: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/315: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/315: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/315: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/315: 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 0/180: 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 0/385: 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 0/155: 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 0/255: 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 38/80: 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, its primary components are off the shelf, and it needs the least technological innovation to begin seeing impact in the field.
(Progress 0/300: 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 otherwise ensure 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 create 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 6 Blue Zone Inhibitors
[ ] Make Political Promises
While Seo's parliamentary support is currently stable, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
-[ ] Free Market Party: Complete market releases before elections.
-[ ] Developmentalist: Complete both Library Enhancement Programs and Durable Goods Library Improvements before the elections.
-[ ] Militarist (Crusaders): Begin Karachi before the elections.
-[ ] Militarist (Wardens): Begin Karachi after SADN Phase 1 is fully deployed (Q3 2064).
-[ ] Starbound: Complete Sub-Orbital Shuttles Phase 3, Shala, Columbia, and 2 more housing bays before the election.
-[ ] Socialist Party: Complete income goals by Q4 2064.


[ ] 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)

[ ] Trade Programs
While gray and black market trade with the Brotherhood of Nod and its various fronts around the world have never really closed, there have been few times when an active trade can be carried out in a legitimate manner. While GDI is near completely unwilling to make significant concessions, there is some trade that can be conducted, especially through channels opened by recent talks.
(-5 PS per option taken)(Options can be taken multiple times)
-[ ] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
-[ ] Sell Energy: +5 Resources per Turn, -2 Energy
-[ ] Sell Capital Goods: +5 Resources per Turn, -1 Capital Goods
-[ ] Purchase STUs : -80 Resources per Turn, +1 STU per Turn.


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 4) 1/510 5 dice 75R 5%, 6 dice 90R 35%, 7 dice 105R 74%, 8 dice 120R 94%
-[] Blue Zone Arcologies (Stage 4+5) 1/1020 11 dice 165R 6%, 12 dice 180R 23%, 13 dice 195R 52%, 14 dice 210R 77%, 15 dice 225R 92%
-[] Yellow Zone Fortress Towns (Phase 7) 93/270 2 dice 40R 44%, 3 dice 60R 92%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/525 4 dice 80R 3%, 5 dice 100R 33%, 6 dice 120R 75%, 7 dice 140R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/280 2 dice 30R 4%, 3 dice 45R 55%, 4 dice 60R 93%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/555 5 dice 75R 4%, 6 dice 90R 31%, 7 dice 105R 71%, 8 dice 120R 93%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/830 8 dice 120R 3%, 9 dice 135R 19%, 10 dice 150R 50%, 11 dice 165R 79%, 12 dice 180R 94%
-[] Suborbital Shuttle Service (Phase 2) 110/225 1 die 25R 28%, 2 dice 50R 90%
-[] Suborbital Shuttle Service (Phase 2+3) 110/395 3 dice 75R 24%, 4 dice 100R 75%, 5 dice 125R 97%

-[] Karachi Planned City (Phase 1) 0/55 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/165 2 dice 40R 75%, 3 dice 60R 100%
-[] Karachi Planned City (Phase 1+2+3) 0/385 3 dice 60R 2%, 4 dice 80R 42%, 5 dice 100R 88%, 6 dice 120R 99%
-[] Karachi Planned City (Phase 1+2+3+4) 0/825 8 dice 160R 13%, 9 dice 180R 48%, 10 dice 200R 82%, 11 dice 220R 97%
-[] Karachi Planned City (Phase 1+2+3+4) w/6 Infra dice 0/897 8 dice 160R 2%, 9 dice 180R 19%, 10 dice 200R 56%, 11 dice 220R 86%, 12 dice 240R 97%

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/75 1 die 10R 99%
-[] Postwar Housing Refits (Phase 1) 0/170 2 dice 20R 51%, 3 dice 30R 94%
-[] Postwar Housing Refits (Phase 1+2) 0/340 3 dice 30R 3%, 4 dice 40R 40%, 5 dice 50R 83%, 6 dice 60R 98%
-[] Postwar Housing Refits (Phase 1+2+3) 0/510 5 dice 50R 5%, 6 dice 60R 34%, 7 dice 70R 73%, 8 dice 80R 94%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 4) 32/510 4 dice 160R 1%, 5 dice 200R 27%, 6 dice 240R 73%, 7 dice 280R 95%
-[] U Series Alloy Foundries (Phase 4+5) 32/1020 10 dice 400R 8%, 11 dice 440R 33%, 12 dice 480R 66%, 13 dice 520R 89%, 14 dice 560R 97%
-[] U Series Alloy Foundries (Phase 4+5+6) 32/1530 15 dice 600R 3%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 75/310 2 dice 40R 12%, 3 dice 60R 74%
-[] North Boston Chip Fabricator (Phase 5) 36/2040
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/100 1 die 30R 50%, 2 dice 60R 99%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/305 3 dice 90R 25%, 4 dice 120R 79%, 5 dice 150R 98%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/715 7 dice 210R 8%, 8 dice 240R 39%, 9 dice 270R 76%, 10 dice 300R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1040 9 dice 180R 8%, 10 dice 200R 35%, 11 dice 220R 69%, 12 dice 240R 91%
-[] Microfusion Cell Laboratories (New) 0/170 2 dice 50R 72%, 3 dice 75R 99%
-[] Second Generation Repulsorplate Factories (New) 0/595 6 dice 150R 16%, 7 dice 175R 56%, 8 dice 200R 88%, 9 dice 225R 98%
Light and Chemical Industry 4 dice +29
-[] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 85%, 9 dice 180R 97%
-[] Bergen Superconductor Foundry (Phase 4) 235/665 4 dice 120R 5%, 5 dice 150R 40%, 6 dice 180R 81%, 7 dice 210R 97%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/1955
-[] Department of Distributed Manufacturers -1 L&CL die -20RpT Auto
-[] Adaptive Clothing Development (New) 0/60 1 die 15R 90%
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 0/835 8 dice 40R 1%, 9 dice 45R 12%, 10 dice 50R 40%, 11 dice 55R 71%, 12 dice 60R 91%
-[] Reforestation Campaign Preparations (Phase 1+2) 0/1670
-[] Agriculture Mechanization Projects (Phase 2) 83/235 2 dice 30R 70%, 3 dice 45R 98%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/130 1 die 10R 33%, 2 dice 20R 93%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/260 2 dice 20R 5%, 3 dice 30R 59%, 4 dice 40R 94%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/390 4 dice 40R 26%, 5 dice 50R 73%, 6 dice 60R 96%
-[] Vertical Farming Projects (Stage 5) 78/225 2 dice 30R 74%, 3 dice 45R 99%
-[] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
-[] Dairy Ranches (Phase 2+3) 163/375 2 dice 40R 20%, 3 dice 60R 79%, 4 dice 80R 98%

-[] Spider Cotton Plantations (Phase 2) 60/170 1 die 20R 40%, 2 dice 40R 97%
-[] Spider Cotton Plantations (Phase 2+3) 60/345 3 dice 45R 38%, 4 dice 60R 88%, 5 dice 75R 99%
-[] Spider Cotton Plantations (Phase 2+3) 60/530 4 dice 60R 2%, 5 dice 75R 31%, 6 dice 90R 77%, 7 dice 105R 96%
-[] Spider Cotton Plantations (Phase 2+3+4+5) 60/720 6 dice 90R 3%, 7 dice 105R 25%, 8 dice 120R 65%, 9 dice 135R 91%

-[] Tarberry Plantations (Phase 3) 0/70 1 die 10R 80%, 2 dice 20R 100%
-[] Tarberry Plantations (Phase 3+4) 0/140 1 die 10R 10%, 2 dice 20R 85%, 3 dice 30R 100%
-[] Strategic Food Stockpile Construction (Phase 5) 78/180 1 die 10R 43%, 2 dice 20R 96%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/350 3 dice 30R 37%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/520 4 dice 40R 3%, 5 dice 50R 33%, 6 dice 60R 76%, 7 dice 70R 96%
-[] 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) 22/165 1 die 20R 12%, 2 dice 40R 88%, 3 dice 60R 100%
-[] Tiberium Vein Mines (Stage 9+10) 22/330 3 dice 60R 32%, 4 dice 80R 87%, 5 dice 100R 99%
-[] Tiberium Vein Mines (Stage 9+10+11) 22/515 4 dice 80R 2%, 5 dice 100R 33%, 6 dice 120R 80%, 7 dice 140R 98%
-[] 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) 0/300 3 dice 60R 38%, 4 dice 80R 89%, 5 dice 100R 100%
-[-] Intensification of Green Zone Harvesting (Stage 9) 3/85 1 die 15R 73%, 2 dice 30R 100%
-[-] Intensification of Green Zone Harvesting (Stage 9+10) 3/170 2 dice 30R 74%, 3 dice 45R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 54%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 20%, 3 dice 75R 85%, 4 dice 100R 100%
-[] Red Zone Border Offensives (Stage 4) 93/225 1 die 25R 23%, 2 dice 50R 93%
-[] Red Zone Border Offensives (Stage 4+5) 93/440 3 dice 75R 11%, 4 dice 100R 67%, 5 dice 125R 96%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/215 2 dice 60R 32%, 3 dice 90R 91%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/430 4 dice 120R 17%, 5 dice 150R 69%, 6 dice 180R 96%
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 9%, 2 dice 50R 87%, 3 dice 75R 100%
-[] Red Zone Containment Lines (Stage 6+7) 54/390 3 dice 75R 16%, 4 dice 100R 73%, 5 dice 125R 98%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/580 5 dice 125R 17%, 6 dice 150R 64%, 7 dice 175R 93%
-[-] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 13%, 2 dice 60R 89%, 3 dice 90R 100%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/355 3 dice 90R 26%, 4 dice 120R 83%, 5 dice 150R 99%

-[] IHG Tiberium Processing Plants (Stage 1) 0/170 2 dice 70R 72%, 3 dice 105R 99%
-[] IHG Tiberium Processing Plants (Stage 1+2) 0/340 3 dice 105R 14%, 4 dice 140R 71%, 5 dice 175R 97%
-[] Improved Hewlett Gardener Refits (Phase 2) 65/230 2 dice 70R 75%, 3 dice 105R 100%
-[] Improved Hewlett Gardener Refits (Phase 2+3) 65/455 3 dice 105R 1%, 4 dice 140R 39%, 5 dice 175R 87%, 6 dice 210R 99%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4) 65/680 6 dice 210R 19%, 7 dice 245R 64%, 8 dice 280R 92%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5) 65/905 8 dice 280R 9%, 9 dice 315R 41%, 10 dice 350R 78%, 11 dice 385R 95%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6) 65/1130 10 dice 350R 5%, 11 dice 385R 25%, 12 dice 420R 60%, 13 dice 455R 86%, 14 dice 490R 97%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6+7) 65/1355 12 dice 420R 2%, 13 dice 455R 14%, 14 dice 490R 42%, 15 dice 525R 73%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/85 1 die 30R 70%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone 7-Korea) 49/85 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/110 1 die 30R 45%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/100 1 die 30R 55%, 2 dice 60R 100%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/105 1 die 20R 61%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/120 1 die 20R 39%, 2 dice 40R 98%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/240 2 dice 40R 17%, 3 dice 60R 82%, 4 dice 80R 99%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 100%
-[] Red Zone Energy Refits (Phase 1) 0/300 3 dice 75R 38%, 4 dice 100R 89%, 5 dice 125R 100%
-[] Red Zone Energy Refits (Phase 1+2) 0/600 5 dice 125R 2%, 6 dice 150R 26%, 7 dice 175R 71%, 8 dice 200R 95%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/900 8 dice 200R 2%, 9 dice 225R 18%, 10 dice 250R 55%, 11 dice 275R 85%, 12 dice 300R 97%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
-[] Secure Yellow Zones (Phase 1) 0/340 3 dice 75R 14%, 4 dice 100R 71%, 5 dice 125R 97%
-[] Secure Yellow Zones (Phase 1+2) 0/680 6 dice 150R 4%, 7 dice 175R 31%, 8 dice 200R 73%, 9 dice 225R 95%
-[] Secure Yellow Zones (Phase 1+2+3) 0/1020 10 dice 250R 12%, 11 dice 275R 42%, 12 dice 300R 75%, 13 dice 325R 94%
-[] Coordinated Abatement Programs (Phase 1) 0/200 2 dice 50R 45%, 3 dice 75R 95%
-[] Coordinated Abatement Programs (Phase 1+2) 0/400 4 dice 100R 33%, 5 dice 125R 83%, 6 dice 150R 99%
-[] Coordinated Abatement Programs (Phase 1+2+3) 0/600 5 dice 125R 2%, 6 dice 150R 26%, 7 dice 175R 71%, 8 dice 200R 95%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 324/1045 7 dice 140R 15%, 8 dice 160R 55%, 9 dice 180R 87%, 10 dice 200R 98%

--GDSS Columbia Bays (2 available)--
-[] SCOP Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Very High Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] High Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Medium Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Low Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Hospital Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Tourism Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[] Assembler Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[] Spaceport Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%

-[] GDSS Shala (Phase 4) 229/520 3 dice 60R 45%, 4 dice 80R 92%
-[] GDSS Shala (Phase 4+5) 229/1550 13 dice 260R 9%, 14 dice 280R 32%, 15 dice 300R 63%

--GDSS Shala Bays (0 available)--
-[-] Core Crops Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] Fruticulture Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] Experimental Crops Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[-] Habitation Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] Animal Husbandry Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[-] Species Restoration Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] High Efficiency Void Crops Bay 0/230 2 dice 40R 21%, 3 dice 60R 85%, 4 dice 80R 100%

--GDSS Enterprise Bays (2 available)--
-[] Gravitic Shipyard 392/425 1 die 30R 100%
-[] Fusion Shipyard 446/475 1 die 20R 100%

-[] Lunar Regolith Harvesting (Phase 3) 57/250 2 dice 40R 42%, 3 dice 60R 93%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/485 4 dice 80R 10%, 5 dice 100R 56%, 6 dice 120R 91%
-[] Lunar Heavy Metals Mines (Phase 4) 25/295 2 dice 40R 1%, 3 dice 60R 49%, 4 dice 80R 92%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/585 5 dice 100R 3%, 6 dice 120R 30%, 7 dice 140R 73%, 8 dice 160R 95%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
-[] Life Support Processor Development (Tech) (New) 0/80 1 die 30R 75%, 2 dice 60R 100%
Services 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Regional Hospital Expansions (Phase 2) 85/280 2 dice 50R 42%, 3 dice 75R 94%
-[] Autodoc Systems Development (New) 52/120 1 die 30R 88%, 2 dice 60R 100%
-[] Cosmetic Biosculpting (New) 0/360 3 dice 90R 4%, 4 dice 120R 48%, 5 dice 150R 90%, 6 dice 180R 99%
-[] Human Augmentation Programs (New) 0/120 1 die 30R 36%, 2 dice 60R 97%
-[] Library Enhancement Programs (New) 0/185 2 dice 30R 51%, 3 dice 45R 96%
-[] Durable Goods Library Improvements (New) 0/170 2 dice 40R 65%, 3 dice 60R 98%
-[] University Program Updates (New) 0/255 2 dice 30R 5%, 3 dice 45R 63%, 4 dice 60R 96%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Antiradiation Munitions Deployment (Munitions) (New) 50/285 2 dice 30R 9%, 3 dice 45R 68%, 4 dice 60R 97%
-[] Electronic Countermeasures Improvements (New) 0/565 5 dice 75R 1%, 6 dice 90R 20%, 7 dice 105R 61%, 8 dice 120R 89%, 9 dice 135R 98%
-[] ASAT Defense System (Phase 5) 41/445 4 dice 80R 24%, 5 dice 100R 75%, 6 dice 120R 97%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/320 2 dice 10R 48%, 3 dice 15R 94%
-[] Strategic Area Defense Networks (Phase 2) 149/285 1 die 20R 11%, 2 dice 40R 83%, 3 dice 60R 100%
-[] Strategic Area Defense Networks (Phase 2+3) 149/605 4 dice 80R 2%, 5 dice 100R 31%, 6 dice 120R 75%, 7 dice 140R 96%

--MARVs--
-[] Reclamator Hub 0/285 3 dice 60R 32%, 4 dice 80R 83%, 5 dice 100R 99%
-[] Reclamator Hub w/ 2 Mil + X-2 Tib Dice 0/301 3 dice 60R 37%, 4 dice 80R 89%, 5 dice 100R 100%
-[] Reclamator Hub x2 0/570 6 dice 120R 18%, 7 dice 140R 58%, 8 dice 160R 88%, 9 dice 180R 98%
-[] Reclamator Hub x2 w/ 2 Mil + X-2 Tib Dice 0/301 3 dice 60R 37%, 4 dice 80R 89%, 5 dice 100R 100%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/290 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Reclamator Hub BZ-2 (Richmond) 58/295 2 dice 40R 9%, 3 dice 60R 67%, 4 dice 80R 97%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/720 7 dice 140R 14%, 8 dice 160R 50%, 9 dice 180R 82%, 10 dice 200R 96%
-[] Infantry Recon Support Drone Deployment 0/170 2 dice 20R 58%, 3 dice 30R 96%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/240 2 dice 40R 45%, 3 dice 60R 93%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1) 50/175 1 die 10R 22%, 2 dice 20R 89%, 3 dice 30R 100%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1+2) 50/345 3 dice 30R 25%, 4 dice 40R 78%, 5 dice 50R 98%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1+2+3) 50/515 4 dice 40R 1%, 5 dice 50R 26%, 6 dice 60R 71%, 7 dice 70R 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 100%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 2) 189/190 1 die 10R 100%
-[] Railgun Munitions Factories (Phase 2+3) 189/360 2 dice 20R 57%, 3 dice 30R 96%
-[] 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) 127/160 1 die 20R 100%
-[] GD-3 Deployment (Phase 1) 0/315 3 dice 30R 14%, 4 dice 40R 67%, 5 dice 50R 95%
-[] GD-3 Deployment (Phase 1+2) 0/630 6 dice 60R 4%, 7 dice 70R 29%, 8 dice 80R 67%, 9 dice 90R 91%
-[] GD-3 Deployment (Phase 1+2+3) 0/945 9 dice 90R 1%, 10 dice 100R 11%, 11 dice 110R 37%, 12 dice 120R 68%, 13 dice 130R 89%, 14 dice 140R 98%
-[] Stealth Disruptor Deployment 0/180 2 dice 30R 49%, 3 dice 45R 94%

--Navy--
-[] Infernium Laser Refits 0/385 4 dice 120R 23%, 5 dice 150R 72%, 6 dice 180R 95%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/155 2 dice 50R 71%, 3 dice 75R 98%
-[] Shark Class Frigate Shipyards (Seattle) 0/255 2 dice 40R 3%, 3 dice 60R 54%, 4 dice 80R 93%

--Steel Talons--
-[] Combat Laser Development 38/80 1 die 25R 100%
-[] Modular Rapid Assembly Prototype Factory 0/300 3 dice 60R 22%, 4 dice 80R 76%, 5 dice 100R 97%
-[] 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 auto
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 1 die auto
-[] Expand Grants Programs 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Make Political Promises 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
-[] Trade Programs 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: While I have been resistant to the idea of seeking patronage for a variety of reasons, I am opening a ko-fi in order to help me make ends meet.
https://ko-fi.com/ithillid
 
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[ ] Trade Programs
While gray and black market trade with the Brotherhood of Nod and its various fronts around the world have never really closed, there have been few times when an active trade can be carried out in a legitimate manner. While GDI is near completely unwilling to make significant concessions, there is some trade that can be conducted, especially through channels opened by recent talks.
(-5 PS per option taken)(Options can be taken multiple times)
-[ ] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
-[ ] Sell Energy: +5 Resources per Turn, -2 Energy
-[ ] Sell Capital Goods: +5 Resources per Turn, -1 Capital Goods
-[ ] Purchase STUs : -80 Resources per Turn, +1 STU per Turn.

I think I want to take each of these option eventually, just to formalize a white market trade route (with the less hostile warlords) for each and reduce the influence of our grey and black markets (which I suspect disproportionately favor Nod, both in the establishment thereof and blackmailing the people involved), but I'm not all that eager to do so this turn or even this year.

There's soft costs and benefits to trade in general, but the mechanical costs are (outside of consumer goods) painful. Honestly, an IC analysis by our diplo teams on what they perceived the ramifications to be would be very nice for this action, but that might be asking for too much.

Funny thought, I could see the FMP asking us to establish a Consumer Goods export route to Nod.
 
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Some very neat new projects I do want Second Generation Repulsorplate Factories but after we finish the U Alloy. Also the new service University option is a grab for me. The new tib option is interesting, I assume it allows more YZ/RZ conversion?
 
[ ] 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)

I think we have enough Capital Goods to do this and we should do it as it will greatly reduce the odds of nat 1's as both of a single pair of 2D50's needs to roll a 1 before it is a NAT 1.
 
I think that the Secure Yellow Zines is basically for our "overseas" Red Zone MARV hubs. They are little dots of yellow in a sea of red, unconnected to our blue zones. And I think that they're generally depopulated, as GDI friendlies emigrated to the safe BZs, and the rest either emigrated to Nod warlord territories that weren't next to GDI super weapons or eventually died.

In the past, RZ that we converted to YZ could be automatically converted to GZ the following turn, if said it was adjacent to populated areas under GDI control (GZ/BZ). Though it's a lot harder to visualize without a mapmaker tracking tiberium's relative concentration.
 
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[x] Plan: Derpenshmertz The Derpening
Infrastructure (5 dice +27 bonus) 95R
-[x] Yellow Zone Fortress Towns (Phase 7) (Progress 93/270: 20 resources per die) (+4 Housing) 2D
-[x] Rail Network Construction Campaigns (Phase 5) (Progress 39/280: 15 resources per die) (+4 Logistics) 2D
-[x] Suborbital Shuttle Service (Phase 2) (Progress 110/225: 25 resources per die) (+5 Logistics) 1D

Heavy Industry (5 dice, 2FD +34 bonus) 200R
-[x] U-Series Alloy Foundries (Phase 4) (Progress 32/510: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects) 5D
-[x] Second Generation Continuous Cycle Fusion Plants (Phase 2) (Updated) (Progress 75/310: 20 resources per Die) (+19 Energy) (-1 Labor) 2FD

Light and Chemical Industry (5 dice +24 bonus) 100R
-[x] Reykjavik Myomer Macrospinner (Phase 5) (Progress 553/1120: 20 resources per die) (+8 Capital Goods, +4 Energy) 5D

Agriculture (6 dice +29 bonus) 85R
-[x] Vertical Farming Projects (Stage 5) (Progress 0/225: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy) 2D
-[x] Spider Cotton Plantations (Phase 2+3) (Progress 60/345: 15 resources per die) (+2 Capital Goods) 2D
-[x] Tarberry Plantations (Phase 3) (Progress 0/70: 10 resources per die) (+1 Energy) 1D
-[x] Laboratory Meat Development (New)(Progress 0/100: 15 resources per die) 1D

Tiberium (7 dice +39 bonus) 235R
-[x] Improved Hewlett-Gardener Refits (Phase 2+3) (Progress 65/455: 35 resources per die) (Converts 900 processing capacity) 5D
-[x] Blue Zone 2 (Progress 49/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D
-[x] Blue Zone 4 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D

Orbital (7 dice +34 bonus) 200R
-[x] GDSS Enterprise Bays (2 available)
--[x] Gravitic Shipyard (Progress 392/425: 30 resources per die) (-2 STU, -1 Capital Goods) AAD
--[x] Fusion Shipyard (Progress 446/475: 20 resources per die) ED
-[x] GDSS Columbia (Phase 5) (Updated) (Progress 324/1045: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support) 6D
-[x] Life Support Processor Development (New)(Progress 0/80: 30 resources per die) 1D

Services (4 dice, 3FD +32 bonus) 130R
-[x] Library Enhancement Programs (New) (Progress 0/185: 15 resources per die) (+5 Political Support) 1D
-[x] Durable Goods Library Improvements (New) (Progress 0/200: 20 resources per die) (-2 Capital Goods) (+5 Political Support) 2D
-[x] Autodoc Systems Development (Progress 52/120: 30 resources per die) 1D
-[x] University Program Updates (New)(Progress 0/255: 15 resources per die) (-1 Capital Goods) (Increases Labor outputs) 3FD

Military (7 dice +31 bonus) 145R
-[x] Strategic Area Defense Networks (Phase 2) (Progress 149/285: 20 resources per die) (-1 Energy) 4D
-[x] Ground Forces Zone Armor (Set 1) (Phase 6) (Very High Priority)(Progress 127/165: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) 1D
-[x] Combat Laser Development (Tech) (Progress 38/80: 25 resources per die) 1D
-[x] Unmanned Support Ground Vehicle Development (Tech)(Progress 0/80: 20 resources per die) 1D

Bureaucracy (4 dice +29 bonus) 90R
-[x] Transfer Funding to InOps (-60 Resources per Turn) (can be taken three more times) 1D
-[x] Expand Grant Programs 1D
--[x] 30 resources in grants.
-[x] Administrative Assistance 2D - Gravitic Shipyards

95 + 200 + 100 + 85 + 235 + 200 + 130 + 145 + 90
1265/1300 R

+4 Housing
+9 Logistics
-4 STU
+8 Energy
-1 Labor
+5 Capital Goods
+4 Consumer Goods
+900/-900 IHG/HG Processing Cap
+4 Yellow Zone Abatement
++Grants Expansion
++InOps Funding further expansions
++Combat Laser Developments
++Unmanned Ground Vehicles
 
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1240/1300 (60 rollover)

[] Plan Modeling, Alloy and Space
Infra 5/5 80R +27
-[] Suborbital Shuttle Service (Phase 2) 110/225 2 dice 50R 90%
-[] Postwar Housing Refits (Phase 1) 0/170 3 dice 30R 94% (3% for Phase 2)
HI 5/5+3 free 280R +34
-[] U Series Alloy Foundries (Phase 4) 32/510 6 dice 240R 73%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 75/310 2 dice 40R 12%
LCI 4/4 80R +29
-[] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 4 dice 80R 0%
Agri 6/6 75R +29
-[] Reforestation Campaign Preparations (Phase 1) 0/835 2 dice 10R 0%
-[] Agriculture Mechanization Projects (Phase 2) 83/235 2 dice 30R 70%
-[] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
-[] Laboratory Meat Development (new) 0/100 1 die 15R 45%
Tiberium 7/7 185R +39
-[] Red Zone Border Offensives (Stage 4+5) 93/440 5 dice 125R 96%
-[] Tiberium Inhibitor Deployment (BZ-2 Eastern North America) 49/85 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (BZ-4) 0/85 1 die 30R 70%
Orbital 7/7+1 free 220R +34
-[] GDSS Columbia (Phase 5) 324/1045 3 dice 60R 0%
-[] GDSS Shala (Phase 4) 229/520 4 dice 80R 92%
-[] Gravitic Shipyard 392/425 1 Erewehon die 30R 83%
-[] Fusion Shipyard 446/475 1 AA die 20R 87%
-[] Life Support Processor Development (New) 0/80 1 die 30R 75%
Services 4/4 75R +35
-[] Autodoc Systems Development (New) 52/120 1 die 30R 88%
-[] University Program Updates (New) 0/255 3 dice 45R 63%
Military 7/7+2 free 185R +31
-[] Strategic Area Defense Networks (Phase 2+3) 149/605 7 dice 140R 100% 96% for Phase 3
-[] Ground Forces Zone Armor (Set 1) (Phase 6) 127/160 1 die 20R 100%
-[] Combat Laser Development 38/80 1 die 25R 100%
Bureau 4/4 +29 60R
-[] Administrative Assistance 2 die auto (Fusion Shipyard)
-[] Transfer Funding to InOps 1 die auto 60R
-[] Predictive Modeling Management 1 die auto

Free 6/6
4HI, 1 Orbital, 1 Mil

Right so this plan focuses on keeping progress on plan goals, rolling out Modeling, and in general doing some prep work for Karachi

Thoughts?

Edit- dropped secure yz for 3 more dice on border offenses should get a 2nd phase done, also moved 1 dice from fusion power down to mil to boost SADN to 7 dice will run us into the 10s for energy surplus but lets us knock the fusion plants next turn to keep us positive with any spending in q3

Current Economic Issues:
Housing: +72 (14 population in low quality housing) (+1 high-quality housing per turn) (-2 Post War 1, +1 per turn for -1 housing, +4 to HQ housing)
Energy: +27 (+5 in reserve)(+4 Per turn) (-4 U Series, +19 2nd Gen Fusion, -1 Agri Mech, -1 Dairy Ranches 2, +2 RZ Border Offensive, -6 2 Inhibitors, -2 SADN Phase 2 and 3, -2 GF ZA Totals: 36: -16, +4, +2, +19- worst case we are at +15 more likely we end up higher from fusion finishing)
Logistics: +17 (-2 from military activity) (+5 Suborbital Shuttles)
Food: +27 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2063) (+12 Agri Mech, -3 Dairy Ranches, +4 Shala 4)
Health: +23 (-8 from refugees)
Capital Goods: +27 (+2 per turn from Distributed Industrial Authority) (+262 in reserve) (-1 Agri Mech, -1 Gravitic Shipyard, -1 Zone Armor -10 Modeling, -1 University New total: 15 (27-14+2))
STUs: +11 (-2 U Series, +? Refits, RZ Border offensive, -2 Gravitic Shipyard, New Total 7+Gains)
Consumer Goods: +211 (+5 per turn from Private Industry) (+3 per turn from sub-departments) (+1 per turn from perennials. -1 per turn Q1 2064) (Net +9 per turn) (+6 Dairy Ranches, +2 Shala 4)
Labor: +31 (Net +1 per turn) (-1 2nd Gen Fusion, -1 Dairy Ranches, -2 Zone Armor New Total: +28)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2690/3800)‌ ‌(+30-70 RZ Border Offensive)
Tiberium Reserve (0/500)
Taxation Per Turn: +105 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5


Plan Goals
Provide 42 Consumer Goods points from the Treasury (6 from Dairy Ranches, 2 Shala 4)
Provide 9 Consumer Goods from Agriculture (6 from Dairy Ranches, 2 Shala 4- only 1 needed, Shala 5 will more than knock this out)
Increase Income by 585 (15-35 from RZ Border Offensive)
Increase Tiberium Processing limit by 470
Increase population in space by 17.15k (.3k Shala 4)
Provide 28 Points of Red Zone Abatement (4 from RZ Border Offensive)
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn Fulfilled

Projects

Complete Karachi 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 2 of 3
Compete Dairy Ranching Domes Phase 2 by end of 2065 Finished
Complete 1 of Nuuk, Reykjavik, Bergen Progress on Reykjavik
Complete all phases of Red Zone Border Offensives before 2064 2 more Phases done
Complete SADN Phase 4 3 of 4
Complete at least 5 Ground Forces Zone Armor factories 1 more done, 4 of set 2 will need to be done
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, and Unmanned Support Ground Vehicle Development Combat Laser finishes
Complete 2 phases of Reforestation Campaign Preparation Progress on Phase 1
Complete Fusion and Gravitic Shipyard Bays before the Elections Both have high chance to finish
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065


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

im also not sure about more fusion plants right now
Well without fusion we are going to be at 15 or 17 and there is a bunch more in energy expenditure that we can do each turn. Also securing YZ has me curious to divert from refits for a turn to try and do the first phase. It sounds like it helps us setup for further operations in the future.
 
Securing yellow zones opens up new RZB operations. So we might want it soonish, but I think I'd like tib dice on other projects for now.
 
[] Draft Plan Karachi Shield
-[] Infrastructure (5/5 dice, +27, 90R)
--[] Suborbital Shuttle Service (Phase 2+3) 110/395 3 dice 75R 24%
--[] Postwar Housing Refits (Phase 1) 0/170 2 dice 20R 51%
-[] Heavy Industry (5/5 dice + 2 Free, +34, 250R)
--[] U Series Alloy Foundries (Phase 4) 32/510 5 dice 200R 27%
--[] Second Generation Repulsorplate Factories (New) 0/595 2 dice 50R
-[] Light and Chemical Industry (4/4 dice, +29, 80R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 4 dice 80R
-[] Agriculture (6/6 dice, +29, 65R)
--[] Agriculture Mechanization Projects (Phase 2) 83/235 2 dice 30R 70%
--[] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
--[] Reforestation Campaign Preparations (Phase 1) 0/835 3 dice 15R
-[] Tiberium (7/7 dice, +39, 200R)
--[] Red Zone Border Offensives (Stage 4+5) 93/440 4 dice 100R 67%
--[] Improved Hewlett Gardener Refits (Phase 2) 65/230 2 dice 70R 75%
--[] Tiberium Inhibitor Deployment (BZ-2) 49/85 1 die 30R 100%
-[] Orbital (7/7 dice + 2 Free + Erewhon + AA, 230R)
--[] GDSS Shala (Phase 4) 229/520 4 dice 80R 92%
--[] GDSS Columbia (Phase 5) 324/1045 5 dice 100R
--[] Gravitic Shipyard 392/425 AA die 30R 82%
--[] Fusion Shipyard 446/475 E die 20R 86%
-[] Services (4/4 dice, +35, 75R)
--[] University Program Updates (New) 0/255 3 dice 45R 63%
--[] Autodoc Systems Development (New) 52/120 1 die 30R 88%
-[] Military (7/7 dice + 2 Free, +31, 185R)
--[] Ground Forces Zone Armor (Set 1) (Phase 6) 127/160 1 die 20R 100%
--[] Strategic Area Defense Networks (Phase 2+3) 7 dice 140R 96%
--[] Combat Laser Development 38/80 1 die 25R 100%
-[] Bureaucracy
--[] Hand Off Capital Goods to Market 1 die auto
---[] Hand Off 10 Capital Goods
--[] Expand Grant Programs
---[] 30 resources in grants.
--[] Administrative Assistance (Orbital)

Total cost: 1205, unless I did my math wrong.
 
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