My current thoughts- slam mil with free dice this turn, also finish philly 2. Q4 3-4 free dice on HI and split between Nuuk and Fusion Power to get cap goods and energy going. Tib is to push through marv fleets and other income and mitigation, more so YZ mitigation. Mil gets the other 3 to 4 free dice (so 10 to 11 total) in prep for Karachi Q1. Keeping mitigation is not something easily noticable but small changes makes a difference in how long we can hold out against Tib which is one thing we need to either 1) evacuate Earth or 2) better negotiation position vs Kane
Infra 5/5 75R +28
-[] Integrated Cargo System 207/800 5 dice 75R 10%
HI 4/4+1 free 115R +23
-[] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
-[] Blue Zone Heavy Industrial Sectors 336/500 3 dice 75R 92%
-[] New Heavy Industrial Development 0/60 1 die 20R 84%
LCI 4/4 60R +18
-[] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 83%
Agri 3/3 30R +18
-[] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%
-[] Strategic Food Stockpile Construction (Phase 1) 0/150 1 dice 10R 0%
Tiberium 6/6 140R +31
-[] Offshore Tiberium Harvester Stations (Phase 2) 0/200 4 dice 80R 99.5%, 16.2% for Phase 3
-[] Tiberium Inhibitor Deployment Red Zone 6 0/120 1 die 30R 27%
-[] Tiberium Inhibitor Deployment Red Zone 7 0/120 1 die 30R 27%
Orbital 5/5 100R +18
-[] GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 97%
-[] Study Novel Material 0/50 1 die 20R 83%
Services 3/4 40R +23
-[] Domestic Animal Programs 0/200 2 dice 20R 18% (likely to be flexed to other service projects if there are some interesting new additions)
-[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%
-[] Something else maybe??
Military 6/6+6 215R +20
-[] Wartime Factory Refits (Phase 3+4) 3/200 2 dice 40R 18%
-[] New Energy Weapon Development 0/60 1 die 30R 83%
-[] Orca Refit Deployment 0/200 3 dice 45R 72%
-[] Aurora (Loc 1) 0/90 2 dice 30R 94%
-[] Aurora (Loc 2) 0/90 2 dice 30R 94%
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice 40R 11%
Bureau 3/3 +18
-[] Consumer Satisfaction surveys idk?
775 R, heavy focus on airpower, future weapons, and factory refits, but doens't *quite* have enough dice free to 1-turn the refits of the OSRCT station.
775 R, heavy focus on airpower, future weapons, and factory refits, but doens't *quite* have enough dice free to 1-turn the refits of the OSRCT station
Suggestion: perhaps focus on either the refit or OSRCT so at least once finishes, then follow up the on the other the turn after? Your choice on which project gets priority.
Actually, every 100 Resource processing capacity of modern refineries is 1 unit of STUs. We currently have about 1300 Resources worth of modern refineries.
We also have a mining income of near enough 1800 Resources, and it's set to grow. This means that we are not getting 5 units of STUs we could be getting if we had modern refineries, and STUs are going to be nearly as heavy a constraining factor as CapGoods are, if not even worse because we can expand our CapGoods production relatively easily, but growing our STU production is going to take more refineries and more mining both.
OK, with that in mind I think I'm ready to pull out another preliminary plan.
[]Plan Tiberium Check
-[]Infrastructure 5/5 + 2 105R
--[]Integrated Cargo System 307/800 7 dice 105R 82%
-[]Heavy Industry 4/4 + 1 115R
--[] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
--[] Blue Zone Heavy Industrial Sectors 336/500 3 dice 75R 91%
--[] Mystery 0/60? 1 die 20R 79%
-[]Light & Chemical Industry 4/4 60R
--[] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 96%
-[]Agriculture 3/3 30R
--[]Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 57%
--[]Strategic Food Stockpile Construction (Phase 1) 0/150 1 die 10R (median 1/2)
-[]Tiberium 6/6 100R
--[] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%
--[] RZ-3N? MARV Hub (Beirut) 0/125 2 dice 40R
--[] Offshore Tiberium Harvester Stations (Phase 2) 0/200 2 dice 40R 30%
--[] Security Review
-[]Orbital Industry 5/5 100R
--[]GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 94%
--[]Study Novel Material 0/50 1 die 20R 83%
-[]Services 1/4 20R
--[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%
--[] ???
-[]Military 6/6 + 4 165R
--[] RZ-3N? MARV Hub (Beirut) 0/125 2 dice + 2 T dice 40R 100%
--[] MARV Fleet YZ-6a (Savannah) 182/210 1 die 20R 100%
--[] Orca Refit Deployment 0/200 3 dice 45R 69%
--[] Aurora Strike Bomber Factories
---[]??? 2 dice 0/90 30R 94%
---[]??? 2 die 0/90 30R 94%
-[]Bureaucracy 3/3
--[] Security Reviews:
---[]Tiberium DC50 2 dice 100%
--[] Make Political Promises 1 die auto
695/810R, 7/7 Free Dice
This is basically the @Simon_Jester plan tinkered around with at the edges. Biggest thing is we do a Tiberium inspection now, instead of next quarter, and we throw a die at the HI Mystery.
Overall we are very dice limited this turn. It's difficult to imagine what in Services might cost 115R.
As much as I hate to push back Orcas again, this would be a good time to roll out LRSS 2, particularly if we skip the MARV Hub...that's not a bad idea, actually, lemme do that.
[]Plan Fight Lux
-[]Infrastructure 5/5 + 2 105R
--[]Integrated Cargo System 307/800 7 dice 105R 82%
-[]Heavy Industry 4/4 + 1 115R
--[] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
--[] Blue Zone Heavy Industrial Sectors 336/500 3 dice 75R 91%
--[] Mystery 0/60? 1 die 20R 79%
-[]Light & Chemical Industry 4/4 60R
--[] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 96%
-[]Agriculture 3/3 30R
--[]Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 57%
--[]Strategic Food Stockpile Construction (Phase 1) 0/150 1 die 10R (median 1/2)
-[]Tiberium 6/6 100R
--[] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%
--[] Offshore Tiberium Harvester Stations (Phase 2) 0/200 4 dice 80R 99.5%
--[] Security Review
-[]Orbital Industry 5/5 100R
--[]GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 94%
--[]Study Novel Material 0/50 1 die 20R 83%
-[]Services 1/4 20R
--[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%
--[] ???
-[]Military 6/6 + 4 205R
--[] MARV Fleet YZ-6a (Savannah) 182/210 1 die 20R 100%
--[] Long Range Sensor System Deployment (Phase 2) 26/300 5 dice 125R 93%
--[] Aurora Strike Bomber Factories
---[]??? 2 dice 0/90 30R 94%
---[]??? 2 die 0/90 30R 94%
-[]Bureaucracy 3/3
--[] Security Reviews:
---[]Tiberium DC50 2 dice 100%
--[] Make Political Promises 1 die auto
735/810R, 7/7 Free Dice
Still around 75R of flex. Not bad for what's basically a meme plan.
We are forgoing 1-2 military dice for every turn that the wartime factory refits goes uncompleted. I think spending 3 military dice on wartime factory refits is well worth bringing the probability of success from 18 to 72%.
We are forgoing 1-2 military dice for every turn that the wartime factory refits goes uncompleted. I think spending 3 military dice on wartime factory refits is well worth bringing the probability of success from 18 to 72%.
There's only a ~3% chance (technically less I think, it's 2.XX and 3 is rounding up) that factory refits complete while BZHIS doesn't. That's about as low as we can possibly get exposure to risk in a game based on d100's with critfails on nat 1's, our chance of horrible failure somewhere in the BZHIS/refits combo is already around 3% if not higher thanks to the ever-present threat of nat 1's so I don't think it represents a significant increase in risk to gamble on BZHIS/refits both finishing this turn. It increases the attack surface somewhat but statistically I don't think it's a particularly big worry.
1) One problem is that you are assuming mean results, and not accounting for climate/weather variability.
Here's the World Bank summary on Pakistani climate:
Weather variability could add +/- 1 month to the start/end date on the monsoon at most. That pushes the latest monsoon retreat back to October 1st, so still clear for Q4.
As far as climate variability goes, this is an alternate timeline, so it is unclear how things will go differently. However, we have being seeing 'failed monsoon' seasons, where the rainfall just doesn't happen. In the case of an increased monsoon season, see the previous estimate comment.
2)The second problem is that the Indus River has much of its headwaters in China and India.
So flooding in the plains of Pakistan is not wholly dependent on Pakistani weather.
Those are mountainous regions, so the flooding only occurs during spring/summer due to melt water. That would be Q2.
Precipitation outside of summer in the headwater is snow. No flooding.
You could even not build the main corridor in the floodplain. Branch lines to any remaining cities / agricultural areas would make more sense, as you wouldn't be routing the main Arabian Sea <> Himalayas traffic through the busy areas.
Political Support: 70
SCIENCE Meter: 4/4
Free Dice: 7
Tiberium Spread
18.55 Blue Zone
2.91 Green Zone
23.84 Yellow Zone (83 Points of Abatement)
54.70 Red Zone (70 Points of Abatement)
Current Economic Issues:
Housing: Major Surplus (+30) (17 population in low quality housing)
Energy: Major Capacity Surpluses (+8) (+4 in reserve)
Logistics: Limited Surpluses (+7)
Food: Major Surpluses (+21) (+8 in reserve)
Health: Steadily Improved (+12) (2 consumed by emergency refugee healthcare)
Capital Goods: Marginal Surpluses (+5)
STUs: Massive Surpluses (+13)
Consumer Goods: Significant Surpluses (+43) (+5 from private industry)
Labor: Significant Surpluses (+38) (+3 per turn)
Tiberium Processing Capacity (1770/2370)
Green Zone
Water: Notable Surpluses (+6)
Plan Goals
Capital Goods: 47 Points
Consumer Goods: 94 (18) Points
Food: 20 points in reserve
Income: 260 Points
Stations: 2108 Points
Abatement: 19 Points
Processing: 430 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete at least two 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
Infrastructure (5 dice)
[ ] Blue Zone Arcologies (Stage 4)
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 307/800: 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 258/300: 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 336/500: 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)
[ ] Hover Chassis Development (New)
The Scrin made wide use of various forms of antigravity hover vehicles in their invasion of earth. Reverse engineering this into a set of repulsorplates, GDI has managed to reach a point where those plates can be mounted on a chassis and used across multiple fields. However, at least to begin with, they need a basic chassis.
(Progress 0/60: 20 resources per die)
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)
(Progress 0/1440: 20 resources per die) (+8 Capital Goods, +4 Energy) (+5 Political Support)
[ ] Reykjavik Myomer Macrospinner (Phase 4)
Further expansion of the Reykjavik Macrospinner is going to focus on heavy myomer bundles, which are keys to mass production of modern zone armor and mech projects as they provide highly efficient mobility options.
(Progress 20/640: 20 resources per die) (+4 Capital Goods +2 Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1280: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)
[ ] 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)
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 117/350: 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
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 207/350: 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 Plantations (New)
With Kudzu being very fast growing, a relatively limited first round of plantations should begin to provide for high demand beverages, and begin providing low impact caffeination to the masses. While far short of providing enough to fuel the bureaucratic edifices of GDI, it is a noticeable improvement in quality of life.
(Progress 0/150: 10 resources per die) (+2 Consumer Goods) (+5 Political Support)
(Progress 0/300: 10 resources per die) (+4 Consumer Goods) (+10 Political Support)
(Progress 0/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)
[ ] Tarberry Development
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)
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)
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)
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.
(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
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 (Phase 2) (New)
Expanding the Tiberium Harvester Station program to cover more highly secured areas, especially those close inshore to GDI positions like the English Channel, the Sydhavsøerne and other areas where coastal defense batteries and narrows provide a relatively secure area from Brotherhood submarines and surface assets.
(Progress 0/200: 20 resources per die) (+20-30 resources per turn)
(Progress 0/200: 20 resources per die) (+20-30 resources per turn)
[ ] Improved Tiberium Containment Facilities Construction
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 Deployment (Phase 1) (New)
With an effective Liquid Tiberium power cell system developed, it is still a political hot potato. While it will be possible to spend political capital to prevent it from being bogged down forever in parliamentary review, at the same time it may well not be worth it, as the cells, plus the needed bunkering are not that much cheaper than fusion for the amount of energy produced.
(Progress 0/140: 20 resources per die) (-5 Political Support) (+8 Energy)
[ ] 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)
[ ] Visceroid Research Programs (New)
Visceroids are some of the bare handful of Tiberium life forms to have survived the mutation, with the Forgotten holding an ever closer relationship with GDI, studies of these creatures may provide secrets to adaptation, or might provide some means of dealing with liquid tiberium deposits.
(Progress 0/120: 15 resources per die) (-10 Political Support)
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 1227/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)
[ ] GDSS Columbia (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 transuranic 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)
[ ] 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 Deployment (New)
The Advanced EVA system will need substantial pools of computer supplies for deployment, but should substantially improve the overall output of the Initiative. It will also require significant assistance from the field, which makes it somewhat problematic for immediate deployment beyond the need for capital goods.
-[ ] Infrastructure (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Heavy Industry (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Light and Chemical Industry(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Agriculture(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Tiberium(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Orbital (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Services (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Military (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Bureaucracy (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
[ ] 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)
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)
[ ] Advanced Laser System Development (New)
With Takeda's notes providing a guiding basis, GDI's efforts to develop a modern equal to the Brotherhood's laser systems have been far faster than could be otherwise expected. An STU core, with associated support systems, will provide a substantial increase in the capacity of the Initiative's lasers.
(Progress 0/60: 30 resources per die)
[ ] 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
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 58/125) (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 1 South (Progress 0/125) (Kannur)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/125) (Puri)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/125) (Mandavi)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/125) (Nha Trang)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/125) (Qingdao)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/125) (Laoag)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/125) (Tuaran)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/125) (Perth)
-[ ] Reclaimator Hub Yellow Zone 7 (Progress 0/125) (Adelaide)
-[ ] Reclaimator Hub Yellow Zone 9 (Progress 0/125) (Guaymas)
-[ ] Reclaimator Hub Yellow Zone 12 East (Progress 0/125) (Montevideo)
-[ ] Reclaimator Hub Yellow Zone 12 West (Progress 0/125) (La Serena)
-[ ] Reclaimator Hub Yellow Zone 13 North (Progress 0/125) (Algiers)
-[ ] Reclaimator Hub Yellow Zone 13 South (Progress 0/125) (Lagos)
-[ ] Reclaimator Hub Yellow Zone 14 (Progress 0/125) (Ncala)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/125 (Valencia)
-[ ] Reclaimator Hub Yellow Zone 16 (Progress 0/125) (Berbera)
-[ ] Reclaimator Hub YZ-18 (Progress 0/125) (Varanday)
-[ ] 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 YZ-10 South
Wth the hub completed, there are three good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 182/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 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
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 Factories (New)
While the Aurora is not going to be needed in the same numbers as the Apollo, GDI does need substantial numbers, especially with the window to strike Krukov nearly closed. These factories will provide enough for immediate use, although there are likely to be more in the near future.
-[ ] Oslo (Progress 0/90: 15 resources per die) (-4 Energy)
-[ ] Anchorage (Progress 0/90: 15 resources per die) (-4 Energy)
[ ] Apollo Fighter Factories (New)
With the Barghest-bis, and the new Vertigo-bis, GDI needs more of the high end of its fighter arsenal. While the Firehawk remains capable, it is far from enough in the modern day, and needs to be entirely replaced in the air superiority role.
-[ ] San Francisco (Progress 0/80: 15 resources per die) (-4 Energy)
-[ ] Maputo (Progress 0/80: 15 resources per die) (-4 Energy)
-[ ] Rotterdam (Progress 0/80: 15 resources per die) (-4 Energy)
[ ] Ultralight Glide Munitions Development
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) (Very 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 Satellite Deployment (New)
An initial battery of sixty defense satellites will provide a wrapping of protection for critical sites in orbit. While the Space Force does not currently see a pressing need for them as an immediate reaction to the Brotherhood, they will provide a substantial support asset, especially in the face of the likely proliferation of countermeasures to the Ion Cannons.
(Progress 0/240: 20 resources per die)
[ ] 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 5) (Updated)
While stockpiles are currently growing, there are still critical shortages of many forms of specialist munitions, and they are growing slower than needed in the case of war in the near future.
(Progress 27/150: 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
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.
-[ ] 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
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
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
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)
[ ] Decrease Prices on Consumer Goods (New)
With the Initiative not having a profit motive, many goods are supplied with costs based on supply and demand, nudging people to ensure an equitable distribution of high value goods. However, with Consumer Goods being increasingly plentiful, that can be used as a means of rapidly increasing perceived quality of life, with marginal, but noticeable cuts to prices across the board.
(+5 Political Support) (-15 Consumer Goods)
MARVs-In-Progress
-[] Super MARV Fleet Yellow Zone 6a 182/210 1 die 20R 100%
--Alt: 1 Bureau die 20R 88%
-[] Super MARV Fleet Yellow Zone 6a x2 182/420 2 dice 40R 2%, 3 dice 60R 42%, 4 dice 80R 84%, 5 dice 100R 98%
--Alt: 2 Mil 1 Tib dice 60R 50%, 2 Mil 2 Tib dice 80R 92%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 20R 50%, 2 dice 40R 96%
-[] Reclaimator Hub Yellow Zone 5b 20/125 1 die 20R 31%, 2 dice 40R 88%, 3 dice 60R 99%
-[] Reclaimator Hub BZ-2 58/125 1 die 20R 69%, 2 dice 40R 99%
-[] Reclaimator Hub BZ-2 x2 58/250 2 dice 40R 21%, 3 dice 60R 75%, 4 dice 80R 97%
--Alt: 2 Mil 1 Tib dice 60R 81%, 2 Mil 2 Tib dice 80R 99%
Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 91%, 2 dice 20R 100%
-[] Zone Defender Revision 1 die 15R 100%
Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 16%, 3 dice 45R 70%, 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 Factories (New) 0/90 1 die 15R 46%, 2 dice 30R 94%
-[] Apollo Fighter Factories (New) 0/80 1 die 15R 56%, 2 dice 30R 97%
-[] 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 11%, 3 dice 60R 66%, 4 dice 80R 95%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/415 4 dice 80R 5%, 5 dice 100R 37%, 6 dice 120R 77%, 7 dice 140R 95%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3) 0/710 8 dice 160R 14%, 9 dice 180R 43%, 10 dice 200R 74%, 11 dice 220R 92%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 12 dice 240R 3%, 13 dice 260R 15%, 14 dice 280R 38%, 15 dice 300R 65%, 16 dice 320R 85%, 17 dice 340R 95%
-[] Orbital Defense Laser Satellite Deployment (New) 0/240 3 dice 60R 40%, 4 dice 80R 83%, 5 dice 100R 98%
-[] Skywatch Telescope System 0/95 1 die 10R 41%, 2 dice 20R 93%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 42%, 3 dice 60R 90%
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 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 81%, 2 dice 50R 100%
Bureaucracy 3 dice +18
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 84%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 29%, 4 dice 75%, 5 dice 95%, 6 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 26%, 3 dice 78%, 4 dice 97%, 5 dice 99%
-[] Decrease Prices on Consumer Goods (New) 1 die auto
Last Security Review
Military 2 turns ago 2059 Q1
Agriculture 3 turns ago 2058 Q4
Light/Chem 4 turns ago 2058 Q3
Services 5 turns ago 2058 Q2
Orbital 7 turns ago 2057 Q4
Heavy Ind 8 turns ago 2057 Q3
Tiberium 9 turns ago 2057 Q2
Bureaucracy 10 turns ago 2057 Q1
Infrastructure 11 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.
An array from @Derpmind for planning assistance
Name says it all, this is a plan that throws everything into the Military to keep up our commitments while also rolling out the next-gen air force. Infra is still doing ICS, HI finishes Power and HI Sectors, LCI keeps working on T-Glass.
Agriculture I'm swapping over from Perennials because war is looming and I'd at least to have something of a stockpile set up in the Green Zones before it hits. Just in case it comes earlier than we expected.
Tiberium is a bit in flux. I want to keep working on Processing, but everything else is a big question mark. Right now it's offshore harvesting for money and to avoid any more stressors on ZOCOM (they say they can cover the Karachi Sprint as it stands, but only if it's just the Karachi Sprint and nothing more.)
Orbital makes sure that Philadelphia finishes. We'll get back to pushing this heavily in Q4. The last die is going on Lunar Heavy Metal Mines instead of Enterprise because the Enterprise needs the resource input to actually Do Stuff, and once Philadelphia goes up, we're back to needing a bunch more Resources to activate all our dice.
Services, 1 die to finish the AI, and 3 dice into Prosthetics. We have enough PS stuff going on that we don't urgently need to do the other two programs, so might as well roll out this to help more people who are currently crippled. And we'll probably need the Labor sooner or later anyway.
Then comes the Military. 3 Dice onto Wartime Factory Refits for those extra dice at the end of it. 3 dice into Orcas and 2 dice on each Aurora Factory. Auroras to hit Krukov, Orcas because we've left that hanging way too long as it stands. And 2 into the Long Range Sensors since I have the budget and it was another thing the military wanted before any further offensive actions. The last 2 dice I had went into OSRCT since that's another Space Force Project that we really need to get to work on.
Delaying the Savannah Fleet since Gideon just took a heavy blow, so it should be alright for a turn. Administrative Admin goes on OSRCT since it's something we'll be throwing resources into next turn anyway, so the exact amount of progress done this turn doesn't matter. Most of our other stuff we want done ASAP. However, if it is a strong mindset that we must finish the S-MARV Fleet, it shouldn't be too difficult to swap an OSRCT die or Sensor die (preferably OSRCT Administrative Admin, though I really want to keep some effort on it) for the S-MARV Fleet.
Next turn I'll do Consumables. Plus finishing up Sensors, S-MARV Fleet, and more work on OSRCT. Maybe an Apollo Factory if we have the spare Energy, but I'm skeptical on that.
Bureaucracy still has a spare die left over, so might as well check Interdepartmental Favors for if there's anything we were planning on doing anyway. Alternatively, we just go for the easy spending ConGoods for PS option. Political Promises can wait until after elections if we want to try for it.
Whew, that is quite the list of things to vote for. As it stands, I still would really like to devote two bonus dice to ICS this next quarter to complete the two turn ICS plan (Or at least put in a solid effort, really). The way I see it, the longer it takes us to patch the hole in our logistics the more and more tempting of a target it makes.
As for the rest? Well, all the new additions have me unsure of what to go for.
[ ] Hover Chassis Development (New)
The Scrin made wide use of various forms of antigravity hover vehicles in their invasion of earth. Reverse engineering this into a set of repulsorplates, GDI has managed to reach a point where those plates can be mounted on a chassis and used across multiple fields. However, at least to begin with, they need a basic chassis.
(Progress 0/60: 20 resources per die)
[ ] Wadmalaw Kudzu Plantations (New)
With Kudzu being very fast growing, a relatively limited first round of plantations should begin to provide for high demand beverages, and begin providing low impact caffeination to the masses. While far short of providing enough to fuel the bureaucratic edifices of GDI, it is a noticeable improvement in quality of life.
(Progress 0/150: 10 resources per die) (+2 Consumer Goods) (+5 Political Support)
(Progress 0/300: 10 resources per die) (+4 Consumer Goods) (+10 Political Support)
(Progress 0/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)
[ ] Offshore Tiberium Harvester Stations (Phase 2) (New)
Expanding the Tiberium Harvester Station program to cover more highly secured areas, especially those close inshore to GDI positions like the English Channel, the Sydhavsøerne and other areas where coastal defense batteries and narrows provide a relatively secure area from Brotherhood submarines and surface assets.
(Progress 0/200: 20 resources per die) (+20-30 resources per turn)
(Progress 0/200: 20 resources per die) (+20-30 resources per turn)
[ ] Liquid Tiberium Power Cell Deployment (Phase 1) (New)
With an effective Liquid Tiberium power cell system developed, it is still a political hot potato. While it will be possible to spend political capital to prevent it from being bogged down forever in parliamentary review, at the same time it may well not be worth it, as the cells, plus the needed bunkering are not that much cheaper than fusion for the amount of energy produced.
(Progress 0/140: 20 resources per die) (-5 Political Support) (+8 Energy)
[ ] Visceroid Research Programs (New)
Visceroids are some of the bare handful of Tiberium life forms to have survived the mutation, with the Forgotten holding an ever closer relationship with GDI, studies of these creatures may provide secrets to adaptation, or might provide some means of dealing with liquid tiberium deposits.
(Progress 0/120: 15 resources per die) (-10 Political Support)
[ ] Advanced Electronic Video Assistant Deployment (New)
The Advanced EVA system will need substantial pools of computer supplies for deployment, but should substantially improve the overall output of the Initiative. It will also require significant assistance from the field, which makes it somewhat problematic for immediate deployment beyond the need for capital goods.
-[ ] Infrastructure (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Heavy Industry (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Light and Chemical Industry(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Agriculture(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Tiberium(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Orbital (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Services (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Military (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Bureaucracy (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
[ ] Advanced Laser System Development (New)
With Takeda's notes providing a guiding basis, GDI's efforts to develop a modern equal to the Brotherhood's laser systems have been far faster than could be otherwise expected. An STU core, with associated support systems, will provide a substantial increase in the capacity of the Initiative's lasers.
(Progress 0/60: 30 resources per die)
[ ] Aurora Strike Bomber Factories (New)
While the Aurora is not going to be needed in the same numbers as the Apollo, GDI does need substantial numbers, especially with the window to strike Krukov nearly closed. These factories will provide enough for immediate use, although there are likely to be more in the near future.
-[ ] Oslo (Progress 0/90: 15 resources per die) (-4 Energy)
-[ ] Anchorage (Progress 0/90: 15 resources per die) (-4 Energy)
[ ] Apollo Fighter Factories (New)
With the Barghest-bis, and the new Vertigo-bis, GDI needs more of the high end of its fighter arsenal. While the Firehawk remains capable, it is far from enough in the modern day, and needs to be entirely replaced in the air superiority role.
-[ ] San Francisco (Progress 0/80: 15 resources per die) (-4 Energy)
-[ ] Maputo (Progress 0/80: 15 resources per die) (-4 Energy)
-[ ] Rotterdam (Progress 0/80: 15 resources per die) (-4 Energy)
[ ] Orbital Defense Laser Satellite Deployment (New)
An initial battery of sixty defense satellites will provide a wrapping of protection for critical sites in orbit. While the Space Force does not currently see a pressing need for them as an immediate reaction to the Brotherhood, they will provide a substantial support asset, especially in the face of the likely proliferation of countermeasures to the Ion Cannons.
(Progress 0/240: 20 resources per die)
[ ] Decrease Prices on Consumer Goods (New)
With the Initiative not having a profit motive, many goods are supplied with costs based on supply and demand, nudging people to ensure an equitable distribution of high value goods. However, with Consumer Goods being increasingly plentiful, that can be used as a means of rapidly increasing perceived quality of life, with marginal, but noticeable cuts to prices across the board.
(+5 Political Support) (-15 Consumer Goods)
all ag dice on the Kudzu plantations. Also the Eva's are strong as hell, but we're really gonna need to actually do the big HI cap good factories instead of getting trickles from the myomer plants if we ever want to do them.