"Isolated facilities built deep in the Yellow/Red Zones"

That's exactly my point. Building Fortress town to shorten any supply lines and create defences so our forward operating bases aren't so isolated.
The problem is that so far, the MARV reclamator hubs are, by definition, built in areas that are massively full of tiberium, which by definition means they are not in areas GDI controls or has controlled for any length of time. If we controlled the surrounding area, it wouldn't be a Red or deep Yellow Zone anymore.

MARV hubs are necessarily isolated forward bases the same as the glacier mines are, because those are the areas we're trying to push towards.

A Blue Zone reclamator hub might be less fort-like in plan and layout, by contrast.

...

I think the fact that they're being built as fortresses, sure it defends the hubs themselves as they're valuable but at their core, the marv hubs act as a base to conduct abatement from and hold ground. Which is a similar role to fortress towns minus the super tanks. But the fact construction facilities are being built as defensive installations, may mean we actually need dedicated forts rather than stopgap measures.
There's a problem of locations here. The fortress towns are built in the Green Zones, in broad belts designed to provide defensive depth for our Blue Zone territorial holdings and repel Nod attackers.

Also, right now, unless we want to spend Free dice on Infrastructure, it is very much a choice between building fortress towns and Logistics facilities... and we need the Logistics buffer to expand if we're to face the upcoming warlord dogpile with confidence.

So we just aren't going to be doing much to secure MARV hub sites with fortress town construction, until and unless we've taken over effectively the entirety of a given Yellow Zone and made it a Green Zone. Which, in most cases, isn't happening yet.
 
Last edited:
ignoring an argument that Colombia gets it's bays sooner. Like at this point what is the point of arguing with @Enerael over Colombia construction when all the arguments he's given basically amount to "I have a schedule for Station construction in my head and I'm not deviating from it for anything."?

And @Enerael? Do you understand the concept of a starting point being very different from an end point? I'm asking because your arguments show a lack of understanding of such a concept.
I don't have any sort of a schedule planned though, I just consider getting the station discount asap (bar Philly, because dice and dice bonuses) and orbital industry in general to accelerate our expansion into space long term, which is very desirable. I would be quite willing to postpone Enterprise for, say, another Philly or something like that, just not for some unknown amount of morale basically which would then postpone long term attainment of even more morale.

English is my second language so I don't understand what you mean my starting and end points here, a brief Google trip lacked an explanation.
 
so I've been digging back through old turns, sussing out what we've spent on our military dice *by branch*. Here's the data in progress.


Code:
Turn 1: Zocom 1 dice, Air Force 1 dice, Space Force 1 dice
Turn 2: Ground Forces 1 dice, Navy 1 dice, MARV 1 die 25R,  39 progress
Turn 3: Steel Talons, 1 dice
Turn 4:
Turn 5: ZOCOM 1 die 15R 40 progress, Ground Forces 2 dice 20 R, 38 progress
Turn 6: Ground forces 1 die 10R 22 progress
Turn 7: General Military 1 die 10R 4 progress, ZOCOM 2 dice 20R 80 progress, Ground Forces 3 dice 30R 39 progress, Steel Talons 1 die 10R 40 progress
Turn 8: General military 1 die 10R 1 progress, ZOCOM 2 dice 30R 75 progress, Air Force 2 dice 30R 70 progress, Ground Forces 2 dice 20R 61 progress, 1 die Security Review.
Turn 9: General Military 1 die 10R 45 progress, Zocom 2 dice 30R 75 progress,
Turn 10: Ground Forces 3 dice 40R 91 progress
Turn 11: Ground Forces 2 dice 30R 99 progress
Turn 12: Space Forces 1 die 15R 53 progress, Ground Forces 4 dice 40R, 150 progress
Turn 13: Space Forces 1 die 15R 22 progress, ZOCOM 2 dice 15R 75 progress
Turn 14: Navy 2 dice 20R 80 progress, 1 die security
Turn 15: Ground Forces 3 dice 30R 94 progress
Turn 16: Space Forces 4 dice 120R 253 progress, Ground Forces 1 die 10R 29 progress

Turn 17: Ground Forces 1 die 10R 27 progress, Navy 1 die 10R 15 progress
Turn 18: MARV 2 dice 40R 105 Progress, ZOCOM 2 dice 30R 120 Progress
Turn 19: MARV 3 dice 60R 210 progress, Navy 2 dice 20R 100 progress
Turn 20: Marv 3 dice 60R 198 progress, Ground Forces 6 dice 60R 335 progress
Turn 21: MARV 4 dice 80R 288 progress, Air Force 2 dice 30R 88 progress, Navy 2 dice 20R 100 progress, Ground Forces 1 die 10R 85 progress
Turn 22: MARV 3 dice 60R 136 progress, Air Force 1 die 15R 52 progress, Ground Forces 2 dice 20R 103 progress, Steel Talons 2 dice 20R 125 Progress
Turn 23: MARV 3 dice 60R 168 progress, Ground Forces 2 dice 30R 150 progress, Steel Talons 1 die 10R 58 progress
Turn 24: General Military 1 die 20R 40 progress, MARV 3 dice 60R 102 progress, Ground Forces 2 dice 20R 128 progress, Navy 1 die 15R 40 progress, Steel Talons 3 dice 30R 122 progress
Turn 25: MARV 2 dice 40R 178 progress, ZOCOM 1 die 15 R 60 Progress, Ground Forces 3 dice 30R 253 progress, Navy 3 dice 60R 200 progress, Steel Talons 1 die 15R 40 progress, Security Review 1 die
Turn 26: MARV 2 dice 40R 51 progress, Ground Forces 2 dice 20R 154 progress, Navy 2 dice 40R 148 progress, Steel Talons 3 dice 30R 175 progress
 
The public is aware that tiberium has made more than half the Earth's land surface uninhabitable. It's in the ocean floor, it's deep underground, it's under the Blue Zones, it's in places we may never be able to even find, let alone get at.
Point of order:
I think the ocean floor is nowhere as bad as that.
Evidence so far seems to suggest Tib doesnt do well at low temperatures and high pressures, and deep ocean depths are cold.
The littorals/continental shelf at least have workable Tib deposits. Deep ocean and polar waters is iffier.

-New map makes it clear Winnipeg is gone.
The Transcanadian Transport Corridor is more like Quebec City - Toronto - Churchill, Manitoba - Stony Rapids, Saskatchewan - High Level, Alberta - Prince George, British Columbia - Vancouver.

-Forgotten ESP. I didnt realize we were going full Men Who Stare at Goats.
I guess we know at least one way by which Nod espionage is getting information out of GDI, since they have always been much more open to clinical trials on human subjects.

And the rumor of combat applications is one possible vector for how Nod Redeemers manage to fire off that Berserk ability.

-Speaking of gathering intel at a distance, witness the attempted assassination of Riggs.
They really should not have had access to his itinerary, and people keep telling me that sensors dont have long range to detect air activity in rear areas ahead of time.

Nor are Banshee-bis yet so common that you have three of them hanging out over random sectors of the front in just the location to dash into GDI airspace to jump a VIP transport. ESP is as good an explanation as any.

-Krukov is done stabbing himself in the kidneys. Shame.
Thats still a significant chunk of damage done to himself and his infustrial and combat abilities.
And we didnt have to raise a finger to do it.

-Stahl is back.
We need to improve CAS and artillery fire support in South America.
And get ZOCOM there some Havocs to complement their Pacifiers.

-[ ] Reclamator Hub Yellow Zone 6a (Progress 84/105) (Savannah)

A more direct challenge to Gideon is the rapid construction of a second MARV hub near Savannah. A port fortress, it is built as a fortress first, a mass of walls and artillery that happens to include a number of MARVs as a means of force projection. Safely away from the vital glacier mines, it is intended to be a distraction. While it is plausible for it to receive a MARV fleet in the coming quarters, it is not a particularly critical field. Even if it is attacked and destroyed, it will have served its role in ensuring that the battles are fought in Nod territory rather than GDI's backyard.

While it is very likely that it will soon become a refugee crisis like the one in South America, it is also close enough to the front line that local GDI forces provide constant meaningful support, with airbases to the north already providing a constant combat air patrol over the region.
We want to get ahead of this.
 
Last edited:
Housing:‌ Major ‌Surplus‌ ‌(+31)‌ ‌ (16 population in low quality housing) (1 points of refugees)
Unfortunately, we still have our housing problem. Hopefully we've moved "enough" people to BZ housing to make a difference while we build up our Logistics again.
Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌ ‌:‌ ‌Decent‌ ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Space‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Steel‌ ‌Talons:‌ ‌Low
Navy:‌ Decent ‌
ZOCOM:‌ ‌Decent ‌
It's still disheartening to see that our Military Confiddence indicators haven't moved for so many turns now. At least "Decent" means we're not deficient anywhere, but we still haven't managed to push any significant-enough advantage out either.
Adding Tiberium to the equation, however, produces a worryingly incredible– or incredibly worrying– result. When Mr. Atreides is allowed to hold a Tiberium crystal in his off-hand while transcribing, accuracy and precision shot up dramatically– allowing him to flawlessly copy five hundred word passages made by one researcher while two others write different yet equally long passages across the distance of one kilometer. The distance restriction itself seems to be dramatically waived in the latest rounds of testing when he was placed on the southern end of the South American Red Zone and the writing site being on the opposite northern end, making him able to reach the benchmark of 200 - 250 words accuracy.
My speculation: Tiberium has some means of sensing things. Even the small shards inside a Forgotten can "see" written words through walls. More worrying, however, is how this information is communicated through Tiberium even over continental distances. Which I guess explains how its adaptation effects spread across the entire planet.

Are we sure Tiberium isn't aware in some sense? :confused:
I like this. It's nice to see the dice rolls right there in the update, instead of many pages back through all the discussion.
Additionally, GDI is a global power that should not be limited to two different revolutionary plants. Miniaturization is possible, seeding the synthetic cultivar complexes all around the Ring of Fire regions where even nuclear-powered cargo ships take significant time to trek the treacherous waters.
A distributed series of Myomer plants would be an interesting project. Shows just how valuable they are, too, that we're considering building that many of them.
A final major surge of construction has focused on the coastlines. There are tens of thousands of kilometers of coastline, far from human civilization, many out of effective range of any Brotherhood ballistic or cruise missile capable of bypassing the ASAT network. It is here where GDI has laid hundreds of small bases. Few are more than a modular dock large enough to run a harvester out of, crewed by maybe two dozen people, these are easy to erect, and easy to ship resources out of. While there are often intervening Yellow Zones controlled by the Brotherhood of Nod, these are increasingly beaten down. Life is by far the greater challenge. It is a hazardous duty assignment, fighting not only Tiberium, but sea and storm. While a ship, even one as large as a cargo ship can weather the grand storms that sweep over the seas, and the ion storms off of large Tiberium fields without worry, and the large fortresses of the Blue Zones, masses of concrete and steel, can do the same, these outposts are small, and vulnerable. Already some have been torn out to sea, and others dashed against the shoreline. While they can swim to some extent, that is a cold comfort to their crews.
These are, well, awful. It sounds like these coastal Containment Line facilities are significantly more hazardous than our normal postings. I hope there's something we can do to alleviate how the crews of these harvesting bases are at such extreme risk.
Similar stories cropped up across the Blue Zones and it is with some belief and certainty that if the naval harvesting systems survived the seas, the refits would become a much more important part of the overall processing environment and hardening.
More reason to keep doing the processing refits. I hope we can keep it up until they're all finished.
In total, the new glass is something that will need vast production, as it provides a means to maintain pockets of Tiberium in a safe and stable way. With a test silo having maintained integrity for two months at this point, and with no signs of failure, it is likely that this will be the future of Initiative attempts to both harden against Tiberium, and contain it for economic purposes.
So. At first, we thought a 7 on the tech roll wasn't going to get us much of anything. Then, we though this research wasn't necessary because we weren't likely to run out of processing capacity. Turns out we were wrong both times: We just got a new material that's majorly effective against Tiberium. So unless it's super-expensive, I expect we're not going to be using this just to make better containment facilities. We're likely going to slap this new still-unnamed glass on anything that can fit it, which in turn means a lot of production needs to be built up.
 
These are, well, awful. It sounds like these coastal Containment Line facilities are significantly more hazardous than our normal postings. I hope there's something we can do to alleviate how the crews of these harvesting bases are at such extreme risk.
Proper Fortress Towns along the coast?

Both in terms of being more survivable in and of themselves, and having resupply and rescue much closer by.
My speculation: Tiberium has some means of sensing things. Even the small shards inside a Forgotten can "see" written words through walls. More worrying, however, is how this information is communicated through Tiberium even over continental distances. Which I guess explains how its adaptation effects spread across the entire planet.

Are we sure Tiberium isn't aware in some sense?
Given...everything else Tiberium does, it wouldn't surprise me.

So. At first, we thought a 7 on the tech roll wasn't going to get us much of anything. Then, we though this research wasn't necessary because we weren't likely to run out of processing capacity. Turns out we were wrong both times: We just got a new material that's majorly effective against Tiberium. So unless it's super-expensive, I expect we're not going to be using this just to make better containment facilities. We're likely going to slap this new still-unnamed glass on anything that can fit it, which in turn means a lot of production needs to be built up.
Given the project description, I don't think it was entirely reasonable to suspect a major, widely applicable material sciences breakthrough--I thought it was going to be some more esoteric containment scheme, like transforming TIberium into some more stable form.
 
Given the project description, I don't think it was entirely reasonable to suspect a major, widely applicable material sciences breakthrough--I thought it was going to be some more esoteric containment scheme, like transforming TIberium into some more stable form.
Yeah, me too... let me put an addendum to my commentary: While NOD tech might vary in how useful it is, we shouldn't ever leave Scrin tech un-researched. Even the lowest-quality Scrin tech roll is going to be something worthwhile. Scrin tech OP.
 
Given the project description, I don't think it was entirely reasonable to suspect a major, widely applicable material sciences breakthrough--I thought it was going to be some more esoteric containment scheme, like transforming TIberium into some more stable form.
Well yes

But actually no.

Ithillid gave the game away that it was applicable pretty much everywhere months ago. It just got written off as a "maybe never" tech anyways, and its applicability beyond making silos never caught much mindshare even when some people were aggressively trying to promote that exact feature of the tech.

On a surely completely unrelated note, did you know that prototype plasma weapons gates off applications of plasma in heavy industry? I just thought that was interesting to say right at this moment for no particular reason. :V
 
Last edited:
Point of order:
I think the ocean floor is nowhere as bad as that.
Evidence so far seems to suggest Tib doesnt do well at low temperatures and high pressures, and deep ocean depths are cold.
The littorals/continental shelf at least have workable Tib deposits. Deep ocean and polar waters is iffier.
You're quite right, but it is in the ocean floor, even if it's not everywhere in the ocean floor.

And if tiberium can exist a thousand meters underground in rock, it can exist under several thousand meters of seawater. If we're lucky, it grows very slowly under either condition, but we know that just having a winter freeze isn't enough to completely halt tiberium growth, and we know that it can exist on Venus, albeit in a different form.

The point being... again, tiberium is in places we don't want it to be, and the public knows this, and those among the public who are not fools and have access to the free flow of information must be deeply worried about whether or not we can stop tiberium from overtaking the Earth.

-New map makes it clear Winnipeg is gone.
The Transcanadian Transport Corridor is more like Quebec City - Toronto - Churchill, Manitoba - Stony Rapids, Saskatchewan - High Level, Alberta - Prince George, British Columbia - Vancouver.
It's possible that the transportation line was maintained/rebuilt through the Red Zone, though building a new line north around the boundary of the continental Red Zone might well have been a more attractive option.

-Forgotten ESP. I didnt realize we were going full Men Who Stare at Goats.
I guess we know at least one way by which Nod espionage is getting information out of GDI, since they have always been much more open to clinical trials on human subjects.

And the rumor of combat applications is one possible vector for how Nod Redeemers manage to fire off that Berserk ability.
It is not a foregone conclusion that Nod has tiberium-aided psychics. But it's certainly possible.

Kane (who is at most dubiously human) may even be one of them, though I doubt he's their only.

Now, for some other things you said...

...

"-Speaking of gathering intel at a distance, witness the attempted assassination of Riggs.
They really should not have had access to his itinerary, and people keep telling me that sensors dont have long range to detect air activity in rear areas ahead of time.

Nor are Banshee-bis yet so common that you have three of them hanging out over random sectors of the front in just the location to dash into GDI airspace to jump a VIP transport. ESP is as good an explanation as any."


True, but similar things have been done in real life without benefit of psychics. Maybe Nod managed to crack a code or intercept a transmission. Maybe they have a spy in the military who was able to get that information to Nod. Maybe they somehow noticed something about the behavior of our air forces and deduced something was up and tried to scramble a reconnaissance penetration in an attempt to see what it was, and we interpreted that as a deliberate assassination attempt.

...

"-Krukov is done stabbing himself in the kidneys. Shame.
Thats still a significant chunk of damage done to himself and his infustrial and combat abilities.
And we didnt have to raise a finger to do it."


His overall abilities may have increased rather than decreased. If he's got the leverage to command greater support (and greater supplies of tiberium and manpower) from various minor warlords in the region, he may be stronger than before in some important ways. If he's gone from the big man on the street, to the boss of the street, he may have a larger budget with which to make trouble.

...

"We want to get ahead of this."

The entire point of the Savannah hub's report is that it's telling us that the hub site can defend itself for an extended period of time even without the MARV fleet, because it's well within support range of GDI forces. If you look at the tiberium map, the site of Savannah, Georgia is located at or just north of the bend in the coastline where the Florida peninsula merges with the Eastern Seaboard coast of the United States. Going by the map, the site might actually be within our Green Zone, or in the Yellow Zone not far away from the Green Zone boundary. Certainly, it's well within range of military support from GDI forces in BZ-2, which would already be deployed in the area anyway.

Now, there are plenty of reasons to finish the fleet that will go inside that hub, not least that with +15 RpT and +3 Yellow Zone mitigation, it's arguably very much worth investing an extra die to get it a turn faster. Certainly I had no regret in my plan about budgeting an extra Tiberium die to get a 40% higher chance of getting it in 2059Q2 at the cost of giving up on a railgun harvester factory.

But it's not a site that will be vulnerable if we don't hurry up and put in the MARV fleet, the way the YZ-5a hub in Colombia was. It's a site that can be easily defended by GDI's conventional forces, with or without the MARV fleet, much like the hub specifically located at Chicago was.
 
Q2 2059
Q2 2059

Resources:‌ ‌760 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+20 from Taxes)

Political‌ ‌Support:‌ 80
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
18.42 Blue Zone
3.04 Green Zone
23.85 Yellow Zone (86 Points of Abatement)
54.69 Red Zone (70 Points of Abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+31)‌ ‌ (16 population in low quality housing) (1 points of refugees)
Energy:‌ Major Capacity Surpluses ‌(+9)‌ ‌(+4 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)‌ ‌
STUs: Massive Surpluses (+13)
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+38)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+34)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1720/2370)‌ ‌
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:‌ 49 ‌seats‌ ‌(29;‌ ‌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: 99 (18) Points
Food: 20 points in reserve
Income: 310 Points
Stations: 2861 Points
Abatement: 22 Points
Processing: 430 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 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 Wadmalaw Kudzu Plantations
Complete at least one more phase 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 4) (Updated)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 1/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] 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)

[ ] 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 199/300: 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 146/500: 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 260/320: 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)

[ ] T-Glass Foundries (Stage 1) (New)
T-Glass, or Tiberium Resistant Transparent Aluminum is a fundamental change and improvement in Tiberium resistance technologies. A very strong, very resistant transparent plating, it has thousands of uses across multiple areas. However, it will need to be produced in vast quantities, with everyone demanding large amounts of the material. The savings in replacement losses alone will cut maintenance demand for everything from windshields to anchors.
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources])

[ ] 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 3) (updated)
A final major phase of Perennial plants, built around the vast demands for spices, and luxury foods is currently under construction. While it will at this point be producing well into next plan, GDI can supply an increasing amount of its population with high demand consumer goods in the near future.
(Progress 163/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns)

[ ] 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)

[ ] Tarberry Development (New)
An engineered legume, Tarberries are intended to be part of the future of Initiative hydrocarbon production. Built to produce substantial quantities of usable hydrocarbons, these plants will be toxic to eat, but easy to process into usable fuels, especially for the vast vehicle fleets of the Initiative military, and possible to use as a source of energy for the Initiative more broadly.
(Progress 0/40: 20 resources per die)

[ ] 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 5/195: 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 6) (Updated)
With the containment lines at their full extent, further work can be done to reinforce existing positions and expand ongoing operations to continue offensives against the Red Zones. While more expensive and less effective than the original construction phases, it is still a good source of both harvests and abatement.
(Progress 54/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 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)
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 2) (Updated)
A second round of updates will continue to focus on blue zone plants, building substantial redundancies into the prewar system and preparing for more distributed operations. While it will only add a marginal amount of resources, it will be a substantial asset in the future, as it provides a greater allowance of resources. (Can only use 1 die)
(Progress 20/100: 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)
-[ ] Red Zone 7 (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 148/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)

[ ] Improved Tiberium Containment Facilities Construction (New)
While not immediately a requirement, building a limited ability to contain Tiberium beyond the limits of GDI's ability to process it, will provide both wartime redundancy and allow for greater offlining of resources. Tank farms of Tiberium are admittedly a security risk, but one not particularly greater than existing Tiberium silos present around the world.
(Progress 0/120: 20 resources per die) (+100 Tiberium Reserve)

[ ] 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 474/1425: 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)

[ ] 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 42/60: 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 33/60: 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 66/120: 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)

[ ] Strategic Area Defense Networks (Phase 1)
While defending the vastness of GDI's territories is effectively impossible, especially with the distinctly limited effectiveness of missile based ABM and ACM systems, there are areas which are much smaller, and can be defended effectively without requiring hundreds of installations. Mecca and Chicago for example can both use small numbers of defense sites to render them significantly hardened against Brotherhood strategic strikes.
(Progress 0/350: 20 resources per die)
(Progress 0/400: 20 resources per die)
(Progress 0/400: 20 resources per die) (-2 Energy)

[ ] 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 39/125) (Roschino)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/125) (Richmond)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/125) (Manchester)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/125) (Abu Dabi)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/125) (Lisbon)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/125) (Tokyo)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/125) (Dandong)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/125) (Mendoza)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/125) (Canberra)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/125) (Pretoria)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/125) (San Diego)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/125) (Wellington)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/125) (Touba)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/125) (Antananarivo)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/125) (Reykholt)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/125) (Magadan)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/125) (Paamut)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/125) (Lahasa)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/125) (Maputo)

-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/125)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/125) (Montevideo)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/125) (Antofagasta)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/125) (Djibouti)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/125) (Swakopmund)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/125) (Accra)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/125) (Manila)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/125) (Bangkok)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/125) (Porbandar)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/125) (Perth)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/125) (Albany)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/125) (Adelade)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/125) (Montevideo)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/125) (La Serena)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 84/125) (Savannah)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/125)(Mazatlan)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/125) (Churchill)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/125) (Tripoli)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/125) (Congo River)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/125) (Dar Es Salaam)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/125) (Istanbul)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/125) (Beirut)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/125) (Hong Kong)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/125) (Chattogram)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/125) (Tuaran)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/125) (Banda Aceh)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/125) (Wyndham)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/125) (Eucla)

[ ] Reclamator Fleet RZ-7 South
Wth the hub completed, there are two good options for the fleet. (Can spend mixed Tiberium and Military dice, so long as at least two military dice are spent)
-[ ] MARVs
A standard model MARV, equipped for combat in the Yellow and Red zones around the world, this model is quite capable of conducting many of the tasks demanded of it.
(progress 0/160: 20 resources per die) (2 Points Red Zone Mitigation, 15 RpT.)
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT) (

Zone Operations Command

[ ] 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)

[ ] Zone Defender Revision (New)
The Brotherhood of Nod's Black Hand Armor systems are strong combat assets, with massive slabs of heavy armor over a power assisted frame. The Zone Defender shares much of its goals with the Black Hand's approach, and design studies and prototyping will begin preparing for a better defended and cheaper version of the design, likely an aid to mass deployment of Zone Armor, especially for second and third line forces.
(Progress 0/40: 15 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)

[ ] 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 128/300: 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)


(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 77/110: 10 resources per die) (-2 Energy)
-[ ] Seoul (Progress 92/110: 10 resources per die) (-2 Energy) (Will complete Q1 2060)

[ ] 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 **
 
Last edited:
@Ithillid can we not spend tib dice on MARV fleet? It is noted for hubs but not the fleets

Also those new foundries, I want 1 stage not so much for the income but to start rolling the material out to open further projects
 
[ ] T-Glass Foundries (Stage 1)
T-Glass, or Tiberium Resistant Transparent Aluminum is a fundamental change and improvement in Tiberium resistance technologies. A very strong, very resistant transparent plating, it has thousands of uses across multiple areas. However, it will need to be produced in vast quantities, with everyone demanding large amounts of the material. The savings in replacement losses alone will cut maintenance demand for everything from windshields to anchors.

Hmmm... 15 R/D isn't that expensive but 350 progress is a lot of dice... it would be very nice to have though and mass production will change a lot about tiberium resistance, and could serve as a beginning for studies of other resistant materials.
 
Ithillid gave the game away that it was applicable pretty much everywhere months ago. It just got written off as a "maybe never" tech anyways, and its applicability beyond making silos just never caught much mindshare.
I'd be on the discord more if I didn't keep getting dragged/dragging myself into flame wars.

[ ] T-Glass Foundries (Stage 1)
T-Glass, or Tiberium Resistant Transparent Aluminum is a fundamental change and improvement in Tiberium resistance technologies. A very strong, very resistant transparent plating, it has thousands of uses across multiple areas. However, it will need to be produced in vast quantities, with everyone demanding large amounts of the material. The savings in replacement losses alone will cut maintenance demand for everything from windshields to anchors.
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources])
I want. Holy shit, do I want.

But finish Reyv 3 first.

[ ] Red Zone Containment Lines (Stage 6) (Updated)
With the containment lines at their full extent, further work can be done to reinforce existing positions and expand ongoing operations to continue offensives against the Red Zones. While more expensive and less effective than the original construction phases, it is still a good source of both harvests and abatement.
(Progress 54/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
There's the other way we help Coastal Containment Lines, I think--more permanent facilities.
 
[] Plan Aurora, Logistics and Growing
Infra 5/5 75R +27
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 41%
-[] Integrated Cargo System 0/800 2 dice 30R 0%
HI 4/4 95R +22
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 1 dice 20R 37%
-[] Blue Zone Heavy Industrial Sectors 146/500 3 dice 75R 0%
LCI 4/4 65R +17
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 1 dice 20R 73%
-[] T-Glass Foundries (Stage 1) 0/350 3 dice 45R 0%
Agri 3/3 30R +17
-[] Perennial Aquaponics Bays (Stage 3) 163/350 3 dice 30R 72%
Tiberium 6/6 120R +30
-[] Super MARV 4 dice 80R
-[] Tiberium Processing Refits (Phase 1) (New) 20/100 1 die 20R 65%
-[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 5PS 94%
Orbital 5/5+3 free 160R +17
-[] GDSS Philadelphia II (Phase 5) 474/1425 8 dice 160R 0%
Services 4/4 60R +22
-[] Tissue Replacement Therapy Development 42/60 1 die 20R 100%
-[] Domestic Animal Programs 0/200 2 dice 20R 18%
-[] Advanced Electronic Video Assistant Development 33/60 1 die 20R 100%
Military 6/6+4 150R +19
-[] Reclaimator Hub Yellow Zone 6a 84/125 1 die 20R 94%
-[] Super MARVsx2 0/210(420) 2 Mil dice+4 tib dice 40R 78%
-[] Aurora Strike Bomber Development 0/40 1 die 15R 100%
-[] Orbital Defense Laser Development 0/40 1 die 20R 100%
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 40%
-[] Shell Plants (Phase 4) 128/300 3 dice 30R 84%
-[] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
Bureau 3/3 +17
-[] Rationalize Yellow Zones 3 dice 99%
Free 7/7
3 orbital, 4 mil
0 Idle dice

755/760

Early thoughts- Works on getting progress that helps us grow and deal with threats which also in turn knock out a lot of plan goals. Heavy push on Philly 2 as that is going to really boost our ability to act and military- part for the marv and marv hubs to defend against Gideon and get some needed income (since philly 2 adds more dice) and mitigation. Meanwhile pushing out more mil projects to boost our forces- orbital defense laser will help keep the philly 2 and future space construction intact (note that shimmer shield are being added onto philly 2 as per construction results last turn so I can see defense lasers being added in the same way as we finish philly 2 next turn), aurora is to take advantage of the intelligence we have and also set us up with forces to support the eventual karachi planned city and YZ harvesting pushes. Shell plants to give our forces the ability to be less conservative in their fire missions. Finish the one scout and let the other auto complete to save dice and R for other projects (in this case knocking out tac plasma which is also a plan requirement).


I am putting 2 dice on the new foundry with the other 2 in the category to finish phase 3 macrospinner. For tiberium most dice into the marv fleets, otherwise finish the offshore harvesting and continue the refits- income should see a nice tick up with this.

Thoughts?

Edit- dropped food stockpile and plasma for 1 die on freeze plants and 1 die on URLS (only thing at 15R that was a deployment project that could finish with 1 die)
Edit 2- shifted something around, went cheaper in service to allow all 3 dice to be active in agri, that and not rushing through all the projects that reset our science counter
 
Last edited:
Hey, @Ithillid if we finish perennials before developing the tea kudzu does the kudzu disappear? Because even if we no longer need it on Earth I think it could still be an important space crop. Perennials take a lot of time, space, and maintenance, all things in short supply in space.

Edit- also, @Void Stalker could you go for freeze drying factories before another round of food stockpiles?
 
Last edited:
New Array. As always, please inform me of any possible errors, exclusions, etc.
@Ithillid T-Glass Foundries and Zone Defender Revision should both be marked as (New). Edit: And the Strategic Area Defense Networks.
E: **Notice** MARV hubs have gone up to 0/125 progress needed. (From 0/105.) This has increased their expected costs across the board.
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 4) 1/650 7 dice 105R 12%, 8 dice 120R 44%, 9 dice 135R 77%, 10 dice 150R 94%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 47%, 3 dice 60R 92%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 11%, 2 dice 20R 81%, 3 dice 30R 99%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 41%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 6 dice 90R 13%, 7 dice 105R 49%, 8 dice 120R 82%, 9 dice 135R 96%
-[] Integrated Cargo System 0/800 8 dice 120R 2%, 9 dice 135R 16%, 10 dice 150R 46%, 11 dice 165R 76%, 12 dice 180R 93%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 25%, 3 dice 90R 82%, 4 dice 120R 99%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 5 dice ?R 24%, 6 dice ?R 66%, 7 dice ?R 92%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 7 dice ?R 12%, 8 dice ?R 43%, 9 dice ?R 76%, 10 dice ?R 94%
-[] Chicago Planned City (Phase 4) 3/600 6 Tib dice 120R 8%, 7 Tib dice 140R 41%, 8 Tib dice 160R 77%, 9 Tib dice 180R 95%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 81%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 33%, 3 Tib dice 60R 89%, 4 Tib dice 80R 99%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 2%, 5 Tib dice 100R 29%, 6 Tib dice 120R 73%, 7 Tib dice 140R 95%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 10 Tib dice 200R 5%, 11 Tib dice 220R 22%, 12 Tib dice 240R 53%, 13 Tib dice 260R 80%, 14 Tib dice 280R 94%
--Note: Infra/Tib dice makes this complicated.
Heavy Industry 4 dice +22
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 13%, 7 dice 70R 46%, 8 dice 80R 79%, 9 dice 90R 94%
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 1 die 20R 37%, 2 dice 40R 92%
-[] Continuous Cycle Fusion Plant (Phase 3+4) 199/600 4 dice 80R 5%, 5 dice 100R 36%, 6 dice 120R 75%, 7 dice 140R 94%
-[] 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 13%, 2 dice 30R 79%, 3 dice 45R 99%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 12%, 5 dice 75R 52%, 6 dice 90R 85%, 7 dice 105R 97%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 7%, 11 dice 165R 26%, 12 dice 180R 54%, 13 dice 195R 79%, 14 dice 210R 92%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 51%, 3 dice 60R 92%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 6%, 6 dice 120R 34%, 7 dice 140R 71%, 8 dice 160R 92%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 13 dice 260R 6%, 14 dice 280R 21%, 15 dice 300R 44%, 16 dice 320R 68%, 17 dice 340R 86%, 18 dice 360R 95%
-[] Blue Zone Heavy Industrial Sectors 146/500 4 dice 100R 21%, 5 dice 125R 64%, 6 dice 150R 91%
-[] Reserve Heavy Industrial Resources 1 die auto
Light and Chemical Industry 4 dice +17
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 3 dice 30R 27%, 4 dice 40R 72%, 5 dice 50R 94%
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 10%, 3 dice 45R 59%, 4 dice 60R 91%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 7 dice 140R 2%, 8 dice 160R 12%, 9 dice 180R 38%, 10 dice 200R 67%, 11 dice 220R 87%, 12 dice 240R 96%
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 1 die 20R 73%, 2 dice 40R 99%
-[] Reykjavik Myomer Macrospinner (Phase 3+4) 260/960 8 dice 160R 4%, 9 dice 180R 19%, 10 dice 200R 46%, 11 dice 220R 73%, 12 dice 240R 89%, 13 dice 260R 97%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 38%, 2 dice 60R 90%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 10%, 4 dice 120R 50%, 5 dice 150R 85%, 6 dice 180R 97%
-[] T-Glass Foundries (Stage 1) (New) 0/350 4 dice 60R 14%, 5 dice 75R 52%, 6 dice 90R 84%, 7 dice 105R 96%
-[] T-Glass Foundries (Stage 1+2) (New) 0/700 8 dice 120R 4%, 9 dice 135R 19%, 10 dice 150R 46%, 11 dice 165R 73%, 12 dice 180R 89%, 13 dice 195R 97%
-[] Civilian Glider Development 0/40 1 die 10R 98%
Agriculture 3 dice +17
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 51%, 3 dice 45R 91%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 2%, 5 dice 75R 24%, 6 dice 90R 61%, 7 dice 105R 87%, 8 dice 120R 97%
-[] Perennial Aquaponics Bays (Stage 3) 163/350 2 dice 20R 20%, 3 dice 30R 72%, 4 dice 40R 96%
-[] Yellow Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 26%, 3 dice 30R 78%, 4 dice 40R 97%
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 52%, 3 dice 30R 91%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 29%, 3 dice 45R 80%, 4 dice 60R 97%
-[] Ranching Domes 0/250 3 dice 60R 27%, 4 dice 80R 72%, 5 dice 100R 94%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 32%, 3 dice 45R 82%, 4 dice 60R 98%
-[] Spider Cotton Plantations (Phase 1+2) 0/180 4 dice 40R 14%, 5 dice 50R 52%, 6 dice 60R 84%, 7 dice 70R 96%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 98%
-[] Tarberry Development (New) 0/40 1 die 20R 98%
-[] Freeze Dried Food Plants 0/200 2 dice 40R 13%, 3 dice 60R 63%, 4 dice 80R 93%
-[] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 51%, 3 dice 30R 91%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 6 dice +30
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 31%, 3 dice 15R 87%, 4 dice 20R 99%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 15%, 5 dice 25R 62%, 6 dice 30R 92%
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 37%, 3 dice 60R 90%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 4 dice 80R 24%, 5 dice 100R 72%, 6 dice 120R 95%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 4 dice 80R 28%, 5 dice 100R 75%, 6 dice 120R 96%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 8 dice 160R 8%, 9 dice 180R 35%, 10 dice 200R 70%, 11 dice 220R 91%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 45%, 2 dice 50R 97%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 10%, 3 dice 75R 69%, 4 dice 100R 97%
-[] Red Zone Containment Lines (Stage 6) 54/200 2 dice 50R 76%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/360 3 dice 75R 4%, 4 dice 100R 44%, 5 dice 125R 86%, 6 dice 150R 99%
-[] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 4%, 2 dice 60R 79%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 10%, 4 dice 120R 60%, 5 dice 150R 93%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 47%, 3 dice 90R 94%
-[] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%, 2 dice 40R 99%
--Note: May or may not still be limited to 1 die per turn.
-[] Tiberium Processing Refits (Phase 2+3+4+5) 20/400 4 dice 80R 24%, 5 dice 100R 72%, 6 dice 120R 95%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 46%, 2 dice 60R 97%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 26%, 2 dice 60R 91%
-[] Railgun Harvester Factories 0/70 1 die 10R 76%, 2 dice 20R 100%
-[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 5PS 94%
-[] Improved Tiberium Containment Facilities Construction (New) 0/120 1 die 20R 26%, 2 dice 40R 91%
-[] Liquid Tiberium Power Cell Development 0/50 1 die 30R 100%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 56%, 3 dice 60R 15PS 97%
Orbital Industry 5 dice +17
-[] GDSS Philadelphia II (Phase 5) 474/1425 11 dice 220R 8%, 12 dice 240R 26%, 13 dice 260R 53%, 14 dice 280R 77%, 15 dice 300R 91%
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 58%, 2 dice 40 R 98%
-[] GDSS Columbia (Phase 1+2) 0/245 3 dice 60R 41%, 4 dice 80R 85%, 5 dice 100R 98%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 3%, 7 dice 140R 23%, 8 dice 160R 57%, 9 dice 180R 84%, 10 dice 200R 96%
-[] GDSS Enterprise (Phase 4) 0/765 8 dice 160R 2%, 9 dice 180R 13%, 10 dice 200R 40%, 11 dice 220R 69%, 12 dice 240R 88%, 13 dice 260R 97%
-[] GDSS Shala - Same as Columbia
-[] Study Novel Material 0/50 1 die 20R 83%, 2 dice 20R 99%
-[] Orbital Cleanup (Stage 8) 13/85 1 die 10R 61%, 2 dice 20R 98%
-[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 44%, 3 dice 30R 88%, 4 dice 40R 99%
-[] Conestoga Class Development 0/60 1 die 30R 78%, 2 dice 60R 100%

-[] Asteroid Belt Survey Probes 16/45 1 die 15R 100%
-[] Outer System Survey Probes 0/190 2 dice 30R 18%, 3 dice 45R 70%, 4 dice 60R 95%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R 32%, 3 dice 60R 82%, 4 dice 80R 98%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 4 dice 80R 25%, 5 dice 100R 66%, 6 dice 120R 91%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R 8%, 4 dice 80R 47%, 5 dice 100R 83%, 6 dice 120R 97%
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 4 dice 80R 3%, 5 dice 100R 26%, 6 dice 120R 64%, 7 dice 140R 89%, 8 dice 160R 98%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 4 dice +22
-[] Automatic Medical Assistants 0/300 3 dice 60R 10%, 4 dice 80R 54%, 5 dice 100R 88%, 6 dice 120R 98%
-[] Tissue Replacement Therapy Development 42/60 1 die 20R 100%
-[] Prosthetics Deployment Initiatives (Phase 3) 2/160 2 dice 30R 52%, 3 dice 45R 93%
-[] Prosthetics Deployment Initiatives (Phase 3+4) 2/480 5 dice 75R 6%, 6 dice 90R 35%, 7 dice 105R 72%, 8 dice 120R 92%
-[] Professional Sports Programs 0/250 3 dice 30R 37%, 4 dice 40R 82%, 5 dice 50R 97%
-[] Domestic Animal Programs 0/200 2 dice 20R 18%, 3 dice 30R 74%, 4 dice 40R 97%
-[] Advanced Electronic Video Assistant Development 33/60 1 die 20R 100%
-[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%, 2 dice 40R 100%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 23%, 2 dice 50R 88%, 3 dice 75R 99%
Military 6 dice +19
-[] Wartime Factory Refits (Phase 3) 3/100 1 20R 38%, 2 dice 40R 91%
-[] Wartime Factory Refits (Phase 3+4) 3/200 2 dice 20R 17%, 3 dice 60R 70%, 4 dice 80R 95%
-[] Long Range Sensor System Deployment (Phase 2) 26/300 3 dice 75R 17%, 4 dice 100R 63%, 5 dice 125R 91%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 32%, 3 dice 60R 86%, 4 dice 80R 99%
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 80%, 2 dice 50R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Ferro Aluminum Armor Refits 0/350 4 dice 20R 17%, 5 dice 25R 58%, 6 dice 30R 87%, 7 dice 35R 98%
-[] Strategic Area Defense Networks (Phase 1) (New) 4 dice 80R 17%, 5 dice 100R 58%, 6 dice 120R 87%, 7 dice 140R 98%

MARVs
-[] Reclaimator Hub 0/125 1 die 20R 10%, 2 dice 40R 75%, 3 dice 60R 98%
-[] Reclaimator Hub x2 0/250 3 dice 60R 31%, 4 dice 80R 77%, 5 dice 96%
--Alt: 2 Mil 1 Tib dice 60R 39%, 2 Mil 2 Tib dice 80R 87%, 2 Mil 3 Tib dice 100R 99%
-[] Proto MARVs 0/110 1 die 20R 25%, 2 dice 40R 84%, 3 dice 60R 99% (but why tho)
-[] MARVs 0/160 2 dice 40R 45%, 3 dice 60R 89% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 10%, 3 dice 60R 60%, 4 dice 80R 92%
--Alt: 2 Mil 1 Tib dice 60R 68%, 2 Mil 2 Tib dice 80R 97%
-[] Super MARVs x2 0/420 5 dice 100R 19%, 6 dice 120R 57%, 7 dice 140R 86%, 8 dice 160R 97%
--Alt: 2 Mil 2 Tib dice 80R 3%, 2 Mil 3 Tib dice 100R 36%, 2 Mil 4 Tib dice 120R 78%, 2 Mil 5 Tib dice 140R 96%

-[] Reclaimator Hub Blue Zone 1 39/125 1 die 20R 49%, 2 dice 40R 95%
-[] Reclaimator Hub Yellow Zone 5b 20/125 1 die 20R 30%, 2 dice 40R 87%, 3 dice 60R 99%
-[] Reclaimator Hub Yellow Zone 6a 84/125 1 die 20R 94%
-[] Reclaimator Hub Yellow Zone 6a x2 84/250 2 dice 40R 39%, 3 dice 60R 87%, 4 dice 80R 99%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 199%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 90%, 2 dice 20R 100%
-[] Zone Defender Revision (New) 1 die 15R 100%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 15%, 3 dice 45R 68%, 4 dice 60R 95%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Aurora Strike Bomber Development 0/40 1 die 15R 100%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice 40R 10%, 3 dice 60R 64%, 4 dice 80R 95%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/415 4 dice 80R 4%, 5 dice 100R 34%, 6 dice 120R 74%, 7 dice 140R 94%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3) 0/710 8 dice 160R 11%, 9 dice 180R 39%, 10 dice 200R 71%, 11 dice 220R 90%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 12 dice 240R 2%, 13 dice 260R 12%, 14 dice 280R 33%, 15 dice 300R 60%, 16 dice 320R 81%, 17 dice 340R 93%
-[] Orbital Defense Laser Development 0/40 1 die 20R 100%
-[] Skywatch Telescope System 0/95 1 die 10R 40%, 2 dice 20R 92%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 40%, 3 dice 60R 89%, 4 dice 80R 99%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 40%, 2 dice 30R 92%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 8%, 4 dice 60R 49%, 5 dice 75R 85%, 6 dice 90R 97%
-[] Shell Plants (Phase 4) 128/300 2 dice 20R 34%, 3 dice 30R 84%, 4 dice 40R 98%
-[] Shell Plants (Phase 4+5) 128/450 3 dice 30R 2%, 4 dice 40R 32%, 5 dice 50R 73%, 6 dice 60R 94%
-[] Shell Plants (Phase 4+5+6) 128/600 5 dice 50R 5%, 6 dice 60R 29%, 7 dice 70R 65%, 9 dice 80R 88%, 9 dice 90R 98%
-[] Railgun Munitions Development 0/60 1 die 10R 80%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 50%, 3 dice 30R 91%
-[] Guardian Mark 2 Development 0/40 1 die 15R 100%
-[] Armadillo HAPC Development 0/40 1 die 15R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 15%, 3 dice 60R 68%, 4 dice 80R 95%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%

Navy
-[] Escort Carrier Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Development 0/40 1 die 15R 100%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
-[] Havoc Scout Mech Deployment Seol 92/110 1 die 10R 100% (Will complete Q1 2060)
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[] Neural Interface System Development 0/60 1 die 25R 80%, 2 dice 50R 100%
Bureaucracy 3 dice +17
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 83%, 2 dice 99%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 27%, 4 dice 72%, 5 dice 94%, 6 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 25%, 3 dice 77%, 4 dice 97%, 5 dice 99%
-[] Rationalize Yellow Zones DC 50/70/90, DC 90 1 die 43%, 2 dice 92%, 3 dice 99%
Last Security Review
Military 1 turn ago 2059 Q1
Agriculture 2 turns ago 2058 Q4
Light/Chem 3 turns ago 2058 Q3
Services 4 turns ago 2058 Q2
Orbital 6 turns ago 2057 Q4
Heavy Ind 7 turns ago 2057 Q3
Tiberium 8 turns ago 2057 Q2
Bureaucracy 9 turns ago 2057 Q1
Infrastructure 10 turns ago 2056 Q4
--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 affects of Administrative Assistance dice. You can use this calculator to track the effects of this die/dice on specific projects.
 
Last edited:
Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+31)‌ ‌ (16 population in low quality housing) (1 points of refugees)
Energy:‌ Major Capacity Surpluses ‌(+9)‌ ‌(+4 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 ‌(+38)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+34)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1720/2370)‌ ‌
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌
Housing looks like it needs three Apartments and then a continued Arcology buildup. Damn shame that the communal living didn't work out. I hope that by the time we get to the third Apartments we will expanded Blue Zones enough to bring down the Logi cost from -2 to -1.

Interesting how much Energy is considered major surplus.

Also interested how much Logistics is considered limited surplus. Ah well, we knew that if 4th Tib War happens we better have a dozen Logi points free or so.

Looks like a lot of food going to waste.

Health is interesting, as its not any kind of surplus but Steadily Improving. Looks it does work between turns and does not just lie idle as a buffer, mechanically. Also, -3 Health from +1 Refugees? Man they must be... badly off.

CapGs are CapGs and we will never ever have enough of them.

Interesting that +34 Consumer Goods is merely a Significant Surplus. Oh well, not at all a priority anyway, not with the Tib threat, the coming fourth war, the grants filling in holes in our production, etc.

+44 Labor also merely Significant Surplus. Wasnt there that action to trade Health for Labor income? Might be worth doing soon to keep building up the pool over time, as surely one day we will run out.

Looots of Tib processing capacity. No problems there.

Green Zone water wise Notable Surplus seems comfortably good enough.

Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌ ‌:‌ ‌Decent‌ ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Space‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Steel‌ ‌Talons:‌ ‌Low
Navy:‌ Decent ‌
ZOCOM:‌ ‌Decent ‌
Steel Talons need work, but we planed on doing that anyway. Notably, Space Commands confidence appears non existent.

Forgotten Studies
After months of research, the studies with Zaragoza Atreides, the Delta Forgotten have begun to produce results. At this time, he started to corroborate claims and rumours of ESP abilities. Having said that, rumours as collected by InOps indicated that the Delta might hold other more potent abilities– ones more suited for combat purposes– though Atreides is unwilling or unable to demonstrate them and GDI is currently not ready to force the issue. Not when the alliance between the GDI and Forgotten has been of great benefit to both sides and, as the newly made Diplomatic Corp began to spread its wings to the disparate polities that are friendly or neutral leaning with the GDI.

In proving the capabilities of Deltas, the first test to be made as benchmark is what could be called the writing test. This entails a researcher writing a passage in one room before Mr. Atreides is challenged to reproduce the writing. The result proved the claim: Deltas are capable of Extra Sensory Perception. Consistently, Mr. Atreides is able to accurately match passages ranging from 200 to 250 words, with accuracy in spelling and the words themselves trending down the longer the passage becomes. The other, much greater, factor determining accuracy is with regards to distance itself. Putting Mr. Atreides further than a kilometer away from the testing site lowers the accuracy range from 150 to 200 words, with even longer transcribing becoming more garbled and incoherent.

Adding Tiberium to the equation, however, produces a worryingly incredible– or incredibly worrying– result. When Mr. Atreides is allowed to hold a Tiberium crystal in his off-hand while transcribing, accuracy and precision shot up dramatically– allowing him to flawlessly copy five hundred word passages made by one researcher while two others write different yet equally long passages across the distance of one kilometer. The distance restriction itself seems to be dramatically waived in the latest rounds of testing when he was placed on the southern end of the South American Red Zone and the writing site being on the opposite northern end, making him able to reach the benchmark of 200 - 250 words accuracy.
Hm. Is it far seeing or telepathy? Enhanced by Tib... well this could be invaluable if it could be turned into sensing enemies in yellow and red zones.

Brotherhood of Nod
While Stahl has been quiet for years after his subordinates' defeat at the hands of Brigadier General Escoffier, the ripples of Brotherhood conflict have reached his zone of operations. And here, it seems, he has decided to ramp up the tempo. Raiding parties stream up and down the hidden ways of the Amazon, clashing with Forgotten tribes and smaller GDI outposts at a pace that borders on the edge of sustainability. Technologically, he kept the pace with what seems to be a novel stealth aircraft. While the full shape is not currently known to GDI– let alone the technical specifications thereof– it has been a matter of significant speculation. Currently it seems to be a multirole standoff aircraft, designed around using stealth to set up long range attack runs on GDI air and ground targets. While the effectiveness of these strikes is limited so far, it has meant that no examples have yet been shot down, or even seriously threatened.

Elsewhere, Krukov has continued reinforcing his position. With the unrest in Siberia comprehensively put down, he has continued rallying warlords to his cause. However, the Titan, having seemingly performed well below expectations has been increasingly rare in favor of more Centurion type mechs. Beyond that, he has also been pushing forward a new type of tank. A fairly conventional form factor from all accounts, it is an engine forward design with a rear turret and heavily sloped armor. Likely this is to protect the binary propellant system from encountering too much GDI fire. Otherwise it seems like a general revision to a standard Scorpion pattern, but looks can be deceiving, and it is likely still in relatively early prototyping phases.
I grow tired of Nods stealth. I would like that stealth disruptor soon, at least its development. Really I think that we might want to toss a die a turn to development actions, it will leave us unable to finish building what we develop for a time most likely, but it will also reveal the most critical and easiest to roll out technologies, as well as allow new units to be designed with them in mind.

New Nod tank, and it looks like a sensible design. Annoying.

  • Space Force
The Space Force strongly desires the OSRCT concept to move as soon as possible from the drawing board to reality. Additionally, the development of new technologies is an increasingly high priority, as systems to defeat the Ion Cannon network are only likely to proliferate.
Yeah I really don't like that shield that naval warlord had, if Nod can become immune to Ion Cannons they could cause us some massive problems. Such as shielded ground to orbit weapons, if they have laser or other tech capable of that, or a space ship that our Ion Cannons can not (quickly) shoot down.

But then again the best solution to that are the laser sats, and we will be getting modern Nod laser tech soon as I understand it so we would have to redesign them again then if we develop them now...

However, these arcologies are likely to be the last for some time. While there is still demand for more arcologies, war is in the air, and while it may not be immediate, sacrifices must be made in order to ensure that GDI is well prepared this time instead of taken by surprise. Arcologies are grand symbols, but not necessarily the most effective means of housing the population.
Yeah, Apartments time.

[ ] 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 the next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 513/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
(Progress 153/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns)
[43, 47, 84]
Next stage lacks political support looks like. Maybe we will finally get to developing the caffeine vine next turn?

[ ] 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 234/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
[30, 72] [Income: +15]

A final major surge of construction has focused on the coastlines. There are tens of thousands of kilometers of coastline, far from human civilization, many out of effective range of any Brotherhood ballistic or cruise missile capable of bypassing the ASAT network. It is here where GDI has laid hundreds of small bases. Few are more than a modular dock large enough to run a harvester out of, crewed by maybe two dozen people, these are easy to erect, and easy to ship resources out of. While there are often intervening Yellow Zones controlled by the Brotherhood of Nod, these are increasingly beaten down. Life is by far the greater challenge. It is a hazardous duty assignment, fighting not only Tiberium, but sea and storm. While a ship, even one as large as a cargo ship can weather the grand storms that sweep over the seas, and the ion storms off of large Tiberium fields without worry, and the large fortresses of the Blue Zones, masses of concrete and steel, can do the same, these outposts are small, and vulnerable. Already some have been torn out to sea, and others dashed against the shoreline. While they can swim to some extent, that is a cold comfort to their crews.

Ragu and Arsene came back infected. Damnfool storms of Coral Seas dashed their outpost on the Tiberium reefs. Ragu might have been luckier, a large shard having impaled his side, the Tiberium treatment maybe could give back an extra decade or three.
Arsene? His faceplate hit the reefs first. Last I saw him, the docs were still trying to pull the shards out of his jaw. Fucks sake, this was supposed to be an easy posting. The Qatarites were on our side. Australia is supposed to be our continent. ...It's unfair.
– Classified recording from FOB 8-83-11, marked for InOps Morale Survey​
Ouch.

...sorry boys, but this is pretty much necessary.

The stable transuranic elements begin with Californium, or as the laboratory nerds have begun calling the stable form Cochranium, which demonstrates gravitic manipulation capabilities, although currently only in the small scale, and current prototypes of the repulsor plates use small amounts of the material.
It demonstrates what?! Is there some kind of eldritch magic that happens when you get superheavy atoms stable enough in this universe?

Notably, this should not be Eezo, as that one manipulates mass instead. Which yes, can manipulate gravity, but as a side effect (if you pump it enough to weight as much as a moon or something, but details...).

Zrbite is a yellowish crystal that looks somewhat like sulphur in its pure form, and amplifies sound.
It what? I mean, that's supremely tame compared to gravitic manipulation, but I really dunno how that would work. Where would the energy come from anyway? I could imagine crystals that amplify sounds of a certain frequency under the right conditions, but this looks very different.

Ah well, better sonic weapons.

Adamant is (much like many other metals) a silvery grey, although far more silver than grey. In its natural form, it is an extremely hard and lightweight metal. Harder than Chromium, and about 90 percent as dense, it responds very well to electroplating, providing a very thin finish. However its most notable advantage is that it is significantly tiberium resistant, with a 2 micron thick layer tripling time to consumption on test panels.
...the hell? What unholy depth of exotic physics did this material rise from to have an atomic weight of at least four times that of Chrome yet be lighter? That's... not how this is supposed to work, at all. The stability and electroplating compatibility do make sense though, and will be very useful I am sure.

At least it doesn't manipulate gravity.

Looks like STUs are basically magic.

In total, the new glass is something that will need vast production, as it provides a means to maintain pockets of Tiberium in a safe and stable way. With a test silo having maintained integrity for two months at this point, and with no signs of failure, it is likely that this will be the future of Initiative attempts to both harden against Tiberium, and contain it for economic purposes.
I wonder if this might lead to MARV redesign. Far less need for refining Tib on the spot after all.

Or just, you know, discontinuing them and designing large tanks to accompany armored harvester fleets or something, but I doubt that's gonna happen given how iconic MARV is no matter how much sense it should make.

A more direct challenge to Gideon is the rapid construction of a second MARV hub near Savannah. A port fortress, it is built as a fortress first, a mass of walls and artillery that happens to include a number of MARVs as a means of force projection. Safely away from the vital glacier mines, it is intended to be a distraction. While it is plausible for it to receive a MARV fleet in the coming quarters, it is not a particularly critical field. Even if it is attacked and destroyed, it will have served its role in ensuring that the battles are fought in Nod territory rather than GDI's backyard.
While it is very likely that it will soon become a refugee crisis like the one in South America, it is also close enough to the front line that local GDI forces provide constant meaningful support, with airbases to the north already providing a constant combat air patrol over the region.
Very nice! We don't even have to complete it, its a fortress already. This will be useful.

The Pacifier MAV has begun to hit the battlefield in significant numbers. Primarily it has found itself in the role of a fast assault gun, moving with other hover assets and reducing Brotherhood positions in hailstorms of rapid burst fire. While significantly shorter ranged than most artillery, it has been very useful in fending off the forces of Al-Isfahani in the middle eastern Red Zones as GDI and Nod still contest the region. Similarly, in the American South, as Gideon has continued to make threatening moves towards the now complete MARV hub, multiple forces have been shattered by massed barrages of sonic artillery, especially when it comes to columns of Gana. However, they are not just combat vehicles. More importantly they are relatively accurate engineering vehicles, able to put sonic shells on target from a safe distance. ZOCOM has begun using them in that role more than any other, as they can create tiberium slides by disrupting key points and causing titanic landslides as entire rock faces shear off from a well placed blast.
I love weapons that double as useful tools, for all that they are rarely practical. Very nice.

Heh, ZOCOM is kinda GDIs version of what the Scrin that attacked us were. An absurdly well armored mining group.
 
The haptic interface research slot has nothing in it.

Also STU's are now resource. But I could only find one thing during a skim to use them on. Along with a few other new resources to obtain.

I think this turn is kinda straight forward with all that happened last turn as well as some of the new.

Also the Blackhand power armor option sounds like it will give ZONE trooper discounts. So should be scooped up when we can. Relatively cheap as well.
 
Four Year Plan Required Dice
Infrastructure Projects
Infrastructure still requires the completion of one more phase of Arcologies and four phases of Karachi.

Required Projects:
-Complete at least one more phase of Blue Zone Arcologies: 1/650 Progress ~8 dice median
--Requires 2 Energy
--Provides 4 Consumer Goods towards goal

-Complete at least four phases of Karachi Planned City: 0/975 Progress ~12 dice median (Can use Tib dice)
--Requires 10 Labor
--Provides 12 Logistics

Semi Required Projects:
-None

Infrastructure Total = 20 dice
55 Infrastructure dice for the rest of the Plan (not including Philadelphia II completing), 35 dice available, no free dice required.
Heavy Industry Considerations
Heavy Industry does not have anything that is explicitly required by the Plan, however, the most progress efficient way to provide sufficient Capital Goods for the Plan Goal is via the Nuuk Heavy Robotics Foundry. It is possible to achieve the Capital Goods Plan Goal with a combination of other less Energy expensive options, though it likely that some of Nuuk will be needed regardless. Nuuk will require a significant expenditure of Energy, additionally the Military factories in the Plan will require a phase of Fusion Plants all on their own

Any questions please ask.

Required Projects:
-None

Semi Required Projects:
-Nuuk Heavy Robotics Foundry Phase 1-4 0/2400 Progress, ~34 dice median
--Requires 7 Labor
--Requires 20 Energy
--Provides 52 Capital Goods

-Continuous Cycle Fusion Plant Phase 3+4: 199/600 Progress, 6 dice median
--Provides 32 Energy

Total Heavy Industry = 40 dice
44 Heavy Industry dice for the rest of the Plan (not including Philadelphia II completing), 4 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the development and deployment of Wadamalaw Kudzu, the completion of Perennials Phase 3, and the increase of Food Reserve to 20 points.

Required Projects:
-Wadamalaw Kudzu Development: 0/40 Progress 1 die 98%
-Complete at least two phases of Wadamalaw Kudzu Plantations: ??? Not Yet Developed (350 progress assuming it is similar to Spider Cotton, ~6 dice median)
--Provides Consumer Goods?

-Complete Perennials Phase 3: 153/350 Progress ~3 dice median
--Provides 4 Food over 16 Turns
--Provides 16 Consumer Goods over 16 Turns

-Food: 20 points in reserve: Currently 8, need 12
--Strategic Food Stockpile Construction Phase 1+2: ~4 dice median
---Requires 8 Food
---Provides 4 Food in reserve
--Extra Large Food Stockpiles: 1 die 100%
----Requires 16 Food
---Provides 8 Food in reserve

Semi Required Projects:
-Freeze Dried Food Plants: 0/200 ~3 dice median (Increases efficiency of Strategic Food Stockpile Construction and Extra Large Food Stockpiles)
--Note: Currently we have 21 Food and will be getting 3 more from Perennials minimum before the end of the plan, and potentially another 2 more if we finish Perennials Phase 3 in the next 3 turns. This means we will have 24 Food min by the end of the plan, and we could technically not complete Freeze Dried Food, but we wouldn't have much of a reserve.

Agricultural Total = 18
33 Agricultural Dice for the rest of the Plan (not including Philadelphia II completing), 15 dice available, no free dice required.
Tiberium Projects
It is required that Tiberium dice be expended for the Income and Abatement goals. Tiberium is also the source of the most efficient means of achieving our Processing goal, Tiberium Processing Plants. It is technically possible to achieve the processing goal by completing the Chicago Planned City, or by completing Phase 4 of the same along with Tiberium Processing Refits. However, the later is 5 times as much progress as the Tiberium Processing Plants, while the former is 8 times as much. Still because it's possible, Tiberium Processing Plants is technically only Semi Required.

Required Projects:
-Income and Abatement: we would want some combination of various Tiberium Harvesting/Containment projects as they give both, we will meet those two goals as even if we pursue either the more Income or the more Abatement focused options exclusively. Either path would cost ~45 dice median to complete both targets, less if we followed a more balanced strategy. No matter which path is pursued, it will require the expenditure of some combination of Capital Goods, Logistics, and Energy.

Semi Required Projects:
-Processing: 430 points
--Tiberium Processing Plants: 20/200 Progress ~2 dice median
---Requires 4 Energy
---Requires 3 Logistics
---Provides 600 Processing

Tiberium Total = 52
66 Tiberium Dice for the rest of the Plan (not including Philadelphia II completing), 14 dice available, no free dice required.
Orbital Projects
Orbital requires completion of Philadelphia II, Enterprise and 6 lunar mines.

Required Projects:
-Complete GDSS Philadelphia II: 474/1425 Progress ~13 dice median
--Provides 951 Progress to Station Goal

-Complete GDSS Enterprise: 0/2300 Progress ~30 dice median (Assuming Philadelphia II is completed first)
--Provides 2300 Progress to Station Goal
--Provides 4 Capital Goods
--Provides 4 Consumer Goods

-Stations: 2869 Points
--Enterprise provides 2300
--Philadelphia II provides 951
--Total Provided is 3251, no further station investment is required

-Complete at least six phases of Space Mines:
--2 Rare Metals Mines and 4 Lunar Regolith Harvesting (Philadelphia II is completed): 0/325 Progress ~5 dice median, 50/1360 Progress ~18 dice
---Requires 2 Rare Metal Nodes
---Provides +10 RpT and +8 Light Metals (60 RpT with Processing)
---Note: If additional Rare Metal Nodes are found we could proceed with a cheeper alternative:
----All Rare Metals Mines (Assuming Philadelphia II is completed): 0/945 Progress ~13 dice median
-----Requires 6 Rare Metal Nodes, only 2 currently found
-----Provides +30 RpT

Semi Required Projects:
-None

Orbital Total = 66
55 Orbital Dice for the rest of the Plan (not including Philadelphia II completing), no dice available, 11 free dice required.
Note by the time Philadelphia II completes Graduates will give us a +2 bonus along with +3 from Settling in by the end of Q4 2059.
Military Projects
Military requires multiple single die projects to complete along with a few more extensive projects such as OSRCT.

Required Projects:
-Complete ASAT Phase 4: 36/220 Progress ~3 dice median
-Prototype Plasma Weapons Development: 0/60 Progress 1 die 80%
-Develop Tactical Ion Cannons: ??? Not Yet Available (I think this requires Tactical or Prototype Plasma Weapon Development from the flavor text, probably 1 die)
-General Military Total = 5 dice

Space Force
-Complete OSRCT Phase 4: 0/1105 Progress ~15 dice median
-Orbital Defense Laser Development: 0/40 Progress 1 die 100%
-Space Force Total = 16 dice

Ground Forces
-Complete at least two more phases of URLS production: 105/400 Progress ~4 dice median
--Requires 4 Energy
-Complete at least three more phases of Shell Plants: 128/600 Progress ~7 dice median
--Requires 4 Energy
-Railgun Munitions Development: 0/60 Progress 1 die 80%
-Complete at least two more phase of Ablative Armor: 45/400 Progress ~5 dice median
-Ground Forces Total = 17 dice

Steel Talons
-Develop Mastodon: 0/30 Development 1 die 100%
-Deploy Mastodon: ??? Not Yet Developed (Going by Havoc Deployment, will cost~4 dice)
--Going by Havoc Deployment will require 4 Energy
-Deploy Havoc Brest 77/110 1 die 100%
--Requires 2 Energy
-Deploy Havoc Seol 92/110 1 die 100%
--Requires 2 Energy
-Tactical Plasma Weapon Development 0/40 1 die 100%
-Steel Talons Total = 8 dice

Semi Required Projects:
-None

Military Total = 46 dice
66 Military dice for the rest of the Plan (not including Philadelphia II completing), 20 dice available, no free dice required.
Economic Targets/Factors
-Energy: 13 current, 3 in reserve
--2 used by Blue Zone Arcologies
--4 used by Tiberium Processing Plants
--20 used by Nuuk heavy Robotics Foundry for Capital Goods Goal
--4 used by ULRS
--4 used by Shell Plants
--4 used by Mastodon Deployment
--4 used by Havoc Deployment
--32 provided by Continuous Cycle Fusion Plants see Heavy industry Considerations
--Net 3

-Logistics:‌ 7
--12 provided by Karachi
--3 used by Tiberium Processing Plants
--Net 16

-Food:‌ 21, 8 in reserve, 20 required in reserve
--See Agricultural Projects

-Health: 11, 3 consumed by emergency refugee healthcare
--Not effected by Plan

-Capital Goods: Current 3, must produce 49 for plan
--4 provided by Enterprise
--52 provided by Nuuk Heavy Robotics Foundry Phase 1-4, see Heavy Industry Considerations
--Net 58

-Consumer Goods: 38 current, must produce 99 (18) for plan
--Blue Zone Arcologies provides 4
--Perennials will provide an amount by the end of the plan equal to the quarters remaining when Phase 3 is finished
--Enterprise provides 4
--Net 91 (10) remaining (up to 10 provided by Perennials Phase 4 if finished next turn)
--Will not need any additional Consumer Goods investment if Perennials Phase 4 is finished in Q2 2059

-Labor: 30, +4 per turn
--10 used by Karachi
--7 used by Nuuk Heavy Robotics Foundry
--Unknown when Labor gains from prosthetics will expire
--Net 13+

-Income: 310 Points
--Lunar Mines provides 10 RpT min, 70 RpT with Enterprise processing
--Tiberium
--Net 240 RpT required

-Abatement: 22 Points
--Tiberium

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Summary
Infrastructure: 20, 0 free dice required
Heavy Industry: 40, 0 free die required
Agriculture: 18, 0 free dice required
Tiberium: 52, 0 free dice required
Orbital: 66, 11 free dice required (average 1 per turn)
Military: 46 0 free dice required
Free Total: 11 free dice required
77 free dice for the rest of the plan, 66 free dice available.
Notes:
-With the exception of Orbital, all dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan, or are otherwise far and above to the other options, in which case an explanation is provided as to the logic.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the costs of the other required and semi required projects.

Any questions/comments are welcome.
 
Last edited:
Back
Top