Basically, we should address this issue now-ish while it is still just a polite suggestion (by our own party, too)
It should be noted that while the Developmentalists have very much tied their fortunes to the success or failure of Treasury, they aren't "our" party in most senses. They are far from the only political party that's willing to work with us, far from the only party that likes us, far from the only party that we regularly do things on behalf of, and are very much not a party under our control.

But the core point you make is valid- that this is a polite suggestion by friendly politicians, and as such represents an opportunity and a warning, not a bullying demand that should be rejected "on principle."

...and we can dictate how we go about it. Otherwise, if we wait until next plan or when it becomes a crisis point, we might not like the options we have to choose due to political pressure created by the IF and FMP.
Realistically we can't solve the entire quality-housing deficit within a year, anyway. What we can do is work hard to begin resolving the problem, so that we have more credibility in offering to do something about it during the next plan, and so that when we go into negotiations with various political leaders, they're not under as much pressure from their constituents.

How soon can we start hooking more yellow zones into the GDI's E-democracy system...
We do this fairly often. The key required projects seem to be expansions to the Yellow Zone power grid (under Heavy Industry) and expansions to orbital satellite communications (under Orbital). We tend NOT to spend dice on the latter because we prefer to focus on the big space stations, and the former has been left to sputter along for a while because we were waiting on widespread fusion power to provide much more energy to the Yellow Zones on a larger scale, and the fusion research project was itself eating up a lot of Heavy Industry dice.

On the other hand, Yellow Zone populations still make up only a rather small minority of our total population.

...as this will lead directly to the growth of United yellow party who are diametrically opposed to the IF party for obvious reasons , if we can get UY on par with IF then they can shut down their worst tendencies by voting against them...
It should be noted that the United Yellow List is having trouble expanding- not because Yellow Zoners aren't voting, but because many Yellow Zoners are instead integrating into the other political parties such as Developmentalists, Market Socialists, and the Starbound Party.

...plus if we can fully hook up the yellow zones to the GDI's E-democracy then we might unlock all sorts of new options for the yellow zones and maybe even free dice as well
I think free dice would be overoptimistic. We get dice from increasing the administrative capacity of our bureaucracy, not from having more citizens.

What is wrong with living in commieblocks? They can be fine! Can we use our surplus of them to connect apartments to increase area per person, or do modernisation program to improve conditions, or something? To at least delay demands.
This would be effectively equivalent to converting existing "Residential Housing" (the giant prefab high-rise apartment blocks) into "Duplex Housing" or something similar. It would likely be nearly as expensive as just building new housing in the first place, and the reduction in population density would still consume -Logistics.

Furthermore, it's a bad idea for us to intentionally burn up our surplus of low-quality Housing when we have a potentially large and unknown wave of refugees coming in. We may need to stash a bunch of them in the empty commieblocks simply because there's no other place to put them except under canvas.

But do we need to do housing immediately this turn? What's the downside to waiting a turn or two while we finish the Rail Link Reconstruction first, especially since the railways are the other half of the request?
Suffice to say that I think beginning both projects would be an important gesture of good faith. Perhaps something like two dice on arcologies and two on railroads, and "one plus free" dice on tidal, with the followup of dice next turn to be determined by how far along the railroad is.

(Spending a few Free dice on tidal would probably represent putting some extra effort into infrastructure, a gesture likely to be well taken by many)

The important thing for political optics is making steady progress, not careening from shock effort to shock effort in the "something is either totally ignored or gets 100% of our attention" paradigm. That works well enough when there's a hard time limit on when industrial civilization is going to collapse unless we get X, Y, and Z done but that phase of the game is very much over. If this was real life something on the scale of Boston or Nuuk or a major arcology program or really anything bigger than a hundred or so points would take a decade to do, Planquests already work on absurdly accelerated timescales and the obsession with needing to get major projects done in a few months compresses it to totally unreasonable timelines.

If we slowly chip away at something for years on end that's not a failure to respond that's how a functional bureaucracy that can plan more than 6 months ahead functions. We talk so much shit about how central planning is superior to the capitalist mode of production because our horizon isn't limited to the next quarterly report but then we behave exactly like the only thing that matters is the next quarterly report because people like to see green on the results tally. It's ok to not finish things for like 10 turns if that's what it takes, as long as you're running a bunch of stuff in parallel and the people can see we really are making a good faith effort on a reasonable timeline to respond to what they want.
This is entirely correct in general (though sustained investment is hardly rare in plan quests; observe how Blackstar's Soviet Quest has been handling Infrastructure dice, or how we've been handling fusion power).

On the other hand, sometimes this runs up against limits, because there's too much political pressure on the central planners to get something done sooner rather than later. Nobody wants to see us slow-walking a project that they need finished yesterday, while at the same time we seem to be doing inane stuff they don't care about elsewhere and costs about as much money.

Someone may question, for instance, why we're buildling tidal plants past the point of diminishing returns when lots of people are still living in crowded prefab commieblocks.

Central Planning's brutality can only be toned by the presence of powerful goverment worker unions which can and will force the buerocrats to not literally sacrifices people on the altar of "Numbers Going Up".

Unions should be the intended infornation feedback system of Central Planning.
Government worker unions, in the sense of "unionized government employees" are really only helpful at stopping the government from abusing its own employees.

If you're trying to solve a problem like "the workers are miserable in bad housing because the government isn't improving the housing because that does not make Numbers Go Up..." Well, unionization is the wrong solution to that problem.

In that situation, the people don't need workplace democracy.

They need government democracy, because it's the government that orders the central planning organization what to build in the first place.

For every die and every resource spent on blue zone arcologies, that same amount of dice and same amount of resources would generate about twice as much housing in yellow zone arcologies. We do not have infinite dice, nor infinite resources. Thus, by creating a luxury apartment and a windfall for a single family, we leave another family vulnerable to tiberium and NOD that could have been (relatively) safe.

To me, this calculus changes when we no longer have families stuck in fortress towns. Once we have our populace in the relative safety of yellow zone arcologies, then I'll be interested in investing into maximizing our people's comfort.
Yellow Zone arcologies are drawing in from a different pool of potential inhabitants.

Yellow Zone arcologies are for the existing permanent inhabitants of our (rather small) Yellow Zone territories. The total demand for these is not large.

When we draw in refugees from deeper in the Yellow Zones (and there are quite a lot of them), we mostly do not house them in the Yellow Zones. We house them in the Blue Zones. Note that we can create housing space in "Residential Housing" blocks in the Blue Zones even more cheaply and more efficiently than we can create arcologies in the Yellow Zones... and from what the QM has said, living conditions in the "low quality" residential housing in the Blue Zones is still about as good as in an arcology in the Yellow Zones.

The housing situation is complicated and not entirely a zero-sum game.

Don't forget about the Ion Disrupters.
I don't think Nod operates ion disruptor infrastructure on a large scale; I suspect that it's difficult to hide and expensive to produce, which is why GDI didn't really have a plan for encountering it until they ran into Temple Prime.

Though I suppose we might need to pursue more land-based missile technology if it were the only way to deliver deep strategic strikes against installations with 'shields' to repel ion cannon fire...

They are called Fremen, they are slaves to freedom and are the currently the nobility of slaves.
Based on your past behavior, I'm guessing they are called "Fremen" by you, a couple of your drinking buddies, and/or a Serbian-language message board you frequent and that none of the rest of us have ever heard of...

So no, no, they are not "called that" in the normal sense of the word.

Fortress Towns are a key part of our global strategy, they're how we take and hold territory, while YZ arcologies are how we improve the standard of living in the territory we already control. They're both important, they both serve different and complimentary roles, and neither should be ignored. Yellow Zone construction already has to be highly Tiberium-proofed and self sufficient just by inherent design constraints, our housing quality and resilience problems are in the Blue Zones. Abandoning the Fortress Town program would be incredibly counterproductive, we need to do the exact opposite and expand them further as part of our YZ outreach. The YZ harvesting gets a few GDI military bases scattered around doing resource extraction, but to actually rule the territory and keep NOD out you need fortress towns, if we stop building them then we stop taking territory it's as simple as that.
Personally, I don't want to abandon the fortress town program, but I do want to make sure our fortress towns are long on "fortress" and short on "town." They're not very comfortable places to live, due to the heavy security and spartan living conditions.

So civilian families currently living in those towns should be given options to move, either back into the Blue Zones or into arcologies in the Yellow Zones that are behind the hard shell of the fortress towns and other defenses.

So, with Tiberium mutating soon and NOD increasing their attack on GDI it would be prudent to get everyone into either Blue Zone Arcologies or Yellow Zone Fortress Towns.
The Yellow Zone fortress towns are closer to Nod attack; they are on the front lines of the conflict. They're "safe" in the sense of "unlikely to fall to an enemy assault," but they're not good places to go for anyone NOT in Nod's line of fire.

Also, "tiberium mutating" is not a simple case of our abatement efforts getting turned off like a light switch after which tiberium goes on the rampage and washes over everything like a tidal wave. We're going to be losing... something like d4 mitigation points every d5 turns or something like that. The average loss rate will be something like one point of mitigation per turn. We've already built up quite a lot of mitigation, so barring a continued streak of very bad luck, we can expect the Blue Zones to remain constant in size or even expand significantly over the next several years, despite tiberium beginning to mutate.

Well than, I think we should kill the YZ arcology program. It looks pretty useless.
It's not useless. The more we expand into the Yellow Zones and actually hold territory there, the more semi-permanent Yellow Zone citizens we have who will want to live in reasonable comfort by their own standards. Which means arcologies to live in, even as we shuttle ongoing refugees back to other places.

It seems reasonably likely that we could maintain open-air housing for a long time... IF we wanted to.
 
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Well than, I think we should kill the YZ arcology program. It looks pretty useless.

I think I disagree again, lol. We need experience with building permanent and self-sufficient urban areas in the Yellow Zones for a bunch of reasons. Militarily a nice thick belt of Green Zone is the strategic depth we need to not get TW3'd again, a hard skeleton and outer shell of Fortress Towns are the big bunker complexes that prevent any conventional NOD invasions but if we don't actually fill all that secured territory with useful productive things it's going to be a pretty brittle and expensive defense.

YZ arcologies are the core of real useful urban areas in Yellow Zones, and if we're planning to stick around we're going to need some real cities at logistical hubs, manufacturing centers, etc. We can move a lot of people into the Blue Zones, but I don't think we're going to move everybody into the Blue Zones and the civilians who will be living in our Yellow Zone territories do need places to live that aren't bunker complexes.

It really wouldn't hurt to keep getting experience with building self-sufficient urban areas in Yellow Zone conditions either. Mutation isn't an overnight disaster where suddenly all the sonic fences turn off and vore crystal starts popping out of the ground in London and Tokyo. It's a long war of attrition that's probably going to go back and forth until we hit one of the victory conditions decades from now. And if it gets so bad that we're really bleeding abatement, we're going to have to triage efforts towards Red Zone containment to prevent humanity from going extinct and just accept that some of the Blue Zones will be overrun. Knowing how to build a city in Yellow Zone conditions is going to be extremely useful if Tib starts creeping up on Seoul or Lhasa or Berlin. I'm sure retrofits to more Tiberium-hardened infrastructure won't be cheap but they're still probably cheaper than having to abandon major population centers.

And on the other hand if we win the war of attrition and the Blue Zones push outwards instead of inwards, having local populations and already-developed cities on the newly created Blue Zone territory will make it useful and productive right away instead of having to do resettlement programs and restart civilian infrastructure from scratch.
 
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I think it's gonna get fun again. Ithillid is going to be rolling Tiberium Dice again, so that's fun. Also, we need to finish Inhibitor development. After next turn, everyone is going to panick when mutation kicks in, and it looks bad if the Treasury has a solution they haven't even bothered developing.
 
I think it's gonna get fun again. Ithillid is going to be rolling Tiberium Dice again, so that's fun. Also, we need to finish Inhibitor development. After next turn, everyone is going to panick when mutation kicks in, and it looks bad if the Treasury has a solution they haven't even bothered developing.
Mutation dice time is a real nail bitter for sure. But with the accumulated containment and Reclaimer Hub efforts, I think GDI can weather the worst of it and would have time to develop and deploy the solutions and more advanced and working mitigations methods. Unless it's a Crit. A Bad Crit. Then we panic.
 
I feel like the risk about not doing BZ Arco this turn is a bit overstated.
- We will be doing Rail Links, which is also High Priority
- Mecca/Jeddah although not marked High Priority, literally has Political Support attached to it, so its not like we will get whacked by Parliament for doing it.

So the argument IMO is really about taking dice away from Tidal, which has a 51% chance to complete with 2 dice. I dont particularly see a reason to take dice away from Tidal or slow roll it further, when it looks like Inhibitors are getting done this turn, so our Energy consumption is going to be bigger next turn.

Um Tidal Plants may come under attack by the ten rings if we don't build up better defense for them:

These have become targets in Europe for attempted attacks by the Ten Rings organization. While so far they have been singularly unsuccessful, intercepted by hydrofoils and aircraft, the attacks have been increasing in the last weeks of the quarter, with two 450 ton craft being spotted as part of these operations. Elsewhere, hostilities have been more desulatory, with most being little more than abortive harassment by Vertigo bombers.

So we need more ships in Europe and air defense elsewhere if we are to build more Tidal Plants and not have them blown up.
 
Government worker unions, in the sense of "unionized government employees" are really only helpful at stopping the government from abusing its own employees.
Most of our work force is currently employed by the government on its various projects. Much more than in the Cooperative/Private sectors.
 
es, but we're not mindless robots or zombies who proceed along preprogrammed tracks for four years between the beginning of each Plan and the end. And importantly, the legislature knows this. They've seen us react to new developments and new priorities.

We reacted to a capital goods crisis that only came to our attention in the middle of the first Plan. Not because we'd promised to in what. Was. Called. The. Plan. Because we needed to, and we knew it, and we weren't stupid.

We reacted to dangerous military incapacity with a huge surge of military funding and development starting early in the second Plan, rolling out our military Plan commitments far ahead of schedule. Why? Because, again, we knew we needed to, and we weren't stupid.

We are being put under political pressure now because various political factions are trying to communicate to us that this issue is foreseeably going to arise, is in fact already arising from their perspective. Because while our big moment of truth for negotiating our commitments to the legislature is the upcoming 2058 Plan deadline, theirs were the 2056 and upcoming 2060 elections. And it's clear that while the electorate seems to be largely pro-Treasury at the moment, they have communicated and continue to communicate to the legislature that demand for higher quality housing is growing (along with demand to finish revitalizing the rail network).

If we were playing Developmentalist Party quest, we'd be increasingly worried about Dr. Granger's tendency to ignore rail links and arcologies lately. We'd be saying things like:

DevParty Negaquest Players: "Damn, I know Granger really came through for us in the last year or two before the Second Election Cycle with that massive improvement in consumer goods kicking quality of life through the roof, and the increase in voter turnout didn't hurt... but our indicators are starting to turn down again and he's not really reacting to that. Hey, uh, Aboleth, what's he been spending his infrastructure budget on again?"

Aboleth, Negaquest QM: "Gigantic tidal power stations, mostly. Also Chicago Planned City, which is turning into a giant tiberium processing hub for most of North America."

DevParty Negaquest Players: "Ah shit, eh got sucked into making Number Go up, didn't he? We'd better nudge him again. We don't want another nail-biter like the last Election Cycle where we spent just about three years stressing over whether Treasury could turn quality of life around fast enough to avoid us all getting punted out of office to make room for that jerkface Ozawa or those smarmy neoliberals again."

...

Also, "their reps then haggle with us" is an incorrect model for how the Plan works. Treasury is run by public servants; the legislature has authority over it. What happens is that we present the legislature with a budget, then we have to convince them to support it. We gain support by offering them concessions; we simply choose from a list of the concessions that we know they actually want. Since they are the ones who ultimately have the power to approve our budget allocations and issue us orders, we are haggling with them.

You will note that a minor political party, the Socialists, rose to power starting from the demand for arcology repairs and expansion.

I don't think that was a coincidence. I think they gained a lot of power because they were capitalizing (heh) on the large slice of the electorate that wanted arcology repairs and expansion, and gained a lot of reputation by (from the public's perspective) leading the charge to mobilize Treasury resources to do that between 2054 and 2056.

However, public desire for this to happen and (importantly) continue happening is still strong, and with every passing year that millions of people are stuck in brutalist prefab concrete blocks of apartments hastily thrown up back in '50 and '51, the stronger that desire will become.

Ultimately, the politicians who are asking us to save their asses from the voters are our employers, and our continued service and standing within GDI is at their discretion. If a legislative majority were elected on a platform of "dismember Treasury and parcel out much of its power to private industry," then that would happen and we'd be kind of screwed. It is deeply counterproductive and rash, when your bosses come to you saying that their bosses (in this case the public) want something to happen, something only you can cause to happen, to reply:

"Well, that's your problem, isn't it? You should have seen this coming." Because the response is then to grit teeth, say "yes, and now that I do see this coming, the way I am solving it is by delegating it to you; my problem has now become your problem."

Our adopting an intentionally confrontational stance because we resent being told to do things is a terrible idea. Treasury is not an independent lord with a mighty fiefdom all its own; we work for someone else who is telling us what we're predictably going to need to deal with.

I really don't like seeing one of my post being cut apart for no reason, so let's answer the gist of it in block.

One of the things I like with the Plan is that it shows the important trends of the parties with their demands and allows us to better understand their goals and reasoning. Perhaps with someone more politically-savvy than Granger, we could have other indicators, but right now we have to make do. But since Ithillid doesn't like the subject of the Plan, let's drop it.

The point is, BZ arcos were never mentioned as an emergency. There were some grumblings, there were some mentions, but we never saw riots break out for better housing or other unpleasantness. It isn't something that threatens masses of the population or the survival of the GDI. It is a luxury. The backlash from not doing masses of them will in consequence be much lesser than the housing crisis, the food crisis, the cap goods crisis or the military crisis. It isn't an emergency. It isn't a crisis. It's a problem. The point I have been trying to make is that it doesn't justify putting one of our other development lines or projects on hold while we address it. A "political vice" or "losing the support of the public" is a baseless worry.

Is it a problem we should take care of? Yes.

Does it justify a moderate response? Yes.

Does it justify the vigorous effort you advocate? Doubt.

Progress is progress, even if it doesn't complete and even a limited amount of progress is more than enough to address this issue. If I'm wrong and the pace is insufficient? then the politicos have the tools to tell us to hurry up. There is no need to go full speed right from the start here.

Completing even one tier each of Blue and Yellow Zone arcologies will require a combined total of 770 Progress, which in turn means spending about twelve dice in five turns.

We're not going to get there with "1-2 dice" per turn, as you originally implied. We'd need more like 2.5 dice per turn, probably a bit more to be on the safe side.

Another thing that I don't like is seeing my arguments be ignored. English isn't my first language. Writing all this takes time and effort.

I also don't like being misrepresented.

My first post addressed the demands made in the letter, my second...


addressed the whole housing situation. The housing problem isn't only about BZoners wanting better digs. Our refugee housing is open for business again and if we continue to push for YZ harvesting, it's going to get worse. We're going to have to invest in housing, more than likely alternating between YZ arcos to give housing to the refugees and BZ arcos to deal with the housing quality problem in the BZs. Earmarking 2 dice to deal with our entire housing troubles is a reasonable amount that can be added upon should we have enough resources to sink in them or the need arise. BZ arcos would then effectively receive a minimum of 1-2 dice given the need for YZ arcos for the refugees until the end of the current Plan.

I was assuming you were worrying about the whole housing problem, not just the BZs.

Just in case the bolded part wasn't clear enough:

1-2 per turn earmarked for BZ arcos until the end of the current Plan.

2 dice TOTAL earmarked for Housing problems until the end of current Plan, so BZ arcos and YZ arcos. That includes the above.

Add dice when available or necessary with the goal of completing 1 tier of BZ arcos and 1 tier of YZ arcos before the end of the current Plan.

Even if the dice gods decide to fuck us over and completion isn't achieved, it will begin addressing the problem in a meaningful way.

And quite bluntly, we could do this. There is nothing stopping us from devoting virtually all our Infrastructure dice to the projects Development is flagging for our attention: rail links and Blue Zone arcologies. Aside from 'tapping' a die or two to finish the current phase of tidal power plants (the last phase is far too inefficient to really be worth it right now), then even without spending a single free die we could have something like 1500 Progress worth of Infrastructure projects in the can between now and the start of the next Four Year Plan. The main sacrifice would be that we might have to do a few less 25-30 R/die superproject dice, than if we'd just left those Infrastructure dice fallow or invested them in a 10 R/die project instead.

1500 Progress is enough to do quite a lot about the concerns the politicians are raising with us, and, IMPORTANTLY, to do a lot to meet popular demand. Since the root of our immense political strength is that the public is at least satisfied with our job performance, continuing to do what the public wants is important to us. Don't pretend that public opinion only matters to politicians.

What we should be doing is asking ourselves "okay, we have about 25 dice of Infrastructure left in the plan, what will we use them on? The politicians are asking for a combination of "Rail Link (Re)construction" and "Blue Zone Arcologies." Given my take on the public interest and the situation, I see no reason not to cooperate.

So let's look at those 25 dice. The next stage of Tidal will use... let's be optimistic and say 2 dice. Rail Link reconstruction, the other demand in the letter, will likely take 4 dice.

So 19 dice, but then there is Mecca, our time limited project. Since the military will likely ask for YZ Harvesting to push against NOD and Tib Inhibitors have been waiting for a long time, that will take our Tib dice. Since we likely want to keep 3 dice minimum on Mecca until it completes entirely, that means we are going to need Infra dice to make the difference. Let's be optimistic and say it will only take 5 Infra dice until the end of the current Plan.

We end up at 14 dice, which is still somet... Ah, no, we have an emergency. With the YZ Harvesting we are beginning to receive a bunch of refugees. We will want something built fast that can house a lot of people, so it's likely a tier of YZ arcos will go up to give them a roof above their heads and to continue our trend of helping the YZs. Hmmm... let's say the dice are on fire and we do it in 2 dice.

So 12 dice if the dice gods favor us. If you manage to get your 1500 progress for BZ arcos with that without tapping into Free dice, you deserve godhood. If we manage 2 tiers, we should go to Vegas. At most we can hope for 1 tier of BZ arcos without tapping into Free dice.

Hmmm... 1 tier of BZ arcos and 1 tier of YZ arcos... That combination reminds me of something...

Then again, maybe you already believe that. And you're angry at me because you think I'm suggesting that we need to mobilize most of our Free dice to get something more like 2000-3000 Progress on Infrastructure between now and the end of the Plan, which would let us do three phases of Blue Zone arcologies.

You sure sound like that's what you're saying, what with all the "we cannot afford to build three phases of arcologies."

My point is very simple. We are being told in advance what is going to be one of the major political demands of the next Plan cycle. We can get out in front of it, or we can not do so.

If we don't get out in front of it, then we're going to face higher demands from the political parties that we're asking to support our budgetary priorities. Getting enough votes to pass our budget with a comfortable majority is likely to be harder, because we'll have to promise to do more in the same short amount of time. Public opinion of Treasury will start to slip.

This isn't some psychotic "drop everything and pour 11 dice into arcologies every turn for the next five turns" thing. But as a basic, practical, commonsense matter, we should make an intentional choice to make serious efforts to get out in front of a foreseen and predicted problem that we've been warned about, rather than ignoring it because "IT'S NOT PLAN TIME DAMMIT LEAVE ME ALONE!"

And my point is just as simple:

We can't entirely solve this problem in an expedient manner with our current commitments without cutting into things that shouldn't be cut into. The best we can do is begin to address it. Going full speed ahead here is just throwing away dice and resources hoping the problem goes away with enough money and takes away flexibility in assigning the infra dice to address our other needs in Infra.

And, again, stop misrepresenting my argument. I have never advocated ignoring it. My initial post, that you seem to have forgotten or have decided to ignore, was:

Looking at the last turns' options, I noticed that the High Priority tag was on BZ arcos, not BZ duplex or YZ arcos or whatever. BZ residential is even tagged Low Priority.

That implies that what is desired for higher quality housing is the BZ arcos project, with BZ Duplex coming second and us being asked to kindly ignore BZ Residential.

It also implies that YZ arcos aren't going to solve the politicos' demands since the problem would then be in the BZs, not YZs. The problem with housing is that it isn't Cap Goods: you can't just make the number go up to solve your problems, you need to take location into account. I'd think that a BZoner being told that if he wants better housing, he has to move to a YZ wouldn't be really happy, and neither would his employer, his representative in Parliament or us when we see the logistics demands go up due to work related travel needs.

Since it is a demand for comfort but not an emergency and we aren't risking citizens becoming homeless, we could likely just throw 1-2 dice every turn at the BZ arcos until it completes. The politicos will see us do something about the problem and leave us alone, this amount of commitment will allow it to complete before the end of the Plan and everyone will be happy. It's not Tib, Mil or Mecca, thousands will not die if it doesn't complete in 1 turn.

Or, in other words: this is problem, we should address it, but we don't have a lot of resources available for it and should be careful and reasonable about the choices and resources we use in solving it.
 
They are called Fremen, they are slaves to freedom and are the currently the nobility of slaves.
Describing people who genuinely believe that that the current economic trend is somewhere between disastrous and sub-optimal as "slaves", is not conducive to polite discussion.
They may be incorrect in their belief, but given that belief, they are acting in good faith. I am frankly insulted that you consider that worthy of either a joke in bad taste, or derogation of a large group of people.

Regarding Infrastructure priorities, I would like to do Rail Links, finish Tidal Plants 3, and then toss a die or two per turn at BZ Arcologies until they complete - because, ignoring the IF demands, it's worth doing. People do deserve better housing.
 
So was reading the C&C wiki...

cnc-central.fandom.com

Alyssa

Alyssa is a character from Tiberian Twilight. Alyssa is a mysterious character, tied to the even more mysterious events tied to TCN Node #51. Before its construction began in 2072, a year earlier, GDI forces started mysteriously disappearing. Starting with a convoy carrying building materials...

...my theory on what she is that wasn't stated on the site? She is a True!Scrin, like fricking Kane himself. Which is why there is so much secrecy around her, how she can run around with a Stealth tank more advanced than what Kane has before she gives it to him, and why Kane bends over backwards to accommodate her.

She is a fucking Author!Mary Sue character, but the above fanon could explain it more plainly.
 
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So was reading the C&C wiki...

cnc-central.fandom.com

Alyssa

Alyssa is a character from Tiberian Twilight. Alyssa is a mysterious character, tied to the even more mysterious events tied to TCN Node #51. Before its construction began in 2072, a year earlier, GDI forces started mysteriously disappearing. Starting with a convoy carrying building materials...

...my theory on what she is that wasn't stated on the site? She is a True!Scrin, like fricking Kane himself. And why there is so much secrecy around her.
This is Lore from the game that shall not be named. We ignore this Lore unless the might brain snacking squid brings it up.
 
So was reading the C&C wiki...

cnc-central.fandom.com

Alyssa

Alyssa is a character from Tiberian Twilight. Alyssa is a mysterious character, tied to the even more mysterious events tied to TCN Node #51. Before its construction began in 2072, a year earlier, GDI forces started mysteriously disappearing. Starting with a convoy carrying building materials...

...my theory on what she is that wasn't stated on the site? She is a True!Scrin, like fricking Kane himself. Which is why there is so much secrecy around her, how she can run around with a Stealth tank more advanced than what Kane has before she gives it to him, and why Kane bends over backwards to accommodate her.

She is a fucking Author!Mary Sue character, but the above fanon could explain it more plainly.
I tend to just think of kane as a perpetual.
 
Q4 2056
Q4 2056

Resources:‌ ‌615 ‌+‌ ‌0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(20‌ ‌allocated‌ ‌to‌ ‌grants)‌ ‌

Political‌ ‌Support:‌ ‌50
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌7 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium‌ ‌Spread‌ ‌
15.21 Blue Zone
27.42 Yellow Zone (86 points of mitigation)
57.37 Red Zone (59 points of mitigation)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+14)‌ ‌ (26 population in low quality housing) (2 points of refugees)
Energy:‌ Significant ‌Surpluses‌ ‌(+5)‌ ‌(+2 in reserve)
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+5)‌ ‌
Food:‌ ‌Marginal‌ ‌Surpluses‌ ‌(+5)‌ ‌(+4‌ in reserve)‌ ‌
Health:‌ ‌Substantially‌ ‌improved‌ ‌(+5)‌ (2 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Significant ‌Surplus‌ ‌(+4)‌ ‌
Consumer‌ ‌Goods:‌ ‌Meeting‌ ‌Demand‌ ‌(+1)‌ ‌
Labor:‌ ‌Gargantuan‌ ‌Surpluses‌ ‌(+38)‌ ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1265/1420)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ ‌Limited‌ ‌Surpluses‌ ‌(+3)‌ ‌

Status‌ ‌of‌ ‌the‌ ‌Parties‌ ‌
(strong‌ ‌support,‌ ‌weak‌ ‌support,‌ ‌weak‌ ‌opposition,‌ ‌strong‌ ‌opposition)‌ ‌

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌5;‌ ‌25;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌329‌ ‌seats‌ ‌(150;‌ ‌129;‌ ‌35;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(37;‌ ‌160;‌ ‌20;‌ ‌20)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌74; ‌104)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌72‌ ‌seats‌ ‌(57;‌ ‌15;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌153‌ ‌seats‌ ‌(73;‌ ‌80;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌45‌ ‌seats‌ ‌(30;‌ ‌13;‌ ‌2;‌ ‌0)‌ ‌
Independents‌ ‌12‌ ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌
Developmentalists:‌ ‌649‌ ‌seats‌ ‌(349;‌ ‌210;‌ ‌90;‌ ‌0)‌ ‌

Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌ ‌:‌ ‌Decent‌ ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Space‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Steel‌ ‌Talons:‌ ‌Low
Navy:‌ ‌Low‌ ‌
ZOCOM:‌ ‌High‌ ‌

Plan‌ ‌Goals‌ ‌ ‌
Capital‌ ‌Goods:‌ ‌9 ‌points‌ ‌remaining‌ ‌
Food:‌ ‌20 ‌(15)‌ ‌points‌ ‌remaining‌ ‌
MARV‌ ‌Fleets:‌ ‌1 ‌remaining‌ ‌
GDI‌ ‌Income:‌ ‌15 ‌remaining‌ ‌


Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 3)
With the majority of the easily accessible generation sites from Blue Zones accounted for, planning has moved towards more minor supplies, beginning to eke out every last bit of energy that can be harnessed. While less efficient, it is at the very least a smaller project.
(progress 154/300: 10 resources per die) (+++ Energy)
(progress 0/200: 10 resources per die) (++Energy)

[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies 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)

[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.
(Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
(Progress 0/250: 20 Resources per Die) (+++ Housing)
(Progress 0/300: 20 Resources per die (+++ Housing)

[ ] Yellow Zone Arcologies (Stage 2)
While there are no immediate commitments to complete more arcology programs, they are significant markers of GDI's investments into the Yellow Zones. With the security situation improving rapidly, more arcologies can be used to support refugees and increase the quality of housing across the yellow zones.
(Progress 0/170: 15 resources per die) (+++ Housing)

[ ] 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) (high priority)

[ ] Blue Zone Residential Construction (Stage 3)
The continued development of high density residential districts 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 incurs 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) (low priority)

[ ] Blue Zone Duplex Row Housing (Stage 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)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleets of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, able to reach anywhere in the world in a matter of hours at most, GDI can tighten the bonds between blue zones, and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (++ + Logistics)
(Progress 0/250: 25 resources per die) (+++ + Logistics)
(Progress 0/200: 25 resources per die) (++++ Logistics)

[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/720: 20 Resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1440: 20 Resources per die) (+++ Housing, --- Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 Tiberium Processing Capacity)

[ ] 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)
(Progress 0/160: 20 resources per die) ( + Logistics, ++ Housing, -- Labor)
(Progress 0/320: 20 resources per die) (++ Logistics, ++ Housing, -- Labor)
(Progress 0/640: 20 Resources per die) (+++ Logistics, +++ Housing, -- Labor)
(Progress 0/1280: 20 Resources per die) (++++ Logistics, +++ Housing, -- Labor)

[ ] Colombo Planned City (Phase 1)
While it may be premature, seizing Sri Lanka, and preparing a planned city for the island is the first step in reestablishing GDI's presence on India's coastlines, one of the largest areas in the world where GDI has not had a serious presence in decades. The planned city will provide a nearby logistics hub and strategic entrepot.
(Progress 0/100: 20 resources per die) (--- Labor) (Can spend mixed Military and Infrastructure dice, at least 1 die must be Military)
(Progress 0/200: 20 Resources per die)
(Progress 0/400: 20 Resources per die)
(Progress 0/800: 20 Resources per die)
(Progress 0/1600: 20 Resources per die)
*many results unknown*

[ ] Mecca/Jeddah Planned City (Phase 2)
While the initial phase of construction has begun, and the region has at least the pretenses of military security, bringing birds from the bush into hand, and expanding reconstruction work into Mecca itself will bring both political and practical benefits.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 116/320: 20 resources per die) (--- Labor) (5 Political Support) (+1 Red Zone Abatement, +1 Yellow Zone Abatement, +60 Processing Capacity)
(Progress 0/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
*many results unknown*

[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support)

[ ] 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, one significant way to improve civilian morale and provide a steady stream of high quality housing would be to encourage the formation of a series of civilian housing cooperatives and supply them with a steady stream of materials. This will be politically popular, and easier to administer than attempting to keep all housing under the Initiative. (15 resources per turn) (+ Housing per turn)


Heavy Industry (5 dice)

[ ] Blue Zone Power Production Campaigns (Stage 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)

[ ] Synchronized Cycle Fusion Plants
The next wave of fusion hardware is a series of synchronized cycle plants. Running either four or six fusion reactors in a synchronized cycle is a serious developmental step towards producing clean, universal power solutions, ones that will provide energy for the Initiative for decades to come.
(Progress 289/350: 20 Resources per Die) (++++ Energy) (High Priority)

[ ] Blue Zone Microgeneration Program (Stage 3)
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 40/120: 5 resources per die) (++ Energy Reserve)

[-] Yellow Zone Fusion Power Campaigns (Stage 1)
With fusion energy nearly ready to act as the primary means of powering GDI civilization, the plans for a renewable energy power network for the Yellow Zones has been abandoned. In its place, an array of synchronized cycle plants are planned in many of the Terminus cities to provide all of the high density power that they could feasibly need.
(Progress 0/350: 20 Resources per Die) (++++ 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 116/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
(Progress 0/2400: 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 be more focused on consumer goods. 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.
(Progress 0/125: 15 resources per die) (- Labor)
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, - Labor)
(Progress 0/500: 15 resources per die) (++++ Consumer Goods, +++ Capital Goods, -- Labor, --- Energy)
(Progress 0/1000: 15 resources per die) (+++++ Consumer Goods, ++++ Capital Goods, -- Labor, --- Energy)
(Progress 0/2000: 15 resources per die) (++++++ Consumer Goods, +++++ Capital Goods, -- Labor, --- Energy)

[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (- Labor)
(Progress 0/320: 20 resources per die) (+++ Capital Goods, -- Labor, --- Energy)
(Progress 0/640: 20 resources per die) (+++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/1280: 20 resources per die) (++++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/2560: 20 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)

Light and Chemical Industry (4 dice)

[ ] Blue Zone Light Industrial Sectors (Phase 1)
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. The project has also subsumed a number of other factories that had been on the docket for years, as the Initiative no longer needs to focus on that scale.
(Progress 0/500: 10 Resources per die) (++++ ++ Consumer Goods, ++ Health -- Energy, -- Capital Goods, --- -- Labor)

[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, to delivery 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)

[ ] 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) (High Priority)

[ ] Johannesburg Myomer Macrospinner (Phase 3)
With initial production already starting, the macrospinner needs to be severely scaled up in the coming quarters as current production is far from enough for any serious attempt to use myomers across the broad swathes of Initiative industrial and military needs.
(Progress 308/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
(Progress 0/720: 20 resources per die) (+++ Capital Goods, ++ Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1440: 20 resources per die) (++++ Capital Goods, +++ Energy) (Reduces cost of mech and zone armor projects)

[ ] 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 (Phase 1)
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 0/150: 15 resources per die) (++++ Food, - Energy, - Capital Goods)
(Progress 0/250: 15 resources per die) (++++ Food, - Energy, - Capital Goods)

[ ] Perennial Aquaponics Bays (Stage 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While it will take well into next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support)

[ ] Yellow Zone Aquaponics Bays (Phase 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed at increasing the self sufficiency of the network. 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)
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Continues)

[ ] Yellow Zone Purification Facilities (Phase 1)
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 0/160: 10 resources per die) (++++ Water, - Energy)
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)

[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

[ ] Agricultural Processing Plants (Stage 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 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 173/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)

[ ] 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)

[ ] Large Strategic Food Stockpile
With a major allocation towards increasing food stockpiles and forward deploying caches of long lasting food, GDI can ensure that even in the case of major disruptions in the food supplies people can eat for months.
(+++ Food Stockpile -- Food)

[ ] Wadmalaw Kudzu Development
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)

Tiberium (5 dice)

[ ] Tiberium Prospecting Expeditions (Repeating Stage)
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 (Stage 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)

[ ] Yellow Zone Tiberium Harvesting (Phase 5)
With the Initiative on the attack, and beginning to push heavily into NOD territory, harvesting operations must continue. While it will become increasingly expensive, this is a small price to pay for seriously pressuring the Brotherhood.
(Progress 60/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation) (High Priority)

[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 Stages available)

[ ] Red Zone Tiberium Harvesting (Stage 8)
While the current security situation remains problematic, one of the few remaining untapped red zones on the planet is the Central African Red Zone. Attacking up the Congo River should provide both good access to Tiberium glaciers and be generally difficult for NOD to attack, although they have shown impressive capacities in Red Zone Operations before.
(Progress 0/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Stage 5)
A final major stage of development will put the full supportable effort into effectively containing the spread of Red Zones around the world. While it will not be the last gain in containment efforts, it is the point where further pushing will be seeing less impact on the spread of Tiberium.
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)

[ ] Tiberium Glacier Mining (Stage 8)
A further drive into the Italian Red Zone will feed the Saarland facilities, and complete what had been a major project at the beginning of the plan. While it will be logistically intensive to bring material over the Alps, this is unavoidable with the prepared route.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)

[ ] Tiberium Processing Plants (Stage 1)
While initially a low priority, as GDI's economy has been 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 will carry out the recently discovered Hewlett-Gardener process providing 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) (+600 processing potential) (--- Energy, -- Logistics)

[ ] 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)

[ ] Tiberium Inhibitor Development
The Scrin, during their invasion deployed a number of Tiberium Growth Accelerators. By constructing a version of the hardware essentially running in reverse, the Initiative can slow the growth of Tiberium in a relatively small area. While not able to stop the growth of Tiberium, it should provide a significant boost in overall abatement potential.
(Progress 0/60: 30 resources per die)

[ ] Liquid Tiberium Power Cell Development
Liquid Tiberium has a tendency to decompose if exposed to significant amounts of energy. While it is the basic principle of a Liquid Tiberium Bomb, it is also a potentially significant power supply, as demonstrated by the Brotherhood of NOD. With GDI currently running on the edge of available energy reserves, it is a politically problematic, but relatively simple means of providing mass amounts of energy.
(Progress 0/50: 30 resources per die) (-10 Political Support)

Orbital (3 dice)

[ ] Gravitic Drive Development
The Scrin gravitic drives have proven to be particularly interesting. Rather than being reaction drives, keyed off of mass, they seem to be volumetric and geometric, with the positions of drive nodes being the critical factor. However, they have reached a point where a development push is required to bring them to being something of science fact, rather than science fiction
(Progress 40/60: 30 resources per die)

[ ] 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 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)
(Progress 0/1430: 30 resources per die) (+4 to all dice, +1 die to each category) (10 Political Support)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed 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 long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/85: 30 resources per die) (Fusion)
(Progress 0/170: 30 resources per die) (.25k Permanent residents) (5 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (5 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (5 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (5 Political Support)

[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material.
(Progress 0/770: 30 resources per die) (++ Capital Goods, ++ Consumer Goods) (1 available Bay)
(Progress 0/1540: 30 resources per die) (+++ Capital Goods, +++ Consumer Goods) (2 available Bays)

[ ] 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 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
(Progress 0/340: 30 resources per die) (.2k permanent residents) (++ Food, + Consumer Goods) (5 Political Support) (1 available Bay)
(Progress 0/680: 30 resources per die) (.3k permanent residents) (+++ Food, ++ Consumer Goods) (5 Political Support) (2 available Bays)
(Progress 0/1360: 30 resources per die) (.4k permanent residents) (++++ Food, +++ Consumer Goods) (10 Political Support) (3 available Bays)

[ ] Expand Orbital Communications Network (Phase 3)
With another major wave of clearance done, further communications bandwidth can be launched, reducing the number of dead zones and increasing connection reliability.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)

[ ] Orbital Cleanup (Stage 5)
Massive new project arrays, clearing away the general debris and remaining parts of much of the older material are now required. While near Earth space has been extensively cluttered since launches began discarding fairings, stages, and other paraphernalia, plus a massive number of dead satellites, the only question now is one of time, and putting resources towards picking out the historically valuable units and reprocessing the rest.
(Progress 42/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)

[ ] Skywatch Telescope System
The Scrin gravitic drives produce a field massively larger than the ship itself, throwing off asteroid courses. That is enough to make even modern ion drives problematic. By launching a number of very large telescope arrays, the Initiative can make new asteroid drift charts and open the asteroid belt to probing once more.
(Progress 0/150: 15 resources per die) (Fusion)

(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)

[ ] 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 16/90: 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)

Lunar Operations

[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non tiberium based mining and refining infrastructure.
(Progress 0/175: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/160: 30 resources per die) (+5 Resources per Turn) (Fusion)

[ ] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 0/350: 30 resources per die) (+15 Resources per turn) (Fusion)

Services (4 dice)

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/160 : 30 resources per die)

[ ] Advanced Prosthetics Development
Across the Initiative's population, decades of war have taken their toll. While current generation prosthetics work, myomers offer major upgrades in responsiveness, weight, and precision. While many who use prosthetics do work, the new models will nearly certainly increase their ability to work, and the spectrum of jobs that they can do.
(Progress: 0/40: 15 resources per die)

[ ] Mental Healthcare Training Programs
Despite trauma being a near universal constant in GDI's population, mental healthcare has often been a secondary priority in a world where tiberium, violence, disaster and disease have run rampant. However, with GDI's stabilizing situation, moving resources from these primary sectors to improving the general mental health of the population is a necessity, as caring for trauma is something that requires a skilled hand at the best of times.
(Progress 0/200: 10 resources per die)

[ ] Expand Medical Schools
With Initiative medical demands likely to increase significantly in coming years, expanding a number of dedicated training programs and offering incentives to work in the field should begin meeting some of these demands, especially in the field of trained staff.
(Progress 0/300: 10 resources per die) (-- Labor, +++ Health)

[ ] 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)

[ ] 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)

[ ] 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)

Military (5 dice)

[ ] Wartime Factory Refits (Phase 1)
As a first critical phase of refits, there are the various specialist vehicles that GDI is not at this time looking to replace. Things like the RIGs, Firehawks, and MCVs are unlikely to make any significant changes in the near future. Simply by supplying marginally more capital goods and some relatively simple installations, major improvements in the availability of spare parts and actual fully functional vehicles can be made.
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
(Progress 0/90: 20 Resources per die) (--- Capital Goods)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy) (+1d2 Military Dice)

[ ] Long Range Sensor System Deployment (phase 1)
With the first wave of long range sensor systems prepared, it remains to refit them across the Initiative's fleet. With mobile assets receiving priority, the Initiative needs as many of these as it can get, as soon as possible.
(Progress 0/200: 25 Resources per die) (Very High Priority)
(Progress 0/300: 25 Resources per die)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub for increased 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) (Fusion)
(Progress 0/225: 30 resources per die) (Fusion)
(Progress 0/500: 30 resources per die) (Fusion)

[ ] Prototype Plasma Weapons Development
While so far projected plasma weapons have not worked out as well as GDI could hope, it is an unparalleled source of destructive power. However, Initiative scientists have developed a compromise system that can cheaply produce relatively small amounts of plasma and project a lance beyond the detonation point. While requiring small amounts of exotic materials, plasma weaponry can provide both standoff capability and significantly increased destructive potential to many Initiative munitions.
(Progress 0/60: 25 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.
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/105)

-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/105)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/105)


[ ] Reclamator Fleet RZ-7 North
Wth the hub completed, there are two good options for the fleet.
-[ ] 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 141/210: 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 Emergency Medical Evacuation Vehicle Development
Medical care in Red Zones is a significant problem. Time, even more than in normal circumstances, is of the essence. Not only is the casualty bleeding in most cases, there is severe risk of Tiberium infection, and the only medical care available is usually back at base. A fast hovering armored personnel carrier is a secondary concern, but one that should significantly enhance survivability.
(Progress 0/40: 10 resources per die)

[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)

Air Force

[ ] Orca Refit Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (High Priority) (- Capital Goods)

[ ] 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)

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, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch.
(Progress 0/225: 30 Resources per die) (Fusion) (High Priority)

[ ] 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) (Fusion)

[ ] 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)

Ground Forces
[ ] Remote Weapons System Deployment Predator
With the new laser point defense system, GDI's ground forces are out of patience. Survivability upgrades for the Predator tank are no longer a matter of convenience, but a matter of necessity. While likely one of the last major block upgrades the Predator will see over the course of its life cycle, that does not make it particularly less vital, especially as the Predator will likely serve unti at least the mid 2070s in second and third line roles.
(Progress 0/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)

[ ] Universal Rocket Launch System Deployment (Phase 1)
With the system developed, the first step is to convert existing munitions factories to the new standard. While this project can be delayed, once started it should be completed in short order to avoid difficulties in the Initiative's munitions supply. These will replace a broad swathe of existing systems, overall simplifying the ammunition situation drastically.
(Progress 0/300: 15 Resources per die) (High Priority)
(Progress 0/200: 15 resources per die) (-- Energy)
(Progress 0/200: 15 resources per die) (-- Energy)

[ ] 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) (-- Energy) (High Priority)
(Progress 0/150: 10 Resources per die) (- Energy)
(Progress 0/150: 10 Resources per die) (- Energy)

[ ] 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 Deployment (Stage 4)
While GDI can, at this point, feed many of its needs for Ablat, the supply is still distinctly short. Beginning to not only feed forward deployed units, but second and third line positions, and building a stockpile to last for more than the first few days of a future war.
(Progress 45/200: 10 resources per die) (Very High Priority)

[ ] Bulldog ARV Development
The Bulldog is intended to be a successor to the Pitbull. Built around the new rapid fire rotary railgun first intended for use with the Wolverine, the redesign is relatively limited, focusing on bringing the new weapon into general use, and bringing with it a number of minor quality of life increases.
(Progress 0/40: 10 resources per die)

[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)

[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)

[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)

[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements

-[ ] New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] London (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Santiago (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)


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 66/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Dakar (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Durban (Progress 167/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)

[ ] 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)

[ ] 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)

[ ] 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

[ ] 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) (High Priority)

[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 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 55 + 1 operations die)

[ ] 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)

** 4 Hour Moratorium on Voting **
 
[ ] 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)
*is visibly salivating*
 
For those wanting to deal with veterans and PTSD, this is in there:

[ ] Mental Healthcare Training Programs
Despite trauma being a near universal constant in GDI's population, mental healthcare has often been a secondary priority in a world where tiberium, violence, disaster and disease have run rampant. However, with GDI's stabilizing situation, moving resources from these primary sectors to improving the general mental health of the population is a necessity, as caring for trauma is something that requires a skilled hand at the best of times.
(Progress 0/200: 10 resources per die)
 
[ ] 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)

lets do this
 
Okay, new plan draft that cut out Agri Dice in order to fund the Sensor deployments. This has also meant not doing some other military projects unfortunately, but it is what it is. Next turn I plan to be the one where we finish RWS, and do Universal Rockets (along with continuing the navy buildup), and the turn after that we do Orcas (and possibly Hydrofoils if we have the energy.)

[ ] Plan Land, Sea, and Sensors
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 3), 1 die (10 Resources)
-[ ] Blue Zone Arcologies (Stage 2), 1 die (15 Resources)
-[ ] Rail Link Reconstruction (Phase 3), 2 dice (30 Resources)
-[ ] Security Review, 1 die
Heavy Industry (5 dice)
-[ ] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
-[ ] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
Light and Chemical Industry (4 dice)
-[ ] Johannesburg Myomer Macrospinner (phase 3), 2 dice (40 Resources)
Agriculture (3 dice)
-[ ] Security Review, 1 die
-[ ] Entari Deployment, 1 die (20 Resources)
-[ ] Large Strategic Food Stockpile, 1 die
Tiberium (5 dice)
-[ ] Yellow Zone Tiberium Harvesting (Phase 5), 1 die (20 Resources)
-[ ] Mecca/Jeddah Planned City (Phase 2), 3 dice (60 Resources)
-[ ] Tiberium Inhibitor Development, 1 die (30 Resources)
Orbital (3 dice +1 Free)
-[ ] Gravitic Drive Development, 1 die (30 Resources)
-[ ] Lunar Regolith Harvesting (Phase 1), 3 dice (3 Fusion) (60 Resources)
Services (4 dice)
[ ] Mental Healthcare Training Programs, 2 dice (20 Resources)
[ ] Expand Medical Schools, 1 die (10 Resources)
Military (5 dice +5 Free)
-[ ] Long Range Sensor System Deployment (phase 1), 3 dice (75 Resources)
-[ ] Reclamator Fleet RZ-7 North (Super MARVs), 1 die (20 Resources)
-[ ] Remote Weapons System Deployment Predator, 3 dice (30 Resources)
-[ ] Governor Class Cruiser Shipyards (Durban), 1 die (20 Resources)
-[ ] Governor Class Cruiser Shipyards (Vladivostok), 2 dice (40 Resources)
Bureaucracy (3 dice)
-[ ] Security Review (Infrastructure), 2 dice
-[ ] Security Review (Agriculture), 1 die

Resources Available: 615
Resources Used: 610
Resources Remaining: 5

Oh, and of course I'm open to reducing the amount of Security Reviews done to focus on one or two, but I decided to put up a plan doing 3 since the DC for the Reviews has gone down a bit.

Also, arguments in Discord have ended in the decision to start work on Lunar Regolith Harvesting first, so the Enterprise has material to work with.

My plan for military goes:
-This Turn (Q4 of this year): We complete the last MARV Fleet, get to pushing out RWS in two turns, roll out the first phase of Long Range Sensors, and finish up the two Cruiser Yards that are currently underway.
-Q1: From this point out, we want to be devoting less Free Dice into the Military and more into other subjects like Space, or possibly Heavy Industry (for the Chip Factory to complete the Capital Goods goal.) For next turn, I want to complete anything left incomplete in the military from this turn (almost certainly RWS), and doing a 3rd Cruiser Yard.
-Q2: Get the 5th Cruiser Yard out, plus the Orca Refit. If we have the spare dice/energy, we can also get some work on Hydrofoils.
-Q3: At this point, I want to start up a round of Shell/Rocket production for the sake of supplying another wave of Fortress Towns, which will in turn support further expansion into the Yellow Zones. Unsure aside from that, but probably work on the 6th and last Cruiser Yard, and maybe the Havoc that the Steel Talons want.

And while we're doing all of this, we should also see if we can squeeze in ASAT and/or ORSCT stuff for space. But overall, I think this will see our military situation more or less stabilized by the end of the Plan.

There's also the question on whether we want to push out into the next phase of Yellow Zone Harvesting or not. While I don't think we can fit in Fortress Towns before Q3, the military is willing to push now to keep the pressure up on NOD, at least for the current YZ Harvesting Phase.
 
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I feel like we should maybe try and squeeze in a Steel Talon project into our plan. We just got done with that whole "completely ignoring you for 5 years" thing, maybe it would be best not to drop support the second they seem to start trusting us again.
 
Okay preliminary plan

[] Plan With No Name
Infrastructure 4/5 85R
[ ] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
-[ ] Rail Link Reconstruction (Phase 3) 2 dice 30R 0%
(Progress 40/300: 15 Resources per die) (+++ Logistics) (high priority)
-[ ] Mecca/Jeddah Planned City (Phase 2) 1 Tiberium die + 1 die 40R 20%
(Progress 116/320: 20 resources per die) (--- Labor) (5 Political Support) (+1 Red Zone Abatement, +1 Yellow Zone Abatement, +60 Processing Capacity)
Heavy Industry 5/5 80R
-[ ] Synchronized Cycle Fusion Plants 1 die 20R 75%
(Progress 289/350: 20 Resources per Die) (++++ Energy) (High Priority)
-[ ] North Boston Chip Fabricator (Phase 4) 4 dice 60R 0%
(Progress 116/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry 4/4 90R
-[ ] Superconductor Foundries 1 die 30R 0%
(Progress 0/200: 30 resources per die) (++ Capital Goods, +++ Energy) (High Priority)
-[ ] Johannesburg Myomer Macrospinner (phase 3) 3 dice 60R 99%
(Progress 308/360: 20 resources per die) (++ Capital Goods, + Energy) (High Priority)
Agriculture 3/3 55R
-[ ] Vertical Farming Projects (Stage 2) 1 die 15R 0%
( Progress 65/240: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
-[ ] Entari Deployment 1 die 20R 100%
(progress 173/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
-[ ] Wadmalaw Kudzu 1 die 20R 91%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium 3/5 40R
[ ] Yellow Zone Tiberium Harvesting (Phase 5) 2 dice 40R 0%
(Progress 60/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation) (High Priority)
Orbital 3/3 7 fusion dice 70R
-[ ] Gravitic Drive Development 1 die 30R 100%
(Progress 40/60: 30 resources per die)
-[ ] GDSS Shala (Phase 1) 2 fusion dice 40R 93%
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
Services 3/4 35R
[ ] Advanced Prosthetics Development 1 die 15R 100%
(Progress: 0/40: 15 resources per die)
[ ] Mental Healthcare Training Programs 2 die 20R 29%
(Progress 0/200: 10 resources per die)
Military 5/5 160R
[ ] Wartime Factory Refits (Phase 1) 1 die 20R 71%
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
-[ ] Reclamator Fleet RZ-7 North
--[ ] Super MARVs 1 die 20R 62%
(progress 141/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Orca Refit Deployment 2 dice 30R 11%
(Progress 0/200: 15 resources per die) (High Priority) (- Capital Goods)
[ ] Remote Weapons System Deployment Predator 1 die + 1 free die 20R 0%
(Progress 0/350: 10 Resources Per die)
-[] Ablat Plating Deployment (phase 4) 2 free dice 20R 42%
(Progress 45/200: 10 resources per die) (Very High Priority)
-[ ] Governor Class Cruiser Shipyards
- [ ] Vladivostok 1 free die 20R 0%
(Progress 66/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (Very High Priority)
--[ ] Durban 1 free die 20R 98%
(Progress 167/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (Very High Priority)
-[ ] Havoc Scout Mech Development 1 free die 10R 100%
(Progress 0/30: 10 Resources per die) (High Priority)
Bureaucracy 3/3
-[ ] Security Reviews (Bureaucracy) 3 dice 99%
(DC 60 + 1 operations die)
Free Dice 6/6
615/615 0/0 Reserve



It has been ten turns since Bureaucracy got a security review so lets get that done so no one can sneak something damaging into our expansion of unions.

Does anyone have any input?
 
What's the difference between the Military option for Plasma weapons and the Steel Talons option for Plasma weapons?

[ ] Remote Weapons System Deployment Predator
With the new laser point defense system, GDI's ground forces are out of patience. Survivability upgrades for the Predator tank are no longer a matter of convenience, but a matter of necessity. While likely one of the last major block upgrades the Predator will see over the course of its life cycle, that does not make it particularly less vital, especially as the Predator will likely serve unti at least the mid 2070s in second and third line roles.
(Progress 0/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
Research for this has been available since Q3 2050 and we pushed off researched it until in Q4 2055. Now a year has gone by and no progress has been made. Patience has run out. No more putting it off.
 
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I feel like we should maybe try and squeeze in a Steel Talon project into our plan. We just got done with that whole "completely ignoring you for 5 years" thing, maybe it would be best not to drop support the second they seem to start trusting us again.
The issue with that is we just got a lot of very high priority projects dropped onto our lap. Naval buildup has been lagging behind due to low rolls on Durban and everyone is screaming for the new sensors. I think leaving the Talons for a turn or two should be alright given those pressing issues, and we already got past the "Talons are playing silly buggers" part a couple turns ago, so I think it'll be alright.
 
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