I'd suggest we hold off on that until we get near the end of the four year plan before doing investment grants, because frankly we need every points of Resources we can get for as long as we can get it. On the other hand we're back to square one when we start a new four-year plan so if we pay those investment grants a couple of turns before the plan ends then we won't be losing out on Resources that we aren't going to lose anyway.
You will be losing resources that you would not lose anyway, because investment grants are a continuing part of your budget.
 
The new ASAT is a bit safer then the pre war one as the new one is at Greenland where attacks are harder to launch undetected as there is far fewer traffic there then at the old site.
 
The same fundamental vulnerability exists though. Ground side installations can still be attacked easily.
Any orbital attack has to either be a NOD asat attack(eg missiles) or a covert one through things like supplies(same for ground control).
Surface command has other issues(NOD can cruise missile strike it for example).
Of course, I would expect that both command systems can fallback on one another in Phase 2 at least.
 
You will be losing resources that you would not lose anyway, because investment grants are a continuing part of your budget.
To expand on this, if you think you have found a way to hack the budget system, you have almost certainly not. When the Discord was workshopping together the Budget redistributions, one proposal was to wait for quite a while before taking it, because they wanted to hack the system to give them "free" PS.

More broadly, one of the mechanics that will be coming up is increasing and trading away your dice allocation. So, broadly speaking, your dice represent your ability to do things over and above keeping the lights on. There are going to be a few things coming up where you will start both getting dice (like with the cap goods crisis. When you finish that there will be more dice in a few categories), and opportunities to recruit (once you reach a few thresholds with schooling). As you get the systems of modern life back in order, your ability to do things will improve.
However, you will also start getting chances to reduce your dice allocation in exchange for things ranging from taking care of problems long term (things like "Initiative Public Housing Commission" or similar) to looking at breakthrough and capstone technologies to radically expanding the capabilities of various departments (how would you like to be able to spend agri or infra dice on space things?) Basically, this is about spinning off various parts of your bureaucracy to just handle things automatically, and report back to you as they have results.
Rather than simply slashing your dice as you get to be too big, this is my way of moderating the growth of your dice pool. Build up capabilities, use those capabilities towards long term projects, keep you in the range of 30-50 dice as much as I can.
 
To expand on this, if you think you have found a way to hack the budget system, you have almost certainly not. When the Discord was workshopping together the Budget redistributions, one proposal was to wait for quite a while before taking it, because they wanted to hack the system to give them "free" PS.

More broadly, one of the mechanics that will be coming up is increasing and trading away your dice allocation. So, broadly speaking, your dice represent your ability to do things over and above keeping the lights on. There are going to be a few things coming up where you will start both getting dice (like with the cap goods crisis. When you finish that there will be more dice in a few categories), and opportunities to recruit (once you reach a few thresholds with schooling). As you get the systems of modern life back in order, your ability to do things will improve.
However, you will also start getting chances to reduce your dice allocation in exchange for things ranging from taking care of problems long term (things like "Initiative Public Housing Commission" or similar) to looking at breakthrough and capstone technologies to radically expanding the capabilities of various departments (how would you like to be able to spend agri or infra dice on space things?) Basically, this is about spinning off various parts of your bureaucracy to just handle things automatically, and report back to you as they have results.
Rather than simply slashing your dice as you get to be too big, this is my way of moderating the growth of your dice pool. Build up capabilities, use those capabilities towards long term projects, keep you in the range of 30-50 dice as much as I can.

i like this,using shinies as regulation method rather that throwing crysis after crysis
 
Saddly, we also got confirmation that MARV can't just drive from one hub to a newly constructed one when his work is done, so they're not even useful for shifting our abatement points around. The maintenance demands of MARV are far too high for it to make a thousand-mile trip, even with the best preparations.

Marvs are all terrain. I'm sure it can just roll over any houses in the way, to get where it needs to go. :V

Also, it will create more jobs in construction. :V
 
Q3 2052
Q3 2052


Resources: 325 + 5 in reserve
Political Support: 60
Free Dice: 5
Tiberium Spread
14.41 Blue Zone
32.00 Yellow Zone (36 points of mitigation)
53.59 Red Zone (20 points of mitigation

Current Economic Issues:
Housing: Sufficient but low quality (=) (+++++ in refugee camps)
Energy: Substantial Surpluses (++++)
Logistics: Marginal Surpluses (+)
Food: Sufficient production, inefficiencies in distribution (=)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (-----) (collapse in 3-6 quarters)
Consumer Goods: Titanic Shortages (------)
Labor: Gargantuan Surpluses (++++++++)




Infrastructure (6 dice)

[ ] Blue Zone Reconstruction (Phase 2)
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 33/500: 10 Resources per die) (+ Logistics, + Health)

[ ] Yellow Zone Reconstruction (Phase 3)
With the immediate need for housing filled, the final step in Yellow Zone reconstruction proper is the establishment of connection points for trains, aircraft, and other elements of the logistical network, tying them into the main Blue Zone routes and to each other more efficiently. While this will not inherently bring business and construction efforts to the regions, it should ensure that they are better served and less able to build the kind of separated economies that the Brotherhood of NOD thrives in. It would almost certainly require the trunk links to be completed before or concurrently with the construction of these secondary lines. The Hawk party would be rather annoyed at this being done before blue zone rail links.
(Progress 82/200: 15 Resources per die) (++ Logistics)

[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 0/250: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and if need be evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks
(Progress 0/200: 15 resources per die) (+++ Housing)

[ ] Rail Link Reconstruction (Phase 1)
Heavy combat & reconcentration of resources and manpower away from the rail linkages that connected Blue Zones to each other saw these facilities heavily damaged through destruction or simple neglect during the Third Tiberium War. Reconnection of these facilities to each other will be a significant step in the process of reconstruction. Development Party strongly desire this. (Progress 100/300: 20 Resources per die) (+++ Logistics)

[ ] Blue Zone Residential Construction (Phase 2)
With much of the infrastructure for new housing construction already in place, even more substantial housing development can be created. Much like the previous series, these are standardized apartment blocks, built to be cheap and cramped, but sustainable. While few would call them comfortable, they are far better than any existing yellow zone accommodations.
(Progress 144/200: 10 resources per die) (- Labor, ++++ Housing)

[ ] Urban Metros (Phase 3)
With much of the immediate transport deficit cleared away, the next phase of urban metros is to fill out existing routes, increasing the number of cars in library lots, increasing the number of units on tram, subway, and train lines, and putting more busses on existing routes. While this will not free up much capacity for use elsewhere immediately, they will future proof development in the face of planned densification measures and the construction of new residential, industrial, and commercial areas. Popular among most parties besides Yellow List.
(Progress 39/150: 15 resources per die)

[ ] Run of River Campaigns
While subject to seasonal flooding and droughts, Run of River dams and hydro plants can serve as a safe means of producing power, without the security concerns of high dams. Even though they are not as substantial a power source as additional nuclear reactors, they are a substantially easier system to create, and require far less maintenance.
(Progress 0/200: 10 resources per die) (- Labor +++ Energy)

[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)

Heavy Industry (3 dice)

[ ] Blue Zone Power Grid Reconstruction (Phase 3)
As immediate power needs are currently distinctly overserviced, the next wave of power systems are distinctly more speculative in nature. Primarily oriented towards nuclear systems, the next wave envisions power demands in line with the period before the Third Tiberium War, and the need for substantial redundant capacity in the case of future wartime necessity.
(Progress 25/500: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/75: 5 resources per die)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. While the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/300: 5 resources per die) (++ Energy)

[ ] North Boston Chip Fabrication (Phase 2)
With the ground broken and the assemblies prepared, GDI's newest chip fabricator is ready to come online. However that will require a massive investment of time, energy and resources to make happen. Even with the best hardware available, fabricating a chip with a five nanometer transistor is an incredibly fiddly job, one that needs absolute precision at every step of the way. While expensive, this will begin turning a return on investment.
(Progress 19/300: 15 resources per die) ( ++ Capital Goods - Labor)

[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/150: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)

[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/350: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/400: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

[ ] New Moscow Robotics Works
While chips are one of the most pressing crises, one of the other significant hurdles is the provision of robotic assemblies, ranging from waldoes and robotic arms, to Crab, Bee, and Elephant class construction drones. While construction gangs have become a common sight across the initiative, in more normal times, most of the work is handled by drones, assembling buildings under the direction of human foremen. While it will not reach full capacity without the output of more chip fabricators, replacing humans in construction will speed along many projects. (Progress 0/200: 20 resources per die) (++ Capital Goods)


[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods)

[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)

[ ] Leopard Class Construction Yard
The Leopard is essentially an overgrown and overbuilt aircraft, necessary compromises when it comes to attempting to ride a column of plasma into orbit. However, this does mean that orbital engineering teams are not well prepared to handle this kind of construction on a large scale. However, the heavy industrial teams are. Building a construction yard for serial production will be both expensive in the immediate term, and a significant savings in the longer term. (Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)


Light and Chemical Industry (3 dice)

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)

[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/150: 10 resources per die) (++ Health)

[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, --- Electricity)

[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/200: 10 resources per die)(+ Logistics) (makes military developments cheaper)

[ ] Toy Plants
While electronic devices have been the preferred means of recreation for children the world over for decades, ongoing shortages have caused proposals for a new wave of toy plants to be constructed. Ranging from dolls to dart guns, toys can be produced simply and cheaply, a supply of entertainment for children the world over. (Progress 68/100: 5 resources per die) (++ Consumer Goods)

[ ] Yellow Zone Workshops
With the development of permanent living spaces in the Yellow Zones, an industrial element needs to be built in order to ensure widespread employment. Handcrafts and small enterprise are one of the best means to do so while keeping overall industrial costs down, especially with the ongoing paired tool and computer crises. While these workshops will not be supplied with more than basic hand tools and lighting, and are unlikely to pay well, they are a first stepping stone towards building a more comprehensive industrial base in the Yellow Zones.
(Progress 0/150: 5 resources per die) (+ Consumer Goods)

[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/200: 15 resources per die) (++ Consumer Goods, + Health)

[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)


Agriculture (3 dice)

[ ] Blue Zone Aquaponics Bays
With most of the lush farmlands that were once able to feed the world's population comfortably overrun by Tiberium, governments were forced to resort to as many methods of feeding its population as it could. One of the more successful ways found to work were hybrid fish and vegetable farms, that were able to provide balanced diets, even if they are not quite as calorie dense as traditional farming. It's time to restore those farms that were damaged in the fighting, and restock those that ran short.(Progress 172/200: 10 Resources per die) (-- Labor ++ Food)


[ ] Integrated Biodome Experiments
While there are few immediate needs for greater biodiversity given the widespread Tiberium contamination on earth, if we are to live on this planet long term, there are thousands of animal and plant species that will need to be reintroduced. By building self contained biodomes, test strains can be built up to encourage genetic diversity and expand our collections of source material. This will also be a good starting point for expansions offworld if our experiments bear fruit (Progress 0/150: 10 resources per die) (-- Labor, +Food)

[ ] Luxury Aquaponic Bays
Ranging from strawberries to peppers, there are many foods that don't have the caloric or nutritional density to make them viable as a productive backbone. However, with the worst of the food crisis behind us, a series of aquaponic bays dedicated to these products as consumer goods can be constructed. While consumer goods are not a necessity they are politically useful, and even small luxuries can be substantial improvements in quality of life.
(Progress 0/100: 10 Resources per die) (++ Consumer Goods)

[ ] Bamboo Paper Works
With the ongoing computer crisis, ever more work is having to be done on paper. However, there is currently not enough paper available to replace all of the forms and other paraphernalia of bureaucracy. While wood pulp papers are obviously not a practical solution, there are other options, specifically bamboo papers. The fast growing grass has many similar properties, but can be brought online in a fraction of the time.
(Progress 0/200: 10 Resources per die) (Delays Capital Goods Collapse)

[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)

Tiberium (6 dice)

[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)

[ ] Blue Zone Perimeter Redoubts (Phase 2)
With the first wave of redoubts constructed, and Tiberium beginning to be pushed back, there are now two paths forward. First is repositioning the redoubts forwards, as the ones in the back of the formation get left behind, and second is constructing a thicker band of redoubts. While the first wave were intended to be mutually supporting, it was more technical than practical. Adding more redoubts, and creating an interlinking support network will allow far more to be done to beat back Tiberium,
(Progress 2/200: 20 resources per die) (small additional income trickle [5 Resources]) (5 points of yellow zone mitigation)

[ ] Blue Zone Perimeter Outposts (Phase 2)
With the first wave of outposts completed, further work needs to be done. There are two key parts to this. First is moving forward, a creeping line of outposts moving deeper into yellow zones, especially aiming to link up to Harvesting operations deeper into the yellow zones. Both will require a further wave of new construction, and reinforcements, especially as many of the easily secured areas are behind the lines by this point.
(Progress 72/150: 20 resources per die) (small additional income trickle [5 Resources]) (5 points of Yellow Zone Mitigation)


[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While the deeper yellow zone operations require much more substantial resource commitments to harvest, especially with the Brotherhood ramping up operations once more, the new operations can be expanded, much as the previous wave has been.
(Progress 0/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 3)
At this time, without an expansion of yellow zone facilities, further intensification of harvesting is not feasible.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)

[ ] Red Zone Tiberium Harvesting (Phase 3)
The advent of Tiberium Glacier Mining has substantially changed the mission of the Red zone Tiberium Harvesting efforts. Rather than attempting to string long thin lines around the perimeter, Red Zone Mining has shifted focus toward more narrow and deep deployments, securing a region from NOD attack before bringing in heavy mining equipment. While the new approach brings roughly the same amount of abatement progress, it is a substantial change in doctrine. (Progress 77/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Phase 3)
At this time further work on Tiberium glacier mining is not feasible without substantial new investments in red zone outposts.
(Progress 68/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources])

[ ] Experimental Tiberium Treatment Labs
The first stage in making use of new methods of Tiberium exposure treatment is the establishment of a series of new labs to handle the material safely. The key element is a series of negative pressure rooms, designed to contain any potential outbreak. Additionally, all staff are required to wear positive pressure suits, and all outgoing materials must be thoroughly sterilized and decontaminated before exiting. There are also a series of sonic fences between labs, another attempt to control any potential outbreak. While this may seem paranoid, Tiberium is one of the most dangerous substances known to man, and bioactivated Tiberium is the most dangerous form of that.
(Progress 0/100: 20 resources per die)



Orbital Industry (3 dice) (1 fusion lift die)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype 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 human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)

[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 0/100: 30 resources per die)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] Expand Orbital Communications Network (Phase 1)
The communications potential of satellites has been known for nearly a century. While GDI has often invested in such satellites, the current network has begun to show its age, between holes punched by the war, power failures, and the Kessler effect caused by NODs nuclear strike, many of GDI's orbital satellites need prompt replacement. While other fires have left this one on the backburner, it has come time to begin working to make good the damages above, as well as below. (Progress 85/150: 15 resources per die)


Services (3 dice)

[ ] Secondary Schooling
With primary schools once again open, GDI needs to massively expand its educational investments and reconstruction. New secondary schools will prepare people for work and further education, a required step towards preparing a long term educated population. While secondary schooling is not going to be the only means of education available, it is intended to be the main pipeline.
(Progress 0/300: 5 Resources per die) (--- Labor) (5 Political Support)

[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 0/300: 5 Resources per die) (-- Labor)

[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/250: 5 Resources per die) (--- Labor)

[ ] Craft Shops and Maker facilities
Constructing a series of Craft Shops and Maker Facilities will both consume a negligible amount of resources, and allow people to begin custom making the items that GDI is currently not providing. Additionally, while not precisely a step towards a reduction in central planning, it is a movement towards a returned sense of normality and liberty. (Progress 0/200: 5 resources per die) (+ Consumer Goods) (5 Political Support)

[ ] Reopen the Publishing Houses
During the war, many publishing houses were forced to close their doors. While some, like scientific journals were forced to remain open as a means of communication and recordkeeping, it is high time for somewhat more entertaining publications to return to markets the world over. These publishing houses will require an infusion of personnel and a substantial investment in new printing facilities, but are also a significant increase in the ability of people to make public and widely distributed statements that are harder to bury than posts on GDI social media.
(Progress 0/150: 10 resources per die) (-Labor ++ Consumer Goods) (5 Political Support)

[ ] Yellow Zone Security Services
With the Yellow Zones now hosting permanent GDI administered settlements, establishing a local security service will go a long way towards developing a trusting relationship with the regions. While it will mostly be equipped with surplus GDI equipment stenciled with police markings, these security services are going to be a significant shift from the military policing and mob justice now occurring due to a lack of local organization.
(Progress 0/200: 5 resources per die) (United Yellow Zone)

[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)

[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)

Military (3 dice)

[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 26/250: 30 resources per die)

[ ] Reclaimator 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. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/125: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)

Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)

[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Newark (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Glasgow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] New Moscow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Oslo (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)

Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)

[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)


Space Force
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 0/75: 15 resources per die)
or
[ ] Orbital Strike Combat Teams
While figuring out how to deliver a sizable force to the battlefield from orbit is an expensive proposition, and one that will require extensive testing, a much more simple option is already developed. Zone Troopers are already mounted up with orbital drop pods. While in either case it takes 10-20 minutes for the troops to be delivered, that is massively faster than any other option. By copying those over to the Space Force, they can have a dedicated operational branch without significant new developments. (Progress 0/125: 20 resources per die) (-- Labor)

[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die)

Ground Forces
[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)

[ ] Railgun Refits
The first GDI asset to use a combat specified railgun was the Mark II Mammoth assault walker. Equipped with two heavy hypervelocity railguns, it was a terrifying foe for the Brotherhood in the Second Tiberium War. By the Third Tiberium War, the walker had been retired, but descendents of its railguns had lived on, being fitted to about a quarter of GDI's mechanized forces. During the war, the railgun proved itself time and time again, having better penetration, and allowing the tank to carry more ammunition than the 152mm smoothbore that had been the original weapon. However, railguns are also substantially more expensive, and need an entire separate equipment line to manufacture.
(Progress 51/150: 15 Resources per die)

[ ] Field Artillery Rollout
GDI's new field artillery pieces are ready to begin rollout. With most of the tubes being used in various equipment already, the primary problems are optics, mountings, and positions. A series of smaller factories are needed to turn the pieces into fieldable equipment, primarily giving them gun shields, optics mountings, mechanical fire control computers, and similar equipment before shipping to outposts around the world.
(Progress 0/150: 10 Resources per die)

[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)

Navy

[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)

[ ] Point Defense Battery Development
Defending against a missile has been a point of development since the late 20th century. This is fundamentally a difficult affair. Hitting a small, often maneuvering target that is accelerating towards the gun platform has always been an issue. With the ever shrinking size of munitions payload in the last half century, the problem has only gotten worse. Modern munitions can put nearly as much payload on target on a warhead half the size. (Progress 0/40: 10 resources per die)

[ ] Light Combat Hydrofoil development
The Global Defense Initiative has thousands of kilometers of coast to patrol. While the larger scale Battleships and Carriers can certainly project force, and existing hovercraft are quite capable of doing inshore patrols, there is a substantial gap in more long range patrol exercises and aircraft interdiction. A small 50 meter hydrofoil design, carrying both missiles and autocannon, can cheaply provide high speed coastal patrol and interdiction duties.
(Progress 0/40: 10 resources per die)


Steel Talons

[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)

[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 15 resources per die) (--- Energy)


[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)

[ ] 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 0/40 : 10 resources per die)


[ ] Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/40: 10 Resources per die)

[ ] Demobilize the Steel Talons
The Steel Talons have not served their military role. While many of their ideas have merit, they would be better used as a dedicated Research and Development Bureau, rather than as a mobilized military force. While this will be difficult due to their political support, it is within your remit as Director of the Treasury (-5 PS) (DC 100)



Bureaucracy (3 dice)

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)

[ ] Reallocate Resources to other departments
One of the limiting factors on GDI's reconstruction has become the limited amount of resources allocated at the beginning of the plan. By moving resources earned from expanding Tiberium exploitation into broader pools, and voluntarily giving up claim to them, the Treasury can earn political support, and bolster other GDI programs beyond its mandate. (Reduces resources per turn by 15 per die allocated) (+5 political support per die)

[ ] Political Working Group Recruitment
Dr. Granger is not particularly politically adept. However, that is what advisors are for. By going out and recruiting an array of lobbyists, experts, and retired politicians, the Treasury can have a substantially improved political position. (DC unknown, improved political arrangements)

[ ] Forgotten Band Outreach
As Tiberium harvesting operations look to expand operations in the deep Yellow and Red Zones, one group that is likely to become important is the Forgotten. While they have become less of a unified nation and more of a collection of scattered tribes and bands after the Second Tiberium War. However, many of them are still capable of offering significant resistance, or substantial aid in our harvesting operations. By reaching out and offering aid, and support, the worst of any potential conflict can hopefully be avoided. (DC unknown, results unknown)


** 2 Hour Moratorium on Voting **
 
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[ ]Plan Facing the Fires
Infra 2/6D 20R
-[ ] Blue Zone Residential Construction (Phase 2) 144/200 2D 20R 51.00% for completion
HI 3/3+3D 90D
-[ ] North Boston Chip Fabrication (Phase 2) 19/300 6D 90R 79.13% for completion
LI 3/3 45R
-[ ] Chemical Precursor Plants 36/200 3D 45R 54.49% for completion
Agriculture 1/3 10R
-[ ] Blue Zone Aquaponics Bays 172/200 1D 10R 79.00% for completion
Tiberium 4/6 85R
-[ ] Blue Zone Perimeter Outposts (Phase 2) 72/150 2D 20R 97.00% for completion
-[ ] Blue Zone Perimeter Redoubts (Phase 2) 2/200 1D 40R
-[ ] Red Zone Tiberium Harvesting (Phase 3) 77/150 1D 25R 54.00% for completion
Orbital 1FD 10R
-[ ] Expand Orbital Communications Network (Phase 1) 85/150 1FD 10R 42.00% for completion
Services 3/3+2D 25R
-[ ] Yellow Zone Security Services 0/200 4D 20R
-[ ] Secondary Schooling 0/300 1D 5R
Military 3/3D 45R
-[ ] Orbital Strike Regimental Combat Team Development 0/75 1D 15R 27.00% for completion
-[ ] Railgun Refits 51/150 2D 30R 54.40% for completion
Bureaucracy 3/3
-[ ] Political Working Group Recruitment 3D

Total 330

Why this, why the low investment in Tiberium? Simple, the cap goods crisis will get us on 3-6 turns, the politicians in 6 and Tiberium, at current speeds, tens of turns. While Tiberium is important its is also very expensive, limiting our remaining options. Thus I suggest we use one turn to delay cap goods collapse to after the plan ends so we can then freely focus on tiberium abatement.
 
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[ ] Reclaimator 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. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/125: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)
I was hoping this would get a exact number for migration as well.
I was also expecting options to build artillery factories this turn.
 
The hubs are just the, well, hubs, they do not give mitigation by themselves. We need to fill them with MARVs ourselves after we finished them. Pain :(
Was hoping that additional points to drop of tiberium and maintain harvesters would speed up operations a bit even if not enough to give more resources as each hub project are enough hubs to cover an entire blue zone.
 
I was hoping this would get a exact number for migration as well.
I was also expecting options to build artillery factories this turn.
[ ] Field Artillery Rollout
GDI's new field artillery pieces are ready to begin rollout. With most of the tubes being used in various equipment already, the primary problems are optics, mountings, and positions. A series of smaller factories are needed to turn the pieces into fieldable equipment, primarily giving them gun shields, optics mountings, mechanical fire control computers, and similar equipment before shipping to outposts around the world.
(Progress 0/150: 10 Resources per die)
Added this to the list of options
 
[ ] Security forces
Infra 1/6D 10R
-[ ] Blue Zone Residential Construction (Phase 2) 144/200 1D 10R
HI 3/3+3D 90D
-[ ] North Boston Chip Fabrication (Phase 2) 19/300 6D 90R 79.13% for completion
LI 3/3 45R
-[ ] Chemical Precursor Plants 36/200 3D 45R 54.49% for completion
Agriculture 1/3 10R
-[ ] Blue Zone Aquaponics Bays 172/200 1D 10R 79.00% for completion
Tiberium 5/6 105R
-[ ] Blue Zone Perimeter Outposts (Phase 2) 72/150 2D 20R 97.00% for completion
-[ ] Blue Zone Perimeter Redoubts (Phase 2) 2/200 3D 60R
-[ ] Red Zone Tiberium Harvesting (Phase 3) 77/150 1D 25R 54.00% for completion
Orbital 1FD 10R
-[ ] Expand Orbital Communications Network (Phase 1) 85/150 1FD 10R 42.00% for completion
Services 3/3+2D 25R
-[ ] Yellow Zone Security Services 0/200 4D 20R
-[ ] Secondary Schooling 0/300 1D 5R
Military 3/3D 30R
- [ ] Field Artillery Rollout 3D 30R
Bureaucracy 3/3
-[ ] Political Working Group Recruitment 3D

The focus is Capital goods (Boston and the chemical plants) and tiberium.
The yellow zones get a police force to replace the military and mob rule while the blue zones get more housing.
More housing leads to more refugees moving in so Aquaponics Bays will provide the food needed to feed them.
The Orbital Communications Network and Field Artillery Rollout will help our military
 
Alright so we have stopped the Tiberium from overrunning the Blue Zones and at least somewhat secured a foothold in the Yellow Zones. Now we have to stop the industrial sector from imploding as all our computers brick from lack of parts. I would hate to be the poor sod that has run plans for orbital stations and cruisers past Granger's office.
 
I think we might need to consider that Rail Link Reconstruction. That might be holding back proper development of Yellow/Red zones, and we need those Logistics +s.
No point building one chip manufacture hub without a good way to distribute them.
 
[ ] Security forces orbital version
Infra 1/6D 10R
-[ ] Blue Zone Residential Construction (Phase 2) 144/200 1D 10R
HI 3/3+3D 90D
-[ ] North Boston Chip Fabrication (Phase 2) 19/300 6D 90R 79.13% for completion
LI 3/3 45R
-[ ] Chemical Precursor Plants 36/200 3D 45R 54.49% for completion
Agriculture 1/3 10R
-[ ] Blue Zone Aquaponics Bays 172/200 1D 10R 79.00% for completion
Tiberium 4/6 105R
-[ ] Blue Zone Perimeter Outposts (Phase 2) 72/150 2D 40R
-[ ] Blue Zone Perimeter Redoubts (Phase 2) 2/200 2D 40R
-[ ] Red Zone Tiberium Harvesting (Phase 3) 77/150 1D 25R 54.00% for completion
Orbital 1FD 10R
-[ ] Expand Orbital Communications Network (Phase 1) 85/150 1FD 10R 42.00% for completion
Services 3/3+1D 20R
-[ ] Yellow Zone Security Services 0/200 4D 20R
Military 3/3D+1D 45R
- [ ] Field Artillery Rollout 3D 30R
- [ ] Orbital Strike Regimental Combat Team Development 1D 15R
Bureaucracy 3/3
-[ ] Political Working Group Recruitment 3D

A version with Orbital Strike Regimental Combat Team Development instead of a free dice on schooling and the 3th dice of Redoubts.
Has 10R left over for the next turn.
 
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[] Plan Capital Goods Ho!
-[] Infrastructure (4 / 6 dice) [40 Resources]
--[ ] Blue Zone Residential Construction (Phase 2) (144/200)
---[] 1 dice, 10 Resources
--[] Run of Rivers Campaign (0/200)
---[] 3 dice, 30 Resources
-[] Heavy Industry (3/3 dice) (+5/5 free dice) [135 Resources]
--[] North Boston Chip Fabrication (Phase 2) (19/300)
---[] 5 dice, 75 Resources
--[]New Moscow Robotics Works (0/200)
---[] 3 dice, 60 Resources
-[] Light and chemical Industry (3/3 dice) [45 Resources]
--[] Chemical Precursor Plants (36/200)
---[] 3 Dice, 45 Resources
-[]Agriculture (1/3 Dice) [ 10 Resources]
--[]Blue Zone Aquaponics (172/200)
---[]1 dice, 10 Resources
-[] Tiberium (6 dice) [ 60 Resources]
--[ ] Blue Zone Perimeter Outposts (Phase 2) (72/150)
---[] 1 dice, 20 Resources
--[ ] Intensification of Yellow Zone Harvesting (Phase 3) (54/100)
---[] 1 dice, 15 Resources
--[ ] Red Zone Tiberium Harvesting (Phase 3) (77/150)
---[]1 dice, 25 Resources
-[]Services (2/3 dice) [10 Resources]
--[] Yellow Zone Security Services (0/200)
---[] 2 Dice, 10 Resources
-[]Military (3/3 dice) [30 Resources]
--[ ] Field Artillery Rollout (0/150)
---[] 3 dice, 30 Resources
-[]Bureaucracy (3/3 dice)
--[] Political Working Group Recruitment (3 dice)

Resources: 330
Expenditure: 330
Remaining: 0


* Blue Zone Residential because it's relatively cheap and Housing is running low
* Run of Rivers Campaign because our Energy is running low and lots of the Capital Goods and Military options we need require even more Energy
* North Boston Chip Fabrication, New Moscow Robotics Works and Chemical Precursor Plants to supply Capital Goods and hopefully give us more time to get even more Capital Goods production up and working
* Blue Zone Aquaponics to improve our Food situation
* Blue Zone Perimeter Outposts and Intensification of Yellow Zone Harvesting because they're both near completion, give some extra resources as well as mitigation.
* Red Zone Tiberium Harvesting to open up more territory for Tiberium Glacier mining for more Resources.
* Yellow Zone Security Services because it reduces the demand for standard GDI forces to keep order in the Yellow Zones, freeing them up for defence against NOD
* Field Artillery Rollout because it boosts the defensive strength of our ground forces and because it's cheap
* Political Working group Recruitment because, while we can ignore the demands of the politicians for a while, it WILL come back to bite us if we do so. If we can recruit people to lobby, schmooze, flatter and otherwise placate the politicians while we get on with the work of saving the world then let's get it done and done well.
 
Guys maybe you can take 1-2 dice away from Boston. The collapse is only in 9-18 months (3-6 quarters). Either Tiberium Lab, rail link reconstruction or Helsinki sounds good to me.
 
[X]Plan Facing the Fires
Infra 2/6D 20R
-[X] Blue Zone Residential Construction (Phase 2) 144/200 2D 20R
HI 3/3+3D 90D
-[X] North Boston Chip Fabrication (Phase 2) 19/300 6D 90R
LI 3/3 45R
-[X] Chemical Precursor Plants 36/200 3D 45R 54.49%
Agriculture 1/3 10R
-[X] Blue Zone Aquaponics Bays 172/200 1D 10R
Tiberium 4/6 85R
-[X] Blue Zone Perimeter Outposts (Phase 2) 72/150 2D 40R
-[X] Blue Zone Perimeter Redoubts (Phase 2) 2/200 1D 20R
-[X] Red Zone Tiberium Harvesting (Phase 3) 77/150 1D 25R
Orbital 1FD 10R
-[X] Expand Orbital Communications Network (Phase 1) 85/150 1FD 10R
Services 3/3+2D 25R
-[X] Yellow Zone Security Services 0/200 4D 20R
-[X] Secondary Schooling 0/300 1D 5R
Military 3/3D 45R
-[X] Orbital Strike Regimental Combat Team Development 0/75 1D 15R
-[X] Railgun Refits 51/150 2D 30R 54.40% for completion
Bureaucracy 3/3
-[X] Political Working Group Recruitment 3D

Total 330
 
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I don't know why so many plans go for Field Artillery over Railgun Refits. Two dice on Railguns gives about the same completion chance as three dice on Field Artillery, while costing the same R and, you know, saves us a die to use on other military projects. Plus Railguns are a huge firepower increase across our entire force.

Also, we're going to need those rail lines up so we have the logistics to support our next Glacier Mining project.
 
I don't know why so many plans go for Field Artillery over Railgun Refits. Two dice on Railguns gives about the same completion chance as three dice on Field Artillery, while costing the same R and, you know, saves us a die to use on other military projects. Plus Railguns are a huge firepower increase across our entire force.
Railguns might improve our vehicle firepower but Field Artillery will give our outposts something they lack: indirect fire support for patrols

Guys maybe you can take 1-2 dice away from Boston. The collapse is only in 9-18 months (3-6 quarters). Either Tiberium Lab, rail link reconstruction or Helsinki sounds good to me.
Boston is not only needed to prevent the collapse but also to get the zone suits in storage out to the troops. Any progress beyond needed will go to the third phase if there is one or the faster rollout if there is no additional phase. One is currently storing all suits till chips arrive and the other only builds the simpler defender version due the shortage.
 
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