Saving two energy in a big energy crunch might very well be worth it on it's own, since that can go towards, say, YZ light industrial or Vertical Farming.
We are going to need the cap goods from rolling stock soonish and with logistics expenditures out there something that boosts our ability to increase logistics is going to be needed sooner rather than later. Better to delay YZ light finish to Q3 (that way we have the cap goods done Q2). Also I did not include any real energy production Q2 which I expect a lot of HI and free dice on.
 
We should probably start working on building the fusion prototype, especially if the costs and progress for regular nuclear plants is going to keep going higher. Even if it takes multiple quarters until we see some actions relating to it, it's worth laying the groundwork as soon as possible.
 
I'm fairly sure heavy rolling stock should go after the elections and just dedicate Copenhagen to fire at Nod pirates if we want to save those logistics. We need elections results more than fecking trains.
 
IIRC from the discord shells phase 3 will only cost 2 energy.
Oh really? Nice! Now to only see what the followup phase for BZ is in progress and energy and the follow up for microgen and the current YZ power

Because that means -10 for Q2/Q3 projects I had listed, +1 for Fusion and +6 leftover, we only need +3 power Q2/Q3 to be neutral (obviously I am going to be hitting the power button hard to get ahead of power demands but that makes things easier)
 
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The vast majority of the Nod troops that keep getting blown up by our shells are dudes in light body armor with assault rifles, and maybe some light vehicles like attack bikes. In other words, the kind of shit you can make in a garage machine shop, no heavy industry or global supply chains necessary. We aren't beating off human wave attacks from Black Hand operatives in modern armor with laser rifles we're shredding a couple hundred local teenagers that got all riled up by the local warlord, wielding an AK older than their grandfather and wearing a 30 year old soft-skin environmental suit.

On the rare occasions that Nod does bring out the good stuff they kinda kick our asses, we got absurdly lucky with us rolling really well and the cyborgs rolling really poorly in Siberia. But at Cheyenne for example (where we still got extremely lucky) they just powered a massive convoy straight through our airspace despite our best interception efforts and then cracked open one of the most heavily fortified locations on Earth and walked off with the loot. Sure, it was a very valiantly fought defense and a close-run defeat, but a valiant defeat is a defeat nonetheless. And since then we've done very little to help the military while Nod has gone through a full upgrade cycle.
 
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The above is one of the reasons we want to cut into NOD support in the YZ, the less support they have the fewer people they can use for these mass assualts and the better our mil situation is because they have to use actual troops on probes and thus expend actual industry output.
 
Q1 2055
Q1 2055

Resources: 475 + 25 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.25 Blue Zone
28.93 Yellow Zone (63 Points of Mitigation)
56.82 Red Zone (44 Points of Mitigation)

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Substantial Surpluses (+2)
Logistics: Marginal Surpluses (+1) (-1 from piracy)
Food: Sufficient production (+4) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+1)
Consumer Goods: Titanic Shortages (-20)
Labor: Gargantuan Surpluses (78)
Tiberium Processing Capacity (1115/1250)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 4; 18: 7)
United Yellow List: 10 Seats (2; 7; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (35; 15; 3; 0)

Military Confidence
Ground Forces : Low
Air Force : Very Low
Space Force : Decent
Steel Talons: None
Navy: Low
ZOCOM: Decent

Plan Goals
Capital Goods: 17 points remaining
Consumer Goods: 54 points remaining
Food: 27 points remaining
MARV Fleets: 4 remaining
Military Goods Factories: 3 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 1 remaining
Abatement: 29 points remaining
Schooling Projects:Childcare and Preschool remaining
GDI Income: 165 remaining
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.





Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 140/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

[ ] Yellow Zone Fortress Towns (Phase 3)
With the terminus cities protected, and much of the near Yellow Zone at least supported by these towns, future projects lay clusters of fortresses along coastal positions, much like Africa saw in the first phase of colonization. However, without substantial more investment into providing shells, or diversifying the weapons load of the Fortress towns, these are likely to be effectively indefensible.
(Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and, if need be, evacuate them in a single convoy. Highly popular among Yellow List, unpopular among Hawks.
(Progress 0/170: 15 resources per die) (+++ Housing)

[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 15 Resources per die) (++ Logistics)

[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design is seeing increasing other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)


[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)

[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

[ ] Chicago Planned City (Phase 1)
Originally rising to prominence as the endpoint of the eastern rail system, connecting the industrial products of the east to the natural resources of the west, Chicago was abandoned shortly after the second Tiberium War as GDI fell back towards the coasts. Today the windy city is a skeletal ruin, marked by decades of war, and infested with Tiberium. However, GDI planners see a new future for the city, one dominated by its proximity to the North American Red Zone and connection to the Great Lakes.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] 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 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)

Heavy Industry (5 dice)

[ ] Blue Zone Power Production Campaigns (Phase 1)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 427/500: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for powerplants. While the initial proof of concept designs will not produce a substantial amount of power, they are a herald of a new age, one not reliant on relatively expensive fissionables.
(Progress 0/200: 20 Resources per Die) (+ Energy)

[ ] Blue Zone Microgeneration Program (Phase 2)
Building additional distributed power production and a more redundant grid, plus a number of in building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 54/120: 5 resources per die) (++ Energy Reserve)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. However, the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 101/275: 5 resources per die) (++ Energy)

[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 111/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)

[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)

[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)

[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)

[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods per turn)

[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/180: 20 resources per die) (+1 Fusion Lift Die)


Light and Chemical Industry (3 dice)

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, -- Energy)

[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

[ ] Blue Zone Light Industrial Sectors
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Energy, - Capital Goods, --- Labor)

[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/180: 15 resources per die) (++ Consumer Goods, + Health)

[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, delivery drones, and recreational drones have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)

[ ] Bulk Plastics Facilities
Polymers and plastics have become an ever increasing part of GDI's overall development programs. Developing more bulk production facilities will provide for a greater overall availability of vital materials.
(Progress 0/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)

[ ] Furniture Factories
While basic furniture is fairly commonly available, higher end products are not. Metal frames and well padded seats are still luxury goods by some descriptions. The development of more production will begin making good some of the long term shortages that have existed since the war.
(Progress 0/150: 10 resources per die) (++ Consumer Goods)

[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 0/200: 30 resources per die) (++ Capital Goods, +++ Energy)

[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)


Agriculture (3 dice)

[ ] Agriculture Mechanization Projects
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/400: 15 resources per die) (+++++ Food, -- Energy, -- Capital Goods)

[ ] State Operated Breweries
With the initiative running substantial surpluses of vital food supplies, some portion of them can be siphoned off towards the production of one of the world's oldest luxury goods, alcohol. While alcohol production has never actually stopped, GDI can step into the market with relatively cheap, high quality and reliable products that can be ordered conveniently. While most products will be low alcohol by volume in comparison to some of the rocket fuel that other producers tend to make, the focus will be on taste.
(progress 0/125: 10 resources per die) (+++ Consumer goods, --- Food)

[ ] Perennial Aquaponics Bays
While most aquaponics relies on relatively fast growing crops, the method can also be used with more long term crops, such as berries, beans, and perennialized versions of other grains, oilseeds, and legumes. These require a fundamentally different structure than the linear bays of single growth crops. Instead of a long single run, with sheets of plants rafting down as they grow, perennial aquaponics bays are typically taller, with spirals of plants being fed by tanks placed on ground level. While the crops only typically produce a harvest once a year, they can be staggered by artificially manipulating the growing environment.
(Progress 0/300: 10 resources per die) (++++ food over 8 turns) (5 Political Support)

[ ] Expansive Aquaponics Campaigns
With GDI now caring for ever more people, the food supplies have begun to show strain. A massive campaign of expanding existing operations, and opening new ones, especially using filter feeders, such as freshwater shrimp as a secondary protein source and water cleaning option at the end of the runs, will help ensure longer term food security in Blue and Yellow zones around the world.
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)

[ ] Yellow Zone Aquaponics Bays (phase 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed to bring the network nearly to independence. While it will almost certainly still require a fairly substantial amount of food to be shipped in to ensure an acceptable level of diversity, if cut off for some reason, it is almost certainly going to be able to maintain existing populations at a survivable, if not particularly comfortable level.
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)

[ ] Yellow Zone Purification Facilities
With Water becoming an ever more vital strategic resource, actually investing in the ability of the Yellow Zones to provide water for themselves has gone from a luxury to an imperative. Substantial pump stations near available bodies of water, combined with rainwater collection facilities, should be able to provide the amounts of water that the Yellow Zones are soon to require.
(Progress 0/320: 10 resources per die) (+++++ Water, -- Energy)

[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 136/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

[ ] Agricultural Processing Plants (Phase 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)

[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)

[ ] Entari Development
With the Novel Crops Labs having finished their first major crop, Entari should prove to be a substantial efficiency upgrade. However, it needs an infusion of resources to actually bring it to full readiness and to test it large scale before rolling it out to the general public.
(progress 0/40: 20 resources per die)

[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is, from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)

Tiberium (5 dice)

[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 252/400: 15 resources per die) (4 points of yellow zone mitigation)

[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 5)
At this point, GDI has tapped out available space in the existing Yellow Zone harvests. Both further waves of fortress towns and expanded harvesting operations are required.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 phases available)

[-] Red Zone Tiberium Harvesting (Phase 7)
While preparations are complete to drive another spear into the depths of the Red Zones, current military demands make that impossible. Fixing those problems will allow a further development immediately, and open future projects.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Phase 3)
Fully replacing the Forgotten in some areas will require a substantial additional investment. However it will also do far more to contain the spread of the Red Zones, by intensifying both GDI and the Forgotten's harvesting efforts.
(Progress 8/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Phase 8)
While GDI cannot support more glacier mining operations at this time, the combined effects of the mines seem to be reaching a turning point, beginning to impact overall Tiberium spread. Further development seems likely to work to the Initiative's advantage in this area.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 available Phases)

[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)

[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)

Orbital (3 dice) (2 Fusion Dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Philadelphia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/90: 30 resources per die) (5 PS for completion)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/90: 30 resources per die)

[ ] GDSS Enterprise (Phase 3)
Expanding the Enterprise into a proper all in one industrial center, a further series of modules and extensions will create a number of new industrial areas. However, before the refineries and the like can be brought fully online, they will need to be fed
(Progress 68/390: 30 resources per die) (+ Capital Goods, + Consumer Goods)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/90: 30 resources per die) (5 PS for completion)

[ ] Expand Orbital Communications Network (Phase 2)
With the worst of the damage replaced, GDI's new need is for higher speed and more bandwidth. While everywhere is connected, few of those connections are particularly high bandwidth. With this in mind, making more bandwidth available will drastically cut the need for couriers for any but the most highly classified projects, and as more computers become available, more of GDI's citizens can begin working from home, reducing the strain on public transit networks.
(Progress 29/135: 15 resources per die) (+ Logistics) (5 PS for completion)

[ ] Orbital Cleanup (Phase 2)
With orbital recycling capacity now in place, and a first wave of major sites developed, GDI can continue ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 58/90: 15 resources per die) (Opens new Space Projects) (25-30 resources)


(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)
(At this time, the SCED cannot effectively make use of additional funding)
[-] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/90: 15 Resources Per Die)

[-] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 0/90: 15 Resources Per Die)

[-] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/290: 15 Resources per Die)

Services (4 dice)

[ ] Scrin Research Institutions
Most Scrin technology is inert, and much of it has been damaged by the fighting or afterwards. However, there is enough of it that even a low chance of finding useful technologies is worth pursuing. While this will require substantial investments into the research areas, it also has the possibility of producing substantial technological breakthroughs.
(Progress 0/350: 30 resources per die)

[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/200: 5 Resources per die) (--- Labor)

[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)

[ ] Fashion development houses
With standardized clothing now available, the next priority is often looking good.Existing clothing suppliers can provide for the bulk of GDI's needs, however there are many options for providing not only comfortable clothes, but ones that are good looking and attractive. While this has usually been a matter for the private markets, GDI can provide a range of fashion styles in its own right, bringing the whole range into reach of even the unemployed.
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)

[ ] Ethnic Restaurant Program
With GDI's food situation no longer critical, a dedicated program to revitalize the globe's ethnic foods can be initiated. While none of them will be entirely accurate to pretiberium cuisine, shaped by the shift to aquaponic farming, it should be possible to at very least approximate their tastes and textures.
(Progress 0/150: 10 Resources per die) (- Food, +++ Consumer Goods)

[ ] Game Development Studios
The private market has begun a thriving market in independent videogames. However, none have offered an upmarket game experience along the lines of those that existed before the Third Tiberium War. By forming and reforming a constellation of large scale game developers, GDI can begin providing that kind of experience once more, in more consumer friendly packaging.
(Progress 0/300: 5 Resources per die) (+++ Consumer Goods)

[ ] Durable Goods Libraries and Central Repositories
Most people do not have constant need for many of the durable goods that they own. While every home having a vacuum cleaner, a washing machine, dryer, specialized cookware and the like is a common ambition, current production is far insufficient. For the portable goods a library system, with a central community level stockpile allowing people to check out the goods that they will use with the expectation of them being returned will be relatively simple, while having laundromat type arrangement for the less portable options, should allow the total consumer goods supply to be substantially stretched, at least for some goods.
(Progress 0/200: 15 Resources per die) (++++ Consumer Goods, -- Energy, - Labor)

[ ] Arts and Culture Grants
By beginning a program of offering grants to acting companies, writers, musicians, and artists, GDI can substantially increase the total output of human culture. While unlikely to be directly profitable, the grant program should create a constant output of new material.
(10 Resources per Turn) (+ Consumer Goods Per Turn)



Military (5 dice)

[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub, a further redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die)

[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Red Zone 6 South (Progress 93/105)

[ ] Reclamator Fleet RZ-6 North
Wth the hub completed, there are two good options for the fleet.
-[ ] MARVs
A standard model MARV, equipped for combat in the Yellow and Red zones around the world, this model is quite capable of conducting many of the tasks demanded of it.
(progress 0/160: 20 resources per die) (2 Points Red Zone Mitigation, 15 RpT.)
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)

[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Oslo (Progress 0/60: 15 resources per die) (-- Labor, -- Energy)

Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. More factories are needed soon for the Initiative to be able to maintain effective air superiority.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
-[ ] Valparaiso (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)


[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 resources per die)

Space Force

[ ] Orbital Strike Regimental Combat Team Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational.
(Progress 0/225: 30 Resources per die)

[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die)

Ground Forces
[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)

[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)

[ ] Shell Plants (Phase 3)
With the immediate crisis in shell production covered, continued development of GDI's shell plants is required. With another wave of new plants, GDI's shell stockpiles can begin to be built up in preparation for the next Tiberium War, and the inevitable future conflicts with the Brotherhood of NOD
(Progress 35/150: 10 Resources per die) (-- power)

[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)

[ ] Ablat Plating Development
NOD has always used laser weapons to some extent, but never in as large a number as during the Third Tiberium War. Rather than being a dedicated weapon for the most elite of NOD's armies, or a fixed defensive piece, NOD fielded large numbers of laser systems across its force, with some proliferating down the ranks. In the post war world that has continued, with NOD forces attempting to bring lasers even to the infantry. While dedicated anti laser armor systems have generally been considered not to be worth the weight and defensive trade offs, the increased deployment of lasers has changed the calculus substantially.
(Progress 0/70: 10 resources per die)

Navy

[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. With the first port complete, second is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
  • [ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Copenhagen (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)

[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 10 Resources per die)

Steel Talons

[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)

[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 10 resources per die) (--- Energy)


[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)

[ ] Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/40 : 10 resources per die)


[ ] Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/40: 10 Resources per die)



Bureaucracy (3 dice)

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)

[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)

** 2 Hour Moratorium on Voting **
 
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Some nice new options this turn
[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is, from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)
This agriculture project would be a nice boost for our Military once developed enough that we can start large scale farms.

[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 0/200: 30 resources per die) (++ Capital Goods, +++ Energy)
The blue zone power will provide all power needed for this turn but a pair of dices on this will provide energy for the next turn and at 30R per dice trying to do it with 2 dice could save us 30R.
 
[] Plan Superconductor Fusion and Communication
Infrastructure (5 dice)
-[] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
-[] Fiber-Optic Expansion, 1 dice (20 Resources)
Heavy Industry (5 dice)
-[] Blue Zone Power Production Campaigns (Phase 2), 3 dice (30 Resources)
-[] Fusion Power Prototype, 2 dice (40 Resources)
Light and Chemical Industry (3 dice + 1 Free)
-[] Superconductor Foundries , 1 die (30 Resources)
-[] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[] Security Reviews, 1 die
Agriculture (3 dice)
-[] Perennial Aquaponics Bays, 1 dice (10 Resources)
-[] Vertical Farming projects, 2 dice (30 Resources)
Tiberium (5 dice)
-[] Blue Zone Perimeter Fencing (Phase 2), 4 dice (60 Resources)
Orbital (3 dice)
-[] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
-[] Expand Orbital Communications Network (Phase 2) , 1 dice (1 Fusion) (10 Resources)
-[] Orbital Cleanup (Phase 2), 1 dice (15 Resources)
Services (4 dice)
-[] Scrin Research Institutions, 1 Dice (30 Resources)
-[] Childcare and Preschool programs, 1 Dice (5 Resources)
-[] Ethnic Restaurant Program , 1 Dice (10 Resources)
Military (5 dice +4 Free)
-[] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
-[] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
-[] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
-[] Copenhagen Hydrofoil Shipyard, 2 die (20 Resources)
-[] Shell Plants (Phase 3), 1 die (10 Resources)
Bureaucracy (3 dice)
-[] Security Reviews (LCI), 3 dice

Resources Available: 500
Resources Used: 500
Resources Remaining: 0
 
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So the new options in the planning regime we might or might not have expected are:


HI Options
[ ] Blue Zone Microgeneration Program (Phase 2)
Building additional distributed power production and a more redundant grid, plus a number of in building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 54/120: 5 resources per die) (++ Energy Reserve)
LCI Options
[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, delivery drones, and recreational drones have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)

[ ] Bulk Plastics Facilities
Polymers and plastics have become an ever increasing part of GDI's overall development programs. Developing more bulk production facilities will provide for a greater overall availability of vital materials.
(Progress 0/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)

[ ] Furniture Factories
While basic furniture is fairly commonly available, higher end products are not. Metal frames and well padded seats are still luxury goods by some descriptions. The development of more production will begin making good some of the long term shortages that have existed since the war.
(Progress 0/150: 10 resources per die) (++ Consumer Goods)

[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 0/200: 30 resources per die) (++ Capital Goods, +++ Energy)
Agri Options
[ ] Entari Development
With the Novel Crops Labs having finished their first major crop, Entari should prove to be a substantial efficiency upgrade. However, it needs an infusion of resources to actually bring it to full readiness and to test it large scale before rolling it out to the general public.
(progress 0/40: 20 resources per die)

[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is, from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)
Services Options
[ ] Ethnic Restaurant Program
With GDI's food situation no longer critical, a dedicated program to revitalize the globe's ethnic foods can be initiated. While none of them will be entirely accurate to pretiberium cuisine, shaped by the shift to aquaponic farming, it should be possible to at very least approximate their tastes and textures.
(Progress 0/150: 10 Resources per die) (- Food, +++ Consumer Goods)

[ ] Game Development Studios
The private market has begun a thriving market in independent videogames. However, none have offered an upmarket game experience along the lines of those that existed before the Third Tiberium War. By forming and reforming a constellation of large scale game developers, GDI can begin providing that kind of experience once more, in more consumer friendly packaging.
(Progress 0/300: 5 Resources per die) (+++ Consumer Goods)

[ ] Durable Goods Libraries and Central Repositories
Most people do not have constant need for many of the durable goods that they own. While every home having a vacuum cleaner, a washing machine, dryer, specialized cookware and the like is a common ambition, current production is far insufficient. For the portable goods a library system, with a central community level stockpile allowing people to check out the goods that they will use with the expectation of them being returned will be relatively simple, while having laundromat type arrangement for the less portable options, should allow the total consumer goods supply to be substantially stretched, at least for some goods.
(Progress 0/200: 15 Resources per die) (++++ Consumer Goods, -- Energy, - Labor)

[ ] Arts and Culture Grants
By beginning a program of offering grants to acting companies, writers, musicians, and artists, GDI can substantially increase the total output of human culture. While unlikely to be directly profitable, the grant program should create a constant output of new material.
(10 Resources per Turn) (+ Consumer Goods Per Turn)
Military
[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Red Zone 6 South (Progress 93/105)

[ ] Reclamator Fleet RZ-6 North
Wth the hub completed, there are two good options for the fleet.
-[ ] MARVs
A standard model MARV, equipped for combat in the Yellow and Red zones around the world, this model is quite capable of conducting many of the tasks demanded of it.
(progress 0/160: 20 resources per die) (2 Points Red Zone Mitigation, 15 RpT.)
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
 
Updated. Please inform me of any errors.
Infrastructure 5 dice +12
-[] Blue Zone Arcologies (Phase 1) 140/450 4 dice 60R 23%, 5 dice 75R 61%, 6 dice 90R 87%, 7 dice 105R 97%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 21%, 3 dice 60R 70%, 4 dice 80R 94%
-[] Yellow Zone Arcologies (Phase 1) 0/170 2 dice 30R 25%, 3 dice 45R 74%, 4 dice 60R 95%
-[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 32%, 3 dice 45R 80%, 4 dice 60R 97%
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 23%, 3 dice 30R 72%, 4 dice 40R 95%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 35%, 3 dice 30R 81%, 4 dice 40R 97%
-[] Integrated Cargo System 0/800 10 dice 150R 4%, 11 dice 165R 16%, 12 dice 180R 37%, 13 dice 195R 60%, 14 dice 210R 80%, 15 dice 125R 91%
-[] Fiber-Optic Expansion 0/240 3 dice 60R 24%, 4 dice 80R 67%, 5 dice 100R 91%
-[] Chicago Planned City (Phase 1) 0/80 1 Tib die 20R 66%, 1 Tib die + 1 Infra die 40R 98%
-[] Chicago Planned City (Phase 1+2) 0/220 1 Tib die + 1 Infra die 40R 7%, 1 Tib die + 2 Infra dice 60R 51%, 1 Tib die + 3 Infra dice 80R 86%, 1 Tib die + 4 Infra dice 100R 98%
--Note: Tib dice used here have a bigger bonus than Infra dice.
-[] Karachi Planned City - Same as above.
Heavy Industry 5 dice +15
-[] Blue Zone Power Production Campaigns (Phase 1) 427/500 1 die 10R 58%, 2 dice 20R 96%, 3 dice 30R 99%
-[] Fusion Power Prototype 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 65%, 2 dice 10R 98%
-[] Yellow Zone Power Grid Extension (Phase 2) 101/275 2 dice 10R 26%, 3 dice 15R 77%, 4 dice 20R 96%
-[] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%, 3 dice 30R 92%
-[] Personal Vehicle Factories 0/250 3 dice 30R 23%, 4 dice 40R 68%, 5 dice 50R 92%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 14 dice 210R 3%, 15 dice 225R 11%, 16 dice 240R 27%, 17 dice 255R 48%, 18 dice 270R 68%, 19 dice 285R 84%, 20 dice 300R 93%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 6% (Req. Omake), 2 dice 30R 69%, 3 dice 45R 96%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 5%, 5 dice 75R 32%, 6 dice 90R 68%, 7 dice 105R 90%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 11 dice 165R 7%, 12 dice 180R 23%, 13 dice 195R 47%, 14 dice 210R 70%, 15 dice 225R 86%, 16 dice 140R 95%
-[] Kure Machine Works 0/280 3 dice 45R 9%, 4 dice 60R 48%, 5 dice 75R 83%, 6 dice 90R 97%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 10%, 7 dice 175R 37%, 8 dice 200R 68%, 9 dice 225R 89%, 10 dice 250R 97%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
-[] Union Class Construction Yard 0/180 2 dice 40R 22%, 3 dice 60R 73%, 4 dice 80R 95%
Light and Chemical Industry 3 dice +12
-[] Chemical Precursor Plants 36/200 2 dice 30R 29%, 3 dice 45R 77%, 4 dice 60R 96%
-[] Yellow Zone Light Industrial Sectors 0/400 5 dice 50R 14%, 6 dice 60R 45%, 7 dice 70R 75%, 8 dice 80R 92%
-[] Blue Zone Light Industrial Sectors 0/350 4 dice 40R 7%, 5 dice 50R 37%, 6 dice 60R 71%, 7 dice 70R 91%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 18%, 3 dice 45R 60%, 4 dice 60R 92%
-[] Johannesburg Personal Robotics Factory 0/250 3 dice 45R 18%, 4 dice 60R 60%, 5 dice 75R 88%, 6 dice 90R 98%
-[] Bulk Plastics Facilities 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Furniture Factories 0/150 2 dice 20R 41%, 3 dice 30R 85%, 4 dice 40R 98%
-[] Chemical Fertilizer Plants 0/200 2 dice 30R 8%, 3 dice 45R 52%, 4 dice 60R 87%, 5 dice 75R 98%
-[] Superconductor Foundries 0/200 2 dice 60R 8%, 3 dice 90R 52%, 4 dice 120R 87%, 5 dice 150R 98%
Agriculture 3 dice +12
-[] Agriculture Mechanization Projects 0/400 5 dice 75R 14%, 6 dice 90R 45%, 7 dice 105R 75%, 8 dice 120R 92%
-[] State Operated Breweries 0/125 1 die 10R 3% (Req. Omake), 2 dice 20R 64%, 3 dice 30R 94%
-[] Perennial Aquaponics Bays 0/300 3 dice 30R 2%, 4 dice 40R 28%, 5 dice 50R 66%, 7 dice 60R 90%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 3%, 8 dice 80R 15%, 9 dice 90R 40%, 10 dice 100R 67%, 11 dice 110R 87%, 12 dice 120R 95%
-[] Yellow Zone Aquaponics Bays (phase 4) 44/160 1 die 10R 12%, 2 dice 20R 72%, 3 dice 30R 96%
-[] Yellow Zone Purification Facilities 0/320 4 dice 40R 18%, 5 dice 50R 55%, 6 dice 60R 84%, 7 dice 70R 96%
-[] Vertical Farming projects 136/250 1 die 15R 14%, 2 dice 30R 73%, 3 dice 45R 96%
-[] Agricultural Processing Plants (Phase 1) 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Ranching Domes 0/250 3 dice 60R 18%, 4 dice 80R 60%, 5 dice 100R 88%, 6 dice 120R 98%
-[] Entari Development 0/40 1 die 20R 88%, 2 dice 40R 100%
-[] Spider Cotton Development 0/40 1 die 20R 88%, 2 dice 40R 100%
Tiberium 5 dice +30
-[] Blue Zone Perimeter Fencing (Phase 2) 252/400 2 dice 30R 74%, 3 dice 45R 99%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 3%, 3 dice 60R 54%, 4 dice 80R 93%
-[] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 die 15R 100%
-[-] Red Zone Tiberium Harvesting (Phase 8) 0/130 1 die 25R 16%, 2 dice 50R 86%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 54%, 3 dice 75R 95%
-[] Red Zone Containment Lines (Phase 3+4) 8/360 3 dice 75R 3%, 4 dice 100R 40R, 5 dice 125R 84%, 6 dice 150R 98%
-[-] Tiberium Glacier Mining (Phase 8) 29/180 2 dice 60R 72%, 3 dice 90R 99%
-[] Red Zone Sweeper Convoys 0/120 1 die 20R 26%, 2 dice 40R 91%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 29%, 3 dice 90R 87%, 4 dice 120R 99%
Orbital Industry 3 dice +12
-[] GDSS Philadelphia II (Phase 1) 0/90 1 die 20R+ 38%, 2 dice 40R+ 88%, 3 dice 60R+ 99%
-[] GDSS Philadelphia II (Phase 1+2) 0/270 3 dice 60R+ 10%, 4 dice 80R+ 47%, 5 dice 100R+ 81%, 6 dice 120R+ 96%
-[] GDSS Philadelphia II (Phase 1+2+3) 0/630 8 dice 160R+ 8%, 9 dice 180R+ 28%, 10 dice 200R+ 55%, 11 dice 220R+ 77%, 12 dice 240R+ 91%
-[] GDSS Colombia and Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 68/390 4 dice 80R+ 17%, 5 dice 100R+ 54%, 6 dice 120R+ 83%, 7 dice 140R+ 96%
-[] Expand Orbital Communications Network (Phase 2) 29/135 1 die 10R+ 22%, 2 dice 20R+ 79%, 3 dice 30R+ 98%
-[] Orbital Cleanup (Phase 2) 58/90 1 die 10R+ 96%
-[] Orbital Cleanup (Phase 2+3) 58/180 1 die 10R+ 6%, 2 dice 20R+ 67%, 3 dice 30R+ 95%
-[-] Inner System Survey Probes 0/90 1 die 10R+ 38%, 2 dice 20R+ 88%, 3 dice 30R+ 99%
-[-] Asteroid Belt Survey Probes 0/90 1 die 10R+ 38%, 2 dice 20R+ 88%, 3 dice 30R+ 99%
-[-] Outer System Survey Probes 0/290 3 dice 30R+ 4%, 4 dice 40R+ 34%, 5 dice 50R+ 72%, 6 dice 60R+ 92%
Services 4 dice +27
-[] Scrin Research Institutions 0/350 3 dice 90R 2%, 4 dice 120R 34%, 5 dice 150R 79%, 6 dice 180R 97%
-[] Childcare and Preschool programs 0/200 2 dice 10R 25%, 3 dice 15R 82%, 4 dice 20R 99%
-[] Virtual Reality Arcades 0/225 2 dice 20R 10%, 3 dice 30R 67%, 4 dice 40R 96%
-[] Fashion development houses 0/225 2 dice 20R 10%, 3 dice 30R 67%, 4 dice 40R 96%
-[] Ethnic Restaurant Program 0/150 2 dice 20R 68%, 3 dice 30R 98%
-[] Game Development Studios 0/300 3 dice 15R 16%, 4 dice 20R 67%, 5 dice 25R 94%
-[] Durable Goods Libraries and Central Repositories 0/200 2 dice 30R 25%, 3 dice 45R 82%, 4 dice 60R 99%
Military 5 dice +12
-[] Wartime Factory Refits 0/350 4 dice 80R 7%, 5 dice 100R 37%, 6 dice 120R 71%, 7 dice 140R 91%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 60R 7%, 3 dice 90R 50%, 4 dice 120R 85%, 5 dice 150R 97%
-[] Reclaimator Hubs 0/105 1 die 20R 23%, 2 dice 40R 79%, 3 dice 60R 98%
-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 62%, 2 dice 40R 97%
-[] Reclamator Hub Red Zone 6 South 93/105 1 die 20R 100%
-[] MARVs 0/160 2 dice 40R 32%, 3 dice 60R 80%, 4 dice 80R 97% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 5%, 3 dice 60R 45%, 4 dice 80R 82%, 5 dice 97%
Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Zone Suit Factories 0/60 1 die 15R 68%, 2 dice 30R 98%
Air Force
-[] Apollo Fighter Factories 0/70 1 die 15R 58%, 2 dice 30R 96%
-[] Orca Refit Package Development 0/40 1 die 15R 88%, 2 dice 30R 99%
Space Force
-[] Orbital Strike Regimental Combat Team Station 0/225 3 dice 90R 34%, 4 dice 120R 75%, 5 dice 150R 94%
-[] High Orbit Ion Cannons 0/75 1 die 30R 53%, 2 dice 60R 94%
Ground Forces
-[] Remote Weapons System Development Predator 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 88%, 2 dice 30R 99%
-[] Shell Plants (Phase 3) 35/150 1 die 10R 13% (Req. Omake), 2 dice 20R 72%, 3 dice 30R 96%
-[] Railgun Munitions Development 0/60 1 die 10R 68%, 2 dice 20R 98%
-[] Ablat Plating Development 0/70 1 die 10R 58%, 2 dice 20R 96%
Navy
-[] Governor Class Cruiser Development 0/40 1 die 15R 88%, 2 dice 30R 99%
-[] Hydrofoil Shipyards 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
-[] Point Defense Refits 15/250 3 dice 30R 27%, 4 dice 40R 70% 5 dice 50R 92%
Steel Talons
-[] Titan Mark 3 Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Wolverine Mark 3 Deployment 0/150 2 dice 20R 41%, 3 dice 30R 85%, 4 dice 40R 98%
-[] Advanced Myomer Works 0/125 2 dice 20R 55%, 3 dice 30R 89%, 4 dice 40R 98%
-[] Mastodon Heavy Assault Walker Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Havoc Scout Mech Development 0/40 1 die 10R 88%, 2 dice 20R 99%
Bureaucracy 3 dice +12
-[] Security Reviews: DC60 1 die 68%, 2 dice 98%
-[] Expand Strategic Planning Apparatus 0/100 1 die 28%, 2 dice 82%, 3 dice 98%
Last Security Review
Tiberium 1 turns ago 2054 Q4
Orbital 2 turns ago 2054 Q3
Services 2 turns ago 2054 Q3
Infrastructure 3 turn ago 2054 Q2
Agriculture 3 turn ago 2054 Q2
Bureaucracy 3 turn ago 2054 Q2
Military 5 turns ago 2053 Q2
Light/Chem 9 turns ago 2052 Q4
Heavy Ind 11 turns ago 2052 Q2
 
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98% of the credit goes to @Chimeraguard's draft plan from yesterday on this one. If we hadn't gotten a few shiny new options I would have just voted for Chimera's plan without any modifications and not even bothered proposing my own but since I gotta get my planmaking hit here's a slight modification to take account of a couple new things. Mostly I wanted to scrounge up an extra 10R to upgrade the perennial bays to deploying some of our shiny new crops, Entari because that's the food/consumer goods one but I guess it could be spider cotton instead if people really want it.

To do this I changed the chemical plants die to a plastics production die, it'll still get us the second point of cap goods we need to do the YZ industrial sectors and more importantly IMO both comes with a nice little hit of consumer goods and above all doesn't consume any power. We'll circle back to the chemical plants after the military factory power crunch is over and we get another phase of BZ power. Also changed a fiber optics die to an arcologies die to get the other 5R, if the chemical plants aren't going to take up -2 power anymore then the arcologies are safe to keep trucking on alongside the fiber optics.

Finally, turned the fashion houses die into activating the culture grants. Doesn't change the budget math at all this turn but a recurring source of consumer goods and cultural funding sounds nice to me, even if we're going to centrally plan the toothbrushes I don't think there's any value in trying to centrally plan the art. Art grants are just cultural development not resurrecting the evil capitalists.

[] Plan Gimme the Fruit
Infrastructure (5 dice)
-[] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
-[] Fiber-Optic Expansion, 1 die (20 Resources)
Heavy Industry (5 dice)
-[] Blue Zone Power Production Campaigns (Phase 2), 4 dice (40 Resources)
-[] Fusion Power Prototype, 1 die (20 Resources)
Light and Chemical Industry (3 dice + 1 Free)
-[] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[] Bulk Plastics Facilities, 1 die (10 Resources)
-[] Security Reviews, 1 die
Agriculture (3 dice)
-[] Vertical Farming projects, 2 dice (30 Resources)
-[] Entari Development, 1 die (20 Resources)
Tiberium (5 dice)
-[] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
Orbital (3 dice)
-[] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
-[] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources)
-[] Orbital Cleanup (Phase 2), 1 die (15 Resources)
Services (4 dice)
-[] Scrin Research Institutions, 1 die (30 Resources)
-[] Childcare and Preschool programs, 2 dice (10 Resources)
-[] Arts and Culture Grants, 1 die (10 Resources)
Military (5 dice +4 Free)
-[] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice (60 Resources)
-[] Reclaimator Hubs (RZ-6 South), 1 die (20 Resources)
-[] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
-[] Copenhagen Hydrofoil Shipyard, 2 dice (20 Resources)
-[] Shell Plants (Phase 3), 1 die (10 Resources)
Bureaucracy (3 dice)
-[] Security Reviews (LCI), 3 dice

Resources Available: 500
Resources Used: 500
Resources Remaining: 0
 
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A lot of new projects that give goods and don't require energy. And we finally get our new crops.
Though it's expensive I like how tempting the Superconductor factory is, since it gives us capital goods and energy.

Also a refresher on what Entari is:
Aimed towards being a sweet, perennial vine growing large fruit, Entari is hoped to be a fairly universal food, with fleshlike texture and mild taste when unripe, and a softer texture with a more sweet and tangy taste when ripe. In function, the unripe fruit can be used as an effective meat substitute, sharing a texture with stewed chicken, while ripe fruits can be used in more traditional fruit roles.
 
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[] Plan Philadelphia and Chicago
Infrastructure (5 dice) 45R
-[] Blue Zone Arcologies (Phase 1), 140/450 3 dice (45 Resources)
Heavy Industry (5 dice +2 Free) 50R
-[] Blue Zone Power Production Campaigns (Phase 2), 3 dice 30R 99%
-[] Blue Zone Microgeneration Program (Phase 2) 1 die 5R 65%
-[] Yellow Zone Power Grid Extension (Phase 2) 101/275 3 dice 15R 77%
Light and Chemical Industry (3 dice) 70R
-[] Bulk Plastics Facilities 1 dice 10R
-[] Superconductor Foundries 2 dice 60R
Agriculture (3 dice) 50R
-[] Perennial Aquaponics Bays, 1 dice (10 Resources)
-[] Entari Development 0/40 1 die 20R 88
-[] Spider Cotton Development 0/40 1 die 20R 88
Tiberium (5 dice) 85R
-[] Blue Zone Perimeter Fencing (Phase 2), 3 dice 45R 99%
-[] Chicago Planned City (Phase 1+2) 0/220 2 Dice 40R
Orbital (3 dice) 55R
-[] GDSS Philadelphia II (Phase 1), 2 dice 40R+ 88%
-[] Orbital Cleanup (Phase 2), 1 dice 15 R 96%
Services (4 dice) 20R
-[] Childcare and Preschool programs, 2 dice 10R 25%
-[] Game Development Studios 2 dice 10R
Military (5 dice +3 Free) 125R
-[] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice 60R 45%
-[] Reclaimator Hubs (RZ-6 South), 1 die 20R 100%
-[] Toronto Apollo Fighter Factory, 1 die 15R 58%
-[] Shell plants, 35/150 2 dice 20R 72%
-[] Copenhagen Hydrofoil Shipyard, 1 die 10R 28%
Bureaucracy (3 dice)
-[] Security Reviews (Infrastructure), 3 dice

500/500

Chicago is in a narrow yellow zone and on the great lakes allowing shipping to the west coast cities while also being near the north American red zone.
There is a lot of power production in here and the Yellow Zone Power Grid Extension will also help increase the amount of yellow zone voters.
Philadelphia II gets two dice giving us PS for phase 1 and we get to know what phase two will bring us.
Orbital Cleanup (Phase 1) reduced the progress needed for orbital communications so finishing the nearly done second phase before starting communications is more efficient.
3 military factories as we only have enough planes to cover the blue zones, no reserve of shells and our ships are suffering form piracy.
Agriculture does the development needed to unlock large scale farms for the first results of our novel crop labs.
It will give us a way to boost the military in agriculture as we start to move some free dice to consumer good production closer to the elections.

-[] Superconductor Foundries 0/300 2 dice 30R 2%, 4 dice 120R 28%, 5 dice 150R 66%, 6 dice 180R 90%
They are 200 points needed.
 
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I think maybe we should start some redesign projects in the background. They're relatively easy and I think it's better we get them out now rather than rushing them when they're needed. Could marginally ease Hawk opinion too. Mostly looking at the Titan Mk3 or the Mastadon.
 
Just a small edit, but Perennials have started giving 5 political support, because people really want their coffee.
Growing and processing coffee beans (technically coffee berries) is a huge involved process that can take years since only mature coffea plants produce them. Then you have to harvest, process the bean from the fruit, hull, polish, grade, sort, roast, and grind. Compare that to tea where you can literally just rip off some leaves directly from the plant and put them in a cup of hot water.

Though I'm not surprised the political support isn't higher after having to deal with a decade of shortages./jk
 
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I wonder how many would defect to Nod if Nod makes coffee. Real, authentic, grown in a uncontaminated parts of the mountains of Peru and coffee.
 
Coffee is obviously essential. The coffee stockpiles running short must be why our military is having so much trouble.

All efforts must be turned to coffee farming.
 
[] Plan Superconductor Fusion and Communication
Infrastructure (5 dice)
-[] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
-[] Fiber-Optic Expansion, 1 dice (20 Resources)
Heavy Industry (5 dice)
-[] Blue Zone Power Production Campaigns (Phase 2), 3 dice (30 Resources)
-[] Fusion Power Prototype, 2 dice (40 Resources)
Light and Chemical Industry (3 dice + 1 Free)
-[] Superconductor Foundries , 1 die (30 Resources)
-[] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[] Security Reviews, 1 die
Agriculture (3 dice)
-[] Perennial Aquaponics Bays, 1 dice (10 Resources)
-[] Vertical Farming projects, 2 dice (30 Resources)
Tiberium (5 dice)
-[] Blue Zone Perimeter Fencing (Phase 2), 4 dice (60 Resources)
Orbital (3 dice)
-[] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
-[] Expand Orbital Communications Network (Phase 2) , 1 dice (1 Fusion) (10 Resources)
-[] Orbital Cleanup (Phase 2), 1 dice (15 Resources)
Services (4 dice)
-[] Scrin Research Institutions, 1 Dice (30 Resources)
-[] Childcare and Preschool programs, 1 Dice (5 Resources)
-[] Ethnic Restaurant Program , 1 Dice (10 Resources)
Military (5 dice +4 Free)
-[] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
-[] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
-[] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
-[] Copenhagen Hydrofoil Shipyard, 2 die (20 Resources)
-[] Shell Plants (Phase 3), 1 die (10 Resources)
Bureaucracy (3 dice)
-[] Security Reviews (LCI), 3 dice

Resources Available: 500
Resources Used: 500
Resources Remaining: 0
Hm. Could we shift the Philadelphia II die onto Orbital Communications to free up 10 Resources that can in turn be applied to Services? We have a huge bonus to Service dice and there's a lot of attractive options there. Whereas Stage 1 of Philadelphia II is pretty much a straight-up prestige project as far as I can tell, so starting it one quarter later won't do us much harm.

A second die on Childcare will be necessary anyway so we might as well get it out of the way now. A second die on Ethnic Restaurants, likewise. In the first case, we clear a political commitment and improve citizen quality of life (scratching the same itches that Consumer Goods do, even if not with actual goods). In the second case, we get +4 Consumer Goods out a turn faster, which is nothing to sneeze at.

Or we could in principle start a third project (Fashion Design or Game Development come to mind as zero-Energy Consumer Goods options), but that would be less efficient than doubling down on the other plan.

With that said, ah... Are you sure we have the power budget for this plan? If all three military factories complete at once that's -14 Energy, Vertical Farming is another -2... I guess. Eats the whole boost from Blue Zone Power Generation all at once, but hey, at least the Air Force will stop screaming if that happens. :D
 
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