We're also not fighting Nod nearly as much as we're fighting Tiberium. Recon Drones all the way, which would also be useful against Nod.
 
Right now this is what I'm thinking of doing for military but I'm wondering if I should drop something in favour of SADN.

--[] Infantry Recon Support Drone Deployment 1 die 10R 0%
--[] Orca Wingmen Drone Deployment (Phase 2) 3 dice 60R 96%
--[] Stealth Disruptor Deployment 1 die 15R 0%
--[] Shark-Class Frigate Shipyards (Seattle) 1 die 20R 0%
--[] Unmanned Support Ground Vehicle Development 1 die 20R 72%
 
Right now this is what I'm thinking of doing for military but I'm wondering if I should drop something in favour of SADN.

--[] Infantry Recon Support Drone Deployment 1 die 10R 0%
--[] Orca Wingmen Drone Deployment (Phase 2) 3 dice 60R 96%
--[] Stealth Disruptor Deployment 1 die 15R 0%
--[] Shark-Class Frigate Shipyards (Seattle) 1 die 20R 0%
--[] Unmanned Support Ground Vehicle Development 1 die 20R 72%
I'd drop one die on the wingman drones because there's no rollover; there's no point in wasting dice when we don't have a lot of wiggle room anyway.

I'd consolidate the dice on the stealth disruptors or the Seattle yards, or cancel one or both projects.

My own lineup would look something like

-[] Military (7/7 Dice + AA Die, +31 bonus, 150 R)
--[] Strategic Area Defense Networks (Phase 4) 125/365 (3 dice, 60 R) (65% chance)
--[] Infantry Recon Support Drone Deployment 0/170 (2 dice, 30 R) (58% chance)
--[] Shark Class Frigate Shipyards (Seattle) 0/240 (1+AA dice, 40 R) (0.3% chance, probable result ~1.5/3 dice needed)
--[] Unmanned Support Ground Vehicle Development 1 die 20R (72% chance)
 
That's an argument I've heard a fair amount of back-and-forth on.

The clincher for me is that we're probably going to be envisioning USGVs as expendable vehicles, and repulsorplates, by virtue of their STU cost, are not a good thing to put on an expendable vehicle.

Also, the vehicles the Talons actually play with are probably going to be to some extent prototypes by nature and the Talons will keep fucking around with the designs once they have production lines because that's what they do- fuck around with prototype weaponry.

Others may disagree with my assessment.
 
Here's something I don't get: why are people going for the last Shark Yard, which will probably need 3 dice to complete, instead of the Island, which will near definitely need only 2? If we do that first and then Sharks next, after Alloys finish, they'll cost less progress and will be more likely to finish with 2 dice, while the Island won't benefit as much.
 
Here's something I don't get: why are people going for the last Shark Yard, which will probably need 3 dice to complete, instead of the Island, which will near definitely need only 2? If we do that first and then Sharks next, after Alloys finish, they'll cost less progress and will be more likely to finish with 2 dice, while the Island won't benefit as much.
1) Because the Shark yard is higher priority in the Navy's opinion.

2) My plan does not have enough dice to have a reasonable chance of finishing the Shark yard anyway, so investing 1-2 dice in 2063Q4 would be an implicit requirement as a 'next step.' The alloy foundries might put us on the cusp of being confident enough of finishing the project with one die rather than two, but frankly, I don't think it's worth this degree of fiddly optimization. It's good enough for me that I'm not going to fuss over how I could eke out -15 Progress reduction in one place instead of -10 in another, in light of (1).
 
I want to start rolling Karachi phases from Q3 64 till every quarter to Q3 '65 since that might cover it and keep it buttoned up

With all 25% Discount added, this is how it looks, and how I might do the dice layout unless there aren't further discounts or cuts etc.

[ ] Karachi Planned City
(Phase 1+2, Q3 2064) (Progress 0/150: 20 resources per die) (+2 Logistics, +2 Housing, -6 Labor) 3 Infra Dice + 1 Tib Dice
(Phase 3+4, Q1 2065) (Progress 0/585: 20 resources per die) (+10 Logistics, +6 Housing, -4 Labor) 5 Infra Dice + 1 Tib Dice
(Phase 5, Q3 2065) (Progress 0/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff) 5 Infra Dice + 1 Tib Dice

Can't do that. It's Monsoon season in India then. The earliest we could and probably will try is in Q4 64.

Edit:

1) Because the Shark yard is higher priority in the Navy's opinion.

2) My plan does not have enough dice to have a reasonable chance of finishing the Shark yard anyway, so investing 1-2 dice in 2063Q4 would be an implicit requirement as a 'next step.' The alloy foundries might put us on the cusp of being confident enough of finishing the project with one die rather than two, but frankly, I don't think it's worth this degree of fiddly optimization. It's good enough for me that I'm not going to fuss over how I could eke out -15 Progress reduction in one place instead of -10 in another, in light of (1).

Listen Simon delaying the yards for a turn in favor of doing Stealth Disruptors so they come online during Karachi and doing the drones so ZOCOM loses less people is more important. I'd be all for the yards, but we should finish the prep for Karachi and then do the Navy aid.
 
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Can't do that. It's Monsoon season in India then. The earliest we could and probably will try is in Q4 64.
So is Q4 of 64 our go time? Because some of the projects that would support Karachi have rollout times.

For example the Orca drones: (Projected: 4 quarters to begin, 16 to complete)
Which means we need to finish Q4 to have them in time for Karachi and unless we want to overkill it would be best to try and finish 2063 Q3 with the idea to spend a die on them Q4 if they do not, and if they do we get another quarter into the rollout.

Looking at it we can also do the 1st phase of GD-3 Q4/Q1 as that is a 3 quarter to start rollout.

Big list of projects that can start to rollout in time for a Q4 2064 Karachi Push
General:
Anti-radiation Munitions Deployment (Munitions) (Progress 100/270: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)
Ferro Aluminum Armor Refits (Refit) (Progress 139/310: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)
Strategic Area Defense Networks (Phase 4) (Progress 125/365: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete)( phase 2 and 3 will finish the quarter we kick karachi off)

ZOCOM
Infantry Recon Support Drone Deployment (Progress 0/170: 10 resources per die) (3 quarters to begin, 9 to complete)
Sonic has no rollout timeframe listed but would not be a Karachi aid

Airforce
Orca Wingmen Drone Deployment (Phase 2) (High Priority) (Progress 56/230: 20 resources per die) (Projected: 4 quarters to begin, 16 to complete)
Ultralight Glide Munitions Deployment (Munitions) (Progress 100/170: 10 resources per die) (0/160 for phase 2 and 3) (Projected 3 quarters to begin, 9 to complete) (phase 1 will finish Q1 of next year from the munitions department so rollout will start the turn we kick off Karachi)

Ground Forces
Railgun Munitions Factories (Phase 3) (Munitions) (Progress 50/165: 10 resources per die) (Projected 1 quarter to begin, 6 quarters to complete) (note our munitions department will finish this Q1 of next year so we will have 3 quarters of rollout or half way without dice investment)
GD-3 Deployment (Phase 1) (Progress 0/295: 10 resources per die) (Projected 3 quarters to begin, 18 quarters to complete) (phase 2 and 3 are the same, phase 4 and 5 take longer but also gain the munitions tag)
Stealth Disruptor Deployment (Progress 0/170: 15 resources per die) (Projected 6 quarters to begin, 8 quarters to complete) (would need to do Q3 to have rollout in time for the start of Karachi)
Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority) (We have been teased the project but no rollout times were included, Set 1 were Projected: 2 quarters to begin, 10 quarters to complete so likely around that timeframe)

Navy
Neither ship finishes in 6 turns, Shark does finish in 8 turns so the first wave will still be able to support just not at the start

Steel Talons
Modular Rapid Assembly Prototype Factory (Progress 0/280: 20 resources per die) (Projected: 3 quarters to begin, 16 quarters to complete, will be extended by further MARV hub construction) (we could se some benefit on the construction side for Karachi but not something I would consider essential for the push)
 
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So is Q4 of 64 our go time? Because some of the projects that would support Karachi have rollout times.

For example the Orca drones: (Projected: 4 quarters to begin, 16 to complete)
Which means we need to finish Q4 to have them in time for Karachi and unless we want to overkill it would be best to try and finish 2063 Q3 with the idea to spend a die on them Q4 if they do not, and if they do we get another quarter into the rollout.

Looking at it we can also do the 1st phase of GD-3 Q4/Q1 as that is a 3 quarter to start rollout.

The monsoons end in Q4 and we have been told that we could start work on Karachi then, but we can't focus it down in Q4 because that would cause issues. So Karachi would be started in Q4 with 1-4 Dice depending on who is asked how to make that start and then in Q4 of 65 we surge it.

Basically we want things supporting Karachi to come online in Q4 2064/Q1 2065 so that the main build up from Q4 2064 to Q2 2065 is aided by them.
 
The monsoons end in Q4 and we have been told that we could start work on Karachi then, but we can't focus it down in Q4 because that would cause issues. So Karachi would be started in Q4 with 1-4 Dice depending on who is asked how to make that start and then in Q4 of 65 we surge it.

Basically we want things supporting Karachi to come online in Q4 2064/Q1 2065 so that the main build up from Q4 2064 to Q2 2065 is aided by them.
Hmm so Q4 to Q2 most likely for the bulk work....


Note that Q3 has more dice than we can spend, those are just the projects that are best to kick off that quarter in terms of looking at supporting Karachi so pick 6 dice (1 dice to steel talons) with a possible additional 2 dice if we commit free dice, also no discount has been applied for Alloy phase 5 but if we do that Q3 that will discount the projects from Q4 on

2063 Q3 4 turns pre, 5 to start, 7 to finish
Strategic Area Defense Networks (Phase 4) 125/365 3 dice 60R 65% (Projected: 2 quarters to begin, 6 quarters to complete) (will finish rollout before Karachi is over even if we need a die on it Q4)

Orca Wingmen Drone Deployment (Phase 2) 56/230 2 dice 40R 54% (Projected: 4 quarters to begin, 16 to complete) (just enough time for drones to start being distributed pre Karachi, if we need to finish it next turn then the drones will assist on the 2nd turn of the Karachi push, I am sure command would concentrate deployment on Karachi support to start as that is our most expected area to be contested)

Shark Class Frigate Shipyards (Seattle) 0/240 3 dice 60R 65% (8 turns to deploy the first wave which means they come out after most of Karachi work is done, flip side is that means Navy can take losses and have replacements come online not long after)

Stealth Disruptor Deployment 0/170 2 dice 30R 58% (Projected 6 quarters to begin, 8 quarters to complete) If we want this for Karachi we need to drop 2 dice on it Q3 with a follow up die Q4 if needed

2063 Q4 3 turns pre, 4 to start, 6 to finish
Infantry Recon Support Drone Deployment 0/170 2 dice 20R 58% (3 quarters to begin, 9 to complete) if dones this turn finishes pre Karachi kickoff, some benefit to our troops there though more useful in propping up ZOCOM

GD-3 Deployment (Phase 1) 0/295 4 dice 40R 78% (Projected 3 quarters to begin, 18 quarters to complete) first batch of GD-3 rifles would be available for troops making the push on Karachi and likely be concentrated there, helpful if we run into Gana (even with the Indian warlords neutral they have sold Gana to other Nod groups)

Modular Rapid Assembly Prototype Factory 0/280 3 dice 60R 35% (percentage will increase with Alloy phase 5 finishing to drop progress needed) 3 quarters to start, will help on the construction side at least narrative wise also a steel talon project so something we could do 1 die a turn until it finishes and have it start during Karachi push

2064 Q1 2 turns pre, 3 to start, 5 to finish
Ground Forces Zone Armor (Set 2) (Phase 1) if this is the 2 quarters to begin then we can see some additional Zone Armor concentration in Karachi


Munitions projects: These get 50 a turn
Railgun Munitions Factories (Phase 3) (Munitions) (Progress 50/165) Finishes 2064 Q1 without assist 1Q to start so kicks off pre Karachi, 6Q to finish so will not finish before Karachi is done
Anti-radiation Munitions Deployment (Munitions) (Progress 100/270) Finishes 2064 Q2 4 quarters to begin so will only start helping on the end of the Karachi push
Ultralight Glide Munitions Deployment (Munitions) (Progress 100/170) Phase finishes 2063 Q4, phase 2 finishes 2064 Q3, rollout is 3 quarters to begin so phase 1 rollout will be started in time for Karachi Phase 2 will start during Karachi


Edit- the more i look at the more I am coming around to dropping 2 dice on stealth disruptor since we kind of need to get it done Q3/Q4 for it to have any play in the Karachi push, can delay Orca to Q4
 
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Here, an extremely rough plan that doesn't have anything not in the probably array. So no follow on projects for Lab Meat, Gene Augmentation or Autodocs. If they come up I'll probably change them, though this'll probably need more changes then that as I assume it's over budget. At the same time I don't think it's doing anything out there that's of interest to me and only me. That will change if Inferno Gel comes back.

-[ ] Infrastructure
--[ ] Suborbital Shuttle Service (Phase 2) 159/220 2 dice 50R 100%
--[ ] Postwar Housing Refits (Phase 1+2) 114/325 3 dice 30R
-[ ] Heavy Industry +3 FD
--[ ] U Series Alloy Foundries (Phase 5) 136/485 6 dice 240R
–[ ] Second Generation Continuous Cycle Fusion Plants (Phase 2) 263/305 2 dice 40R 100%
-[ ] Light and Chemical Industry
--[ ] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 3 dice 60R 76%
–[ ] Adaptive Clothing Development 0/60 1 die 15R 90%
-[ ] Agriculture
–[ ] Reforestation Campaign Preparations (Phase 1) 4 dice 20R
–[ ] Tarberry Plantations (Phase 3+4) 0/140 2 dice 20R 85%
-[ ] Tiberium
--[ ] Red Zone Border Offensives (Stage 5) 158/210 1 die 25R 100%
--[ ] Tiberium Inhibitor Deployment (Blue Zone 4 Southeast Arabia) 52/85 1 die 30R 100%
--[ ] Tiberium Inhibitor Deployment (Blue Zone 9 East Australia) 59/85 1 die 30R 100%
--[ ] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%
--[ ] Coordinated Abatement Programs (Phase 1) 2 dice 50R 99%
-[ ] Orbital +3 FD and E
--[ ] GDSS Columbia (Phase 5) 643/1030 1 die 20R
–[ ] Hospital Bay 0/315 3 dice 60R 28%
–[ ] GDSS Shala (Phase 4) 486/520 4 die + E 100R 100%
–[ ] Life Support Processor Development (Tech) 0/80 1 die 30R 75%
-[ ] Services
--[ ] Cosmetic Biosculpting 0/350 3 dice 90R 6%
--[ ] University Program Updates 137/250 1 die 15R 38%
-[ ] Military
--[ ] Strategic Area Defense Networks (Phase 4) 125/365 2 dice 40R 7%
--[ ] Infantry Recon Support Drone Deployment 0/170 2 dice 20R 58%
--[ ] Island Class Assault Ship Deployment 0/145 2 dice 50R 78%
--[ ] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%
 
So is Q4 of 64 our go time? Because some of the projects that would support Karachi have rollout times.

For example the Orca drones: (Projected: 4 quarters to begin, 16 to complete)
Which means we need to finish Q4 to have them in time for Karachi and unless we want to overkill it would be best to try and finish 2063 Q3 with the idea to spend a die on them Q4 if they do not, and if they do we get another quarter into the rollout.

Looking at it we can also do the 1st phase of GD-3 Q4/Q1 as that is a 3 quarter to start rollout.

Big list of projects that can start to rollout in time for a Q4 2064 Karachi Push
General:
Anti-radiation Munitions Deployment (Munitions) (Progress 100/270: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)
Ferro Aluminum Armor Refits (Refit) (Progress 139/310: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)
Strategic Area Defense Networks (Phase 4) (Progress 125/365: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete)( phase 2 and 3 will finish the quarter we kick karachi off)

ZOCOM
Infantry Recon Support Drone Deployment (Progress 0/170: 10 resources per die) (3 quarters to begin, 9 to complete)
Sonic has no rollout timeframe listed but would not be a Karachi aid

Airforce
Orca Wingmen Drone Deployment (Phase 2) (High Priority) (Progress 56/230: 20 resources per die) (Projected: 4 quarters to begin, 16 to complete)
Ultralight Glide Munitions Deployment (Munitions) (Progress 100/170: 10 resources per die) (0/160 for phase 2 and 3) (Projected 3 quarters to begin, 9 to complete) (phase 1 will finish Q1 of next year from the munitions department so rollout will start the turn we kick off Karachi)

Ground Forces
Railgun Munitions Factories (Phase 3) (Munitions) (Progress 50/165: 10 resources per die) (Projected 1 quarter to begin, 6 quarters to complete) (note our munitions department will finish this Q1 of next year so we will have 3 quarters of rollout or half way without dice investment)
GD-3 Deployment (Phase 1) (Progress 0/295: 10 resources per die) (Projected 3 quarters to begin, 18 quarters to complete) (phase 2 and 3 are the same, phase 4 and 5 take longer but also gain the munitions tag)
Stealth Disruptor Deployment (Progress 0/170: 15 resources per die) (Projected 6 quarters to begin, 8 quarters to complete) (would need to do Q3 to have rollout in time for the start of Karachi)
Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority) (We have been teased the project but no rollout times were included, Set 1 were Projected: 2 quarters to begin, 10 quarters to complete so likely around that timeframe)

Navy
Neither ship finishes in 6 turns, Shark does finish in 8 turns so the first wave will still be able to support just not at the start

Steel Talons
Modular Rapid Assembly Prototype Factory (Progress 0/280: 20 resources per die) (Projected: 3 quarters to begin, 16 quarters to complete, will be extended by further MARV hub construction) (we could se some benefit on the construction side for Karachi but not something I would consider essential for the push)
At this point, I'm no longer really worrying about "can we get this ready in time for Karachi." With SADN's Phase 3 systems likely to be online in time and the Phase 4 systems hopefully at least nearing readiness, we're covered enough against an attack by al-Isfahani's nuclear arsenals that it won't be a crippling setback, I hope.

And aside from that, well... our military is, I think, strong enough. Especially with it seeming to be the case that the Bannerjees are willing to sit this one out. From here out, I want to just make the weapons we agreed to make or that make sense to make, rather than prioritizing other projects we never promised and that may not even be that much more helpful.

--[ ] Strategic Area Defense Networks (Phase 4) 125/365 2 dice 40R 7%
--[ ] Infantry Recon Support Drone Deployment 0/170 2 dice 20R 58%
--[ ] Island Class Assault Ship Deployment 0/145 2 dice 50R 78%
--[ ] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%
Personally, I'm deeply uncomfortable with putting only two dice on SADN. We really do have very good reasons to want the Phase 4 systems to be nearing completion in late 2064, with at least some of the antimissile systems in place and capable of limited operation, especially in areas the military would prioritize for likely attack.

I'd be well content to take a die from the Islands for that, or even the recon drones, even though neither project has any real chance of completion without two dice.
 
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Q3 2063
Q3 2063


Resources: 1165 + 60 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:‌ 77
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌6 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
24.95 (+0.72) Blue Zone
0.05 (+0.01) Cyan Zone
23.03 (+.08) Yellow Zone (100 points of mitigation)
51.97 (-.80) Red Zone (81 points of mitigation)


Current Economic Issues:
Housing: +73 (13 population in low quality housing) (+1 high-quality housing per turn)
Energy: +20 (+5 in reserve)(+4 per turn from sub-departments)
Logistics: +21 (-2 from military activity)
Food: +24 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +17 (+2 per turn from Distributed Industrial Authority) (+279 in reserve)
STUs: +7
Consumer Goods: +226 (+5 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q1 2064) (Net +9 per turn)
Labor: +29 (+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 ‌(2710/3800)‌ ‌(900 IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +120 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +7 per turn
Production: +29 per turn
Consumption: -22 per turn
17 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-11 Other (7 Structural Alloys, 2 Hovercraft, 2 Gravitic Shipyard)
5 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])

Projected Fusion Power Plant Decommissioning
-3 Energy Q3 2063
-8 Energy Q1 2064
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2067
-16 Energy, +1 Labor Q3 2067
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2068
-16 Energy, +1 Labor Q4 2068


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 33 Consumer Goods points from the Treasury
Provide 3 Consumer Goods from Agriculture
Increase Income by 550
Increase Tiberium Processing limit by 470
Increase population in space by 17.15k
Provide 25 Points of Red Zone Abatement
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
Complete at least 2 Blue Zone Inhibitors 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 4 Ground Forces Zone Armor factories
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Coordinated Abatement by end of 2065
Complete Post War Housing Refits

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 10 more 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 1/480: 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, albeit 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 93/260: 20 resources per die) (+4 Housing)
(Progress 0/240: 20 resources per die) (+4 Housing)

[ ] Rail Network Construction Campaigns (Phase 6)
Further work on the rail networks will be focused primarily on preparing the ground for exploitation of the interior, especially in light of the pushes into the Red Zones and creating new environs for Initiative exploitation.
(Progress 1/260: 15 resources per die) (+4 Logistics)
(Progress 0/260: 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 159/220: 25 resources per die) (+5 Logistics)
(Progress 0/160: 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 0/50: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/105: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/210: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/415: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/830: 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 31/70: 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 114/165: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/160: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/160: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (5 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 5)
A final phase of U-series alloys will see another shift in GDI's abilities to use metals, and while it won't replace many of the current uses of conventional metals, the industrial impacts have already been substantial, and the current foundries are likely to be core to GDI's future projects in a wide array of cases.
(Progress 136/485: 40 resources per die) (-4 Energy, -1 STUs) (5% discount on many projects)
(Progress 0/480: 40 resources per die) (-4 Energy, -1 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 263/305: 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 36/1925: 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 0/95: 30 resources per die)
(Progress 0/190: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/385: 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 143/990: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1920: 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 0/160: 25 resources per die) (-2 STUs)

[ ] Second Generation Repulsorplate Factories
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 the Suzuka factory can produce alone, especially if they are to become a somewhat standard feature, rather than a specific exception to the rule.
(Progress 0/560: 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 883/1100: 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 235/640: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1215: 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 252/815: 5 resources per die)
(Progress 0/810: 5 resources per die)
(Progress 0/810: 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 83/230: 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 0/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/125: 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 78/220: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)

[ ] Dairy Ranches (Phase 3)
Throwing together a final – at least for the moment – wave of dairy ranches, GDI will immediately mothball most of them, as there are currently not enough animals to justify operations. Caretaker staff and training will be needed however.
(Progress 98/180: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support)

[ ] Spider Cotton Plantations (Phase 2)
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 60/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/170: 15 resources per die) (+1 Capital Goods)
(Progress 0/180: 15 resources per die) (+1 Capital Goods)
(Progress 0/190: 15 resources per die) (+1 Capital Goods)

[ ] 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 78/175: 10 resources per die) (+2 Food in Reserve, -3 Food)

[ ] Laboratory Meat Deployment (Phase 1) (New)
Producing sizable amounts of meat products from laboratories is unlikely to be a particularly simple affair. While GDI does not particularly need the meat, it is a symbol of prosperity and signals the good times have returned. It is also noticeably more resource efficient than producing meat products by growing animals.
(Progress 0/180: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)

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 22/160: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/155: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)

[ ] 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 29/125: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Red Zone Border Offensives (Stage 5)
A final major offensive across the northern section of Australia will see GDI make good the last of the gains of the Regency War, and reap the economic benefits of the conflict. While still a serious strain on the Zone Operations Command, it is one that likely can be borne, especially if GDI slows down on other red zone operations.
(Progress 158/210: 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 0/200: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (1 Stage 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 54/190: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/180: 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 38/170: 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 0/160: 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 65/220: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/320: 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 0/80: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/80: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/80: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 52/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 59/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 17 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/105: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/105: 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 11/100: 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 4/115: 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 0/280: 25 resources per die) (+10 Energy)
(Progress 0/280: 25 resources per die) (+10 Energy)
(Progress 0/280: 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 (Updated)
There are a number of Yellow Zones around the world with little to no Brotherhood presence, mostly in large pockets in the Red Zones created by GDI efforts to mine Red Zone Tiberium. Putting in the effort to properly secure them will allow GDI to make gains in the near term, and build up GDI's pointilist empire, creating bases for further operations around the world.
(Progress 0/320: 25 resources per die) (+.16 Green Zone)
(Progress 0/320: 25 resources per die) (+.2 Green Zone)
(Progress 0/320: 25 resources per die) (+.24 Green Zone)


[ ] Coordinated Abatement Programs (Phase 1)
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 crystal, allowing GDI abatement crews through their lines is a significant ask, but not an unreasonable one.
(Progress 82/190: 25 resources per die) (+2 Red Zone Abatement)
(Progress 0/190: 25 resources per die) (+2 Red Zone Abatement)
(Progress 0/190: 25 resources per die) (+2 Red Zone Abatement)

[ ] Tiberium Field Refinery Development (Tech) (New)
While the Brotherhood's practice of dumping waste products is not particularly viable for the Global Defense Initiative, especially given the comparative locations, there is a Brotherhood method that can be adapted to the Initiative's needs – specifically, their lightweight field refining methods, which can likely be crammed into the interior of a Mammoth Armored Reclamation Vehicle.
(Progress 0/80: 25 resources per die) (Makes MARVs produce STUs)

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 643/1030: 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 0/315: 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 0/315: 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 0/315: 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 0/315: 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 0/315: 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 0/315: 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 0/270: 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 0/270: 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 0/315: 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 486/520: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1005: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

Lunar Operations

[ ] Lunar Mining Projects (New)
Joining together extant and proposed mineral extraction activities on and below the Moon's surface, expansive Lunar mining projects are one of the few immediate ways to bring GDI's orbital operations to some degree of self sustainment, rather than being wholly reliant on Earth's mineral resources.
(Progress 0/210: 20 resources per die) (+15 resources per turn)

[ ] 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 85/275: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Autodoc Systems Deployment (New)
While currently politically complicated and psychologically difficult, the autodoc systems represent the potential for a significant increase in GDI's ability to process injuries. Broadly speaking, these are only going to be found in some of the largest and most capable medical facilities, especially those specialized in wound care, and other forms of traumatic injury. Even so, pushing them out will make people nervous, and give politicians opposed to the Treasury ammunition.
(Progress 0/300: 30 resources per die) (+4 Health, +6 Emergency Health, -3 Capital Goods, -3 Energy) (-5 Political Support)

[ ] Cosmetic Biosculpting
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 0/350: 30 resources per die) (+1 Health)

[ ] Library Enhancement Programs
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 0/180: 15 resources per die) (+5 Political Support)

[ ] Durable Goods Library Improvements
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 0/165: 20 resources per die) (-2 Capital Goods) (+5 Political Support)

[ ] University Program Updates
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 137/250: 15 resources per die) (-1 Capital Goods) (Increases Labor outputs)

[ ] Primitive Prototype Portal Construction (New)
While a far cry from attempting to create a portal between the stars, constructing an attempt at a surface to orbit portal system, reusing one of the ground based stations, and linking it to a specially constructed geostationary station above it, will be an attempt to create a link at a longer range, and potentially a means of testing even longer ranges.
(Progress 0/400: 100 resources per die)

Military (7 dice +31 bonus)

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

[ ] Initiative Laser Systems Deployment (New)
While not a system that any particular branch is happy with, a combat deployable laser will find homes among many of the Initiative's assets, from the NovaHawk, to next generation field anti-aircraft systems, and the secondary batteries of Initiative warships. Even in the orbitals, as GDI builds combat capable voidships, will the Infernium laser find a home.
(Progress 0/590: 25 resources per die) (-6 Energy, -3 STUs)

[ ] Anti-radiation Munitions Deployment (Munitions)
With the Brotherhood's methods of concealing their jammers and spoofing tracking known and now understood, deploying updated versions of 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 100/270: 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 0/530: 15 resources per die) (-1 Capital Goods) (Projected: 2 quarters to begin, 8 to complete)

[ ] 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 41/435: 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 139/310: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] Strategic Area Defense Networks (Phase 4)
A final major phase of the Strategic Area Defense Network, GDI's efforts will expand significantly from aiming towards counterforce strikes to defending against countervalue strikes. While the Brotherhood of Nod has certainly not shied away from mass civilian casualties in the past, the sheer scope of defending GDI's population centers against strikes has made it difficult to justify attempting to build the defenses to any meaningful degree.
(Progress 125/365: 20 resources per die) (-2 Energy, -1 STUs) (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 39/275) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/280) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/270) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/270) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/270) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/270) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/270) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/270) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/270) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/270) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/270) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/270) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/270) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/270) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/270) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/270) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/270) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/270) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/270) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/270) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/270) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/270) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/270) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/270) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/270) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/270) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/270) (Medan) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/270) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/270) (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 52/680: 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 0/160: 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 56/230: 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 100/170: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/160: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/160: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Development (High Priority)
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 0/145: 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 50/165: 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 2) (Phase 1) (High Priority)
While the point of the spear are still equipping themselves with the best that the Initiative can offer, they are a relatively small fraction of the total forces that serve under the striking eagle. A second, substantially larger wave of factories will require both significantly more capital goods, and a sizable workforce to produce enough of the armor to make a difference on those scales.
(Progress 16/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

[ ] 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 0/295: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/295: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/295: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/295: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/295: 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 0/170: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete)

Navy

[ ] 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 0/145: 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 0/240: 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

[ ] 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 0/280: 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 two 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)

[ ] 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.
-[ ] Developmentalist: Complete both Library Enhancement Programs
-[ ] 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) 1/480 5 dice 75R 12%, 6 dice 90R 51%, 7 dice 105R 85%, 8 dice 120R 97%
-[] Blue Zone Arcologies (Stage 4+5) 1/960 10 dice 150R 3%, 11 dice 165R 17%, 12 dice 180R 45%, 13 dice 195R 73%, 14 dice 210R 90%
-[] Yellow Zone Fortress Towns (Phase 7) 93/260 2 dice 40R 53%, 3 dice 60R 95%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/500 4 dice 80R 8%, 5 dice 100R 48%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Rail Network Construction Campaigns (Phase 6) 1/260 3 dice 45R 42%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 6+7) 1/555 6 dice 90R 15%, 7 dice 105R 52%, 8 dice 120R 84%, 9 dice 135R 97%
-[] Suborbital Shuttle Service (Phase 2) 159/220 1 die 25R 82%, 2 dice 50R 100%
-[] Suborbital Shuttle Service (Phase 2+3) 159/380 2 dice 50R 12%, 3 dice 75R 70%, 4 dice 100R 97%

-[] Karachi Planned City (Phase 1) 0/50 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/155 2 dice 40R 82%, 3 dice 60R 100%
-[] Karachi Planned City (Phase 1+2+3) 0/365 3 dice 60R 5%, 4 dice 80R 56%, 5 dice 100R 93%
-[] Karachi Planned City (Phase 1+2+3+4) 0/805 7 dice 140R 2%, 8 dice 160R 19%, 9 dice 180R 57%, 10 dice 200R 87%, 11 dice 220R 98%
--Alt: 3 Tib 5 Infra dice 160R 5%, 4 Tib 5 Infra dice 180R 31%, 5 Tib 5 Infra dice 200R 69%, 6 Tib 5 Infra dice 220R 92%

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 1 die 10R 100%
-[] Postwar Housing Refits (Phase 1) 114/165 1 die 10R 92%
-[] Postwar Housing Refits (Phase 1+2) 114/325 2 dice 20R 18%, 3 dice 30R 76%, 4 dice 40R 98%
-[] Postwar Housing Refits (Phase 1+2+3) 114/485 4 dice 40R 22%, 5 dice 50R 69%, 6 dice 60R 94%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 5) 136/485 3 dice 120R 6%, 4 dice 160R 53%, 5 dice 200R 91%
-[] U Series Alloy Foundries (Phase 5+6) 136/965 8 dice 320R 5%, 9 dice 360R 27%, 10 dice 400R 63%, 11 dice 440R 89%, 12 dice 480R 98%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 263/305 1 die 20R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2 + 3) 263/595 3 dice 60R 11%, 4 dice 80R 64%, 5 dice 100R 95%
-[] North Boston Chip Fabricator (Phase 5) 36/1925 19 dice 285R 2%, 20 dice 300R 8%, 21 dice 215R 23%, 22 dice 230R 46%, 23 dice 245R 69%, 24 dice 260R 86%, 25 dice 275R 95%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/95 1 die 30R 55%, 2 dice 60R 99%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/285 3 dice 90R 38%, 4 dice 120R 88%, 5 dice 150R 99%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/670 6 dice 180R 2%, 7 dice 210R 21%, 8 dice 240R 60%, 9 dice 270R 89%, 10 dice 300R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/990 8 dice 160R 3%, 9 dice 180R 21%, 10 dice 200R 56%, 11 dice 220R 84%, 12 dice 240R 97%
-[] Microfusion Cell Laboratories 0/160 2 dice 50R 79%, 3 dice 75R 100%
-[] Second Generation Repulsorplate Factories 0/560 5 dice 125R 3%, 6 dice 150R 30%, 7 dice 175R 73%, 8 dice 200R 95%
Light and Chemical Industry 4 dice +29
-[] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 2 dice 40R 17%, 3 dice 60R 76%, 4 dice 80R 98%
-[] Bergen Superconductor Foundry (Phase 4) 235/640 4 dice 120R 11%, 5 dice 150R 55%, 6 dice 180R 89%, 7 dice 210R 99%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/1855 17 dice 510R 2%, 18 dice 540R 8%, 19 dice 570R 23%, 20 dice 600R 46%, 21 dice 630R 69% (nice), 22 dice 660R 86%, 23 dice 690R 95%
-[] 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) 252/815 6 dice 30R 16%, 7 dice 35R 55%, 8 dice 40R 86%, 9 dice 45R 97%
-[] Reforestation Campaign Preparations (Phase 1+2) 252/1625 14 dice 70R 1%, 15 dice 75R 7%, 16 dice 80R 23%, 17 dice 85R 48%, 18 dice 90R 72%, 19 dice 95R 89%, 20 dice 100R 96%
-[] Agriculture Mechanization Projects (Phase 2) 83/230 2 dice 30R 74%, 3 dice 45R 99%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/130 1 die 10R 33%, 2 dice 20R 93%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/255 2 dice 20R 7%, 3 dice 30R 63%, 4 dice 40R 95%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/380 3 dice 30R 1%, 4 dice 40R 32%, 5 dice 50R 78%, 6 dice 60R 97%
-[] Vertical Farming Projects (Stage 5) 78/220 1 die 15R 3%, 2 dice 30R 77%, 3 dice 45R 99%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 63%, 2 dice 40R 100%

-[] Spider Cotton Plantations (Phase 2) 60/165 1 die 20R 45%, 2 dice 40R 98%
-[] Spider Cotton Plantations (Phase 2+3) 60/335 3 dice 45R 46%, 4 dice 60R 91%
-[] Spider Cotton Plantations (Phase 2+3) 60/515 4 dice 60R 4%, 5 dice 75R 40%, 6 dice 90R 83%, 7 dice 105R 98%
-[] Spider Cotton Plantations (Phase 2+3+4+5) 60/705 6 dice 90R 4%, 7 dice 105R 31%, 8 dice 120R 71%, 9 dice 135R 93%

-[] 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) 78/175 1 die 10R 48%, 2 dice 20R 97%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/335 2 dice 20R 2%, 3 dice 30R 48%, 4 dice 40R 90%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/495 4 dice 40R 8%, 5 dice 50R 48%, 6 dice 60R 85%, 7 dice 70R 98%
-[] Laboratory Meat Deployment (Phase 1) (New) 0/180 2 dice 30R 45%, 3 dice 45R 93%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 9) 22/160 1 die 20R 17%, 2 dice 40R 91%
-[] Tiberium Vein Mines (Stage 9+10) 22/315 3 dice 60R 43%, 4 dice 80R 92%
-[] Tiberium Vein Mines (Stage 9+10+11) 22/490 4 dice 80R 5%, 5 dice 100R 47%, 6 dice 120R 88%, 7 dice 140R 99%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/125 1 die 25R 59%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/245 2 dice 50R 31%, 3 dice 75R 91%
-[] Red Zone Border Offensives (Stage 5) 158/210 1 die 25R 100%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/200 2 dice 60R 45%, 3 dice 90R 95%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/400 4 dice 120R 33%, 5 dice 150R 83%, 6 dice 180R 99%
-[] Red Zone Containment Lines (Stage 6) 54/190 1 die 25R 19%, 2 dice 50R 91%
-[] Red Zone Containment Lines (Stage 6+7) 54/370 3 dice 75R 27%, 4 dice 100R 83%, 5 dice 125R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/550 4 dice 100R 2%, 5 dice 125R 31%, 6 dice 150R 78%, 7 dice 175R 97%
-[-] Tiberium Glacier Mining (Stage 13) 38/170 1 die 30R 23%, 2 dice 60R 93%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/335 3 dice 90R 40%, 4 dice 120R 90%

-[] IHG Tiberium Processing Plants (Stage 1) 0/160 2 dice 70R 79%, 3 dice 105R 100%
-[] 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) 65/220 2 dice 70R 82%, 3 dice 105R 100%
-[] Improved Hewlett Gardener Refits (Phase 2+3) 65/430 3 dice 105R 5%, 4 dice 140R 56%, 5 dice 175R 93%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4) 65/640 5 dice 175R 4%, 6 dice 210R 38%, 7 dice 245R 81%, 8 dice 280R 97%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5) 65/850 7 dice 245R 3%, 8 dice 280R 26%, 9 dice 315R 66%, 10 dice 350R 91%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6) 65/1060 9 dice 315R 2%, 10 dice 350R 18%, 11 dice 385R 52%, 12 dice 420R 83%, 13 dice 455R 96%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6+7) 65/1380 12 dice 420R 1%, 13 dice 455R 10%, 14 dice 490R 33%, 15 dice 525R 65%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/80 1 die 30R 75%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone 4 Southeast Arabia) 52/85 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone 9 East Australia) 59/85 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/105 1 die 30R 50%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/95 1 die 30R 60%, 2 dice 60R 100%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/100 1 die 20R 66%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/115 1 die 20R 44%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/225 2 dice 40R 27%, 3 dice 60R 89%, 4 dice 80R 100%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 100%
-[] Red Zone Energy Refits (Phase 1) 0/280 2 dice 50R 1%, 3 dice 75R 53%, 4 dice 100R 95%
-[] Red Zone Energy Refits (Phase 1+2) 0/560 5 dice 125R 7%, 6 dice 150R 46%, 7 dice 175R 86%, 8 dice 200R 98%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/840 8 dice 200R 9%, 9 dice 225R 41%, 10 dice 250R 78%, 11 dice 275R 95%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
-[] Secure Yellow Zones (Phase 1) 0/320 3 dice 75R 25%, 4 dice 100R 82%, 5 dice 125R 99%
-[] Secure Yellow Zones (Phase 1+2) 0/640 6 dice 150R 11%, 7 dice 175R 51%, 8 dice 200R 87%, 9 dice 225R 98%
-[] Secure Yellow Zones (Phase 1+2+3) 0/960 9 dice 225R 5%, 10 dice 250R 30%, 11 dice 275R 66%, 12 dice 300R 90%
-[] Secure Yellow Zones (Phase 1+2+3+4) 0/1280 12 dice 300R 3%, 13 dice 325R 17%, 14 dice 350R 46%, 15 dice 375R 76%
-[] Coordinated Abatement Programs (Phase 1) 82/190 1 die 25R 47%, 2 dice 50R 99%
-[] Coordinated Abatement Programs (Phase 1+2) 0/380 3 dice 75R 3%, 4 dice 100R 46%, 5 dice 125R 90%, 6 dice 150R 99%
-[] Coordinated Abatement Programs (Phase 1+2+3) 0/570 5 dice 125R 5%, 6 dice 150R 40%, 7 dice 175R 82%, 8 dice 200R 98%
-[] Tiberium Field Refinery Development (Tech) (New) 0/80 1 die 25R 80%, 2 dice 50R 100%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 643/1030 3 dice 60R 2%, 4 dice 80R 41%, 5 dice 100R 88%, 6 dice 120R 99%

--GDSS Columbia Bays (2 available)--
-[] SCOP Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Very High Density Housing 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] High Density Housing 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Medium Density Housing 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Low Density Housing 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Hospital Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Tourism Bay 0/270 2 dice 40R 3%, 3 dice 60R 60%, 4 dice 80R 96%
-[] Assembler Bay 0/270 2 dice 40R 3%, 3 dice 60R 60%, 4 dice 80R 96%
-[] Spaceport Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%

-[] GDSS Shala (Phase 4) 486/520 1 die 20R 100%
-[] GDSS Shala (Phase 4+5) 486/1525 10 dice 200R 8%, 11 dice 220R 34%, 12 dice 240R 69%, 13 dice 260R 91%

--GDSS Shala Bays (0 available)--
-[-] Core Crops Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[-] Fruticulture Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[-] Experimental Crops Bay 0/270 2 dice 40R 3%, 3 dice 60R 60%, 4 dice 80R 96%
-[-] Habitation Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[-] Animal Husbandry Bay 0/270 2 dice 40R 3%, 3 dice 60R 60%, 4 dice 80R 96%
-[-] Species Restoration Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[-] High Efficiency Void Crops Bay 0/225 2 dice 40R 24%, 3 dice 60R 87%, 4 dice 80R 100%

-[] Lunar Mining Projects (New) 0/210 2 dice 40R 28%, 3 dice 60R 87%, 4 dice 80R 100%
-[] Life Support Processor Development (Tech) 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) 85/275 2 dice 50R 47%, 3 dice 75R 95%
-[] Autodoc Systems Deployment (New) 0/300 3 dice 90R 30%, 4 dice 120R 83%, 5 dice 150R 99%
-[] Cosmetic Biosculpting 0/350 3 dice 90R 6%, 4 dice 120R 55%, 5 dice 150R 92%
-[] Library Enhancement Programs 0/180 2 dice 30R 56%, 3 dice 45R 97%
-[] Durable Goods Library Improvements 0/165 2 dice 40R 69%, 3 dice 60R 99%
-[] University Program Updates 137/250 1 die 15R 38%, 2 dice 30R 96%
-[] Primitive Prototype Portal Construction (New) 0/400 3 dice 300R 2%, 4 dice 400R 48%, 5 dice 500R 92%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Initiative Laser Systems Deployment (New) 0/590 6 dice 180R 12%, 7 dice 210R 48%, 8 dice 240R 83%, 9 dice 270R 97%
-[] Antiradiation Munitions Deployment (Munitions) 100/270 2 dice 30R 58%, 3 dice 45R 96%
-[] Electronic Countermeasures Improvements (Refit) 0/530 5 dice 75R 5%, 6 dice 90R 36%, 7 dice 105R 76%, 8 dice 120R 95%
-[] ASAT Defense System (Phase 5) 41/435 4 dice 80R 29%, 5 dice 100R 79%, 6 dice 120R 98%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/310 2 dice 10R 57%, 3 dice 15R 96%
-[] Strategic Area Defense Networks (Phase 4) 125/365 2 dice 40R 7%, 3 dice 60R 65%, 4 dice 80R 96%

--MARVs--
-[] Reclamator Hub 0/270 3 dice 60R 43%, 4 dice 80R 89%, 5 dice 100R 99%
--Alt: 2 Mil 1 Tib dice 60R 49%, 2 Mil 2 Tib dice 80R 93%
-[] Reclamator Hub x2 0/540 5 dice 100R 3%, 6 dice 120R 31%, 7 dice 140R 72%, 8 dice 160R 94%
--Alt: 2 Mil 3 Tib dice 100R 8%, 2 Mil 4 Tib dice 120R 48%, 2 Mil 5 Tib dice 140R 87%, 2 Mil 6 Tib dice 160R 99%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/275 2 dice 40R 9%, 3 dice 60R 68%, 4 dice 80R 97%
-[] Reclamator Hub BZ-2 (Richmond) 58/280 2 dice 40R 16%, 3 dice 60R 77%, 4 dice 80R 98%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/680 6 dice 120R 4%, 7 dice 140R 29%, 8 dice 160R 68%, 9 dice 180R 92%
-[] Infantry Recon Support Drone Deployment 0/170 2 dice 20R 58%, 3 dice 30R 96%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/230 2 dice 40R 54%, 3 dice 60R 96%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1) 100/170 1 die 10R 77%, 2 dice 20R 100%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1+2) 100/330 2 dice 20R 12%, 3 dice 30R 72%, 4 dice 40R 97%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1+2+3) 100/490 4 dice 40R 21%, 5 dice 50R 69%, 6 dice 60R 95%
-[] NovaHawk Development 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/145 1 die 20R 7%, 2 dice 40R 84%, 3 dice 60R 100%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 3) 50/165 1 die 10R 32%, 2 dice 20R 93%
-[] 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 2) (Phase 1) 0/340 3 dice 60R 6%, 4 dice 80R 51%, 5 dice 100R 90%, 6 dice 120R 99%
-[] GD-3 Deployment (Phase 1) 0/295 3 dice 30R 25%, 4 dice 40R 78%, 5 dice 50R 98%
-[] GD-3 Deployment (Phase 1+2) 0/590 6 dice 60R 12%, 7 dice 70R 48%, 8 dice 80R 83%, 9 dice 90R 97%
-[] GD-3 Deployment (Phase 1+2+3) 0/885 9 dice 90R 6%, 10 dice 100R 28%, 11 dice 110R 61%, 12 dice 120R 86%, 13 dice 130R 97%
-[] Stealth Disruptor Deployment 0/170 2 dice 30R 58%, 3 dice 45R 96%

--Navy--
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/145 1 die 25R 2%, 2 dice 50R 78%, 3 dice 75R 99%
-[] Shark Class Frigate Shipyards (Seattle) 0/240 2 dice 40R 7%, 3 dice 60R 65%, 4 dice 80R 96%

--Steel Talons--
-[] Modular Rapid Assembly Prototype Factory 0/280 3 dice 60R 35%, 4 dice 80R 85%, 5 dice 100R 99%
-[] 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
-[] 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: I do have a Ko-fi in case people feel like helping out.
https://ko-fi.com/ithillid
 
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[ ] Primitive Prototype Portal Construction (New)
While a far cry from attempting to create a portal between the stars, constructing an attempt at a surface to orbit portal system, reusing one of the ground based stations, and linking it to a specially constructed geostationary station above it, will be an attempt to create a link at a longer range, and potentially a means of testing even longer ranges.
(Progress 0/400: 100 resources per die)

This is going to eat up R so I guess hold off on transferring funds for a bit, we can probably do 1 die a turn in future turns to not wreck our budget


1160/1225 (65 rollover, bureau dice could provide 1 or 2 AA dice to drop this)

[] Proto Plan
Infra 5/5 105R +27
-[] Yellow Zone Fortress Towns (Phase 7) 93/260 1 die 20R 0%
-[] Suborbital Shuttle Service (Phase 2+3) 159/380 3 dice 75R 70%
-[] Postwar Housing Refits (Phase 1) 114/160 1 die 10R 97%
HI 5/5+3 free 260R +34
-[] U Series Alloy Foundries (Phase 5) 136/485 5 dice 200R 91%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 263/305 3 dice 60R 100%, 11% for Phase 3
LCI 4/4 90R +29
-[] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 3 dice 60R 76%
-[] Bergen Superconductor Foundry (Phase 4) 235/640 1 die 30R
Agri 6/6 40R +29
-[] Reforestation Campaign Preparations (Phase 1) 252/815 5 dice 25R 0%
-[] Laboratory Meat Development (new) 0/100 1 die 15R 45%
Tiberium 7/7 205R +39
-[] Red Zone Border Offensives (Stage 5) 158/210 1 die 25R 100%
-[] Improved Hewlett Gardener Refits (Phase 2) 65/220 2 dice 70R 82%
-[] Tiberium Inhibitor Deployment (Blue Zone 4 Southeast Arabia) 52/85 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone 9 East Australia) 59/85 1 die 30R 100%
-[] Coordinated Abatement Programs (Phase 1) 82/190 1 die 25R 47%
-[] Tiberium Field Refinery Development (Tech) (New) 0/80 1 die 25R 80%
Orbital 7/7+1 free 200R +34
-[] GDSS Columbia (Phase 5) 643/1030 4 dice 80R 41%
-[] GDSS Shala (Phase 4) 486/520 4 dice+ Erewhon 100R 100%
-[] Hospital Bay 0/325 1 AA die 20R 0%
Services 4/4 80R +35
-[] Regional Hospital Expansions (Phase 2) 85/275 2 dice 50R 42%
-[] Library Enhancement Programs (New) 0/185 1 die 15R 0%
-[] University Program Updates 137/250 1 die 15R 38%
Military 7/7+2 free 180R +31
-[] Strategic Area Defense Networks (Phase 4) 125/365 3 dice 60R 65%
-[] Orca Wingmen Drone Deployment (Phase 2) 56/230 2 dice 40R 54%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%
-[] Modular Rapid Assembly Prototype Factory 0/280 3 dice 60R 35%
Bureau 4/4 +29 0R
-[] Administrative Assistance
-[] Make Political Promises
--[] Developmentalist: Complete both Library Enhancement Programs
--[] Militarist (Wardens): Begin Karachi after SADN Phase 1 is fully deployed (Q3 2064).
-[] Predictive Modeling Management 1 dice

Free 6/6
3HI, 1 Orbital, 2 Mil

Overall knocking out some plan goals which will leave us more free moving forward.

Right so some revised thoughts- 1 dice on postwar housing as we dont want to rush that, instead doing one phase over 2 turns allows us to move all the pop into HQ (+2 from arcology department and +3 from the refits), we also have the ability and funds to finish suborbital so knock that out, and for the last dice start working on YZ fortress towns to solidfy our borders and open up GZ harvesting if we want to pursue that as a low income and YZ mit source in the future.

For HI- finish phase 5 of the alloy and knock out a phase of new fusion plants which covers energy expenditure this turn and means we keep a reserve of energy in case we shift dice or have demand spikes in the future and also means we are not going to run into issues with taking 1st gen plants offline.

For LCI finish Reykjavik and start on Bergen since we have the funding for it, Reykjavik is a plan goal and a nice boost of cap goods and energy.

Agri- working on getting at least 1 phase of reforest prep done before elections, we have a small chance to finish it this turn, either way this sets us up well to try and finish the goal to have 2 phases done by the end of next year which means we are not leaving a plan goal to the last minute like the last 4 year plan. Also work on lab meat rollout.

Tib- 1 dice on border offensive to avoid stressing zocom while also progressing a plan goal, 2 dice to work on the refit plan goal (which we have 10 turns to get 6 phases down so lets roll that out over time), plus each phase improves our STU production. Finish the 2 Tib inhibitor deployment, keep coordinated abatement rolling and do the project to get us more STU to play with

Orbital- We need both stations done to unlock followup stations and so full speed ahead to make sure we do not miss the plan goal, which we are getting close to halfway through the plan and are less than 25% done with the goal.

Services- Finish a plan goal and work on a labor improvement, and start on a library project.

Mil- Try and knock out phase 4 of SADN, make a push on the Orca (plan goal) both of which are plan goals, do the last steel talon plan goal and also try and knock out the MARV project because thanks to tib we can get STU from MARVs so I anticipate some heavy MARV investment in the coming years so I want that project done first

Bureau- Making two promises we can keep, swapping to 2d50 and putting an AA die on starting some hospitals in space


Current Economic Issues:
Housing: +73 (13 population in low quality housing) (+1 high-quality housing per turn) (-2 housing, +3 HQ housing, +1 HQ per turn goes to 72, 9 pop in lq housing)
Energy: +20 (+5 in reserve) (-4 U Series Alloy, +19 2nd Gen Fusion, +4 Reykjavik, +2 RZ Border Offensive, -6 2 Tib Inhibitors, -1 Regional Hospital, chance for -3 from Orca, Chance for -6 from Shark yard, -2 SADN, -2 Lab Meat -24 from projects, +25 from projects
Logistics: +21 (-2 from military activity) (+13 suborbital shuttles)
Food: +24 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +17 (+2 per turn from Distributed Industrial Authority) (+279 in reserve) (+8 Reykjavik, -1 Regional Hospital, chance of -1 University Program Update , chance for -1 from Orca, chance for -2 from shark yard, -10 modeling
STUs: +6 (-1 U Series Alloy, +? from income and 1 stage of refits, -1 SADN)
Consumer Goods: +226 (+5 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q1 2064) (Net +9 per turn)
Labor: +29 (+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) (-1 2nd Gen Fusion, -1 from Regional Hospital, chance for -1 from Orca
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2710/3800)‌ ‌(900 IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +120 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

Plan Goals
Provide 33 Consumer Goods points from the Treasury (+2 from Shala, +6 Lab Meat)
Provide 3 Consumer Goods from Agriculture (+2 from Shala, +6 Lab Meat)
Increase Income by 550 (+15 to 35 RZ border offensive)
Increase Tiberium Processing limit by 470
Increase population in space by 17.15k (41% for 2k from Columbia, .3k from Shala)
Provide 25 Points of Red Zone Abatement (3 RZ border offensive, 47% for 2 from Coordinated Abatement)
Spend at least one die on Steel Talons projects every turn Fulfilled this turn

Projects

Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065 (54% to finish this turn)
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Complete at least 2 Blue Zone Inhibitors by end of 2065 (both should finish this turn)
Complete 1 of Nuuk, Reykjavik, Bergen (Reykjavik should finish this turn)
Complete all phases of Red Zone Border Offensives before 2064 (1 phase finishes this turn, ? to go)
Complete SADN Phase 4 (65% to finish)
Complete at least 4 Ground Forces Zone Armor factories
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development and Unmanned Support Ground Vehicle Development (USGV Dev should finish this turn)
Complete 2 phases of Reforestation Campaign Preparation (small chance of Phase 1 finishing )
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065 (Finishes this turn)
Complete Coordinated Abatement by end of 2065 (chance of phase 1 finishing)
Complete Post War Housing Refits (Phase 1 finishes this turn, 2 more to go)

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 10 more points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan (2nd of 7 to finish)
 
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Right! So, I've a couple of plans I'd like to share.
Alloy Assault said:
[] Draft Plan Alloy Assault
-[] Infrastructure (5/5 dice, +27, 95R)
--[] Suborbital Shuttle Service (Phase 2+3) 159/380 3 dice 75R 70%
--[] Postwar Housing Refits (Phase 1+2) 114/320 2 dice 20R 21%
-[] Heavy Industry (5/5 dice + 6 Free, +34, 400R)
--[] U Series Alloy Foundries (Phase 5+6) 136/965 9 dice 360R 27%
--[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 263/310 2 die 40R 100% Phase 2, ~2/3rds Phase 3
-[] Light and Chemical Industry (4/4 dice, +29, 75R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 3 dice 60R 76%
--[] Adaptive Clothing Development (New) 0/60 1 die 15R 90%
-[] Agriculture (6/6 dice, +29, 50R)
--[] Reforestation Campaign Preparations (Phase 1) 252/815 4 dice 20R
--[] Agriculture Mechanization Projects (Phase 2) 83/230 2 dice 30R 74%
-[] Tiberium (7/7 dice, +39, 200R)
--[] Red Zone Border Offensives (Stage 5) 158/210 1 die 25R 100%
--[] Tiberium Inhibitor Deployment (Blue Zone 4 Southeast Arabia) 52/85 1 die 30R 100%
--[] Tiberium Inhibitor Deployment (Blue Zone 9 East Australia) 59/85 1 die 30R 100%
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/215 2 dice 60R 32%
--[] Tiberium Field Refinery Development (Tech) 0/80 1 dice 25R 78%
--[] Coordinated Abatement Programs (Phase 1) 82/190 1 die 25R 47%
-[] Orbital (7/7 dice + 2 AA dice, +34, 190R)
--[] GDSS Shala (Phase 4) 486?/520 2+2AA dice 80R
--[] GDSS Columbia (Phase 5) 643/1030 3 dice 60R 2%
--[] Hospital Bay 0/315 1 dice 20R
--[] Life Support Processor Development (Tech) 0/80 1 die 30R 75%
-[] Services (4/4 dice, +35, 75R)
--[] University Program Updates (New) 137/250 1 die 15R 38%
--[] Library Enhancement Programs (New) 0/180 2 dice 30R 56%
--[] Cosmetic Biosculpting (New) 0/350 1 dice 30R
-[] Military (7/7 dice, +31, 135R)
--[] Strategic Area Defense Networks (Phase 4) 125/365 3 dice 60R 60+%
--[] Orca Wingmen Drone Deployment (Phase 2) 56/230 2 dice 40R 54%
--[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%
--[] Governor A Development 0/40 1 die 15R 100%
-[] Bureaucracy (4/4 dice, +29)
--[] Administrative Assistance: GDSS Shala x2
Total Cost: 1220R

This plan focuses down the Alloys - there is a 27% chance, with this set of dice, that we completely go through Phase 6. If not, there is a high likelihood of only needing 1-2 dice to finish out that project.

In Infra, we continue doing shuttles and housing retrofits.

In Heavy Industry, beyond the alloys, we keep working on keeping up our energy surplus.

In LCI, we finish Reykjavik (hopefully), capping that off and giving us an additional capgoods/energy bump, and develop Adaptive Clothing.

In Tiberium, we finish our last promised (and available) offensive in the Red Zones, do a Deep Glacier mine, finish a couple of Inhibs, and do coordinated abatement.

In Orbital, we finish off Columbia (hopefully) or get it within one dice of completion, finish Shala 4, develop the life support processors, and begin the Hospital Bay. Here, I am willing to not begin the Hospital Bay in favor of increasing Columbia's odds of success.

In Services, we continue working on University Program Updates, do the Library Enhancement Programs, and begin Cosmetic Biosculpting.

In Military, we work on finishing Phase 4 SADN, complete Phase 2 of the Orca Wingmen (probably), do USGV dev, and do the Gov-A dev project so that NEXT TURN we can do Navy Turn :)
Bureaucracy is 2 dice into Shala.

[] Draft Plan Industrial Advancements
-[] Infrastructure (5/5 dice, +27, 95R)
--[] Suborbital Shuttle Service (Phase 2+3) 159/380 3 dice 75R 70%
--[] Postwar Housing Refits (Phase 1+2) 114/320 2 dice 20R 21%
-[] Heavy Industry (5/5 dice + 6 Free, +34, 340R)
--[] U Series Alloy Foundries (Phase 5) 136/965 5 dice 200R 94%
--[] Microfusion Cell Laboratories 0/160 2 dice 50R 79%
--[] Second Generation Repulsorplate Factories 0/560 2 dice 50R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 263/310 2 die 40R 100% Phase 2, ~2/3rds Phase 3
-[] Light and Chemical Industry (4/4 dice, +29, 75R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 3 dice 60R 76%
--[] Adaptive Clothing Development (New) 0/60 1 die 15R 90%
-[] Agriculture (6/6 dice, +29, 50R)
--[] Reforestation Campaign Preparations (Phase 1) 252/815 4 dice 20R
--[] Agriculture Mechanization Projects (Phase 2) 83/230 2 dice 30R 74%
-[] Tiberium (7/7 dice, +39, 200R)
--[] Red Zone Border Offensives (Stage 5) 158/210 1 die 25R 100%
--[] Tiberium Inhibitor Deployment (Blue Zone 4 Southeast Arabia) 52/85 1 die 30R 100%
--[] Tiberium Inhibitor Deployment (Blue Zone 9 East Australia) 59/85 1 die 30R 100%
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/215 2 dice 60R 32%
--[] Tiberium Field Refinery Development (Tech) 0/80 1 dice 25R 78%
--[] Coordinated Abatement Programs (Phase 1) 82/190 1 die 25R 47%
-[] Orbital (7/7 dice + 2 AA dice + Erewhon, +34, 210R)
--[] GDSS Shala (Phase 4) 486?/520 2+2AA+E dice 100R
--[] GDSS Columbia (Phase 5) 643/1030 3 dice 60R 2%
--[] Hospital Bay 0/315 1 dice 20R
--[] Life Support Processor Development (Tech) 0/80 1 die 30R 75%
-[] Services (4/4 dice, +35, 75R)
--[] University Program Updates (New) 137/250 1 die 15R 38%
--[] Library Enhancement Programs (New) 0/180 2 dice 30R 56%
--[] Cosmetic Biosculpting (New) 0/350 1 dice 30R
-[] Military (7/7 dice, +31, 135R)
--[] Strategic Area Defense Networks (Phase 4) 125/365 3 dice 60R 60+%
--[] Governor A Development 0/40 1 die 15R 100%
--[] Orca Wingmen Drone Deployment (Phase 2) 56/230 2 dice 40R
--[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%
-[] Bureaucracy (4/4 dice, +29)
--[] Administrative Assistance: GDSS Shala x2

This one's a little different! Rather than going full-bore into Alloys, we finish Phase 5, probably overcomplete a little in to Phase 6 for later, and do the MFC Labs + begin the Repulsorplate Factories. The purpose of this is to remove/complete competing priorities for Boston Dice - which we should begin no sooner than Q4 and no later than Q1.

Beyond that, these two plans are identical, save for this one being able to afford to put Erewhon on Shala.

Both of these plans are, obviously, heavily Heavy Industry focused, as projects there give us a great number of benefits across the board and will have great impact in plans going forward. HI deserves a little love, and I aim to give it that :)

Plan Goals worked by both plans:
Projects
Deploy Orca Wingman Drones by end of 2065 (54% to finish this turn)
Develop and deploy Governor-A refit
Complete at least 2 Blue Zone Inhibitors by end of 2065 (both should finish this turn)
Complete 1 of Nuuk, Reykjavik, Bergen (Reykjavik should finish this turn)
Complete all phases of Red Zone Border Offensives before 2064 (1 phase finishes this turn, ? to go)
Complete SADN Phase 4 (65% to finish)
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development and Unmanned Support Ground Vehicle Development (USGV Dev should finish this turn)
Complete 2 phases of Reforestation Campaign Preparation (small chance of Phase 1 finishing )
Complete Coordinated Abatement by end of 2065 (chance of phase 1 finishing)
Complete Post War Housing Refits (Phase 1 finishes this turn, 2 more to go)
 
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Wow, I thought that the Field Refining Tech from the NOD gacha was just going to be an automatic bonus to resources from Tiberium harvesting and/or increased processing limit. But Tiberium Field Refinery Development giving our MARVs the ability to produce STU is surprisingly impactful for a project that has a decent chance of only needing one die to complete. Wonder if the downside is that it either requires a expensive deployment project afterwards, or if it only gives fractions of a STU point.
 
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Right! So, I've a couple of plans I'd like to share.
New project:
[ ] Tiberium Field Refinery Development (Tech) (New)
While the Brotherhood's practice of dumping waste products is not particularly viable for the Global Defense Initiative, especially given the comparative locations, there is a Brotherhood method that can be adapted to the Initiative's needs – specifically, their lightweight field refining methods, which can likely be crammed into the interior of a Mammoth Armored Reclamation Vehicle.
(Progress 0/80: 25 resources per die) (Makes MARVs produce STUs)

Given our demand for STU producing more seems like a good idea, though we should also do

[ ] 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 0/280: 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)
 
New project:
[ ] Tiberium Field Refinery Development (Tech) (New)
While the Brotherhood's practice of dumping waste products is not particularly viable for the Global Defense Initiative, especially given the comparative locations, there is a Brotherhood method that can be adapted to the Initiative's needs – specifically, their lightweight field refining methods, which can likely be crammed into the interior of a Mammoth Armored Reclamation Vehicle.
(Progress 0/80: 25 resources per die) (Makes MARVs produce STUs)

Given our demand for STU producing more seems like a good idea, though we should also do

[ ] 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 0/280: 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)
Right! Forgot. Added the Field Refinery dev in.
 
Hey @Simon_Jester is this more understandable for you?

[] Plan Insert Clever Plan Name Here
-[]Infrastructure Dice: 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 90R
--[] Blue Zone Arcologies (Stage 4) 2 dice 30R 0%
--[] Suborbital Shuttle Service (Phase 2) 2 dice 50R 100%
--[] Postwar Housing Refits (Phase 1) 1 die 10R 97%
-[]Heavy Industry Dice: 5/5 Free Dice: 1/6 Admin Dice: 0/2 AI Dice: 0/1 220R
--[] U-Series Alloy Foundries (Phase 5) 5 dice 200R 91%
--[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 1 free die 20R 100%
-[]Light and Chemical Industry Dice: 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 75R
--[] Reykjavik Myomer Macrospinner (Phase 5) 3 dice 60R 76%
--[] Adaptive Clothing Development 1 die 15R 90%
-[]Agriculture Dice: 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 50R
--[] Reforestation Campaign Preparations (Phase 1) 4 dice 20R 0%
--[] Agriculture Mechanization Projects (Phase 2) 2 dice 30R 74%
-[]Tiberium Dice: 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 155R
--[] Red Zone Border Offensives (Stage 5) 1 die 25R 100%
--[] Tiberium Inhibitor Deployment
---[] Blue Zone 4 1 die 30R 100%
---[] Blue Zone 9 1 die 30R 100%
--[] Enhanced Harvest Tiberium Spikes (Platform) 1 die 20R 0%
--[] Coordinated Abatement Programs (Phase 1) 1 dice 25R 47%
--[] Tiberium Field Refinery Development (Tech) 1 die 25R 75%
-[]Orbital Dice: 7/7 Free Dice: 5/6 Admin Dice: 2/2 AI Dice: 1/1 290R
--[] GDSS Columbia (Phase 5) 5 dice 110R 88%
--[] GDSS Columbia Bays
---[] Hospital Bay 2 dice + 1 admin die 60R 5%
---[] Spaceport Bay 1 free die + 1 admin die 40R 0%
--[] GDSS Shala (Phase 4) 4 free dice + Erewhon 100R 100%
-[]Services Dice: 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 85R
--[] Regional Hospital Expansions (Phase 2) 1 die 25R 0%
--[] Cosmetic Biosculpting 1 die 30R 0%
--[] University Program Updates 2 dice 30R 96%
-[]Military Dice 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 130R
--[] Orca Wingmen Drone Deployment (Phase 2) 3 dice 60R 96%
--[] Stealth Disruptor Deployment 2 die 30R 58%
--[] Shark-Class Frigate Shipyards (Seattle) 1 die 20R 0%
--[] Unmanned Support Ground Vehicle Development 1 die 20R 72%
-[]Bureaucracy Dice 4/4 Free Dice: 0/6 AI Dice: 0/1 0R
--[] Administrative Assistance (Hospital Bay) 2 dice
--[] Administrative Assistance (Spaceport Bay) 2 dice
-[]Free Dice 6/6
--[] 1 in Heavy Industry
--[] 5 in Orbital
-[]Resources Income 1095/1165 Reserve 0/60 Bank 100

EDIT: dropping life support in favour of putting another die on Shala.
 
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