Vein mines don't result in further ZOCOM stress because they're operating in our rear areas where conventional abatement crews (only lightly defended against Nod terrorist attacks) are handling most of the problems.

ZOCOM stress becomes more of an issue if we're actually prevented from doing further vein mining at all, and maybe that's what you meant and I misunderstood you.

The good news is, U-Series Alloys Phase 6 is now less of a problem for the STUs it consumes, since we now have a realistic plan to increase our supply of those relatively quickly.
Update mentioned the public wanting forces deployed, which I guess could be general army instead of ZOCOM so it sounds like it ties down some forces more than we want, though that could be a temporary thing. And yeah with RZ Marvs being a thing we push out we can easily cover the Alloys Phase 6 cost... though I want to knock out Repulsor first, that into Alloy 6 maybe?

MARV spam would be a viable alternative to the Lines, but we'd get less RpT payoff and have to spend more dice. Both of those are problematic, because we don't have unlimited Tiberium dice.

Also, many of the STU-using projects actually consume Labor, and we're very tight for Labor right now.
Yep at this point if it takes labor and is not needed for plan goals we probably need to wait on it given how tight things are going to get.
 
I think when we do build MARVs we should fund the Mil portion with free dice
I don't think it makes much practical difference. We actually have enough Military dice to do the things we need to do.

@doruma1920 , your count in Military's gotten a little wonky on your last analysis, here:

forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

Preliminary 2063 Q4 Four Year Plan Required Dice Infrastructure Projects Infrastructure requires the Planned City Project of Karachi and the Post War Housing Refits. Required Projects: -Karachi Planned City Phase 1-5: 0/1610 Progress ~9 dice median --Requires 12 Labor --Provides 20 Logistics...

Now, first, you have the MARV hubs being done entirely with Military dice, never with Tiberium. This may be contraindicated, if we want to build a lot, but it should be noted that Tiberium dice are little or no more available than Military ones. We may want to shift more of the load of building Karachi to Infrastructure dice... However, that is a detail. More to the point, some of your summations seem out of date- a problem I have a lot too. Just going by those numbers of required dice as they stand in your post, I think you should have the Military breakdown be:

Department of Refits (9 dice, assumes we start next turn, lower if we don't)
Red Zone MARV Hub x2 (7 dice)
Orca Wingmen Phase 2 (2 dice)
Transorbital Fighter Development (1 die)
Set 2 Zone Armor Plants x4 (16 dice)
Next Generation ASVs (1 die)
Next Generation AFVs (1 die)
Governor-A Development (1 die)
Governor-A Deployment (~5 dice)
Steel Talons Projects (9 dice)

48 dice required, 63 dice remaining
15 Free dice available.

Am I missing something?

Update mentioned the public wanting forces deployed, which I guess could be general army instead of ZOCOM so it sounds like it ties down some forces more than we want, though that could be a temporary thing.
Moreover, it's a deployment into a Blue Zone even if there is a bunch of tiberium contamination threatening to yellow it. It's not the same level of threat, so hopefully it won't impose attrition on ZOCOM.

And yeah with RZ Marvs being a thing we push out we can easily cover the Alloys Phase 6 cost... though I want to knock out Repulsor first, that into Alloy 6 maybe?
Well, doing both means we start running into problems with North Boston, I think- and that's an issue none of what's changed really helps with. Among other things, it seems quite likely that the North Boston capstone is important to expanding automation and helping with the Labor crunch.
 
Q4 2063
Q4 2063

Resources: 1265 + 25 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:‌ 94
SCIENCE Meter: 3/4

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

Tiberium Spread
24.99 (+0.04) Blue Zone
0.06 (+0.01) Cyan Zone
23.05 (+.02) Yellow Zone (104 points of mitigation)
51.90 (-.07) Red Zone (86 points of mitigation)


Current Economic Issues:
Housing: +72 (9 population in low quality housing) (+1 high-quality housing per turn)
Energy: +34 (+5 in reserve)(+5 per turn from sub-departments)
Logistics: +26 (-2 from military activity)
Food: +29 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +25 (+2 per turn from Distributed Industrial Authority) (+304 in reserve)
STUs: +6
Consumer Goods: +242 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (+1 per turn from perennials) (-1 per turn Q1 2064) (Net +14 per turn)
Labor: +28 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-4 per turn from private industry) (-1 per turn from other government) (Net +0)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2760/3800)‌ ‌(900 IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +140 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +6 per turn
Production: +30 per turn
Consumption: -24 per turn
18 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-12 Other (8 Structural Alloys, 2 Hovercraft, 2 Gravitic Shipyard)
6 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks

Projected Fusion Power Plant Decommissioning
-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 27 Consumer Goods points from the Treasury
Provide 1 Consumer Goods from Agriculture
Increase Income by 480
Increase Tiberium Processing limit by 470
Increase population in space by 16.85k
Provide 20 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 4 Ground Forces Zone Armor factories
Complete Transorbital Fighter Development or follow on heavy ship 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 277/465: 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 93/250: 20 resources per die) (+4 Housing)
(Progress 0/225: 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 1/245 : 15 resources per die) (+4 Logistics)
(Progress 0/245 : 15 resources per die) (+3 Logistics)

[ ] Suborbital Shuttle Service (Phase 3)
A final and most significant step, prioritizing even more leopards for the suborbital role will make it so that GDI can establish a regular network of flights, and create efficiencies of scale rather than brute forcing the problem. While there are significant limits imposed by the turnaround time of a leopard class fusioncraft, there are also significant advantages.(Progress 27/150: 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 0/100: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/195: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/780: 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 2)
Expanding the program and shifting yet more housing to higher quality models is something that large parts of the Initiative support in theory, and yet there are substantial groups that oppose it in practice. While the housing is degrading at a noticeable clip, and will eventually either have to be torn down or refurbished, it is a much more complicated question than it first appears.
(Progress 33/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (5 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 6) (Updated)
Shifting goals from bulk alloys to more specialist systems, tib resistant cutting blades will be a relatively minor but significant shift in GDI's ability to harvest tiberium. While it will be expensive for what GDI gets out of the program, it is also an investment in the core technologies and competencies of working with STU based alloys.
(Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 3)
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 143/275: 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)
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 36/1805: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)

[ ] Aberdeen Isolinear Fabricator (Phase 1)
A large-scale practical fabricator in Aberdeen is a first step towards large-scale conversion from conventional to isolinear computing. While most computing purposes do not need anywhere near the sheer power that isolinear can deploy at human usable scales, there are quite a number that do.
(Progress 0/90: 30 resources per die)
(Progress 0/180: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/360: 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 143/935: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1800: 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 0/150: 25 resources per die) (-2 STUs)

[ ] Second Generation Repulsorplate Factories
With the repulsorplate finally offering significant edges, and opening up a wide variety of new niches including the potential of flying ships, 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 0/525: 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 +29 bonus)

[ ] 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 235/610: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Cloth Factories (New)
While primarily for consumer goods, adaptive cloth is adaptive cloth, and the production will also feed into military procurement among other fields. Mostly, the Initiative will solely be producing the cloth, and then farming it out to private fashion houses, and Initiative backed design studios to do much of the work of integrating it into things that people will actually wear.
(Progress 0/300: 15 resources per die) (+5 Consumer Goods)

[ ] 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 457/805: 5 resources per die)
(Progress 0/790: 5 resources per die)
(Progress 0/790: 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 203/230: 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 18/125: 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 78/215: 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 60/160: 15 resources per die) (+1 Capital Goods)
(Progress 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)

[ ] 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 3/65: 10 resources per die) (+1 Energy)
(Progress 0/65: 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 78/170: 10 resources per die) (+2 Food in Reserve, -3 Food)

[ ] Laboratory Meat Deployment (Phase 1)
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 0/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)

Tiberium (7 dice +39 bonus)

[ ] Tiberium Vein Mines (Stage 1010)
While no longer positive in terms of abatement resources freed up, vein mines still represent a significant way for the Initiative to increase its Tiberium mining output without either requireing significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the red zones of the world.
(Progress 36/150: 20 resources per die) (Additional Income Trickle [25-35])(-2 Capital Goods)
(Progress 0/165: 20 resources per die) (Additional Income Trickle [25-35])(-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 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 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 0/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (2 Stages available)

[ ] Red Zone Containment Lines (Stage 6)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 54/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 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 38/165: 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 0/150: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)

[ ] Improved Hewlett-Gardener Refits (Phase 2)
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 65/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/300: 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 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 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 11/90: 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 4/105: 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 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 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
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 0/300: 25 resources per die) (+.16 Green Zone)
(Progress 0/300: 25 resources per die) (+.2 Green Zone)
(Progress 0/300: 25 resources per die) (+.24 Green Zone)

[ ] Coordinated Abatement Programs (Phase 2) (Updated)
While certainly not an easy thing, and with significant security risks to large detachments of Initiative troops, the coordinated abatement projects have been of significant value to the warlords that are participating; they are more willing to both put their own resources in, and do more to dissuade the radical side of the Brotherhood from interfering.
(Progress 88/180: 25 resources per die) (+3 Red Zone Abatement)
(Progress 0/175: 25 resources per die) (+3 Red Zone Abatement)



Orbital (7 dice +34 bonus)

[ ] GDSS Columbia (Phase 5)
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 956/1015: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Columbia Bays (1 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 0/295: 20 resources per die) (+3 Food, +6 Food in reserve)

-[ ] 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 0/295: 20 resources per die) (+1.2k 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 184/300: 20 resources per die) (+1 Health)

-[ ] 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 0/255: 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 0/295: 20 resources per die)

[ ] GDSS Shala (Phase 5)
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 367/975: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

[ ] GDSS Shala Bays (2 available)
-[ ] Core Crops Bay
Simply adding on additional bays filled to bursting with core crops, such as beans, rice, and corn, would do little more than add a significant amount of orbital food production, cutting down marginally on lift requirements, but at the same time doing little to improve the lives of current orbital inhabitants or their ground bound relatives.
(Progress 0/295: 20 resources per die) (+6 Food)

-[ ] Fruticulture Bay
Growing trees on Earth is generally considered a waste of time, with a years long process before they begin producing, and the potential for them to be either damaged by war or infested by Tiberium being far too high for GDI planners. Growing trees in orbit would be a symbol of GDI's confidence in their ability to sustain habitation on other worlds, and significantly add to the food diversity available to the Initiative.
(Progress 0/295: 20 resources per die) (+8 Consumer Goods) (+5 Political Support)

-[ ] Experimental Crops Bay
Even with the biosphere on its last legs, there are some ideas that GDI scientists are too nervous about the potential of them getting out. Extremely fast growing crops, biological sources of explosives, medicine, and volatile compounds, and a wide variety of other ideas that are potentially too risky to allow out into the wild.
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)

-[ ] Habitation Bay
While adding significant new housing to Shala was not in the preliminary design documentation, it would be a step towards the goal of 20 thousand souls living full time off Earth, and even with Shala's high level of automation, more hands have almost always increased farm outputs.
(Progress 0/295: 20 resources per die) (+1k Permanent Residents)

-[ ] Animal Husbandry Bay
While most of the effort is going to plants, animals have oft been a significant part of human agricultural work. Most animals will be farmed for various forms of animal products, dairy, eggs, and the like, as growing animals for consumption in space conditions is terribly wasteful in most practical terms.
(Progress 0/255: 20 resources per die) (+6 Consumer Goods)

-[ ] Species Restoration Bay
While practically nearly useless, there are many species that have either died out or effectively died out due to Tiberium. Creating a series of small habitats designed to replicate their natural environments in space would be a serious step towards long term preservation, and allow GDI to create greater biodiversity in the future.
(Progress 0/255: 20 resources per die)

-[ ] High Efficiency Void Crops Bay
There are a number of extremophile bacteria, lichen, and similar that are able to grow even in the airless, highly irradiated void of space. With extensive genetic engineering and experimentation, it may be possible to engineer human edible crops that can be farmed and harvested with a minimum of material and maintenance.
(Progress 0/210: 20 resources per die)

Lunar Operations

[ ] Lunar Mining Projects
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 0/185: 20 resources per die) (+15 resources per turn)



Services (4 dice +35 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 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Autodoc Systems Deployment
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 0/280: 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 84/345: 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 149/180: 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 0/160: 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 234/250: 15 resources per die) (-1 Capital Goods) (Increases Labor outputs)

[ ] Primitive Prototype Portal Construction
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 73/400: 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
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 0/555: 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 150/265: 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 0/500: 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 41/425: 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 139/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] MARV and Reclamator Hubs (updated)
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. Due to GDI's voracious appetite for more STUs, hubs constructed in Red Zones will service the Reclamator variant. 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)
-[ ] MARV Hub Blue Zone 1 (Progress 39/260) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 2 (Progress 58/265) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 3 (Progress 0/250) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 4 (Progress 0/250) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 5 (Progress 0/250) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 6 (Progress 0/250) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 7 (Progress 0/250) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 8 (Progress 0/250) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 9 (Progress 0/250) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 10 (Progress 0/250) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 11 (Progress 0/250) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 12 (Progress 0/250) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 13 (Progress 0/250) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 14 (Progress 0/250) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 15 (Progress 0/250) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 16 (Progress 0/250) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 17 (Progress 0/250) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 18 (Progress 0/250) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/250) (Benghazi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/250) (Matadi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/250) (Dar Es Salaam) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/250) (Istanbul) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/250) (Port Said) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/250) (Hong Kong) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/250) (Mawlamyine) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/250) (Banjarmasin)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/250) (Medan) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/250) (Wyndham)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)

[ ] Inferno Gel Development (Tech)
Derived from the Brotherhood of Nod's flamethrower systems, Inferno gel is a weapon of terror more than anything else. However, it does have its uses, and one of those is as a means of killing vehicles rapidly. By drenching a vehicle in pyroclastic gel, many of the soft systems can be destroyed, and the people inside blinded and likely immobilized.
(Progress 0/40: 10 resources per die) (-5 Political Support)

[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)


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 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)


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 56/215: 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 150/165: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/150: 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 0/140: 20 resources per die) (MS) (Will time out at end of plan)

[ ] Transorbital Fighter Development (Platform) (High Priority)
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 100/160: 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 16/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 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 0/280: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/280: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/280: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/280: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/280: 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 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) (Will time out at end of plan)

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 0/135: 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) (Will time out Q1 2064)

[ ] 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 148/230: 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.)

[ ] SSN Development Program (New)
The Submarine Fleet is one of the longer neglected parts of the Initiative naval capacity, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)

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 0/265: 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 Deployment
While the Talons will not require particularly many vehicles to see a large impact on their total deployable combat force, it will still be a reasonably expensive project simply due to the amount of automation that it requires.
(Progress 0/240: 20 resources per die) (-1 Capital Goods, -1 Energy)



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) 277/465 2 dice 30R 34%, 3 dice 45R 88%, 4 dice 60R 99%
-[] Blue Zone Arcologies (Stage 4+5) 277/915 6 dice 90R 1%, 7 dice 105R 15%, 8 dice 120R 49%, 9 dice 135R 80%, 10 dice 150R 95%
-[] Yellow Zone Fortress Towns (Phase 7) 93/250 2 dice 40R 63%, 3 dice 60R 97%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/475 4 dice 80R 17%, 5 dice 100R 62%, 6 dice 120R 92%
-[] Rail Network Construction Campaigns (Phase 6) 1/245 2 dice 30R 4%, 3 dice 45R 53%, 4 dice 60R 92%
-[] Rail Network Construction Campaigns (Phase 6+7) 1/490 5 dice 75R 9%, 6 dice 90R 45%, 7 dice 105R 81%, 8 dice 120R 96%
-[] Suborbital Shuttle Service (Phase 3) 27/150 1 die 25R 20%, 2 dice 50R 86%, 3 dice 75R 100%

-[] Karachi Planned City (Phase 1) 0/50 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/150 1 die 20R 5%, 2 dice 40R 85%, 3 dice 60R 100%
-[] Karachi Planned City (Phase 1+2+3) 0/345 3 dice 60R 12%, 4 dice 80R 68%, 5 dice 100R 97%
-[] Karachi Planned City (Phase 1+2+3+4) 0/735 7 dice 140R 11%, 8 dice 160R 48%, 9 dice 180R 84%, 10 dice 200R 97%
--Alt: 2 Tib 5 Infra dice 160R 2%, 3 Tib 5 Infra dice 180R 22%, 4 Tib 5 Infra dice 200R 62%, 5 Tib 5 Infra dice 220R 90% 6 Tib 5 Infra dice 220R 98%

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 1 die 10R 100%
-[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 26%, 2 dice 20R 89%, 3 dice 30R 100%
-[] Postwar Housing Refits (Phase 2+3) 33/300 3 dice 30R 36%, 4 dice 40R 84%, 5 dice 50R 98%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 6) 68/455 4 dice 160R 29%, 5 dice 200R 78%, 6 dice 240R 97%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 1 die 20R 18%, 2 dice 40R 89%, 3 dice 60R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 3+4) 143/545 4 dice 80R 21%, 5 dice 100R 71%, 6 dice 120R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/1805 18 dice 270R 3% 19 dice 285R 12%, 20 dice 300R 31%, 21 dice 215R 56%, 22 dice 230R 78%, 23 dice 245R 91%, 24 dice 260R 97%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 1 die 30R 60%, 2 dice 60R 100%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 2 dice 60R 1%, 3 dice 90R 49%, 4 dice 120R 92%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/630 6 dice 180R 7%, 7 dice 210R 38%, 8 dice 240R 77%, 9 dice 270R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 8 dice 160R 11%, 9 dice 180R 43%, 10 dice 200R 77%, 11 dice 220R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 4+5) 143/2735 27 dice 840R 2% 28 dice 860R 8% 29 dice 880R 21% 30 dice 600R 40% 31 dice 620R 61% 32 dice 640R 78% 33 dice 660R 90% 34 dice 96%
-[] Microfusion Cell Laboratories 0/150 1 die 25R 5%, 2 dice 50R 85%, 3 dice 75R 100%
-[] Second Generation Repulsorplate Factories 0/525 5 dice 125R 9%, 6 dice 150R 49%, 7 dice 175R 86%, 8 dice 200R 98%
Light and Chemical Industry 4 dice +29
-[] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%, 5 dice 150R 72%, 6 dice 180R 95%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/1750 16 dice 480R 2.4% 17 dice 510R 10.8% 18 dice 540R 28.9% 19 dice 570R 53.5% 20 dice 600R 75.7% 21 dice 630R 90% 22 dice 660R 96.7%
-[] Adaptive Cloth Factories (New) 0/300 3 dice 45R 19%, 4 dice 60R 71%, 5 dice 75R 96%
-[] Department of Distributed Manufacturers -1 L&CL die -20RpT Auto
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 457/805 3 dice 15R 3%, 4 dice 20R 40%, 5 dice 25R 84%, 6 dice 30R 98%
-[] Reforestation Campaign Preparations (Phase 1+2) 457/1595 12 dice 60R 5%, 13 dice 65R 20%, 14 dice 70R 47%, 15 dice 75R 73%
-[] Agriculture Mechanization Projects (Phase 2) 203/230 1 die 15R 100%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 die 10R 38%, 2 dice 20R 95%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/250 2 dice 20R 9%, 3 dice 30R 66%, 4 dice 40R 96%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/375 3 dice 30R 2%, 4 dice 40R 35%, 5 dice 50R 80%, 6 dice 60R 97%
-[] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 8%, 2 dice 30R 80%, 3 dice 45R 99%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 63%, 2 dice 40R 100%

-[] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 50%, 2 dice 40R 99%
-[] Spider Cotton Plantations (Phase 2+3) 60/325 2 dice 30R 2%, 3 dice 45R 53%, 4 dice 60R 94%
-[] Spider Cotton Plantations (Phase 2+3) 60/500 4 dice 60R 7%, 5 dice 75R 49%, 6 dice 90R 87%, 7 dice 105R 99%
-[] Spider Cotton Plantations (Phase 2+3+4+5) 60/685 6 dice 90R 8%, 7 dice 105R 41%, 8 dice 120R 79%, 9 dice 135R 96%

-[] Tarberry Plantations (Phase 3) 3/65 1 die 10R 88%, 2 dice 20R 100%
-[] Tarberry Plantations (Phase 3+4) 3/130 1 die 10R 23%, 2 dice 20R 91%
-[] Strategic Food Stockpile Construction (Phase 5) 78/170 1 die 10R 53%, 2 dice 20R 98%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/320 2 dice 20R 5%, 3 dice 30R 59%, 4 dice 40R 94%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/470 4 dice 40R 16%, 5 dice 50R 62%, 6 dice 60R 92%
-[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%, 3 dice 45R 95%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 10) 36/150 1 die 20R 41%, 2 dice 40R 98%
-[] Tiberium Vein Mines (Stage 10+11) 36/315 2 dice 40R 1%, 3 dice 60R 54%, 4 dice 80R 95%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/120 1 die 25R 64%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 39%, 3 dice 75R 94%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 54%, 3 dice 90R 97%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/380 3 dice 90R 3%, 4 dice 120R 46%, 5 dice 150R 90%, 6 dice 180R 99%
-[] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 29%, 2 dice 50R 95%
-[] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 41%, 4 dice 100R 91%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/520 4 dice 100R 6%, 5 dice 125R 48%, 6 dice 150R 89%, 7 dice 175R 99%
-[-] Tiberium Glacier Mining (Stage 13) 38/165 1 die 30R 28%, 2 dice 60R 95%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/320 3 dice 90R 51%, 4 dice 120R 94%

-[] IHG Tiberium Processing Plants (Stage 1) 0/150 1 die 35R 5%, 2 dice 70R 85%, 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) 65/210 1 die 35R 10%, 2 dice 70R 87%, 3 dice 105R 100%
-[] Improved Hewlett Gardener Refits (Phase 2+3) 65/410 3 dice 105R 12%, 4 dice 140R 68%, 5 dice 175R 97%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4) 65/610 5 dice 175R 11%, 6 dice 210R 54%, 7 dice 245R 90%, 8 dice 280R 99%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5) 65/810 7 dice 245R 9%, 8 dice 280R 44%, 9 dice 315R 81%, 10 dice 350R 97%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6) 65/1010 9 dice 315R 8%, 10 dice 350R 35%, 11 dice 385R 71%, 12 dice 420R 92%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6+7) 65/1310 12 dice 420R 6%, 13 dice 455R 27%, 14 dice 490R 59%, 15 dice 525R 84%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 80%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/100 1 die 30R 55%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/90 1 die 30R 65%, 2 dice 60R 100%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/90 1 die 20R 76%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/105 1 die 20R 54%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/210 2 dice 40R 39%, 3 dice 60R 94%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 100%
-[] Red Zone Energy Refits (Phase 1) 0/265 2 dice 50R 4%, 3 dice 75R 64%, 4 dice 100R 97%
-[] Red Zone Energy Refits (Phase 1+2) 0/530 5 dice 125R 15%, 6 dice 150R 62%, 7 dice 175R 93%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/795 7 dice 175R 2%, 8 dice 200R 22%, 9 dice 225R 62%, 10 dice 250R 90%, 11 dice 275R 98%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
-[] Secure Yellow Zones (Phase 1) 0/300 3 dice 75R 38%, 4 dice 100R 89%, 5 dice 125R 100%
-[] Secure Yellow Zones (Phase 1+2) 0/600 5 dice 125R 2%, 6 dice 150R 26%, 7 dice 175R 71%, 8 dice 200R 95%
-[] Secure Yellow Zones (Phase 1+2+3) 0/900 8 dice 200R 2%, 9 dice 225R 18%, 10 dice 250R 55%, 11 dice 275R 85%, 12 dice 300R 97%
-[] Secure Yellow Zones (Phase 1+2+3+4) 0/1200 11 dice 275R 2%, 12 dice 300R 14%, 13 dice 325R 42%, 14 dice 350R 74%, 15 dice 375R 92%
-[] Coordinated Abatement Programs (Phase 2) 88/180 1 die 25R 63%, 2 dice 50R 100%
-[] Coordinated Abatement Programs (Phase 2+3) 88/355 2 dice 50R 4%, 3 dice 75R 63%, 4 dice 100R 97%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%, 2 dice 40R 100%

--GDSS Columbia Bays (2 available)--
-[] SCOP Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] High Density Housing 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Hospital Bay 184/300 1 die 20R 39%, 2 dice 40R 98%
-[] Assembler Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Spaceport Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%

-[] GDSS Shala (Phase 5) 367/975 5 dice 100R 1%, 6 dice 120R 22%, 7 dice 140R 67%, 8 dice 160R 93%

--GDSS Shala Bays (3 available)--
-[] Core Crops Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Fruticulture Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Experimental Crops Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Habitation Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Animal Husbandry Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Species Restoration Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] High Efficiency Void Crops Bay 0/210 2 dice 40R 36%, 3 dice 60R 93%

-[] Lunar Mining Projects 0/195 2 dice 40R 40%, 3 dice 60R 93%
Services 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 51%, 3 dice 75R 96%
-[] Autodoc Systems Deployment 0/280 3 dice 90R 44%, 4 dice 120R 91%
-[] Cosmetic Biosculpting 87/345 2 dice 60R 4%, 3 dice 90R 60%, 4 dice 120R 96%
-[] Library Enhancement Programs 149/180 1 die 15R 100%
-[] Durable Goods Library Improvements 0/160 2 dice 40R 73%, 3 dice 60R 99%
-[] University Program Updates 234/250 1 die 15R 100%
-[] Primitive Prototype Portal Construction 73/400 3 dice 300R 32%, 4 dice 400R 88%, 5 dice 500R 100%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Initiative Laser Systems Deployment 0/555 5 dice 150R 2%, 6 dice 180R 24%, 7 dice 210R 65%, 8 dice 240R 91%
-[] Antiradiation Munitions Deployment (Munitions) 150/265 1 die 15R 32%, 2 dice 30R 93%
-[] Electronic Countermeasures Improvements 0/500 5 dice 75R 12%, 6 dice 90R 52%, 7 dice 105R 87%, 8 dice 120R 98%
-[] ASAT Defense System (Phase 5) 41/425 3 dice 60R 1%, 4 dice 80R 35%, 5 dice 100R 83%, 6 dice 120R 98%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/295 2 dice 10R 70%, 3 dice 15R 98%
-[] Inferno Gel Development (Tech) 0/40 1 die 10R 100%
-[] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%

--MARVs--
-[] Reclamator Hub 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
--Alt: 2 Mil 1 Tib dice 60R 63%, 2 Mil 2 Tib dice 80R 97%
-[] Reclamator Hub x2 0/500 5 dice 100R 12%, 6 dice 120R 52%, 7 dice 140R 87%, 8 dice 160R 98%
--Alt: 2 Mil 3 Tib dice 100R 21%, 2 Mil 4 Tib dice 120R 69%, 2 Mil 5 Tib dice 140R 95%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/260 2 dice 40R 17%, 3 dice 60R 77%, 4 dice 80R 98%
-[] Reclamator Hub BZ-2 (Richmond) 58/265 2 dice 40R 26%, 3 dice 60R 85%, 4 dice 80R 99%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640 6 dice 120R 12%, 7 dice 140R 49%, 8 dice 160R 83%, 9 dice 180R 97%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%, 3 dice 60R 98%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1) 150/165 1 die 10R 100%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1+2) 150/315 2 dice 20R 63%, 3 dice 30R 97%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1+2+3) 150/465 3 dice 30R 14%, 4 dice 40R 67%, 5 dice 50R 95%
-[] NovaHawk Development 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/140 1 die 20R 12%, 2 dice 40R 87%, 3 dice 60R 100%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 3) 100/160 1 die 10R 87%, 2 dice 20R 100%
-[] 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) 0/285 3 dice 60R 32%, 4 dice 80R 83%, 5 dice 100R 99%
-[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 0/570 6 dice 120R 18%, 7 dice 140R 58%, 8 dice 160R 88%, 9 dice 180R 98%

-[] GD-3 Deployment (Phase 1) 0/280 3 dice 30R 35%, 4 dice 40R 85%, 5 dice 50R 99%
-[] GD-3 Deployment (Phase 1+2) 0/560 5 dice 50R 2%, 6 dice 60R 22%, 7 dice 70R 63%, 8 dice 80R 90%
-[] GD-3 Deployment (Phase 1+2+3) 0/840 8 dice 80R 2%, 9 dice 90R 15%, 10 dice 100R 46%, 11 dice 110R 77%, 12 dice 120R 94%
-[] Stealth Disruptor Deployment 0/160 2 dice 30R 67%, 3 dice 45R 98%

--Navy--
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/135 1 die 25R 12%, 2 dice 50R 84%, 3 dice 75R 100%
-[] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%, 2 dice 40R 100%
-[] SSN Development Program (New) 0/120 1 die 30R 32%, 2 dice 60R 95%

--Steel Talons--
-[] Modular Rapid Assembly Prototype Factory 0/265 3 dice 60R 46%, 4 dice 80R 90%
-[] Unmanned Support Ground Vehicle Deployment 0/240 2 dice 40R 7%, 3 dice 60R 65%, 4 dice 80R 96%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 dice 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
-[] 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 have a Ko-fi to help make things easier on my end. Any contributions are greatly appreciated.
https://ko-fi.com/ithillid
 
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@Ithillid , thank you for attaching those "will time out" warnings to Military projects.

Everyone, we have three Military projects that will time out at the end of the plan (or much sooner for one thing). This may affect our choices.
 
Inferno gel and BiProp have been readded. I think we should do them this turn so that our munitions department can get to work auto-deploying them.

[ ] Inferno Gel Development (Tech)
Derived from the Brotherhood of Nod's flamethrower systems, Inferno gel is a weapon of terror more than anything else. However, it does have its uses, and one of those is as a means of killing vehicles rapidly. By drenching a vehicle in pyroclastic gel, many of the soft systems can be destroyed, and the people inside blinded and likely immobilized.
(Progress 0/40: 10 resources per die) (-5 Political Support)

[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)
 
Please poke me if you notice any issues in the array, as usual.
Working on food now, so here's a possible plan, based on the concept of maximizing spacedice and platform development. Remember, repulsorplates are spacedice!

[]Plan Repulsors are space spending
-[] Infrastructure (5/5 Dice, +27 bonus, 85R)
--[] Blue Zone Arcologies (Stage 4) 277/465 2 dice 30R 34%
--[] Rail Network Construction Campaigns (Phase 6) 1/245 2 dice 30R 4%
--[] Suborbital Shuttle Service (Phase 3) 27/150 1 die 25R 20%
-Heavy Industry 5 + 2 Free dice +34 165R
--[] Second Generation Repulsorplate Factories 0/525 5 dice 125R 9%
--[] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
-Light and Chemical Industry 4 dice +29 120R
--[] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-Agriculture 6 dice +29 40R
--[] Reforestation Campaign Preparations (Phase 1) 457/805 5 dice 25R 84%
--[] Agriculture Mechanization Projects (Phase 2) 203/230 1 die 15R 100%
-Tiberium 7 dice +39 195R
--[] Improved Hewlett Gardener Refits (Phase 2) 65/210 3 dice 105R 100% Phase 2, 12% Phase 3
--[] Enhanced Harvest Tiberium Spikes (Platform) 0/180 2 dice 40R -10 PS 72%
--[] Coordinated Abatement Programs (Phase 2) 88/180 2 dice 50R 100% Phase 2, 4% Phase 3
-Orbital 7 +4 Free dice + Erewhon +34 240R
--[] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%
--[] Hospital Bay 184/300 1 die 20R 39%
--[] Spaceport Bay 0/295 3+Erewhon Dice 80R 74.6%
--[] GDSS Shala (Phase 5) 367/975 6 dice 120R 22%
-Services 4 dice + AA +35 275R
--[] Cosmetic Biosculpting 87/345 2 dice 60R 4%
--[] University Program Updates 234/250 1 AA die 15R 100%
--[] Primitive Prototype Portal Construction 73/400 2 dice 200R
-Military 7 dice +31 150R
--[] NovaHawk Development 0/40 1 die 15R 100%
--[] Transorbital Fighter Development 0/60 1 die 20R 92%
--[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%
--[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%
--[] Governor A Development 0/40 1 die 15R 100%
--[] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[] Modular Rapid Assembly Prototype Factory 0/265 1 die 20R
-Bureaucracy 4 dice +29
--[] Administrative Assistance (University Program Updates)
--[] Predictive Modeling Management
--[] Trade Programs
---[] Sell Consumer Goods 1 die, -5 PS

1270R/1265+25
 
[ ] 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 0/135: 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) (Will time out Q1 2064)
The Navy's trying to get rid of this project again, I say we let them.

They don't really make sense as a priority in the situation we're in where large naval invasions are unlikely after Karachi (which they won't be ready for anyway)
 
[] Draft Plan Levitating Up To Boston
-[] Infrastructure (5/5 Dice, +27 bonus, 65R)
--[] Blue Zone Arcologies (Stage 4) 277/465 3 dice 45R 88%
--[] Postwar Housing Refits (Phase 2) 33/150 2 dice 20R 89%
-[] Heavy Industry (5/5 Dice + 5 FD, +34 bonus, 200R)
--[] Second Generation Repulsorplate Factories 0/525 4 dice 100R
--[] North Boston Chip Fabricator (Phase 5) 36/1805 4 dice 60R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
-[] Light Industry (5/5 Dice, +29 bonus, 120R)
--[] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[] Agriculture (6/6 Dice + AA, +29 bonus, 45R)
--[] Reforestation Campaign Preparations (Phase 1) 457/805 6 dice 30R 98%
--[] Agriculture Mechanization Projects (Phase 2) 203/230 1 AA die 15R 89%
-[] Tiberium (7 Dice, +39 bonus, 180 R)
--[] Improved Hewlett Gardener Refits (Phase 2) 65/210 2 dice 70R 87%
--[] Coordinated Abatement Programs (Phase 2) 88/180 2 dice 50R 100%
--[] Tiberium Vein Mines (Stage 10+11) 36/315 3 dice 60R 54%
-[] Orbital (7/7 dice + 1 FD + 1AA + E, +34 bonus, 180 R)
--[] GDSS Columbia (Phase 5) 956/1025 1 die 20R 86%
--[] GDSS Shala (Phase 5) 367/985 6+AA dice 140R 62%
--[] Hospital Bay 184/310 1 dice 20R 29%+
-[] Services (4/4 Dice, +35 bonus, 230 R)
--[] Primitive Prototype Portal Construction 73/400 2 dice 200R
--[] Library Enhancement Programs 149/180 1 die 15R 100%
--[] University Program Updates 234/250 1 die 15R 100%
-[] Military (7/7 dice, +31 bonus, 140 R)
--[] Governor A Development 0/40 1 die 15R 100%
--[] Island Class Assault Ship Deployment 0/135 1 dice 25R 12%
--[] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[] Modular Rapid Assembly Prototype Factory 0/265 1 dice 20R
--[] Transorbital Fighter Development 0/60 1 die 20R 92%
--[] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
-[] Bureaucracy (4 Dice, +29 bonus)
--[] Administrative Assistance (Ag Mech)
--[] Administrative Assistance (Shala)

Cost: 1160

So this was originally a different plan focusing on bursting down Alloys 6, buuuut, while the bonus is good, it's definitely not what we need right now. That in mind, let's put the pedal to the metal with regards to Boston, but also do a big chunk of work on the Repulsorplate Factories. The rest of the plan is fairly standard, though Navy-heavy in Mil.
 
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We're also very, very likely to go above our PS cap this turn. Unless we want to encourage wasteful spending next turn (where we overkill projects, or pursue projects that we'd never normally build), I think we should do some -PS projects (EHTS, trade, inferno gel, etc.) this turn.
 
[] Draft Plan Levitating Boston
-[] Infrastructure (5/5 Dice, +27 bonus, 65R)
--[] Blue Zone Arcologies (Stage 4) 277/465 3 dice 45R 88%
--[] Postwar Housing Refits (Phase 2) 33/150 2 dice 20R 89%
-[] Heavy Industry (5/5 Dice + 5 FD, +34 bonus, 260R)
--[] Second Generation Repulsorplate Factories 0/525 4 dice 100R
--[] North Boston Chip Fabricator (Phase 5) 36/1805 4 dice 60R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
-[] Light Industry (5/5 Dice, +29 bonus, 120R)
--[] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[] Agriculture (6/6 Dice + AA, +29 bonus, 45R)
--[] Reforestation Campaign Preparations (Phase 1) 457/805 6 dice 30R 98%
--[] Agriculture Mechanization Projects (Phase 2) 203/230 1 AA die 15R 89%
-[] Tiberium (7 Dice, +39 bonus, 180 R)
--[] Improved Hewlett Gardener Refits (Phase 2) 65/210 2 dice 70R 87%
--[] Coordinated Abatement Programs (Phase 2) 88/180 2 dice 50R 100%
--[] Tiberium Vein Mines (Stage 10+11) 36/315 3 dice 60R 54%
-[] Orbital (7/7 dice + 1 FD + 1AA + E, +34 bonus, 180 R)
--[] GDSS Columbia (Phase 5) 956/1025 1 die 20R 86%
--[] GDSS Shala (Phase 5) 367/985 6+AA dice 140R 62%
--[] Hospital Bay 184/310 1 dice 20R 29%+
-[] Services (4/4 Dice, +35 bonus, 230 R)
--[] Primitive Prototype Portal Construction 73/400 2 dice 200R
--[] Library Enhancement Programs 149/180 1 die 15R 100%
--[] University Program Updates 234/250 1 die 15R 100%
-[] Military (7/7 dice, +31 bonus, 140 R)
--[] Governor A Development 0/40 1 die 15R 100%
--[] Island Class Assault Ship Deployment 0/135 1 dice 25R 12%
--[] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[] Modular Rapid Assembly Prototype Factory 0/265 1 dice 20R
--[] Transorbital Fighter Development 0/60 1 die 20R 92%
--[] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
-[] Bureaucracy (4 Dice, +29 bonus)
--[] Administrative Assistance (Ag Mech)
--[] Administrative Assistance (Shala)

Cost: 1220

We've got a resource-based plan goal that would be greatly assisted by the availability of the phase 6 bonus from Alloys. I think we should make a bolt for it. Otherwise, a Navy-heavy plan that, as the name implies, tries to work on all our big capstones.
If you want to go navy heavy then the new submarines are probably a better thing to fund than the islands. The Navy wants the subs more based on them trying to cancel the island project for a second time
 
The Navy's trying to get rid of this project again, I say we let them.

They don't really make sense as a priority in the situation we're in where large naval invasions are unlikely after Karachi (which they won't be ready for anyway)
I don't know a mobile hospital/machine shop you can park nearby that's hard for NOD to reach due to being off shore sound pretty useful to me but I've been noted to be a bit dim-witted at times so you'll have to forgive me for being presumptuous on this particular subject.

[] Plan Repulsorplates Tiberium Spikes and Islands oh my
-[]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 85R
--[] Blue Zone Arcologies (Stage 4) 277/465 4 dice 60R 99%
--[] Suborbital Shuttle Service (Phase 2) 27/150 1 die 25R 20%
-[]Heavy Industry 5/5 Free Dice: 3/6 Admin Dice: 0/2 AI Dice: 0/1 160R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
--[] North Boston Chip Fabricator (Phase 5) 36/1805 3 dice 45R 0%
--[] Second Generation Repulsorplate Factories 0/525 3 dice 75R 0%
-[]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 120R
--[] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[]Agriculture 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 50R
--[] Reforestation Campaign Preparations (Phase 1) 457/805 4 dice 20R 40%
--[] Agriculture Mechanization Projects (Phase 2) 203/230 1 die 15R 100%
--[] Spider Cotton Plantations (Phase 2) 60/160 1 die 15R 50%
-[]Tiberium 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 195R
--[] Improved Hewlett-Gardener Refits (Phase2) 65/210 3 dice 105R 100%
--[] Enhanced Harvest Tiberium Spikes (Platform) 0/180 2 dice 40R 72%
--[] Coordinated Abatement Programs (Phase 2) 88/180 2 dice 50R 100%
-[]Orbital 7/7 Free Dice: 3/6 Admin Dice: 1/2 AI Dice: 1/1 240R
--[] GDSS Columbia (Phase 5) 956/1025 1 die + 1 admin die 40R 98%
--[] GDSS Columbia Bays
---[] Hospital Bay 184/310 2 dice 40R 95%
---[] Spaceport Bay 0/305 2 dice + Erewhon 60R 8%
--[] GDSS Shala (Phase 5) 367/985 5 dice 100R 0%
-[]Services 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 230R
--[] Library Enhancement Programs 149/180 1 die 15R 100%
--[] University Program Updates 234/250 1 die 15R 100%
--[] Primitive Prototype Portal Construction 73/400 2 dice 200R 0%
-[]Military 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 140R
--[] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
--[] Transorbital Fighter Development (Platform) 0/60 1 die 20R 92%
--[] Stealth Disruptor Deployment 0/160 1 die 15R 0%
--[] Island-Class Assault Ship Deployment 0/135 1 die 25R 12%
--[] Shark-Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[] Unmanned Support Ground Vehicle Deployment 0/240 1 die 20R 0%
-[]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/1 0R
--[] Administrative Assistance (GDSS Columbia) 2 dice
--[] Predictive Modeling Management 1 die
--[] Trade Programs 1 die
---[] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
-[]Free Dice 6/6
--[] 3 in Heavy Industry
--[] 3 in Orbital
-[]Resources Income 1220/1265 Reserve 0/25 Bank 100
 
If you want to go navy heavy then the new submarines are probably a better thing to fund than the islands. The Navy wants the subs more based on them trying to cancel the island project for a second time
I mean, or we could try and knock out the thing that they've been asking for for longer than I've been following this quest, versus the new shiny that just dropped into our plate...
 
I mean, or we could try and knock out the thing that they've been asking for for longer than I've been following this quest, versus the new shiny that just dropped into our plate...
They've already tried to cancel it once because their priorities changed only for us to last minute design them. Now they're again trying to cancel the project

At some point we have to assume the admirals know what they're doing
 
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[ ] U-Series Alloy Foundries (Phase 6) (Updated)
Shifting goals from bulk alloys to more specialist systems, tib resistant cutting blades will be a relatively minor but significant shift in GDI's ability to harvest tiberium. While it will be expensive for what GDI gets out of the program, it is also an investment in the core technologies and competencies of working with STU based alloys.
(Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)
IMO that is a very underwhelming bonus. -10 progress per phase is like 1/8th of an average Tib die, and it only applies to a few projects too. I think we'd get much more benefit from doing the AEVA for Tiberium.
[ ] GDSS Shala Bays (2 available)
@Ithillid I believe this should be 3 Bays, due to the Nat 100 bonus from last update.
[ ] 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 16/300: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/300: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/300: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/300: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/300: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/300: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
Did these get a progress reduction from Reykjavik? Because unless I've got my math wrong, it looks like this only got the progress reduction from the U-Series Alloys.
They've already tried to cancel it once because their priorities changed only for us to last minute design them. Now they're again trying to cancel the project

At some point we have to assume the admirals know what they're doing
It's probably up for removal so Ithillid can cut down the project list more than anything else.
 
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They've already tried to cancel it once because their priorities changed only for us to last minute design them. Now they're again trying to cancel the project

At some point we have to assume the admirals know what they're doing
From personal experience, never assume the admirals know anything at all.
 
[ ] 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 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)
Get this already. ZOCOM is the most important and most strained branch of the GDI, and recent events have made it clear they need more help than ever. The least people could do is finish this ASAP so they can do more better and safer.
 
Minor change in my plan I've replaced the Stealth Disruptors with Binary Propellant Exploration

[] Plan Repulsorplates Tiberium Spikes and Islands oh my
-[]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 85R
--[] Blue Zone Arcologies (Stage 4) 277/465 4 dice 60R 99%
--[] Suborbital Shuttle Service (Phase 2) 27/150 1 die 25R 20%
-[]Heavy Industry 5/5 Free Dice: 3/6 Admin Dice: 0/2 AI Dice: 0/1 160R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
--[] North Boston Chip Fabricator (Phase 5) 36/1805 3 dice 45R 0%
--[] Second Generation Repulsorplate Factories 0/525 3 dice 75R 0%
-[]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 120R
--[] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[]Agriculture 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 50R
--[] Reforestation Campaign Preparations (Phase 1) 457/805 4 dice 20R 40%
--[] Agriculture Mechanization Projects (Phase 2) 203/230 1 die 15R 100%
--[] Spider Cotton Plantations (Phase 2) 60/160 1 die 15R 50%
-[]Tiberium 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 195R
--[] Improved Hewlett-Gardener Refits (Phase2) 65/210 3 dice 105R 100%
--[] Enhanced Harvest Tiberium Spikes (Platform) 0/180 2 dice 40R 72%
--[] Coordinated Abatement Programs (Phase 2) 88/180 2 dice 50R 100%
-[]Orbital 7/7 Free Dice: 3/6 Admin Dice: 1/2 AI Dice: 1/1 240R
--[] GDSS Columbia (Phase 5) 956/1025 1 die + 1 admin die 40R 98%
--[] GDSS Columbia Bays
---[] Hospital Bay 184/310 2 dice 40R 95%
---[] Spaceport Bay 0/305 2 dice + Erewhon 60R 8%
--[] GDSS Shala (Phase 5) 367/985 5 dice 100R 0%
-[]Services 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 230R
--[] Library Enhancement Programs 149/180 1 die 15R 100%
--[] University Program Updates 234/250 1 die 15R 100%
--[] Primitive Prototype Portal Construction 73/400 2 dice 200R 0%
-[]Military 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 135R
--[] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
--[] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
--[] Transorbital Fighter Development (Platform) 0/60 1 die 20R 92%
--[] Island-Class Assault Ship Deployment 0/135 1 die 25R 12%
--[] Shark-Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[] Unmanned Support Ground Vehicle Deployment 0/240 1 die 20R 0%
-[]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/1 0R
--[] Administrative Assistance (GDSS Columbia) 2 dice
--[] Predictive Modeling Management 1 die
--[] Trade Programs 1 die
---[] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
-[]Free Dice 6/6
--[] 3 in Heavy Industry
--[] 3 in Orbital
-[]Resources Income 1215/1265 Reserve 0/25 Bank 100
 
Animal Husbandry Bay
While most of the effort is going to plants, animals have oft been a significant part of human agricultural work. Most animals will be farmed for various forms of animal products, dairy, eggs, and the like, as growing animals for consumption in space conditions is terribly wasteful in most practical terms.
I get the feeling/hope that this may also include honey as bees are used for pollination of many fruit plants.
 
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