So I haven't seen much in the way of discussion about the candidates for GDI Director. Let's give my opinion on them.
Secretary of Education - Emelia Litvinov
Emelia Litvinov was born just shy of the chaotic auspices of the First Tiberium War, as one of the first emigres of the quickly deteriorating Russia onto the still pristine French metropole. Having graduated in ENA, she rose up through GDI ranks before finding herself embroiled in one of the tumultuous legal cases to rage within the halls of global institutions before the Third Tiberium War, the infamous 'Qalandar v. Perth'.

The legal case pertains Mehid Qalandar, the son of a then-famed Nod Warlord Samar Qalandar, denied education by the Education Board of Perth due to his family's chequered history. Mehid contended that despite having cut all ties with his father, he is discriminated against for factors of his birth and the sins of fathers, bringing light to several of GDI's ugly policies. In this, Livtinov had taken charge as one of the notable members of the GDI Administration to advocate for Mehid's case. The turning of the world was not kind, however, and the case was settled at a 8-5 result, giving the Education Board clear jurisdiction in the name of security. However, the sour end of the case has resulted in a political shift in the GDI consensus, with Litvinov chief among the bureaucrats levying her connections to improve education curriculum for those unfortunate enough by their birthright to be denied that. This dogged ambition landed her in the seat of Secretary of Education, giving her full support to Doctor Granger for his pursuit of a truly global initiative.
Known Traits:
Political Broker
Supportive of Treasury
Focused on Global Education Initiatives
Not Specifically Trained in Education Management
Emelia Litvinov looks like a candidate with a sense of justice. We can probably expect her to allow us some leeway at the cost of our Services dice. I guess this would eventually translate into a surplus of Labor?

As with other candidates, her description would probably have her support the creation of TCN, driven by the concerns of bringing a better world for everyone.

Secretary of Information - Arthur Hackett
Contrary to the clandestine reputation of the Intelligence Operations, Arthur Hackett is a man who is defined by a series of illustrious credentials. Born just shy before of the fall of the Berlin Wall, he climbed up the tracks of the nascent GDI military, acquitting himself in the aftermath of the First Tiberium War in the MENA theatre against General Hassan as a leader of a Commando Team, enjoying a spot of media fame and staying in field operations well into the chaos of the Second Tiberium War.

[FOR SECRETARY GRANGER'S EYES ONLY] The truth however, is more complicated. In a masterful case study of maskirovka ingenuity, Hackett became a hidden enforcer and hatchetman for General Hassan, who worked with the GDI in order to keep relative peace as Tiberium encroached upon the earth, killing dangerous elements of the Nod who would threaten the equilibrium. This gives Hackett a certain brand of maverick pragmatism, and as he stepped into InOps division shortly before General Hassan's demise and the re-emergence of Kane, he began his part in the secret war against the dreaded Fate Squads in the European theatre, saving numerous administrators and officials as he uses numerous HumInt assets to counter Nod threats.

In the wake of the Third Tiberium War, his celebrity-like credentials — and the gratitude of the bureaucrats he saved, having been mostly spared from the destruction of the Philadelphia — allowed him his seat as the Secretary of Intelligence. The most notable of his work having been the one to forward the distress signal of the Qatari remnants to Doctor Granger, resulting in their sudden recruitment and massive contributions to the GDI in the war against Tiberium.
Known Traits:
Ruthlessly Pragmatic
Reputed War Hero
Human Intelligence Focus
The ruthless pragmatism of Arthur Hackett is well colored by his notable choices - to prop up Hassan in order to maintain peace, and to inform us of Qatari remnants. His primary concern would be with a simple question - can it be used? He probably will not discard anything out of hand. Controversial projects will probably be greenlit with less blowback under his command.

As with other candidates, his description would probably have him support the creation of TCN, both for the benefits it brings and for the turmoil it will push on Nod.

On the flipside I can see him being the only candidate to potentially oppose the development of orbital and cosmic infrastructure - the prerequisite (apparently) to Kane deciding to actually share the secrets of Tacitus. Once again, it will be driven by his pragmatism, so the lever to change his opinion is simple - to give him reasons to view further expansion into space as useful. To this end, a bit more focus on building a functional industrial base IN SPACE prior to his ascension will only help swaying his opinion.

That means regolith mining and other sources of resource acquisition should be worked on. As well as, I guess, fast response military assets. Wonder if our new propulsion methods will help.

Secretary of Archives and History - Julian Bennett
Julian Bennett is known, above all else, for the distinction of the youngest Secretary in the GDI Administration. Shy of entering his fourth decade, the Quebecois man became known for his advocacy for cultural preservation as a then-child prodigy during the interwar periods between the Second and Third Tiberium War. Attuned to the studies of culture, Bennett had long lamented the quick death of regional cultures all around the world, fomented by the precipitous drop of mankind to less than two billion souls. Being both gregarious and a talented mnemonist, Bennett spearheaded expeditions all over the world, ranging into Yellow and even Red Zones to archive what few anthropological knowledge. This dogged passion nearly ended his life, however, when Nod forces ambushed him and his expedition within the locales of Malaccan Red Zone. Though the security forces had fended off the ambush, his environment suit had become destroyed with himself injured, exposing him to Tiberium particulates and giving him a slow-onset Tiberium poisoning.

At the urging of the GDI Administration, fearing a PR coup and the instability that heralded the Third Tiberium War, Bennett was forbidden to spearhead the expeditions. Despite this, his passion continued to burn in the backline and with the decapitation strike on the Philadelphia, he entered the shortlist for the Secretary of Archives and History, leveraging his connections with the Forgotten enclaves to become one of the architects of the Washington Conference.
Known Traits:
Gregarious Diplomat
Possesses Forgotten Ties
Sociological Focus
Contracted Chronic Tiberium Poisoning
As with other candidates, Julian Bennett's description would probably have him support the creation of TCN, driven by his desire to clear the way for preservation of cultural knowledge.

Chronic Tiberium Poisoning means that Julian has a looming expiration date. This in turn means his projects can be lost with his own death, and that in turn means he is, well, someone we are a bit more likely to be building a Plan around, rather than treating him as a background figure. How this will impact his popularity when we will be lobbying, remains to be seen.

That said, if we are looking to officially introduce the Green Zones label, if we are looking to integrate the Forgotten further into GDI structure, he is a great choice.

I speculate that his expiration date could be pushed further back by developing specialized Tiberium Poisoning treatments even more. His being characterized as a Gregarious Diplomat would lend us more clout in TCN talks, if he lives that long.

And the worst time for his death would probably be shortly prior to Kane contacting GDI about TCN, leaving Kane facing a political opponent in disarray.

Actually, even if he dies not as a GDI Director this will hold true. So developing even better Tiberium Poisoning treatments seems wise.
 
De-orbiting giant impactors just doesn't add much that the ability to fire an ion cannon repeatedly doesn't already bring to the table.
There is one.

Assuming that the impactors aren't limited to one per satellite, a possibility exists for them to be available for volley bombardment.

All the benefits of firing Ion Cannon repeatedly, only with even greater saturation and volume of fire, and with more limited ammunition.

In short, I can see KKV satellites being deployed sparingly, as force multipliers for when you need to definitively Dear Grid Coordinates the entire combat theater, all in short order.
 
I think maybe we should take this opportunity, not to go after Gideon, but to go after Stahl. Gideon will need time to recover from this defeat, but we don't actually want him defeated, we want a continued distraction that can make another bid for a higher standing within Nod at a future point in time. Even if we utterly crush him it won't eliminate Nod in North America, after all.

The problem is that going after Stahl would probably require us to build up the Yellow Zone MARV hubs in South America as staging points and even then the military might not actually go for it... and there are economic arguments for why we shouldn't do that as policy.

A MARV hub would be a significant escalation, but can be definitely excused if they are Red Zone hubs. Yellow Zone hubs are a very bad idea.
What would be the Red Zone MARV hub locations closest to Mecca? If you don't mind, could you give us approximate locations for them like "somewhere on the west coast of the Persian Gulf" or "vaguely near Aden" or whatever?

Red Zone MARV fleets to support inhibitor deployment I can get behind, Parliament is probably going to mandate a few more fleets of MARVs next FYP just like they made us do 3 fleets this FYP so we can probably fill out at least two more Red Zones. I'm still not really sure they're a worthwhile way to use Military dice beyond the politically mandated amount though. Until all our other options for Red Zone abatement are tapped out it would still probably be better to use all those military dice to make stuff for ZOCOM, and then have ZOCOM do more Red Zone containment with Tib dice.
The ability to stack inhibitors with MARV hubs arguably makes it more worthwhile. I mean, it's not ideal because we still wind up committing like 5-6 dice on average to get each hub stood up and MARVing, but if we hit diminishing returns on tiberium projects it starts looking better.

The militaries likely going to annoyed with us if we work on Marvs at the same time as conventional forces which they told us not to do anyway.
It's not quite that simple. The military's problem with MARVs is that they see the MARVs as eating into the kind of ambitious budget they'd need to power up and be ready to go charge into the Yellow Zones to bust some Nod heads. That was a particularly sore spot in this Plan because we did overextend and overcommit the military to a forward posture in the Yellow Zones, while giving them only the kind of resource allocation they'd have needed to stay behind fortifications in the Blue Zones.

So what's problematic is having both of the following happening at once:

1) Treasury's tiberium policies are requiring expansion of the military's Yellow Zone presence.
2) Treasury is only allocating about 3-5 non-MARV military dice per turn.

We can more or less 'solve' this issue by making sure that we only push MARV construction aggressively during times when we AREN'T actively surging the military forward, and making sure to alternate periods of aggressive MARV expansion and aggressive military buildup, keeping within the practical limits of other capabilities.

There is one.

Assuming that the impactors aren't limited to one per satellite, a possibility exists for them to be available for volley bombardment.

All the benefits of firing Ion Cannon repeatedly, only with even greater saturation and volume of fire, and with more limited ammunition.

In short, I can see KKV satellites being deployed sparingly, as force multipliers for when you need to definitively Dear Grid Coordinates the entire combat theater, all in short order.
GDI's superior conventional firepower means they don't really need this capability.

Either we're hitting a known pinpoint target ("Kane's new superweapon"), or we're hitting an entire landmass in which case the correct tool for the job is Ground Forces, not orbital bombardment. Indiscriminate orbital bombardment has too much risk of touching off tiberium fields, anyway; even if you don't get a liquid tiberium explosion just the risk of flinging extra masses of tiberium dust and ejecta into the upper atmosphere is no good.

Again, targets for orbital bombardment in the kind of conflict we're fighting are either urgent (generally implying that they're localized and that one shot is enough, at least to buy time for the second shot)... Or they're strategic targets where hitting them "now" versus hitting them "three hours from now" isn't such a big deal.
 
Q1 2057
Q1 2057

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

Political‌ ‌Support:‌ ‌55
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌8 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium‌ ‌Spread‌ ‌
‌15.69 Blue Zone
27.51 Yellow Zone (87 points of mitigation)
56.80 Red Zone (60 points of mitigation)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+12)‌ ‌ (28 population in low quality housing) (2 points of refugees)
Energy:‌ Marginal ‌Surpluses‌ ‌(+1)‌ ‌(+2 in reserve)
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+5)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+11)‌ ‌(+6 in reserve (growing to +8)‌ ‌
Health:‌ ‌Substantially‌ ‌improved‌ ‌(+5)‌ (2 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌ ‌(+2)‌ ‌
Consumer‌ ‌Goods:‌ ‌Meeting‌ ‌Demand‌ ‌(+1)‌ ‌ (+4 per turn from private industry)
Labor:‌ ‌Gargantuan‌ ‌Surpluses‌ ‌(+32)‌ ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1265/1480)‌ ‌
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:‌ ‌11 ‌(7)‌ ‌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 35/600: 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 143/300: 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 3)
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 55/640: 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 314/350: 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 340/1200: 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 171/200: 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 325/360: 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)

[ ] 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)

[ ] 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 226/350: 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)

[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)

-[ ] Blue Zone 1 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 2 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 3 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 4 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 5 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 6 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 7 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 8 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 9 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 10 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 11 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 12 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 13 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 14 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 15 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 16 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 18 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 19 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Red Zone 6 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement)

[ ] 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)

[ ] 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)

[ ] Tiberium Stabilizer Development
Tiberium has mutated before and will more than likely mutate again. Even the alien invaders were not immune to this adaptation. However, they had a solution, a network of Tiberium Stabilizers that slowed the rate of adaptation. While Initiative versions so far are merely crude approximations, they do seem to have enough effect to begin efforts to deploy them.
(Progress 0/50: 30 resources per die) (+5 Political Support)

Orbital (3 dice)

[ ] GDIS Pathfinder
The gravitic drive has met initial use testing, and it is ready for a more thorough test. A relatively small testbed ship is the next step towards granting the Initiative the ability to use the drive system practically. While it will be a major project, and require construction of many of the tools to make the tools, it is a first step towards a mass producible drive design.
(Progress 0/300: 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 83/350: 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 91/200: 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 171/200: 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)

[ ] Shimmer Shield Development
Developed from the basis of Scrin shield technology, shimmer shields are weak deflection fields that form in a bubble around a projector units. Intended to serve as a combination of antimissile and anti energy weapon, defense, development should provide a means to reduce the overall effectiveness of many of the brotherhood's weapons.
(0/60: 20 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 167/210: 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 151/350: 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 (High Priority)

-[ ] 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 0/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Dakar (Progress 0/185: 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 0/85: 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 **
 
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De-orbiting giant impactors just doesn't add much that the ability to fire an ion cannon repeatedly doesn't already bring to the table.
Immunity from ion disrupters?
EDIT:
[ ] 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)
Get this and have at minimum 1-2 shipyards cranking them out. This will be vital to ensure that any naval MASTERSTROKE can be countered and/or weathered.
 
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Another array update. Please point out any errors you see. (A few juicy new projects this turn, yeah?)
-[] Mecca/Jeddah Planned City (Phase 3) 55/640:

120R140R160R180R200R
8 Tib dice 92%
7 Tib dice 65%7 Tib 1 Infra dice 87%7 Tib 2 Infra dice 97%
6 Tib dice 22%6 Tib 1 Infra dice 55%6 Tib 2 Infra dice 82%6 Tib 3 Infra dice 95%
5 Tib 1 Infra dice 18%5 Tib 2 Infra dice 44%5 Tib 3 Infra dice 74%5 Tib 4 Infra dice 92%
4 Tib 2 Infra dice 9%4 Tib 3 Infra dice 35%4 Tib 4 Infra dice 66%4 Tib 5 Infra dice 87%4 Tib 6 Infra dice 97%
3 Tib 3 Infra dice 5%3 Tib 4 Infra dice 26%3 Tib 5 Infra dice 57%3 Tib 6 Infra dice 82%3 Tib 7 Infra dice 94%
2 Tib 4 Infra dice 3%2 Tib 5 Infra dice 18%1 Tib 6 Infra dice 47%2 Tib 7 Infra dice 75%2 Tib 8 Infra dice 91%
1 Tib 5 Infra dice 1%1 Tib 6 Infra dice 12%1 Tib 7 Infra dice 38%1 Tib 8 Infra dice 68%1 Tib 9 Infra dice 87%
Infrastructure 5 dice +15
-[] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 51%, 3 dice 30R 90%
-[] Blue Zone Arcologies (Stage 2) 35/600 7 dice 105R 12%, 8 dice 120R 40%, 9 dice 135R 68%, 10 dice 150R 87%, 11 dice 165R 96%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 26%, 3 dice 60R 77%, 4 dice 80R 96%
-[] Yellow Zone Arcologies (Stage 2) 0/170 2 dice 30R 29%, 3 dice 45R 79%, 4 dice 60R 97%
-[] Rail Link Reconstruction (Phase 3) 143/300 2 dice 30R 40%, 3 dice 45R 86%, 4 dice 60R 98%
-[] Blue Zone Residential Construction (Stage 3) 8/180 2 dice 20R 28%, 3 dice 30R 78%, 4 dice 40R 97%
-[] Blue Zone Duplex Row Housing (Stage 2) 23/180 2 dice 20R 40%, 3 dice 30R 86%, 4 dice 40R 98%
-[] Integrated Cargo System 0/800 10 dice 150R 8%, 11 dice 165R 25%, 12 dice 180R 51%, 13 dice 195R 74%, 14 dice 210R 89%, 15 dice 125R 96%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 11%, 3 dice 90R 59%, 4 dice 120R 91%
-[] Chicago Planned City (Phase 4) 3/720 7 Tib dice 140R 9%, 8 Tib dice 160R 42%, 9 Tib dice 180R 78%, 10 Tib dice 200R 95%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Karachi Planned City (Phase 1) 0/80 1 Tib die 20R 69%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/240 2 Tib dice 40R 9%, 3 Tib dice 60R 69%, 4 Tib dice 80R 97%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Colombo Planned City (Phase 1) 0/100 1 die 20R 31%, 2 dice 40R 86%, 3 dice 60R 99%
-[] Colombo Planned City (Phase 1+2) 0/300 3 dice 60R 4%, 4 dice 80R 35%, 5 dice 100R 74%, 6 dice 120R 93%
--Note: Can use Military or Infrastructure dice, 1st die must be Military.
-[] Mecca/Jeddah Planned City (Phase 3) 55/640 6 Tib dice 120R 22%, 7 Tib dice 140R 65%, 8 Tib dice 160R 92%
--Note: Infra dice makes this complicated.
-[] Civilian Air Travel 0/250 3 dice 45R 23%, 4 dice 60R 68%, 5 dice 75R 92%
-[] Housing Enterprise Investment Grants 1 die 15R auto
Heavy Industry 5 dice +20
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 10%, 7 dice 70R 40%, 8 dice 80R 72%, 9 dice 90R 92%
-[] Synchronized Cycle Fusion Plants 314/350 1 die 20R 100%
-[] Blue Zone Microgeneration Program (Stage 3) 40/120 1 die 5R 56%, 2 dice 10R 97%
-[-] Yellow Zone Fusion Power Campaigns (Stage 1) 0/350 4 dice 80R 19%, 5 dice 100R 61%, 6 dice 120R 89%, 7 dice 140R 98%
-[] Personal Vehicle Factories 0/250 3 dice 30R 33%, 4 dice 40R 79%, 5 dice 50R 97%
-[] North Boston Chip Fabrication (Phase 4) 340/1200 10 dice 150R 6%, 11 dice 165R 24%, 12 dice 180R 51%, 13 dice 195R 75%, 14 dice 210R 91%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 11% (Req. omake), 2 dice 30R 77%, 3 dice 45R 98%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 9%, 5 dice 75R 46%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 5% 11 dice 165R 19%, 12 dice 180R 45%, 13 dice 195R 71%, 14 dice 210R 88%, 15 dice 225R 96%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 47%, 3 dice 60R 90%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 4%, 6 dice 120R 28%, 7 dice 140R 65%, 8 dice 160R 89%, 9 dice 180R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 13 dice 260R 4%, 14 dice 280R 14%, 15 dice 300R 34%, 16 dice 320R 58%, 17 dice 240R 78%, 18 dice 260R 91%
-[] Blue Zone Heavy Industrial Sectors 0/500 5 dice 125R 2%, 6 dice 150R 20%, 7 dice 175R 55%, 8 dice 200R 83%, 9 dice 225R 96%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 33%, 4 dice 80R 79%, 5 dice 100R 97%
Light and Chemical Industry 4 dice +15
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/500 6 dice 60R 10%, 7 dice 70R 37%, 8 dice 80R 68%, 9 dice 90R 89%, 10 dice 100R 97%
-[] Johannesburg Personal Robotics Factory 0/250 3 dice 45R 23%, 4 dice 60R 68%, 5 dice 75R 92%
-[] Chemical Fertilizer Plants 0/200 2 dice 30R 11%, 3 dice 45R 59%, 4 dice 60R 91%
-[] Superconductor Foundries 171/200 1 die 30R 100%
-[] Johannesburg Myomer Macrospinner (Phase 3) 325/360 1 die 20R 96%
-[] Johannesburg Myomer Macrospinner (Phase 3+4) 325/1080 9 dice 180R 4%, 10 dice 200R 18%, 11 dice 220R 42%, 12 dice 240R 68%, 13 dice 260R 86%, 14 dice 280R 95%
-[] Light Industrial Enterprise Grants 1 die 15R auto
Agriculture 3 dice +15
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 47%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 5 dice 75R 19%, 6 dice 90R 55%, 7 dice 105R 83%, 8 dice 120R 96%
-[] Perennial Aquaponics Bays (Stage 2) 123/350 2 dice 20R 2%, 3 dice 30R 39%, 4 dice 40R 80%, 5 dice 50R 96%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 5%, 8 dice 80R 24%, 9 dice 90R 52%, 10 dice 100R 78%, 11 dice 110R 92%
-[] Yellow Zone Aquaponics Bays (Phase 4) 44/160 1 die 10R 15% (Req. omake), 2 dice 20R 76%, 3 dice 30R 97%
-[] Yellow Zone Aquaponics Bays (Phase 4+5) 44/360 3 dice 30R 2%, 4 dice 40R 26%, 5 dice 50R 66%, 6 dice 60R 90%
-[] Yellow Zone Purification Facilities (Phase 1) 0/160 2 dice 20R 37%, 3 dice 30R 84%, 4 dice 40R 98%
-[] Yellow Zone Purification Facilities (Phase 1+2) 0/320 4 dice 40R 24%, 5 dice 50R 64%, 6 dice 60R 89%, 7 dice 70R 98%
-[] Vertical Farming projects (Stage 2) 65/240 2 dice 30R 25%, 3 dice 45R 75%, 4 dice 60R 96%
-[] Agricultural Processing Plants (Stage 1) 0/200 2 dice 20R 11%, 3 dice 30R 59%, 4 dice 40R 91%
-[] Ranching Domes 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
-[] Spider Cotton Development 0/40 1 die 20R 91%
-[] Wadmalaw Kudzu 0/40 1 die 20R 91%
Tiberium 5 dice +35
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 39%, 3 dice 15R 93%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 25%, 5 dice 25R 75%, 6 dice 30R 99%
-[] Tiberium Vein Mines (Stage 1) 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Yellow Zone Tiberium Harvesting (Phase 5) 226/350 1 die 20R 27%, 2 dice 40R 93%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 8) 0/130 1 die 25R 21%, 2 dice 50R 91%
-[] Red Zone Tiberium Harvesting (Stage 8+9) 0/260 2 dice 50R 4%, 3 dice 75R 59%, 4 dice 100R 95%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 45%, 2 dice 50R 98%
-[] Red Zone Containment Lines (Stage 5+6) 74/360 3 dice 75R 40%, 4 dice 100R 89%, 5 dice 125R 99%
-[] Tiberium Glacier Mining (Stage 8) 29/180 2 dice 60R 79%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 8+9) 29/360 3 dice 90R 13%, 4 dice 120R 67%, 5 dice 150R 96%
-[] Tiberium Processing Plants (Stage 1) 0/200 2 dice 60R 37%, 3 dice 90R 92%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 51%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 31%, 2 dice 60R 94%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Liquid Tiberium Power Cell Development 0/50 1 die 30R 100%
-[] Tiberium Stabilizer Development 0/50 1 die 30R 100%
Orbital Industry 3 dice +15
-[] GDIS Pathfinder 0/300 3 dice 60R+ 4%, 4 dice 80R+ 35%, 5 dice 100R+ 74%, 6 dice 120R+ 94%
-[] GDSS Philadelphia II (Phase 4) 29/715 8 dice 160R+ 4%, 9 dice 180R+ 18%, 10 dice 200R+ 43%, 11 dice 220R+ 70%, 12 dice 240R+ 87%, 13 dice 260R+ 96%
-[] GDSS Columbia (Phase 1) 0/85 1 die 20R+ 46%, 2 dice 40R+ 93%
-[] GDSS Columbia (Phase 1+2) 0/255 3 dice 60R+ 20%, 4 dice 80R+ 65%, 5 dice 100R+ 91%
-[] GDSS Columbia (Phase 1+2+3) 0/595 7 dice 140R+ 6%, 8 dice 160R+ 25%, 9 dice 180R+ 54%, 10 dice 200R+ 79%, 11 dice 220R+ 93%
-[] GDSS Shala - Same as above.
-[] GDSS Enterprise (Phase 4) 0/770 9 dice 180R 3%, 10 dice 200R 14%, 11 dice 220R 36%, 12 dice 240R 62%, 13 dice 260R 82%, 14 dice 280R 93%
-[] Expand Orbital Communications Network (Phase 3) 13/135 1 die 10R+ 9% (Req. omake), 2 dice 20R+ 72%, 3 dice 30R+ 96%
-[] Orbital Cleanup (Stage 5) 42/90 1 die 10R+ 83%, 2 dice 20R+ 99%
-[] Orbital Cleanup (Stage 5) 42/180 2 dice 20R+ 58%, 3 dice 30R+ 93%
-[] Skywatch Telescope System 0/150 2 dice 20R+ 47%, 3 dice 30R+ 89%, 4 dice 40R+ 99%

-[] Inner System Survey Probes 0/90 1 die 15R 41%, 2 dice 30R 91%
-[-] Asteroid Belt Survey Probes 16/90 1 die 15R 57%, 2 dice 30R 96%
-[] Outer System Survey Probes 0/290 3 dice 45R 6%, 4 dice 60R 42%, 5 dice 75R 79%, 6 dice 90R 95%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/175 2 die 40R+ 26%, 3 dice 60R+ 76%, 4 dice 80R+ 96%
-[] Lunar Regolith Harvesting (Phase 1) 83/350 3 dice 60R+ 14%, 4 dice 80R+ 57%, 5 dice 100R+ 88%, 6 dice 120R+ 98%
Services 4 dice +30
-[] NOD Research Initiatives 0/160 2 dice 60R 65%, 3 dice 90R 98%
-[] Advanced Prosthetics Development 0/40 1 die 15R 100%
-[] Mental Healthcare Training Programs 91/200 1 die 10R 37%, 2 dice 20R 95%
-[] Expand Medical Schools 0/300 3 dice 30R 20%, 4 dice 40R 73%, 5 dice 50R 97%
-[] Virtual Reality Arcades 0/225 2 dice 20R 13%, 3 dice 30R 73%, 4 dice 40R 98%
-[] Professional Sports Programs 0/250 2 dice 20R 4%, 3 dice 30R 55%, 4 dice 40R 93%
-[] Domestic Animal Programs 0/200 2 dice 20R 30%, 3 dice 30R 87%, 4 dice 40R 99%
Military 5 dice +15
-[] Wartime Factory Refits (Phase 1) 0/60 1 die 20R 71%, 2 dice 40R 99%
-[] Wartime Factory Refits (Phase 1+2) 0/150 2 dice 40R 47%, 3 dice 60R 89%, 4 dice 80R 99%
-[] Wartime Factory Refits (Phase 1+2+3) 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
-[] Wartime Factory Refits (Phase 1+2+3+4) 0/350 4 dice 80R 11%, 5 dice 100R 46%, 6 dice 120R 79%, 7 dice 140R 95%
-[] Long Range Sensor System Deployment (Phase 1) 171/200 1 die 25R 100%
-[] Long Range Sensor System Deployment (Phase 1+2) 171/500 4 dice 100R 19%, 5 dice 125R 58%, 6 dice 150R 87%, 7 dice 175R 97%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 40R+ 11%, 3 dice 60R+ 60%, 4 dice 80R+ 91%
--Note: Can use Fusion dice.
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 71%, 2 dice 50R 99%
-[] Shimmer Shield Development 1 die 20R 71%, 2 dice 40R 99%

-[] Reclaimator Hubs 0/105 1 die 20R 26%, 2 dice 40R 83%, 3 dice 60R 99%
-[] Proto MARVs 0/110 1 die 20R 21%, 2 dice 40R 80%, 3 dice 60R 98% (but why tho)
-[] MARVs 0/160 2 dice 40R 37%, 3 dice 60R 84%, 4 dice 80R 98% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 7%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 98%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 65%, 2 dice 40R 98%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 46%, 2 dice 40R 93%
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 77%, 2 dice 40R 99%
-[] Super MARV Reclaimator Fleet (RZ-7 North) 167/210 1 die 20R 88%, 2 dice 40R 100%

Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 91%
-[] Zone Emergency Medical Evacuation Vehicle Development 0/40 1 die 10R 91%
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 91%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 11%, 3 dice 45R 59%, 4 dice 60R 91%
-[] Wingman Drone Development 0/40 1 die 15R 91%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 91%

Space Force
-[] Orbital Strike Regimental Combat Team Station 0/225 2 dice 40R+ 2%, 3 dice 60R+ 40%, 4 dice 80R+ 81%, 5 dice 100R+ 97%
-[] High Orbit Ion Cannons 0/75 1 die 20R+ 56%, 2 dice 40R+ 96%
--Note: Above two projects can use Fusion dice.
-[] Orbital Defense Laser Development 0/40 1 die 20R 91%

Ground Forces
-[] Remote Weapons System Deployment Predator 151/350 2 dice 20R 11%, 3 dice 30R 60%, 4 dice 40R 91%
-[] Universal Rocket Launch System Deployment (Phase 1) 0/300 3 dice 45R 4%, 4 dice 60R 35%, 5 dice 75R 74%, 6 dice 90R 93%
-[] Tube Artillery Development 0/40 1 die 15R 91%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 5%, 4 dice 40R 37%, 5 dice 50R 76%, 6 dice 60R 94%
-[] Railgun Munitions Development 0/60 1 die 10R 71%, 2 dice 20R 99%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 42%, 3 dice 30R 87%, 4 dice 40R 99%
-[] Bulldog ARV Development 0/40 1 die 15R 91%
-[] Guardian Mark 2 Development 0/40 1 die 15R 91%
-[] Armadillo HAPC Development 0/40 1 die 15R 91%
-[] Mammoth Block Four Development 0/40 1 die 10R 91%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%

Navy
-[] Governor Class Cruiser Shipyards 0/185 2 dice 40R 19%, 3 dice 60R 70%, 4 dice 80R 94%
-[] Escort Carrier Development 0/40 1 die 15R 91%
-[] Hydrofoil Shipyards 0/85 1 die 10R 46%, 2 dice 20R 93%
-[] Point Defense Refits 15/250 3 dice 30R 33%, 4 dice 40R 76% 5 dice 50R 95%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 91%
Bureaucracy 3 dice +15
-[] Security Reviews: DC55 1 die 76%, 2 dice 99%
-[] Expand Union Support DC 90/120/150/180, DC 180 2 dice 22%, 3 dice 73%, 4 dice 95%, 5 dice 99%
Last Security Review
Infrastructure 1 turn ago 2055 Q4
Agriculture 1 turn ago 2056 Q4
Military 4 turns ago 2056 Q1
Light/Chem 7 turns ago 2055 Q2
Heavy Ind 8 turns ago 2055 Q1
Tiberium 10 turns ago 2054 Q4
Orbital 10 turns ago 2054 Q3
Services 10 turns ago 2054 Q3
Bureaucracy 11 turns ago 2054 Q2
 
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Things to Note:
  1. Fortress Towns have a new description. Now they've gone from indefensible without new shell plants to necessary for protecting our supply lines. Not listing as a high priority yet though, so we can probably wait a turn or two.
  2. Tiberium Inhibitor Deployment and Tiberium Stabilizer Development are now available. Stabilizer Development gives political support, so something we should do.
  3. Even with two coming online last turn, Governor Class Cruiser Shipyards are still very high priority, so we should start a new one.
  4. Ground Forces Zone Armor is now high priority
 
[ ] Tiberium Stabilizer Development
Tiberium has mutated before and will more than likely mutate again. Even the alien invaders were not immune to this adaptation. However, they had a solution, a network of Tiberium Stabilizers that slowed the rate of adaptation. While Initiative versions so far are merely crude approximations, they do seem to have enough effect to begin efforts to deploy them.
(Progress 0/50: 30 resources per die) (+5 Political Support)

Right, so this plus at least the full 5 HI dice (if not more) on fusion power and Boston are what I think the absolutely critical core of any plan should be. The stabilizer is a massive deal for slowing down mutation, and I'm expecting it to cost a solid amount of cap goods along with an obscene amount of electricity. Research it this turn and frantically get as much done as we can over Q2-4, if we get lucky we could have the stabilizer up and running by the end of the year, a great retirement present for the Initiative if that's what we decide to do. Or at least make as much progress as we possibly can so that it can get finished off in 2058.
 
Finally getting offered political support for doing something Tiberium related. About time. You'd think saving people from green death rocks would at least get you a few points of political support here and there.
EDIT: Looked through all the past turns and this is really the first time EVER we've been offered PS for doing a Tiberium project. Guess it really is just that important.

No change in High Priority projects, they're the same as last turn.
 
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If Nod has an Ion disruptor at a spot, they can also put up a jammer to confuse your impactors terminal guidance system.
My assumptions was against a static strategic target(explains why it even has ion disruptors) that we managed to find. That means all we need is a target location and we can let INS deal with the rest.
 
prob want 8 -6 dice on mecca this turn

We'd have to cut either stabilizing the Yellow Zone harvesting operations (not really feasible) or arcologies/rail link reconstruction (more feasible but still not really ideal) to get even just 6 dice on Mecca, much less 8. I think we can manage 4 Mecca dice while still doing the Tiberium stabilizer and YZ harvesting (2 Mecca Tib dice and 2 Mecca Infra dice), but even that would require not doing arcologies or something. Any higher than 4 or so Mecca dice and you have to start stripping money/Free dice out of the military.
 
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