I think we might want to throw a die at Tactical Airborne Lasers before we roll out any new airframes. Krukov's new air battleship is large enough to have an ion disruptor.
 
And the "with-drones" version has fewer actual piloted airframes aboard, from of what I'm seeing, even if it has more airframes total.
We were told earlier when we last had this debate that the escort carriers built to carry drones will carry the same number of piloted airframes as a "no-drone" escort carrier. The only difference is in the size of the carrier to accommodate the drones with, I think, enough drones to provide every manned airframe with a Wingman. Compared to a carrier designed before the Wingman drone which does lose piloted airframes either when the navy thinks it will need drones or just in general. The existing fleet carriers are already set to lose a Firehawk squadron to provide drones for everything else and if I remember correctly Ithillid said that the CVE will lose one of its squadrons too.

To note: completing both dev projects on the same turn will give us CVLs going off of previous turns.
 
I think that makes a few too many assumptions.

If we beeline Reykjavik Phase 5 starting in 2060Q1 (allowing 2059Q4 to finish the T-Glass foundries)... The Reykjavik macrospinner cannot reasonably be expected complete earlier than 2061Q1 without spending Free dice. That means we only have two or three quarters during the current plan to build any Zone Armor factories at all. Unless the benefits from Reykjavik are really good for reducing Zone Armor factory costs, there's no plausible way for this to pay off before the end of the current Plan and all our arrangements being thrown into chaos by reapportionment.

This is why I suggest Reykjavik Phase 4 (which we can get done by mid-2060), because that will serve two useful purposes:

1) It gives us enough time to roll out six Zone Armor factories by the end of the Plan. The best way to do this is with slow-walks, spending two dice on each of several factories, then investing one die at a time as appropriate; there's no point in wasting dice to finish the factories in a hurry. But remembering our experiences with the Governor yards in the previous plan, this is the kind of thing where you need several quarters to get everything spooled up.

2) We will see the direct impact of Reykjavik Phase 4 on the cost of the factories. We can reasonably extrapolate the impact of Phase 5, then decide for ourselves if it's worth it.

Besides, even if we finish the 'Wave One' sites for Ground Forces Zone Armor, there's still 'Wave Two' and 'Wave Three' to be considered, which we can comfortably postpone until Reykjavik Phase 5 is up and running.
Wow, this also made too many assumptions.
First: This discussion started because I suggested that we use Free Dice to get Reykjavik running earlier. Then you used the non-Free Dice completion time to say it isn't viable...
Second: Why does it have to pay off before the end of the Plan? It does not. (The Capitol Goods from it might though.)
Third: Nobody ever said we had to get Reykjavik 5 done before we start Zone Armor Factories.
Forth: You seem to be suggesting that the Zone Armor Factories will need to spool up. But what about Myomer Spinners with literal spools? Spooling those up early would make sense for Zone Armor.
Fifth: Spending Free Dice to get LCI running faster doesn't invalidate your points 1) or 2). (Which isn't an assumption, but why stop with an easy-ish to parse dot point list?)
 
Merry Christmas people.
It is VTOL capable, but usually used in a STOVL configuration.
Thats good to know.
It allows for Firehawk crews to use escort carriers for emergency landings as necessary.

These two points conflict with each other. We're short on manpower, so if we want X hulls, we have to limit them to tonnage Y. That's my point. Or part of my point.
This has mostly been settled, but I'd like to make two comments:

1) Staffing requirements for a ship are not directly proportional to tonnage.
There are fixed manpower requirements that must be met for particular functions, but in excess of that, manpower increases
And the advent of automation complicates the picture further.

For example, I would point out three RL examples
  • 22 kiloton Invincible-class carrier with 650 ship crew, 350 airwing and up to 500 Marines: 22 aircraft, either 12 Harriers + 10 helicopters OR 18 Harriers + 4 helicopters
  • 75 kiloton Queen Elizabeth II's 700 ship crew and ~900 aircrew: 24-36x F35Bs and 6-12 helicopters,
  • 102 kiloton supercarrier USS George HW Bush with ships company of 3523 and an airwing of 2480: 90 aircraft and helicopters

2) A wingman-equipped escort carrier remains much smaller than its bigger sibling, and would presumably build faster.

No fleet carrier built since the 1980s has massed less than a hundred thousand tons full load.
A superFord-style supercarrier in GDI service can safely be concluded to mass well north of 100,000 tons.
Meantime even the wingman-equipped CVE starts around half that size, at 50,000 tons.

It would be a marginal increase in tonnage for a major increase in capability, and critically, a large built-in margin for future proofing.
Note that the only reason it's this few, is because the navy is going to look at everybody and go 'you want us to crew how many ships?', for the frigates they simply lack doctrine and crew, and for the carriers they still lack enough crew, they literally will need a couple of years at minimum just to deal with those problems. However, expect over time for the numbers to increase, especially for frigates. The US Navy had about 550 blue water combat hulls, not counting the submarines, and it could lean on its allies in a globe spanning war.

GDI can not. I would estimate that the final count of the frigate fleet is going to be close to a thousand hulls in total.
A modern frigate is 120ish to 170 crew.
Something like the 9900 ton MKS180 frigate is only being designed for a crew of 114.

Even in the event of a thousand frigate swarm, we're still looking at less than 200k crew for staffing; significant, but its worth remembering that GDI's permanent armed forces is in the 20 million range IIRC. Not that I expect to need that many frigates; GDI has too many global bases that accomodate hydrofoils and patrol aircraft.

As for escort doctrine, I recall the QM mentioning that the Navy is currently still operating some Burkes/Zumwalts as the survivors of the GDI escort force from TibWar3.
They have the doctrine.

If anything, I would surmise that some of the old escorts they are stuck with are inefficient with manpower, and getting Sharks into service would free up manpower. Remember, the Burke-class uses around 329 crew, compared to the Zumwalt's 170, despite the Zumwalt being almost 50% heavier; I would not be surprised if retiring a Burke allowed us to crew 2-3 Sharks.

Except that the admirals remember the last time they had to deal with impractically large and expensive ships and fleets, and it's most of the reason the navy didn't enjoy the Third Tiberium War that much. TW3 GDI navy was very top heavy in ships, and they know they need more escorts, capable escorts, too.
Fair point.
By contrast, Navy forces on escort carriers rarely see the enemy and should nearly always be avoiding heavy enemy forces. Their ability to do their jobs is rarely limited by the number of tons of bombs they can carry or by the enemy's firepower. What the escort carriers usually need is to have X autonomous aircraft patrolling Y square kilometers of ocean and sweeping for submarines, and occasionally engaging an enemy raiding force. Since the wingman drones aren't autonomous, they can only contribute so much to that mission role.

But if it doesn't actively compromise the number of hulls and the increase in expense for us is, well, manageable, then I can live with it.
Twice the number of sonobuoys and ASW torpedoes for a starter.
More MAD detectors and chem sniffers.
More Electro-optical and IR sensors for another. More LIDAR and radar. Even a brace of self-defense QAAMs.

And critically, it provides operating margin for running the improved drones that are on the horizon.
Because as our EVA software and computing hardware improves, and our politicians and generals become more comfortable with the idea, upgrading drone autonomy is basically a plugin upgrade away.
The problem is Navy Doctrine is going to shift to One Pilot One Wingman, meaning that we're very likely going to have a period of running the CVEs short staffed. Going CVL is the equivalent of sticking a manual gun on the Abrams: it's a mechanical hack to a doctrinal problem.
Im fairly sure thats not true.
For one thing, I believe Orcas operate with two flight crew: pilot and weapons officer.

For another, the maintenance crew for an additional three squadrons of drones per carrier is going to be significantly smaller than for an equivalent number of manned plane squadrons, because all the pilot-adjacent subsystems, from ejection seat to life support, are absent, as is the pilot administration requirements.

The Royal Navy operated the Invincible-class's 22 aircraft wing with an aircrew of 350.
I find it implausible that the GDI is going to be incapable of finding 350x30 = ~11000 extra personnel for 30x escort carriers when the drones become available.
 
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We were told earlier when we last had this debate that the escort carriers built to carry drones will carry the same number of piloted airframes as a "no-drone" escort carrier.
[blinks]

I apologize, then, I had forgotten. Can you link to the earlier version? I will of course accept "no, do it yourself" for an answer if it'd be too much trouble.

The only difference is in the size of the carrier to accommodate the drones with, I think, enough drones to provide every manned airframe with a Wingman. Compared to a carrier designed before the Wingman drone which does lose piloted airframes either when the navy thinks it will need drones or just in general. The existing fleet carriers are already set to lose a Firehawk squadron to provide drones for everything else and if I remember correctly Ithillid said that the CVE will lose one of its squadrons too.

To note: completing both dev projects on the same turn will give us CVLs going off of previous turns.
To be clear, "CVE" is being used as a term for the lighter, designed-without-drones version of the escort carrier, and "CVL" is being used as a term for the heavier, with-drones version, yes?"

Wow, this also made too many assumptions.
First: This discussion started because I suggested that we use Free Dice to get Reykjavik running earlier. Then you used the non-Free Dice completion time to say it isn't viable...

Fifth: Spending Free Dice to get LCI running faster doesn't invalidate your points 1) or 2). (Which isn't an assumption, but why stop with an easy-ish to parse dot point list?)
Apologies, I genuinely missed that.

With that being said, we already have excellent reason to commit Free dice to both Heavy Industry and Orbital projects, and we'll always be feeling the urge to commit some to Military. It is very unlikely that we will feel safe and 'free' enough to allocate such dice to accelerating Reykjavik Phase 4+5 when we already have three other categories competing for attention.

I do not consider it very likely that we will end up spending enough Free dice on Light Industry to meaningfully speed up completion of the remaining Reykjavik phases.

Second: Why does it have to pay off before the end of the Plan? It does not. (The Capitol Goods from it might though.)
Third: Nobody ever said we had to get Reykjavik 5 done before we start Zone Armor Factories.
Forth: You seem to be suggesting that the Zone Armor Factories will need to spool up. But what about Myomer Spinners with literal spools? Spooling those up early would make sense for Zone Armor.
Your exact words were:

"But if we want to roll out more Zone Armor, we'd go with Reykjavik 5, which is 2000 progress used up already."

To my reading, this implies that you think it necessary and proper to complete Reykjavik Phase 5 before we do (more than a few of) the zone armor factories. This addresses your point (3).

...

As to your point (2), the fundamental issue is that Ground Forces is going to be hurting for lack of Zone Armor as fighting against Nod heats up in 2060-61. The demand for us to build the Zone Armor factories will only increase. If we wait a full five or so quarters to start doing Zone Armor factories, Ground Forces may well become quite displeased with us.

Furthermore, even if we did wait, we would have very few turns left to finish the factories before the end of the Plan... and after the end of the Plan we may struggle to activate enough dice to do much work on them, at least during 2062. Therefore, it is desirable to finish several Zone Armor factories in 2060-61, much as we finished several Governor yards in 2057-58. If we wait for Reykjavik Phase 5, we have fewer turns left in that timeframe to complete the projects, probably not enough to do the job without throwing wastefully many dice at some of the factories.

It would be better to work on Reykjavik Phase 4 now, hopefully complete it in 2060Q2, and then immediately start building Zone Armor factories to help reduce strain on ZOCOM and strengthen frontline GDI forces. This would help hold the line after the major offensive associated with the Karachi Sprint, and help GDI as a whole counter prospective Nod warlord attacks associated with the anticipated Great Dogpile. Waiting until 2061 to start building zone armor factories is inadvisable.

...

As to your point (4), "spool up" is being used as a metaphor for the overall increase in Zone Armor availability and the completion of all the factories. The point being that, as our experience with the Governor yards illustrated, it can end up taking several turns to get all of a large set of factories finished properly. Not something you want to rush at the end of the Plan.
 
I think we might want to throw a die at Tactical Airborne Lasers before we roll out any new airframes. Krukov's new air battleship is large enough to have an ion disruptor.
If we want more firepower, I think Plasma will give us the most punch. Get some of our Universal Rockets to have plasma warheads and such.

I think it'll be possible to do both Plasma development projects while fitting in all our Karachi buildup. So that in Q1 we can hopefully air our aircraft (and maybe build more Apollo factories) to hopefully get some kind of counter to the new battleship. Something like the following for next turn:

-[] Military 8/8 +7 free dice 270R
--[] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
--[] Prototype Plasma Weapons Development 0/60 1 die 25R 86%
--[] Orca Refit Deployment 151/200 1 die 15R 92%
--[] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 3 dice 60R 97% (2% Phase 1+2)
--[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 46%
--[] Shell Plants (Phase 5) 27/150 2 dice 20R 84%
--[] Ablat Plating Deployment (Stage 4) 45/200 3 dice 30R 96%
--[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
 
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@Simon_Jester: Even though I've pointed out that waiting until Reykjavik 5 to build Zone Armor Factories was an incorrect assumption, you are still using it.

It would be better to work on Reykjavik Phase 4 now, hopefully complete it in 2060Q2
Why hope it completes, when we could assign Free Dice and be sure it does?
You have yet to make a single point against using Free Dice for LCI. And that is the only thing I'm suggesting here.
Yes we need them to fix our HI backlog. Yes, we overcommitted on Orbital, but we aren't behind there, nor do we need to do more than our Plan commitments.
8 dice in Military is quite a lot, but yes we could allocate more.
Does that mean all 7 Free Dice are unavailable? No.

As to your point (4), "spool up" is being used as a metaphor for the overall increase in Zone Armor availability and the completion of all the factories. The point being that, as our experience with the Governor yards illustrated, it can end up taking several turns to get all of a large set of factories finished properly. Not something you want to rush at the end of the Plan.
Not a Plan Goal. Therefore, irrelevant.
(Also, point 4 was partly a joke about the spools of myomer being made by the macrospinners.)
 
  • 75 kiloton Queen Elizabeth II's 700 ship crew and ~900 aircrew: 24-36x F35Bs and 6-12 helicopters,
Merry Christmas, I just have a small nitpick. The Royal Navy's new carriers are not named for our current Queen. A lot of people make the mistake of calling them (and the lead ship in particular) the QE2 when in actuality they are named for the deceased Queen Elizabeth the First, you never name a ship after a ruling monarch. Brings bad luck.

[blinks]

I apologize, then, I had forgotten. Can you link to the earlier version? I will of course accept "no, do it yourself" for an answer if it'd be too much trouble.

To be clear, "CVE" is being used as a term for the lighter, designed-without-drones version of the escort carrier, and "CVL" is being used as a term for the heavier, with-drones version, yes?"
It's something like 400-500 pages back or whenever we started discussing combining the two. I'm sorry, but I really don't have the patience to trawl back that far to find a single post from Ithillid.

And yes, I am using CVE to distinguish the smaller carrier with no drones and CVL to mark out the larger carrier built to accommodate drones. Though, whatever we build will be called an escort carrier it makes sense to me to differentiate between the two given that we seem to of settled on the larger one being an escort carrier the size of a light carrier.
 
blinks]

I apologize, then, I had forgotten. Can you link to the earlier version? I will of course accept "no, do it yourself" for an answer if it'd be too much trouble.
Almost two hundred and fifty pages back.
I quote:
That will have consequences so far as size goes, but yes.
Broadly, right now, you are looking at something that is more or less going to be an overgrown Izumo. Something in the 35-40 kton range designed to carry some 36 aircraft. 12 hammerheads, and 24 Orcas, all VTOLs so you don't need a ramp or catapults. Once you add in the Wingmen, that jumps to a floor of 50ktons because you suddenly need 36 aircraft, plus another 36 (or more) wingman units.


Merry Christmas, I just have a small nitpick. The Royal Navy's new carriers are not named for our current Queen. A lot of people make the mistake of calling them (and the lead ship in particular) the QE2 when in actuality they are named for the deceased Queen Elizabeth the First, you never name a ship after a ruling monarch. Brings bad luck.
Gotcha.
But isnt the cruise ship named after her?
 
Almost two hundred and fifty pages back.
I quote:


Gotcha.
But isnt the cruise ship named after her?
Thank you for finding it.

There was one named for her but it's now a floating hotel. Maritime traditions are weird at times and it's likely her owners ignored that articular tradition, don't know how the crew felt about that one but you are supposed to save the names for former leaders if you're using them.

As an edit: I also found the post where Ithillid mentioned the sacrifices that are likely to be needed should be develop carriers without drones.

When it comes to carriers and the Wingman drones, the key problem is that wingman drones add a good 25-45 percent to the space required by any given squadron. What that translates to is not that it cannot operate wingman drones, it cannot operate the wingman drones without sacrificing some other part of its loadout. With a Fleet carrier what that will typically mean is that instead of loading on a general purpose mix in most cases, they will start loading a more specialized mix. If they are doing escort operations, you will see them loading tiltrotor wingman drones, and more Orcas. If they are doing strike operations, it is more firehawks and jet configuration drones. And the Atlantis class Fleet carrier has enough space that this is fairly viable. The thing is that the Escort carriers are already a very lean design, and won't be loading a third squad of Orcas native that can be stripped off to give the two remaining squads wingmen.

Edit: Lets assume, for the sake of argument that an Atlantis class aircraft carrier has 60 Firehawks in its standard complement (5 squadrons). Assuming that I am using the .25 more space system, you can sacrifice a squadron of Firehawks and everyone else gets a drone for escort. At .45 it gets a bit messier, but you can sacrifice two of the squadrons, and have three squadrons with wingmen, and then use the remaining space to allow wingman drones for things that are not Firehawks.
 
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@Simon_Jester: Even though I've pointed out that waiting until Reykjavik 5 to build Zone Armor Factories was an incorrect assumption, you are still using it.
No, I'm explaining why it would be a bad idea. And, separately, why I thought you wanted to do it.

Why hope it completes, when we could assign Free Dice and be sure it does?
You have yet to make a single point against using Free Dice for LCI. And that is the only thing I'm suggesting here.
Yes we need them to fix our HI backlog. Yes, we overcommitted on Orbital, but we aren't behind there, nor do we need to do more than our Plan commitments.
Because I don't think there will be sufficient popular support among threadgoers for such a plan in any case. I do not intend to propose such a plan, because I expect it to lose, but also because I consider it unnecessary. I would like to finish Reykjavik Phase 4 before starting Zone Armor factories for a number of reasons, but I do not feel enough urgency either in finishing that project or in starting the Zone Armor factories at the soonest possible moment.

Furthermore, Free Dice are largely unnecessary for Reykjavik Phase 4. As per @Derpmind 's analysis, ten dice gives us a 92% chance of project completion. If we invest steadily in it for 2060Q1 and 'Q2, we are nearly assured of project completion anyway, without any Free dice.

Not a Plan Goal. Therefore, irrelevant.
(Also, point 4 was partly a joke about the spools of myomer being made by the macrospinners.)
The Governors weren't a Plan goal either, but we still tried to finish up the yards before the end of the Second Plan. And we were right to try, because finding the budget to activate a lot more 20 R/die Military dice to finish the project in 2058 would have been ugly because of reapportionment.

The Zone Armor factories are in a similar position; there are excellent reasons for us to try to provide them to Ground Forces even if we haven't specifically promised to do so.

It's something like 400-500 pages back or whenever we started discussing combining the two. I'm sorry, but I really don't have the patience to trawl back that far to find a single post from Ithillid.
I understand, and I am very grateful to @uju32 for finding the reference.

And yes, I am using CVE to distinguish the smaller carrier with no drones and CVL to mark out the larger carrier built to accommodate drones. Though, whatever we build will be called an escort carrier it makes sense to me to differentiate between the two given that we seem to of settled on the larger one being an escort carrier the size of a light carrier.
Yes, that does make sense, I just wanted to confirm that you were using the abbreviations in that particular way.
 
Weird thought: Independent of CVE vs CVL, Wingman drones might lead to automated ASW hunter boats like this.

Maybe not entirely independently operating, but as a filler unit. So instead of a thousand Sharks, there would be two hundred Sharks of which maybe half will be in all-Shark squadrons, and the other half will be herding around Sea Hunter shoals.
 
A modern frigate is 120ish to 170 crew.
Something like the 9900 ton MKS180 frigate is only being designed for a crew of 114.

Even in the event of a thousand frigate swarm, we're still looking at less than 200k crew for staffing; significant, but its worth remembering that GDI's permanent armed forces is in the 20 million range IIRC. Not that I expect to need that many frigates; GDI has too many global bases that accomodate hydrofoils and patrol aircraft.

As for escort doctrine, I recall the QM mentioning that the Navy is currently still operating some Burkes/Zumwalts as the survivors of the GDI escort force from TibWar3.
They have the doctrine.

If anything, I would surmise that some of the old escorts they are stuck with are inefficient with manpower, and getting Sharks into service would free up manpower. Remember, the Burke-class uses around 329 crew, compared to the Zumwalt's 170, despite the Zumwalt being almost 50% heavier; I would not be surprised if retiring a Burke allowed us to crew 2-3 Sharks.

I also do not doubt that GDI can crew and field a full frigate swarm of 1000 ships or more. Rather, I doubt the navy can crew and field that full frigate swarm in a single go, which is why I think it starts with a request for facilities for 200 Shark hulls, already a rather substantial increase of GDI's escort forces, and then a couple of years later when the navy has reorganized its frigate forces and feels ready another request is made, this time for the rest of the swarm as it can draw cadre from the existing Sharks to provide the needed experience to do a good job.

And no, GDI is going to need that many frigates, because the frigates are blue water navy ships, while hydrofoils are brown water ships best used close to the coast, and maritime patrol aircraft have limitations in range, time on station and can't have a sonar permanently listening for enemy activity. They are all useful, no doubt, but there's a ton ocean to cover and none of the options available are perfect in all areas.
 
Regarding the Navy, what I'd like to see us do is build one shipyard for Escort Carriers, then doing one shipyard each for the Assault Ships and Monitors before going back and filling out all the remaining CVE yards.

That would give the Military the option to do some light sea raiding while we fill out the escort fleet (they could go after those islands that are acting as pirate bases for example).
 
Weird thought: Independent of CVE vs CVL, Wingman drones might lead to automated ASW hunter boats like this.

Maybe not entirely independently operating, but as a filler unit. So instead of a thousand Sharks, there would be two hundred Sharks of which maybe half will be in all-Shark squadrons, and the other half will be herding around Sea Hunter shoals.
Not weird at all.
I'm reasonably sure its been asked of the QM either on this thread or the Discord, and the implication of the reply was that the Navy would be letting the Air Force go first and watching their progress with interest.

A buildout of everything from speedboat-sized attritable drones with a mothership tender to five hundred ton mediums to full sized ~3 kiloton unmanned ships designed to shadow manned ships and put more sensors, decoys and defenses in a task force without putting more people at risk? All are possible.

We'll see which path the GM chooses.


I also do not doubt that GDI can crew and field a full frigate swarm of 1000 ships or more. Rather, I doubt the navy can crew and field that full frigate swarm in a single go, which is why I think it starts with a request for facilities for 200 Shark hulls, already a rather substantial increase of GDI's escort forces, and then a couple of years later when the navy has reorganized its frigate forces and feels ready another request is made, this time for the rest of the swarm as it can draw cadre from the existing Sharks to provide the needed experience to do a good job.

And no, GDI is going to need that many frigates, because the frigates are blue water navy ships, while hydrofoils are brown water ships best used close to the coast, and maritime patrol aircraft have limitations in range, time on station and can't have a sonar permanently listening for enemy activity. They are all useful, no doubt, but there's a ton ocean to cover and none of the options available are perfect in all areas.
From our experience with cruisers, a single go for a thousand frigates would be a period of at least four years even if we built all the shipyards at 1/turn, which is ample time to train out additional crew. In the age of dedicated training EVAs, virtual reality simulations, recent combat experience and combat vets, its unlikely to be a problem if we have the people.

That said?
Im reasonably sure that GDI neither needs that many nor will build that many. I'd put money that we're unlikely to see more than a second tranche of Sharks if that, topping out around 500 frigates max.

You are more likely to see a bunch of unmanned surface and underwater drones in the wingman role to existing ships in the future than another eight hundred frigates.
IMO.



Hydrofoils apparently have great deepwater/rough seas performance.
And when not running at full speed, have startling ranges.
Yeah, surprised me too.


As demonstrated during the theft of the Tacitus, Tiberiumverse cargo aircraft have one-hop transpacific range with a combat load of cargo. Note the combat movement of Marked of Kane from the Far East to Colorado to steal the Tacitus and precisely what that implies about aircraft performance and endurance.

While its true that aircraft dont have the same sonar persistence as surface vessels, sonar buoys and dipping sonar are not the only detection modality available to ASW aircraft today IRL.

Radar, magnetic anomaly detectors(MAD) and their superconducting quantum interference device(SQUID) cousins, EOIR and chem sniffers are all in use or have been used at one point or the other.
So is wake detection, potentially bluegreen lasers, neutrino detection, and in the Tibverse, Tib vibration(Scrin) and powerplant(Black Hand) scans, as well as gravity/metric sensors if anyone is running repulsors.
 
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Q4 2059
Mechanics Explanations

Heavy Industrial Reserves
Currently, surplus heavy industrial goods are going into the markets, other people's supplies, and other wants and needs. By ordering production in excess of immediate needs to go into reserves, you can begin building up a supply of capital goods in case enemy action forces you into the negatives. This is a toggled action.
Every form of stockpile works a bit differently.
With Energy you need to build backup generators or battery banks.
With Food, you need to supply a constant flow of existing food to it, and with technological upgrades you can make that more efficient.
When ordering growth of the Heavy Industrial Reserves, it is not always all or nothing. Rather, if you have enough capital goods, (think in the range of +15 or +20) you can reduce the amount that is going into reserves, and make a flow available for other people. However, at current levels, you can only do one or the other.

AI Development
AIs do not spring into the world fully formed. Instead they have an initial roll, followed by some sequence of follow on development rolls that can either increase or decrease their overall stats.
Current AIs solidify early and uncertainly, however that will not always be the case, especially as your knowledge of AI and your computer technologies increase.
Erewhon is going to get two development rolls, of d8-4 for each of his three stats. Currently Erewhon is
Friendliness: 32
Stability: 7
Capability: 27


Q4 2059
Resources:‌ ‌850 ‌+‌ 10 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes)

Political‌ ‌Support:‌ 70
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
18.76 Blue Zone
2.7 Green Zone
23.82 Yellow Zone (83 Points of Abatement)
54.72 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 ‌(+17)‌ ‌(+10 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+12)‌ (1 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+5)‌ ‌
STUs: Massive Surpluses (+13)
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+33)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+37)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1820/2370)‌ ‌
Taxation: 30 Resources Per Turn
Space Mining: 15 Resources Per Turn
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌12;‌ ‌23; ‌90)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(155;‌ ‌110;‌ ‌53;‌ ‌10)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌145;‌ ‌30;‌ ‌9)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌28; ‌150)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(63;‌ ‌10;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(80; 71;‌ ‌4;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ 50 ‌seats‌ ‌(32;‌ ‌18;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(300;‌ ‌255;‌ ‌85;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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

Plan Goals
Capital Goods: 39 Points
Consumer Goods: 94 (18) Points
Food: 18 points in reserve
Income: 220 Points
Stations: 1910 Points
Abatement: 19 Points
Processing: 380 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 at least six phases of Space Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop and Deploy Mastodon

Infrastructure (6 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 the primary 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 cargo 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 695/800: 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. Recently, Director Litvinov appears to be hoping to use a proven concept for making safe zones and would be grateful if done.
(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 (5 dice)

[ ] Continuous Cycle Fusion Plants (Phase 4) (Updated)
A fourth major wave of fusion plants will begin to wrap up this generation, as GDI looks to move to marginally more efficient second generation continuous fusion plants. While they are not yet ready, they will be in one to two years, as final testing continues.
(Progress 76/300: 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) (may aid AI research)

[ ] 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)

[ ] 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 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 repulsor plates, 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 (5 dice)

[ ] 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 2) (Updated)
Expansions of the Tiberium Glass Foundries will move the glass from relatively small scale applications to widespread allocations that will provide substantially increased Tiberium resistance to hundreds of areas, and provide for substantial savings due to reduced maintenance requirements.
(Progress 55/350: 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 (4 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 ramping up its production well into the next plan as the plants within mature, 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)

[ ] Green 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, though the expanding blue zones and heavy housing investment has adjusted the calculus a little
(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)

[ ] Green 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. The health-care services also will benefit from cattle blood, and more animal test-subjects, not to mention there being zoos again, in time.
(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 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 2)
A further expansion of food stockpiles and granaries in deep reserves, Cut into the frozen wastes at the far northern and southern reaches of GDI's grasp, these will be a final backup for GDI's overall food supply. While they will be far from enough, even at full capacity, they can buy the Initiative critical months in case of massive reverses in its fortune.
(Progress 38/150: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/175: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 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 (7 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 Green 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 Green Zone Harvesting (Stage 5)
While there are now more Green Zone regions secured and 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 tiberium 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 expansion 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 3) (Updated)
Continuing with the refits of prewar Tiberium refining capacity, the current approach has already reaped significant rewards, and kept pace with expansion of tiberium mining. While it will not be enough to fill the Treasury's goals, it is helping to some degree.
(Progress 3/100: 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)
-[ ] Yellow Zone 11 (Progress 0/130: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] 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 3) (Updated)
The last of the Tiberium Harvester Stations that can be secured with current resources, these will add a significant amount of tiberium income to GDI's resources. However, without further naval development, this will be the last that can be managed.
(Progress 67/200: 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)
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 bunkers to provide both containment and protection against enemy action, are not that much cheaper than fusion for the amount of energy produced.
(Progress 41/140: 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
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 (6 dice)

[ ] 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)

[ ] 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)

[ ] 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 (5 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 146/320: 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
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)

[ ] Erewhon Life Support Commitments (New)
By dedicating significant resources to Erewhon's upkeep and support, GDI can both establish a precedent for the care of artificial intelligences, and potentially improve its life and capabilities. While this will require dedicating a noticeable amount of support staff to the project long term, who will remain until Erewhon expires, it is likely to engender better feelings from future Artificial Intelligences.
(-2 to all Services dice until Erewhon expires) (+2 to Erewhon Growth Dice) (This Turn Only)

[ ] 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 Political Support)

[ ] Hallucinogen Development (New)
While the Brotherhood's version is far too strong, and far too risky for any use outside of warfare, it might have more therapeutic uses if reformatted substantially. Exploring the more civilian applications may prove to be little more than a wild goose chase, but could also provide a new generation of critical lifesaving, and quality of life increasing drugs.
(Progress 0/60: 15 resources per die)

Military (8 dice)

[ ] Advanced Laser System Development
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 118/300: 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. With the prewar facilities brought up to modern standards, the vast majority of the needed work is simply changing settings and creating new components, rather than being a significant drain on the supply of capital goods.
(Progress 151/200: 15 resources per die) (Very High Priority)

[ ] 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 being an add-on, the expected laser breakthroughs are not going to make this step redundant.
(Progress 0/40: 20 resources per die)

[ ] Apollo Fighter Factories
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 55/220: 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
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) 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)

[ ] Hallucinogen Countermeasures Development (New)
With the Hallucinogen grenades deployed by the Brotherhood of Nod being a critical threat to GDI's ability to hold positions, the development of effective physical and pharmacological countermeasures to these devices is an important aid to troop survivability.
(Progress 0/40: 15 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 (4 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)

** 4 Hour Moratorium on Voting **
 
Regarding the Navy, what I'd like to see us do is build one shipyard for Escort Carriers, then doing one shipyard each for the Assault Ships and Monitors before going back and filling out all the remaining CVE yards.

That would give the Military the option to do some light sea raiding while we fill out the escort fleet (they could go after those islands that are acting as pirate bases for example).

I don't think this is a good idea. Because fewer shipyards mean less hulls produced in a timely manner. You'd probably want to atleast get into the halfway mark or more before switching production. And it'd really depend on how the deployment is structured. Five yards is going to be a different animal from three.

Rotating hulls like that would be odd. It wouldn't give enough hulls to start doing any new task well.
 
I wish for nothing more than 7 dice in orbital and a few dice on OSRCT. The rest you can fight out yourselves.
Already in my plan

[] Plan Insert Witty Name Here
-[]Infrastructure 6/6 90R
-[] Integrated Cargo System 2 dice 30R 97%
(progress 695/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)
-[] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 96%
(Progress 25/200: 20 resources Per die) (+4 Housing) (Supports Yellow Zone Intensification)
-[] Security Review 1 die
-[]Heavy Industry 5/5 160R
-[] Continuous Cycle Fusion Plants (Phase 4) 4 dice 80R 97%
(Progress 76/300: 20 resources per Die) (+16 Energy)
-[] Nuuk Heavy Robotics Foundry (Phase 1) 1 die + 2 free dice 60R 97%
(Progress 0/160: 20 resources per die) (-1 Labor)
-[] Hover Chassis Development 1 free die 20R 89%
(Progress 0/60: 20 resources per die)
-[]Light and Chemical Industry 5/5 70R
-[] T-Glass Foundries (Stage 2) 4 dice 60R 60%
(Progress 55/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources])
-[] Civilian Glider Development 1 die 10R 100%
(Progress 0/40: 10 resources per die)
-[]Agriculture 4/4 40R
-[] Perennial Aquaponics Bays (Stage 3) 2 dice 20R 68%
(Progress 207/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
-[] Wadmalaw Kudzu Plantations (Phase 1) 2 dice 20R 62%
(Progress 0/150: 10 resources per die) (+5 Political Support)
-[]Tiberium 7/7 100R
-[] Tiberium Processing Refits (Phase 3) 1 die 20R 55%
(Progress 3/100: 20 resources per die) (+50 processing capacity [-250 during refits])
-[] Railgun Harvester Factories
--[] Maputo 1 die 10R %
(Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[] Offshore Tiberium Harvester Stations (Phase 3) 2 dice 40R 90%
(Progress 67/200: 20 resources per die) (+20-30 resources per turn)
-[] Visceroid Research Programs 2 dice 30R 98%
(Progress 0/120: 15 resources per die) (-10 Political Support)
-[]Orbital 6/6 140R
-[] Lunar Heavy Metals Mines (Phase 1) 6 dice + 1 free die 140R 90%
(Progress 0/395: 20 resources per die) (+20 Resources per turn)
-[]Services 3/5 10R
-[] Domestic Animal Programs 1 die 10R 0%
(Progress 0/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support)
-[] Erewhon Life Support Commitments 1 die
(-2 to all Services dice until Erewhon expires) (+2 to Erewhon Growth Dice) (This Turn Only)
-[] Security Review 1 die
-[]Military 8/8 240R
-[] Advanced Laser System Development 1 die 30R 81%
(Progress 0/60: 30 resources per die)
-[] Long Range Sensor System Deployment (Phase 2) 2 dice 50R 36%
(Progress 118/300: 25 resources per die)(Very High Priority)
-[] Reclamator Fleet YZ-10 South
--[] Super MARVs 1 Administrative Assistance die 20R 90%
(progress 182/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)
-[] Orca Refit Deployment 1 die 15R 92%
(Progress 151/200: 15 resources per die) (Very High Priority)
-[] Wingman Drone Development 1 die 15R 100%
(Progress 0/40: 15 resources per die)
-[] Orbital Strike Regimental Combat Team Stations (Phase 1) 3 dice 60R 97%
(Progress 55/220: 20 resources per die) (High Priority)
-[] Universal Rocket Launch System Deployment (Phase 2) 1 free die 15R 46%
(Progress 105/200: 15 resources per die) (-2 Energy) (High Priority)
-[] Railgun Munitions Development 1 free die 10R 81%
(Progress 0/60: 10 resources per die) (High Priority)
-[] Neural Interface System Development 1 free die 25R 81%
(Progress 0/60: 25 resources per die)
-[]Bureaucracy 4/4
-[] Administrative Assistance 2 dice (Reclamator Fleet YZ-10 South)
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[] Security Reviews (Infrastructure) 1 Infrastructure die + 1 die 89%
(DC 50 + 1 operations die)
-[] Security Reviews (Services) 1 Services die + 1 die 89%
(DC 50 + 1 operations die)
-[]Free Dice 7/7
-[]Resources Income 850/850 Reserve 0/10

Anyone spot any mistakes or have any input?
 
[ ] Hallucinogen Development (New)
While the Brotherhood's version is far too strong, and far too risky for any use outside of warfare, it might have more therapeutic uses if reformatted substantially. Exploring the more civilian applications may prove to be little more than a wild goose chase, but could also provide a new generation of critical lifesaving, and quality of life increasing drugs.
(Progress 0/60: 15 resources per die)
[ ] Hallucinogen Countermeasures Development (New)
With the Hallucinogen grenades deployed by the Brotherhood of Nod being a critical threat to GDI's ability to hold positions, the development of effective physical and pharmacological countermeasures to these devices is an important aid to troop survivability.
(Progress 0/40: 15 resources per die)
We have drug options! Someone get this into their plan stat! Think of all the SPACE DRUGS we can make!
 
I don't think this is a good idea. Because fewer shipyards mean less hulls produced in a timely manner. You'd probably want to atleast get into the halfway mark or more before switching production. And it'd really depend on how the deployment is structured. Five yards is going to be a different animal from three.

Rotating hulls like that would be odd. It wouldn't give enough hulls to start doing any new task well.

Obviously, once we finished all the CVE shipyards we would then go back and build the remaining Assault Ship and Monitor yards. I just think it would be good to have one each of CVE, Assault Ship and Monitor yards first, so the Navy as an array of options as early as possible.

It's important to remember that the CVEs are there to act as force multipliers to our cruisers doing convoy escort (a task we are already okayish on). Each CVE we build frees a fleet carrier from convoy escort duty, so even a single yard would effectively 'create' a substantial force.

Meanwhile the Assault Ships and Monitors act as force multipliers to each other, so building them in pairs is only logical.
 
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