So please take the fact that PD refits protects vital resupply ships and also unlocks infrastructure hardening in mind when you are calculating the utility of it.

Actual warships protect your supply lines even better than some last ditch 50% effective desperation PD on the ammo barge. Like, the admirals are straight up asking for Governors over PD refits, it's not that PD refits are useless if only because there's very little that makes it to our desk that's outright useless, but they aren't remotely the navy's top priority and they openly say as much.
 
Perhaps we should invest in the heavy industry zones? That might help the rolling stock factories.

500 points at 25R per die and a bunch of power consumption isn't worth doing solely for a hidden 5% narrative boost to train construction or whatever. I think our next HI capital goods project, besides finishing out the rolling stock factories finally, is Kure because it's tagged as High Priority and we've been letting it sit for a really long time.
 
You're thinking too small. Sure, the PD refits on the older combat hulls are not that useful. However, these refits do not only impact the combat ships. One of the key things for a navy the size of NOD is UNREP capable ships. They are a very attractive target and also need PD. At the same time, finishing PD refits allows us to use the same tech elsewhere like in out infrastructure just like how the Phalanx which was designed as naval PD became the hard kill component in C-RAM.
So please take the fact that PD refits protects vital resupply ships and also unlocks infrastructure hardening in mind when you are calculating the utility of it.
Er, they don't actually. The current PD refit project is just for the Battleships and Carriers. UNREP ships and the like would be a separate project.
 
Yes, I know they are multipurpose in effect, but so what? Listen, I'm just doing a running count of how many dice and how many resources our budget spends per turn. I'm not gonna go back and cut each MARV die into thirds to satisfy the feeling of some people in the thread that we aren't adequately funding the military by fudging the numbers to make them 1/3rd of a die and 7 resources instead of 1 and 20. I'm just doing some very basic accounting-and if I count locked military dice on projects like security reviews, I'm counting the MARV dice too.
Maybe MARVs could just... be their own category, and you'd just say "yeah, this is what we spent on MARVs, this is what we spent on all other military dice combined, make of that what you will?"

Because the military is specifically messaging us saying "please chill on the MARVs a little, I know they're important but please," which is probably not something they'd be doing if we'd spent the same amount of effort building killy shit for the Army or swarms of flying killbots for the Air Force or whatever.
 
Alright I threw together a plan, dominated by the military and capital goods production of course. I'm trying to stick to the urgency tags we just got from interdepartmental communications, those do help demystify a lot, but there are two places I deviated - chemical precursor plants over pharmaceuticals and spending 2 Military dice just to keep our already-committed MARV projects moving instead of doing something priority tagged with them.

I think the chemical plants are worthwhile to prioritize over the pharma despite Welfare or Health or whoever demanding the pharma, my goal is to scrape together enough cap goods to do the strategic planning apparatus next turn which means we'll need the chemical plants and macrospinner complex (rolling stock will cover the shipyard cap goods). If people don't like that, well, we're still in the drafting phase please yell at me so I can change it but I think it's a worthwhile delay.


[] Plan Capitally Urgent
Infrastructure (5 dice)
-[] Tidal Power Plants (Phase 2), 4 dice (40 Resources)
-[] Yellow Zone Arcologies (Phase 1), 1 die (15 Resources)
Heavy Industry (5 dice)
-[] Fusion Peaker Plants, 1 die (20 Resources)
-[] Heavy Rolling Stock Plants, 2 dice (20 Resources)
-[] Kure Machine Works, 2 dice (30 Resources)
Light and Chemical Industry (4 dice)
-[] Chemical Precursor Plants, 2 dice (30 Resources)
-[] Johannesburg Myomer Macrospinner (Phase 1), 2 dice (40 Resources)
Agriculture (3 dice)
-[] State Operated Breweries, 1 die (10 Resources)
-[] Perennial Aquaponics Bays, 2 dice (20 Resources)
Tiberium (5 dice)
-[] Tiberium Prospecting Expeditions (Repeating Phase), 3 dice (15 Resources)
-[] Chicago Planned City (Phase 3), 1 die (20 Resources)
-[] Hewlett-Gardener Method Development, 1 die (30 Resources)
Orbital (3 dice + 1 Free)
-[] GDSS Enterprise (Phase 3), 3 dice (60 Resources)
-[] Orbital Cleanup (Phase 3), 1 die (10 Resources)
Services (4 dice)
-[] Fashion Development Houses, 2 dice (20 Resources)
-[] Game Development Studios, 1 die (5 Resources)
-[] Domestic Animal Programs, 1 die (10 Resources)
Military (5 dice + 5 Free)
-[] Reclamator Hub Red Zone 7 North, 1 die (20 Resources)
-[] Reclamator Fleet YZ-5a, 1 die (20 Resources)
-[] Zone Suit Factories (Oslo), 1 die (15 Resources)
-[] Ablat Plating Deployment (Phase 2), 3 dice (30 Resources)
-[] Governor Class Cruiser Shipyards (Yokohama), 3 dice (60 Resources)
-[] Security Reviews (Military), 1 die
Bureaucracy (3 dice)
-[] Security Reviews (Military), 2 dice
-[] Search For A Successor, 1 die
Total cost: 540 Resources
 
[X]Plan One LCI A Turn, Part 1
-[X]Infrastructure 5/5 55R
--[X] Tidal Power Plants (Phase 2) 0/450 4 dice 40R
--[X] Yellow Zone Arcologies (Phase 1) 136/170 1 die 97% 15R
-[X]Heavy Industry 5/5 + 1 85R
--[X] Fusion Peaker Plants 172/240 1 die 20R 66%
--[X] Heavy Rolling Stock Plants 171/250 2 die 20R 55%
--[X] North Boston Chip Fabrication (Phase 4) 64/1200 3 die 45R
-[X]LCI 4/4 65R
--[X] Chemical Precursor Plants 36/200 3 dice 45R 82%
--[X] Johannesburg Myomer Macrospinner (phase 1) 73/90 1 dice 20R 100%
-[X]Agriculture 3/3 30R
--[X] State Operated Breweries 85/125 1 die 10R 91%
--[X] Perennial Aquaponics Bays 177/350 2 dice 20R 97%
-[X]Tiberium 5/5 105R
--[X] Chicago Planned City (Phase 3) 49/320 4 Tib dice 80R 91%
--[X] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X]Orbital 3/3 3/3F 60R
--[X] GDSS Enterprise (Phase 3) 68/390 3 dice 60R
-[X]Services 4/4 20R
--[X] Game Development Studios 0/300 4 dice 20R 73%
-[X]Military 5/5 + 4 110R
--[X] Reclaimator Hub RZ-7 North 49/105 1 dice 20R 75%
--[X] Super MARV Reclaimator Fleet (YZ-5a) 88/210 1 die 20R 9%
--[X] Titan Mark 3 Deployment 0/175 2 dice 20R 26%
--[X] Governor Class Cruiser Shipyards
---[X]Hampton Roads 0/200 1 dice 20R 11%
--[X] Remote Weapons System Deployment Predator 0/240 1 die 10R
--[X] Ablat Plating Deployment (phase 2) 38/200 2 dice 20R 36%
--[X] Security Review 1 die
-[X]Bureaucracy 3/3
--[X]Security Reviews
---[X]Military, 2 dice
--[X] Search For A Successor 1 die auto
530/540R, 5/5 free dice.

I thought about swapping out for Vaccines like I talked about earlier, but we're going to need the R for Q2, because Superconducters are expensive.

EDIT: Governor Shipyard: I don't know where I should put it exactly. Any ideas?
 
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[] Plan Some Important Items Included
Infrastructure 5/5 75R
-[] Tidal Power Plants (Phase 2) 4 dice 40R 0%
(progress 0/450: 10 resources per die) (++++ Energy)
-[ ] Yellow Zone Arcologies (Phase 1) 1 die 15R 97%
(Progress 136/170: 15 resources per die) (+++ Housing) (High Priority)
-[ ] Chicago Planned City (Phase 3) 1 Tiberium die 20R 0%
(Progress 49/320: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +3 Yellow Zone Abatement, +100 Tiberium Processing Capacity)
Heavy Industry 5/5 55R
-[ ] Fusion Peaker Plants 2 dice 20R 99%
(Progress 172/240: 20 resources per die) (+++ Energy) (High Priority)
-[ ] Heavy Rolling Stock Plants 2 dice 20R 96%
(Progress 171/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy) (High Priority)
-[ ] North Boston Chip Fabricator (Phase 4) 1 die 15R 0%
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry 4/4 65R
-[ ] Chemical Precursor Plants 3 dice 45R 82%
(Progress 36/200: 15 resources per die) (++ Capital Goods, -- Energy)
-[ ] Johannesburg Myomer Macrospinner (phase 1) 1 dice 20R 100%
(Progress 73/90: 20 resources per die)
Agriculture /3 30R
-[ ] State Operated Breweries 1 die 91%
(progress 85/125: 10 resources per die) (+++ Consumer goods, --- Food)
-[] Perennial Aquaponics Bays 2 dice 97%
(Progress 278/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)
Tiberium 5/5 65R
-[] Tiberium Prospecting Expeditions (Repeating Phase) 2 dice 10R 36%
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])
-[ ] Improved Tiberium Containment Facilities Development 1 die 25R 100%
(Progress 0/40: 25 resources per die)
-[ ] Hewlett-Gardener Method Development 1 die 30R 100%
(Progress 0/40: 30 resources per die)
Orbital 3/3 4 fusion dice 60R
-[ ] GDSS Enterprise (Phase 3) 3 fusion dice 60R 1%
(Progress 68/390: 30 resources per die) (+ Capital Goods, + Consumer Goods)
Services 4/4 30R
-[ ] Fashion development houses 2 dice 20R 13%
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)
-[ ] Game Development Studios 2 dice 10R 0%
(Progress 0/300: 5 Resources per die) (+++ Consumer Goods)
Military 5/5 155R
-[] Stealth Disrupter System Development 1 die 25R 91%
(Progress 0/40: 25 resources per die)
-[ ] Reclamator Hubs
--[ ] Reclamator Hub Red Zone 7 North 1 die 20R 75%
(Progress 49/105)
-[ ] Reclamator Fleet YZ-5a
--[ ] Super MARVs 1 dice 20R 9%
(progress 88/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)
[ ] Zone Suit Factories
--[ ] Oslo 1 die 15R 71%
(Progress 0/60: 15 resources per die) (-- Labor, -- Energy) (Very High Priority)
-[ ] Orca Refit Package Development 1 free die 15R 91%
(Progress 0/40: 15 resources per die) (High Priority)
-[] Ablat Plating Deployment (phase 2) 3 free dice 30R 83%
(Progress 38/200: 10 resources per die) (Very High Priority)
-[ ] Governor Class Cruiser Shipyards
--[ ] Rosyth 1 free die 20R 0%
(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)(Very High Priority)
-[ ] Titan Mark 3 Deployment 1 free die 10R 0%
(Progress 0/175: 10 resources per die) (-- Energy)
Bureaucracy 3/3
-[ ] Security Reviews (Military) 1 Military die + 2 dice 99%
(DC 60 + 1 operations die)
-[] Search For A Successor 1 die
Free Dice 6/6
535/540 0/0 Reserve

Anyone have any feed back or spot any errors?
 
Because the military is specifically messaging us saying "please chill on the MARVs a little, I know they're important but please," which is probably not something they'd be doing if we'd spent the same amount of effort building killy shit for the Army or swarms of flying killbots for the Air Force or whatever.

MARVs may trip over the occasional Nod refinery base. But they're basically useless offensive weapons. I mean they are mega tanky but they don't exactly project power like aircraft, ships and tanks. They are great defensive weapons. Even if they are just defending themselves and munching on green rocks.
 
My plan for the coming turn with as focus the Johannesburg Myomer Macrospinner where I am trying to get two phases done(92% with 4 dice) and 3 dice on Kure
I am going for the Remote Weapons System Rollout to support yellow zone harvesting next turn where improved tanks and additional zone suites will help with the ground fighting.
The cruiser yard is in Japan as our other yards are in Copenhagen and Oman and wanted to give that part of the world a working naval yard.

[ ] Plan Myomer Titan next turn
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 2), 4 dice (40 Resources)
-[ ] Yellow Zone Arcologies (Phase 1), 1 die (15 Resources)
Heavy Industry (5 dice)
-[ ] Fusion Peaker Plants, 1 die (20 Resources)
-[ ] Heavy Rolling Stock Plants, 1 dice (10 Resources)
-[ ] Kure Machine Works 3 dice (45 Resources)
Light and Chemical Industry (4 dice)
-[ ] Johannesburg Myomer Macrospinner, 4 dice (80 Resources)
Agriculture (3 dice)
-[ ] State Operated Breweries, 1 die (10 Resources)
-[ ] Perennial Aquaponics Bays, 2 dice (20 Resources)
Tiberium (5 dice)
-[ ] Tiberium Prospecting Expeditions, 4 dice (20 Resources)
-[ ] Hewlett-Gardener Method Development 1 die (30 Resources)
Orbital (3 dice )
-[ ] GDSS Enterprise (Phase 3), 3 dice (3 Fusion) (60 Resources)
Services (4 dice)
-[ ] Game Development Studios, 4 dice (20 Resources)
Military (5 dice +6 Free)
-[ ] Reclamator Hub (RZ-7 North), 1 die (20 Resources)
-[ ] Reclamator Fleet YZ-5a (Super MARVs), 1 dice (20 Resources)
-[ ] Zone Suit Factories 0/60 1 die 15R 71%
-[ ] Stealth Disruptor System Development 0/40 1 die 25R 91%
-[ ] Yokohama (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) 3 dice (60 Resources)
-[ ] Remote Weapons System Rollout, 3 dice (30 Resources) 0/240
-[ ] Security Review, 1 die
Bureaucracy (3 dice)
-[ ] Security Review (Military), 2 dice
-[ ] Search For A Successor

Resources Available: 540
Resources Used: 540
 
I am going for the Remote Weapons System Rollout to support yellow zone harvesting next turn where improved tanks and additional zone suites will help with the ground fighting.

Why RWS over more ablative plating though? They're the same cost, they're both Ground Forces projects, except the plating is Very High Priority while the RWS is just plain High Priority. If we want to take more YZ territory (and I at least do), the ablat plating increases survivability of all hardware, including but not limited to the Predators, for fewer points at the same per-die cost as RWS, and the generals want it more on top of (or because of) all that.
 
Breakdown of available Capital Goods. (Assuming Tokyo is complete inverse of Boston)
Reminder that we need 16 Capital Goods in 2 years/8 turns.

Heavy Industry
Heavy Rolling Stock - +2 Capital, -4 Energy, 171/250, 10 Resource
Kure Machine Works - +2 Capital, -4 Energy, 0/280, 15 Resource
Heavy Industrial Sectors - +8 Capital, -8 Energy, 0/500, 25 Resource
Boston Phase 4 - +16 Capital, +8 Consumer, -4 Energy, 64/1200, 15 Resource
Tokyo Phase 1 - 0/125, 15 Resource
Tokyo Phase 2 - +2 Consumer?, 0/300?, 15 Resource
Tokyo Phase 3 - +4 Capital?, +8 Consumer?, -4 Energy?, 0/600?, 15 Resource
Tokyo Phase 4 - +8 Capital?, +16 Consumer?, -4 Energy?, 0/1200?, 15 Resource

Light and Chemical Industry
Chemical Precursor - +2 Capital, -2 Energy, 36/200, 15 Resource
Superconductors - +2 Capital, +4 Energy, 0/200, 30 Resource

Orbital
Enterprise Phase 3 - +1 Capital, +1 Consumer, 68/390, 30 Resource

Right now it's possible to complete the requirements of the Plan by completing all the various minor projects and doing Heavy Industrial Sectors. We wouldn't even have to touch either Chip Fabricator project. Heavy Industrial Sectors does take a lot of energy, but it does give us a bunch of immediately usable Capital Goods rather than piecemeal.
 
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Why RWS over more ablative plating though? They're the same cost, they're both Ground Forces projects, except the plating is Very High Priority while the RWS is just plain High Priority. If we want to take more YZ territory (and I at least do), the ablat plating increases survivability of all hardware, including but not limited to the Predators, for fewer points at the same per-die cost as RWS, and the generals want it more on top of (or because of) all that.
I think laser weapons are still rare they were seen only in South America so far so I think the RWS is more useful in the short term. It is also part of unlocking the next generation of tanks and we have a small amount of production for the units that do face lasers. I agree we need more ablative materials this year but I like to get the RWS done first so the other branches can use it.
 
Laser weapons aren't rare, NOD getting more and more lasers worldwide has been a recurring theme in the intel reports for years at this point. The South American branches are unusually laser-heavy even by NOD standards because the guy running them has a laser fetish, but the entire planet is seeing more and more lasers beyond the already-pretty-common laser standards of TW3. Everyone everywhere is facing lasers and wants Ablat Plating done yesterday, that's what the flavor text said last update and it's why the generals are marking it as the highest priority project in the Ground Forces sector. The reason we did interdepartmental communications initiatives was to get this exact kind of advice, immediately ignoring it without a clear reason is silly imo.
 
OK, gonna do a reactionpost.

Plan Goals
Capital Goods: 16 points remaining
Consumer Goods: 15 points remaining
Food: 23 points remaining
MARV Fleets: 2 remaining
Deployment Programs: 3 remaining
Abatement: 9 points remaining
GDI Income: 90 remaining
Arcology Programs: 1 remaining.
While we do have straightforward options for radically improving the Capital Goods and Food situations, we do need to recognize that we are not doing great on those plan commitments.

[ ] Blue Zone Arcologies (Phase 2)
Investing in constructing new arcologies and not just repairing existing structures, reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
Hmmokay, good to know this is seen as high priority. On the other hand it is painfully expensive, both in dice and in resources. We may just plain not be able to afford this scale of arcology expansion by the end of the Plan, because we're looking at something in the general neighborhood of nine dice to make it happen.

[ ] Rail Link Reconstruction (Phase 3)
A final phase of reconstructing the rail links, double tracking much of the system, will ensure that the Initiative's rail system can sustain much larger amounts of rolling stock, and can route around damage without major delays.
(Progress 40/300: 15 Resources per die) (+++ Logistics)
Synergy here: we can operate a lot more trains if we have this, but we need more train cars and locomotives if we're going to use this.

[ ] 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)
Given that this provides just as much Housing as a wave of arcologies for a tiny fraction of the cost, I'm a bit frustrated that this isn't a high priority along with Phase 2 of Blue Zone Arcologies. @Ithillid , would you care to comment?

[ ] 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)
A very tempting megaproject and we shouldn't forget it exists.

[ ] Chicago Planned City (Phase 3)

[ ] Karachi Planned City (Phase 1)
@Ithillid , I know there was talk of setting up around Mecca to keep the Red Zone from eating it. Do you have any comments about that? Is it gated behind Karachi, is it actually a MARV hub site, or... I dunno?

If you've already answered this question, sorry.

[ ] Blue Zone Power Production Campaigns (Phase 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)
It's noteworthy that this is actually damn near twice as efficient from a "dice per energy" perspective as Tidal Power. It's just that we have so many other things we see as more important to do with our Heavy Industry and Free dice, that our Infrastructure dice are worth using on +Energy projects even if it means using them literally half as efficiently.

This is a sign of our confidence on matters of Housing and, to an extent, Logistics.

[ ] Fusion Peaker Plants
While currently incapable of producing power long term, fusion is mature enough to serve as a peaker plant, a facility only activated during the hours of peak demand, typically late morning to early afternoon. While total power production is going to be limited, the project will actually be fairly effective, and further the initiative's knowledge of fusion power.
(Progress 172/240: 20 Resources per Die) (+++ Energy) (High Priority)

[ ] 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 171/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy) (High Priority)
Good to know the thread isn't in disagreement with the bureaucrats about everything.

[ ] 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)
Given that we've been putting this off for a while, I'm kind of weirdly glad it's not High Priority.

Although I can't shake the feeling that megaprojects don't get High Priority in part because the relevant departments look at the price tag, go into sticker shock, and are afraid to recommend something so mind-crogglingly pricey to their boss. :p

@Ithillid , care to comment? ;)

[ ] 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)
It should be noted that this is probably the best damn +Logistics option we have right now. Quick and easy and not TOO expensive. Roughly a third of the cost of the Integrated Logistics System in Progress, about 40% of the expected Resource cost, and every bit as efficient in Capital Goods. The only drawback is that it's Energy-inefficient compared to Integrated Logistics, but we... actually DO have enough +Energy options on the table that this isn't necessarily a show-stopper. This may bear considering if we can maintain a mild Capital Goods surplus, because it'd give us a LOT more freedom of action to do Logistics-consuming things.

Light and Chemical Industry (4 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)
I'm honestly surprised that this isn't High Priority, and kind of relieved given how slow we've been about actually doing it. It's still a valuable project, though, even if no one's begging for it.

[ ] 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) (High Priority)
Mm. A gentle reminder to do +Health options for once. And this probably would make a lot of people happy even if it isn't directly measured in Consumer Goods output.

[ ] 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)
You know, it occurs to me that having this near the Myomer Works is actually some nice synergy. Just an idle thought.

[ ] 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)
This is a yummy option and if we weren't so hard up for Capital Goods I'd strongly recommend it.

[ ] 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) (High Priority)
This is great, I know, but the Resource cost is a ballbuster. I think it would be better to wait on this until, say, a turn when we get a +Resource surge from an orbital cleanup phase or something, so that there's a bit more slack in the budget.

[ ] 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)
This would solve our Plan goal problems all by itself, and indeed overfulfill them once Perennials are factored in... if we were willing to spend Capital Goods on agriculture, which realistically... nah, not happening.

[ ] 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)
These two projects would effectively have to be taken in tandem but there's a lot to say for them. The exorbitant Water surplus it gives the Green Zones (that is, our parts of the Yellow Zones) will have knock-on effects, I suspect.

[ ] Entari Deployment
With Entari ready to deploy, an investment into expanding seed crop production, and a beginning of rollouts across GDI's agricultural system. While this will require some modification to the bays, and some improvements in the water systems, it will also increase the efficiency of the food system as a whole.
(progress 0/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
This plus finishing Perennials this turn will at least meet our Food target for the Plan, I think, and give us a comfortable enough margin of surplus that we can seriously consider pursuing -Food +Consumer Goods options in greater numbers. Should definitely be a priority, but because of the high Resource cost per die we should probably take it slow to avoid wasting dice. It's important, but not super urgent.

[ ] 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)
I don't know if this will do much for our actual infantry armor needs given that we already mass-produce boron carbide, but it's worth a shot.

Tiberium (5 dice)

[ ] Tiberium Prospecting Expeditions (Repeating Phase)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])

[-] Tiberium Vein Mines (Phase 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)
Ahhh, and here is where underground tiberium mining starts helping us keep our Blue Zones nice and Blue. I was wondering when we'd see this, @Ithillid . I also really appreciate the basic idea of having the 'repeating phase' option for a low-cost low-value Tiberium option.

[ ] 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)
Still realistically and sadly off the table until the military has more confidence and more kaboom to lob at Nod.

[ ] 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)
This is seriously worth doing, yeah. It's been ignored for a while mostly because of Chicago sucking the oxygen out of the room, but those who want to do it are not wrong.

[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)
Shiny but not urgent; we're not in imminent danger of hitting our refinery cap.

[ ] Hewlett-Gardener Method Development
With GDI running into the limits of available processing capacity, the somewhat more efficient Hewlett Gardener Method should increase the impact of further expansions in the processing plants. While initial estimates have proven somewhat optimistic, it should still be a significant increase in investment efficiency.
(Progress 0/40: 30 resources per die)
This should almost certainly be completed before the big +500 Refineries project, and arguably before Chicago Phase 3..

Orbital (3 dice)

[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/720: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)
Delicious, but it'd cost us something like 12 Orbital dice to complete, which is something like a full year of maximum effort. If we're careful we can probably fit it in before the end of the Plan but I'd rather not monofocus on it. Other stuff needs doing. For instance...

[ ] 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 with material.
(Progress 68/390: 30 resources per die) (+ Capital Goods, + Consumer Goods) (Fusion)
This will almost certainly unlock space industry options that in turn give us +RpT that ISN'T coming from tiberium mining and so bypasses our refinery cap. That would be... pretty sweet.

[ ] 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 Political Support) (Fusion)

[-] Expand Orbital Communications Network (Phase 3)
Without more work done to clean the orbitals, more satellites being deployed would only make the debris problem worse, especially in the lower orbitals where they would be deployed.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)

[ ] Orbital Cleanup (Phase 3)
With the largest and easiest of the Philadelphia remnants cleaned up, GDI must now begin to deal with the massive numbers of small fragments, ranging from lost tools and bolts, to shards of solar panels and swarms of rounded fragments from destroyed satellites.
(Progress 1/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)
ATTENTION, EVERYONE WHO WANTS TO BOOST CO-OPS and LABOR UNIONS.

THIS. This this this.

These projects are how we run up the Political Support to do that, while remaining popular enough that we have influence in picking our successor, and so that our successor is not forced into a bad position making too many promises for next Plan.

I strongly recommend we spend 2056 working on the first few phases of Shala, finishing orbital cleanup, and launching commsat spam. If we must do Enterprise Phase 3 first I accept that, but none of these projects should still be neglected as of New Year's 2057.

[ ] 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)
With Enterprise likely to be scaling up to the point where it can use space-mined materials within the next year or two, and given that scouting the asteroid belt will definitely take time, this is important and we should start it ASAP. Otherwise we may be stuck with a big factory in orbit and no raw materials to feed into it.

[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)
Ahhh, a -Health option. Worth doing for the political support if we can get our ducks in a row.

[ ] Vaccine Development Programs
While GDI has few major problems with infectious disease, keeping on top of the problem has its own advantages, especially with the strategic aim towards expanding Initiative influence in the Yellow Zones, and keeping in practice with modern vaccine technology.
(Progress 0/150: 25 resources per die) (++ Health)
VERY worth doing, but not cheap. I'm not surprised to see new Services projects like these.

[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)
Oooh, appealing. The ratio of -Food to +Consumer Goods isn't great, but +5 Political Support is sweet, and we can probably scoop this up easy and cheap in Resources and dice.

...

I will say, though, that given that a much larger proportion of humanity now lives in cramped housing in very large apartment buildings or arcologies, that I think that we're gonna need to either quietly discourage dog ownership, or genetically engineer them not to bark so much. I know lots of people love their doggos and I don't begrudge them that, but unless the state of soundproofing in GDI's residential buildings is vastly superior to what's found in early 21st century America... it's gonna be a problem.

[ ] Stealth Disruptor System Development
While not precisely a general area stealth field disruptor, what has come out is a dedicated multispectral sensor system, capable of effectively breaking through NOD stealth systems out to significant ranges. While it needs a final infusion of funding to bring it to full capability, it should blunt one of NOD's major advantages in the wars to come.
(Progress 0/40: 25 Resources per die)
This is particularly important given that some of the changes we've made to GDI's military posture make us MORE vulnerable to stealth vehicles, not less. The old big stompy Juggernauts are almost certainly less susceptible to a sudden sneak attack by Stealth tanks than our new artillery batteries- if nothing else because the Juggernaut is less likely to suffer immediate crippling damage before its escorts' antitank weapons blow the Stealth Tanks to smithereens.

This will also help us find and roll back Nod bases, which are apparently often stealthed.

Or just quietly mark them on the map for a MARV to 'accidentally' drive right over their Construction Yard a week later, 'coincidentally.' :D

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) (Very High Priority)
Notably, ZOCOM doesn't seem to really be hurting for sonic artillery, but they really wish we'd get off our butts and finish the Oslo plant. I'm kind of surprised, but I guess that with five factories making almost enough power armor for everyone in their forces, they're kind of feeling sheepish and self-conscious about always not quite having enough and having to tell that one squad to bare-ass it. Given how hard we surged construction on the first five plants, during a Plan that was very scanty on military spending in general, I can't blame them for wondering why we never got around to this.

[ ] 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) (High Priority)
I feel vindicated that the Air Force wants this most; I've been stumping for it.

[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)

[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)

[ ] Quick Maneuver Air to Air Missile Development
The arrival of supermaneuverable NOD aircraft has prompted a new look at air to air missile development. While venerable derivatives of the AIM-9 and AIM-120 have served for decades, neither is perfectly suited to the realities of modern air to air combat. A novel system, built for extreme maneuverability, even at significant costs in range, has been put forward as a proposal for development.
(Progress 0/40: 15 resources per die)
Frankly, the Air Force is probably gonna start screaming for at least one of these as Nod continues deployment of the Banshee-bis.

Nod's situation in the air seems to have been kind of the reverse of what everyone's been feeling from them on the ground. Even in Tib War III it wasn't their strong suit and they were already on the back foot, and then we started rolling out the Apollos and it just started ripping them to shreds. Their commanders must have been screaming at them that the air situation was shitty even by Nod standards.

The 'Barghest' (which I prefer to think of as the Banshee-bis because as far as I can tell it's a barely updated repeat model of the old Banshee) is something they had to frantically throw in the air to have something capable of countering the Apollo.

From our perspective the air situation was bad because GDI has the implicit expectation of air supremacy over pretty much any place it cares to flex its muscles, and we didn't have that. From Nod's perspective the air situation was always bad because GDI has air superiority almost all the time, they just live with it as best they can. There's probably some Noddie equivalent of Havoc who's such a beloved old warhorse that Kane tolerates his constant back-talk about how he should never have stood down the Banshee program. :p

Anyway, back on topic. As the Air Force actually starts encountering more Banshee-bis 'Barghest' air superiority fighters, which will almost certainly swat Orcas out of the sky even if we refit them and which are worryingly capable of responding to Apollos... they're gonna want to get killier. Any of the three programs is in some ways a counter to the Banshee-bis.

Airborne lasers mean we have a very reliable means of shooting them down if they don't notice us coming, or don't react in time, and with computer control and a bit of flexibility in the targeting optics we may even be able to pot them at longer ranges or while they're maneuvering. The ability to pull twenty-gee maneuvers in a dogfight may let you outrun a pilot's ability to lay a gun on you, and it may let you outturn a guided missile, but it sure as hell doesn't let you outturn a goddamn thermonuclear flashlight.

Quick-maneuvering missiles (Ace Combat fans will think QAAM) are more of a stopgap measure but they will help by bringing missile kill probabilities up markedly and letting us restore the existing air-to-air paradigm where long range engagement and electronics matter more than heroic ballsy pilots dogfighting in gun range. Since Nod has a larger population base than we do from which to draw its ace pilots, but a weaker overall military-industrial complex as a whole, we very much want the paradigm to be about the impersonal machinery of radar-guided warfare and NOT ballsy banzai ace pilots.

Wingman drones can very possibly match the Banshee-derived craft for maneuverability, and are hilariously expendable compared to actual trained pilots that Nod must spend precious resources equipping with some of the highest-end technology in their arsenal. The most hilarious option would be a wingman drone with a Gatling laser that just sticks on the enemy like white on rice and inflicts chip damage to the enemy aircraft a little at a time until it dies. Unstoppable, unshakable, and intimidating as fuckall.

[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die)
Yeah, this is a good idea. This would let us mount more flexible ASAT defenses on the actual sensitive platforms that need work. That's important. This should be the first thing we do for Space Force... though frankly we may not do it any time soon because Military dice are tight and everyone's screaming at us.

Ground Forces
[ ] Remote Weapons System Deployment Predator
With a system developed, it needs to be refit onto existing tanks, and included in the production of new models. While not particularly expensive, the sheer scale of the problem is significant.
(Progress 0/240: 10 Resources Per die) (High Priority)

[ ] Ablat Plating Deployment (phase 2)
The deployment of ablative plating has gone well. While it certainly does not make anything immune to NOD lasers, it does mean that survival rates go up significantly. However, much more is needed to fill the needs of the Ground Forces, let alone other groups.
(Progress 38/200: 10 resources per die) (Very High Priority)
Well, that settles which project we do first. Ablatives is more strongly desired (because the Ground Forces want to not die when shot with laser cannons more than they want machine guns for their tanks), and takes 1-2 less dice to complete. Let's throw a fuckton at it, knock it halfway up into Phase 3, and then proceed from there.

[ ] 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)

[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)

[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- power) (High Priority)

[ ] 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)
Probably unsurprising that the military wants more of what they already have and know will work, as opposed to new weapons that do the same thing marginally better than the existing tube artillery. On the other hand, I really DO think that in this general category we should slip in a die for Tube Artillery Development to explore our options, because improvement of the guns might make any given level of shell supply stretch farther.

If the guns are more accurate, we can get the same results while expending less shells.

If the guns are smaller-caliber, we can produce and transport vastly more shells for the same price and logistics footprint.

If the guns are physically lighter, that means more room for ammunition at the frontline and more ease of transporting them (especially by air), which in turn means fewer guns are actually required to cover the same frontage as long as Nod doesn't launch gigantic army-level attacks all along the front lines all at once, which usually isn't their style.

Meanwhile, MLRS and railgun munition diversification are good too. All these projects fall into the same general "big guns for the Army" role, of course. Notably we need progress on this front if we want to build more fortress towns and expand our operations in the Yellow Zones.

Navy

[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Hampton Roads(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Vladivostok (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Yokohama (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Dakar (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Durban (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
OK, the good news is that the Navy wants these as badly as we do, and they only cost 1 Capital Goods per. The bad news is oh God the Navy needs six of them. And they actually NEED all these, or at least most of them, for the Governors to serve their intended role. They need to surge a lot of these ships to fill out holes in their ranks. They can't possibly expect or even hope for us to finish all six in just 1-2 turns (the combined shipyard expansions are a project on the same scale as North Boston Phase 4, and with greater demands for energy and valuable machinery)... but they need us to get this done.

Fortunately we DO have enough short-term Capital Goods options that we don't HAVE to panic and delay all this until North Boston completes.

[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(Progress 0/40: 15 resources per die)
No hope of getting these actually out into the water any time soon, and frankly we can't spare enough dice for the Navy to do this along with all the Governor yards anyway.

[ ] 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. The last port remaining 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.

[ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
Oh God how is this so energy-hungry compared to Governor yards...!? Probably due to mass production needs; we make a LOT of hydrofoils and we're not repurposing existing yards for them. I hope the Navy will understand if this gets delayed; the extreme Energy hunger of this project is kind of a big deal.

[ ] 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)
This, meanwhile, is a tragic casualty of the dice requirements.

Though if we aggressively commit to the Navy,

Steel Talons

[ ] Titan Mark 3 Deployment
With the Mark 3 ready to be rolled out en masse, the primary remaining requirement is to refit the production lines towards the new unit. While many components have stayed the same, others must be replaced entirely, and whole sections of the line are now obsolete or obsolescent. This requires a major work through of the entire production system.
(Progress 0/175: 10 resources per die) (-- Energy)

[ ] 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 0/30 : 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 0/30: 10 Resources per die)

[ ] Rapid Fire Laser Weapons Development
The Steel Talons have had a long interest in laser weapons systems. With the Crystal Beam Laser system ready and operational, the Talons are looking at the system as an anti personnel weapons system, deriving from the old Brotherhood of NOD laser minigun. However, it will also have a second potential purpose as a laser anti missile system.
(Progress 0/40: 15 Resources per die)
Bluntly, we can't afford to spend enough dice to do the Titan Mk III rollout and seriousface efforts on the Governor yards AND the stuff the Army and Air Force are begging for AND MARVs. We may have to walk back to 1 die/turn on Steel Talons projects and plink away, probably starting with the quick-firing Gatling laser since that has broad applications if integrated into existing platforms.

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)
Military is badly overdue for this and Nod almost has to be trying to infiltrate them.

[ ] Search For A Successor
With Dr. Granger's term in office at least halfway over, it is now time to begin at least thinking about a potential successor to the office. While there is no shortage of qualified candidates, choosing and grooming one will take some time.
Important but not this-turn urgent. Can wait one more turn.

[ ] Expand Union Support
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)

[ ] Cooperative Focus
Cooperatives have historically proven to be both more resilient in the face of economic shock, and tend to have less inequality than other companies. By reorienting the grant programs to favor cooperatives over other company structures, the Treasury can fully break from the programs of the past.
(DC 80/100/120) (-10 Political Support)
Can wait two more turns, while we build Political Support. These are projects we want to hit with all three dice at once, or not attempt at all.
 
Another reason is overflow we want 3 more deployments before we can resume glacier mining and ablative plating and the RWS are two of those by starting RWS with the minimum amount of dice it can complete with we can put another dice into it next turn if it fails and be glad it completed with three if it completes. if we wait till the turn we are planning on having all 3 deployments done we probably going to put a 4th dice on it to make sure we can start mining. Ablative does not have that issue as it is phased and we will do several phases more.
 
[X] Plan Cap Goods, PS and Military
Infra 5/5 55R +15
-[X] Tidal Power Plants (Phase 2) 0/450 4 dice 40R 0%
-[X] Yellow Zone Arcologies (Phase 1) 136/170 1 die 97% 15R (High Priority)
HI 5/5 70R +18 (-2 for 8/8 due to graduates)
-[X] Fusion Peaker Plants 172/240 1 die 20R 66% (High Priority)
-[X] Heavy Rolling Stock Plants 171/250 2 dice 20R 96% (High Priority)
-[X] Kure Machine Works 0/280 2 dice 30 R 0% (High Priority)
LCI 4/4 + 1 dice 80R +15
-[X] Chemical Precursor Plants 36/200 2 dice 30R 34%
-[X] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22% (High Priority)
-[X] Johannesburg Myomer Macrospinner (phase 1) 73/90 1 die 20R 100% (High Priority)
Agri 3/3 30R +15
-[X] State Operated Breweries 85/125 1 die 10R 91%
-[X] Perennial Aquaponics Bays 278/350 2 dice 20R 97%
Tiberium 5/5 70R +33 (-2 for 8/8 due to graduates)
-[X] Tiberium Prospecting Expeditions (Repeating) 2/200 3 dice 15R 91%
-[X] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Hewlett-Gardener Method Development 0/40 1 die 30R 100%
Orbital 3/3 +1 dice 75R +15 (4 Fusion dice)
-[X] GDSS Shala (Phase 1) 0/90 3 dice 60R 99% (13% for phase 2)
-[X] Asteroid Belt Survey Probes 0/90 1 die 15R 41%
Services 4/4 20R +30
-[X] Game Development Studios 0/300 4 dice 20R 73%
Military 5/5 + 4 dice 140R +15
-[X] Security Review 1 dice
-[X] Reclaimator Hub Red Zone 7-North 49/105 1 die 20R 75%
-[X] Super MARV Reclaimator Fleet (YZ-5a) 88/210 2 dice 40R 72%
-[x] Ablat Plating Deployment (phase 2) 38/200 2 dice 20 R 36% (Very High Priority)
-[X] Governor Class Cruiser Shipyards (Hampton Roads) 0/200 3 dice 60R 59% (Very High Priority)
Bureau 3/3 +15
-[X] Security Reviews (Military) 2 dice DC 60 +1 Mil dice
-[X] Search For A Successor 1 dice
Free 6/6
1 LCI, 1 orbital, 4 Military

540/540
PS 50

What this plan focuses on is clearing out high priority projects where we can and for those with a sub 50% chance to finish this turn puts us in an easy position to finish them Q2, though some of them should finish this turn. It also goes heavy on PS gain with +10-15 expected (Shala should finish phase 1, and be fairly far into phase 2 with a chance to finish) which we need for the new bureau options.

I am also going for 2 dice on the marv fleet because we need the mitigation and we need the income badly and 1 dice is 9% compared to 72% for 2 dice. In addition we should be opening up the RZ-7 North MARV for work next turn and I want to throw 3 dice at that and not have to worry about the YZ-5a MARV given all the other spots we have to spend dice on mil. For a note- I had to cut both Superconductor and Chicago in order to free up resources to fit everything in (unless you are leaving multiple dice idle which is a bad idea since we need to clear projects out everywhere).

Of note-rough follow up mil for Q2 is:
RZ-7 N Super Marv 0/210 3 dice
Governor Shipyards 3 dice total (finish Hampton Roads and start a 2nd shipyard if Hampton does not finish this turn)
Ablat Phase 2 1 dice depending on if it finishes (if phase 2 finishes this turn put this towards another high priority mil project)
Stealth Disruptor System Development 0/40 1 dice
Rapid Fire Laser Weapons Development 0/40 1 dice

PS: +5 Perennial, +5 Shala Phase 1, possible +5 Shala Phase 2
Cap Goods: +2 Rolling Stock, possible +2 Chem processors (next turn should see Chem processors finish if they fail this turn as well as finishing Krue Works for another +2 Cap Good)
Cons Good: +4 Game Dev, +4 Breweries, possible +2 Personal Pharma Plants
Income: +5 Tiberium mining (91%), +15 Super MARV (72%)
+3 YZ Mit

As for why I am pushing on Mitigation? We are on a deadline and the more mitigation we add the more we extend that but unless we luck out on research rolls or Kane brings us the TCN we will eventually lose the Earth to tiberium and anyone not evacuated to space dies. To that end more mitigation extends how long we have to do that (or work towards TCN for that matter) since the more mitigation we get the more times we can pop scirin research
 
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[X] Plan Some Important Items Included
[X] Plan Cap Goods, PS and Military

It They has have tiberium storage and tiberium refinement. Those are the two things I'm most interested in right now.
 
[X] Plan Capitally Urgent
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 2), 4 dice (40 Resources)
-[X] Yellow Zone Arcologies (Phase 1), 1 die (15 Resources)
Heavy Industry (5 dice)
-[X] Fusion Peaker Plants, 1 die (20 Resources)
-[X] Heavy Rolling Stock Plants, 2 dice (20 Resources)
-[X] Kure Machine Works, 2 dice (30 Resources)
Light and Chemical Industry (4 dice)
-[X] Chemical Precursor Plants, 2 dice (30 Resources)
-[X] Johannesburg Myomer Macrospinner (Phase 1), 2 dice (40 Resources)
Agriculture (3 dice)
-[X] State Operated Breweries, 1 die (10 Resources)
-[X] Perennial Aquaponics Bays, 2 dice (20 Resources)
Tiberium (5 dice)
-[X] Tiberium Prospecting Expeditions (Repeating Phase), 3 dice (15 Resources)
-[X] Chicago Planned City (Phase 3), 1 die (20 Resources)
-[X] Hewlett-Gardener Method Development, 1 die (30 Resources)
Orbital (3 dice + 1 Free)
-[X] GDSS Enterprise (Phase 3), 3 dice (60 Resources)
-[X] Asteroid Belt Survey Probes, 1 die (15 Resources)
Services (4 dice)
-[X] Fashion Development Houses, 2 dice (20 Resources)
-[X] Game Development Studios, 2 dice (10 Resources)
Military (5 dice + 5 Free)
-[X] Reclamator Hub Red Zone 7 North, 1 die (20 Resources)
-[X] Reclamator Fleet YZ-5a, 1 die (20 Resources)
-[X] Zone Suit Factories (Oslo), 1 die (15 Resources)
-[X] Ablat Plating Deployment (Phase 2), 3 dice (30 Resources)
-[X] Governor Class Cruiser Shipyards (Yokohama), 3 dice (60 Resources)
-[X] Security Reviews (Military), 1 die
Bureaucracy (3 dice)
-[X] Security Reviews (Military), 2 dice
-[X] Search For A Successor, 1 die
Total cost: 540 Resources
 
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Total spending, 530 R
We have 540 resources and 6 free dice. Unless my math is wrong, your plan only spends 525 R and 5 free dice.
Orbital (3 dice + 1 Free)
-[] GDSS Enterprise (Phase 3), 3 dice (60 Resources)
-[] Orbital Cleanup (Phase 3), 1 die (10 Resources)
If we're going to invest in Enterprise for its space mining, we should do [] Inner System Survey Probes since the lead-time on finding those resources is multiple turns long.
-[] Domestic Animal Programs, 1 die (10 Resources)
Again, we're only going to have +4 Food after the Breweries complete, and this would bring that down to +1 Food. We shouldn't risk going back to rations; instead we should wait on this project until we have a bigger food surplus.
Tokyo Phase 1 - 0/125, 15 Resource
Tokyo Phase 2 - +2 Consumer?, 0/300?, 15 Resource
Tokyo Phase 3 - +4 Capital?, +8 Consumer?, -4 Energy?, 0/600?, 15 Resource
Tokyo Phase 4 - +8 Capital?, +16 Consumer?, -4 Energy?, 0/1200?, 15 Resource
Each phase is double the progress of the previous phase. So it'll go:
Tokyo Phase 1 - 0/125
Tokyo Phase 2 - 0/250
Tokyo Phase 3 - 0/500
Tokyo Phase 4 - 0/1000
 
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