Kane being flustered is the gift that keeps on giving
It truly is the gift that keeps on giving. :grin:

Oh, he cooked it all the way through. Hard not to on a 5 millimeter-thick wafer of hamburger. But he did it on medium, so it wasn't hot enough to get really good.

Remember, a significant portion of GDI's populace hasn't had the chance to cook burgers... well, ever.
Well I guess it is somewhat forgivable given their ignorance, but still it is quite irritating. Also it seems that he is eating the thing dry with out any condiments no ketchup, no mustard, no pickles, no cheese, and the onions should have been sautéed (at least) and ether diced or minced so as to mellow the flavor.
 
Did we find out what the extra rolls were for?

I didn't see anything about assassination attempts so I assume they were for something else.
 
I guess I should be glad old Anne was made non-canon, her heart would break at hearing her dream of pecan trees being planted in her home state as a 'useless' project and should be stopped so more fruit trees could be planted.

I think I made her a Reclamation Party in spirit, even if she is Forgotten, because she always wanted her home state to be brought back, and did everything she could to keep that dream alive, and had hope again when GDI was planting trees on Earth again, but it seems that has politically gone out of favor and is now only an old woman's dream to be dashed before she is on her deathbed somewhere.

If it helps, Korolev got instantly smacked down, there is and remains a major interest in the public for reclaiming the Earth from tiberium, and the very existence of the Reclamation Party makes that clear even if reclaiming the Earth is not many people's number one issue.

As GDI drives back the crystal more and more, that is likely to change, or at least political resources may be freed up for it.

And besides, pecan trees are a crop type.
 
Question post about the newest turn before I make a new preliminary plan:

Capital Goods: +42 (+2 per turn from Distributed Industrial Authority) (+363 in reserve)

Our Capital Goods reserve has not changed from the start of this turn:

Capital Goods: +15 (+2 per turn from Distributed Industrial Authority) (+363 in reserve)

What gives?

Increase Income by 265

How did you get this result? Even if only the income from new Tiberium mining counted we started at 330:

Increase Income by 330

got at least +75 RpT:

[ ] 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 190/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation)
(Progress 47/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) [2, 28]
Income 1d7: [4] = +75 RpT

without counting the income gain from Xenotech and Taxes we should be at 330-75 = 255 for that goal.

[ ] 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 245/245: 15 resources per die) (+4 Logistics)
(Progress 50/245: 15 resources per die) (+3 Logistics) [39, 45]

Driving further development of the rail network has begun to seriously hit a point of diminishing returns. Much of the effort has been on expanding the upkeep network more than anything else, both to harden the rail system against attack, and to improve readiness. Historically, early trains would need to stop for water and fuel every ten to fifteen kilometers on average. Modern trains have significantly longer ranges between mandatory upkeep, but that only goes so far – especially because the maintenance is significantly more involved. Nearly all Initiative trains (outside of specialized military and adverse conditions units) are electrically powered, and even the specialized ones are hybrid designs, with onboard generators to provide power in case the grid goes down. This does mean however, that when they do need to stop for maintenance, it requires a clean space to crack open the outer casing, rather than simply being able to pour in water and coal.

The other side of the slowdown in rail infrastructure expansion is that the Initiative simply has a fairly substantial surplus of both rail lines and rolling stock, with many rail lines servicing less than one train a day, and the system overall being able to absorb a full military mobilization just in the downtime, at least on a local level. In the leadup to the First World War, every state managed a complex network of railroads, and had drawn up complex schedules to balance speed and avoid running trains empty or producing blockages on a line, as they could only maintain a single train moving along any section of track at a time. By contrast, the Initiative, at this point, has enough spare track and rolling stock that it can leave trains waiting at the marshaling yards until the troops are ready, and surge them all to the front as they are ready, rather than having to adhere to any kind of fixed schedule.

Why are we at 50 Progress on the next Phase of this action? Start of the turn was 221/245:

[ ] 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 221/245: 15 resources per die) (+4 Logistics)
(Progress 0/245: 15 resources per die) (+3 Logistics)

we voted to use an AA Die to finish the 6th Phase off which got us 39 and 45:

--[X] Rail Network Construction Campaigns (Phase 6) 221/245 1 AA die 15R 99%

221+39+45 = 305/245 (Phase 7) 60/245. So what happened with the Rail Network Construction Campaigns action to get us to lose 10 Progress?

[ ] 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) (Times Out Q1 2066)
(Progress 160/160: 15 resources per die) (+1 Capital Goods)
(Progress 95/165: 15 resources per die) (+1 Capital Goods) [45, 45]

Early ballistic vests came in two primary formats. Heavy plates of metal armor, and multilayer silk and cotton. It is the latter that is by far the more important, especially for Initiative police and civilian interests. The police and law enforcement more generally, are primarily using surplus hardware, with some dating back all the way to the Second Tiberium War, especially with the Home Guard taking priority in many cases for immediate post military uses. However, significant amounts of spider cotton makes it practical to begin issuing a variant on standard military vests, somewhat cutting down on protection in exchange for flexibility, weight, and comfort - while still remaining practical against the majority of expected threats, as being brought under fire from military grade weaponry is an extreme rarity, even in an age of shadow teams and insurgents.

Outside of that, there are more civilian oriented needs, including rope, and most importantly, treated cloth. A sufficiently tightly woven silk is effectively waterproof, and so can provide a lightweight protection comparable to significantly harder to produce waterproofed fabrics or even rain jackets. A significant portion of the savings and increase in capital goods availability from the spider cotton is not the cotton specifically producing a good, but rather the cotton removing steps in the production of goods already being manufactured by other means.

However, the biggest impact has actually been to power systems, specifically belting. While rarer in the modern day, most early factories powered themselves with a single energy source, either a water wheel or a steam engine, and then moved the energy around on a series of shafts and belts. While for the vast majority of projects in the modern day, separate engines are safer and more practical, the spider cotton is starting to be used for belting, producing systems that are long lasting and significantly resistant to stretching, the most common problem found in previous generations of belts.


[ ] Tarberry Plantations (Phase 4)
Tarberries are only useful in relatively limited quantities, with overuse potentially damaging many engines in Initiative service, and there being only so many engines to feed. Significantly more production is simply not warranted at this time, but a limited additional pool may be productive.
(Plant Genetics) (Times Out Q1 2066)
(Progress 110/65: 10 resources per die) (+1 Energy) [26, 34]

These two actions haven't had the Plant Genetics bonus applied to them. Also am I getting it right that as we complete Spider Cotton it is saving us Capital Goods just from the sheer endurance of items made from it not needing to be replaced as often?
 
Question post about the newest turn before I make a new preliminary plan:



Our Capital Goods reserve has not changed from the start of this turn:



What gives?



How did you get this result? Even if only the income from new Tiberium mining counted we started at 330:



got at least +75 RpT:



without counting the income gain from Xenotech and Taxes we should be at 330-75 = 255 for that goal.



Why are we at 50 Progress on the next Phase of this action? Start of the turn was 221/245:



we voted to use an AA Die to finish the 6th Phase off which got us 39 and 45:



221+39+45 = 305/245 (Phase 7) 60/245. So what happened with the Rail Network Construction Campaigns action to get us to lose 10 Progress?



These two actions haven't had the Plant Genetics bonus applied to them. Also am I getting it right that as we complete Spider Cotton it is saving us Capital Goods just from the sheer endurance of items made from it not needing to be replaced as often?
Thanks for double-checking, those were mostly my mistakes in missing a few things in the math. Corrections will be implemented as we can get time away from work.

As for Spider Cotton, it is also being used for fabrics that would otherwise require synthetic formulation, or are tough enough to be used for purposes that were taking other production. But yes, those items are also longer-lasting, which also helps.
 
Updated military deployment list:

Shark Class Frigate Shipyards Phase 1: Completed 2060 Q2. (8, 15, 22, 29)
-Tranche 3 completes 2065 Q4.
-Tranche 4 completes 2067 Q3.
Plasma Warhead Factory Phase 1: Completed 2060 Q3. ??? Finished Deploying
Plasma Warhead Factory Phase 2: Completed 2060 Q3. ??? Finished Deploying
Merchantmen Carrier Conversions: Finished deploying. Mothballed by 2066, scrapped by 2070.
Shark Class Frigate Shipyards Phase 2: Completed 2060 Q4. (8, 15, 22, 29)
-Tranche 2 completes 2064 Q3. Finished Deploying
-Tranche 3 completes 2066 Q2.
-Tranche 4 completes 2068 Q1.
Firehawk Wingmen: Completed 2060 Q4. ???
Escort Carrier Shipyards Phase 1: Completed 2061 Q1. (8, 15, 22)
-Tranche 2 completes 2064 Q4.
-Tranche 3 completes 2066 Q3.
Escort Carrier Shipyards Phase 2: Completed 2061 Q1. (8, 15, 22)
-Tranche 2 completes 2064 Q4.
-Tranche 3 completes 2066 Q3.
Escort Carrier Shipyards Phase 3: Completed 2061 Q2. (8, 15, 22)
-Tranche 2 completes 2065 Q1.
-Tranche 3 completes 2066 Q4.
Mastodon Heavy Assault Walker: Completed 2061 Q3. ???
Escort Carrier Shipyards Phase 4: Completed 2061 Q3. (8, 15, 22)
-Tranche 2 completes 2065 Q2.
-Tranche 3 completes 2067 Q1.
ASAT Phase 4: Completed 2061 Q4. ???
OSRCT Phase 4: Completed 2061 Q4. ???
GFZA Set 1 Phase 3: Completed 2062 Q2. Began: 2062 Q4. Ends: 2064 Q4.(2-10)
Orca Wingmen Drone Phase 1: Completed 2062 Q3. Began: 2063 Q3. Ends: 2066 Q3.(4-16)
GFZA Set 1 Phase 4: Completed 2062 Q3. Began: 2063 Q1. Ends: 2065 Q3.(2-10)
GFZA Set 1 Phase 5: Completed 2062 Q3. Began: 2063 Q1. Ends: 2065 Q3.(2-10)
Railgun Munitions Factories Phase 2: Completed 2063 Q1. Began: 2063 Q2. Ends 2064 Q3. (1-6) Finished Deploying
SADN Phase 1: Completed 2063 Q1. Begins: 2063 Q3. Ends: 2064 Q3. (2-6) Finished Deploying
SADN Phase 2: Completed 2063 Q2. Began: 2063 Q4. Ends: 2064 Q4. (2-6)
SADN Phase 3: Completed 2063 Q2. Began: 2063 Q4. Ends: 2064 Q4. (2-6)
GFZA Set 1 Phase 6: Completed 2063 Q2. Began: 2063 Q4. Ends: 2065 Q4. (2-10)
SADN Phase 4: Completed 2063 Q3. Began: 2064 Q1. Ends: 2065 Q1. (2-6)
Infantry Recon Support Drones: Completed 2063 Q3. Began: 2064 Q2. Ends: 2065 Q4. (3-9)
Ultralight Glide Munitions Phase 1: Completed 2063 Q4. Began: 2064 Q3. Ends 2066 Q1. (3-9)
Shark Class Frigate Shipyards Phase 3: Completed 2063 Q4. (8, 15, 22, 29)
-Tranche 1 completes 2065 Q4.
-Tranche 2 completes 2067 Q3.
-Tranche 3 completes 2069 Q2.
-Tranche 4 completes 2071 Q1.
Orca Wingmen Drones (Phase 2): Completed 2064 Q1. Begins: 2065 Q1. End: 2068 Q1. (4-16)
Railgun Munitions Factories (Phase 3): Completed 2064 Q1. Began: 2064 Q2. Ends 2065 Q3. (1-6)
Island-Class Assault Ships: Completed 2064 Q1. (16, 24, 32)
-Tranche 1 completes 2068 Q1.
-Tranche 2 completes 2070 Q1.
-Tranche 3 completes 2072 Q1.
Initiative Laser Systems (Phase 1): Completed 2064 Q2. Began: 2064 Q3. Ends: 2065 Q4. (1-6)
GD-3 Deployment (Phase 1): Completed 2064 Q2. Begins: 2065 Q1. Ends: 2068 Q4. (3-18)
Modular Rapid Assembly Prototype Factory: Completed 2064 Q2. Begins: 2065 Q1. Ends: 2068 Q2. (3-16)
Antiradiation Munitions: Completed 2064 Q2. Begins: 2065 Q2. Ends: 2066 Q2. (4-8)

Ultralight Glide Munitions Phase 2: Completed 2064 Q3. Begins: 2065 Q2. Ends 2066 Q4. (3-9)
 
Reposting my old preliminary plan for next turn, because I don't have anything to change in it until the next turn is posted, criticism is still welcome:

- Infrastructure has 2 Die on Rail Network Construction Campaigns to finish off that part of the Action chain either this or next turn. 2 Die on Karachi and 1 more from Tiberium because next turn is the ending of Monsoon season so it is not yet safe to surge construction. 1 Die on Drone Logistical Integration to try and finish that off for more Labor.

- Heavy Industry puts 3 Dice on Fusion Power Plants because I think we will need a Phase of that done soon to maintain our Energy surplus. Edit: 4 Dice on Aberdeen because I we need that done for the 5th Generation EVAs to be able to be deployed.

- Light and Chemical Industry has 2 Die on Bergen to keep that rolling and 2 Die on Factory Automation to bring that to completion during Karachi and free up more Labor for it.

- Agriculture is doing 2 Die on Reforestation Campaign Preparation to get that done probably this turn, 2 Die on Vertical Farming to finish off that Action chain for now and 2 Die each on Spider Cotton to do another Phase of it at the least.

- Tiberium has 1 Die on Deep Red Glaciers so it can be finished for now? next turn, 2 Die on Red Zone Containment Lines because we need more Red Mitigation, 1 Die on Liquid Tib Power to see if we can do another Phase of that, 1 Die on Enhanced Spikes to Mitigate the Underground Tib and 1 Die on Forgotten Experimentation to finish it off and improve our Tib infection medicine.

- Orbital has 2 Die and an AA Die on the Assembler Bay to get out Lunar Colonists better tools down the line and 5 Dice on Lunar Homesteading to get 2 and maybe an unlikely 3 Phases of that done next turn.

- Services has 1 Die on 5th Gen EVA since with Boston done it is time to finish researching them, 2 Die on Regional Hospital Expansions to try and finish that off finally, 1 Die on Rage Engine and Projected Hardlight each because those seem like research actions that would go well together and 1 Die and Erewhon on the Naquada Ring Experiments because we need to make sure that gets done next turn for those +2 Die in Orbital and because Erewhon pushes the ADC into a 6 instead of the AAs 7.

- Military is finishing off the Particle Beam research with an AA Die, putting a Die each on Tib Core Missile Seeker and the Thunderbolt 2 because those two will synergize into a single munitions deployment, 1 Die on Advanced Articulation Systems to make our Zone Armor easier to make, 1 Die on Next Gen Tanks because the MARV is a tank and I want to deploy more modern ones, 3 Dice on making new Zone Armor Factories and hopefully it gets us 2 Phases instead of 1 and of course for the Steel Talons 1 Die on Phased Plasma to finish off all the research we can do for them right now.

- Bureaucracy has 2 AA Die in play, 1 on the Assembler Bay and 1 on finishing off Particle Beams, because there is nothing better for them to be used on as far as I can tell.

[ ] Plan Bracing for Impact 4.0:
-[ ] Infrastructure (5/5 dice, +27) 85 Resources:
--[ ] Rail Network Construction Campaigns (Phase 7): 60/245 15 RpD, 2 Die = 30 R 33% ADC 29
--[ ] Karachi Planned City (Phase 1+2+3) 0/50/150/345 20 RpD, 2 Die = 40 R 100%/99%/1% ADC 1/3/40
--[ ] Drone Logistical Integration 145/240 15 RpD, 1 Die = 15 R 47% ADC 27
-[ ] Heavy Industry (7/5 Dice + Erewhon +34 bonus) 180 Resources:
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 20 RpD, 3 Dice = 60 R 79% ADC 21
--[ ] Aberdeen Isolinear Fabricator (Phase 1+2) 0/90/270 30 RpD, 4 Dice = 120 R 100%/98% ADC 1/15
-[ ] Light and Chemical Industry (4/4 Dice +29 bonus) 90 Resources:
--[ ] Bergen Superconductor Foundry (Phase 5) 483/1140 30 RpD, 2 Die = 60 R 2/9 Median ADC N/A
--[ ] Factory Automation Programs 75/280 15 RpD, 2 Die = 30 R 16% ADC 33
-[ ] Agriculture (6/6 Dice +29 bonus) 70 Resources:
--[ ] Reforestation Campaign Preparations (Phase 2) 579/790 5 RpD, 2 Die = 10 R 11% ADC 35
--[ ] Vertical Farming Projects (Stage 5) 78/215 15 RpD, 2 Die = 30 R 91% ADC 16
--[ ] Spider Cotton Plantations (Phase 3+4) 100/165/340 15 RpD, 2 Die = 30 R 100%/1% ADC 1/40
-[ ] Tiberium (7/7 Dice +39 bonus) 170 Resources:
--[ ] Karachi Planned City (Phase 1+2+3) 0/50/150/345 20 RpD, 1 Die = 20 R 100%/99%/1% ADC 1/3/40
--[ ] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 30 RpD, 1 Die = 30 R 3% ADC 45
--[ ] Red Zone Containment Lines (Stage 6) 54/180 25 RpD, 2 Die = 50 R 99% ADC 17
--[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated) 4/125 20 RpD, 1 Die = 20 R 24% ADC 37
--[ ] Enhanced Harvest Tiberium Spikes (Phase 2) (Updated) 78/180 20 RpD, 1 Die = 20 R 57% ADC 24
--[ ] Forgotten Experimentation (Tech) 198/260 30 RpD, 1 Die = 30 R 99% ADC 2
-[ ] Orbital (7/7 Dice + AA Die +34 bonus) 210 Resources:
--[ ] Assembler Bay 0/255 20 RpD, 2 Die + AA Die = 60 R 41% ADC 27
--[ ] Lunar Homesteading (Phase 3+4+5) 217/250/500/750 30 RpD, 5 Dice = 150 R 100%/99%/2% ADC 1/10/35
-[ ] Services (6/4 Dice + Erewhon Die +35 bonus) 230 Resources:
--[ ] Fifth Generation Electronic Video Assistants 152/200 40 RpD, 1 Die = 40 R 100% ADC 1
--[ ] Regional Hospital Expansions (Phase 2) 85/270 25 RpD, 2 Die = 50 R 53% ADC 25
--[ ] Rage Engine Development (Tech) 0/80 25 RpD, 1 Die = 25 R 89% ADC 13
--[ ] Projected Hardlight Development (Tech) 0/60 15 RpD, 1 Die = 15 R 100% ADC 3
--[ ] Naquada Ring Experiments 0/80 50 RpD, 1 Die + Erewhon Die = 100 RpD Edit 2: 99% ADC 6
-[ ] Military (8/6 Dice + AA Die +31 bonus) 160 Resources:
--[ ] Military Particle Beam Development (Tech) 81/100 20 RpD, AA Die = 20 R 99% ADC 10
--[ ] Tib Core Missile Seeker Analysis (Tech) 5 RpD, 1 Die = 5 R 99% ADC 5
--[ ] Advanced Articulation Systems (Tech) 0/60 15 RpD, 1 Die = 15 R 99% ADC 5
--[ ] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 15 RpD, 1 Die = 15 R 99% ADC 5
--[ ] Next Generation Armored Vehicles (Platform) (Merged) 77/160 30 RpD, 1 Die = 30 R 81% ADC 16
--[ ] Ground Forces Zone Armor (Set 2) (Phase 1+2) (High Priority) 260/285/570? 20 RpD, 3 Dice = 60 R 100%/9% ADC 1/34
--[ ] Phased Plasma Weapons Development (Tech) 0/80 15 RpD, 1 Die = 15 R 85% ADC 15
-[ ] Bureaucracy (4/4 Dice +29 bonus):
--[ ] Administrative Assistance Assembler Bay 2 Die
--[ ] Administrative Assistance Military Particle Beams 2 Die
-[ ] Total Cost: 85+180+90+70+170+210+230+160 = 1195/1585
 
Why do this instead of something else? The update seemed pretty clear we are way ahead of demand for rails.

Because that is the same language used last turn by Tarberries:

[ ] 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) (Times Out Q1 2066)
(Progress 65/65: 10 resources per die) (+1 Energy)
(Progress 21/65: 10 resources per die) (+1 Energy) [38, 11]

The tarberry plantations are an ongoing problem, but one that has relatively limited impact. Most of the new production is simply going into long term storages, generally in polymerized, waxy bricks, which are stable for years on end until processed back into liquid fuels, or burnt as they are in larger scale operations. The bricks are also significantly more transportable, moved by the pallet into standard shipping containers and transported around the world. They are, of course, a potential fire hazard, but this is nothing new to shipping safety standards.

In terms of problems, the vast majority have been problems in relearning how to farm in soil. GDI has, for generations at this point, done very little in the way of farming outside of the constraints of greenhouses and hydroponic arrays. In many ways, the oldest ways of farming are much more difficult than modern ways, with the vagaries of the natural world controlled and twisted to mankind's needs, versus a traditional farm, where a bad storm can destroy months or years of work.

"I hate tarberry preserves. Oh, sure, they're solid enough to stack up, but once you put enough weight on them they start to squish together. And they stain your hands and clothes if you touch them. And the smell! I didn't know what 'skunky' meant until I smelled some Tarberry Jam gone bad!"

and yet this turn:

[ ] Tarberry Plantations (Phase 4)
Tarberries are only useful in relatively limited quantities, with overuse potentially damaging many engines in Initiative service, and there being only so many engines to feed. Significantly more production is simply not warranted at this time, but a limited additional pool may be productive.
(Plant Genetics) (Times Out Q1 2066)
(Progress 115/65: 10 resources per die) (+1 Energy) [26, 34]

A final major wave of tarberry plantations has reached some level of completion, and tarberry bricks are continuing to stack up in Initiative warehouses. Part of the reason for the limits is that the primary users of fuel engines is the Initiative military, with civilian ICE vehicles being a comparative rarity, as the Initiative produces only a handful of armored cars for protection details, and private construction builds nothing bigger than what would have been considered a Japanese style Kei car, with engines of no more than a hundred cubic centimeters – and even then, fuel infrastructure is a significant barrier to entry for the vast majority of car users.

Strategically, the military is very welcoming of the strategic fuel reserve, because, fundamentally, it means that they can store and ship a now sizable fraction of their fuel needs without relying on specialized tankers, instead being able to deliver pallets of fuel on the same trucks as their food, ammunition, and other supplies.

So I'm making an educated guess that Phase 7 is the last Phase of the Rail Network Construction Action chain.

Also @Ithillid the images of the Global Tiberium spread aren't loading for me right now. Is it my old machine that is responsible for this? Or did something break somewhere again?
 
Also @Ithillid the images of the Global Tiberium spread aren't loading for me right now. Is it my old machine that is responsible for this? Or did something break somewhere again?
I have been hosting the files on discord since I started the quest, and now discord has disabled linking a file out, so I need to find a different file host and go back and fix all the images.
 
Reposting my current draft plan:

=================================================================

1265/1595 R budget
105->97 Political Support

6/6 Free dice
(2 Tiberium, 3 Orbital, 1 Services, 1 Military)

[] Draft Plan Attempting to Start Karachi

-[] Infrastructure (5/5 Dice, +27 bonus, 135 R)
--[] Drone Logistical Integration 145/240 (1 die, 15 R) (47% chance)
--[] Karachi Planned City (Phase 1+2+3) 0/345 (4 dice + 2 Tib, 120 R) (100% chance Phase 3)
---[] All costs for the project are being accounted here, none in Tiberium
---[] Since Phase 3 is as far as we can get in one turn, this is good enough. This SHOULD catapult us about halfway to Phase 4, letting us handily clear it in 2065Q1 and clear the project with a strong effort in Q2, or worst case "tap" it to completion in Q3. Major setbacks during the landing operations may force us to invest more heavily in this project, but we'll at least have made a good start.

-[] Heavy Industry (5/5 Dice + AA Die, +34 bonus, 170 R)
--[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 (3+AA dice, 120 R) (Phase 1, 51% Phase 2)
--[] Microfusion Cell Laboratories 0/150 (2 dice, 50 R) (94% chance)

-[] Light Industry (4/4 Dice, +29 bonus, 90 R)
--[] Bergen Superconductor Foundry (Phase 5) 483/1140 (2 dice, 60 R) (2/8 median)
--[] Factory Automation Programs 75/280 (2 dice, 30 R) (16% chance)

-[] Agriculture (6/6 dice, +29 bonus, 60 R)
--[] Reforestation Campaign Preparations (Phase 2) 579/790 (3 dice, 15 R) (89% chance)
--[] Spider Cotton Plantations (Phase 3) 95/165 (1 die, 15 R) (92% chance)
--[] Vertical Farming Projects (Stage 5) 78/215 (2 dice, 30 R) (91% chance)

-[] Tiberium (7/7 dice + 2 Free Dice, +39 bonus, 190 R)
--[] Karachi Planned City (Phase 1+2+3) (2 dice, see Infrastructure)
--[] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 (2 dice, 60 R) (97% chance)
--[] Tiberium Inhibitor Deployment (BZ-1 Europe) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[] Tiberium Inhibitor Deployment (BZ-5 Iberia) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[] Forgotten Experimentation 188/260 (1 die, 30 R) (97% chance) (-5 PS)
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 (2 dice, 40 R) (100% Phase 3, 4% Phase 4)
---[] (-10 PS, possibly -20 if Phase 4 completes, very unlikely)

-[] Orbital (7/7 Dice + 3 Free dice, +34 bonus, 270 R)
--[] Assembler Bay 0/255 (3 dice, 60 R) (80% chance)
--[] Lunar Homesteading (Phase 3+4+5) 217/750 (7 dice, 210 R) (Phase 3+4, 92% Phase 5)
---[] This is, quite simply, the scale of dice expenditure we need in order to complete the space population target. If we spend less than seven dice on this project this turn, we are building up a deficit we will have to make up for on a future turn by spending eight or more dice. I believe that building up such a deficit would be a bad idea.
---[] I am nevertheless planning to complete the assembler bay with Free dice.

-[] Services (4/4 Dice + Erewhon!, +35 bonus, 190 R)
--[] Fifth Generation Electronic Video Assistants 152/200 (1 die, 40 R) (100% chance)
--[] Regional Hospital Expansions (Phase 2) (2 dice, 50 R) 85/270 (53% chance)
--[] Naquada Ring Experiments 0/80 (1+E dice, 100 R) (99.7% chance)

-[] Military (6/6 Dice + 1 Free die + AA die, +31 bonus, 130 R)
--[] Military Particle Beam Development 81/100 (AA die, 20 R) (97% chance)
--[] Next Generation Armored Vehicles 77/160 (1 die, 30 R) (81% chance)
--[] Phased Plasma Weapons Development 0/80 (1 die, 15 R) (85% chance)
--[] Tib Core Missile Seeker Analysis 0/60 (1 die, 5 R) (99% chance)
--[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 260/570 (3 dice, 60 R) (Phase 1, 9% Phase 2)
---[] Again, this is the scale of investment required to get the project done in a reasonable amount of time. It's going to take about eleven dice to finish this thing, and we don't want to still be working on it in 2065Q4, so three dice per turn is a necessary average level of investment. We have plenty of other military priorities that are desirable, or even required, but none that are urgent by comparison. This is the big rock we need to get out of our way in 2065, so we should start moving it now.

-[] Bureaucracy (4/4 Dice, +29 bonus)
--[] Administrative Assistance: Particle Beam Development
--[] Administrative Assistance: Aberdeen Isolinear Fabricator
 
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 (2 dice, 40 R) (100% Phase 3, 4% Phase 4)

I strongly disagree with creating more of these going into karachi.

If we're truly pressed for power we can enact some of the red zone energy refits. Though we do have a buffer on power.

Either way. I'm opposed to creating more liquid tiberium power plants in general. But if we absolutely have to build them can it at least wait until after Karachi is complete?
 
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 (2 dice, 40 R) (100% Phase 3, 4% Phase 4)
Is the expected draw on power pushing this or was there some statement from the QM that makes phase 3 desirable? If not dropping the dice here to shift to other tib projects or other categories would not be a bad idea as we still have a lot of stuff to chew through and have some commitments to finish
 
We just had 'hey, we can see tiberium deposits underground reliably now', I would expect that rolling those out large scale would take Tiberium Department dice.

Or, if the blurb about it is to be relied upon, it's going to be a hefty Bureaucracy Department project.
 
I strongly disagree with creating more of these going into karachi.

If we're truly pressed for power we can enact some of the red zone energy refits. Though we do have a buffer on power.

Either way. I'm opposed to creating more liquid tiberium power plants in general. But if we absolutely have to build them can it at least wait until after Karachi is complete?
If inops was that worried that they could be hit they would have vetoed us from making any more for now.
 
I strongly disagree with creating more of these going into karachi.

If we're truly pressed for power we can enact some of the red zone energy refits. Though we do have a buffer on power.

Either way. I'm opposed to creating more liquid tiberium power plants in general. But if we absolutely have to build them can it at least wait until after Karachi is complete?
I don't think that al-Isfahani is going to target newly constructed liquid tiberium plants, nor do I think GDI will be preferentially building them close to him under the circumstances, so I don't think that's a specific worry.

I'm more persuaded by the idea that even with the need to keep Energy surpluses up to deal with decommissioning fusion reactors, there may be other more worthwhile Tiberium actions.

Is the expected draw on power pushing this or was there some statement from the QM that makes phase 3 desirable? If not dropping the dice here to shift to other tib projects or other categories would not be a bad idea as we still have a lot of stuff to chew through and have some commitments to finish
I'm open to shifting to other Tiberium projects like the Lines, though the power draw is still on my mind because I don't want to be irresponsible and let our Energy surplus drop off in the last turns of the game when we know we'll be decommissioning a lot of fusion reactors in 2066-68 in-setting, even if that turns out to be timeskip time for us in practice.

We just had 'hey, we can see tiberium deposits underground reliably now', I would expect that rolling those out large scale would take Tiberium Department dice.

Or, if the blurb about it is to be relied upon, it's going to be a hefty Bureaucracy Department project.
Entirely possible, but I can't predict what that will look like until the turn post drops.

If inops was that worried that they could be hit they would have vetoed us from making any more for now.
I wouldn't rely on other government departments always stopping us just before we do something with strategic consequences. Remember how we almost pursued Steel Vanguard all the way into a nuclear war.

I just don't think that the scale of likely problems caused by the liquid tiberium plants is significant. Given how far out in the boonies we're likely to be building them, it might arguably be to our advantage if al-Isfahani targets those with nuclear missiles, as opposed to, say, hitting major metropolitan areas.
 
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Future Soldiers
Future War Research Initiatives: Enhancing Soldier Capabilities and Resilience

Introduction​
As GDI continues its efforts to spread out to the stars, it becomes imperative to equip our armed forces with cutting-edge technologies and enhancements to ensure their effectiveness and survivability on possible alien battlefields against unknown foes that may have natural or artificial physiological enhancements that far surpass the human norm. The proposed research purpose outlined in this think tank proposal aims to elevate the capabilities of the Global Defense Initiative (GDI), through current and possible future innovative advancements in medical science, cybernetics, and biotechnology.​

Level 1: Basic Enhancements for All Service Members​

Eyes:
Standardizing bionic lens implants for all GDI service members presents a significant advancement in enhancing visual acuity and reducing strain. Leveraging technology inspired by real-world Ocumetics lenses that use 1/100th of the energy that our natural lenses do, these implants promise 60/20 vision and require minimal energy consumption compared to natural lenses.​

By incorporating this upgrade into military service, GDI not only enhances combat effectiveness but also provides a compelling incentive for recruitment. The first level is just general upgrades given to all service members of GDI that are generally not removed because they would help the user in civilian life thus serving as an incentive to join the military.​


Gene Therapy:
While all GDI citizens receive general gene therapy in vitro to prevent diseases and medical conditions from occurring, military service members receive another round of a more aggressive form of gene therapy to provide general improvement to all aspects of the human body to ensure success, though the how well the therapy affects the recipient varies.​

Extensive use of stem cells created from the soldier in question's cells can be used to create bio-engineered super variants of specialized cells that carry out critical tasks such as bone, cartilage, tendon, ligament, and myelin sheath repairs. Their body would be improved and more completely repaired as a whole. These super variants would have a limited life and then self-terminate. This comprehensive approach ensures soldiers are better equipped to withstand the rigors of combat and recover from injuries.​



Level 2: Advanced Enhancements for Commandos​

Cardiovascular Augment:
An electroactive polymer weave can be implanted into the muscles of the heart which deforms in shape when the electric field is applied to them. Being composed of fully biocompatible materials means that they can be used within the body with no adverse effects and are made to be particularly sensitive to electrochemical potentials created by the sinoatrial node to regulate the heartbeat.​

When the heart beats which causes the muscle to contract so too does the implant also contracts giving the heart an additional contraction force thereby alleviating some of the mechanical strain on the heart to supply the muscles with enough blood due to the mechanical assistance. A commando's training with this implant induces a state known as athlete's heart syndrome whereby the heart has a higher cardiac output and a slower resting heart rate of around 40 to 60 beats per minute.​
This enables the heart to be capable of pumping a much higher volume of blood per beat than average meaning a larger volume of blood is then available to the lungs and the muscles for re-oxygenation and physical activities thereby increasing endurance due to the increase in blood volume.​
However, doing this also means that steps must be taken to reinforce the arteries leading to and from the heart specifically the arteries to handle the increased strain. To do this they can be implanted with high tensile biocompatible synthetic collagen weave which not only allows the arteries to handle higher volumes of blood flow without any particularly adverse effects but also anchors them more securely to the heart to avoid problems such as separation from the heart under extreme impacts or deceleration and on top of this an increase in the blood itself to increase the efficiency of oxygen uptake.​

Ocular Augment:
The soldier's natural eyes would be replaced with a cybernetic variant that will provide 120/20 vision; night vision; infrared; and heads-up display for maps, radar, teammate status, inventory, trajectories, and flash protection. Once the soldier has elected to end their service the eyes can be replaced with a civilian version designed to appear as natural as possible to protect their anonymity.​


LEVEL 3: Theoretical Super Soldier Enhancements​

These levels of implants would be top secret and are only given to Commandos that meet the criteria of becoming a super soldier as they must have a 95% or greater chance of surviving the procedures based on 1,000s of simulations and are only performed when given consent by the fully informed potential recipient in addition to being mentally sound, supremely strong-willed, and of great moral character after extensive interviews and analyses.​

Lab Grown Limbs & Organs:
In the decades to come it has been theorized by many here that creating whole new organs and limbs may become a reality via a combination of vat-grown and 3D printing. Such technologies would open unprecedented avenues into augmenting our troops with superhuman capabilities and saving lives should they be developed further beyond creating meat for consumption.​
Custom limbs could be created with denser, stronger muscles to allow for greater lifting capacity; stronger bones grafted in boron carbide, the third hardest substance known to man after diamond and cubic boron nitride, designed to be macro and micro porous so that they have microscopic holes throughout it to allow the bones to continue to function as normal and facilitate the microcapillaries between the bones and the circulatory system to reconnect post augment; and tendons and ligaments altered to have stronger, more resilient fibers granting steel-like tensile strength along with smoother cartilage joints.​
We can go even a step further to create custom internal organs that provide improvised or even additional functions. A heart designed to resist impact, pump blood more efficiently, or arteries strengthened to resist puncture and blunt force trauma. A digestive system grown to process and extract foodstuff far more efficiently. The lungs biofabricated with enhancements to allow greater oxygen intake and process airborne toxins or foreign gas mixtures.​
Once their service is completed another set of olympic level civilian limbs can be created and surgically attached to the recipient. All of this can be made using the soldiers on stem cells thereby negating any chance of tissue rejection.​
However, the ability to implement these ideas will take time, possibly 50 years, and funding in multiple fields of research to see if they are viable. For the foreseeable future, we turn to a technology that has reached a level of maturity to make itself a viable step-in.​

Cybernetic Limbs:

Recent advancements in medical technology have allowed doctors of the Global Defense Initiative to graft a fully functional cybernetic limb onto a person who had lost or were unable to move their original one. This has allowed victims of injury, birth defects, and illness to regain full functionality and/or mobility to return to the workforce and military combat in numbers considered impossible a mere five years ago.​
In the coming decades, we can see the artificial limb's inner and outer workings refined and innovated for smoother movement along with greater strength and endurance, in addition to variations of limb types based on the mission needed to be completed. Heavy frontal armor for vessel boarding actions; light limbs with silent joints for stealth ops; and general armored limbs for broad-scoped missions. However, as these grow more powerful the recipient's body and connection points will need to be reinforced to withstand the stresses.​
Further innovations in weapons and limb development may allow us to integrate armaments, tools, and support gear which would vastly increase our soldiers' capabilities. An infernium laser, phased plasma caster, combat knife, emergency beacon, radio, medical, or repair kit could be hidden within the cybernetic limb to be used liberally or when in a predicament. However, adding an energy weapon would need additional developments in heat management to prevent the user from being cooked by their weapon in addition to creating small, but potent enough power sources and capacitors.​



Summary​
While we can only utilize one of these listed technologies for our troopers, should they be approved, this laboratory of ideas has seen evidence, based on current technologies fielded and being researched that, if given funding and equipment, we may be able to begin making the cybernetic possibilities stated above into a reality in 20 years.​

We await your response.​
 
Q4 2064
Q4 2064

Resources: 1360+225 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)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 105
SCIENCE Meter: 3/4

Tiberium Spread
25.405 (+0.285) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.01) Cyan Zone
23.375 (+.235) Yellow Zone (99 points of mitigation)
51.15 (-.49) Red Zone (87 points of mitigation)

New Tiberium Spread
25.755 (+0.35) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.00) Cyan Zone
23.725 (+.35) Yellow Zone (96 points of mitigation)
50.45 (-.70) Red Zone (86 points of mitigation)


Current Economic Issues:
Housing: +88 (+85 LQ, +3 HQ) (1 high-quality housing per turn)
Energy: +45 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +35 (-4 from military activity)
Food: +46 (+26 backed reserve, +5 unbacked reserve)
Health: +41 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +42 (+2 per turn from Distributed Industrial Authority) (+405 in reserve)
Consumer Goods: +45 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +22 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2895/4800)‌ ‌(545/2450 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +14
Taxation Per Turn: +225 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +14 per turn
Production: +43 per turn (5.7 HG, 15.9 IHG, 22.2X)
Consumption: -29 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard)
7 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
-1 Navy (Lasers)

Projected Fusion Power Plant Decommissioning
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2066
-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)‌ ‌
Developmentalist: 705 (200; 400; 75; 30) 17.6%
Militarists: 629 Seats (300; 100; 200; 29) 15.7%
Starbound: 618 Seats (400; 100; 100; 18) 15.5%
Market Socialist Party: 555 Seats (300; 155; 50; 50) 13.9%
Socialist Party: 493 Seats (250; 100; 93; 50) 12.3%
Free Market Party: 405 Seats (50; 150; 100; 105) 10.1%
Initiative First Party: 334 Seats (0; 34; 100; 200) 8.4%
United Yellow List: 117 Seats(80; 30; 7; 0) 3%
Reclamation: 99 Seats (50; 40; 6; 3) 2.5%
Homeland: 41 Seats (20; 10; 5; 6) 1%
Open Hand: 4 Seats (2; 2; 0; 0) .1%
Total: 4000 Seats (1652; 1121; 736; 491)

Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌‌:‌ High ‌ ‌
Air‌ ‌Force‌:‌ ‌High
Space‌ ‌Force‌:‌ Decent ‌
Steel‌ ‌Talons:‌ ‌Decent
Navy:‌ Decent‌ (Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 13 Consumer Goods points from the Treasury
Increase Income by 205
Increase population in space by 11.25k
Provide 12 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
Complete North Boston Phase 5
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Reforestation Campaign Preparation Phase 2
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions 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.



Infrastructure (5 dice +27 bonus)


[ ] Blue Zone Arcologies (Stage 5)
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 150/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] Rail Network Construction Campaigns (Phase 6)
With lines laid and preparations made for exploitation of areas opened by the Trans-Continental rail line in North America, this phase will be shifting focus. Much more work will go towards secondary rail links in central Blue Zone areas, and replacing some lines that have become sub-optimal with better-situated connections.
(Progress 60/245: 15 resources per die) (+3 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)

[ ] 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 substantial groups 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)

[ ] Japan-Korea Tunnel
While building a tunnel underneath the sea of Japan will be a monumental undertaking, it will provide a rail connection between the two areas, joining them together into a single overall rail network, providing for both rapid transit and an easing of logistical linkages. It will likely mostly carry perishable goods that currently require air transport or fast courier ships, along with a regular passenger service.
(Progress 0/350: 20 resources per die) (+3 Logistics)

[ ] Drone Logistical Integration
With advances in drone control capabilities more can be done to hand off logistical tasks to automated systems. Although fully automated vehicles on public roads are not likely, many cargo handling facilities can easily be adapted to full automation without the need of a human presence on the work floor.
(Progress 145/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy)




Heavy Industry (5 dice +34 bonus)


[ ] U-Series Alloy Foundries (Phase 6)
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 5)
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 29/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than five dice can be spent on 2nd Generation CCF per turn)

[ ] 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)


Light and Chemical Industry (4 dice +29 bonus)


[ ] Bergen Superconductor Foundry (Phase 5)
A fifth and final stage of expansions will see Bergen reaching its logistical and practical limits. While building inside of mountain ranges is certainly secure, it is far from ideal, with the final expansion to the facilities requiring a substantial investment in blasting new tunnels into other mountains. Additionally, it will require substantial investments in port infrastructure to move the massive quantities of superconductors out of the region.
(Progress 483/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Cloth Factories
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)

[ ] Factory Automation Programs
While LCI has already seen substantial downscaling in required labor, it is something that can be brought to an even more extreme level with the deployment of drone control systems, moving people off-site, and reducing the staff counts even further.
(Progress 75/280: 15 resources per die) (+4 Labor, -4 Energy)

[ ] Civilian Exosuits (New)
With the Initiative seeing significant development of myomer-based technologies, and a handful of small companies building so called "recreational" exosuits by hand, it is likely quite possible for the Initiative proper to begin building a substantially refined version, and putting it into the field both to increase labor productivity, and provide a dual use system for some forms of civilian power assisted armor for the Home Guard.
(Progress 0/85: 20 resources per die) (+1 Labor)

[ ] Laser Printing Plants (New)
New generations of laser systems allow for significantly improved laser deposition printing, effectively allowing fast, high-precision 3D printing in a wide variety of previously difficult materials. While not useful for everything, it should now be possible to effectively print out components that previously had to be forged.
(Progress 0/150: 20 resources per die) (-4 Energy, +2 Capital Goods)

[ ] White Goods Programs (New)
White goods are major home appliances. While the state of the art has progressed in the last fifteen to twenty years, nearly all of those appliances in GDI's houses are old models, designed before the Third Tiberium War, and in many cases significantly before then. While wholesale immediate replacement is not viable, looking at the progress in various fields, should allow for GDI to make some efficiencies and conveniences more readily available.
(Progress 0/200: 15 resources per die) ( -1 Capital Goods, +4 Consumer Goods, +1 Energy, +1 Labor)



Agriculture (6 dice +29 bonus)


[ ] Reforestation Campaign Preparations (Phase 2)
While politically open at this point, the reforestation campaigns have been scaled differently, abandoning goals of biodiversity, while instead focusing on securing as much land as possible. While some of the measures are likely to require abatement of their own, land secured now, is far more important than potential losses later.
(Progress 579/790: 5 resources per die)

[ ] 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 3)
Continuing to expand Spider Cotton production is likely to see more uses found, but is at the same time, an expensive process, especially given the sheer quantities of spider cotton required for many of the more out there proposals.
(Progress 100/165: 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)

[ ] Laboratory Meat Deployment (Phase 2)
Initial laboratory meat development has a significant oversight, specifically in the expected skill level of the average cook, and so a significant public outreach is needed, not only to reassure people that the food is good, but also to teach people how to cook with meat again.
(Progress 0/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)


Tiberium (7 dice +39 bonus)


[ ] Tiberium Vein Mines (Stage 11)
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 requiring significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the red zones of the world.
(Progress 4/165: 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 5)
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 47/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (1 stage available) (2 points of Red Zone Mitigation)

[ ] 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)

[ ] Xenotech Tiberium Processing Plants (Stage 3)
While continued expansion would make significant differences to GDI's ability to produce STUs, there are major countervailing concerns, especially as this technology largely remains beyond the cutting edge, maintained in most cases more by a network of ongoing apprenticeship and on the job learning, rather than functional training programs.
(Progress 61/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)

[ ] Hewlett-Gardener Mothballing (Phase 1) (New)
With the xenotech refineries coming online, and the older Hewlett Gardener model refineries significantly outmoded, mothballing the old plants and keeping them as a standing reserve would free up significant resources tied up in their continued operations.
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 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)

[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated)
While still a bridge too far for many in the Initiative, and a political albatross, the redesigned versions, built as hybrid refineries and power plants, will both send out a trickle of resources, and produce noticeably more energy.
(Progress 4/125: 20 resources per die) (-10 Political Support) (+12 Energy) (+5 Resources Per Turn)

[ ] Enhanced Harvest Tiberium Spikes (Phase 2) (Updated)
While still politically controversial, and substantially unpopular, using Tiberium Spikes to pull deeper Tiberium into contained areas is a practical means of abating deeper Tiberium without losing significant amount of progress on abating surface Tiberium.
(Progress 78/180: 20 resources per die) (-5 Political Support) (+10 resources per turn)

[ ] 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 (Tech)
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 188/260: 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 pointillist 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) (+.20 Green Zone)
(Progress 0/300: 25 resources per die) (+.24 Green Zone)



Orbital (7 dice +34 bonus)


[ ] GDSS Columbia Bays (1 each)
-[ ] 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)
-[ ] 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)

[ ] GDSS Shala Bays (4 available)
-[ ] Experimental Crops Bay (Stage 1)
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 are potentially too risky to allow out into the wild, but could offer a wide array of benefits..
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)

-[ ] Animal Husbandry Bay
While most of the effort is going to plants, animals have often 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)

-[ ] 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)

[ ] Lunar Homesteading (Phase 3)
Continuing Lunar Homesteading projects are a combination of beginning to build basic community facilities, including low gravity pools, community exercise spaces, and other amenities, alongside expansions of living space, primarily in already existing homesteading spaces.
(Progress 217/250: 30 resources per die) (1000 residents)

[ ] Aldrin Planned City (Phase 1) (New)
A ring around the landing site of Apollo 11, the first true city of the Moon will be an enduring symbol of GDI's claim to the stars. A dedicated spaceport, refining, and industrial facility will begin producing a substantial quantity of capital goods, and redefining what it means to live in space.
(Progress 0/250: 30 resources per die) (1000 Residents)
(Progress 0/500: 30 resources per die) (2200 Residents) (+1 Capital Goods, +3 Energy)
(Progress 0/1000: 30 resources per die) (5000 Residents) (+3 Capital Goods)
(Progress 0/2000: 30 resources per die) (10,000 Residents) (+6 Capital Goods)



Services (4 dice +35 bonus)


[ ] Fifth Generation Electronic Video Assistants
The fourth generation of EVAs was something of a wet squib, pushed to readiness too early and with too little in the way of support, leaving refits both expensive and doing relatively little. However, GDI's computing technology has advanced in leaps and bounds, providing significant hardware and software advances. This, combined with the lessons learned from previous generations, has provided the opportunity for a new, better-supported generation of EVAs.
(Progress 152/200: 40 resources per die)

[ ] 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)

[ ] Rage Engine Development (Tech)
The Brotherhood of Nod has used, on a limited scale, so-called Rage Generators, subliminal messaging systems that inflict feelings of paranoia, hatred, and fear, able to turn even elite GDI units against each other. While the process is less than useful for GDI in combat applications, various forms of emotional control system could be very useful in treatment of PTSD and other psychological traumas.
(Progress 0/80: 25 resources per die)

[ ] Wet AI Development (Tech) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 0/240: 30 resources per die)

[ ] Stasis Box Development (Tech) (MS)
While there are many means of preserving things, most require keeping the thing in a particular state, usually either very dry, or very frozen. Adapting the Visitor stasis devices offers significant potential benefits in a number of fields, including food storage, medicine, and high energy industrial applications.
(Progress 0/120: 30 resources per die)

[ ] Projected Hardlight Development (Tech)
While the Initiative has a number of hardlight systems, so far it has mostly been a curiosity rather than a practicality. However, refinements and improvements in shield technology, and refinements in the means of projecting combine to produce a set of hardlight interfaces that can be scaled out to a relatively small room, allowing touch without touch, giving both tactile feedback, and the safety of gesture based controls, among other things.
(Progress 0/60: 15 resources per die)

[ ] Naquada Ring Experiments
Enhancing the paired portals through a use of naquada rings, starting at about 50 centimeters across, should, if the scientists are correct, allow for the deployment of not only communications, but actually sizable amounts of material, especially materials that tend to have greater difficulties being moved up and down the gravity well.
(Progress 0/80: 50 resources per die) (Must have at least 10 STU production spare) (+2 Orbital Dice, 15% Progress reduction.)

[ ] AI Development Programs (New)
While Erewhon was a proof of concept, and will not be replicated, work on future artificial intelligences will fall under two parallel programs: Dot and Deva. The goal is to build full-function artificial intelligences, capable of operating in realspace with few to no interface issues the way that Erewhon has.
(Progress 0/250: 40 resources per die)



Military (6 dice +31 bonus)


[ ] Military Logistics Drone Network (Phase 1)
Adapting drone control to the basics of self-driving trucks and other robotic assistants is not particularly difficult, and will substantially increase the tooth to tail ratio. While it will do little to reduce the need for skilled labor, many of the relatively simple driving tasks can be turned over to drone operators.
(Progress 0/200: 20 resources per die) (+5 Labor, -5 Capital Goods)
(Progress 0/200: 20 resources per die) (+5 Labor, -7 Capital Goods)
(Progress 0/200: 20 resources per die) (+5 Labor, -8 Capital Goods)

[ ] Stealth Field Generator Development (Tech)
While decades behind the Brotherhood's state of the art, and desperately behind the times in other ways, there are still uses for their stealth field generators, both to provide functional red forces for various training exercises, and more broadly to provide another string for the Initiative's bows.
(Progress 0/60: 15 resources per die)

[ ] Tib Core Missile Seeker Analysis (Tech)
While all military sensor pods have to deal, to one level or another, with the effects of Tiberium, more than most, the Brotherhood's Tiberium Core missiles are dealing with a particularly close contact, with the core often centimeters from the seeker head. The hardening methods offer a potential means of improving GDI performance in the area.
(Progress 0/60: 5 resources per die)

[ ] Initiative Laser Systems Deployment (Phase 2) (Updated)
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 will the Infernium laser find a home as GDI builds its first combat capable voidcraft. The second phase of deployment will focus on refitting the Steel Talon's Titans among other systems, including the Initiative's battleships and carriers.
(Progress 42/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)

[ ] 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 90/500: 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 81/100: 20 resources per die)
(Progress 0/80: 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 229/295: 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)
-[ ] 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)


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)

[ ] Advanced Articulation Systems (Tech)
While GDI's Zone Armor is notably effective, it is also quite stiff and difficult to move in. In large part this is due to the Initiative having to protect the joints against Tiberium infiltration, adding mass and restricting movement. As the Visitors did not have quite the same level of problems, their methods are likely to be able to make the Initiative's systems significantly more flexible.
(Progress 0/60: 15 resources per die)


Air Force

[ ] Ultralight Glide Munitions Deployment (Phase 3) (Munitions)
A final phase of glide munitions is primarily about ensuring lasting stockpiles. While GDI has enough munitions to maintain basic SEAD and DEAD projects, and some ability to strike hard targets using them, it still has the capacity to sling far more bombs than are currently budgeted for.
(Progress 35/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Factory Refits (High Priority) (New)
GDI at the moment does not need massive numbers of new airframes, especially given the number of parts shared between the old Firehawks and the new Novahawks. Therefore, it is best to focus almost all efforts on putting in the upgrades, ranging from laser modules and repulsorplate arrays, to the reshaping of the fuselage to accommodate all of the changes.
(Progress 0/150: 25 resources per die) (-1 STUs, -1 Energy) (Refit)
(Progress 0/150: 25 resources per die) (-1 STUs, -1 Energy) (Refit)


[ ] Thunderbolt II Missile Development (Platform) (Munitions)
The primary difference planned for the second generation of Thunderbolt missiles is in the fueling system. While most of the other parts of the system work well enough, the aggressive maneuvering required to successfully intercept a Barghest, Kelpie, or other high end Brotherhood aircraft puts too much strain on the missile when combined with Visitor and Brotherhood derived fuels.
(Progress 0/60: 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)


Ground Forces

[ ] Next Generation Armored Vehicles (Platform) (Merged)
GDI's mainline armored vehicles, from the Guardian APC, to the Predator, Mammoth, and the array of other platforms based on the core chassis have become a noose around the Initiative's neck. Across the entire fleet, the platforms have effectively reached the endpoint of what can be practically done to them. A redesign from first principles integrating new technologies and doctrinal requirements is needed to renew the vehicle park.
(Progress 77/160: 30 resources per die)

[ ] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority)
While the tip 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 260/285: 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 2) (High Priority)(Refits)(Updated)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most extensive rollout permits rapidly phasing out the GD-2 within Seo's time in office, even the most modest effort will supply the units that most need them.
(Progress 95/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/180: 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 Deployment (Refits)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 126/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)

[ ] SSN Development Program (Platform)
The submarine fleet is one of the longer neglected parts of the Initiative navy, 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

[ ] 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)

[ ] Phased Plasma Weapons Development (Tech)
One of the largest challenges of building plasma weapons is keeping the plasma from coming apart in a spray. While GDI has mostly relied on various forms of laser channel, and some basic plasma shaping using magnetic and (more recently) gravitic fields, The Visitors had means of creating multiphasic plasma bolts. While it is likely to be a tricky problem, adapting them to GDI platforms will mean substantial improvements on Initiative plasma weapons systems.
(Progress 0/80: 15 resources per die)




Bureaucracy (4 dice +29 bonus)


[ ] Administrative Assistance
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)

[ ] 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)

[ ] Tiberium Survey Facilitation (New)
While the actual progress of surveying Tiberium is not particularly resource consuming using the new detectors, it is time and labor intensive, especially given how far each team will have to travel. Bureaucracy is the greatest tool in the Treasury's arsenal, allowing them to leverage already existing assets, supply lines, and networks, without needing to expend many additional resources.
(Progress 0/400)

[ ] Campaign for Director's Chair
Putting your hat in the ring officially is the first step towards claiming the seat the Litvinov is starting to step down from. While Seo is unlikely to be the only candidate, being among the first out of the gate is a significant advantage in trying to claim the seat.


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 5) 150/450 3 dice 45R 8%, 4 dice 60R 75%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 7) 60/245 2 dice 30R 33%, 3 dice 45R 97%

-[] Karachi Planned City (Phase 1) 0/50 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/150 1 die 20R 1%, 2 dice 40R 94%
-[] Karachi Planned City (Phase 1+2+3) 0/345 3 dice 60R 5%, 4 dice 80R 77%, 5 dice 100R 100%
-[] Karachi Planned City (Phase 1+2+3+4) 0/735 7 dice 140R 5%, 8 dice 160R 50%, 9 dice 180R 93%
-[] Karachi Planned City (Phase 1+2+3+4) w/5 Infra dice 0/795 8 dice 160R 15%, 9 dice 180R 69%, 10 dice 200R 97%
-[] Karachi Planned City (Phase 1+2+3+4+5) 0/1515 15 dice 300R 3%
-[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%, 2 dice 20R 97%
-[] Postwar Housing Refits (Phase 2+3) 33/300 3 dice 30R 31%, 4 dice 40R 93%
-[] Japan-Korea Tunnel 0/350 4 dice 80R 29%, 5 dice 100R 89%, 6 dice 120R 100%
-[] Drone Logistical Integration 145/240 1 die 15R 47%, 2 dice 30R 100%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 6) 68/455 4 dice 160R 22%, 5 dice 200R 88%, 6 dice 240R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 2 dice 40R 3%, 3 dice 60R 79%, 4 dice 80R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 5+6) 29/540 5 dice 100R 6%, 6 dice 120R 61%, 7 dice 140R 97%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 1 die 30R 69%, 2 dice 60R 100%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 3 dice 90R 51%, 4 dice 120R 98%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/630 6 dice 180R 2%, 7 dice 210R 36%, 8 dice 240R 87%, 9 dice 270R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 8 dice 160R 5%, 9 dice 180R 43%, 10 dice 200R 87%, 11 dice 220R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 4+5) 143/2735
-[] Microfusion Cell Laboratories 0/150 1 die 25R 1%, 2 dice 50R 94%
Light and Chemical Industry 4 dice +29
-[] Bergen Superconductor Foundry (Phase 5) 483/1140 7 dice 210R 7%, 8 dice 240R 49%, 9 dice 270R 90%, 10 dice 300R 99%
-[] Adaptive Cloth Factories 0/300 3 dice 45R 11%, 4 dice 60R 80%, 5 dice 75R 100%
-[] Factory Automation Programs 75/280 2 dice 30R 16%, 3 dice 45R 92%
-[] Civilian Exosuits 0/85 1 die 20R 69%, 2 dice 40R 100%
-[] Laser Printing Plants 0/150 2 dice 40R 80%, 3 dice 60R 100%
-[] White Goods Programs 0/200 2 dice 30R 21%, 3 dice 45R 94%
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 2) 579/790 2 dice 10R 11%, 3 dice 15R 89%, 4 dice 20R 100%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 die 10R 30%, 2 dice 20R 99%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/250 2 dice 20R 2%, 3 dice 30R 74%, 4 dice 40R 100%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/375 4 dice 40R 30%, 5 dice 50R 90%, 6 dice 60R 100%
-[] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 1%, 2 dice 30R 91%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 73%, 2 dice 40R 100%
-[] Spider Cotton Plantations (Phase 3) 100/165 1 die 15R 96%
-[] Spider Cotton Plantations (Phase 3 + 4) 100/340 2 dice 30R 3%, 3 dice 45R 80%, 4 dice 60R 100%
-[] Spider Cotton Plantations (Phase 3+4+5) 100/525 4 dice 60R 4%, 5 dice 75R 63%, 6 dice 90R 98%
-[] Laboratory Meat Deployment (Phase 2) 0/170 2 dice 30R 57%, 3 dice 45R 99%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 11) 0/165 2 dice 40R 85%, 3 dice 60R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/120 1 die 25R 75%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 36%, 3 dice 75R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 1 die 30R 3%, 2 dice 60R 97%
-[] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 17%, 2 dice 50R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%, 4 dice 100R 97%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/520 4 dice 100R 1%, 5 dice 125R 50%, 6 dice 150R 96%
-[] Tiberium Glacier Mining (Stage 13) 38/165 1 die 30R 16%, 2 dice 60R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/320 3 dice 90R 54%, 4 dice 120R 99%
-[] Xenotech Tiberium Processing Plants (Stage 3) 61/300 2 dice 80R 7%, 3 dice 120R 90%
-[] Hewlett-Gardener Mothballing Phase 1 0/50 1 die 10R 100%
-[] Hewlett-Gardener Mothballing Phase 1 0/100 1 die 10R 60%, 2 dice 20R 100%
-[] Hewlett-Gardener Mothballing Phase 1 0/150 1 die 10R 1%, 2 dice 20R 94%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 92%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/100 1 die 30R 60%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/90 1 die 30R 76%, 2 dice 60R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 24%, 2 dice 40R 100%
-[] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 78/180 1 die 20R 57%, 2 dice 40R 100%
-[] Red Zone Energy Refits (Phase 1) 0/265 3 dice 75R 71%, 4 dice 100R 100%
-[] Red Zone Energy Refits (Phase 1+2) 0/530 5 dice 125R 8%, 6 dice 150R 69%, 7 dice 175R 98%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/795 8 dice 200R 15%, 9 dice 225R 69%, 10 dice 250R 97%
-[] Forgotten Experimentation 188/260 1 die 30R 97%
-[] Secure Yellow Zones (Phase 1) 0/300 3 dice 75R 34%, 4 dice 100R 97%
-[] Secure Yellow Zones (Phase 1+2) 0/600 6 dice 150R 19%, 7 dice 175R 80%, 8 dice 200R 99%
-[] Secure Yellow Zones (Phase 1+2+3) 0/900 9 dice 225R 11%, 10 dice 250R 59%, 11 dice 275R 94%
-[] Secure Yellow Zones (Phase 1+2+3+4) 0/1200 12 dice 300R 7%, 13 dice 325R 42%, 14 dice 350R 84%, 15 dice 375R 98%
Orbital 7 dice +34
-[] --GDSS Columbia Bays (3 available)--
-[] SCOP Bay 0/295 3 dice 60R 40%, 4 dice 80R 98%
-[] Assembler Bay 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100
-[] --GDSS Shala Bays (6 available)--
-[] Experimental Crops Bay (Stage 1) 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100%
-[] Experimental Crops Bay (Stage 1+2) 0/510 5 dice 100R 17%, 6 dice 120R 82%, 7 dice 140R 99%
-[] Animal Husbandry Bay 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100%
-[] High Efficiency Void Crops Bay 0/210 2 dice 40R 31%, 3 dice 60R 98%
-[] Lunar Mining Projects 0/185 2 dice 40R 51%, 3 dice 60R 99%
-[] Lunar Homesteading (Phase 3) 217/250 1 die 30R 100%
-[] Aldrin Planned City (Phase 1) 0/250 2 dice 60R 1%, 3 dice 90R 71%, 4 dice 120R 100%
-[] Aldrin Planned City (Phase 1+2) 0/750 8 dice 240R 17%, 9 dice 270R 69%, 10 dice 300R 96%
-[] Aldrin Planned City (Phase 1+2+3) 0/1750 19 dice 570R 9% 20 dice 600R 35.3% 21 dice 630R 70.5% 22 dice 660R 92.1%
Services 4 dice +35
-[] Fifth Generation Electronic Video Assistants 152/200 1 die 40R 100%
-[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%, 3 dice 75R 100%
-[] Rage Engine Development (Tech) 0/80 1 die 25R 89%, 2 dice 50R 100%
-[] Wet AI Development (Tech) (MS) 0/240 2 dice 60R 7%, 3 dice 90R 91%
-[] Stasis Box Development (Tech) (MS) 0/120 1 die 30R 27%, 2 dice 60R 100%
-[] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
-[] Naquada Ring Experiments (New) 0/80 1 die 50R 89%, 2 dice 100R 100%
-[] AI Development Programs 0/250 2 dice 80R 3%, 3 dice 120R 86%, 4 dice 160R 100%
Military 6 dice +31
-[] Military Logistics Drone Network (Phase 1) (new) 0/200 2 dice 40R 25%, 3 dice 60R 96%
-[] Military Logistics Drone Network (Phase 1 + 2) (new) 0/400 4 dice 80R 8%, 5 dice 100R 71%, 6 dice 120R 98%
-[] Stealth Field Generator Development (Tech) 0/60 1 die 15R 99%
-[] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 99%
-[] Initiative Laser Systems Deployment (Phase 2) 42/185 1 die 25R 0%, 2 dice 50R 89%, 3 dice 75R 100%
-[] Initiative Laser Systems Deployment (Phase 2+3) 42/370 3 dice 75R 3%, 4 dice 100R 65%, 5 dice 125R 98%
-[] Electronic Countermeasures Improvements (Refits) 90/500 4 dice 60R 5%, 5 dice 75R 63%, 6 dice 90R 97%
-[] ASAT Defense System (Phase 5) 41/425 4 dice 80R 31%, 5 dice 100R 93%
-[] Military Particle Beam Development (Tech) 81/100 1 die 20R 100%
-[] Military Particle Beam Development (Military+Advanced) (Tech) 81/180 1 die 20R 57%, 2 dice 40R 100%
-[] Ferro Aluminum Armor Refits (Refits) 229/295 1 die 5R 93%
--MARVs--
-[] Reclamator Hub 0/250 3 dice 60R 62%, 4 dice 80R 99%
-[] Reclamator Hub w/ 2 Mil + X-2 Tib Dice 0/266 3 dice 60R 71%, 4 dice 80R 100%
-[] Reclamator Hub x2 0/500 5 dice 100R 5%, 6 dice 120R 56%, 7 dice 140R 95%
-[] Reclamator Hub x2 w/ 2 Mil + X-2 Tib Dice 0/516 5 dice 100R 14%, 6 dice 120R 78%, 7 dice 140R 99%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/260 2 dice 40R 8%, 3 dice 60R 87%, 4 dice 80R 100%
-[] Reclamator Hub BZ-2 (Richmond) 58/265 2 dice 40R 18%, 3 dice 60R 94%
--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640 6 dice 120R 5%, 7 dice 140R 51%, 8 dice 160R 93%
-[] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--Air Force--
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 3) 35/150 1 die 10R 21%, 2 dice 20R 99%
-[] NovaHawk Factory Refits (Refit) 0/300 3 dice 75R 14%, 4 dice 100R 85%, 5 dice 125R 100%
-[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--Space Force--
-[] Orbital Nuclear Caches 0/140 1 die 20R 3%, 2 dice 40R 96%
--Ground Forces--
-[] Next-Generation Armored Vehicles 77/160 1 die 30R 81%, 2 dice 60R 100%
-[] Ground Forces Zone Armor (Set 2) (Phase 1) 260/285 1 die 20R 100%
-[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 260/570 3 dice 60R 9%, 4 dice 80R 79%, 5 dice 100R 100%
-[] GD-3 Deployment (Phase 2)(Refits) 95/180 1 die 10R 72%, 2 dice 20R 100%
-[] GD-3 Deployment (Phase 2+3)(Refits) 95/360 3 dice 30R 46%, 4 dice 40R 97%
-[] GD-3 Deployment (Phase 2+3+4)(Refits)(Munitions) 95/540 5 dice 50R 34%, 6 dice 60R 89%, 7 dice 70R 100%
-[] GD-3 Deployment (Phase 2+3+4+5)(Refits)(Munitions) 95/720 7 dice 70R 26%, 8 dice 80R 79%, 9 dice 90R 98%
-[] Stealth Disruptor Deployment 0/160 2 dice 30R 74%, 3 dice 45R 100%
--Navy–
-[] Governor-A Deployment (Refits) 126/350 2 dice 40R 6%, 3 dice 60R 85%, 4 dice 80R 100%
-[] SSN Development Program 0/120 1 die 30R 21%, 2 dice 60R 99%
--Steel Talons--
-[] Unmanned Support Ground Vehicle Deployment 0/240 2 dice 40R 2%, 3 dice 60R 72%, 4 dice 80R 100%
-[] Phased Plasma Weapons Development (Tech) 0/80 1 die 15R 85%, 2 dice 30R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 dice auto (+1 free die this turn with no bonuses.)
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 1 die auto
-[] Tiberium Survey Facilitation (New) 0/400 4 dice 0R 6%, 5 dice 0R 63%, 6 dice 0R 97%
-[] Campaign for Director's Chair 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 @Lightwhispers a PM if you're interested.
--Note 3: You can use 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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Well, for the first time in just about ever, I am going to advocate that anyone who doesn't try to put Free Dice into Bureaucracy gets tossed in a Tiberium Reclamation Field yelled at. :p
-[] Tiberium Survey Facilitation (New) 0/400 4 dice 0R 6%, 5 dice 0R 63%, 6 dice 0R 97%

Edit: Use of AA dice will result in a riot. :mob:
 
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That new Lunar planned city is interesting, more efficient pop wise than homesteading so I would like to focus on that with orbital this turn. A lot of neat options under services as well.

Beyond that Karachi and knocking out our plan goals would be good
 
[ ] Campaign for Director's Chair
Putting your hat in the ring officially is the first step towards claiming the seat the Litvinov is starting to step down from. While Seo is unlikely to be the only candidate, being among the first out of the gate is a significant advantage in trying to claim the seat.
I'm going to be a little mean and come out against this. Seo is a competent political operator of this I have no doubt, however...

In a similar vein to what Litvinov was saying about her replacement being perceived by NOD it also needs to be someone that GDI as a unit can get behind and Seo has been running the Treasury on his own whims for quite a while now in a way I'm sure has made enemies in parliament for life. I think we should step back and let a less polarising figure take the seat.
 
Plan: Stepping Stone to Karachi

Infrastructure (5 dice, 1FD +27 bonus) 110
-[] Drone Logistical Integration (New) (Progress 145/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy) 2D
-[] Japan-Korea Tunnel (Progress 0/350: 20 resources per die) (+3 Logistics) 4D

Heavy Industry (5 dice, 1FD +34 bonus) 150
-[] Nuuk Heavy Robotics Foundry (Phase 4) (Progress 143/935: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice) 3D
-[] Aberdeen Isolinear Fabricator (Phase 1) (Progress 0/270: 30 resources per die) (+9 Capital Goods, -2 Energy) 3D

Light and Chemical Industry (4 dice, 1FD +29 bonus) 115
-[] Factory Automation Programs (New) (Progress 75/280: 15 resources per die) (+4 Labor, -4 Energy) 1D
-[] Bergen Superconductor Foundry (Phase 5) (Progress 483/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support) 3D
-[] Civilian Exosuits (New) (Progress 0/85: 20 resources per die) (+1 Labor) 1D

Agriculture (6 dice +29 bonus) 60
-[] Reforestation Campaign Preparations (Phase 2) (Progress 579/790: 5 resources per die) 3D
-[] Spider Cotton Plantations (Phase 3) (Progress 95/165: 15 resources per die) (+1 Capital Goods) 3D

Tiberium (7 dice, 1FD +39 bonus) 180
-[] Forgotten Experimentation (Tech) (Progress 188/260: 30 resources per die) (MS) (-5 Political Support) 2D
-[] Blue Zone 1 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D
-[] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D
-[] Blue Zone 5 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D
-[] Hewlett-Gardener Mothballing (Phase 1+2+3) (New) (Progress 0/150: 10 resources per die) (+6 Energy, +3 Logistics, +3 Labor)(Mothballs 900 processing capacity) 2D

Orbital (7 dice +34 bonus) 210
-[] Aldrin Planned City (Phase 1+2) (New) (Progress 0/750: 30 resources per die) (3200 Residents) 7D

Services (4 dice +35 bonus) 155
-[] Regional Hospital Expansions (Phase 2) (Progress 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor) 1D
-[] Naquada Ring Experiments (Progress 0/80: 50 resources per die) (Must have at least 10 STU production spare) (+2 Orbital Dice, 15% Progress reduction.) 1D
-[] AI Development Programs (New) (Progress 0/250: 40 resources per die) 2D

Military (6 dice, 2FD +31 bonus) 140
-[] Stealth Field Generator Development (Tech) (Progress 0/60: 15 resources per die) 1D
-[] Tib Core Missile Seeker Analysis (Tech)(Progress 0/60: 5 resources per die) 1D
-[] Military Particle Beam Development (Tech) (Progress 81/100: 20 resources per die) 1D
-[] Thunderbolt II Missile Development (Platform) (Munitions) (Progress 0/60: 15 resources per die) 1D
-[] Next Generation Armored Vehicles (Platform) (Merged) (Progress 77/160: 30 resources per die) 1D
-[] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority) (Progress 260/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor) 2D
-[] Phased Plasma Weapons Development (Tech) (Progress 0/80: 15 resources per die) 1D

Bureaucracy (4 dice +29 bonus)
-[] Tiberium Survey Facilitation (New) (Progress 0/400) 4D

110 + 150 + 115 + 60 + 180 + 200 + 155 + 140
1110/1360+225 (1585)

Drones & Labor
Drone Logistical integration and Factory Automation need to be done for the benefit of moving labor from Logistics pools, to new areas more beneficial if we start seeing labor crunches, especially during Karachi.

Nuuk and Aberdeen being worked on alongside each other is specifically because we aren't going for the 5th Phase in the time remaining, so better to just get Phase 4 sometime early Q1-ish and Aberdeen is to begin building up our Isolinear Tech.

Bergen should finish about Q1 depends how we roll, but we need labor too, so its competing with Factory Automation too.

Tiberium is going to be contentious simply because of the amount of Inhibs and no progress on the RPT goal, but honestly we need Inhibitors more than we need RPT at this point, even if its a goal, and Forgotten Experimentation can help with STU's or other stuff alongside, making it less of a worry as well for the dice, next turn I may push out a large swathe of resource actions, but only because we will have at least SOME inhibs going up or being finished, mothballing HG processing is now in the cards.

Orbital is Orbital, as per usual.

Services is all self evident (especially Orbital progress cuts and more orbital dice), added AI

Military is the fun zone as usual, Stealth Field Gen for OpFor training against our own stealth units, and for researching more counters against it.

Tib Core and Thunderbolt II for better and more accurate missiles (and ones that won't die from sheer g forces)

More progress on the Zone Armor, and Phased Plasma for better Plasma based weapons

And Particle beams cuz might as well complete them

Bureau was switched to all in on the tib survey facilitation.
 
wait aren't we doing Karachi this turn
Yes


[] Plan go time for Karachi
-[]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 165R
--[] Karachi Planned City (Phase 1) 0/50 3 dice + 4 Tib dice 140R 100%
--[] phase 2 0/150 100%
--[] phase 3 0/345 100%
--[] phase 4 0/735 1%
--[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
--[] Drone Logistical Integration 145/240 1 die 15R 47%
-[]Heavy Industry 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 130R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 1 die 20R 0%
--[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 2 die 60R 100%
--[] Microfusion Cell Laboratories 2 die 50R 94%
-[]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 80R
--[] Bergen Superconductor Foundry (Phase 5) 483/1140 1 die 30R 0%
--[] Factory Automation Programs 75/280 2 die 30R 16%
--[] Civilian Exosuits 0/85 1 die 20R 69%
-[]Agriculture 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 50R
--[] Reforestation Campaign Preparations (Phase 2) 579/790 4 dice 20R 100%
--[] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 1%
--[] Spider Cotton Plantations (Phase 2) 95/165 1 die 15R 92%
-[]Tiberium 7/7 Free Dice: 1/6 Admin Dice: 1/2 AI Dice: 0/1 95R
--[] 4 dice for Karachi
--[] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 17%
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 2 dice 40R 100%
--[] Forgotten Experimentation (Tech) 188/260 1 die 30R 97%
-[]Orbital 7/7 Free Dice: 1/6 Admin Dice: 0/2 AI Dice: 1/1 250R
--[] GDSS Columbia Bays
---[] Assembler Bay 0/255 1 die 20R 0%
--[] GDSS Shala Bays
---[] Experimental Crops Bay (Stage 1) 0/255 1 die 20R 0%
--[] Lunar Homesteading (Phase 3) 217/250 2 dice + Erewhon 90R 100%
--[] Aldrin Planned City (Phase 1) 0/250 4 dice 120R 100%
-[]Services 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 140R
--[] Fifth Generation Electronic Video Assistants 1 die 40R 100%
--[] Regional Hospital Expansions (Phase 2) 2 dice 50R 53%
--[] Naquada Ring Experiments 1 die 50R 89%
-[]Military 6/6 Free Dice: 2/6 Admin Dice: 0/2 AI Dice: 0/1 150R
--[] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 99%
--[] Military Particle Beam Development (Tech) 81/100 1 die 20R 100%
--[] Next Generation Armored Vehicles (Platform) 77/160 1 die 30R 81%
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 260/285 4 dice 80R 100%
--[] phase 3 260/570 79%
--[] Phased Plasma Weapons Development (Tech) 0/80 1 die 15R 85%
-[]Bureaucracy 4/4 Free Dice: 2/6 AI Dice: 0/1 0R
--[] Tiberium Survey Facilitation 0/400 6 dice 97%
-[]Free Dice 6/6
--[] 1 in Tiberium
--[] 1 in Orbital
--[] 2 in Military
--[] 2 in Bureaucracy
-[]Resources Income 1060/1360 Reserve 0/225 Bank 100
 
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