Does anyone have proposals for good bureaucracy actions? It is an area I have often struggled with having something interesting for you to do.
Use it to give small (+1/+2) bonus per dice to specific category (or project if former is too powerful), perhaps with roll and DC in ~60 range.

EDIT: Alternatively, +x to specific category/project and -x to another to represent re-prioritization of resources. With background penalties afterwards, due to powerplays and angry feelings.
 
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Maybe voluntarily offering some of our funding to other departments in exchange for an extra die or transferring the responsibility for projects to said departments?
I'd second this offering something in exchange for getting certain projects out of our jurisdiction so we don't need to worry about them just sitting there uncompleted as we have to prioritise all the other more pressing projects.
 
Is taxation part of the Treasury Bureaucracy? Because if it is, we might use Bureaucracy dice to raise/lower/rebate taxes in exchange for PS/morale/etc, do a census of taxpayers to increase income as our economy increasingly starts to have taxpayers, and search for tax evaders. Though that last one is probably not worth it yet, tax evasion is less the cost of activating one die.
 
Does anyone have proposals for good bureaucracy actions? It is an area I have often struggled with having something interesting for you to do.

Surplus stores/donations - There might be some old goods on warehouses that GDI no longer needs, but could be useful for civilians. Let's organise Inventory and If there are, let's sell them for some additional income or donate them for PR.
 
Q1 2059
Q1 2059

Resources:‌ ‌740 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+15 from Taxes)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
18.32 Blue Zone
3.14 Green Zone
23.42 Yellow Zone (86 Points of Abatement)
55.12 Red Zone (67 Points of Abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+16)‌ ‌ (23 population in low quality housing) (1 points of refugees)
Energy:‌ Major Capacity Surpluses ‌(+13)‌ ‌(+3 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+11)‌ (3 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+34)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+30)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1670/2320)‌ ‌
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌14;‌ ‌21; ‌90)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(150;‌ ‌115;‌ ‌50;‌ ‌13)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌141;‌ ‌34;‌ ‌9)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌28; ‌150)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(60;‌ ‌13;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(80; 70;‌ ‌5;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(30;‌ ‌20;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(310;‌ ‌245;‌ ‌85;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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

Plan Goals
Capital Goods: 49 Points
Consumer Goods: 103 (38) Points
Food: 20 points in reserve
Income: 330 Points
Stations: 3287 Points
Abatement: 25 Points
Processing: 480 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Orbital Defense Laser Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete the Point Defense Refits
Complete at least three more phases of Shell Plants
Complete at least two more phase of Ablative Armor
Complete at least two more phases of URLS production
Complete at least two phases of Wadamalaw Kudzu Plantations
Complete at least two more phases of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Space Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon
Deploy Havoc




Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Stage 3) (Updated)
A further wave of arcology construction will include the first Arcology Complexes, clusters of multiple arcologies that operate in conjunction and can support each other, built since the Third Tiberium War. Additionally, a further wave of construction in the secondary and tertiary cities will spread out the arcology housing, allowing for availability in more locations.
(Progress 302/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 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. With certain lessons from the Northern Campaign integrated, the newer towns on the edges would be built with expectations of swift retaking or failing that, equally swift evacuation.
(Progress 25/200: 20 resources Per die) (+4 Housing) (Supports Yellow Zone Intensification)
(Progress 0/250: 20 resources per die) (+4 Housing)
(Progress 0/300: 20 resources per die (+4 Housing)

[ ]Blue Zone Apartment Complexes (Phase 2)
A second wave of apartment complexes, dotting GDI cities and snaking between higher and lower density areas will provide a further boost of high quality housing. While not as Tiberium hardened as the arcologies, that is a distant threat, and one that can be safely disregarded in the immediate timeframe in favor of housing people in better conditions.
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)

[ ] Communal Housing Experiments
Building communal housing units, designed around a common professionally operated kitchen and grounds should provide for a combination of privacy, high quality supplies, and a sense of communal living, all at a cost significantly cheaper than even the apartment complexes. This form of living should create community and camaraderie among a population, even if it is disrupted at times due to people moving in or out.
(Progress 72/140: 10 resources per die) (+8 Housing) (-5 PS)

[ ] Rail Network Construction Campaigns (Phase 2)
With prime military lines completed, the next key step towards a more comprehensive network is refitting and expanding the primary lines between Blue Zone cities. Furthermore, branching lines can be installed in the Green Zones in preparation for further expansion. Such efforts are hoped to ease logistics and evacuations in the case of war.
(Progress 15/275: 15 resources per die) (+4 Logistics)
(Progress 0/300: 15 resources per die) (+4 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 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleet 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, they would be able to reach anywhere in the world in a matter of hours at most. This will allow GDI to further tighten the bonds between Blue Zones and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (+3 Logistics)
(Progress 0/250: 25 resources per die) (+5 Logistics)
(Progress 0/200: 25 resources per die) (+8 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 3/600: 20 Resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1200: 20 resources per die) (+5 Housing, -4 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 0/65: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/130: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/260: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/520: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/1040: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)

Heavy Industry (4 dice)

[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative has a fusion design that can work, it is still likely to be more expensive in certain metrics than the production of yet more nuclear and renewable power stations. These conventional systems are well known, reliable, and functional.
(Progress 20/550: 10 resources per die) (-1 Labor, +16 Energy)

[ ] Continuous Cycle Fusion Plants (Phase 3)
Mass production of modern fusion systems has substantially replaced the older nuclear systems. While not an immediate need, it is likely to be critically needed as GDI's power needs scale up. Additionally, establishing a reserve of generation capacity will help ensure that damage to the system can be made good more easily.
(Progress 125/300: 20 resources per Die) (+16 Energy)
(Progress 0/300: 20 resources per Die) (+16 Energy)

[ ] North Boston Chip Fabricator (Phase 5)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases, where inferior performance in one aspect is made up for by superior performance in others.
(Progress 36/2400: 15 resources per die) (+32 Capital Goods, +16 Consumer Goods, -2 Labor, -8 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) (-1 Labor)
(Progress 0/250: 15 resources per die) (+2 Capital Goods, +2 Consumer Goods, -1 Labor)
(Progress 0/500: 15 resources per die) (+ 6 Capital Goods, +6 Consumer Goods, -2 Labor, -4 Energy)
(Progress 0/1000: 15 resources per die) (+12 Consumer Goods, +12 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/2000: 15 resources per die) (+24 Consumer Goods, +24 Capital Goods, -2 Labor, -4 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) (-1 Labor)
(Progress 0/320: 20 resources per die) (+4 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/640: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/1280: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/2560: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 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) (+8 Capital Goods, -4 Labor, -8 Energy)

[ ] Reserve Heavy Industrial Resources
Establishing a strategic reserve of heavy industrial products, such as tools, computer chips, and other important objects is a critical piece of hardening the Initiative's position in advance of a potential war. Most importantly, it provides a starting point for the Initiative to sustain rebuilding while potentially significant amounts of capital goods production is taken offline.
(Adds current Capital Goods surplus to the reserve pool)

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 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)
(Progress 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)

[ ] Chemical Fertilizer Plants (Phase 2)
With the initial phase of fertilizers completed, and many of the lowest hanging fruits plucked, the next phase is to begin supplying more specialized nutrients and existing ones in greater bulk. While this will be somewhat more expensive for the rewards, it is still worthwhile.
(Progress 94/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 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) (+4 Capital Goods, +2 Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1440: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects) (+5 Political Support)

[ ] Reykjavik Myomer Macrospinner (Phase 3)
Serious expansion, bringing the macrospinner plant to a point where it is not only supplying capital goods, but noticeably cutting GDI's energy demands. This will bring it closer to parity with the Johannesburg Macrospinner, providing serious expansions to GDI's ability to produce high thickness myomers, such as those used on the Titan and Havoc mechs.
(Progress 4/320: 20 resources per die) (+2 Capital Goods, +1 Energy)
(Progress 0/640: 20 resources per die) (+4 Capital Goods +2 Energy)
(Progress 0/1280: 20 resources per die) (+8 Capital Goods, +4 Energy)

[ ] Bergen Superconductor Foundry (Phase 1)
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) (+1 Energy)
(Progress 0/190: 30 resources per die) (+1 Capital Goods, +2 Energy)
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
(Progress 0/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics)(+5 Political Support)
(Progress 0/1520: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Civilian Glider Development (New)
The Brotherhood's glider systems have limited military uses under GDI doctrine. However, it has far more uses on the civilian side, as a recreational system and potentially a useful one in various ultralight aircraft and civilian drone systems.
(Progress 0/40: 10 resources per die)

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) (+2 Labor, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+4 Labor, -1 Energy, -1 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 291/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)

[ ] Yellow Zone Aquaponics Bays (Phase 5)
With the constant influx of refugees making providing enough staples difficult, the harder to handle high value goods are a clear next target in reducing the load on Initiative road systems, and will make many of these goods far more accessible in the regions where the Initiative is settling many of the refugees.
(Progress 22/200: 10 resources per die) (+4 Food, +4 Consumer Goods, -8 Water)
(Progress 0/200: 10 resources per die) (+4 Food, +4 Consumer Goods, -8 Water)
(Progress 0/250: 10 resources per die) (+8 Food, +2 Consumer Goods, -8 Water)

[ ] 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) (+8 Water, -1 Energy)
(Progress 0/200: 10 resources per die) (+8 Water, -2 Energy)
(Progress 0/250: 10 resources per die) (+4 Water, -2 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) (+4 Food, +4 Consumer goods, -2 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) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)

[ ] Spider Cotton Plantations (Phase 1)
With spider cotton finally having reached a state where it can be used en masse, the only remaining task is to begin building large scale plantations where it can be grown in bulk. While some applications require only small amounts of the silk to produce useful amounts of goods, these fields are few and far between.
(Progress 0/170: 15 resources per die) (+1 Capital Goods)
(Progress 0/180: 15 resources per die) (+1 Capital Goods)
(Progress 0/190: 15 resources per die) (+1 Capital Goods)
(Progress 0/200: 15 resources per die) (+1 Capital Goods)
(Progress 0/210: 15 resources per die) (+1 Capital Goods)

[ ] 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)

[ ] Freeze Dried Food Plants
Freeze Drying effectively turns most food into permanent, shelf stable systems. While building additional plants to process food in this way will be expensive, it should significantly reduce waste, and increase the lifespan of the stockpiles noticeably.
(Progress 0/200: 20 resources per die) (+4 Food, increases efficiency of stockpile actions, -1 Energy)

[ ] Strategic Food Stockpile Construction (Phase 1)
Beginning to lay in a set of additional stockpiles, these can be cached in strategic positions to feed the Initiative's population in case of a shortage. Many of these will be forward positions, in the Green Zones so that those populations will not have to be evacuated in the case of distribution shortfalls.
(Progress 0/150: 10 resources per die) (+2 Food in Reserve, -4 Food)

[ ] Extra Large Food Stockpiles
Laying in all that is possible in the currently existing storage space will be a significant undertaking, requiring a large surplus beyond what is being consumed. While not the most efficient of options, it is the cheapest of the lot, requiring no real additional construction
(+8 Food in reserve, -16 Food)

Tiberium (6 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 2) (Updated)
With the concept proven, vein mines are a fairly expensive, but functional way of attacking underground Tiberium, and providing for a long term abatement strategy, while also not stressing military deployments. While they do have their problems, these are of limited import compared to their advantages.
(Progress 20/195: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (-1 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 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/130: 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 13)
There are currently no open glacier faces for expansions of mining activity.
(Progress 38/180: 30 resources per die) (-5 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 Stage available)

[ ] Tiberium Processing Plants (Stage 2) (Updated)
While currently additional processing plants are not an immediately pressing need, they will be a requirement to fulfill plan goals, and will further harden the Initiative's refining capacity.
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)

[ ] Tiberium Processing Refits (Phase 1) (New)
By offlining and rebuilding existing processing plants, and refitting them to more modern means, GDI can manage to be efficient with both its energy and logistics capacity. The biggest difficulty will actually be managing the rate of refits, as GDI does not, at this time, have the capacity to offline large sections of its total plant. (No more than 1 die per turn)
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])

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

[ ] Railgun Harvester Factories (Updated)
The Railgun Harvester is a significantly heavier design than previous Harvester systems and so requires a new series of factories. While by the standards of military production these will be overall fairly limited, they will provide a noticeable increase in income, especially from more heavily contested regions.
-[ ] Porto (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Vladivostok (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Bissau (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Maputo (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Dandong (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)

[ ] Offshore Tiberium Harvester Stations
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 0/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)

[ ] 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) (-5 Political Support)

[ ] Enhanced Harvest Tiberium Spikes
Developing a model of Tiberium Spike that not only harvests tiberium, but marginally speeds its growth is a quite radical idea. Based on GDI's work with the Tiberium Inhibitor, and experience with the Scrin's Growth Accelerators. However, it would also substantially increase the throughput, but at the risk of spreading Tiberium more quickly.
(Progress 0/180: 20 resources per die) (-5 Political Support per die)

Orbital (5 dice)

[ ] GDSS Philadelphia II (Phase 5) (Updated)
The construction of a grand parliamentary dome, able to house a full ten thousand man Parliament, plus aides and other support staff will be a massive undertaking. However, once complete, it will be a powerful symbol of GDI's commitment to government of and by the people, rather than an unelected array of bureaucrats. More practically, the complex will also provide plentiful space to move yet more critical government functions offworld, directly aiding the Treasury's efforts to manage a global economy.
(Progress 46/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 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. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/335: 20 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/675: 20 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1355: 20 resources per die) (2k Permanent residents) (3 available Bays) (10 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. (Station)
(Progress 0/765: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (2 available Bays) (10 Political Support)

[ ] 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. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/335: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/675: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1355: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)

[ ] Study Novel Material
The SCED has brought back what seems to be a novel and naturally occurring stable trans uranic material. However, before anything can be done with it, it does need to be studied and examined.
(Progress 0/50: 20 resources per die)

[ ] Orbital Cleanup (Stage 8)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 13/85: 10 resources per die) (20-25 resources)
(Progress 0/85: 10 resources per die) (15-20 resources) (Unlocks Low Orbit Support Satellites)
(Progress 0/85: 10 resources per die) (15-20 resources)
(Progress 0/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)

[ ] Conestoga Class Development
With the outer system beginning to be explored, and the Pathfinder already bringing back massive quantities of scientific information, an improved model can be constructed. A revised version of the Pathfinder design, it will be intended for mass production, once sufficient orbital infrastructure exists to build it.
(Progress 0/60: 30 resources per die)

(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)

[ ] 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 16/45: 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 0/190: 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 0/170: 20 resources per die) (+5 Resources Per Turn)
(Progress 0/155: 20 resources per die) (+5 Resources Per Turn)

[ ] Lunar Regolith Harvesting (Phase 2)
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 50/340: 20 resources per die) (+2 Light Metals)

[ ] Lunar Heavy Metals Mines (Phase 1)
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 0/395: 20 resources per die) (+20 Resources per turn)
(Progress 0/385: 20 resources per die) (+2 Heavy Metals)
(Progress 0/375: 20 resources per die) (+2 Heavy Metals)
(Progress 0/365: 20 resources per die) (+2 Heavy Metals)
(Progress 0/355: 20 resources per die) (+2 Heavy Metals)
(Progress 0/345: 20 resources per die) (+2 Heavy Metals)
(Progress 0/335: 20 resources per die) (+2 Heavy Metals)

[-] 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.
(+2 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.



Services (4 dice)

[ ] Green Zone Teacher Colleges
Providing enough highly qualified teachers has always been a struggle in the Green Zones, especially with the refugees filling the region. Building dedicated teachers colleges will help alleviate some of those problems, and aid Litvinov's education mandate.
(Progress 149/200: 5 resources per die)

[ ] Automatic Medical Assistants
GDI's medical system is extensive, however it is also significantly overworked. By supplying a number of automated assistants to conduct routine procedures the valuable manpower can be concentrated working on more important and skill based fields.
(Progress 0/300: 20 resources per die) (+2 Health, +4 Labor, -4 Capital Goods, -2 Energy)

[ ] Tissue Replacement Therapy Development
While still far from being able to properly assemble large complex structures from scratch, smaller scale items, such as tissues and skin segments is a first stepping stone towards general replacements. While still potentially traumatic, being able to use a person's own cells as a baseline is a starting point for more complex systems.
(Progress 0/60: 20 resources per die)

[ ] Prosthetics Deployment Initiatives (Phase 3)
With significant production placed towards the area, further development will begin targeting not only those of working age, but many who will never work again. Work towards this will be politically popular, especially with the United Yellow List and the Socialist parties.
(Progress 2/160: 15 resources per die) (-1 Health, +1 Labor per turn)
(Progress 0/320: 15 resources per die) (-1 Health, +1 Labor per turn) (+5 Political Support)

[ ] 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) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 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) (-3 Food, +2 Consumer Goods) (10 Political Support)

[ ] Advanced Electronic Video Assistant Development
With the Edinburgh EVA Research Centre working on improved models of the EVA units common across the Initiative, a potential improved model will increase the efficiency of general systems management, and will likely lead to significant advancements in combat and in the civilian sphere. (Progress 0/60: 20 resources per die)

[ ] Early Prototype General Artificial Intelligence Development
While development of true artificial intelligences is politically severely problematic, it is also an area where if a model can be developed that is sane, stable, and willing to help the Initiative, it could be a revolutionary breakthrough in many ways.
(Progress 0/120: 20 resources per die) (-10 PS)

[ ] Human Genetic Engineering Programs
The human genome is a mess, especially in the modern day. Starting with an extreme bottleneck in diversity, and being evolved for a group of endurance predators on the open savannah rather than sedentary office workers, there are many things that can be done to either fix problems such as lactose or gluten intolerances, or increase the variability of the genome.
(Progress 0/120: 25 resources per die) (-5 PS)

Military (6 dice)

[ ] Wartime Factory Refits (Phase 3) (Updated)
A third phase of refits begins to allocate resources towards rationalizing and standardizing the massed bulk of GDI's equipment. Units like the Predator, Guardian, and other hardware that GDI is using in large quantities but is also beginning to look towards replacing.
(Progress 3/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 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 4)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions
(Progress 36/220: 20 resources per die) (Station) (High Priority)
(Progress 0/495: 30 resources per die)

[ ] 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)

[ ] Stealth Disruptor Development
The research to create improved sensor systems for detecting stealth also produced a method of actively disrupting it via feedback. However, current systems are quite bulky and require significant deployment to work beyond extremely short ranges. With development however, an improved model is likely possible, and potentially a key tool for blocking fixed positions, rather than relying on battle nets.
(0/40: 15 resources per die)

[ ] Inferno Gel Development (New)
Derived from the Brotherhood of Nod's flamethrower systems, Inferno gel is a weapon of terror more than anything else. However, it does have its uses, and one of those is as a means of killing vehicles rapidly. By drenching a vehicle in pyroclastic gel, many of the soft systems can be destroyed, and the people inside blinded and likely immobilized.
(Progress 0/40: 10 resources per die) (-5 Political Support)

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some section of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 5 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.
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used)
-[ ] 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

[ ] Pacifier Mobile Artillery Vehicle Deployment
The Pacifier will be a significant addition to the GDI arsenal. It shares enough components with other hover vehicles like the Shatterer, Slingshot, and ZMEV patterns that it can draw from their factories rather than needing a dedicated production line. Spreading out production will also ensure that no single strike can destroy this piece of the production system.
(Progress 90/120: 10 resources per die) (-2 Energy) (High Priority)

[ ] 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)

[ ] Backpack Rocket Launcher Development
With the Zone Operations Command ever more intensely engaged with the Brotherhood of Nod, backpack systems are one of the easier ways to substantially increase firepower. While not always the most convenient location, by shifting around the power pack somewhat, nearly any Zone Operations Command unit can have a limited supply of short to mid range indirect fire options at their disposal.
(Progress 0/50: 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) (Very High Priority) (-1 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. Due to the nature of the development likely being an add-on, the expected laser breakthroughs are not going to make this step redundant.
(Progress 0/40: 20 resources per die)

[ ] Aurora Strike Bomber Development
A variant of the existing Apollo fighter, the Aurora will be a means of penetrating even the most fortified of Nod territories with near impunity, striking targets near the front, and escaping before the Brotherhood can scramble a response. While likely more lightly armed than the Firehawk, it will be able to remove key elements of Brotherhood defenses.
(Progress 0/40: 15 resources per die)

[ ] Ultralight Glide Munitions Development (New)
The Brotherhood's glide system has a potentially extremely useful role in GDI's combat systems. Specifically in GDI's glide munitions. While deployable wings are not a new invention, this will cut weight and space, while increasing control as the entire surface can be flexed with a high degree of precision.
(Progress 0/40: 10 resources per die)

Space Force

[ ] Orbital Strike Regimental Combat Team Stations (Phase 1)
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. (Station)
(Progress 0/220: 20 resources per die) (High Priority)
(Progress 0/195: 20 resources per die)
(Progress 0/295: 20 resources per die)
(Progress 0/395: 20 resources per die)

[ ] 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) (High Priority)

[ ] Skywatch Telescope System
While no longer a requirement for further exploration of the solar system, a constellation of Skywatch telescopes will be useful for the Space Force as well, an early warning tripwire in case of another alien invasion or asteroid bombardments.
(Progress 0/95: 10 resources per die)

[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood.
(Progress 0/175: 20 resources per die) (Station)

Ground Forces

[ ] Universal Rocket Launch System Deployment (Phase 2)
With existing missile and rocket facilities almost entirely converted over, GDI needs far more rockets in order to solve its artillery and supporting arms problems. With a new series of MLRS systems being proposed, massive numbers of heavy rockets will be needed to feed them.
(Progress 105/200: 15 resources per die) (-2 Energy) (High Priority)
(Progress 0/200: 15 resources per die) (-2 Energy)

[ ] Tube Artillery Deployment
Refitting the existing factories producing the 152mm guns that are currently in GDI's stockpile will be a somewhat limited process, but one that offers significant increases in ammunition efficiency for all GDI forces. Additionally, diverting some number of Guardian APC chassis towards the artillery command variant will see improved efficiency of fire direction.
(Progress 184/200: 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) (-2 Energy) (High Priority)
(Progress 0/150: 10 resources per die) (-1 Energy)
(Progress 0/150: 10 resources per die) (-1 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) (High Priority)

[ ] 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)

[ ] 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)

[ ] MBT-7 Paladin Development
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 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) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] London (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)

[ ] GD-3 Rifle Development
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)

Navy

[ ] 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) (High Priority)

[ ] Naval Defense Laser Refits
The Navy requires laser refits across the fleet, including the newer Governors. While it will not be improving the very lightest units, it will provide significant improvements in the defensive umbrella that most naval units can provide. While it is a noticeably intensive refit, requiring significant effort to run additional power conduits through the ship, and involves losing out on some of the antiaircraft firepower, the protections are definitely worthwhile.
(Progress 270/330: 15 resources per die)

(Offensive Navy)

[ ] Island Class Assault Ships
The Island class is a dedicated assault ship, designed to handle the V-35 Ox as its mainstay alongside the Hammerhead and Orca attack craft. Each is also intended to be a general support facility for the first days of landing operations and provide support from deep holds.
(Progress 0/40: 20 resources per die)

[ ] Victory Class Monitor Development
A dedicated littoral combat ship, designed around a series of mission packs, ranging from 203mm rifles and rocket batteries, to anti-submarine and anti mine warfare. Intended to be a general purpose support ship for offensive operations against the Brotherhood of Nod, it will fill a wide range of purposes that GDI has often not had the resources to fill effectively.
(Progress 0/40: 20 resources per die)

(Defensive Navy)

[ ] Shark Class Frigate Development
The Shark Class is to be a shorter, thinner, and overall much lighter version of the Governor, including lacking the systems for longer range bombardment systems. Instead, it is primarily oriented towards relatively short ranged air defense, and the constant antisubmarine warfare patrols, filling out GDI's need for convoy escorts.
(Progress 0/40: 15 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 Deployment (New)
Rapidly mobile attack units have often been a hole in GDI's forces. However, with the Havoc, that is no longer the case. Two factories, one in Brest, and one in Seoul will provide the penny packets of the Steel Talons with a significant increase in force available, and begin supplying the Zone Operations Command with a sizable number of units of their own.
-[ ] Brest (Progress 0/110: 10 resources per die) (-2 Energy)
-[ ] Seoul (Progress 0/110: 10 resources per die) (-2 Energy)

[ ] 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)

[ ] Neural Interface System Development
Pioneered by GDI's Firehawk program and the Brotherhood of Nod's Purifier, neural interface is not precisely a new technology, however, the Talons are taking another crack at developing a variant that is cheap, noninvasive, and flexible, hopefully cutting crew requirements by enhancing situational awareness and intuitive control schemes.
(Progress 0/60: 25 resources per die)

Bureaucracy (3 dice)

[ ] Administrative Assistance (New)
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)

[ ] 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 50 + 1 operations die)

[ ] Make Political Promises
With Seo's support becoming increasingly shaky, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
(Initiates Subvote)

[ ] Interdepartmental Favors
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor
(Initiates Subvote)

[ ] Conduct Economic Census (New)
It has been over a decade since GDI took a comprehensive census of its economic affairs outside of its own industrial efforts. With taxation becoming an ever more noticeable part of the Initiative's economic base, a better understanding of the people and companies is likely advantageous.
(DC 100/150/200/250)

[ ] Conduct Civil Satisfaction Surveys (New)
With immigration and displacement having moved millions of people around the world, a better look at the population as a whole, and what their problems are is likely useful. While this kind of information gathering is difficult and time consuming, it is also critical to knowing who is where, in a degree of detail greater than even GDI's all consuming surveillance state can know.
(DC 90/120/150/180)

[ ] Rationalize Yellow Zones (New)
During the Initial drawing of Yellow Zone lines, GDI often saw them as being little more than afterthoughts, large swathes of the earth that were beyond immediate help. With ever more focus however, a more concentrated set of lines, and a more granular set of zones can be used to help ensure that resources concentrating on those zones are well spent.
(DC 50/70/90)

** 4 Hour Moratorium on Voting **
 
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[ ] Administrative Assistance (New)
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
OK, that's actually kinda huge. Even with no bonuses, that's basically another Free die--a Free die lite if you will.
[ ] Conduct Economic Census (New)
It has been over a decade since GDI took a comprehensive census of its economic affairs outside of its own industrial efforts. With taxation becoming an ever more noticeable part of the Initiative's economic base, a better understanding of the people and companies is likely advantageous.
(DC 100/150/200/250)

[ ] Conduct Civil Satisfaction Surveys (New)
With immigration and displacement having moved millions of people around the world, a better look at the population as a whole, and what their problems are is likely useful. While this kind of information gathering is difficult and time consuming, it is also critical to knowing who is where, in a degree of detail greater than even GDI's all consuming surveillance state can know.
(DC 90/120/150/180)

[ ] Rationalize Yellow Zones (New)
During the Initial drawing of Yellow Zone lines, GDI often saw them as being little more than afterthoughts, large swathes of the earth that were beyond immediate help. With ever more focus however, a more concentrated set of lines, and a more granular set of zones can be used to help ensure that resources concentrating on those zones are well spent.
(DC 50/70/90)
I'd like to do these after we review the Military.
 
Oh new bureau options are shiny. And two factories for havoc but only 10R per dice, interesting

[ ] Administrative Assistance (New)
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
For this I assume we have to pay the cost per die for the project? (I.e. if we put this on the new havoc factory it would cost us 10R?
 
New Probability Array. As always, please inform me of anything that might be missing or in error. (Particularly as I kinda rushed this one.)

--Note: For the new Administrative Assistance dice, I am not tracking the effects of that die. At all. It would add a new line to every single project and completely clutter up the Array. You can use this calculator to track the effects of that die on specific projects. (The linked anydice calculator appears to be accurate. The equation could be arranged a bit better, but... it works. I think.)
Infrastructure 5 dice +26
-[] Blue Zone Arcologies (Stage 3) 302/650 3 dice 45R 2%, 4 dice 60R 33%, 5 dice 75R 78%, 6 dice 90R 96%
-[] Blue Zone Arcologies (Stage 3+4) 302/1300 11 dice 165R 7%, 12 dice 180R 26%, 13 dice 195R 54%, 14 dice 210R 79%, 15 dice 225R 93%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 55%, 3 dice 60R 91%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 10%, 2 dice 20R 80%, 3 dice 30R 99%
-[] Communal Housing Experiments 72/140 1 die 10R 74%, 2 dice 20R 100%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 39%, 4 dice 60R 85%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 6 dice 90R 12%, 7 dice 105R 45%, 8 dice 120R 79%, 9 dice 135R 95%
-[] Integrated Cargo System 0/800 8 dice 120R 2%, 9 dice 135R 14%, 10 dice 150R 42%, 11 dice 165R 72%, 12 dice 180R 91%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 23%, 3 dice 90R 81%, 4 dice 120R 98%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 5 dice ?R 22%, 6 dice ?R 63%, 7 dice ?R 90%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 7 dice ?R 10%, 8 dice ?R 39%, 9 dice ?R 73%, 10 dice ?R 92%
-[] Chicago Planned City (Phase 4) 3/600 6 Tib dice 120R 7%, 7 Tib dice 140R 37%, 8 Tib dice 160R 74%, 9 Tib dice 180R 93%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 80%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 32%, 3 Tib dice 60R 87%, 4 Tib dice 80R 99%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 2%, 5 Tib dice 100R 26%, 6 Tib dice 120R 70%, 7 Tib dice 140R 793%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 10 Tib dice 200R 4%, 11 Tib dice 220R 19%, 12 Tib dice 240R 48%, 13 Tib dice 260R 76%, 14 Tib dice 280R 92%
--Note: Infra/Tib dice makes this complicated.
Heavy Industry 4 dice +21
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 12%, 7 dice 70R 43%, 8 dice 80R 76%, 9 dice 90R 93%
-[] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%, 3 dice 60R 86%, 4 dice 80R 99%
-[] Continuous Cycle Fusion Plant (Phase 3+4) 125/600 5 dice 100R 6%, 6 dice 120R 34%, 7 dice 140R 70%, 8 dice 160R 91%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 31 dice 465R 2%, 32 dice 480R 6%, 33 dice 495R 13%, 34 dice 510R 24%, 35 dice 525R 37%, 36 dice 540R 52%, 37 dice 555R 66%, 38 dice 570R 78%, 39 dice 585R 87%, 40 dice 600R 93%
--Note: Infrequently updated due to very large dice. Currently out of date.
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 12%, 2 dice 30R 78%, 3 dice 45R 99%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 11%, 5 dice 75R 49%, 6 dice 90R 83%, 7 dice 105R 97%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 6%, 11 dice 165R 123%, 12 dice 180R 49%, 13 dice 195R 75%, 14 dice 210R 90%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 49%, 3 dice 60R 91%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 5%, 6 dice 120R 31%, 7 dice 140R 68%, 8 dice 160R 90%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 13 dice 260R 5%, 14 dice 280R 17%, 15 dice 300R 39%, 16 dice 320R 63%, 17 dice 340R 82%, 18 dice 360R 93%
-[] Blue Zone Heavy Industrial Sectors 0/500 5 dice 125R 2%, 6 dice 150R 22%, 7 dice 175R 58%, 8 dice 200R 86%, 9 dice 225R 97%
-[] Reserve Heavy Industrial Resources (New) 1 die auto
Light and Chemical Industry 4 dice +16
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 3 dice 30R 25%, 4 dice 40R 70%, 5 dice 50R 93%
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 9%, 3 dice 45R 57%, 4 dice 60R 90%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 8 dice 160R 10%, 9 dice 180R 34%, 10 dice 200R 62%, 11 dice 220R 84%, 12 dice 240R 95%
-[] Reykjavik Myomer Macrospinner (Phase 3) 4/320 3 dice 60R 2%, 4 dice 80R 28%, 5 dice 100R 69%, 6 dice 120R 92%
-[] Reykjavik Myomer Macrospinner (Phase 3+4) 4/960 12 dice 240R 8%, 13 dice 260R 23%, 14 dice 280R 47%, 15 dice 300R 69%, 16 dice 320R 86%, 17 dice 340R 94%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 37%, 2 dice 60R 89%, 3 dice 90R 99%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 9%, 4 dice 120R 48%, 5 dice 150R 83%, 6 dice 180R 97%
-[] Civilian Glider Development (New) 0/40 1 die 10R 92%
Agriculture 3 dice +16
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 49%, 3 dice 45R 90%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 2%, 5 dice 75R 22%, 6 dice 90R 58%, 7 dice 105R 85%, 8 dice 120R 96%
-[] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%, 2 dice 20R 99%
-[] Perennial Aquaponics Bays (Stage 2+3) 291/700 5 dice 50R 18%, 6 dice 60R 53%, 7 dice 70R 82%, 8 dice 80R 95%
-[] Yellow Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 25%, 3 dice 30R 76%, 4 dice 40R 96%
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 51%, 3 dice 30R 90%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 27%, 3 dice 45R 78%, 4 dice 60R 97%
-[] Ranching Domes 0/250 3 dice 60R 25%, 4 dice 80R 70%, 5 dice 100R 93%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 30%, 3 dice 45R 81%, 4 dice 60R 97%
-[] Spider Cotton Plantations (Phase 1+2) 0/180 4 dice 40R 12%, 5 dice 50R 49%, 6 dice 60R 81%, 7 dice 70R 96%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 97%
-[] Freeze Dried Food Plants 0/200 2 dice 40R 12%, 3 dice 60R 61%, 4 dice 80R 92%
-[] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 49%, 3 dice 30R 90%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 6 dice +29
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 29%, 3 dice 15R 86%, 4 dice 20R 99%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 14%, 5 dice 25R 59%, 6 dice 30R 91%
-[] Tiberium Vein Mines (Stage 2) 20/200 2 dice 40R 32%, 3 dice 60R 87%, 4 dice 80R 99%
-[] Tiberium Vein Mines (Stage 2+3) 20/400 4 dice 80R 8%, 5 dice 100R 46%, 6 dice 120R 83%, 7 dice 140R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 4 dice 80R 25%, 5 dice 100R 73%, 6 dice 120R 95%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 8 dice 160R 7%, 9 dice 180R 32%, 10 dice 200R 66%, 11 dice 220R 89%, 12 dice 240R 98%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 44%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 9%, 3 dice 75R 67%, 4 dice 100R 96%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 39%, 2 dice 50R 95%
-[] Red Zone Containment Lines (Stage 5+6) 74/360 3 dice 75R 27%, 4 dice 100R 79%, 5 dice 125R 98%
-[] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 3%, 2 dice 60R 77%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 9%, 4 dice 120R 58%, 5 dice 150R 92%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 45%, 3 dice 90R 93%
-[] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%, 2 dice 40R 97%
--Note: Currently limited to 1 die per turn.
-[] Tiberium Processing Refits (Phase 1+2) (New) 0/200 2 dice 40R 28%, 3 dice 60R 85%, 4 dice 80R 99%
--Note: Currently limited to 1 die per turn.
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 45%, 2 dice 60R 97%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 25%, 2 dice 60R 90%
-[] Railgun Harvester Factories 0/70 1 die 10R 75%, 2 dice 20R 100%
-[] Offshore Tiberium Harvester Stations (New) 0/200 2 dice 40R 10PS 28%, 3 dice 60R 15PS 85%, 4 dice 80R 20PS 99%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Liquid Tiberium Power Cell Development 0/50 1 die 30R 100%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 54%, 3 dice 60R 15PS 96%
Orbital Industry 5 dice +16
-[] GDSS Philadelphia II (Phase 5) 48/1425 16 dice 320R 3%, 17 dice 340R 11%, 18 dice 360R 27%, 19 dice 380R 48%, 20 dice 400R 70%, 21 dice 420R 85%, 22 dice 440R 94%
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 57%, 2 dice 40 R 98%
-[] GDSS Columbia (Phase 1+2) 0/245 3 dice 60R 39%, 4 dice 80R 83%, 5 dice 100R 98%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 3%, 7 dice 140R 21%, 8 dice 160R 54%, 9 dice 180R 82%, 10 dice 200R 95%
-[] GDSS Enterprise (Phase 4) 0/765 9 dice 180R 11%, 10 dice 200R 35%, 11 dice 220R 65%, 12 dice 240R 86%, 13 dice 260R 96%
-[] GDSS Shala - Same as Columbia
-[] Study Novel Material (New) 0/50 1 die 20R 82%, 2 dice 20R 99%
-[] Orbital Cleanup (Stage 8) 13/85 1 die 10R 60%, 2 dice 20R 97%
-[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 42%, 3 dice 30R 87%, 4 dice 40R 99%
-[] Conestoga Class Development (New) 0/60 1 die 30R 77%, 2 dice 60R 99%

-[] Asteroid Belt Survey Probes 16/45 1 die 15R 100%
-[] Outer System Survey Probes 0/190 2 dice 30R 17%, 3 dice 45R 68%, 4 dice 60R 94%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R 31%, 3 dice 60R 81%, 4 dice 80R 97%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 4 dice 80R 23%, 5 dice 100R 65%, 6 dice 120R 89%, 7 dice 140R 98%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R 7%, 4 dice 80R 44%, 5 dice 100R 81%, 6 dice 120R 96%
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 4 dice 80R 2%, 5 dice 100R 24%, 6 dice 120R 60%, 7 dice 140R 87%, 8 dice 160R 97%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 4 dice +21
-[] Green Zone Teacher Colleges 149/200 1 die 5R 86%, 2 dice 10R 100%
-[] Automatic Medical Assistants 0/300 3 dice 60R 9%, 4 dice 80R 51%, 5 dice 100R 87%, 6 dice 120R 98%
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 82%, 2 dice 40R 100%
-[] Prosthetics Deployment Initiatives (Phase 3) 2/160 2 dice 30R 51%, 3 dice 45R 92%
-[] Prosthetics Deployment Initiatives (Phase 3+4) 2/480 5 dice 75R 5%, 6 dice 90R 32%, 7 dice 105R 69%, 8 dice 120R 91%
-[] Professional Sports Programs 0/250 3 dice 30R 35%, 4 dice 40R 81%, 5 dice 50R 97%
-[] Domestic Animal Programs 0/200 2 dice 20R 17%, 3 dice 30R 72%, 4 dice 40R 96%
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%, 2 dice 40R 100%
-[] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%, 2 dice 40R 87%, 3 dice 60R 99%
-[] Human Genetic Engineering Programs (New) 0/120 1 die 25R 22%, 2 dice 50R 87%, 3 dice 75R 99%
Military 6 dice +18
-[] Wartime Factory Refits (Phase 3) 3/100 1 20R 37%, 2 dice 40R 90%
-[] Wartime Factory Refits (Phase 3+4) 3/200 2 dice 20R 15%, 3 dice 60R 68%, 4 dice 80R 94%
-[] Long Range Sensor System Deployment (Phase 2) 26/300 3 dice 75R 15%, 4 dice 100R 60%, 5 dice 125R 90%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 31%, 3 dice 60R 84%, 4 dice 80R 98%
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 79%, 2 dice 50R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 99%
-[] Inferno Gel Development (New) 0/40 1 die 10R 99%
-[] Ferro Aluminum Armor Refits 0/350 4 dice 20R 15%, 5 dice 25R 55%, 6 dice 30R 86%, 7 dice 35R 97%

-[] Reclaimator Hub 0/105 1 die 20R 29%, 2 dice 40R 86%, 3 dice 60R 99%
-[] Reclaimator Hub x2 0/210 2 dice 40R 9%, 3 dice 60R 58%, 4 dice 80R 91%
-[] Proto MARVs 0/110 1 die 20R 24%, 2 dice 40R 73%, 3 dice 60R 99% (but why tho)
-[] MARVs 0/160 2 dice 40R 43%, 3 dice 60R 88%, 4 dice 80R 98% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 9%, 3 dice 60R 58%, 4 dice 80R 91%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 68%, 2 dice 40R 99%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 49%, 2 dice 40R 95%
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 80%, 2 dice 40R 99%

Zone Operations Command
-[] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 199%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 89%, 2 dice 20R 100%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 14%, 3 dice 45R 65%, 4 dice 60R 94%
-[] Wingman Drone Development 0/40 1 die 15R 99%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 99%
-[] Aurora Strike Bomber Development 0/40 1 die 15R 99%
-[] Ultralight Glide Munitions Development (New) 0/40 1 die 10R 99%

Space Force
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice 40R 9%, 3 dice 60R 62%, 4 dice 80R 94%, 5 dice 100R 99%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/415 4 dice 80R 3%, 5 dice 100R 31%, 6 dice 120R 72%, 7 dice 140R 93%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3) 0/710 8 dice 160R 10%, 9 dice 180R 35%, 10 dice 200R 67%, 11 dice 220R 88%, 12 dice 240R 97%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 12 dice 240R 2%, 13 dice 260R 10%, 14 dice 280R 29%, 15 dice 300R 55%, 16 dice 320R 77%, 17 dice 340R 91%
-[] Orbital Defense Laser Development 0/40 1 die 20R 99%
-[] Skywatch Telescope System 0/95 1 die 10R 39%, 2 dice 20R 91%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 38%, 3 dice 60R 88%, 4 dice 80R 99%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 39%, 2 dice 30R 91%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 7%, 4 dice 60R 46%, 5 dice 75R 83%, 6 dice 90R 97%
-[] Tube Artillery Deployment 184/200 1 die 15R 100%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 7%, 4 dice 40R 45%, 5 dice 50R 82%, 6 dice 60R 97%
-[] Railgun Munitions Development 0/60 1 die 10R 79%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 48%, 3 dice 30R 90%
-[] Guardian Mark 2 Development 0/40 1 die 15R 99%
-[] Armadillo HAPC Development 0/40 1 die 15R 99%
-[] Mammoth Block Four Development 0/40 1 die 10R 99%
-[] MBT-7 Paladin Development 0/40 1 die 15R 99%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 14%, 3 dice 60R 65%, 4 dice 80R 94%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%

Navy
-[] Escort Carrier Development 0/40 1 die 15R 99%
-[] Naval Defense Laser Refits 270/330 1 die 15R 74%, 2 dice 30R 99%
-[] Island Class Assault Ships 0/40 1 die 15R 99%
-[] Victory Class Monitor Development 0/40 1 die 15R 99%
-[] Shark Class Frigate Development 0/40 1 die 15R 99%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Deployments (New) 0/110 1 die 10R 29%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 99%
-[] Neural Interface System Development 0/60 1 die 25R 79%, 2 dice 50R 100%
Bureaucracy 3 dice +16
-[] Administrative Assistance (New) 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 82%, 2 dice 99%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Administrative Assistance (New) 2 die auto (+1 free die this turn with no bonuses.)
-[] Conduct Economic Census (New) DC 100/150/200/250, DC 250 3 dice 25%, 4 dice 70%, 5 dice 93%, 6 dice 99%
-[] Conduct Population Census (New) DC 90/120/150/180, DC 180 2 dice 23%, 3 dice 75%, 4 dice 96%, 5 dice 99%
-[] Rationalize Yellow Zones (New) DC 50/70/90, DC 90 1 die 42%, 2 ice 91%, 3 dice 99%
Last Security Review
Agriculture 1 turn ago 2058 Q4
Light/Chem 2 turns ago 2058 Q3
Services 3 turns ago 2058 Q2
Orbital 5 turns ago 2057 Q4
Heavy Ind 6 turns ago 2057 Q3
Tiberium 7 turns ago 2057 Q2
Bureaucracy 8 turns ago 2057 Q1
Infrastructure 9 turns ago 2056 Q4
Military 12 turns ago 2056 Q1

--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note: I am not modeling the effects of Administrative Assistance dice. You can use this calculator to track the effects of this die/dice on specific projects.
 
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Info from the discord:
Civilian Gliders will provide consumer goods and some logistics after development.
Inferno Gel will bolster air-to-ground weapons. It was mentioned that Firehawks with the right missile loadout could spread a lot of the gel quickly.

Both of those were from Nod tech research.
 
[] Plan Philly capstone and mil spending
Infra 5/5 70R +22
-[] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
-[] Communal Housing Experiments 72/140 1 die 10R 74%
HI 4/4 90R +21
-[] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
-[] Blue Zone Heavy Industrial Sectors 0/500 2 dice 50R 0%
LCI 4/4 80R +16
-[] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
Agri 3/3 40R +16
-[] Perennial Aquaponics Bays (Stage 2) 291/350 2 dice 20R 99%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 93%
Tiberium 6/6 110R +29
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 1 dice 5R 0%
-[] Tiberium Vein Mines (Stage 2) 20/200 3 dice 60R 87%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 39%
-[] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
Orbital 5/5+4 free 180R +16
-[] GDSS Philadelphia II (Phase 5) 32/1425 9 dice 180R 0%
Services 4/4 55R +21
-[] Green Zone Teacher Colleges 149/200 1 die 5R 86%
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
-[] Domestic Animal Programs 0/200 1 die 10R 0%
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
Military 6/6+3 110R +18
-[] Security Review (Mil) 1 die
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 80%
-[] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
-[] Orbital Defense Laser Development 0/40 1 die 20R 99%
-[] Tube Artillery Deployment 184/200 1 die 15R 100%
-[] Shell Plants (Phase 4) 3/300 1 die 10R 0%
-[] Naval Defense Laser Refits 270/330 1 die 15R 74%,
-[] Havoc Scout Mech Deployment (Brest) 0/110 1 dice 10R 29%
-[] Havoc Scout Mech Deployment (Seoul) 0/110 1 dice 10R 29%
Bureau 3/3 +16
-[] Security Reviews (Mil) 3 dice +1 Mil 99%
Free 7/7
4 orbital, 3 mil
0 Idle dice

735/740

Putting 9 dice on Philly 2 sets us up to finish it next turn. Otherwise for mil- finishing current projects, starting progress on shell plants and rolling out on the havoc scouts. RZ containment I plan on dropping a die per turn until the current stage finishes, meanwhile another round of vein mining to increase our income as philly 2 is going to add several dice for us to activate.

Mil review since it has been 3 years (12 turns) since the last one. BZ industry over Nuka to spread out cap good production.

Orbital defense laser to provide another type of defense of our space assets including our huge progress space stations, 9 dice in philly 2 to open up the chance of finishing philly 2 next turn (which is +4 to each dice and each category gets another dice)

Thoughts?

Edit- shifted things around to fit in 1 die on processing plant refits since that seems to be capped on die per turn

Edit 2- split havoc dice into each, hopefully one will finish and the other we can finish with 1 die next turn so trying for 2-3 dice to rollout havoc deployment as opposed to 4 which saves dice for use on other projects while still getting havocs out
 
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[ ] Administrative Assistance (New)
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
So. I won't complain about this too much, but I hope you all understand why I deeply dislike this. It's basically impossible to track this without doubling my work and making the Probability Array a complete mess. That, or create an entire second array to show the possible effects of this single no-bonus die. (And after Philly completes we could do this twice per turn.)

I'd really rather this cost extra resources, or turned 100s into 2d55s (about same results but more consistent), or IDK. Something. If anyone has any suggestions on how this option could be alternatively balanced, I would appreciate you giving them.
 
[ ] Havoc Scout Mech Deployment (New)
Rapidly mobile attack units have often been a hole in GDI's forces. However, with the Havoc, that is no longer the case. Two factories, one in Brest, and one in Seoul will provide the penny packets of the Steel Talons with a significant increase in force available, and begin supplying the Zone Operations Command with a sizable number of units of their own.
-[ ] Brest (Progress 0/110: 10 resources per die) (-2 Energy)
-[ ] Seoul (Progress 0/110: 10 resources per die) (-2 Energy

Can we please take this for at least 2 dice. We could potential completely role out a new versatile combat systems for what amounts to under 8 dice at the most if we roll horribly and it uses energy which we have a surplus of.

I mean hell with 4 dice we could potentially knock the whole thing out in a turn.
 
[ ] Tiberium Processing Plants (Stage 2) (Updated)
While currently additional processing plants are not an immediately pressing need, they will be a requirement to fulfill plan goals, and will further harden the Initiative's refining capacity.
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)

[ ] Tiberium Processing Refits (Phase 1) (New)
By offlining and rebuilding existing processing plants, and refitting them to more modern means, GDI can manage to be efficient with both its energy and logistics capacity. The biggest difficulty will actually be managing the rate of refits, as GDI does not, at this time, have the capacity to offline large sections of its total plant. (No more than 1 die per turn)
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
So overall, spamming Processing Plants over refits will be more, beneficial for now, but so we can do an overhaul on large sections, but also we can do quick small refits if we are lucky, or deal with rather annoying issues... so I'd say wait for more processing capacity before we begin the proper refits.
 
Maybe voluntarily offering some of our funding to other departments in exchange for an extra die or transferring the responsibility for projects to said departments?
This would be a great way to get rid of those fiddly little projects that are just barely out of range of bonus-completion, especially for military projects. Just pay some resources and a Bureaucracy dice, and make it someone else's problem.
 
[ ] Plan Deploy the Dakka
Infrastructure (5 dice, 100R)
-[ ] Blue Zone Arcologies (Stage 3), 2 dice (30 R, 0%)
-[ ] Communal Housing Experiments, 1 die (10 R)
-[ ] Suborbital Shuttle Service (Phase 1) 0/200, 2 dice (60 R, 23% chance)
Heavy Industry (4/4 dice, 85 R)
-[ ] Continuous Cycle Fusion Plant (Phase 3) 125/300 (3 Dice, 60 R) (86% chance)
-[ ] Blue Zone Heavy Industrial Sectors 0/500 (1 Die, 25 R) (1/7.5 median)
Light and Chemical Industry (4/4 dice, 80 R)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 R)
Agriculture (3/3 dice, 30)
-[ ] Perennial Aquaponics Bays (Stage 2), 3 dice (30 R, 32%)
Tiberium (6/6 dice 135R)
-[ ] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
-[ ] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
-[ ] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R)
-[ ] Improved Tiberium Containment Facilities Development, 1 die (25 R)
Orbital (5 dice +2 Free, 140 R)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
Services (4/4 dice, 35R)
-[ ] Green Zone Teacher Colleges, 1 die (5 R)
-[ ] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
Military (6 dice +5 Free, 135R)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[ ] Escort carrier development, 1 die (15 R)
-[ ] Laser Point Defense Refits, 1 die (15 R)
-[ ] Tube Artillery Deployment, 1 die (15 R)
-[ ] Shell Plants (Phase 4), 4 dice (40 R, 63%)
-[ ] Reclamator Hubs - RZ 7 South, 2 die (50 R, 99%)
-[ ] Security Reviews
Bureaucracy (3 dice)
-[ ] Security Reviews - Military, 3 dice

Resources: 740/740

I know there will be complaints about the lack of Havocs in this plan, but bear with me. Right now there are two weaknesses in GDI's military in my view, anti-sub and ground forces operations. We see that this turn there are sub attacks, while they did not damage our industry did destroy our cruisers. We saw from previous turns the battle in Europe against the warlord Krukov showed that our shell stockpiles are scraping the bottom of the barrel. Word from the QM is that we don't have shells for a general and while Tube Artillery which will finish this turn will help, it will only help with maintaining current operation levels.

While Havocs are a great scouting, red zone operating, and mobile force they are not an anti-sub or a widely deployed military force. They are a specialized unit deployed by limited specialized forces. With that thought, I had decided to go for escort carriers for anti-sub operations and shells to give our entire defensive line extra power. I still only need to postpone Havocs for one turn.

This plan also takes suborbital shuttles. It is a difficult to disrupt form of logistics because it traverses space a bit. It does not rely on long ground routes through yellow zones or naval shipping through pirate waters. Plus it does not cost energy or precious capital goods unlike the also needed Integrated Cargo Systems.

Please let know what you think of the plan and I can make adjustments accordingly.
 
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Talons new tech now that we've finally done the Havoc's dev:

[ ] Neural Interface System Development
Pioneered by GDI's Firehawk program and the Brotherhood of Nod's Purifier, neural interface is not precisely a new technology, however, the Talons are taking another crack at developing a variant that is cheap, noninvasive, and flexible, hopefully cutting crew requirements by enhancing situational awareness and intuitive control schemes.
(Progress 0/60: 25 resources per die)

Seems like a very good tech for stretching out GDI's manpower.
 
[] Plan A New Something Something
Infrastructure 5/5 85R
-[] Blue Zone Arcologies (Stage 3) 3 dice 45R 2%
(Progress 302/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)
-[] Communal Housing Experiments 1 die 10R 74%
(Progress 72/140: 10 resources per die) (+8 Housing) (-5 PS)
-[] Suborbital Shuttle Service (Phase 1) 1 die 30R 0%
(Progress 0/200: 30 resources per die) (+3 Logistics)
Heavy Industry 4/4 100R
-[] Continuous Cycle Fusion Plants (Phase 3) 2 dice 40R 35%
(Progress 125/300: 20 resources per Die) (+16 Energy)
-[] Nuuk Heavy Robotics Foundry (Phase 1) 2 dice + 1 free die 60R 91%
(Progress 0/160: 20 resources per die) (-1 Labor)
Light and Chemical Industry 4/4 70R
-[] Reykjavik Myomer Macrospinner (phase 3) 3 dice 60R 2%
(Progress 4/320: 20 resources per die) (+2 Capital Goods, +1 Energy)
-[] Civilian Glider Development 1 die 10R 92%
(Progress 0/40: 10 resources per die)
Agriculture 3/3 30R
-[] Perennial Aquaponics Bays (Stage 2) 3 dice 30R 100%
(Progress 291/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
Tiberium 6/6 135R
-[] Red Zone Containment Lines (Stage 5) 2 dice 50R 95%
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
-[] Offshore Tiberium Harvester Stations 3 dice 60R 85%
(Progress 0/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)
-[] Improved Tiberium Containment Facilities Development 1 die 25R 100%
(Progress 0/40: 25 resources per die)
Orbital 5/5 140R
-[] GDSS Philadelphia II (Phase 5) 5 dice + 2 free dice 140R %
(Progress 48/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)
Services 3/4 45R
-[] Green Zone Teacher Colleges 1 die 5R 86%
(Progress 149/200: 5 resources per die)
-[] Tissue Replacement Therapy Development 1 die 20R 82%
(Progress 0/60: 20 resources per die)
-[] Advanced Electronic Video Assistant Development 1 die 20R 82%
(Progress 0/60: 20 resources per die)
Military 6/6 130R
-[] Reclamator Hubs
--[ ] Reclamator Hub Red Zone 7 South 1 die 25R 80%
(Progress 51/105)
-[] Pacifier Mobile Artillery Vehicle Deployment 1 die 10R 100%
(Progress 90/120: 10 resources per die) (-2 Energy) (High Priority)
-[] Orca Refit Deployment 1 die 15R 0%
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)
-[] Orbital Defense Laser Development 1 die 20R 99%
(Progress 0/40: 20 resources per die) (High Priority)
-[] Tube Artillery Deployment 1 die 15R 100%
(Progress 184/200: 15 resources per die)
-[] Shell Plants (Phase 4) 1 free die 10R 0%
(Progress 3/300: 10 resources per die) (-2 Energy) (High Priority)
-[] GD-3 Rifle Development 1 free die 10R 100%
(Progress 0/30: 10 resources per die)
-[] Naval Defense Laser Refit 1 free die 15R 74%
(Progress 270/330: 15 resources per die)
-[] Havoc Scout Mech Deployment
--[] Brest 1 free die 10R 29%
(Progress 0/110: 10 resources per die) (-2 Energy)
Bureaucracy 3/3
-[] Security Reviews (Military) 1 Military die + 3 dice 99%
(DC 50 + 1 operations die)
Free Dice 7/7
Resources Income 735/740 Reserve 0/0


Anybody have any input or spot any errors?
 
[ ] Study Novel Material
The SCED has brought back what seems to be a novel and naturally occurring stable trans uranic material. However, before anything can be done with it, it does need to be studied and examined.
(Progress 0/50: 20 resources per die)
Didn't we already do this? If not than we need/should to do it as memory serves that this reduces the required progress for all our big orbital projects.

//Edit: Never mind I was confusing this with Nanotube Hull Panelling.
 
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Quick note: Chicago Planned City and Karachi Planned City have both had their progress costs cut. Additionally, Karachi Planned City Phase 5 now gives an additional (+India and Iran Stuff).
 
Resources:‌ ‌740/740
Free‌ ‌Dice:‌ ‌7 ‌

[ ] Plan Activating All Dice And Focusing On Military Priorities
Infrastructure 5/5 Dice + 1 Free Dice 115 Resources (+26 Per Roll)
-[ ] Blue Zone Arcologies (Stage 3) 302/650 (3 dice 45R 2%)
-[ ] Communal Housing Experiments 72/140 (1 die 10R 74%)
-[ ] Suborbital Shuttle Service (Phase 1) 0/200 (2 dice 60R 23%)

Heavy Industry 4/4 Dice 75 Resources (+21 Per Roll)
-[ ] Continuous Cycle Fusion Plants (Phase 3) 125/300 (3 dice 60R 35%)
-[ ] Blue Zone Heavy Industrial Sectors 0/500 (1 dice 25R 0%)

Light and Chemical Industry 4/4 Dice 70 Resources (+16 Per Roll)
-[ ] Reykjavik Myomer Macrospinner 4/320 (3 dice 60R 2%)
-[ ] Civilian Glider Development 0/40 (1 die 10R 92%)

Agriculture 3/3 Dice 30 Resources (+16 Per Roll)
-[ ] Perennial Aquaponics Bays (Stage 2) 291/350 (3 dice 30R 100%)

Tiberium 6/6 Dice 135 Resources (+29 Per Roll)
-[ ] Red Zone Containment Lines (Stage 5) 74/180 (2 Dice 50R 95%)
-[ ] Tiberium Processing Refits (Phase 1) 0/100 (1 Dice 20R)
-[ ] Offshore Tiberium Harvester Stations 0/200 (2 Dice 40R 28%)
-[ ] Improved Tiberium Containment Facilities Development 0/40 (1 Dice 25R 100%)

Orbital 5/5 Dice + 2 Free Dice 140 Resources (+16 Per Roll)
-[ ] GDSS Philadelphia II (Phase 5) 48/1425 (7 Dice 140 R 0%)

Services 4/4 Dice 45 Resources (+21 Per Roll)
-[ ] Green Zone Teacher Colleges 149/200 (1 Dice 5R 86%)
-[ ] Tissue Replacement Therapy Development 0/60 (1 Dice 20R 82%)
-[ ] Domestic Animal Programs (2 Dice 20R 72%)

Military 6/6 Dice + 4 Free Dice 120 Resources (+18 Per Roll)
-[ ] Reclamator Hub Red Zone 7-South 51/105 (2 Dice 40R 99%)
-[ ] Pacifier Mobile Artillery Vehicle Deployment 90/120 (1 Dice 10R 100%)
-[ ] Tube Artillery Deployment 184/200 (1 Dice 15R 100%)
-[ ] Shell Plants (Phase 4) 3/300 (2 Dice 20R 0%)
-[ ] Naval Defense Laser Refits 270/330 (1 Dice 15R 74%)
-[] Havoc Scout Mech Deployments (Brest) 0/110 (2 dice 20R 89%)
-[ ] Security Reviews Military (1 Die)

Bureaucracy 3/3 Dice (+16 Per Roll)
-[ ] Security Review (Military) (3 Dice 100%)


There's a lot of military projects that we need to get done, and I feel doing more development projects is only going to bloat that already massive list. As such, I think we need to focus on finishing our already existing projects before anything else.
* Reclamator Hub gets two dice because we need it up and running before Gideon tries anything.
* Pacifier and Tube Artillery does a lot for our ground force and ZOCOM, and it only takes two dice for both.
* Shell Plants are the main limiting factor to our ability to actually go to war on NOD. Once we get these plants finished, we won't have to worry about our supplies being completely drained by the fighting that is undoubtedly coming. This is (in my opinion) about the highest priority military project we have, because we simply can't count on winning the ground war without it.
* 2 Dice on Havoc Scout. Both because the Steel Talons need something nice for their patience and because this mech will stiffen our ground and ZOCOM forces, which again will definitely need it. Also, I'm interested to see if this mech really ends being as 'revolutionary' in practice as it is in concept.
* Navel Defense and Security Review are self-explanatory, especially as we've gone like 12 turns without a security review in the military.

All other projects were chosen so that we can accomplish our ongoing needs/goals and activate all the dices available to us.
 
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[]Plan I want Philly
Infrastructure 5 Dice 105R
-[ ] Blue Zone Arcologies (Stage 3) 3 Dice 45R
-[ ] Suborbital Shuttle Service (Phase 1) 2D 60R
Heavy Industry 4 dice 90R
-[ ] Continuous Cycle Fusion Plants (Phase 3) 4 Dice 80R
LCI 4 Dice 80R
-[ ] Reykjavik Myomer Macrospinner (Phase 3) 4 Dice 80 Resources
Agriculture 3 Dice
-[ ] Perennial Aquaponics Bays (Stage 2) 1 Die 10R
-[ ] Wadmalaw Kudzu Development 1 Die 15R
-[ ] Vertical Farming Projects (Stage 2) 1 Die 15R
Orbital 5+7 dice 240R
-[ ] GDSS Philadelphia II (Phase 5) 12 Dice 240R
Tiberium 6 Dice 75R
-[ ] Railgun Harvester Factories
--[ ] Porto 1 Die 10R
--[ ] Vladivostok 1 Die 10R
--[ ] Bissau 1 Die 10R
--[ ] Maputo 1 Die 10R
--[ ] Dandong 1 Die 10R
-[ ] Improved Tiberium Containment Facilities Development 1 Die 25R
Services 2 dice 40R
-[ ] Advanced Electronic Video Assistant Development 1 Die 20R
-[ ] Early Prototype General Artificial Intelligence Development 1D 20R
Military 6 dice 70R
-[ ] Tube Artillery Deployment 1D 15R
-[ ] Orbital Defense Laser Development 1D 20R
-[ ] Naval Defense Laser Refits 1D 15R
-[ ] Havoc Scout Mech Deployment
--[ ] Brest 1D 10R
--[ ] Seoul 1D 10R
-[]Security Review 1D
Bureaucracy 3D
-[]Security Review 1D 3D
Total: 740R

Very serious spaceplan.
 
The orbital bonus makes these Philly plans look very good to me. Honestly, every MARV built, every warship launched , every rail gun fired signifies, in the final sense , a theft from the space projects that will get us away from this toxic waste dump.

#Starbound
 
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