[X] Plan Begin Building a Lasting Foundation
-[X] Hold Consultation for Constituents 2D, 20PP
--[X] Global Conference
-[X] Coalition-Building with the Market Socialists 2D 20PP
-[X] Coalition-Building with the United Yellow List 2D 20PP
-[X] The Vote for Speakership
--[X] By Conscience
-[X] Health Expansion Omnibus Bill 3D 30PP
-[X] Update Property Laws 2D 20PP
-[X] Codification Drafts 1D 10PP
-[X] Constitutional Drafting 2D 20PP
-[X] Green Zone Civilian Administration 1D 10PP
-[X] Form Coalition Government in Australia 2D 20PP
-[X] Find Allies in Western North America 2D 20PP
-[X] Finish Groundwork with Tanegashima 2D 10PP
-[X] British Union Administrative Centre 2D 30PP
-[X] Finish the manifesto 1D 30PP
-[X] Place Former opponents in leadership positions 1D 30PP
-[X] Form a leadership team 1D 35PP
-[X] Request Office Space in the Philadelphia II 2D 10PP
-[X] Meet with the Vice Secretary of the Treasury 2D 40PP
[X]Plan Lobby for space man
-[X] Speeches to the people 1Die 30pp
-[X] The Vote for Speakership
--[X] By Conscience
-[X] Coalition-Building with the Market Socialists 2Dice 20pp
-[X] Entice space-focused Developmentalists 1Die 30pp
-[X] Endorse Carter 30pp
-[X] Approval of a new SCED Facility 2Dice 10pp
-[X] Reallocation rules- Space 6 Dice 40pp
-[X] Find Allies in Western North America 2Dice 20pp
-[X] Form Coalition Government in Australia 4Dice 40pp
-[X] Global Space Defence Plan 4Dice 80pp
-[X] Finish Groundwork with Tanegashima 4Dice 20pp
-[X] Finish the manifesto 30pp
-[X]Form a leadership team 35pp
-[X] Request Office Space in the Philadelphia II 5pp
W3N Capital District Report:
This just in in the first session after the election Parliament has announced after three votes that former parliamentarian Durukan Ercan has been announced as Speaker of Parliament. Mr. Ercan was born in former Turkey and a former activist in his youth railing against the inequality happening throughout the world before the formation of a global government. With the forced displacements he was conscripted to secure the areas meant for evacuation during the encroachment of Tiberium during the Second Tiberium War. After his enlistment he went to politics under a globalist platform as one of the returning seats from Blue Zone 1(Europe) and caucused with the Developmentalists. He was one of the few remaining parliamentarians to have survived from the pre-Third War era and served in the left-Developmentalist bloc.
His greatest legacy is the Refugee Safety Act. This act provides a set of fundamental rights for refugees and the duties the global state must have to them, and with the Fundamental Needs Act in coordination with the Treasury formalized the index measurements of necessities and wants. He also formalized the use of the Global Happiness Indicator as one of the measurements of success in GDI governance which allowed the use of consumer goods as a necessity in economic planning. We are now waiting for his victory address...
Political Support: 50
Free Dice: 6
Fusion Dice: 9 (+1 per turn)
Tiberium Spread
16.04 Blue Zone
4.96 Green Zone
22.13 Yellow Zone (88 points of mitigation)
56.87 Red Zone (61 points of mitigation)
Current Economic Issues:
Housing: Significant Surplus (+12) (28 population in low quality housing) (2 points of refugees)
Energy: Major Surpluses (+11) (+2 in reserve)
Logistics: Major Surpluses (+7)
Food: Major Surpluses (+12) (+8 in reserve)
Health: Substantially improved (+5) (2 consumed by emergency refugee healthcare)
Capital Goods: Major Surplus (+5)
Consumer Goods: Meeting Demand (+3) (+5 from private industry)
Labor: Gargantuan Surpluses (+31)
Tiberium Processing Capacity (1300/1480)
Yellow Zone
Water: Notable Surpluses (+11)
[ ] 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 Network Construction Campaigns (Phase 1)
With restoration of the rail network complete, a new round of construction can begin linking tracks and improving throughput by laying more direct lines between the often shifting nodes of the global logistics networks that supply the Initiative. The first phase of this is focused on the military lines, laying more direct routes from Blue Zone factories and ports, to the yellow zone towns and cities where most of the supplies are used.
(Progress 83/250: 15 Resources per die) (+++ Logistics)
(Progress 0/275: 15 resources per die) (+++ Logistics)
(Progress 0/300: 15 resources per die) (+++ Logistics)
[ ] 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 200/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
(Progress 0/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
*many results unknown*
[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support)
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)
[ ] Continuous Cycle Fusion Plants
First wave continuous cycle fusion plants are still somewhat under development. However, they are ready enough for mass roll out, with only a few kinks in the connection systems remaining before they can be linked to the grid as a whole.
(Progress 0/350: 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 628/1200: 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)
[ ] Pharmaceutical Synthesis Centers
A variety of high-end medications, ranging from insulin, chemotherapy, psychopharmaca, vaccines, antiviral and antibiotic substances are difficult to produce in sufficient quantities without the right equipment. Building additional synthesising centres will bolster the supply of critical medications and help with the increased demand by the growing population under GDIs umbrella.
(Progress 0/250: 15 resources per die) (+++ Health, -- Energy)
[ ] Johannesburg Myomer Macrospinner (Phase 4)
The expansion of the macrospinner project has reached a point where it is not only providing support locally, but has begun to support all aspects of the Initiative's military and industrial complexes. Providing yet more of the wonder material will improve efficiencies further and increase supplies going to critical war industries.
(Progress 69/720: 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)
[ ] Reykjavik Myomer Macrospinner
With the Johannesburg plant proving the point, Reykjavik will be a good site to expand production and increase output, providing for mass production of the material, and hardening the supply in case of sabotage or destruction of the Johannesburg plant.
(Progress 0/80: 20 resources per die)
(Progress 0/160: 20 resources per die) (+ Capital Goods)
(Progress 0/320: 20 resources per die) (++ Capital Goods, + Energy)
(Progress 0/640: 20 resources per die) (+++ Capital Goods ++ Energy)
(Progress 0/1280: 20 resources per die) (++++ Capital Goods, +++ Energy)
[ ] Bergen Superconductor Foundry
With the proof of concept for larger scale superconductors well and truly proven, a large scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
(Progress 0/95: 30 resources per die) (+ Energy)
(Progress 0/190: 30 resources per die) (+ Capital Goods, ++ Energy)
(Progress 0/380: 30 resources per die) (++ Capital Goods, +++ Energy) (- Logistics)
(Progress 0/760: 30 resources per die) (+++ Capital Goods, ++++ Energy) (-- Logistics)
(Progress 0/1520: 30 resources per die) (++++ Capital Goods, +++++ Energy) (-- - Logistics)
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 the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (++ Labor, - Energy, - Capital Goods)
(Progress 0/250: 15 resources per die) (+++ Labor, - 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 2)
With significant surpluses of water in the yellow zones, further development will primarily serve to future proof the supplies and begin providing for substantial agricultural or industrial use in the Yellow Zones.
(Progress 12/160: 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 6)
Driving further into Brotherhood territory is likely to put the Brotherhood on the back foot finally. With the ever increasing red zones, and the completion of this phase, the Initiative will finally control more of the earth's surface than the Brotherhood of Nod.
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
[-] 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)
[ ] Tiberium Stabilizers
A low orbit satellite network stretching around the world, each stabilizer is a lotus of panels and transmitter systems. With the system needing to come online all at once, the entire network will have to be launched before the Initiative can make use of it.
(Progress 0/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion)
[ ] 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)
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 0/45: 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 321/350: 30 resources per die) (+15 Resources per turn) (Fusion)
(Progress 0/340: 30 resources per die) (++ Light Metals) (Fusion)
[ ] Lunar Heavy Metals Mines
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/400: 30 resources per die) (+20 Resources per turn) (Fusion)
(Progress 0/390: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/380: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/370: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/360: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/350: 30 resources per die) (++ Heavy Metals) (Fusion)
[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(++ Lunar Water)
[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.
[-] Fissile Extraction
While somewhat rare on the moon, SCED exploration has discovered a small amount of economical fissiles near the surface. While not yet practical to extract, fissiles are likely to be a major part of any long term power solution for the moon.
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)
[ ] Scrin Research Institutions
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 0/350: 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)
[ ] 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)
[ ] Indoor park programs
With the Initiative looking to expand public services once more, a series of indoor parks under skylights will provide many of the benefits of playing outdoors without the inherent risks on a Tiberian earth. While the project is not particularly expensive, it will be politically popular among nearly all factions.
(Progress 0/150: 5 resources per die) (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 2)
Mass deployment of the new sensor systems will begin to seriously degrade the performance of the Brotherhood's stealth fields, and place the Initiative in a position to render many of the best of the Brotherhood's units ineffective death traps.
(Progress 26/300: 25 Resources per die)(Very High Priority)
[ ] 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) (high priority)
(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 unit. 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)
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 225/350: 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 235/300: 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)
[ ] 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 (2 dice) (1 Reserved for Forgotten Conference)
[ ] 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)
[ ] Endorse a Candidate
While Granger is not standing for election, his voice certainly carries its own weight. By endorsing one of the candidates currently campaigning, Granger can substantially shift positions.
-[] 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%
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 225/350 1 die 10R 6%, 2 dice 20R 69%, 3 dice 30R 96%
-[] Universal Rocket Launch System Deployment (Phase 1) 235/300 1 die 15R 66%, 2 dice 30R 98%, 3 dice 45R 99.9996%
-[] Universal Rocket Launch System Deployment (Phase 1+2) 235/500 3 dice 45R 15%, 4 dice 60R 58%, 5 dice 75R 88%, 6 dice 90R 98%
-[] Universal Rocket Launch System Deployment (Phase 1+2+3) 235/700 5 dice 75R 3%, 6 dice 90R 22%, 7 dice 105R 55%, 8 dice 120R 82%, 9 dice 135R 95%
-[] 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%
-[] Endorse a Candidate 1 die Auto
Last Security Review
Bureaucracy 1 turn ago 2057 Q1
Infrastructure 2 turns ago 2055 Q4
Agriculture 2 turns ago 2056 Q4
Military 5 turns ago 2056 Q1
Light/Chem 8 turns ago 2055 Q2
Heavy Ind 9 turns ago 2055 Q1
Tiberium 11 turns ago 2054 Q4
Orbital 11 turns ago 2054 Q3
Services 11 turns ago 2054 Q3
Shouldn't zone and Mech choices have a slight discount now that the Macrospinner is working? Also man are we starting to head into too many juggling hats territory.
Shouldn't zone and Mech choices have a slight discount now that the Macrospinner is working? Also man are we starting to head into too many juggling hats territory.
Starbound mathpost, hopefully numbers are correct (figuring out bonuses due to influence is fiddly). They are wrong, of course, but that's the dice roller's fault. Average roll was 31.37.
Speeches to the people: (Progress: 0/50) NAT 1: 11/50
0+1+10=11/50 Coalition-Building with the Market Socialists: DC 30, 46 PASS
36+10+0=46/30
Coalition-Building with the United Yellow List: DC 45, 103 PASS
93+10+0+2=105/45 Coalition-Building with the Socialists: DC 50, 41 FAIL
31+10=41/50
Approval of a new SCED Facility: (0/100)(DC 0) 93/100
0+38+20+15+2(4)= 93/100 Stations Mandate: (Progress: 0/200)(DC: 0) 207/200 DC 0 vote: measure autopasses Parliament
0+151+40+4(4)= 207/200 Reallocation rules- Space: (Progress: 0/250)(DC: 0) 224/250
0+154+50+5(4)=224/250
Constitutional Drafting: ( Progress: 0/300)(DC: 60) 148/300
0+92+40+4(4)=148/300 Find Allies in Western North America: (DC: 40) 45 PASS
35+2(5)=45/40
Finish Groundwork with Tanegashima: (Progress: 0/200) 207/200
0+60+147=207/200
Expand Party Presence: -BZ 13 (19/50) 79/50
19+46+10+4=79/50
-BZ 11 (48/50) 138/50
48+76+10+4=138/50
Finish the manifesto: (Progress: 0/50) 123/50
0+95+20+2(4)=123/50
Place Former opponents in leadership positions: (DC:20/40) 81, PASS
67+10+(4)=81/40
Form a leadership team: (Progress: 0/50) NAT 100 114/50
0+100+10+4=114/50 Request Office Space in the Philadelphia II: (DC 40) 31/40 FAIL
17+10+4=31/40
RER
Blue Zone 6:46+15=61
Blue Zone 1:27+10=37
Blue Zone 9:42+10=52
Blue zone 3:49+5=54
Blue Zone 11:24+5=29
Backbenchers:45+10+4=59
Committees:37+10+4=51
[ ] Tiberium Stabilizers
A low orbit satellite network stretching around the world, each stabilizer is a lotus of panels and transmitter systems. With the system needing to come online all at once, the entire network will have to be launched before the Initiative can make use of it.
(Progress 0/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion)
+25 PS?! As if the practical concerns weren't already a huge motivation to do this ASAP, it seems as if everybody and their grandmothers are also showing support for this project. It seems that Dr Granger has finally gained the support of the public itself for his continued crusade against Tiberium.
Shouldn't zone and Mech choices have a slight discount now that the Macrospinner is working? Also man are we starting to head into too many juggling hats territory.
The zone suits don't get discounts until Phase 4 of Joberg and the only mech projects currently available are just engineering drawings guaranteed to succeed on one die already so they're about as discounted as they can get. I assume the later actual manufacturing of the mechs has gotten a bit of a discount behind the scenes.
That speech roll... what? Hoping its something more along the lines of fainting on stage, rather than emulating a brotherhood of nod speech complete with public execution
The zone suits don't get discounts until Phase 4 of Joberg and the only mech projects currently available are just engineering drawings guaranteed to succeed on one die already so they're about as discounted as they can get. I assume the later actual manufacturing of the mechs has gotten a bit of a discount behind the scenes.
It has. Not a huge one, but it has. But all the mech projects you have are about as discounted as they will ever get. Even rolling a nat 1 won't stop you from completing the project.
That speech roll... what? Hoping its something more along the lines of fainting on stage, rather than emulating a brotherhood of nod speech complete with public execution
Infrastructure has been altered to take in the need to rush for Medina. 1 die on BZ Arcologies to get back to work on that, 4 dice on Mecca/Jeddah to push for completion ASAP.
HI continues with going all-in on the Chip Fabricator since we need it for our Capital Goods goal (and Cap Goods in general.) LCI is on the Chemical Fertilizers right now for the food goal. Since we don't need it completed this turn, just by the end of the plan, I'm fine with putting 2 dice on it so we can afford other stuff.
Agriculture puts 2 dice on YZ Aquaponics for the other half of the food goal, and 1 die on Spider Cotton so was can start using our Agri Dice to get more Capital Goods.
Tiberium, 1 die goes to unlock Mecca, and another into Security Reviews, which we want done before I throw 8 dice into Tiberium Stabilizers. As it's a 2k progress project and we have a +35 per die bonus, 8 dice should get us roughly a third of the way there, and we should be able to up that to 9 next turn. With that, we should be able to finish the project by the end of the Plan.
With the Fusion Dice tied up with the Stabilizer (it's a satellite project), Orbital is getting the short end of the stick. Completing Regolith Harvesting, and 2 Fusionless dice into Orbital Cleanup (makes narrative sense considering we're throwing up a satellite network, and it'll provide a cash infusion to guarantee that we can keep up the pace in Q3.)
Services is simple and cheap: all into Medical Schools. Next turn I plan to work on prosthetics. Alternatively, there's an argument to be made for scavenging for the Resources to do Prosthetics this turn, since we had people in-universe asking for that in last turn's results.
Military is getting its funding cut quite a bit, but still has a Free die into it. 2 dice go into ASAT to help protect the Stabilizer network. 1 die continues work on Predator RWS, and 2 dice go into completing the URLS. It sucks that we have to cut work on Cruisers, but I think it's necessary, since Stabilizers are a big satellite project and NOD will have very good motivation to screw with them if at all possible, so best to get defenses up to full spec ASAP. We should be able to throw three dice minimum into them for Q3, so with a bit of luck, all 6 Cruiser Yards will be finished by the end of the plan. A final dice goes onto Steel Talons plasma, because that seems like the sort of thing that, after Development, will require some turns of working out the kinks before it becomes something that we actually need to Deploy, so it serves as a decent bone to throw to the Talons. If people aren't fond of that, then it can be repurposed into either another ASAT die (again), or another Stabilizer die.
Next turn Military would be 3 dice on Cruisers, 1 on RWS, and anything left for more ASAT.
There is also an argument to be made about going for only 2 dice on ASAT 3, and throwing the last Free Die to make it a 9th die on Stabilizers.
+25 PS?! As if the practical concerns weren't already a huge motivation to do this ASAP, it seems as if everybody and their grandmothers are also showing support for this project. It seems that Dr Granger has finally gained the support of the public itself for his continued crusade against Tiberium.
It is in effect a Civilization type Wonder. Capital W included. Single shot megaproject and the biggest thing you have done all quest. +25 PS is the kind of thing that you can get when you are doing one project that can absolutely buy Humanity decades on the planet.
Minor error but we've only got 2 Bureau dice this turn, not that it really changes the odds all that much of course but in the interest of accuracy figured I'd point it out.
Otherwise I like the plan, although I have a slight preference for literally every Free die in Tib rather than just 5/6 so I think I'll propose a variant with just that change. It's not a dealbreaker though, and I guess if we are going to put 30R and a Free die into the Military rather than Tiberium the plasma weaponry is a good enough choice if people want to throw the Talons a bone.
[] Plan Steady Balance
-[] Infrastructure 5/5 dice 115R
--[] Blue Zone Arcologies (Stage 2) 35/600 15R (1/8.5 median chance)
--[] Mecca/Jeddah Planned City (Phase 3) 200/640 1 Tib 4 Infra dice 100R 12%
-[] Heavy Industry 5/5 dice 75R
--[] North Boston Chip Fabricator (Phase 4) 628/1200 5 dice 75R (5/8 median chance)
-[] Light and Chemical Industry 4/4 dice 60R
--[] Chemical Fertilizer Plants 0/200 2 dice 30R 11%
--[] Pharmaceutical Synthesis Centers 0/250 2 dice 30R (2/3.5 median chance)
-[] Agriculture 3/3 dice 40R
--[] Yellow Zone Aquaponics Bays (Phase 4) 44/160 2 dice 20R 76%
--[] Spider Cotton Development 0/40 1 die 20R 91%
-[] Tiberium 5/5 +6 free dice 190R
--[] Security Review 1 die
--[] Mecca/Jeddah Planned City 1 die
--[] Tiberium Stabilizers 0/2000 9 dice (8 fusion) 190R (9/23.5 median chance)
-[] Orbital Industry 3/3 dice 50R
--[] Orbital Cleanup (Stage 5) 42/90 2 dice 30R 99% (58% Stage 5+6)
--[] Lunar Regolith Harvesting (Phase 1) 321/350 1 die (Fusion) 20R 100%
-[] Services 4/4 dice 35R
--[] Expand Medical Schools 0/300 3 dice 30R 20%
--[] Indoor park programs 0/150 1 die 5R (1/2 median chance)
-[] Military 5/5 dice 70R
--[] Remote Weapons System Deployment Predator 225/350 2 dice 20R 69%
--[] Universal Rocket Launch System Deployment (Phase 1) 235/300 2 dice 30R 98%
--[] Governor Class Cruiser Shipyards (Hampton Roads) 0/180 1 die 20R (1/3 median chance)
-[] Bureaucracy 2/2 dice
--[] Security Review Tiberium DC55 2 dice 99%
Total cost: 635/640R, 6/6 Free Dice
A fairly generic plan name, for what I expect to be a fairly generic plan. Goes all-in with 9 dice on Tiberium Stabilizers, of course, and continues our heavy investments into Mecca and North Boston. Highlights include working on the Pharmaceutical Synthesis Centers, Developing Spider Cotton, and putting our fifth Military die in the unexciting (but still essential) fifth Governor Shipyard.
Do note, we do not need to immediately build the ASAT system. (NOD can hardly launch an orbital masterstroke without prior preparation.) Given the expense, our limited supply of Fusion dice, and our need to complete projects such as the Predator refit and the URLS in a timely manner, I think it's best to do those next turn, when we'll have more resources (especially from Orbital Cleanup) and more dice flexibility.
Minor error but we've only got 2 Bureau dice this turn, not that it really changes the odds all that much of course but in the interest of accuracy figured I'd point it out.
I want to do Orbital Cleanup to guarantee that we'll have the budget next turn to keep going hard on Stabilizers while also doing some of the other expensive stuff we're wanting next turn. Like starting some work into Research Institutions, Spider Cotton rollout, or Cruiser Yards + finishing ASAT.
Do note, we do not need to immediately build the ASAT system. (NOD can hardly launch an orbital masterstroke without prior preparation.) Given the expense, our limited supply of Fusion dice, and our need to complete projects such as the Predator refit and the URLS in a timely manner, I think it's best to do those next turn, when we'll have more resources (especially from Orbital Cleanup) and more dice flexibility.
I guess that's a pretty good point, I still want ASAT 3 complete by the time the Stabilizer network is coming online but waiting one turn so we have a lump sum of orbital cleanup Resources plus the mining income plus an extra fusion die makes sense to me. We just have to make sure we actually do the ASAT by the end of the year and not just say we will, but I don't think there's a very high chance of that happening. Nobody wants the stabilizers to get blown up, ASAT getting done during the second half of the year should be pretty easy to keep on track. And the money saved does allow for some nice-to-haves like the pharmaceutical plants/zero idle dice.