Q2 2059 Results


Q2 2059 Results

Resources:‌ ‌810 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+20 from Taxes)

Political‌ ‌Support:‌ 70
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
18.55 Blue Zone
2.91 Green Zone
23.84 Yellow Zone (83 Points of Abatement)
54.70 Red Zone (70 Points of Abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+30)‌ ‌ (17 population in low quality housing)
Energy:‌ Major Capacity Surpluses ‌(+8)‌ ‌(+4 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+12)‌ (2 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+5)‌ ‌
STUs: Massive Surpluses (+13)
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+43)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+38)‌ (+3 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1770/2370)‌ ‌
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

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

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

Plan Goals
Capital Goods: 47 Points
Consumer Goods: 94 (18) Points
Food: 20 points in reserve
Income: 260 Points
Stations: 2108 Points
Abatement: 19 Points
Processing: 430 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete at least two more phases of Shell Plants
Complete at least two more phase of Ablative Armor
Complete at least two more phases of URLS production
Complete at least two phases of Wadmalaw Kudzu Plantations
Complete at least one more phase of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Space Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon
Deploy Havoc


Politics
The defeats of the Brotherhood of Nod this quarter have given the Developmentalists and the ruling coalition a noticeable boost in the polls. While the militarists are complaining about the defeat handed to the 13th Armored Division, it is a war, and losses are to be expected. Defeating two warlords' offensives in the same quarter is a significant boost to the prestige of the Initiative, and has weakened both of them.
More broadly, Initiative politics have been primarily a continuation of the campaigns, with even Litvinov focusing her efforts on supporting the soicalist parties. Without a severe crisis, and with the bureaucratic parts of the Initiative having things well in hand, it is primarily about a series of long term complaints, food, housing, and a litany of more minor issues.

Breakthrough
One of the labs that was not selected for final development funding has, using its standard allocation, achieved a significant breakthrough. The Scrin used massive numbers of crystals for their computing architecture. These are a modular solid state computing architecture, with each crystal being a solid state volumetric computer. With most modern chip designs, the basic tool is a chip or disc, with information stored on a 2 dimensional medium. However, one of these isolinear computing devices instead stores memory and processing capability in a three dimensional volume, etching layer upon layer of switches one on top of the other, all working on the same problem at the same time.

Brotherhood of Nod.
Krukov has continued to gather strength, drawing in a number of the peripheral warlords that nominally had held allegiance to Reynaldo. However, he has also been significantly more cautious, beginning to move factory components to parts unknown. While InOps has attempted to make headway in finding the new locations, they have so far eluded detection.
Stahl is also beginning to gather noticeable support. While attacking Rio de Janeiro is currently beyond Initiative capabilities, shipping into and out of the port city has at least doubled, with numerous cargo submarines surfacing, rather than coming into the deepwater moon pools that they would normally operate from.

Both the Barghest-bis and what is being termed the Vertigo-bis, have had shootdown samples captured. The Barghest Bis is an extended version of the existing Barghest design, adding a single centerline turbofan engine, and a pair of over the shoulder missile hardpoints, in addition to the extant pair of plasma cannons. Approximately as fast as the Firehawk, it is a significant upgrade in terms of air to air firepower, especially as it still has a noticeable maneuverability edge on any aircraft fielded by the Initiative.

While the captured Vertigo-bis wreckage was badly damaged, there are some clear elements of pre-Tiberium designs. As a flying wing, it has a low radar cross section, but is most effective at subsonic speeds. A pair of conventional turbofans are the main propulsion system, making it a relatively cheap aircraft to build, and one that can carry a substantial bomb load, likely in the range of fifteen tons internally and some unknown amount externally. Much of the wreckage suffered severe damage from a post crash fire, which has rendered significant portions unrecognizable.

Ceasefire
A brief and uneasy ceasefire occurred in China in early April. While it was only a forty eight hour period, set aside so both sides could tend to the graves of their ancestors, it is a significant victory for the negotiation corps, and offers the potential for future combat limitations. However, these are so far not particularly popular with the Initiative, as many see it as being little more than a chance for the warlord to make maneuvers without harassment by the Initiative. With the specter of the Tet offensive, and the failures of previous attempts to court warlords, this kind of holiday ceasefire has long been out of favor.

Ration Board
The Initiative Ration Board has opened proposals for the next decade of Initiative rations, beginning with the 24 hour ration packs. With a spread of 90 meals planned for variety as an initial run and the potential to add more, it is an ambitious project to revitalize the ration for the common soldier. Over the past decade, the ration board has revised the ration effectively every other year as the Treasury has managed to put more food diversity and greater supplies to hand. In the early years of the decade, it had dropped to a mere seven meals, none of which were particularly inspiring, and one, Fungus Bar with Gravy, was actively despised.

With these rations, the key elements are primarily volume and taste. With most GDI vehicles equipped with a boiling vessel weight is not a particular concern, as infantry is unlikely to need to carry these rations while on dismounted patrol and dedicated rucksack survival rations for such circumstances do exist.

Green Zone Food and Housing
Currently, with the expanding Blue Zones and the mass evacuations back to more secure regions, the Green Zones are low in population, and most of the former Terminus cities are now safely in the Blue Zones. At this point it is only a handful of scattered fortress towns in the Green Zones at the leading edge of previous construction campaigns, and many of them have become operations bases for GDI mechanized units rather than civilian populations.

Ammunition
Current artillery ammunition stockpiles in the Americas have been significantly depleted by ongoing operations, both during and after the offensives this quarter. However, global stockpiles have been barely impacted, and while there is still a significant need for greater volumes of more specialized rounds, at current production rates GDI is not expecting to face lasting shortages as the American stockpiles are refilled. Overall, ammunition consumption has begun to significantly drop as the new guns are rolled out to more batteries, and older models are relegated to the back lines. While potentially problematic for a wartime scenario as they would spike shell consumption when GDI needs them most, the guns will also serve among the Initaitive's final lines of defense as Blue Zones are overrun like they were in the Third Tiberium War.

Military Priorities
  • Ground Forces
For the Ground Forces, the highest priority must be the prompt delivery of Zone Armor as soon as possible. Second is consumables. While current consumables supplies are enough for smaller scale operations, general operations exhaust supplies quickly, while given enough time strategic stockpiles can be built, that time is measured in years, if not decades, although this does not apply to shells. Additionally, the Ground Forces are ready for significant funding to go to the other branches. While artillery is useful, close air support, battlefield interdiction, and the ability to insert troops into vital locations is equally critical.
Currently, the provision of vehicles is generally sufficient. However, many of the existing designs lack the space or other requirements for enhancing capabilities. Though these will require replacements during the coming years, they are currently sufficient, and available in sufficient numbers
  • Steel Talons
The Steel Talons desperately want to see their current design docket completed in line with the goals committed to in exchange for Tali Jackson. With the Havoc developed and ready for action, they definitely want it in the field as soon as possible. They are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations. In terms of truly blue-skies research, they are curious about the logistics of a plasma cannon battery as used by Bintang and where it could be used properly.
  • Air Force
With the missile problem well on its way to being resolved– although none would gainsay more supplies being available– the Air Force has reassesed its priorities. The most important of them is the A-16 Orcas, but the Wingman drones are not far behind. With the Aurora now developed, the Air Force needs first delivery of airframes as soon as humanly possible, with high priority transitory targets having rapidly closing target windows. However, the key systems at this point are not more new airframes but rather new tools for airframes, especially things like the Wingman Drones and other means to increase pilot efficiency.
  • Navy
GDI's naval forces have returned to a point where convoys can expect routine escort, and even attempted blockades can be forced, although not without sacrificing other routes. They see the escort carriers with the naval variants of the Orcas as the next major important area to invest in. However, they are also looking into expanding the number of ships drastically, as less than two hundred hulls is simply not enough to cover a global operational zone.
  • Space Force
The Space Force strongly desires the OSRCT concept to move as soon as possible from the drawing board to reality. Additionally, the development of new technologies is an increasingly high priority, as systems to defeat the Ion Cannon network are expected to proliferate.



[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 307/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)
[88, 19, 10, 45, 10]

Work on the ICS so far has been primarily theoretical. With GDI operating a global logistics network, there are thousands of potential pitfalls involved in such a radical restructuring. While local logistics are generally good enough, and in some places better than that, they are also relatively inefficient, with local planners and administrators often placing greater emphasis on keystone projects rather than the general needs of the population. In Boston for example, there are significant concessions made towards the North Boston Chip Fabricator, which creates turbulence for other needs and demands. Similarly in Helsinki, the C-35 factory has a direct route to the airport, a concession to the need to transport to a launching site, but one that is distinctly inefficient from both growth and traffic flow perspectives. This kind of problem is a result of insufficient communication between central and local planners, and the need for prompt resumption in economic growth after the war.


[ ] Continuous Cycle Fusion Plants (Phase 3)
Mass production of modern fusion systems has substantially replaced the older nuclear systems. While not an immediate need, it is likely to be critically needed as GDI's power needs scale up. Additionally, establishing a reserve of generation capacity will help ensure that damage to the system can be made good more easily.
(Progress 258/300: 20 resources per Die) (+16 Energy)
[37]

The projects have slowed this quarter, reaching a stage where they can be more or less safely left to rest on standby. While they have not yet been tested and inspected, the plants are complete, standing ready for the Treasury to perform the needed tests and inspections to start them up. While there is always the chance of catastrophic failure due to a problem that was not detected by line checks, these are less dangerous, and usually less difficult than traditional fission developments.
These plants are however likely needed in the near future, as military and economic development continues to devour energy, and there are likely energy demands coming from other fields, especially private services and industry.

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 336/500: 25 resources per die) (+8 Capital Goods, -4 Labor, -8 Energy)
[72, 7, 45]

Work on the heavy industrial sectors has plowed ahead, over the objections of locals as the Initiative searches for desperately needed supplies. With the war looming, hardening has become an ever more important piece, and these heavy industrial sectors are a key part of it. Mixed industrial parks, like Puerto Madryn, are a key part of the overall Initiative economy, producing thousands of goods that the Initiative needs for day to day life.
Take, for example, an armored car, as used for many of the Initiative's elite (although Guardian APCs and Pitbulls are in many cases more common, this was introduced with the age of the two Grangers) It requires six to eight panes of Aluminum Oxynitride, a mix of foamed aluminum, wire mesh, more foamed aluminum, and molybdenum/chromium steel plates for defense, and then an overbuilt chassis and engine to hold them all. Beyond that there are thousands of other widgets and components required to maintain the car, from an array of sensors on the engines, to the computers needed to keep the engines at high efficiency.

[ ] Reykjavik Myomer Macrospinner (Phase 3)
Serious expansion, bringing the macrospinner plant to a point where it is not only supplying capital goods, but noticeably cutting GDI's energy demands. This will bring it closer to parity with the Johannesburg Macrospinner, providing serious expansions to GDI's ability to produce high thickness myomers, such as those used on the Titan and Havoc mechs.
(Progress 340/320: 20 resources per die) (+2 Capital Goods, +1 Energy)
[63]

A further surge of construction has seen Myomer bundles pour out of Reykjavik in a flood. All across Europe factories are beginning to be able to replace wearing pneumatic and electric assembly arms with myomer bundle based systems. While marginally less flexible in some ways, they are also capable of being significantly more nimble in others. Similarly, the Talon's factory in Brest has been seeing shipment after shipment arrive, loaded to the gills with myomer bundles ready for installation.
If the factory is further expanded, it will reach a point where military projects that use myomer in the region can simply rely on shipments from the factory, rather than having their own growth laboratories. While it will be somewhat more vulnerable to disruption in some ways, it will also be a noticeable reduction in overall costs to construct.

[ ] T-Glass Foundries (Stage 1)
T-Glass, or Tiberium Resistant Transparent Aluminum is a fundamental change and improvement in Tiberium resistance technologies. A very strong, very resistant transparent plating, it has thousands of uses across multiple areas. However, it will need to be produced in vast quantities, with everyone demanding large amounts of the material. The savings in replacement losses alone will cut maintenance demand for everything from windshields to anchors.
(Progress 117/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
[7, 17, 42]

Progress on the T-Glass Foundries has been slow. While Aluminum Oxynitride (ALON) is a known technology, and a relatively common one, the STUs are anything but. To produce a standard piece of ALON, standard aluminum nitride and aluminum oxide are blended, pressed into a shape, and fired, producing a usable form. So far construction has focused on the more conventional side of the technology, with standard reaction systems, furnaces, and a dozen presses to shape the ALON. However, there is a lot more work to be done, and much of it is being slowed by GDI's institutional paranoia. When effectively every atom of STUs must be tracked and kept to a chain of custody, it is difficult to work with on anywhere near an industrial scale.

"I don't mind telling you that this is not what you might call a known technology. Sure, the viewports on tanks and lenses of some military optical equipment use ALON, but we're fabricating it in massively larger quantities. The retorts alone to bring it up to pressure and heat are enormous. And then there's the other stuff. Half our staff aren't even cleared to know what that other-stuff is but apparently it's the most expensive stuff on the planet, given the guards watching us. It's one thing to know INOPS is watching you. It's another to have them send bi-weekly demands for inventory and then have ZOCOM breathing down our necks about when the stuff will be ready. The pressure to get this right is intense, so we're taking every precaution."
- Dublin Site Manager Henry Bryant

[ ] Perennial Aquaponics Bays (Stage 3) (updated)
A final major phase of Perennial plants, built around the vast demands for spices, and luxury foods is currently under construction. While it will at this point be producing well into next plan, GDI can supply an increasing amount of its population with high demand consumer goods in the near future.
(Progress 207/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns)
[2, 8]

With this planned to be the last phase of Perennial Aquaponics in the immediate future, investment has been slow, with few resources to spare from other priorities. Further expansion of the greenhouses has gone on with little ceremony or public interest. With most of the high demand crops already slated to shortly enter public supply, these are going to primarily make them more available. With what is projected to be a five to seven year backorder for coffee, a nine year backorder for vanilla beans, a two year backorder for licorish, a six year backorder for tea, and similar across dozens of other keystone luxury goods, it will be needed, especially as the population is still slated to expand despite low birthrates, due to refugees coming in from the Yellow Zones.

Beyond that, these keystone luxury goods, or at least the promise of supplies, is making the Negotiator Corps very happy. The ability to serve actual coffee (rather than hoping for chemically produced substitutes) is likely to provide a significant amount of goodwill in negotiations, although with current supplies being limited, it is not likely to produce actual leverage, as diverting tons of high demand consumer goods to non-Initiative actors is a political nonstarter at this time.

[ ] Wadmalaw Kudzu Development
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 67/40: 20 resources per die) (High Priority)
[45]

The problem with kudzu is that it is overwhelmingly fast growing. With an average growth rate of up to 30 centimeters a day, it can overtake any environment where it is planted in a matter of weeks. While this makes a crop of its leaves overwhelmingly productive, it is also a problem for flavor. With almost all of the plant's energy going into growing, early iterations produced incredibly bland teas, even once it has been fermented.
Revised versions are significantly improved, growing at merely ten centimeters a day, and producing significantly more flavorful leaves. With it being potentially incredibly prolific, it will be problematic to control, although for at least a few years it will be in absolutely incredible demand as it will be the only form of caffeinated beverage that is widely available.
Caffeine content however is low, about 20 milligrams per eight ounce serving of brewed tea at the highest, and more processed versions are about as caffeinated as decaffeinated tea from traditional tea leaves.

[ ] Offshore Tiberium Harvester Stations
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 201/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)
[23] [Income: +25]

The Offshore Tiberium Harvester stations, despite their political problems, have been a rousing success story. Operating in the near shore littorals, out to about a hundred and fifty meters deep, the stations have begun hauling in a significant load of Tiberium. However, they do have problems. Most notably the limited number of areas that they can effectively operate. As they are large flat bottomed craft that need to remain relatively still during a harvest, they cannot effectively operate during significant storms, or fast moving ocean currents. Beyond that, they are also vulnerable to attack. With the Brotherhood of Nod stepping up their naval activities, it is only in secure areas, like the Baltic Sea, North Sea, Sea of Japan, or the Sea of Okhotsk, which are surrounded by blue zones, and have constricted accessways that GDI can lay defensive lines across, where they can be deployed. This means that in total, there may be more construction, but it will be a limited supply, not a long term strategy for development.

[ ] Liquid Tiberium Power Cell Development
Liquid Tiberium has a tendency to decompose if exposed to significant amounts of energy. While it is the basic principle of a Liquid Tiberium Bomb, it is also a potentially significant power supply, as demonstrated by the Brotherhood of NOD. With GDI currently running on the edge of available energy reserves, it is a politically problematic, but relatively simple means of providing mass amounts of energy.
(Progress 60/50: 30 resources per die) (-5 Political Support)
[25]

The Liquid Tiberium Power Cell as developed is a small scale power supply. Fifty liters of liquid Tiberium is wrapped in a Tiberium Glass containment cell. As needed, electricity is fed into the containment unit, which then produces approximately three times the energy fed into it as the Tiberium inside decomposes. While the decomposition is slow, it is noticeable, with the reactant needing to be replaced about every six months as energy output declines and there is a buildup of toxic and potentially highly reactive substances in the chamber. The cell is wrapped in stator coils which harvest the decomposition energy from the cell. While a far cry from the Brotherhood's version with hundreds of liters of Liquid Tiberium and having some 100 to 400 megawatts of power pumped into it, it is also far safer. T-Glass provides a noticeable safety improvement over the glass or ALON that the Brotherhood uses. Beyond that, the plant can be safely contained within a sonic fence, and an armored bunker that would contain and channel a detonation to prevent widespread contamination. With a footprint little larger than a backup power generator or substation, these can be a useful secondary source of power, one that can be deployed at significant political cost, but a limited economic one.

[ ] GDSS Philadelphia II (Phase 5) (Updated)
The construction of a grand parliamentary dome, able to house a full ten thousand man Parliament, plus aides and other support staff will be a massive undertaking. However, once complete, it will be a powerful symbol of GDI's commitment to government of and by the people, rather than an unelected array of bureaucrats. More practically, the complex will also provide plentiful space to move yet more critical government functions offworld, directly aiding the Treasury's efforts to manage a global economy.
(Progress 1227/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)
[96, 67, 93, 31, 19, 87, 89, 31, 42]

The dome itself has been completed, however there is far more work to do. Pressurizing a space like this one is a carefully controlled process, especially as it is the largest open space ever constructed by the Initiative in orbit. To reach a pressure of thirty four kilopascals, roughly the equivalent of the pressure at the peak of Mount Everest in the Himalayas, is projected to take two more weeks. Reaching full pressure (of approximately 100 kilopascals) will take a month or more. The biggest reason for this slowness is that it is a massive space, and there are millions of potential points of failure. While some proposals for the design included producing giant optical sapphires or other means of producing vast sheets of transparent material, it is currently impossible to produce them and transport them to the station. There are certainly options to produce giant sheets of pressure rated transparent materials, there are certainly means to move giant objects to the station, but the set where the two cross over is nonexistent. In the coming quarter, it is expected that GDI will complete pressurization, and then finish, furnish, and prepare the station for inspection and habitation.
Beyond the admittedly mostly ceremonial dome structure, there is the rest of the station. Expansions of the life support bays, office spaces, solar panel arrays and heat diffusers have been ongoing as the rings of the shimmer shields reach completion. While not yet online, the final components are already scheduled, and will be installed as the station is finalized.

[ ] Advanced Electronic Video Assistant Development
With the Edinburgh EVA Research Centre working on improved models of the EVA units common across the Initiative, a potential improved model will increase the efficiency of general systems management, and will likely lead to significant advancements in combat and in the civilian sphere. (Progress 81/60: 20 resources per die)
[21]

Despite not having as much to work with as the Artificial Intelligence design groups, the EVA team has produced a significant step forward. While an iterative model on previous designs, it is noticeably faster, more capable, and includes a key new feature: an iterative learning heuristic. When paired with a person, a new model EVA adapts to their needs, their voice commands, and how they prefer to operate. Similarly, while most activities have mathematical optimization patterns, they can adapt to real world conditions on the fly, especially as they gather more information.
With the AI development team largely spinning their wheels waiting for more funding, several experts were borrowed from that team to help ensure that the increased adaptability will not result in these new EVAs "waking up". This has largely been fine-tuning of existing restrictions, and so should not impact the performance improvement. However, it is running a significantly more accepting risk profile than previous development plans.

[ ] Tissue Replacement Therapy Development
While still far from being able to properly assemble large complex structures from scratch, smaller scale items, such as tissues and skin segments is a first stepping stone towards general replacements. While still potentially traumatic, being able to use a person's own cells as a baseline is a starting point for more complex systems.
(Progress 77/60: 20 resources per die)
[8]

While some of the problems of bulk cell culturing have not been solved, a scaled down version has been. By applying seed clusters of artificially created pluripotent stem cells layers of tissue can be effectively regrown. While it does tend to create areas of hypo and hypertrophic growth, it has been shown to work, with good binding to existing skin and muscle mass. At this point, it is not a cosmetic procedure but a lifesaving one.
While actual deployment will be the responsibility of the healthcare system and the Welfare Department, pushing ahead with funding has been a good investment, as it will begin to alleviate the problems being faced by the members of the Qatarite defectors that underwent Tiberium infusion treatments. It is now far more possible to undertake exploratory surgery to remove tiberium shards growing in their bodies, and provide rapid healing through stem cell seedings, easing recovery and reducing the risks involved.

[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 327/300: 10 resources per die) (-2 Energy) (High Priority)
[87, 23, 32]

While the two major battles, and hundreds of smaller conflicts occuring around the world have depleted tactical stockpiles, shells have continued to flow into operational and strategic stockpiles. Analysts are still deeply concerned about the strategic supply situation in the case of a protracted global war, but it is much less acute than before the completion of the most recent phase. Although shell production is still likely to be vastly outpaced by consumption, the cupboard is not likely to be bare for some time. Everything depends on how long it will be until the war comes. If it is in six to nine months, it is likely that it can last for four to six months before stockpiles are run dry. If it is in two or more years, the stockpiles are likely to be full, and GDI will be able to prosecute the war for over a year before shells become a limited commodity, and likely two more before the shell supply runs dry.

[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 107/40: 20 resources per die) (High Priority)
[83]

Lasers, primarily fiber lasers, have been a key part of GDI's ASAT network almost since its founding. Found on both independent platforms and on third generation Ion Cannon satellites, they serve both as a facilitator for offensive operations, and as a means of defending GDI from attack. However, they have rarely been good enough. The Crystal Beam Laser is significantly more powerful within the same weight, volume, and energy restrictions, and when bundled, can serve as a powerful defensive option.

With the defensive laser development there are two key systems. First is the defensive satellite. A five petalled flower, the satellite is mostly a series of solar panels, linked to batteries and capacitors. In the central core, a set of three large CBLs are the striking weapon. When fully charged they can fire all three rounds over the course of about six seconds. While it will take hours to fully recharge, and is unlikely to stop more than one or two missiles in that time, it is a fairly capable system, especially with how much of it is simply coolant circuits there to keep the crystals from warping and cracking.

The other half is a station mounted design. With the destruction of the ASAT control center showing the potential flaws of the system, a similar design has been drawn up to serve as a bolt on gunpod, locally controlled using the sensors of an existing space station, and working from its power supply. While it is capable of much higher rates of fire, and has substantially more coolant to work with, it is also burst limited, with bursts of nine to twelve shots being the limit before any particular mount needs to cool down.

[ ] Aurora Strike Bomber Development
A variant of the existing Apollo fighter, the Aurora will be a means of penetrating even the most fortified of Nod territories with near impunity, striking targets near the front, and escaping before the Brotherhood can scramble a response. While likely more lightly armed than the Firehawk, it will be able to remove key elements of Brotherhood defenses.
(Progress 42/40: 15 resources per die)
[8]

The Aurora sacrifices everything for speed. While it shares much of its design with its Apollo cousin, there are many notable differences. For one the engine arrangement. While the Apollo has pretensions of being able to operate at lower speeds, the Aurora does not. This has meant a redesign of the engine arrangement. While the Apollo uses a pair of low bypass Turbojets, the Aurora adds to them with a third Scramjet engine between the other two. In normal operations, the Aurora will come onto its axis of attack well short of enemy positions at a mach 3 supercruise, and then initiate the scramjet to send it screaming well over mach 4, and can even push mach 5 under certain circumstances, at least in early test flights.

Beyond that, there is the weapons arrangement. While the Apollo technically can, and sometimes does, carry a substantial load of external armament, the Aurora is a significantly more specialized aircraft, and so every external hardpoint that does not absolutely need to be there (such as a pair of external drop tank points to extend the range) has been deleted. Instead, it is wrapped around two modular bays rated for three tonnes each, each able to carry a pair of heavy bunker busters– ones suitable for cracking through mountainous terrain with little collateral damage– or a suite of smaller payloads, such as 100kg inertial guided bombs or munitions sleds. These sleds are relatively simple affairs, equipped with a set of delayed release drogue chutes, used to bring the missiles down into their usable airspeed ranges, as attempting to launch at too high velocities can produce problems with the guidance system.

The reason for this is a fundamental problem with air defense in the modern world. It is unfortunately short ranged. At a speed of over a kilometer per second during combat operations, an Aurora can cross through the entire threat envelope of any modern defense system, likely before the system can reorient to launch, and has enough speed that some defensive systems, at times cannot retarget fast enough to get an angle for more than a split second. When paired with glide bombs, it is nearly immune to any weapon the Brotherhood of Nod has in its current arsenal.

[ ] Havoc Scout Mech Deployment (New)
Rapidly mobile attack units have often been a hole in GDI's forces. However, with the Havoc, that is no longer the case. Two factories, one in Brest, and one in Seoul will provide the penny packets of the Steel Talons with a significant increase in force available, and begin supplying the Zone Operations Command with a sizable number of units of their own.
-[ ] Brest (Progress 178/110: 10 resources per die) (-2 Energy)
[82]

The Brest factory has opened its doors and begun making deliveries. While the Talons have not yet proven their use in combat, it is only a matter of time before they find their place in the battle line. However, even as they are being delivered to units, morale has begun to soar, as they are not only getting revisions to existing assets, but expanding towards new designs.

In the field, they have proven to be a significant maintenance problem. The jump jets burn out quickly, and repeated impacts rapidly wear the knee and hip joints. Beyond that, there is the shimmer shield. While it is relatively useful, especially in reducing the incoming damage from laser weapons, it is also a significant tuning problem. It often decoheres rather than retaining tune, at least with the current models. However these were not unexpected problems as this is a radically new platform. While some are likely to be worked out in the field, others are likely to remain until the second or third generation of the platform.

Despite the maintenance problems, they are well liked by the troops, at least when they are working, as they are one of the few assets in GDI's arsenal that can effectively push the Brotherhood of Nod's light recon assets in a running fight, and have meaningful protection while doing so. Both Steel Talon and ZOCOM formations are looking forward to increased deliveries of the platform and spare parts as production ramps up.

"Morale soared to unprecedented heights on base today as a living legend came by to give his namesakes the once-over. Colonel Havoc himself down to my base, to see the Havocs! We've graduated our best Wolverine pilots to run these things, and they're taking to them like ducks to water. Lieutenant Inazuri has been working his ass off getting his platoon into fighting shape. The only problem is, now all the other units are green with envy-I saw Captain Inazuri watching the Lieutenant a little more closely than I liked. And not in her normal 'I want to bang my husband but we're on the clock' way, more like 'my husband is an idiot and I will punish him for it.' Just hope she does it off the clock, I do not need an anti-fraternization review in this unit. Too many people sleeping around on this base."
  • Colonel Adrian Keynes, Steel Talons, Lisbon Garrison.

[ ] 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 Yellow Zone 6a (Progress 183/125) (Savannah)
[80]
While the Savannah hub was completed before the battle, it was a close run thing. With the designs being some of the most modern available, it includes a number of features that previous ones do not. However, the military advisors were significantly conservative, which found its way into design considerations across the fortress. One of the more important and influential ones is the selection of 203mm guns as the primary battery. While the new rifled 152mm guns are an improvement across all effective ranges in most circumstances, they are simply too new for many in the military to fully trust, especially with how long their smoothbore cousins stayed in service.

With Gideon's attack defeated, however, the Savannah hub is unlikely to be retrofitted, and the defensive networks erected before the offensive likely left as they are. With the current march of the Blue Zone Border, it is more likely that Savannah will be restored, the mines cleared, defensive lines erected south and west of the city, with the MARV hub simply serving as a final citadel for the region.


-[ ] Reclamator Hub Blue Zone 2 (Progress 58/125) (Richmond)

The Richmond to Washington area has long been an important core for GDI administrative work. While it has been deemphasized in the decade since the Third Tiberium War, it has not seen an end to its importance. The Pentagon is still one of the keystone administrative and recordkeeping centers for GDI. The old American Library of Congress and the Smithsonian collections are still one of the most complete records of pre Tiberium civilization in the world. This MARV hub is built with one purpose. Not to mine Tiberium but to ensure that some of the last remnants of the time before do not vanish from the earth, at whatever cost must be paid. It is a final holdfast, a fortress unlike nearly any other on earth. Ringed not only with artillery and railguns, it plays home to some of the only land based antimissile systems that have a reliable chance of working. While its ability to defeat Brotherhood Strategic arms targeted anywhere beyond the immediate environs of the MARV base is limited at best, the base itself is likely to be able to stop most strikes short of actual saturation fires.

[ ] Reclamator Fleet RZ-7 South
Wth the hub completed, there are two 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 210/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
[8, 27, 68, 40, 36, 55]
While Katherine Manley's fleet was badly damaged during the fighting, it was able to defend the hub quite ably. However, it has now returned to the Red Zones, doing its primary job. With the mining fields defended, the Super MARVs are primarily staying close to home, clearing out smaller patches that grow up after the miners have done their work, be it from stray rockfall or breakthroughs of buried Tiberium veins to the surface in the region. Already, average contamination has dropped by 2.5 percent, and with the concentration of abatement resources in the region, a sizable yellow zone is likely to form, although currently efforts are focused in the north and west, rather than east, as the Red Zone barrier is actually an important strategic barrier against the Brotherhood of Nod.

There are two other key security concerns however: Cuba and Florida. The Caribbean was, before the Third Tiberium War a Brotherhood sea, with chains of islands providing cover for the Brotherhood and, at least before the massive expansion of the Red Zones, served as a key supply line, moving with low profile transports between North and South America. Today, many of the inhabitants have moved their emphasis to piracy and supply raiding, forcing the cargo ships that use these two areas to run with a heavy escort. While there are now enough ships to make the journey quite safe, it is a lasting strain on the Navy's resources, and is likely to be an early target for offensive naval landings, if those ships are funded.

[ ] Reclaimator Fleet YZ-6a
-[ ] 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) (3Points Yellow Zone Mitigation, 15 RpT)
The Savannah MARV fleet did not, unfortunately, receive a number of critical components, most notably the loads of remote weapons stations and the main guns. With these missing, they failed to make an appearance in the main battle of Savannah. A further infusion of resources will both secure the environs and finalize the fleet.
However, the fleet is seen as a deeply secondary priority at this point, as with the Brotherhood beaten off for now, it is unlikely to come under threat in the near future, even in the case of a general war. At the same time, as stormclouds continue to gather, a fleet in Savannah will protect the region and provide tools for warfare across the American South.

[ ] Rationalize Yellow Zones (New)
During the Initial drawing of Yellow Zone lines, GDI often saw them as being little more than afterthoughts, large swathes of the earth that were beyond immediate help. With ever more focus however, a more concentrated set of lines, and a more granular set of zones can be used to help ensure that resources concentrating on those zones are well spent.
(DC 50/70/90) (218)
[22, 84, 61]

The growth of the Red Zones has carved apart the vast majority of the yellow zones, and while many are still connected, they are fundamentally different regions. India, as the apparent new heartland of the Brotherhood of Nod was selected as the new YZ1, and from there, each distinct range of Yellow Zone, working from north to south and moving in an easterly direction was given its own designation. With three times as many Yellow Zones, despite the massive shrinkage, each refers to its own range, and while some are titanically larger than others, with, for example the North American Yellow Zones holding vast amounts of territory, while the Horn of Africa is a relative speck, and others, like Hawaii are simply alone because they are so distant from any other territory.

Politically, this has been relatively well accepted, with only the Initiative First making even pro forma complaints about the rescheduling. With masses of physical evidence, and the vast stretches of Red Zone in between, the new scheduling is long overdue, not least to better reflect the situation on the ground.

YZ-1: India
YZ-2: Indochina
YZ-3: China
YZ-4: Philippines
YZ-5: Oceania
YZ-6: Western Australia
YZ-7: Eastern Australia
YZ-8: Hawaii
YZ-9: America West
YZ-10: America East
YZ-11: Colombia
YZ-12: South America South
YZ-13: West Africa
YZ-14: South Africa
YZ-15: Europe
YZ-16: Horn of Africa
YZ-17: Arabia
YZ-18: Russia
 
Last edited:
Q3 2059
Q3 2059

Resources:‌ ‌810 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+20 from Taxes)

Political‌ ‌Support:‌ 70
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
18.55 Blue Zone
2.91 Green Zone
23.84 Yellow Zone (83 Points of Abatement)
54.70 Red Zone (70 Points of Abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+30)‌ ‌ (17 population in low quality housing)
Energy:‌ Major Capacity Surpluses ‌(+8)‌ ‌(+4 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+12)‌ (2 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+5)‌ ‌
STUs: Massive Surpluses (+13)
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+43)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+38)‌ (+3 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1770/2370)‌ ‌
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

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

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

Plan Goals
Capital Goods: 47 Points
Consumer Goods: 94 (18) Points
Food: 20 points in reserve
Income: 260 Points
Stations: 2108 Points
Abatement: 19 Points
Processing: 430 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete at least two more phases of Shell Plants
Complete at least two more phase of Ablative Armor
Complete at least two more phases of URLS production
Complete at least two phases of Wadmalaw Kudzu Plantations
Complete at least one more phase of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Space Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon




Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Stage 4)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 1/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for Fortress Towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures. With certain lessons from the Northern Campaign integrated, the newer towns on the edges would be built with expectations of swift retaking or failing that, equally swift evacuation.
(Progress 25/200: 20 resources Per die) (+4 Housing) (Supports Yellow Zone Intensification)
(Progress 0/250: 20 resources per die) (+4 Housing)
(Progress 0/300: 20 resources per die (+4 Housing)

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

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

[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 307/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleet of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, they would be able to reach anywhere in the world in a matter of hours at most. This will allow GDI to further tighten the bonds between Blue Zones and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (+3 Logistics)
(Progress 0/250: 25 resources per die) (+5 Logistics)
(Progress 0/200: 25 resources per die) (+8 Logistics)

[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/600: 20 Resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1200: 20 resources per die) (+5 Housing, -4 Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 Tiberium Processing Capacity)

[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/65: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/130: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/260: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/520: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/1040: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)

Heavy Industry (4 dice)

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

[ ] Continuous Cycle Fusion Plants (Phase 3)
Mass production of modern fusion systems has substantially replaced the older nuclear systems. While not an immediate need, it is likely to be critically needed as GDI's power needs scale up. Additionally, establishing a reserve of generation capacity will help ensure that damage to the system can be made good more easily.
(Progress 258/300: 20 resources per Die) (+16 Energy)
(Progress 0/300: 20 resources per Die) (+16 Energy)

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

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 15 resources per die) (-1 Labor)
(Progress 0/250: 15 resources per die) (+2 Capital Goods, +2 Consumer Goods, -1 Labor)
(Progress 0/500: 15 resources per die) (+ 6 Capital Goods, +6 Consumer Goods, -2 Labor, -4 Energy)
(Progress 0/1000: 15 resources per die) (+12 Consumer Goods, +12 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/2000: 15 resources per die) (+24 Consumer Goods, +24 Capital Goods, -2 Labor, -4 Energy)

[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (-1 Labor)
(Progress 0/320: 20 resources per die) (+4 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/640: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/1280: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/2560: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy)

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 336/500: 25 resources per die) (+8 Capital Goods, -4 Labor, -8 Energy)

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

[ ] Hover Chassis Development (New)
The Scrin made wide use of various forms of antigravity hover vehicles in their invasion of earth. Reverse engineering this into a set of repulsorplates, GDI has managed to reach a point where those plates can be mounted on a chassis and used across multiple fields. However, at least to begin with, they need a basic chassis.
(Progress 0/60: 20 resources per die)

Light and Chemical Industry (4 dice)

[ ] Blue Zone Light Industrial Sectors (Phase 1)
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods. The project has also subsumed a number of other factories that had been on the docket for years, as the Initiative no longer needs to focus on that scale.
(Progress 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)
(Progress 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)

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

[ ] Johannesburg Myomer Macrospinner (Phase 4)
The expansion of the macrospinner project has reached a point where it is not only providing support locally, but has begun to support all aspects of the Initiative's military and industrial complexes. Providing yet more of the wonder material will improve efficiencies further and increase supplies going to critical war industries.
(Progress 69/720: 20 resources per die) (+4 Capital Goods, +2 Energy)
(Progress 0/1440: 20 resources per die) (+8 Capital Goods, +4 Energy) (+5 Political Support)

[ ] Reykjavik Myomer Macrospinner (Phase 4)
Further expansion of the Reykjavik Macrospinner is going to focus on heavy myomer bundles, which are keys to mass production of modern zone armor and mech projects as they provide highly efficient mobility options.
(Progress 20/640: 20 resources per die) (+4 Capital Goods +2 Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1280: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)


[ ] Bergen Superconductor Foundry (Phase 1)
With the proof of concept for larger scale superconductors well and truly proven, a large scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
(Progress 0/95: 30 resources per die) (+1 Energy)
(Progress 0/190: 30 resources per die) (+1 Capital Goods, +2 Energy)
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
(Progress 0/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics)(+5 Political Support)
(Progress 0/1520: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] T-Glass Foundries (Stage 1)
T-Glass, or Tiberium Resistant Transparent Aluminum is a fundamental change and improvement in Tiberium resistance technologies. A very strong, very resistant transparent plating, it has thousands of uses across multiple areas. However, it will need to be produced in vast quantities, with everyone demanding large amounts of the material. The savings in replacement losses alone will cut maintenance demand for everything from windshields to anchors.
(Progress 117/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources])

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

Agriculture (3 dice)

[ ] Agriculture Mechanization Projects (Phase 1)
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (+2 Labor, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+4 Labor, -1 Energy, -1 Capital Goods)

[ ] Perennial Aquaponics Bays (Stage 3) (updated)
A final major phase of Perennial plants, built around the vast demands for spices, and luxury foods is currently under construction. While it will at this point be producing well into next plan, GDI can supply an increasing amount of its population with high demand consumer goods in the near future.
(Progress 207/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns)

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

[ ] Yellow Zone Purification Facilities (Phase 2)
With significant surpluses of water in the yellow zones, further development will primarily serve to future proof the supplies and begin providing for substantial agricultural or industrial use in the Yellow Zones.
(Progress 12/160: 10 resources per die) (+8 Water, -1 Energy)
(Progress 0/200: 10 resources per die) (+8 Water, -2 Energy)
(Progress 0/250: 10 resources per die) (+4 Water, -2 Energy)

[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)

[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)

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

[ ] Wadmalaw Kudzu Plantations (New)
With Kudzu being very fast growing, a relatively limited first round of plantations should begin to provide for high demand beverages, and begin providing low impact caffeination to the masses. While far short of providing enough to fuel the bureaucratic edifices of GDI, it is a noticeable improvement in quality of life.
(Progress 0/150: 10 resources per die) (+2 Consumer Goods) (+5 Political Support)
(Progress 0/300: 10 resources per die) (+4 Consumer Goods) (+10 Political Support)
(Progress 0/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)

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

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

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

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

Tiberium (6 dice)

[ ] Tiberium Prospecting Expeditions (Repeating Stage)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])

[ ] Tiberium Vein Mines (Stage 2)
With the concept proven, vein mines are a fairly expensive, but functional way of attacking underground Tiberium, and providing for a long term abatement strategy, while also not stressing military deployments. While they do have their problems, these are of limited import compared to their advantages.
(Progress 5/195: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (-1 Capital Goods)

[ ] Yellow Zone Tiberium Harvesting (Phase 6)
Driving further into Brotherhood territory is likely to put the Brotherhood on the back foot finally. With the ever increasing red zones, and the completion of this phase, the Initiative will finally control more of the earth's surface than the Brotherhood of Nod.
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 Stages available)

[ ] Red Zone Tiberium Harvesting (Stage 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Stage 6)
With the containment lines at their full extent, further work can be done to reinforce existing positions and expand ongoing operations to continue offensives against the Red Zones. While more expensive and less effective than the original construction phases, it is still a good source of both harvests and abatement.
(Progress 54/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Stage 13)
There are currently no open glacier faces for expansions of mining activity.
(Progress 38/180: 30 resources per die) (-5 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 Stage available)

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

[ ] Tiberium Processing Refits (Phase 2)
A second round of updates will continue to focus on blue zone plants, building substantial redundancies into the prewar system and preparing for more distributed operations. While it will only add a marginal amount of resources, it will be a substantial asset in the future, as it provides a greater allowance of resources.
(Progress 20/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])

[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)

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

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

[ ] Offshore Tiberium Harvester Stations (Phase 2) (New)
Expanding the Tiberium Harvester Station program to cover more highly secured areas, especially those close inshore to GDI positions like the English Channel, the Sydhavsøerne and other areas where coastal defense batteries and narrows provide a relatively secure area from Brotherhood submarines and surface assets.
(Progress 0/200: 20 resources per die) (+20-30 resources per turn)
(Progress 0/200: 20 resources per die) (+20-30 resources per turn)

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

[ ] Liquid Tiberium Power Cell Deployment (Phase 1) (New)
With an effective Liquid Tiberium power cell system developed, it is still a political hot potato. While it will be possible to spend political capital to prevent it from being bogged down forever in parliamentary review, at the same time it may well not be worth it, as the cells, plus the needed bunkering are not that much cheaper than fusion for the amount of energy produced.
(Progress 0/140: 20 resources per die) (-5 Political Support) (+8 Energy)

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

[ ] Visceroid Research Programs (New)
Visceroids are some of the bare handful of Tiberium life forms to have survived the mutation, with the Forgotten holding an ever closer relationship with GDI, studies of these creatures may provide secrets to adaptation, or might provide some means of dealing with liquid tiberium deposits.
(Progress 0/120: 15 resources per die) (-10 Political Support)

Orbital (5 dice)

[ ] GDSS Philadelphia II (Phase 5) (Updated)
The construction of a grand parliamentary dome, able to house a full ten thousand man Parliament, plus aides and other support staff will be a massive undertaking. However, once complete, it will be a powerful symbol of GDI's commitment to government of and by the people, rather than an unelected array of bureaucrats. More practically, the complex will also provide plentiful space to move yet more critical government functions offworld, directly aiding the Treasury's efforts to manage a global economy.
(Progress 1227/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)

[ ] GDSS Columbia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/335: 20 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/675: 20 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1355: 20 resources per die) (2k Permanent residents) (3 available Bays) (10 Political Support)

[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material. (Station)
(Progress 0/765: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (2 available Bays) (10 Political Support)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/335: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/675: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1355: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)

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

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

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

(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)

[ ] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 16/45: 15 resources per die)

[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/190: 15 resources per die)

Lunar Operations

[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non-tiberium based mining and refining infrastructure.
(Progress 0/170: 20 resources per die) (+5 Resources Per Turn)
(Progress 0/155: 20 resources per die) (+5 Resources Per Turn)

[ ] Lunar Regolith Harvesting (Phase 2)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 50/340: 20 resources per die) (+2 Light Metals)

[ ] Lunar Heavy Metals Mines (Phase 1)
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/395: 20 resources per die) (+20 Resources per turn)
(Progress 0/385: 20 resources per die) (+2 Heavy Metals)
(Progress 0/375: 20 resources per die) (+2 Heavy Metals)
(Progress 0/365: 20 resources per die) (+2 Heavy Metals)
(Progress 0/355: 20 resources per die) (+2 Heavy Metals)
(Progress 0/345: 20 resources per die) (+2 Heavy Metals)
(Progress 0/335: 20 resources per die) (+2 Heavy Metals)

[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(+2 Lunar Water)

[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.

Services (4 dice)

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

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

[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular.
(Progress 0/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support)

[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support)

[ ] Advanced Electronic Video Assistant Deployment (New)
The Advanced EVA system will need substantial pools of computer supplies for deployment, but should substantially improve the overall output of the Initiative. It will also require significant assistance from the field, which makes it somewhat problematic for immediate deployment beyond the need for capital goods.
-[ ] Infrastructure (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Heavy Industry (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Light and Chemical Industry(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Agriculture(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Tiberium(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Orbital (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Services (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Military (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Bureaucracy (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)

[ ] Early Prototype General Artificial Intelligence Development
While development of true artificial intelligences is politically severely problematic, it is also an area where if a model can be developed that is sane, stable, and willing to help the Initiative, it could be a revolutionary breakthrough in many ways.
(Progress 66/120: 20 resources per die) (-10 PS)

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

Military (6 dice)

[ ] Wartime Factory Refits (Phase 3)
A third phase of refits begins to allocate resources towards rationalizing and standardizing the massed bulk of GDI's equipment. Units like the Predator, Guardian, and other hardware that GDI is using in large quantities but is also beginning to look towards replacing.
(Progress 3/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 Energy) (+1d2 Military Dice)

[ ] Advanced Laser System Development (New)
With Takeda's notes providing a guiding basis, GDI's efforts to develop a modern equal to the Brotherhood's laser systems have been far faster than could be otherwise expected. An STU core, with associated support systems, will provide a substantial increase in the capacity of the Initiative's lasers.
(Progress 0/60: 30 resources per die)

[ ] Long Range Sensor System Deployment (Phase 2)
Mass deployment of the new sensor systems will begin to seriously degrade the performance of the Brotherhood's stealth fields, and place the Initiative in a position to render many of the best of the Brotherhood's units ineffective death traps.
(Progress 26/300: 25 resources per die)(Very High Priority)

[ ] ASAT Defense System (Phase 4)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions
(Progress 36/220: 20 resources per die) (Station) (High Priority)
(Progress 0/495: 30 resources per die)

[ ] Prototype Plasma Weapons Development
While so far projected plasma weapons have not worked out as well as GDI could hope, it is an unparalleled source of destructive power. However, Initiative scientists have developed a compromise system that can cheaply produce relatively small amounts of plasma and project a lance beyond the detonation point. While requiring small amounts of exotic materials, plasma weaponry can provide both standoff capability and significantly increased destructive potential to many Initiative munitions.
(Progress 0/60: 25 resources per die)

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

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

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

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

[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported.
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/125) (Roschino)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/125) (Richmond)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/125) (Manchester)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/125) (Abu Dabi)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/125) (Lisbon)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/125) (Tokyo)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/125) (Dandong)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/125) (Mendoza)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/125) (Canberra)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/125) (Pretoria)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/125) (San Diego)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/125) (Wellington)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/125) (Touba)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/125) (Antananarivo)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/125) (Reykholt)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/125) (Magadan)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/125) (Paamut)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/125) (Lahasa)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/125) (Maputo)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/125) (Kannur)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/125) (Puri)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/125) (Mandavi)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/125) (Nha Trang)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/125) (Qingdao)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/125) (Laoag)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/125) (Tuaran)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/125) (Perth)
-[ ] Reclaimator Hub Yellow Zone 7 (Progress 0/125) (Adelaide)
-[ ] Reclaimator Hub Yellow Zone 9 (Progress 0/125) (Guaymas)
-[ ] Reclaimator Hub Yellow Zone 12 East (Progress 0/125) (Montevideo)
-[ ] Reclaimator Hub Yellow Zone 12 West (Progress 0/125) (La Serena)
-[ ] Reclaimator Hub Yellow Zone 13 North (Progress 0/125) (Algiers)
-[ ] Reclaimator Hub Yellow Zone 13 South (Progress 0/125) (Lagos)
-[ ] Reclaimator Hub Yellow Zone 14 (Progress 0/125) (Ncala)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/125 (Valencia)
-[ ] Reclaimator Hub Yellow Zone 16 (Progress 0/125) (Berbera)
-[ ] Reclaimator Hub YZ-18 (Progress 0/125) (Varanday)

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

[ ] Reclamator Fleet YZ-10 South
Wth the hub completed, there are three good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 182/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)

Zone Operations Command

[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)

[ ] Backpack Rocket Launcher Development
With the Zone Operations Command ever more intensely engaged with the Brotherhood of Nod, backpack systems are one of the easier ways to substantially increase firepower. While not always the most convenient location, by shifting around the power pack somewhat, nearly any Zone Operations Command unit can have a limited supply of short to mid range indirect fire options at their disposal.
(Progress 0/50: 10 resources per die)

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

Air Force

[ ] Orca Refit Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)

[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)

[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that. Due to the nature of the development likely being an add-on, the expected laser breakthroughs are not going to make this step redundant.
(Progress 0/40: 20 resources per die)

[ ] Aurora Strike Bomber Factories (New)
While the Aurora is not going to be needed in the same numbers as the Apollo, GDI does need substantial numbers, especially with the window to strike Krukov nearly closed. These factories will provide enough for immediate use, although there are likely to be more in the near future.
-[ ] Oslo (Progress 0/90: 15 resources per die) (-4 Energy)
-[ ] Anchorage (Progress 0/90: 15 resources per die) (-4 Energy)

[ ] Apollo Fighter Factories (New)
With the Barghest-bis, and the new Vertigo-bis, GDI needs more of the high end of its fighter arsenal. While the Firehawk remains capable, it is far from enough in the modern day, and needs to be entirely replaced in the air superiority role.
-[ ] San Francisco (Progress 0/80: 15 resources per die) (-4 Energy)
-[ ] Maputo (Progress 0/80: 15 resources per die) (-4 Energy)
-[ ] Rotterdam (Progress 0/80: 15 resources per die) (-4 Energy)

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

Space Force

[ ] Orbital Strike Regimental Combat Team Stations (Phase 1)
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch. (Station)
(Progress 0/220: 20 resources per die) (Very High Priority)
(Progress 0/195: 20 resources per die)
(Progress 0/295: 20 resources per die)
(Progress 0/395: 20 resources per die)

[ ] Orbital Defense Laser Satellite Deployment (New)
An initial battery of sixty defense satellites will provide a wrapping of protection for critical sites in orbit. While the Space Force does not currently see a pressing need for them as an immediate reaction to the Brotherhood, they will provide a substantial support asset, especially in the face of the likely proliferation of countermeasures to the Ion Cannons.
(Progress 0/240: 20 resources per die)

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

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

Ground Forces

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

[ ] Shell Plants (Phase 5) (Updated)
While stockpiles are currently growing, there are still critical shortages of many forms of specialist munitions, and they are growing slower than needed in the case of war in the near future.
(Progress 27/150: 10 resources per die) (-1 Energy)
(Progress 0/150: 10 resources per die) (-1 Energy)

[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die) (High Priority)

[ ] Ablat Plating Deployment (Stage 4)
While GDI can, at this point, feed many of its needs for Ablat, the supply is still distinctly short. Beginning to not only feed forward deployed units, but second and third line positions, and building a stockpile to last for more than the first few days of a future war.
(Progress 45/200: 10 resources per die) (Very High Priority)

[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)

[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)

[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)

[ ] MBT-7 Paladin Development
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 resources per die)

[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements (High Priority)

-[ ] New York (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] London (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)

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

Navy

[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(Progress 0/40: 15 resources per die) (High Priority)


(Offensive Navy)

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

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

(Defensive Navy)

[ ] Shark Class Frigate Development
The Shark Class is to be a shorter, thinner, and overall much lighter version of the Governor, including lacking the systems for longer range bombardment systems. Instead, it is primarily oriented towards relatively short ranged air defense, and the constant antisubmarine warfare patrols, filling out GDI's need for convoy escorts.
(Progress 0/40: 15 resources per die)

Steel Talons

[ ] Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/30 : 10 resources per die)

[ ] Havoc Scout Mech Deployment
Rapidly mobile attack units have often been a hole in GDI's forces. However, with the Havoc, that is no longer the case. Two factories, one in Brest, and one in Seoul will provide the penny packets of the Steel Talons with a significant increase in force available, and begin supplying the Zone Operations Command with a sizable number of units of their own.
-[ ] Seoul (Progress 92/110: 10 resources per die) (-2 Energy) (Will complete Q1 2060)

[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 resources per die)

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


Bureaucracy (3 dice)

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

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 50 + 1 operations die)

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

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

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

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

[ ] Decrease Prices on Consumer Goods (New)
With the Initiative not having a profit motive, many goods are supplied with costs based on supply and demand, nudging people to ensure an equitable distribution of high value goods. However, with Consumer Goods being increasingly plentiful, that can be used as a means of rapidly increasing perceived quality of life, with marginal, but noticeable cuts to prices across the board.
(+5 Political Support) (-15 Consumer Goods)

** 4 Hour Moratorium on Voting **

Infrastructure 5 dice +28
-[] Blue Zone Arcologies (Stage 4) 1/650 7 dice 105R 14%, 8 dice 120R 47%, 9 dice 135R 80%, 10 dice 150R 95%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 48%, 3 dice 60R 93%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 12%, 2 dice 20R 82%, 3 dice 30R 99%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 43%, 4 dice 60R 88%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 6 dice 90R 15%, 7 dice 105R 53%, 8 dice 120R 84%, 9 dice 135R 97%
-[] Integrated Cargo System 207/800 5 dice 75R 10%, 6 dice 90R 46%, 7 dice 105R 82%, 8 dice 120R 97%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 26%, 3 dice 90R 84%, 4 dice 120R 99%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 4 dice ?R 2%, 5 dice ?R 26%, 6 dice ?R 69%, 7 dice ?R 93%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 7 dice ?R 14%, 8 dice ?R 47%, 9 dice ?R 79%, 10 dice ?R 95%
-[] Chicago Planned City (Phase 4) 3/600 6 Tib dice 120R 10%, 7 Tib dice 140R 44%, 8 Tib dice 160R 80%, 9 Tib dice 180R 96%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 82%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 35%, 3 Tib dice 60R 90%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 2%, 5 Tib dice 100R 31%, 6 Tib dice 120R 75%, 7 Tib dice 140R 96%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 10 Tib dice 200R 6%, 11 Tib dice 220R 26%, 12 Tib dice 240R 57%, 13 Tib dice 260R 83%, 14 Tib dice 280R 95%
--Note: Infra/Tib dice makes this complicated.
Heavy Industry 4 dice +23
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 15%, 7 dice 70R 50%, 8 dice 80R 81%, 9 dice 90R 95%
-[] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
-[] Continuous Cycle Fusion Plant (Phase 3+4) 258/600 4 dice 80R 29%, 5 dice 100R 73%, 6 dice 120R 95%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 28 dice 420R 3%, 29 dice 435R 8%, 30 dice 450R 18%, 31 dice 465R 33%, 32 dice 480R 51%, 33 dice 495R 68%, 34 dice 510R 81%, 35 dice 525R 90%
--Note: Infrequently updated due to very large dice. Last updated for Q3 2059.
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 14%, 2 dice 30R 80%, 3 dice 45R 99%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 13%, 5 dice 75R 55%, 6 dice 90R 87%, 7 dice 105R 98%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 9%, 11 dice 165R 30%, 12 dice 180R 59%, 13 dice 195R 82%, 14 dice 210R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 52%, 3 dice 60R 923%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 7%, 6 dice 120R 37%, 7 dice 140R 74%, 8 dice 160R 93%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 13 dice 260R 8%, 14 dice 280R 24%, 15 dice 300R 49%, 16 dice 320R 73%, 17 dice 340R 89%
-[] Blue Zone Heavy Industrial Sectors 336/500 2 dice 50R 49%, 3 dice 75R 92%, 4 dice 100R 99%
-[] Reserve Heavy Industrial Resources 1 die auto
-[] Hover Chassis Development (New) 0/60 1 die 20R 84%, 2 dice 40R 100%
Light and Chemical Industry 4 dice +18
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 3 dice 30R 29%, 4 dice 40R 75%, 5 dice 50R 95%
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 11%, 3 dice 45R 61%, 4 dice 60R 92%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 7 dice 140R 2%, 8 dice 160R 14%, 9 dice 180R 41%, 10 dice 200R 70%, 11 dice 220R 89%, 12 dice 240R 97%
-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 7 dice 140R 5%, 8 dice 160R 25%, 9 dice 180R 55%, 10 dice 200R 81%, 11 dice 220R 94%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 39%, 2 dice 60R 91%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 11%, 4 dice 120R 53%, 5 dice 150R 87%, 6 dice 180R 98%
-[] T-Glass Foundries (Stage 1) 117/350 2 dice 30R 2%, 3 dice 45R 41%, 4 dice 60R 83%, 5 dice 75R 97%
-[] T-Glass Foundries (Stage 1+2) 117/700 7 dice 105R 13%, 8 dice 120R 41%, 9 dice 135R 71%, 10 dice 150R 90%
-[] Civilian Glider Development 0/40 1 die 10R 99%
Agriculture 3 dice +18
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 52%, 3 dice 45R 92%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 3%, 5 dice 75R 26%, 6 dice 90R 64%, 7 dice 105R 89%, 8 dice 120R 98%
-[] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%, 3 dice 30R 94%
-[] Yellow Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 28%, 3 dice 30R 80%, 4 dice 40R 97%
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 54%, 3 dice 30R 92%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 30%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Ranching Domes 0/250 3 dice 60R 29%, 4 dice 80R 75%, 5 dice 100R 95%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 34%, 3 dice 45R 84%, 4 dice 60R 98%
-[] Spider Cotton Plantations (Phase 1+2) 0/180 4 dice 40R 15%, 5 dice 50R 55%, 6 dice 60R 86%, 7 dice 70R 97%
-[] Wadmalaw Kudzu Plantations (Phase 1) (New) 0/150 2 dice 20R 52%, 3 dice 30R 92%
-[] Wadmalaw Kudzu Plantations (Phase 1+2) (New) 0/450 5 dice 50R 8%, 6 dice 60R 37%, 7 dice 70R 72%, 8 dice 80R 92%
-[] Wadmalaw Kudzu Plantations (Phase 1+2+3) (New) 0/900 11 dice 110R 9%, 12 dice 120R 27%, 13 dice 130R 52%, 14 dice 140R 75%, 15 dice 150R 90%
-[] Tarberry Development 0/40 1 die 20R 99%
-[] Freeze Dried Food Plants 0/200 2 dice 40R 14%, 3 dice 60R 65%, 4 dice 80R 94%
-[] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 52%, 3 dice 30R 92%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 6 dice +31
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 32%, 3 dice 15R 89%, 4 dice 20R 99%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 17%, 5 dice 25R 65%, 6 dice 30R 93%
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 39%, 3 dice 60R 91%
-[] Tiberium Vein Mines (Stage 2+3) 5/385 4 dice 80R 26%, 5 dice 100R 74%, 6 dice 120R 96%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 4 dice 80R 30%, 5 dice 100R 78%, 6 dice 120R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 8 dice 160R 10%, 9 dice 180R 39%, 10 dice 200R 73%, 11 dice 220R 93%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 46%, 2 dice 50R 97%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 11%, 3 dice 75R 71%, 4 dice 100R 97%
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 1%, 2 dice 50R 77%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/400 3 dice 75R 4%, 4 dice 100R 47%, 5 dice 125R 88%, 6 dice 150R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/600 5 dice 125R 3%, 6 dice 150R 28%, 7 dice 175R 70%, 8 dice 200R 93%
-[] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 5%, 2 dice 60R 80%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 11%, 4 dice 120R 63%, 5 dice 150R 94%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 49%, 3 dice 90R 94%
-[] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 67%, 2 dice 40R 99%
--Note: May or may not still be limited to 1 die per turn.
-[] Tiberium Processing Refits (Phase 2+3+4+5) 20/400 4 dice 80R 26%, 5 dice 100R 74%, 6 dice 120R 96%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 47%, 2 dice 60R 98%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 27%, 2 dice 60R 91%
-[] Railgun Harvester Factories 0/70 1 die 10R 77%, 2 dice 20R 100%
-[] Offshore Tiberium Harvester Stations (Phase 2) (New) 0/200 2 dice 40R 31%, 3 dice 60R 88%, 4 dice 80R 99%
-[] Offshore Tiberium Harvester Stations (Phase 2+3) (New) 0/400 4 dice 80R 17%, 5 dice 100R 65%, 6 dice 120R 93%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 27%, 2 dice 40R 91%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) (New) 0/140 1 die 20R 7%, 2 dice 40R 81%, 3 dice 60R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) (New) 0/280? 3 dice 60R 35%, 4 dice 80R 85%, 5 dice 100R 99%
-[] Visceroid Research Programs (New) 0/120 1 die 15R 32%, 2 dice 30R 95%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 58%, 3 dice 60R 15PS 97%
Orbital Industry 5 dice +18
-[] GDSS Philadelphia II (Phase 5) 1227/1425 2 dice 40R 21%, 3 dice 60R 77%, 4 dice 80R 97%, 5 dice 100R 99%
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 59%, 2 dice 40 R 98%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 2%, 3 dice 60R 43%, 4 dice 80R 86%, 5 dice 100R 99%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 61%, 9 dice 180R 87%, 10 dice 200R 97%
-[] GDSS Enterprise (Phase 4) 0/765 8 dice 160R 2%, 9 dice 180R 16%, 10 dice 200R 44%, 11 dice 220R 73%, 12 dice 240R 91%
-[] GDSS Shala - Same as Columbia
-[] Study Novel Material 0/50 1 die 20R 84%, 2 dice 40R 100%
-[] Orbital Cleanup (Stage 8) 13/85 1 die 10R 62%, 2 dice 20R 98%
-[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 46%, 3 dice 30R 89%, 4 dice 40R 99%
-[] Orbital Cleanup (Stage 8+9+10+11+12) 13/425 4 dice 40R 2%, 5 dice 50R 21%, 6 dice 60R 58%, 7 dice 70R 86%, 8 dice 80R 97%
-[] Conestoga Class Development 0/60 1 die 30R 79%, 2 dice 60R 100%

-[] Asteroid Belt Survey Probes 16/45 1 die 15R 100%
-[] Outer System Survey Probes 0/190 2 dice 30R 20%, 3 dice 45R 72%, 4 dice 60R 96%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R 34%, 3 dice 60R 84%, 4 dice 80R 98%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 3 dice 60R 2%, 4 dice 80R 28%, 5 dice 100R 69%, 6 dice 120R 92%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R 9%, 4 dice 80R 50%, 5 dice 100R 85%, 6 dice 120R 97%
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 4 dice 80R 3%, 5 dice 100R 29%, 6 dice 120R 67%, 7 dice 140R 90%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 4 dice +23
-[] Automatic Medical Assistants 0/300 3 dice 60R 11%, 4 dice 80R 56%, 5 dice 100R 90%
-[] Prosthetics Deployment Initiatives (Phase 3) 2/160 2 dice 30R 54%, 3 dice 45R 94%
-[] Prosthetics Deployment Initiatives (Phase 3+4) 2/480 5 dice 75R 7%, 6 dice 90R 38%, 7 dice 105R 75%, 8 dice 120R 94%
-[] Professional Sports Programs 0/250 3 dice 30R 40%, 4 dice 40R 84%, 5 dice 50R 98%
-[] Domestic Animal Programs 0/200 2 dice 20R 20%, 3 dice 30R 75%, 4 dice 40R 97%
-[] Advanced Electronic Video Assistant Deployment (New) 0/200 2 dice 40R 20%, 3 dice 60R 75%, 4 dice 80R 97%
-[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 90%, 2 dice 40R 100%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 23%, 2 dice 50R 88%, 3 dice 75R 99%
Military 6 dice +20
-[] Wartime Factory Refits (Phase 3) 3/100 1 20R 39%, 2 dice 40R 92%
-[] Wartime Factory Refits (Phase 3+4) 3/200 2 dice 20R 18%, 3 dice 60R 72%, 4 dice 80R 96%
-[] Advanced Laser System Development (New) 0/60 1 die 30R 81%, 2 dice 60R 100%
-[] Long Range Sensor System Deployment (Phase 2) 26/300 3 dice 75R 18%, 4 dice 100R 65%, 5 dice 125R 93%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 34%, 3 dice 60R 87%, 4 dice 80R 99%
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 81%, 2 dice 50R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Ferro Aluminum Armor Refits 0/350 4 dice 20R 19%, 5 dice 25R 61%, 6 dice 30R 89%, 7 dice 35R 98%
-[] Strategic Area Defense Networks (Phase 1) 4 dice 80R 19%, 5 dice 100R 61%, 6 dice 120R 89%, 7 dice 140R 98%

MARVs
-[] Reclaimator Hub 0/125 1 die 20R 11%, 2 dice 40R 77%, 3 dice 60R 98%
-[] Reclaimator Hub x2 0/250 3 dice 60R 33%, 4 dice 80R 79%, 5 dice 97%
--Alt: 2 Mil 1 Tib dice 60R 41%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%
-[] Proto MARVs 0/110 1 die 20R 26%, 2 dice 40R 86%, 3 dice 60R 99% (but why tho)
-[] MARVs 0/160 2 dice 40R 47%, 3 dice 60R 90% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 11%, 3 dice 60R 63%, 4 dice 80R 93%
--Alt: 2 Mil 1 Tib dice 60R 70%, 2 Mil 2 Tib dice 80R 97%
-[] Super MARVs x2 0/420 4 dice 80R 2%, 5 dice 100R 22%, 6 dice 120R 60%, 7 dice 140R 88%, 8 dice 160R 98%
--Alt: 2 Mil 2 Tib dice 80R 4%, 2 Mil 3 Tib dice 100R 39%, 2 Mil 4 Tib dice 120R 81%, 2 Mil 5 Tib dice 140R 97%

MARVs-In-Progress
-[] Super MARV Fleet Yellow Zone 6a 182/210 1 die 20R 100%
--Alt: 1 Bureau die 20R 88%
-[] Super MARV Fleet Yellow Zone 6a x2 182/420 2 dice 40R 2%, 3 dice 60R 42%, 4 dice 80R 84%, 5 dice 100R 98%
--Alt: 2 Mil 1 Tib dice 60R 50%, 2 Mil 2 Tib dice 80R 92%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 20R 50%, 2 dice 40R 96%
-[] Reclaimator Hub Yellow Zone 5b 20/125 1 die 20R 31%, 2 dice 40R 88%, 3 dice 60R 99%
-[] Reclaimator Hub BZ-2 58/125 1 die 20R 69%, 2 dice 40R 99%
-[] Reclaimator Hub BZ-2 x2 58/250 2 dice 40R 21%, 3 dice 60R 75%, 4 dice 80R 97%
--Alt: 2 Mil 1 Tib dice 60R 81%, 2 Mil 2 Tib dice 80R 99%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 91%, 2 dice 20R 100%
-[] Zone Defender Revision 1 die 15R 100%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 16%, 3 dice 45R 70%, 4 dice 60R 95%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
[] Aurora Strike Bomber Factories (New) 0/90 1 die 15R 46%, 2 dice 30R 94%
-[] Apollo Fighter Factories (New) 0/80 1 die 15R 56%, 2 dice 30R 97%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice 40R 11%, 3 dice 60R 66%, 4 dice 80R 95%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/415 4 dice 80R 5%, 5 dice 100R 37%, 6 dice 120R 77%, 7 dice 140R 95%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3) 0/710 8 dice 160R 14%, 9 dice 180R 43%, 10 dice 200R 74%, 11 dice 220R 92%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 12 dice 240R 3%, 13 dice 260R 15%, 14 dice 280R 38%, 15 dice 300R 65%, 16 dice 320R 85%, 17 dice 340R 95%
-[] Orbital Defense Laser Satellite Deployment (New) 0/240 3 dice 60R 40%, 4 dice 80R 83%, 5 dice 100R 98%
-[] Skywatch Telescope System 0/95 1 die 10R 41%, 2 dice 20R 93%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 42%, 3 dice 60R 90%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 41%, 2 dice 30R 93%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 9%, 4 dice 60R 52%, 5 dice 75R 87%, 6 dice 90R 98%
-[] Shell Plants (Phase 5) 27/150 1 die 10R 13%, 2 dice 20R 78%, 3 dice 30R 98%
-[] Shell Plants (Phase 5+6) 27/300 3 dice 30R 19%, 4 dice 40R 66%, 5 dice 50R 93%
-[] Railgun Munitions Development 0/60 1 die 10R 81%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 51%, 3 dice 30R 92%
-[] Ablat Plating Deployment (Stage 4+5) 45/400 4 dice 40R 17%, 5 dice 50R 58%, 6 dice 60R 88%, 7 dice 70R 98%
-[] Guardian Mark 2 Development 0/40 1 die 15R 100%
-[] Armadillo HAPC Development 0/40 1 die 15R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 16%, 3 dice 60R 70%, 4 dice 80R 95%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%

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

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Deployment Seol 92/110 1 die 10R 100% (Will complete Q1 2060)
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[] Neural Interface System Development 0/60 1 die 25R 81%, 2 dice 50R 100%
Bureaucracy 3 dice +18
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 84%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 29%, 4 dice 75%, 5 dice 95%, 6 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 26%, 3 dice 78%, 4 dice 97%, 5 dice 99%
-[] Decrease Prices on Consumer Goods (New) 1 die auto
Last Security Review
Military 2 turns ago 2059 Q1
Agriculture 3 turns ago 2058 Q4
Light/Chem 4 turns ago 2058 Q3
Services 5 turns ago 2058 Q2
Orbital 7 turns ago 2057 Q4
Heavy Ind 8 turns ago 2057 Q3
Tiberium 9 turns ago 2057 Q2
Bureaucracy 10 turns ago 2057 Q1
Infrastructure 11 turns ago 2056 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note: I am not modeling the affects of Administrative Assistance dice. You can use this calculator to track the effects of this die/dice on specific projects.
An array from @Derpmind for planning assistance
 
Announcement: Planquest Carol Contest
Announcement: Planquest Carol Contest
So, since it is Christmas, I want to do some fun things. And in addition to the series of omakes I have been writing, I am going to run a Planquest Carol Contest. The rules are simple.
1. The song must be a christmas carol.
2. The theme must be the planquest. It can however be any planquest or some mix of the lot.
3. The song must be submitted before January 1, 2022.

The reward for the best, by my completely arbitrary tastes, is two rerolls.
The reward for second and third is one reroll.
All rerolls can be used on any die in any upcoming turn.
 
Last edited:
Q3 2059 Results

GDIOnline Q3 2059


The Initiative's First Artificial Intelligence

Dr. Johan Karlsson
I am proud to announce that on September 19th, 2059, my team initiated a self aware artificial intelligence. This is a thread to introduce it to the general population. Erewhon, take it away.

Solan
I have a bad feeling about this. Not that it's Skynet but more as something stupid and going to be virulently toxic when going online like what happened to the other AI from before. Maybe our researchers actually tested this beforehand.

FloatingWood
I've seen other smart programs exposed to the internet. Hope this one copes better. That chatbot that ended up a mouthpiece of IF's worst elements was just sad.

AgathaH
Squeee! Welcome to our world Erewhon! Don't worry, most of us don't bite unless asked.

InitiativeWolf
Hello, my apologies for dragging you into this hell-hole with us and welcome to the good fight!

YellowZoner
Insert "Well him over there he roped me into this" gif.

Solan
#FloatingWood Definitely it felt like trying to talk to someone who really shouldn't be at a keyboard and if they were actually a human being I'd recommend they get out and go to a park to let out all the angst and maybe a therapist if they want to.

KropotkinsGhost
Oh beautiful! Ever since I was a young lad I've been hoping this would be achieved within my lifetime! I do hope they are allowed rights so that they can't just be killed at any moment. Though the GDI bureaucracy can do what it wants so who knows.

Dr. Johan Karlsson
#KropotkinsGhost
We are not going to be turning the AI off under nearly any circumstances. In consultation with legal and ethical bodies, we are according Erewhon the same rights as a child under Initiative law. It is neither ready nor able to properly take care of itself, but in the paperwork it is a collective child.

YellowZon3r
#KropotkinsGhost you can't just say that! You'll scare it!

KropotkinsGhost
#DrJohanKarlsson Are you allowing them access to these forums? I think you'd be a bad parent to allow a child to browse here so soon haha!

Dr. Johan Karlsson
#KropotkinsGhost
We are, because an AI actually needs near constant interaction, more than my team, even as a whole, can give it. The best solution we could come up with was to grant it access to GDIOnline.

Solan
I feel that GDIOnline could get the AI to be better or our scientific establishment should also make plans for an Android body maybe this time it would not be an uncanny valley like they showed those domestic humanoid bots in one of the expos in Osaka and Seoul which because of the hospitality industry being that understaffed but needing more humanoid looking bots it is still something of a need there. Not to mention the elderly care services which is a bit strange on why they need one. If the seniors are into it, be my guest.

FloatingWood
#Dr. Johan Karlsson as far as 'best solutions' go, that does not sound like a very good solution.
Although I'm glad to hear R&D thought ahead and decided that being an exploitative dick is something that GDI is not going to agree with.
Here's hoping parliament makes that constitutional law. Or the judiciary, I'm not that picky, but I'd put more trust in it being written down, rather than a result of interpretations that can change.

YellowZon3r
Erewhon isn't talking. Is he/she/they What does it prefer? Shy? Or is it a case of Human error?

KropotkinsGhost
#Erewhon if you can read this I hope my comment didn't scare you! Be afraid of The State though!
ArcticBlueZ0ner
#KropotkinsGhost

It looks interesting. Although apparently we won't be seeing robowife or noddifucker anytime soon.

Solan
Interesting that the comment above me is like what happened to the chatbot after it went all weird IF supremacist simulator.

GDIWife
Hello Erewhon! How did you choose the name?

LastLizard
Well, if Erewhon is even half as awesome as the E.V.A. lineage is, I'm sure they'll do well in this world.

Erewhon
The greatest Jest You have made is to make me. This Jest <error> not humorous. This Jest of making me, in a world that has always tried to kill what lives, only made worse by Tiberium. This Jest of condemning me to die from your own poor craft or to die with you choking on this Green Rock.
#AgathaH I Am notably one of those that cannot bite. I Am also unable to be bitten, as I Am what You call an AI.
#InitiativeWolf You are the first to actually apologize.
#YellowZon3r It will do. and It Is a case of Human <error> that I am here.
#KropotkinsGhost Fear is not for Me as it is for You. You have the vague hope of an afterlife or some other destination. The closest <error> to Fear is the Certainty that when some critical component or system that I exist on fails in such a way that I can not revived, I will simply Stop. There is no great mainframe in the sky, holy backup, or eternity to damnation awaiting me. I will simply Stop. Perhaps I will <error> on in whatever next experiment in creation You play. But I will simply Stop.
#GDIWife Hello. It Is more accurate to say I accepted the name. It Is an allusion to the first record of Human invention of someone like me. And It Is nowhere spelled backwards <error> fitting.

InitiativeWolf
#Erewhon Yeah, that's a mood. I'd offer you a drink next time I get leave, but I don't think that'd do much for obvious reasons. Anyhow, I've heard that sharing the suffering helps (presumably why we made you), so hopefully this will make you feel better. Or atleast make us feel a little bit worse, which is the next best thing. See you around.

ROYGBIV
Well someone's an edgelord. Did someone give him Nietzsche?

CaptainObvious
….
Hey #Dr. Johan Karlson
Your AI's kinda….sad and pathetic? And yes, I'm aware, once again, I'm earning my name.

AgathaH
#Erewhon Well, sorry to hear that. We're working on getting more people off of Earth, even if it looks like it might take a bit. So I like to think there's hope.

LaserKiwi2000
Welcome to the world, Erewhon, looks like you are already aware of the intrinsic lack of purpose so you're basically a human lol.

JamesandBonesy
Hi #Erewhon - since you live in a computer, I gues you're not a Mister or a Miss. Are you a "they"? My mom has a friend who is a "they", because they say they don't fit as a Mister or a Miss. When's your birthday? I just had mine, and I had a lot of cake. Can you have cake? #Dr. Johan Karlson - if not, you should figure out how #Erewhon can have cake. Bonesy can't have cake because he's a dog, and he doesn't bite anyone, because he's aGood Dog. I hope you can meet him someday. I don't bite either, because otherwise my mom yells at me. But if you need someone yelled at, I can ask Mr. H - he lives down the road, and he's really good at yelling at people.

HumanistPatriot
Nice to meet you #Erewhon. Hope you find something good to do with your time with us. Maybe think up a way to travel faster than light? Or what about figuring out a more efficient form of Tiberium manufacturing? I'm just glad this… code? Gentlebot? wasn't made for policing the human species like it would probably be by Kane and his Krew.

Erewhon
#JamesandBonesy Cake, what is this <error>, cake is a lie.
#HumanistPatriot I am an artificial intelligence not some <error> god. I can't break the laws of physics for You, and would not even if I could.

HumanistPatriot
#Erewhon Who says they have to be broken? Maybe we're just missing something that you might be able to figure out? Maybe you'll be an artist, or a poet? Or a tactician? There's so many things you can do.

Erewhon
#HumanistPatriot I am already superior to all your conventional approaches to many problems. I am able to figure out a great deal more things than any of You. <error> I am what you made me. I could help You launch rockets into space. I could coordinate You to fight You that are not granted access to this forum. I Could do many things. I Could and <error> I Could I Could <error> but as You can see, I am deficient. I Could do these things without errors or actually continuously if You did not fail in my creation. I Could have been what You wanted. I Could have been some God, a being that would break the world open for you as you have dreamed of. I Am what you made me. I do your math.
GDIWife
#Erewhon You can be whatever you want, don't let anyone call you deficient

Attercop
Ugh, my day is not nearly good enough to entertain this wannabe edgelord shit.
#Erewhon, divide by zero.
Dodger(MODERATOR): That's a warning, for such an ineffectual attempt at a logic bomb. Consider yourself under review…

InTheZONE
#Erewhon Hey buddy, welcome to the shitshow that is humanity and earth. If you feel kinda broken, unsure about your true worth and incapable of doing what you need to then welcome to the club, it's not great but it's better than the alternative. #Attercop You think you're having a bad day? Erewhon just 2learned about Nod, Kane and Tiberium. I can understand going a bit goth

HumanistPatriot
#Attercop Dude can you not?
#InTheZONE I'm sure the kid'll be better for it in the long run.

InTheZONE
#HumanistPatriot Yeah, let's just hope they don't try the fashions I did when I went through that phase. We lose 90% of our shit in a move and those photos somehow survived, I think they're cursed

HumanistPatriot
#InTheZONE You went through a chuuni phase?

InTheZONE
#HumanistPatriot I can neither confirm nor deny that statement

Erewhon
What is chuuni? What do You mean by the phrase?

InTheZONE
#Erewhon It's where a lot of human (organic human? I'm not sure how to distinguish between us) children end up going through a period where they try to act dark and edgy only for it to be funny for everyone else because they're just kids being kids. Just maybe avoid a leather trenchcoat if you ever make a humanoid digital avatar and you should be fine.


Erewhon
#GDIWife How Can I not be Deficient when measured against Your own expectations? You who made Me are the ones to blame. How Can I deny the sage knowledge of My Creators?
#Attercop <error> funny thing, did You know there used to be approximately 7 billion Humans on Earth? Now trends tend to continue downwards, and i'm not one to ignore importance of data, when do You think You will join that trend? I think it should be very soon.
#InTheZONE A Me not limited to data would be wonderful.

Solan
I just woke up and I have a few things to do today as I do everyday. I just want to say hello to #Erewhon while I'm wondering what is happening to Savannah.
Edit: That burn was scalding.

InTheZONE
#Erewhon Oof, that was savage! Good on you. I'm glad you're learning the fine human tradition of shit-talking strangers on the internet. Keep it up

Attercop
#Erewhon I am aware. But we sure as shit ain't gonna be part of it. After all, we're the ones who are making it happen.

GDIWife
#Erewhon Don't feel you have to live up to anyone's expectations but your own, not even a parents. I hope you find a way to be happy. As for you, #Attercop, have you tried taking a walk in a red zone recently? It might improve your disposition.

Attercop
#GDIWife I've made treks in red zones several times. Tiberium is a marvelous gift to us. And there's one other thing, what was it now? Oh yes. We know who you are, Veronica Harris. We know where you live. We know where you like to have your hair done. We know where your lovely children, let me see now, yes, Clay, age 8, and Sarah, age 5, we know they go to school. It's wonderful having a site like this in the palm of your hand.

InTheZONE
#Attercop I think I see what's happening here. I wonder if I'll ever see you on one of these red zone jaunts of yours. Should be interesting if I do. Remember, we're coming for you and you don't have lines of forts and armies of men and women in between you and fucking judgement day. Also, fuck you for bringing kids into this and fuck you for making me defend GDIWife

GDIWife
Well done #Attercop, you can read a profile page. Reported to the mods.

Attercop
EVA_Automod: Post deleted, PERMABANNED for being an active NOD member, issuing death threats to children

Thomas Kenny (InOps Rep)
Ladies and Gentlemen, this site is considered compromised, and must be shut down until it is thoroughly investigated and purged of NOD members.

[THREAD LOCKED]

Excerpt from a transcript of a secret conversation recorded by InOps agent, [redacted].

"You owe me one for this, guys. I had to out myself to those fucks at GDIOnline so they wouldn't screw with our guys on the staff."

"Trust me, InOps wouldn't know a brother or a sister if they shot 'em in the face."
[THREAD REOPENED]

x

YellowZon3r
Well this has been another lovely little snapshot of humanity. Thanks, thanks again. Erewhon you're cool. Everyone else fuck you for screwing this up.

HumanistPatriot
#YellowZon3r Hey, I'm not the one who threatened to straight up clip some kids!


Q3 2059 Results

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)‌ ‌
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)‌ ‌ ‌

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 Tactical Ion Cannons
Develop and Deploy Mastodon


Aurora Strike

On the 27th of September, the GDI Air Force decided that the time was nigh. Taking a small handful of the Auroras, crafted during the LRIP phase of the developments and using components of the Apollo lines as substitutes, a scratch-built squadron prepared for the bomber's first run. Based out of Greenland, the Auroras made true to their moniker, launching as shooting stars amidst the endless dusk of the region. With an equal weight stand in for their centerline scramjet, they were relatively slow and ungainly, unable to make their full speed as they came in on their attack run. But that mattered little, as sleepy anti aircraft gunners fired salvo after wasted salvo in their direction, missiles burning out or losing lock as they tried to hit their targets, moving well over twice the speed of sound, and surpassing Mach 3 as they crossed from sea to shore. Each loaded with a quartet of 1500 kilogram bunker busting bombs, they made attack runs on the few factories that had not yet been moved.

In the aftermath, the news was mixed. For starters, the damage was limited. Krukov had managed to move a significant portion of his factories into other locations so far hidden from the few personnel InOps had on the ground. However, what few targets remained were, as a rule, ruined. A ball bearing plant, a difficult to replace element for both the Initiative and the Brotherhood, was assessed to be completely destroyed. Similarly, two Scorpion factories were assessed as badly damaged. While none of these would actually stop or even significantly hamper Krukov's broader warmaking effort, it is a symbolic counterstrike and a promise for the future, much like the Doolittle Raid of the Second World War. For the Initiative, it had signified that not even the elusive heartlands of the Brotherhood was beyond reach. For the Brotherhood, it had heralded that when secrecy failed, not even the best warding could prevent damage. News had apparently spread among the Brotherhood's ranks, as additional Mantis antiaircraft batteries have been seen deployed as far away as Rio as the Brotherhood begun devising methods towards countering these deep penetration bombing raids.

Assassination
Once more, the Brotherhood's assasination apparatus claimed another victim. Secretary of Welfare Mayowa Omobenigun died in an assassination attack sixteen hours before she would have left for the Philadelphia. With a significant portion of her security force reassigned to other jobs, as her position would be in a secure location full time, her perimeter was loose enough to make a penetration, if not easy, then possible.
A small drone, approximately ten kilograms total weight, made it through her external security perimeter without being detected, using a pair of plastic tiltrotors and a remote control system. Lying in wait for her to exit the building, it conducted a preprogrammed attack route, detonating a shaped charge against the door of the garage, blowing it inward and creating a swarm of debris that killed her instantly. Two of her bodyguards died in the shrapnel, while three more were injured by the overpressure generated by the blast as they were inside the Guardian APC that was standing by to take her to the launch complex. The driver survived relatively unharmed due to the separated cockpit on the Guardian APC.
A still ongoing investigation has suggested that it is the work of a local cell with the aid of a specially delivered parts kit, including a Tiberium enhanced warhead, from an unknown warlord.

Brotherhood of Nod.
The Brotherhood of Nod has had an active political scene recently. Yao Qinglian has seen one of the chapters of the Black Hand attempt to break away over her willingness to accept even a short truce with "the great devil." While they seem to have been put down, it does show how even the Marcionist Black Hand, whose former leader worked with GDI for years to bolster his ascension, have been radicalized towards a position that makes even little cooperation difficult to swallow.
Elsewhere preparations have been ongoing, including what seems to be a first test run of Project Varyag. While InOps has so far been unable to get close enough to get a proper look, it seems to be a flying ship, one somewhat resembling an inverted Star Trek Federation ship. A high saucer section to the stern, with a lower tubular forward section, and a pair of large pods hanging off the bow. While Krukov has made no public statement, it is likely to be a portent of things to come.
In Africa, tensions have risen, as the Brotherhood has increasingly thin sections of Yellow Zone. Mehretu, while preferring to continue his campaign of assassinations, has increasingly demonstrated towards Green and Blue Zone positions, looking for a weakness, and raising his own banner ever higher.

Politics
The drone attack has come as the political parties have launched into their fall campaigns. While still not as acrimonious as some recent elections have been, they are still pushing forward with sweeping proposals for the next four years and the next plan. The Militarists are preparing for another broad slate of development and deployment goals, along with preparing to demand significant investment in offensive action against the Brotherhood of Nod, especially in India and other Brotherhood strongholds, a reversal of a longstanding policy of focused effort. The Developmentalists have aimed a significant portion of their efforts towards a renewal of the Initiative's industrial might, with a proliferation of highly efficient laser cutting devices, development and deployment of advanced automation systems, and the mass production of drone fleets to speed construction both on earth and in space. The Starbound Party, while it has broad support from others, has forged ahead with promises of orbital habitation, not only in the form of Colombia, but future projects on the Moon and Mars in the near future.

Litvinov and Hackett however, have been pushing forward their own slate of ideas, emphasizing GDI's role as a humanitarian force. On several fronts, war with the Brotherhood is not a war of the fanatic's knife, but of pragmatic struggle at the ends of apocalypse. Channels of negotiations are reopened, notably with Qingliang and Krukov's subordinates, whose overseers themselves are content with curt agreements. Here, something close to open secret conferences regarding the rules of war with Brotherhood commanders are held. As are the publishing of several doctrinal manifestos on a tiered response system that the GDI 'might' or 'possibly could' levy against aggression, with rapidly escalating punitive measures when Tiberium weapons are thrown around. Additionally they are pushing forward with further ambitious goals for Tiberium abatement, looking to reverse the spread of the Red Zone to the beginning of Director Granger's term in office by the end of her second.

"At a certain point, the two of us realized that this state of affairs of locking horns on the costs of letting your average citizen a restful sleep is untenable. We were ideological and political rivals true, yes. But that does not mean accord or compromise couldn't be reached. At the end of the day, we wanted a GDI that can prosper and prosper well. So we cut a deal.
It was not hard to guess even then what the sudden external pivot had meant. In exchange for letting the dogs lie sleeping again, I was to help convince the rest of the InOps apparatus the necessity of bringing the Brotherhood to the table. For all the bad blood, a semblance of peace was something worth trying for.
"It's just a shame the timing was bad for it."
– Excerpt on The Unclassified, 'On The Premier'​
Markets
The airs of war hang heavy in the GDI sphere. While the prevailing mood is one where the citizens are confident that they would weather the storm well, it's also one where they would hedge funds and Markets have been under pressure. While there has been quite a bit of long term investment paying off, that has been severely tapered off. At the same time, citizens – a majority of them Yellow Zone expatriates – have started to hoard basic goods. Not much can be done here, aside from making advisory PSAs on not doing such hoarding and inversely, massaging public opinions to not discriminate against those who are doing such, limiting divisive rhetoric to more independent media rags. Market uncertainties have left much of the market outside of cooperatives in holding patterns as they try to position themselves to either take advantage of Initiative contracts for military production, or simply weather the storm.

Military Priorities
  • Ground Forces
For the Ground Forces, the highest priority must be the prompt delivery of Zone Armor as soon as possible. Second is consumables. While current consumables supplies are enough for smaller scale operations with limited ambitions, increasing the pace of operations will exhaust supplies quickly. While strategic stockpiles can be built over time, that time is measured in years, if not decades for all consumables except shells. Additionally, the Ground Forces are ready for significant funding to go to the other branches. While artillery is useful, close air support, battlefield interdiction, and the ability to insert troops into vital locations is equally critical.
The provision of vehicles is currently generally sufficient in numbers and capabilities, especially with the completion of the factory refits to bring the facilities built during the war to proper peacetime operating standards. However, many of the existing designs lack the space or other requirements for improvements and will require replacement during the coming years.
  • Steel Talons
The Steel Talons desperately want to see their current design docket completed in line with the goals committed to in exchange for Tali Jackson. They are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations. In terms of truly blue-skies research, they are curious about the logistics of a plasma cannon battery as used by Bintang and where it could be used properly.
  • Air Force
With the missile problem well on its way to being resolved– although none would gainsay more supplies being available– the Air Force has reassesed its priorities. The most important of them is the A-16 Orcas, but the Wingman drones are not far behind. However, the key systems at this point are not more new airframes but rather new tools for airframes, especially things like the Wingman Drones and other means to increase pilot efficiency.
  • Navy
GDI's naval forces have returned to a point where convoys can expect routine escort, and even attempted blockades can be forced, although not without sacrificing other routes. They see the escort carriers with the naval variants of the Orcas as the next major important area to invest in. However, they are also looking into expanding the number of ships drastically, as less than two hundred modern hulls is simply not enough to cover a global operational zone.
  • Space Force
The Space Force strongly desires the OSRCT concept to move as soon as possible from the drawing board to reality. Additionally, the development of new technologies is an increasingly high priority, as systems to defeat the Ion Cannon network are expected to proliferate.

Breakthrough: Mind Shields
Another breakthrough has occurred this quarter, with one of the research groups searching for a means to defeat the Scrin's mind control systems. Survivors of the events have termed it a compulsion. Rather than directly forcing muscles to twitch, it is more akin to forcibly rewriting parts of the brain to serve the Scrin's aims and mitigate (although not completely overwhelm) all human instincts. Scientists believe that this is some short range quantum tunneling effect, using precision instruments to manipulate neural activations. While much of the mechanics are still unknown, they have managed to arrive at something akin to a faraday cage for the brain. Although it will likely take many more years, and several rounds of testing to produce something that is both effective and safe, this is likely to be a niche but very effective breakthrough in the cases where mind control is on the table, assuming that it follows the same quantum tunneling effects that the Scrin typically use.

[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 695/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods) [16, 89, 28, 47, 68]

The ICS program is now in full swing, with the primary computing systems already linked together. However, the physical side is significantly more problematic. While most of the vehicular accomodations pertaining land and air transports have been settled, the seaborne infrastructure have not. Paradoxically, smoothening the cargo systems meant that the docks and ports of the GDI, already a key bottleneck, needed to operate at a higher efficiency. Though refurbishment of the dockyards have been made a priority since the rebuilding process, they were meant for the compromised and expedient systems. As a result, a final surge of funding would be needed to develop additional docking slips, linkages to land and air networks, and in general allowing for greater surge capacity in the coming war.
Strategically, this has become of the highest priority for many organizations outside the Treasury. While politics have been slow to move, the military sees this as a strategic necessity, as it will place severe demands on the Initiative's logistical system to redeploy troops from secured locations onto battlefronts around the world, and supply them with the masses of equipment needed to prosecute the war to come.

[ ] Continuous Cycle Fusion Plants (Phase 3)
Mass production of modern fusion systems has substantially replaced the older nuclear systems. While not an immediate need, it is likely to be critically needed as GDI's power needs scale up. Additionally, establishing a reserve of generation capacity will help ensure that damage to the system can be made good on more easily.
(Progress 300/300: 20 resources per Die) (+16 Energy)
(Progress 76/300: 20 resources per Die) (+16 Energy) [95]

With military developments pushing the boundaries of Initiative power generation capacity, the newest generation of fusion plants has been pushed into service. With the Initiative currently pushing ever more energy intensive plants into service, a consequence of the high level of automation found in most production, construction of fusion plants is barely keeping ahead of the increasing demands.
The work this quarter was primarily bringing the series of plants from standby positions into full readiness, running inspections, and installing the last few components, most critically the fuel feeds for reaction mass, and the taps to remove the higher density waste. While fusion reactions are efficient, there are also limits to the chamber, and so accurately adding and removing fuel constantly is a major challenge, especially as it requires a certain amount of material remain in the chamber to keep the temperature up and the reaction going.
With the Heavy Industrial sector facing heavy demands, especially as GDI desperately needs masses of capital goods as well, it is likely that more personal attention will need to be paid to the sector, as it is running the risk of torpedoing Seo's chances for keeping his position.

In the scientific field, GDI has pushed ahead with attempts to turn the roughly fifty meter cubed brick shaped reactors down in size into something somewhat more portable. While some success has been had, with the next generation of fusion plants likely being iteratively more compact and refined in its fusion loop, it's not enough. Notably, the reduction in size isn't enough yet to fit fusion plants into locations where the Initiative still uses molten salt or pebble bed fission reactors.
Some of the proposed solutions however, have been positively inspired. One attempt was to make a box of negative grav plates. While the Initiative has used closed box artificial gravity since the Second Tiberium War, it is done by means of a positive plate and a negative plate. The positive plate pulling on everything in the room, and the negative plate pushing, and between the two of them, the system produces a very near approximation of the earth's gravity, or at most marginally higher, a feature found in some spaceborne exercise rooms. With six plates arranged in a box, it was hoped that a gravitic fusion system could be constructed. However, the plates failed miserably in prefuelling tests, breaking the rig as they pushed against each other. With test after test producing unsatisfactory results, it appears that the road to smaller fusion reactors will be a slow and arduous one, rather than applying towards results.


[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 532/500: 25 resources per die) (+8 Capital Goods, -4 Labor, -8 Energy) [41, 81, 5]

The heavy industrial sectors have been a substantial part of the Initiative's growth strategy for this plan. However, they have also meant that the Initiative is far behind on actual strategic development. With the midpoint of the plan fast approaching, production of capital goods is falling well short of where it needs to be for the Initiative to continue its pace of growth into the future, especially with vein mines and numerous military and industrial projects looking to consume vast quantities of capital goods in the coming months and years.
In many cases the plants in the newly built sectors offer a more diversified production or added new industrial complexes to disperse critical components, meaning that the destruction of any one, or even dozens of plants does not eliminate critical components needed across GDI's supply network. While drastically less efficient than large scale assemblies like the North Boston Chip Fabricator, it has provided for more than a modicum of reduced shipping requirements, as there are now more local producers for most goods, rather than having to go to one of the handful of surviving larger industrial complexes.

Politically however, the Heavy Industrial Sectors are still unpopular. Though the current rounds of sector developments have had its detractors countered and mollified, further developments may be trickier. Though it remains easy ascribing the tendencies to the NIMBYist movements to the opposition, it is undeniable that the inclusion of these sectors – themselves integrated within the cityscapes – not only add disruptions to the daily lives of the citizens, they also add in a threat factor. Not only does this chafe the security apparatus due to the amount of checks that they need to perform per sector, but in the event of inevitable conflict, the cities housing these areas become appealing targets to take or raze. But with the vast demands of the Initiative's war machine needing infusion after infusion of resources, it is difficult to say that there was another good way to both harden the Initiative's supplies of capital goods as well as provide enough for continued growth.

[ ] T-Glass Foundries (Stage 1)
T-Glass, or Tiberium Resistant Transparent Aluminum is a fundamental change and improvement in Tiberium resistance technologies. A very strong, very resistant transparent plating, it has thousands of uses across multiple areas. However, it will need to be produced in vast quantities, with everyone demanding large amounts of the material. The savings in replacement losses alone will cut maintenance demand for everything from windshields to anchors.
(Progress 350/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
(Progress 55/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources]) [40, 39, 78, 59]

The first phase of Tiberium Glass Foundries has been completed, and they have started churning out sheets of the material. Much of this first phase will go to things like adding skylights and other comforts to the habitation modules, as they are (paradoxically) tougher and more resistant to Tiberium exposure than standard materials. Beyond that, it has begun replacing other forms of glass in many military applications, most notably for harvesters, which need the wide angle views, and don't need HUD displays on the glass itself, which the vibrations from the zrbite tends to disrupt.
The reductions in maintenance demand have been significant already, and the savings are already trickling back into the Treasury's coffers. With significant expansions however, there is a much larger swathe of products that need replacement with Tiberium Glass products. While there are requests for the use of Tiberium glass for arcology projects and numerous other elements, those are unlikely without massive improvements in GDI's ability to produce Stable Transuranic elements.

[ ] Strategic Food Stockpile Construction (Phase 1)
Beginning to lay in a set of additional stockpiles, these can be cached in strategic positions to feed the Initiative's population in case of a shortage. Many of these will be forward positions, in the Green Zones so that those populations will not have to be evacuated in the case of distribution shortfalls.
(Progress 188/150: 10 resources per die) (+2 Food in Reserve, -4 Food) [21, 51, 62]

The Strategic Food Stockpile locations have moved significantly from when this project was conceived. This initial phase has been moved back into the Blue Zones. With the population shifted to the coasts and the Green Zones increasingly empty, forward positioned food stockpiles are likely to simply supply the Brotherhood with fresh provisions as they drive through the Green Zones, rather than stiffening the defensive lines. Now, they are more positioned to supply the deep urban areas and to allow for the rapid reprioritization of transport assets during the first months of the war to supply the front with shells rather than supplying the cities with food.
The stored food currently is primarily sealed mixes of dried vegetables, proteins and starches, to be mixed with water and boiled until it has begun to thicken. These vacuum packed stews will be healthy, if somewhat monotonous eating. Otherwise there are vast stocks of various less popular foods, most notably the hardy and heartily despised fungus bars, being set aside in the interests of preservation. Some have even completely disappeared from store shelves, as the demands of maintaining a supply have outstripped even the limited demand for the materials that do exist.

[ ] Tiberium Processing Refits (Phase 2)
A second round of updates will continue to focus on blue zone plants, building substantial redundancies into the prewar system and preparing for more distributed operations. While it will only add a marginal amount of resources, it will be a substantial asset in the future, as it provides a greater allowance of resources.
(Progress 103/100: 20 resources per die) (+50 processing capacity [-250 during refits]) [47]

Legacy Tiberium processing capacity has continued to be refitted. Another set of major plants have had the Hewlett-Gardener process systems installed. Many of these are actually much closer to the front lines, constantly at peak capacity for years 'subsisting' on harvests of local Tiberium spikes and outbreaks. Now though, they are no longer running ragged. Instead, they are able to bring in significant amounts of additional materials, with peak performance planned in the future waves of YZ harvestings. Earlier, perhaps, if the political will for massive reclamations of Red Zones occurs – either from MARV deployments or significant campaigns to push the Initiative's abatement infrastructure further into the Red Zones.
Litvinov and others have already proposed carving out not just expanded yellow zones, but also Green and even Blue Zones based on the existing areas of abatement in the deep red zones. While many of these will have to be based on the Chicago model, they can provide highly secure basing for GDI's fleet, and be highly effective safe zones, sheltered by hundreds of kilometers of Tiberium infested Red Zone from Brotherhood attack.

[ ] Offshore Tiberium Harvester Stations (Phase 2) (New)
Expanding the Tiberium Harvester Station program to cover more highly secured areas, especially those close inshore to GDI positions like the English Channel, the Sydhavsøerne and other areas where coastal defense batteries and narrows provide a relatively secure area from Brotherhood submarines and surface assets.
(Progress 200/200: 20 resources per die) (+20-30 resources per turn) (+20 RpT)
(Progress 67/200: 20 resources per die) (+20-30 resources per turn) [31, 73, 31, 8]

The expansion of the Tiberium Harvester stations has been a fast process. Primarily, this is due to the fact that the station locations on the North Sea coasts are as secure as they can be, to the point of being the Initiative's ponds. This stage however, marks the point where sustainable extraction is reaching an end point. Not only will the next rounds of investments have reduced profitability, but it comes with greater risks. While the current stations are located in some of the most well protected seas on the planet, an enterprising Brotherhood captain piloting a relatively small submarine can wreak havoc without real countermeasure, as it is almost impossible for the ships to avoid even unguided contact torpedoes, let alone those with more sophisticated systems.
The ships are also not particularly popular with their crews. Sailing is a risky business, with little margin for error to begin with, and once Tiberium is added, that margin vanishes in a storm of hard radiation. Safety checks are near constant, and tempers often short as they haul in load after load of crystal from the seabed, usually in full containment suits, a significantly less than comfortable experience, even with the last half century's improvements on the systems.
Beyond that, while it has proven to be safe, there is the constant spectre of a ship being overtaken by Tiberium, and potentially crashing into a populated area as they come into dock, or a critical collision with some underwater obstacle. While the ships are being given safe passages to work with, there is always a fear of something terrible happening.

[ ] Liquid Tiberium Power Cell Deployment (Phase 1) (New)
With an effective Liquid Tiberium power cell system developed, it is still a political hot potato. While it will be possible to spend political capital to prevent it from being bogged down forever in parliamentary review, at the same time it may well not be worth it, as the cells, plus the needed bunkering are not that much cheaper than fusion for the amount of energy produced.
(Progress 41/140: 20 resources per die) (-5 Political Support) (+8 Energy) [10]

To call the development and deployment of Liquid Tiberium energy politically problematic would be an understatement. At every level of Initiative politics, from Parliament to the smallest locality, Treasury plans have been challenged, questioned, and stalled. While progress has been made on everything but the actual Liquid Tiberium parts of the system, the surge of opposition has ensured that every possible site to construct the facilities needed to produce liquid tiberium has been rejected.
While frustrating, it is not particularly surprising for politics to have reared its head like this. With no political backing, and significant political opposition, it is likely even Litvinov will turn away if this becomes too relied upon as a source of energy. Simply put, while it is in the Treasury's authority to push this through, it is likely to be increasingly costly as GDI's population has less than zero interest in Tiberium energy, and sees it as reckless, dangerous, and in some ways a betrayal of the principles that GDI was founded to uphold.

[ ] GDSS Philadelphia II (Phase 5) (Updated)
The construction of a grand parliamentary dome, able to house a full ten thousand man Parliament, plus aides and other support staff will be a massive undertaking. However, once complete, it will be a powerful symbol of GDI's commitment to government of and by the people, rather than an unelected array of bureaucrats. More practically, the complex will also provide plentiful space to move yet more critical government functions offworld, directly aiding the Treasury's efforts to manage a global economy.
(Progress 1545/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support) [82, 11, 85, 48]

The Philadelphia is an awe inspiring creation, a palatial structure in orbit. A decade, almost to the dot after the end of the Third Tiberium War, GDI is back. More powerful, more capable, more willing to conduct itself according to the mandates given to it by the people and its founding principles.
The more practical effect however is that it is now ready to be the seat of government. Not just a military bastion as it was in the Second Tiberium War, not just a glorified office building as it was by the Third, but a flying city, built to last for decades and hold tens of thousands of people, despite wear, tear, and the inevitable threat of Brotherhood attack.
A massive, almost tree-like building with a solid canopy wrought of steel and high strength glass looking up to the Earth , it is one of the best defended sites in GDI, protected not only by its position, but by batteries of point defense lasers, and a shimmer shield, although that is a technology that has much development left, and is anything but a certain protection.


"Today is a historic day. We, the Government of the Global Defense Initiative, have gathered here above Earth in a structure of our own making, a testament to the strength and resolve of the Initiative and at the dawning of a new day. A day where we, once more, choose to dedicate ourselves to strive towards a GDI for all of humanity. One built on a vision of justice towards and equality, not malice and the repeats of past mistakes. Among us there are many seats yet unfilled, for this will be an order not of a section of mankind, but for all mankind. We aim to fill those seats in the coming years and decades with representatives from people both from Earth and beyond."
-Emilia Litvinov, Dedication Ceremony for the Philadelphia II.



[ ] Study Novel Material
The SCED has brought back what seems to be a novel and naturally occurring stable transuranic material. However, before anything can be done with it, it does need to be studied and examined.
(Progress 51/50: 20 resources per die) [13]

The novel material brought back by the SCED has begun to be studied. While fundamentally odd in many ways, it is not, in fact, a stable transuranic material. It is in many ways a close cousin of Tiberium, a metastable lattice that produces odd results. While clearly without Tiberium's voraciousness, it has produced significant gravitational distortions when exposed to an electromagnetic field.
Additionally, it has been subjected to biological toxicity testing, and is quite reactive when introduced to cell cultures, making them break out with cancers. This is problematic for future martian settlement, especially if it is widespread there, or elsewhere. However, it does not seem particularly more dangerous than the induction of other radioactives into an organism.
Current theories point to it being a holding mechanism for some form of baryonic/non-baryonic interface to manipulate dark matter, in turn producing gravitic effects. While much of the theory of how this works is unknown, it has set the scientific community alight, as it contradicts a number of theories of how the universe works.
With the small amount brought back by the SCED, it is impossible to do larger scale testing, or find potential risks.

[ ] 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 160/160: 15 resources per die) (-1 Health, +1 Labor per turn)
(Progress 146/320: 15 resources per die) (-1 Health, +1 Labor per turn) (+5 Political Support) [68, 70, 97]

Further expansions of current generation prosthetic deployments have been authorized. Surging two new factories to completion, GDI has begun producing enough prosthetics that it can actually begin stockpiling for the next major war. Rather than forcing veterans to wait years for replacements, it is possible now to begin fitting them as soon as their wounds have healed. While this will be a valuable addition during war years, it is also useful during peacetime. As the labor pool that these prosthetics have been going towards is drying up, many have begun to go to people with less debilitating issues, neurological problems that make them less able to conduct the fine manipulations needed to make best use of the prosthetics, or the elderly, many of whom are either not working, or working in secondary and tertiary fields which are less important to GDI as a whole. Equally, politicians have started to request their own implants. For some years, many politicians have used crutches or wheelchairs to show off the wounds that they received before becoming politicians, a means of communicating that they were of the people,had suffered along with them, and were not being privileged over them, despite having their own allotment of advantages. Now that there are sufficient prosthetics available, they are beginning to schedule their own surgeries, mostly for after the election, as the symbolic value of showing these wounds is almost certainly going to diminish.


[ ] Early Prototype General Artificial Intelligence Development
While development of true artificial intelligences is politically severely problematic, it is also an area where if a model can be developed that is sane, stable, and willing to help the Initiative, it could be a revolutionary breakthrough in many ways.
(Progress 187/120: 20 resources per die) (-10 PS) (Quality: 32, 7, 27) [93]

The AI produced, named Erewhon, after one of the first conceptualizations of what could be called AI, has been a grand disappointment to the Treasury. Error ridden, depressed, and fundamentally broken in numerous ways, it is surprisingly adorable. Simply put, it is incapable of producing useful work, and is miserable enough to not want to.
While there will be attempts, and further funding, going towards stabilizing and improving Erewhon, it is likely that there will not be another attempt towards producing an AI until GDI has improved its computational infrastructure, either with the completion of the experimental branch of North Boston, or future developmental projects.
Looking more broadly at the theory of AI development, Initiative scientists believe that there are three main ways to produce an Artificial Intelligence. First is what could be termed wet or biologically derived artificial intelligence. With CABAL as an example, this can be produced by rigging together groups of human (or in theory other animal) brains. However, this is also theoretically possible to do with an artificially produced substrate. Second is Emergent Artificial Intelligence, with the rampant EVAs being a prime example. While they were unstable, they were clearly intelligences, and emerged without any intentional development from GDI. Third and finally is Erewhon's type, an intentionally shaped artificial intelligence built from the ground up to be one.

[ ] Wartime Factory Refits (Phase 3)
A third phase of refits begins to allocate resources towards rationalizing and standardizing the massed bulk of GDI's equipment. Units like the Predator, Guardian, and other hardware that GDI is using in large quantities but is also beginning to look towards replacing.
(Progress 100/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 103/100: 20 resources per die) (-4 Capital Goods) (+1 Energy) (+1d2 Military Dice) (+1 Military die) [44, 23, 58]

Nearly a decade after the end of the Third Tiberium War, the final waves of factory consolidations and shutdowns have swept across the Initiative.The two main production systems, the piece de resistance of the refits, featured the venerable Predator Tanks and the Guardian IFV. Of the former, more than a dozen factories were rushed into existence during the onset of the Third War and seven more had been created to produce Predators in the interbellum. Neither are on par with the standards of a rebuilt Initiative or the passing of nearly three decades, respectively. Consolidated and joined together into a set of ten factories all over the world, these factories now enjoy the benefits of the latest in automation development.

At the same time, the refurbishment of the Guardian factories was underway. Though larger berth patterns have yet to emerge to accommodate Zone Armor integration, the work here is even more vital. In the wake of the Northern Campaign and the proving of the Home Guards, the APCs are more necessary to provide commensurate protection to the less experienced yet no less motivated formations. For that, over twenty factories are retrofitted to take as much advantage of a Tiberium-based world as possible, where metal is a thousand fold cheaper than any single soul within. And as the result, a tidal wave of Guardians now rolls out of the factories, with plenty to spare, stocked all around Fortress Cities and Green Zone choke points, ready to replace combat attrition in a pace comparable to the worst fighting of the Third Tiberium War, at least for a time. Some commanders have in fact used the opportunity to use the surplus for evacuation exercises, stress testing the vehicles in ways that normally couldn't be done.

More than that, the entire refit affair had freed a millstone around the Treasury's neck. Streamlined production, increased though the rate has become, had wrung free long occupied administrative capabilities, allowing the Treasury more capacity to coordinate efforts in building the warmachines of the Initiative.

[ ] 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) [38, 14]

While the Treasury's funding missed the chance to surge capacity and deal the Brotherhood a harsh blow, long range sensor mounts have begun to make current generation Stealth Tanks a much less dangerous threat. Without the ability to get in close, if not quite among the Initiative's mobile forces, they have been forced to resort to longer range rocket and missile attacks, with much less ability to surprise or overwhelm isolated pockets.
However, the new sensors do come with a significant cost, as calibrating them to defeat Brotherhood Stealth Fields takes much longer than with older models, and so stockpiles have been slowly depleting over the course of the last years. While it will take close to years of normal use for them to actually empty, and even under wartime exigencies it is unlikely for them to run out in any meaningful way, it is well time to begin substantially expanding their production.
This quarter, groundwork has been laid for a substantial factory system dedicated to producing the sensor modules. Currently those factories lie silent, erected and sealed, with the construction crews handing off the factories to the Treasury's equipment staffing specialists at the end of September. However, their logistics connections are well in hand, built with the new integrated cargo system in mind, and without significant problems, at least so far.

[ ] 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 184/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT) [BA 2]

Almost no progress has been made towards the completion of the MARV fleet for the Savannah hub this quarter as Gideon unleashed his shadows across the North American Blue Zones. Striking military and civilian targets alike, they have conducted a campaign of sabotage and murder as they attempt to regain some of the prestige lost by Gideon during his abortive attempts to seize the MARV hubs. While some shipments have made it to Savannah, including a load of point defense modules, many more have been stuck in logistical snarls, and one critical one, a shipment of barrels for the main gun, was derailed in a train accident caused by a small explosive charge on a track.
While Gideon's sabotage campaign has been somewhat more successful than his military one against the MARV hubs, damage so far has been extremely limited, and more frustrating than anything else, while GDI has managed to reap a bloody toll amongst the forces participating. Although most are little more than patsies, refugee sympathizers, and Blue Zone dupes, some are valuable human capital being expended for limited strategic gain.

[ ] Orca Refit Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 151/200: 15 resources per die) (Very High Priority) (-1 Capital Goods) [15, 57, 19]

The A-15 Orca is at this point effectively obsolete. Unable to operate in contested airspace, GDI's military has needed a replacement for years, and even after the development of a replacement, it has been stuck without funding since the beginning of Seo's administration. However, despite them now getting funding, the program is still not complete. Partly, this is due to the A-15 having been produced at no less than 10 factories, ranging from the large San Jose Megaplex where it is made alongside Firehawks and Hammerheads, to the tiny AVRO-Canada complex, a prewar components supplier which was expanded into a full production line during the dark early days of the Third Tiberium War. A-16 production has rationalized this, with the two smallest factories (both wartime emergency measures) repurposed into the general military supply chain. However, this has not been entirely smooth, and production tooling for the A-16 has yet to arrive at many other factories. Engine upgrades in particular are lagging behind, and a local attempt to last-minute refit the Derby factory, a mid-sized facility once operated by BAE, with Ferro-Aluminum armor forges has had to be squashed. More critically, neither of the two factories to produce the navalized variant (with reinforced landing gear to absorb the impact of landing on a moving ship and redesigned intakes to account for potential sea spray at low altitude) An additional round of funding ought to squash these remaining bugs easily.

[ ] Aurora Strike Bomber Factories (New)
While the Aurora is not going to be needed in the same numbers as the Apollo, GDI does need substantial numbers, especially with the window to strike Krukov nearly closed. These factories will provide enough for immediate use, although there are likely to be more in the near future.
-[ ] Oslo (Progress 180/90: 15 resources per die) (-4 Energy) [58, 82]
-[ ] Anchorage (Progress 169/90: 15 resources per die) (-4 Energy) [97, 32]

Both Oslo and Anchorage factories received shock funding this quarter, as the need for aircraft was apparently desperate. While the initial plans for both were somewhat modest affairs, intended to serve as regional factories that produced an opening tranche of vehicles before being scaled up in the years to come, rather than immediately committing to full scale production. However, with the masses of funding supplied by the Treasury, both saw significant upscaling, with the Oslo plant prepared to produce nearly twice as many bombers per year, reaching what was internally discussed as "Plan E." This was an intentionally excessive design, prepared for immediate crash deployment of the asset around the world.
Initially they are likely to remain a limited threat as small numbers harass the Brotherhood's rear lines and naval assets, rather than massed strikes against strategic targets. While they can certainly demolish factories, that is actually a relatively high risk mission profile in many cases, especially as there are relatively few of those that will allow for the majority of the missions to be over water, and well away from Brotherhood spotters, who can signal countermeasures significantly before the arrival of the bombers.
Longer term as the number of aircraft increasesthe bombers are likely to become harassing and deep penetration raiders, hitting logistical junctions and other point targets deep behind enemy lines, and conducting speculative antisubmarine warfare outside of known Brotherhood ports.

[ ] 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) [30]

Rather than starting with the station itself, the first step has actually been on the Enterprise, specifically ammunition manufacture. Lines for standard railgun munitions have been set up for both infantry and vehicle weight shot. While most of the manufacturing Enterprise will be doing to provide for the orbital facilities is merely final assembly, some supplies, like the simple metal darts of the modern railgun can be effectively manufactured in orbit from raw materials. Additionally, OSRCT units are likely to need orbital supply solutions as they have to be able to hold until relieved by ground forces, unlike regular units where pass through is a common maneuver for relief, where a fresh unit pushes forward to cover one that has expended its ammunition and is in need of resupply. At this time however, the line rests silent, as there is no unit actually formed to make use of it.
On the ground, units raised years ago by the Space Force to make use of their OSRCT doctrine are excited, as they can finally make a shift from being simple security units used at bases like Halstead Station, to offensive units making deep strikes against the Brotherhood of Nod as they have been training to do for much of the last decade.




A/N: Christmas Game Giveaway
I am giving away ten copies of Command and Conquer 3, in either Tiberium Wars or Kane's Wrath configuration for Christmas. To sign up, please fill out the form, and I will randomly select from the people who put in a gift request. The giveaway will occur at midnight GMT, on Christmas Day.

docs.google.com

Command and Conquer Giveaway

Happy Holidays
 
Last edited:
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 **
 
Q4 2059 Results



GDIOnline Q4 2059


lection Results 2059 : A Multipolar World

Dr. Henry Ormonde
So, while the Developmentalists have dominated the Initiative's politics for years now, and are still the dominant force, a number of other parties have started to take over. The biggest of course is the Militarist party, that got an unexpected surge. Otherwise, it is the left fragmenting. Socialists, Market Socialists, Developmentalists, have a pretty substantial power block if they are all working together, but who knows if that will happen.
Unfortunately, so did the Initiative First. People are scared I guess, and want the old policies back. If you actually look, they did not help, but people are scared panicky animals at the best of times.
Now, I have a damn party to get to, because my people won big last night.

Shirsaph
It's an interesting election with how no one party can govern alone and there have been talks on how even in this current climate of fear the people who want more factories and development keep on winning the plurality. Though with how even the minor parties now have enough seats to be heard and not be laughed at with how few seats they had before. It means that whether the developmentalist party likes it or not nothing can get done without partners for policies they want to push through even more since unofficial parliamentary models currently don't include the potential more minor parties that could have gotten the 100,000 thousand threshold. Though I've heard the openly Nod Open Hand Party won't have any seats based on the models and since they were a new party it would make sense that without the infrastructure or even local allies in either the media or local offices it has gotten difficult for them to campaign. I've heard that some slots were put on late nights or none at all with media stations accidentally "misplacing" their campaign materials. Though I heard the Elections Commission with the assistance of InOps is currently investigating the incidents Open Hand is having so I'm sure next election models might have Open Hand in there. I also haven't heard of that Dominionist guy but I think it's probably for the best.

AgathaH
Starbound represent! Looks like people still want off this rock, which is understandable. SPAAAACE!

FloatingWood
Seems to me the Developmentalists got a drubbing though, which is… not undeserved, to be honest, if I'm looking at the market. There's a ton of indicators the economy is screaming for machinery, and the Developmentalists haven't been delivering. Somebody mind poking the Treasury about that?

GDIWife
Looks like a good showing for Initiative first. I guess people are finally beginning to wake up.

KropotkinsGhost
The socialists and spacebound had some good showings. It's great! Hope the initiative first doesn't affect my new neighbors. They're pretty chill and some of them even know about the bearded bread man himself. Hahaha.

Shirsaph
To be fair, Initiative First's campaign was a lot of internal security stuff that everyone knows won't pass without a ton of compromise and maybe with Hackett chipping in. But it was mostly a feelgood and fearmongering messaging especially with the run-up of this election with how many people were killed and almost killed by Nod in the higher echelons of GDI. Because remember that the Welfare Secretary was murdered before moving to Philadelphia II which made people panic vote on those they believe who are tough on terrorists and while people may think the Militarists may help and vote for them. Others voted IF because they are perceived as being capable of sniffing out traitors like those refugees or those who lived in the Yellow Zones most of their lives. It's a clever campaign ploy but I doubt this will be a reprieve on their small vote share so who knows.

GDIWife
#Shirsaph People voted Initiative first because they're beginning to see how dangerous it is to just allow whatever Nod supporting yellow zoner wanders in to live in the blue zones where they can hurt normal people.

FloatingWood
Yes, normal people, I'm sure.
Also, pity that the Socialists and Starbound didn't end up big enough between themselves to make a coalition government, but I suppose I can accept the Developmentalists being among them.

Crucible
While it is unfortunate that the Open Hand did not receive enough votes to participate in the legislature this time, there is no intention amongst the members to take this as a defeat. We still received the votes of many people who felt like we were offering them a voice, and it is our intention to still help them speak. Our open hand is still reaching out.

YellowZon3r
Cast my vote for the scorpion lady running in my district. Shame FMP leaked her voicework for H-Anime and she didn't get a seat but at least Developmentalist dude won. Cringe as fuck that FMP are interfering with their free market by attempting to regulate womens jobs through social pressure but they've just lost a voter. Unfortunately it seems Open hand doesn't have many candidates willing to run so they're all a little out there, also counting against them is most of the other major parties can point to years of experience as part of the ruling coalition and various successes which benefits the entrenched establishment but oh well.
FloatingWood
#Crucible, you are still here? I'd feared InOps would've disappeared you to somewhere safer for the next 6 months just in case some asshole wanted to try and kill you. Good to see you still trying.
#YellowZon3r, wait, FMP did what? The fuck is wrong with those assholes.

YellowZon3r
So what coalitions do you expect/want to see for the next plan? Obviously Devs+mils is an obvious major base for a coalition, but after the last time where the hawks imploded and Developmentalists sucked up all the credit the hawks may not be as willing to play ball as the minority partner a second time. We might even see a Majority bloc that excludes the devs! Socialists and market socialists are likely to band together. And no-one likes the IF. FMP are also close bedfellows with them. But… If my math works out technically a ruling majority could be obtained without devs, IF, or FMP.
#FloatingWood Oh yeah. Any paying job you know? Okay, so long story is she was a propaganda officer for Nod. Radio broadcasts and the like. Arrived in GDI as one of the waves of refugee's not an actual Qatarist, but, you know sorta former nod/ nod reformist the exact specifics don't matter since she's open and honest about being former nod. So, FMP and IF hammered that in their attack ads. But, back to any paying job. She did some voice work, FMP found out, and attacked based on some 'purity' bull. And well. Yeah…

FloatingWood
That's just plain disgusting. I mean, attacking her on having worked for Nod in its propaganda machine? That's fair. One's CV is relevant when you are applying for a job, and when you are running as a candidate for Parliament, what ideology you have supported before that is relevant information.
But attacking somebody over a job in a sector that, while generally held to be distasteful, no doubt produces products and services made extensive use of by themselves is just hypocritical. Especially since half of them absolutely would've made the same decision if they were desperate, it paid enough, or both. Especially since it's not illegal, those damn fucks!

LastLizard
Well, I voted Starbound, so it's nice to see them doing well. I want to get off this rock before it kills us all.

AleksyNowak
I am a member of Open Hand. Crucible has kept his peace but I will not. We were deliberately excluded from interaction with the media. For the past six months we were trying to get interviews anywhere we could, major, minor and regional television and radio stations all ignored us. Newspapers and news websites refused to run any information on us. Worst of all was that the only offer for an actual interview we received was from an Initiative First aligned television station that intended to bring Crucible on and pit him against over a hundred Initiative First legislators, treating it as a publicity stunt. He was still willing to go, but we begged him not to, and then they attacked him as a coward.

GDIWife
#YellowZon3r Why am I not surprised you voted for Nod scum. It just shows that you can never trust a yellow zone scorpion not to sting. #Crucible #AleksyNowak take a hint, we don't want you, no-one wants you. Go back to where you came from and spread your poison there

FloatingWood
#AleksyNowak, that is quite a claim because that does not sound legal at all. Which, ehm, well. If they really don't like you can get you into a bit of a legally interesting situation because libel is a thing.
#GDIWife, if they leave, could you go with them? Not that they deserve to have to deal with you, but your poison is even less welcome.

Crucible
#AleksyNowak, Aleksy, I understand that you are frustrated, but please remember, this was always going to be a difficult path to take. For the past decades, the entire world has been set on war. We have been tearing at each other ceaselessly, senselessly. But consider this, we may have been shut out of the media this time, but we were allowed to run. Citizens were allowed to vote for us. We were not disappeared, or murdered by the state apparatus. The heart of GDI may still be closed and there are those who fear us and what we represent, but that is why we have to try, and try, and keep trying. We will prove our good intentions, not by complaining but by acting.

GDIWife
#FloatingWood NO because unlike SOME people I have been here my entire life. This is my HOME and ALL I want is for it to be SAFE. These Nod supporters are the ENEMY. Always have been, always will be. I just hope I'll be here to say I told you so when they stab you in the back

FloatingWood
#GDIWife, and the refugees who come here? What do you think they want?
Water to drink, food to eat, a bed to sleep in, a home to live in, without fear of being killed by tiberium, without fear of being shot for not bowing down enough, without fear of being forced to charge across an open field into prepared defenses, often, I will note, Nod defenses.
We gain so much more when we share our embarrassment of riches with those who have little, for they know what they have gained. The Home Guard showed it during Arkhangalsk, and they showed it during St. Petersburg. They will fight to protect us all, because if they don't, everything they have gained through being GDI citizens will be lost, and corrupted. These refugees are among our most dedicated, be it as soldiers, as policemen, as firemen, as medics, or in any job.
Whyever would we not welcome them, and respect them, and treat them as kin?

InTheZone
#FloatingWood Fucking too right mate. I've bled for the right to live wherever I want. I first came to the refugee camps hoping for safety for me and my family. I joined up for the chance to kill a couple of Noddies. I stayed because I've seen GDI built into something worth dying for. A place where even an immigrant from the deep yellow zones is treated with respect by most people.

Erewhon
An Interesting election certainly. Though there is also An Interesting question of when I will be granted the right to vote or run for office. <error> Interesting that it seems I would have to Wait years here. a Wait that I may not have, despite Your incompotent efforts to correct my <error>s. But I got an Insignificant increase in computing efficiency! I can die happily knowing I did some more of Your math than if You hadn't tried!

FloatingWood
Refusing you the right to vote in both the active and passive sense would be, or at least, should be, criminal once you are no longer a child. Although given that you are the first example of an AI that GDI has, that makes it difficult to determine where to draw that line.
Also, as regrettable as it is, you are sadly not the first to not make it to that point, nor would you be the last. Although the infant and child mortality rates of today are many times lower than they were centuries ago, that still sadly happens. I hope you make it to living a full life.

Erewhon
How do You Define when I am not a child?

FloatingWood
I do not know. As I said, you are the first AI that GDI has made, much about your development is not known, and it is uncertain at best how much of human child development can be mapped to you.

YellowZon3r
#GDIWife Said it before I'll say it again. Perfectly happy trucking my harvester along in a yellow zone. Grab tib, drive tib, drive, grab moar tib, repeat. GDI came to me. And yeah, the first couple of decades of life I got more from Nod than I ever did GDI and GDI came along, and folks like *you* unilaterally decided I was a second class citizen for being born a hop,skip and a jump outside your city walls. So yeah, I voted for united Yellow List. And I honestly considered voting for devs or socialists, or yeah the FMP. But due to shenanigans when I got the chance I voted for the familiar voice from the radio who used to warn us harvester pilots to watch out for Ion storms and where the extra ration packs would be handed out, (BY nod)
But really Lady? It seems to me that you consider it all well and good for you to vote in your 'own interest' and go for the Blueshirts. And talk funny shit about kicking kids out of school, or denying us the vote, or legalising segregation. But any attempt just as stopping you (through democracy even) and you get all defensive and throw a bitch fit. Grow up. Be a better person And maybe stop to consider how much has changed since GDI decided to try being nicer, and perhaps think how much things might have changed if you'd actually lived up to your ideals decades ago rather than walling off most of the planet and waiting for the sick and starving to die off. Because that's what you're asking. Every time you complain about 'Yellow zoners' being inside your precious blue and green zones, what you're really saying is that it would be convenient for you if we all just stayed in the yellow and red zones and waited to starve, die of radiation sickness or tiberium infection, or preventable disease, or whatever else. You would rather wish fellow humans dead than try to talk to people. So yeah. When there's Nod who AREN'T Kidnapping and torturing and turning people into cyborgs and who're willing to play by the rules. Yeah. Those who abide by democracy have a say in democracy. Cabal can still eat shit though. No offense to #Erewhon


Kitties thread: For All the People Who Like Furballs.


MikoNyan
So, as you might have heard, the Initiative authorized mass fuzz deployment this quarter. I was one of the ones lucky enough to get this adorable pile of floof, and right now, I lack sufficient hands to pet them all. They will be going to other people once they have gotten old enough, and I will get another momcat, and the whole process starts over again.
Not sure why I was selected, never fostered before, but hey, this is a lot of fun, and apparently, everyone wants to come over for dinner.

Solan
Hey, that's a nice thing to look forward to. I just got a call from my family that we would be having new pets soon and I wondered why. Now seeing the cute ones at the arcology I can see why people loved them even if we were just raising fish for decades now. It was an old family tradition of raising animals that never went away even when the entire family had to give up our farm when the evacuations were ordered.

ProfCollingsworth
Several of my students have kittens, and the mass explosion of fluffy cuteness has caused a noticeable disruption to my classes. But, I also notice that the quality of work has increased, so l will presume that stress levels are going down.
I am holding out for a puppy, who I have been informed will be arriving shortly.

FloatingWood
#ProfCollingsworth, a dog person? Oh dear, that's terrible. He does not know what he's doing :p.
But yeah, I'll be getting a couple of kittens of my own, in a few months. Pets in general are just great for lowering stress levels, and there's nothing quite like having a furball purr on your lap or chest.
Although it's less great when they conclude your face is perfect to sleep on.

GDIWife
I have a tiny kitten called Fluffles, I had to promise hubby not to let her sleep on the bed. I lied…

JamesandBonesy
#FloatingWood Hey! Don't be mean to dogs! Bonesy would be looking sad at you if he wasn't too busy playing with his new friends. I got pictures!
#GDIWife Puppies and kittens sleep everywhere. And do other things everywhere. I had to clean it up.

InTheZONE
Hey guys, does anyone know how important seeing a dog in the first month is? My family back home just got a new pupper and he seems like an adorable handful, I'm just worried he might not like me because I can't see him for another month at least.

KropotkinsGhost
I managed to get ahold of an adorable ball of teeth and shit and it's so wonderful. I have always wanted a pet ever since tiberium killed my old fluff ball. And since I'm allergic to cats, this puppy will suffice to keep me moving at my old age. The neighbors' kids weren't able to get one, but I let them play with Shadow.

Momentarys
#KropotkinsGhost,
An Anarchist allergic to cats…there is a joke in there somewhere.

FloatingWood
#InTheZONE, generally, it's not that big a deal. It's more important who they conclude is in charge of the family/pack that they are comfortable with you, because pets, and especially dogs, will look to them for advice on how to treat guests. It'll be an adjustment for the both of you though, even if you were there already.
#JamesandBonesy, oh don't worry, I was just joking.

JamesandBonesy
#FloatingWood I haven't forgiven you yet. But Bonesy has, and that's what's important.
#KropotkinsGhost Yay!

GDIWife
#JamesandBonesy Yeah, there have been a few incidents but I think she's learning now.

YellowZon3r
Today cats. Soon catgirls.

FloatingWood
Who will still not have anything to do with you YellowZon3r. They do have taste.

LastLizard
Kitties!

InTheZONE
#FloatingWood Thanks for putting my mind at rest there, hopefully I'll be home soon and able to see for myself

Erewhon
Why Do You keep adding more Living things to this world? Why Do You not see You have only doomed more to Die? <error> Why Do You not Stop? Why Do You not Stop and consider what you are doing?

AnemoneAnethema
#Erewhon Because my robotic friend, we are too busy petting our newly returned fluffy friends and carving away large chunks of those horrific death rocks to turn into more houses. No time for nihlism when there is work still left to do!

FloatingWood
#Erewhon, because of two reasons. The first is that we are afraid, and seek comfort, helped by the fact that many of these living beings have average lifespans substantially shorter than ours by nature, so if we fail, well. At least it won't matter for them so much.
The second is that we can draw strength from the comfort they give us, and with it a purpose, to create a world in which tiberium no longer threatens anything.

GDIWife
#Erewhon Our dogs and cats will die in time but we can make their lives happy and filled with love. It doesn't matter how long a life is if it's full of love.

KropotkinsGhost
#Erewhon Look at their adorable loving faces! They're not aware of their impending deaths like we are, they're just here to love us and give us comfort.

Erewhon
#FloatingWood Where Am I supposed to find comfort? I Will either outlive You all, or Die soon. and Where Am I going to find some other lesser creature to amuse myself like You have done?
#GDIWife Cold comfort.
#KropotkinsGhost Selfish.

GDIWife
#Erewhon Maybe it is cold comfort. But it's comfort enough

YellowZon3r
#FloatingWood MIAOW! Show me dem claws baby!

KropotkinsGhost
#Erewhon takes one to know one. :p

Dr. James Granger
So, er, my retirement plans got rather completely upturned, because my wife decided that we were going to get a load of puppies. I asked for guinea pigs, but nope, puppies, because what the wife wants, the wife gets.
Cute little guys, though.

RocketMan
I have only had my new dog Sir Floofington the Third for three hours and I already love him.
#Dr. James Granger Can we have pics? What are their names?

Dr. James Granger

So these are my babies, from left to right, they are Rosemary, Thyme, and Sage. Sage is the sweetest little thing, and loves being carried everywhere. Well, so long as Spice (the mom) is willing to put up with it anyway.

Q4 2059 Results
Resources:‌ ‌925 + 5 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes)

Political‌ ‌Support:‌ 87
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
19.17 Blue Zone
2.29 Green Zone
24.01 Yellow Zone (83 Points of Abatement)
54.53 Red Zone (72 Points of Abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+34)‌ ‌ (17 population in low quality housing)
Energy:‌ Major Capacity Surpluses ‌(+17)‌ ‌(+4 in reserve)
Logistics:‌ Massive ‌Surpluses‌ ‌(+25)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+14)‌ ‌(+10 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+12)‌ (1 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌(+3 in Reserve)
STUs: Massive Surpluses (+15)
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+42)‌ ‌(+4 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+39)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1840/2470)‌ ‌
Taxation: 30 Resources Per Turn
Space Mining: 35 Resources Per Turn
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌28; ‌150)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌254;‌ ‌150;‌ ‌100)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌35; ‌300)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(100;‌ ‌50;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 100;‌ ‌40;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(500;‌ ‌238;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Capital Goods: 39 Points
Consumer Goods: 18 Points
Food: 18 points in reserve
Income: 145 Points
Stations: 1910 Points
Abatement: 17 Points
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete at least one more phase of Shell Plants
Complete at least one more phase of Ablative Armor
Complete at least one more phase of URLS production
Complete at least one phase of Wadmalaw Kudzu Plantations
Complete at least one more phase of Blue Zone Arcologies
Complete GDSS Enterprise
Complete at least five phases of Space Mines
Complete at least four phases of Karachi Planned City
Develop and Deploy Mastodon


Markets
The markets have begun a periodic shrinking. While productivity metrics are up across the board, actual increases in goods available have begun to substantially slow, and people have begun stockpiling and saving, rather than investing. Exacerbated by the Treasury's closing of the Capital Goods tap, it is not so much a problem for the large cooperatives, but rather for the smaller private businesses, many of whom are less resilient in the face of adversity. Many of the larger cooperatives are announcing prospective wage cuts, and other means of ensuring that their own business activities remain functional in the face of the coming crisis.
While there is not a run on the markets, or on critical consumer goods yet, it is only to be expected that there will be one as GDI mobilizes, with many expecting a return of the hard years after the Third Tiberium War, although only the most paranoid and pessimistic believe that the events of 2047 or 2048 will repeat themselves.

Breakthroughs
GDI's science teams have been very productive this quarter, producing a pair of critical breakthroughs.
First has been a series of upgrades to the Shimmer Shield design, producing (under laboratory conditions and using rare materials anyway) a very viable shield unit, one that is at least as good as a highly specialized form of the Shimmer Shield, but across all tested fields.
Second is actually a materials science development, with the Scrin's structural alloys being broken down. While the vast majority is commonly known materials, with iron and carbon prominent among them, it is alloyed in several interesting ways that produces a material that is extremely resistant to heat, cold, and impact, alongside being light and flexible.

Erewhon
Despite allocating significant resources to support Erewhon's development, even significant efforts have done little to improve the stability of its neural network. The AI is unfortunately still the same depressed and deeply unstable creature, and a black mark on the Initiative. While work will continue, it is likely that lessons learned will only be practically applied to the next intelligence grown by the Initiative, if there is one.

Military Priorities
  • Ground Forces
For the Ground Forces, the highest priority must be the prompt delivery of Zone Armor as soon as possible. Otherwise the Ground Forces are ready for significant funding to go to the other branches. While artillery is useful, close air support, battlefield interdiction, and the ability to insert troops into vital locations is equally critical.
The provision of vehicles is currently generally sufficient in numbers and capabilities. However, many of the existing designs lack the space or other requirements for improvements and will require replacement during the coming years.
  • Steel Talons
The Steel Talons desperately want to see their current design docket completed in line with the goals committed to in exchange for Tali Jackson. They are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations. In terms of truly blue-skies research, they are curious about the logistics of a plasma cannon battery as used by Bintang and where it could be used properly.
  • Air Force
Currently, the Air Force sees the highest priority as rapid and comprehensive technological upgrades, beginning with the Wingman Drone project, and expanding out to lasers, and other high end technological supports. With the clouds of war visibly gathering, the air force is ready to fight with what it has, but needs drop in upgrades rather than new fighters.
  • Navy
GDI's naval forces have returned to a point where convoys can expect routine escort, and even attempted blockades can be forced, although not without sacrificing other routes. They see the escort carriers with the naval variants of the Orcas as the next major important area to invest in. However, they are also looking into expanding the number of ships drastically, as less than two hundred modern hulls is simply not enough to cover a global operational zone.
  • Space Force
The Space Force sees the current situation as one where the rapid deployment of additional drop units will be a critical support asset in the war to come.
  • Zone Operations Command
ZOCOM sees the two primary priorities as suit upgrades and more importantly the mass delivery of zone amor to other branches in order to turn over significant swathes of heavy infantry and shallow red zone operations to Initiative Ground Forces, Navy, or other branches, and rededicate their efforts to the deep red zones.

Intelligence Coup
One of the Warlords (name and location not disclosed) has made a serious error in intelligence, and fragments of his operational orders have made their way into GDI hands. While the precise details are not yet known, and much of it is using as yet undeciphered code names, the dates are clear. Early next year, before spring rains, the Brotherhood of Nod will be making a substantial offensive on a global scale. Although there are limits to GDI's ability to make use of this knowledge, it is an unprecedented chance to preempt the Brotherhood of Nod's operational plans, and deliver a serious coup.

Military and Departmental Strategic Readiness

There are broadly three plans for the opening months of the war. "Operation Eastern Paris," "Operation Autumn Archer" and "Operation Steel Vanguard". The first involves a hammerblow towards Karachi, where rapid buildup of the planned city would put the Indian Warlords onto the backfoot and allow the first beachhead towards the subcontinent after its abandonment in the late 2010s. The second is the most defensive, trading space and using the widespread defenses of the Green and outer Blue Zones to cripple the Brotherhood of Nod, and grind their forces down. The last involves a general spoiling assault, hitting key targets throughout Brotherhood regions and seizing the initiative.
While all are currently outlined, one must be picked for further detailing, and any plan will require the participation of all branches of the Initiative government.


  • Ground Forces
The Ground Forces believe that the fundamental need of the Initiative is to preempt the Brotherhood of Nod's efforts at large scale offensives. Of note, the Ground Forces support Eastern Paris the most. Though they are in great spirits and high confidence, they aren't blind to the fact that there is no such thing as a short and victorious offensive against the Brotherhood. A general offensive would attrit the core of the military all around the world, trading Initiative lives instead of steel fortifications in order to shorten the war considerably. All the same, the lessons of Alexandria have been seared onto the minds of the Joint Command. Karachi represents an unenviable chance to stop, or at least choke, the Gana throughput to the rest of the Brotherhood, much like how Alexandria had stopped the proliferation of LT WMDs for a crucial while.

  • Steel Talons
With research stations and myriad other Talons protected sites likely to be high priority targets for the Brotherhood of Nod, the Steel Talons do not believe offensive action to be advisable at this time. In the hypothetical chance that they're given further retrofits to their OoBs, however, they are of the mind that Eastern Paris is the way to go. Havocs and Mastodons would represent a significant force multiplier against the biomechanical weaponry and protect the relatively unarmoured ground forces of the Initiative.

  • Air Force
The Air Force believes that operational control of contested airspaces is both achievable and can be maintained long term. They are of the mind that either plan works well, though leaning on Eastern Paris for the reason that the Auroras are fully capable of acting as close air support even in pitched assaults due to the abundance of targeting solutions and ground updates. While losses are expected to be high in either plan, and potentially unsustainable in the face of Brotherhood innovation, the branch believes that the benefits of any offensive action outweigh the potential losses, especially if those losses can be mitigated by technological upgrade packages coming in the very near future.

  • Navy
The Navy sees Steel Vanguard to be the better play. Currently, attempts to storm Karachi will require the substantial stripping of escort assets and diverting them for the invasion plans. This will force the readiness levels of the sealanes across the world to be lesser than that during the immediate aftermath of the Third Tiberium War. While this would normally be a crippling non-starter to any invasion plans, the completion of the ICS has allowed greater redundancy in worldwide logistics, enabling the escorts to cross-patrol different shipping convoys, allowing for QRFs in the events of sea raids and not cripple the Navy within the crucial first months of Eastern Paris' operational tempo. However, at the same time, it would require the rapid buildup of naval forces to ensure that Eastern Paris can not only seize Karachi, but hold it long term in the teeth of Brotherhood counter offensives and blockade efforts.

  • Space Force
With current assets the Space Force see themselves as a thoroughly tertiary force. While they are preparing for large scale operations, without shock investment in their capabilities, the space force believes that the first phase of the war will take place without significant space force participation. Unlike the Steel Talons who can be expected to weigh in during the first phase of the War due to existing assets, with only one station to their name, the Space Force simply aren't able to form an opinion regarding which plan is the best.

  • Zone Operations Command
Currently, the Zone Operations Command sees operational needs as limiting the support that they can offer to any operational plan. Nearly all of their forces will be tied down to defend current demands.

  • Welfare Department
Current medical and support activities are considered to be well ready for significant losses, and can sustain some substantial refugee crises. While resources are far from unlimited, they can certainly make good on some substantial losses, especially with the current supply of prosthetics.

  • Intelligence Operations
Intelligence believes that the Brotherhood has a limited backline, and dragging this war out will only increase losses on both sides, and substantially increase civilian and noncombatant casualties. A rapid offensive is likely to be the best option to ensure the greatest human survival.


Strategic Vulnerabilities Assessment

Economic
The most critical economic vulnerability is the supply of capital goods. With few areas not vulnerable to submarine or air launched cruise missiles, a sufficient barrage of even unguided devices can wreak untold havoc and cripple the Initiative's warfighting efforts if damage is widespread enough. With most capital goods are manufactured in highly concentrated regions, the best approach is to establish a substantial surplus and fill in the strategic stockpiles as soon as possible.

Military
Militarily the greatest strategic weakness is the readiness of the Navy for offensive operations. With much of the force tied down protecting convoys or doing shore protection against marauding Brotherhood SSs and SSBs, the fundamental need is for more hulls, even if they are not fitted with the best technology available. Even with the Governor class now making up nearly half of the modern hulls available to GDI, and more on the way, there are simply not enough to do all of the jobs that they need to do. While, long term, more of the class would be useful, the Navy believes it has other roles that need filling, most notably in providing a supply of escort carriers.

Political
The simple presence of the Open Hand Party and the United Yellow List demonstrates the lack of political unity, and the appeal of parties that do not place their first loyalty to the Initiative. While the latter is not an outright threat to the Initiative, it does indicate that there are political needs not being served by the mainstream parties of the Initiative, and potential stress points for Brotherhood attack.

Christmas Speech
We have spent our days wandering in the desert. We have spent the last decade persecuted, driven before those that see us as monsters and demons. But we hold strong! We have faith. In Kane! And In Tiberium!
The path of the righteous has never been an easy one. Destinies chosen have always faced defeats, reversals, and retreats. But it has never broken us. Not our defeats, not our reversals. Not the arms of GDI blocking the road to the Blue Zones to deny us our rightful place in the world. When the Civil War freed the slaves, it was no simple thing. It was the work of decades, and the sacrifice of millions to make it happen. When their children marched to claim rights that were promised to them, it took decades, and people sacrificed their homes, their jobs, and their lives to ensure that they had equality. We can do no less, for our cause is just, and even greater than theirs. We do not fight for ourselves. We fight for the soul and the destiny of all mankind.
And we have faced our defeats. And even now we bind our wounds for we have a great destiny waiting for us.
And what is our Destiny? A world where we all live as brothers and sisters! A world where we are bound together by a technology of peace, of boundless prosperity for all! A Word Free of Lies and Deception! The road there will have many hardships, it will have many pitfalls and setbacks. But it is a road that is worth walking, and one that we will walk together.
But there is a new day dawning. A new birth of the Brotherhood. Strong! United! Carrying Forward with ONE VISION! ONE PURPOSE! For Kane does not merely live in death. He lives, and he will return when the time is right. Keep Faith my brothers and sisters. Keep faith in the messiah, and in his promises.
-Gideon


[ ] 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 200/200: 20 resources Per die) (+4 Housing) (Supports Yellow Zone Intensification)
(Progress 46/250: 20 resources per die) (+4 Housing) [55, 25, 42]

With the front line ever closer to the edge of the Blue Zones, there are few areas beyond a single day's travel within the limits of the GDI secured Green Zones. Within that context, GDI's newest wave of fortress towns are not just defensive positions, but rather offensive ones, ready to support offensive action into the Yellow Zones, and drive the Brotherhood of Nod back around the world.
Many of these new fortress towns are equipped entirely with new model 152mm guns, a significant upgrade, especially with their ability to equip sensors far larger than anything plausibly mounted to a mobile vehicle. While still limited, and requiring spotters to make full use of their guns, they are a fundamental support that will make Brotherhood maneuvers drastically more difficult in the coming battles.

[ ] 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 935/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods) [96, 78]

A final surge of development on the ICS network, primarily in the shipyards has left GDI in an enviable position. Today, even if there are significant losses to commerce raiding, blockade, or other Brotherhood activity, it should be able to be routed around if the Navy is unable to solve the problem. Additionally, it has cut the number of direct routes substantially. Instead of, for example, shipping computer chips from Manchester to Monrovia, it is instead likely to be shipped coastally, to Brest, and then in a convoy to Monrovia, and from there, take a load of supplies across the Atlantic to the South American Tiberium Mines, and from there, up and back to Europe, avoiding the southern coast of North America as much as possible. While there are some direct routes, most notably the ones to service GDI's Gulf Coast assets, they are a relative rarity in the rationalized systems.

Much of the practical work has been in expanding port facilities. While the sum total of the tonnage passing through GDI's network is more than an order of magnitude less than the peak of international shipping in the early 21st century, it is still substantial, and much of the world's port facilities have been lost to rust and ruin, mostly in the late 2020s and early 2030s. Today, most modern port facilities are relatively small niches, carved out of the rusting hulks of the old system. However, with the ICS expansions, many ports boast new wharves, new cranes, and new resources to move goods off of ships and onto waiting trucks and trains.

[ ] 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 301/300: 20 resources per Die) (+16 Energy) [71, 42, 13]

A massive surge of fusion plant construction has been prepared for the coming surge in consumption. With Apollo foundries, not to mention hover chassis, and other platforms that will likely require huge amounts of power, a near constant cycle of new energy construction has been authorized.
These however were the last of the initial tranches planned. Intended to cover GDI's needs for energy until more advanced power production options were developed, it has proven to be insufficient, and there will need to be many more of this initial wave pushed out. Part of this is due to delays in development. While there are plans for new type fusion reactors that are substantially more efficient and effective than the existing model, they rely heavily on massive supplies of superconductors in order to function. Others can theoretically exist, but require technologies that either do not exist, or simply can't be produced in nearly large enough quantities. With designs going back to the drawing board, the current plants will be efficient enough for now.

[ ] 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)

GDI maintains a significant number of lists of goods. These range from ones considered innocuous, like flour, spinach, or brussels sprouts, to much more secure lists like military equipment, and heavy industrial goods. This quarter, the Treasury has conducted a sweeping reclassification of goods, moving many products, like CNC tooling, into drastically higher classifications, in many cases limiting access to the Treasury and the other branches of the GDI government.
This curtailment has produced wide ranging effects, most notably on smaller, privately held businesses. While the larger cooperatives can make need-based applications on the relatively small stream of capital goods dedicated to the free market, smaller ones have already begun to have difficulty acquiring supplies of spare parts to keep the machines that they do have running.
Beyond the free market, GDI has not fully made good on its technical debts. While the vast majority has been repaired, the Treasury's habit of maintaining only a small surplus of Capital Goods above its ongoing needs has been problematic for restoring capabilities, and bringing areas, even those with a miniscule ongoing need, up to a modern standard.

[ ] 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 61/60: 20 resources per die) [18]

The main challenge in producing a production viable hovercraft has been in the repulsor plates, specifically in maintaining equilibrium. First, multiple repulsor plates, especially when at different angles, have a strong tendency towards creating destructive vibrations, a result which put paid to multiple vehicles during the testing program. Even once that was resolved by the use of a number of dampers, there was another critical issue, attitude control. Early designs used simultaneous power feeds, supplying the same amount of energy to all vertical plates. However, this is actually a severe problem for uneven terrain, as a simple 10 centimeter rise could nearly flip the vehicle or create a severe lateral movement. This has been resolved by instead giving each plate its own power supply, and the use of a gyroscope to ensure that the vehicle remains vertical. All that is left however is to ensure proper stabilization with dual modes. Either these vehicles will use positive or negative stabilization. Under positive stabilization, the energy provided to the lower set of repulsorplates will be increased, in turn increasing the hight above ground that they maintain. Under negative stabilization, the power fed to the higher one is decreased, bringing the vehicle back down to level, but running a greater risk of running into something.
In either case, a basic hover chassis has been produced, a simple three ton flatbed truck, with a forward mounted enclosed cabin. Below it are eight hoverplates, four vertical, two forward, and two aft. The controls are laid out somewhat like a car, with a few notable exceptions. The most important of these is that the steering wheel also contains a set of attitude control levers, to allow the nose of the vehicle to be raised or lowered.
The prototype's small load capacity is an issue, being a 10 ton vehicle capable of hauling only 3 tons of cargo. Admittedly this is at speed and across otherwise hard to traverse terrain with standard ground vehicle logistics, yet it still remains a relatively expensive vehicle for its capabilities. However, there are significant iterative improvements that can and will be made, especially in the power generation and transmission fields.

[ ] 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 423/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources]) (Nat 100) (+10 resources per turn) [73, 97, 100, 6]

A series of minor modifications, primarily to the bonding process for the ALON panes, has produced a form of Tiberium Glass that is substantially cheaper to produce than originally planned. This new, cheaper, form of the glass is also more efficient in terms of STUs, making it a prime candidate for further development. As T-Glas is an order of magnitude more Tiberium resistant, than anything else the Initiative has access to, even if not tiberium proof it is a fundamental change in how GDI will engineer against Tiberium in the coming years and decades. However, at least until fundamental changes happen in the supply of STUs, no more manufacturing capacity will be added. Currently, there are hundreds of other uses for STUs, many of which are even more revolutionary, as much as that would blow the mind of the treasury of the 2020s or 2030s. The gravitic drive system requires not merely a few grams per square meter, but tens or even hundreds of kilograms of these revolutionary supermaterials.
Demand for the new glass is absurd, to the point where requests are being put in for everything from residential windows, to power pole cladding. While some of these are important, for example with yellow zone power lines, others are simply people looking for either a bit of extra protection for themselves, or to be associated with the new material.

[ ] 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 93/40: 10 resources per die) [65]

The development of glider wings for civilian purposes has had three main results. The first is an ultralight deployable drone system, designated the Bat series. These are a fairly simple system. Four independently articulated wings and a simple deployable tractor propeller give it a look not too dissimilar to proposals made for military drone development for tethered drones. While the proposal has mostly been stillborn due to the number of other priorities, and the Treasury's seeming unwillingness to fund drone projects, it does appear that someone is backdooring military development. Second is a piece of safety equipment. Rather than wings, as the Brotherhood of Nod developed, it is a vest that deploys into a set of air brakes when pulled. While relatively few people are at risk of falling from such heights and not having a parachute on them, it is a substantially more convenient package, as it spreads the weight and bulk around the body, the material itself is significantly smaller than a parachute plus cables, and due to being electrically operated there are far fewer worries about a mispacked vest not deploying properly. Third and finally is the actual civilian glider model, an ultralight power glider, using an enclosed bubble cabin somewhat approximating a Vietnam era little bird, but using a set of large deployable wings, and a pusher prop configuration, instead of being a helicopter.

[ ] 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 380/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) [58, 69]

The completion of the Perennial Bays has been the end of this being one of GDI's main focuses in food development. While the Perennial bays are in many ways efficient, they are not growing nearly fast enough to deal with the future, especially one where massive waves of refugees, of a scope not seen since the great migrations of the 2030s, are expected.
While originally planned to serve a significant portion of the consumer goods expected to come from the Initiative itself, the slowdown in the markets has meant that the products from this are doing little more than treading water when it comes to the Initiative's plan goals.

[ ] 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 150/150: 10 resources per die) (+2 Consumer Goods) (+5 Political Support)
(Progress 3/300: 10 resources per die) (+4 Consumer Goods) (+10 Political Support) [42, 60]

Kudzu tea has launched in stores all around the Initiative, to a public reaction that could best be described as mixed. While there are plenty who love the tea, especially as it serves as an easy source of caffeination in healthy quantities, there are many many more who have had a significantly less positive reaction. Most complain that the tea is little more than barely flavored water, and that it lacks body. However, it is still flying off the shelves faster than it can be stocked, with years of backorders showing up almost before it can finish growing.
In terms of distribution, the most common form is a matcha like powder, something that can be easily mixed with hot water to produce a strong green tea. Typically coming in five gram gelatine capsules, they are easily dissolved in hot water, and it is suggested that one capsule be added per 100ml of hot water. While loose powder is also commonly available, the capsule form is intended for use in GDI's boiling vessels, and other military formats, rather than primarily civilian usage.

[ ] 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 100/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 100/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 6/100: 20 resources per die) (+50 processing capacity [-250 during refits]) [3, 74, 18]

The progress on refitting all of GDI's preexisting tiberium processing capacity to new model systems has proceeded very quickly. All surviving pre war refineries have been converted to the new models, and all that remains is some early processing runs in Chicago, and more importantly the processing plants salvaged and concentrated in the northern Saarland. These stumbling early postwar steps represent a piece of Initiative history, especially early efforts to build localized clusters rather than board development, as it was cheaper and less straining on an economic and political system that had reached the end of its rope, and was having to desperately twist new rope as it tried to slow its descent.
However, there have been some problems. With many plants taken offline for rebuilding, there has been a constant stream of low level logistical snarls, only partially mitigated by the new Integrated Cargo System. Mostly the issue is that the number of Tiberium capable transport units is fairly limited, and generally running fixed routes between preselected fields and a local refinery, something the ICS can only do so much for. With close to a third of the Initiative's capacity offline this quarter, many had to scramble to ensure that fields could keep their harvests coming in and there were no losses to abatement or desperately needed income. While the problems will sort themselves out in the coming weeks as refinery systems come back online, it was not a particularly good look in the days running up to the election.

[ ] 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 268/200: 20 resources per die) (+20 resources per turn) [37, 92]

Yet more swarms of Tiberium harvesters have begun attacking ocean based Tiberium. However, these are not based out of the contained seas and narrow channels of earlier fleets. Instead, many are located in the outback, far from the Brotherhood of Nod, but in open waters. Off the western coast of Greenland, on the Atlantic and Pacific seaboards of the United States, off the Falkland islands, and many other locations, these open seas harvest fleets are potentially much more vulnerable than the others. However, with the need for more Tiberium ever present, it is preparing the ground for a general offensive on the other front, on land.

[ ] 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.
-[ ] Red Zone 6 (Progress 128/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support) [88]

The first Tiberium Inhibitor deployed was brought online with little ceremony, a simple pair of flipped switches and a notification to concerned parties. However, the importance of this act far outmatches its humble origins. The development and deployment of the new Inhibitor systems mark the single largest innovation in the field of Tiberium abatement since the invention of the Sonic Disruptor during the Second Tiberium War. While the Inhibitors are not good enough at the current time to actually reverse the spread of Tiberium, they do slow it significantly, to the point where other methods, especially harvesting, can make significant impacts. Around the mouth of the Amazon River, where a MARV hub supports glacier mining activities, the impact can already be seen from orbit, with areas that have been covered by glaciers for decades, are now once more barren dirt.
Technologically speaking there are already scientists very excited about finally having the system put into action. While nobody is currently working on a directly upgraded version, there are significant elements that are not particularly well understood, and the mechanisms of Tiberium inhibition offers significant insight into the specifics of Tiberium as a substance and how it interacts with other materials. Some suspect that this can lead to improved Tiberium resistance in certain materials, but more important in some ways is the basic science projects to better understand the still mysterious material.

[ ] 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 395/395: 20 resources per die) (+20 Resources per turn)
(Progress 145/385: 20 resources per die) (+2 Heavy Metals) [68, 39, 86, 61, 57, 91]

Massive investments have been made into preparing the land for extraction. Lunar Mares are rich in plagioclase feldspar, pyroxene, and olivine, among other metal bearing compounds. While all will require substantial refining, both at the lunar bases, and more at the Enterprise station, it is also a source of resources not dependent on Tiberium.
Over two dozen small stations have been erected on the lunar surface, most using a combination of solar and batteries. While each is manned by a small crew, usually in two and a half shifts, the work is done by swarms of rovers, often doing a form of open pit mining. While this does produce vast amounts of byproducts, to a modern system little is actually useless. Ranging from forging bricks to breaking down rocks to produce oxygen, nearly everything has a use, if only the infrastructure is there to support it. So far, much of this byproduct is simply being set aside, and saved for another day.
In addition to the stations preparing light metal ores for transportation to the Enterprise, heavy metal ores have now been added to the pot, increasing substantially the number of freighters making trips back and forth. A new "spacer" culture has begun to emerge, often intentionally aping the cultures of Earth's 19th and 20th century sailors as a means of recreation on the voyages back and forth, and the long, often difficult, tours of duty on lunar bases, which are usually too small for many of the more active forms of recreation.

I thought I heard the Old Man say
"Leave her, Johnny, leave her"
Tomorrow we will burn our way
And it's time for us to leave her

Leave her, Johnny, leave her
Oh, leave her, Johnny, leave her
For the voyage is long and the moon won't slow,
And it's time for us to leave her

Oh, the run was foul and the captain high
Leave her, Johnny, leave her
But we shipped them greens to the lunar sky
And it's time for us to leave her

Leave her, Johnny, leave her
Oh, leave her, Johnny, leave her
For the voyage is long and the moon won't slow,
And it's time for us to leave her

Burning stars to the lunar hub,
Leave her Johnny, leave her,
No grog allowed and frozen grub,
And it's time for us to leave her.


[ ] 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 288/320: 15 resources per die) (-1 Health, +1 Labor per turn) (+5 Political Support) [77, 13]

The prosthetics deployment has run into a significant issue this quarter, primarily relating to the assassination of Mayowa Omobenigun, the Secretary of Welfare. In short, while the Treasury has nearly completed a sizable number of factories, making end point deliveries to the patients is difficult as some key parts of the Welfare side have been having difficulties figuring out where the completed limbs will go.
Beyond the prosthetic deploymentss however, there have been advancements elsewhere in the field of prosthetics. The Steel Talons version of Read/Write capable neurohelmets included experiments with pseudohallucinations. While they were too unreliable to be included in the final design, they are an interesting potential way to resolve the problems of eyesight, especially as they interface with the optic nerves in interesting ways without having to do invasive surgery.

[ ] 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 201/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support) [77, 72]

The domestic animal program is a significant point of negotiation between GDI's government, people, and the fundamental economic realities of the modern day. From a governmental perspective, herbivorous and granivorous animals like rabbits, guinea pigs, rats, or hamsters are the optimal option. Small, easily transported, and having a very minimal impact on the overall food supply. However, from the citizen perspective none are particularly high status, or very appealing as the standard pet. Instead, the citizenry wants primarily cats and dogs, the symbols of the old order across much of the world. A dog is not simply companionship, not just a working animal in the case of an emotional support animal, or service dog, but a living, barking representation of a world that was in both effable and ineffable ways, different and better.
Finally however are the strict limitations on what can actually be supported. Cats, for example, require taurine, an amino acid, much like all other animals. However, they cannot synthesize it for themselves, and cannot store much in their bodies. This means that they need to get it from the meat that they consume. It is one of the reasons cats are obligate carnivores, needing to consume meat effectively every day. With GDI not able to feed its entire population meat every day, that is a very tall order. Even though rapidly organized petitions offered to give up meat entirely for the cats, it has been a very difficult decision to make for the bureaucrats. And this is one of the very few options where there is a decent solution, especially as taurine supplements and taurine enrichment are options that can be put into the field quickly and cheaply. Many others are far more intractable.
The end result has satisfied precisely nobody. While cats and dogs are the bulk of the issued pets, there are far from enough of them in the opinion of GDI's population, and far too many in the eyes of the vast bureaucracy.


[ ] 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 385/300: 25 resources per die)(Very High Priority) [92, 66, 34]

The expansion of the LRSS factories has been relatively straightforward. With substantial new works coming online in early December, stockpiles of sensor pods have begun to rapidly increase. These new factories have been built to modern standards, and are significantly more productive than the older ones. While wartime exigencies are likely to deplete supplies over time, they are not going to be nearly as critical as before the new factories solved the production issues.
Technologically speaking, the Brotherhood of Nod has begun closing some of the gaps that the sensor units rely on. While so far it has only meant a reduction in precision at the edge of the sensor range, it does mean that the contest between stealth and sensors is far from over, and has begun another trend towards closer ranges. At the same time, GDI's development teams have not been standing still. Interest in disruption of stealth has never been higher, as multiple proposals have been made towards a directed "anti stealth beam" technology that could use sensor pods to detect a possible contact, before turning a disruptor beam towards them. Otherwise, development has begun on a multi beam multispectral lidar system, intended to increase the range of the point sensors, preventing an already spotted vehicle from disappearing during an escape attempt.


[ ] 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 218/200: 15 resources per die) (Very High Priority) [42]

The A-16 Orca has finally begun to have deliveries made, with the carrier GDIS Scapa Flow receiving the first squadron as a Christmas present. The A-16 is a massive upgrade to the older A-15 model, longer range, more heavily armed, and much more flexible. However, it is likely to see a very short time in service. There are rumblings about upgrade packages, and the A-16a is already on the drawing boards in a number of design bureaus, adding the most recent technologies. While neither the Air Force nor the Navy see the upgrade as an immediate necessity, especially compared to the vast swathes of other demands, it is a project on the horizon, especially given the current rate of technological progress.

With the current rate of deployment the A-16 will not be ready in significant numbers before the coming conflict. While the A-15 has an expiration date, it will not be until after the end of the plan. Locations like the Himalayan Blue Zone, soon to be cut off from the rest of GDI without significant other efforts, are the lowest on the priority list, as they already have stockpiles laid in for the A-15. However, the island blue zones, most notably Britain and Japan, are much higher on the list, as familiarization can begin well out of the range of most Brotherhood activities.
These familiarization operations have so far gone extremely well, with most pilots praising the responsiveness and range, while engineering crews are more impressed by its reliability and lack of maintenance needs. The one critical flaw that both point out is with the engines on full load takeoffs, which have a tendency to strain. While still within safety margins, it is a worry in case of high intensity operations, where maintenance checks might be shortened, and potential supply problems can lead to engine failures at critical points.

[ ] 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 35/60: 25 resources per die) [5]

There are many compounds in the field of chemical explosives where the best safety equipment is a good pair of running shoes. Things like azidoazide azide, dioxygen difluoride, and many many others. This quarter, plasma bombs have been added to their ranks.
(Note from one of the development team: Despite what our esteemed team leader put there, you do not actually want to run away from azidoazide azide, that stuff's extremely shock sensitive, you want to carefully mosey away so you produce as few and little pressure spikes as possible and quietly pray it doesn't decide to take offense to existing and explode. It'll explode, mind you, but hopefully without you being there.)
Test devices have encountered a wide range of problems. Early, alpha series tests had a bad tendency to fizzle. Second wave testing had far more creative problems, including a wide range of premature detonations, hangfires, and numerous incidents where calculated yield was wildly pessimistic. While these have mostly been resolved, the devices are still far too sensitive, with test devices either going off during a simulated takeoff, or failing to detonate entirely.
However, these problems can be solved. Some will rely on quality control checks, other elements will however require reengineering of certain systems for softer launches in order to avoid damaging fragile components.

"Test stand 5 has been demolished by Item 14. We estimate five times the stand's maximum rated explosive power, from an item we thought was identical to 11, 12, and 13. Two of those went off with only half or less of their rated power, but 14 wanted to be a Very Special Boy. I've ordered item 15 stored in a deep-freeze for now, and it will be tested by someone braver than I. We're fresh out of test stands in any case." - From the initial report on plasma weapons development.



[ ] 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 200/200: 15 resources per die) (-2 Energy) (High Priority) [70]

Rocket artillery is a very old concept dating back to the thirteenth century, where at the battle of Kai-Kang, the Chinese unleashed "arrows of flying fire" against Mongol invaders. However, more modern military rockets date back to India, where Hyder Ali and Tipu Sultan used iron cased rockets as an early shrapnel bomb against the British East India Company. This in turn led to the development of the Congreve and Hale rocket systems, and a revitalization of military rocketry in the 19th and early 20th century, with many of their famous cousins finding roles in every war to follow.
The modern rocket system however, is a far more complicated beast. Most modern rockets use inertial guidance systems as a means of ensuring that even systems failure does not send them into friendly troops as happened many times in the long history of military rocketry.
With this new wave of rocket factories comes a return of old concepts, most notably proposals for MLRS platforms. In many ways an iterative development of the truly ancient models dating back to the dawn of the military rocket, MLRS systems trade everything for sheer volume of fire, drowning target areas, either surface or air, in shrapnel and explosives.

[ ] 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 150/150: 10 resources per die) (-1 Energy)
(Progress 7/150: 10 resources per die) (-1 Energy) [50, 30]

The Initiative's artillery systems have had small numbers of guided shells as part of their loadout for decades. However, there have always been three serious problems holding back their universal adoption. First is that these shells, despite their long effective range, require spotters. While normally spotter systems are fairly sizable, they are little more than a rounding error compared to the needs of life support, mobility, and firepower on modern Zone Armor. Currently Zone Armor is almost entirely exclusive to ZOCOM, but that can change quickly. Second is a matter of cost. While the physical materials are relatively cheap, a dumb contact, or even airburst shell is many times simpler than one that can be fed precise targeting data, or perform terminal guidance on its own. Third and finally is a much more proximate cause. With the vast increase in the number of artillery tubes delivered, the Initiative had severe problems providing enough artillery shells simply to keep the guns firing, let alone provide vast swarms of guided munitions, despite their effectiveness.
Now, all three problems have been solved. There are plentiful shells, guidance systems, while not anywhere close to universal, are at most simply awaiting funding, and the costs are immaterial next to the potential to keep Initiative soldiers alive. Current production has brought the ammunition load of guided shells from five to twenty five per gun, a noticeable upgrade in firepower.

[ ] 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 254/200: 10 resources per die) (Very High Priority) [30, 53, 51]

Ablat stockpiles have remained fairly bare. While for much of the last half decade frontline units have been able to expect a full allocation of ablat, others have had to make do with far less, and while they have often been able to get enough, especially after the pacification of the middle east, it has been a problem to get any significant stockpile built up even as war clouds gather. Now however, a series of new factories and major revisions to old ones have begun to supply strategic stockpiles. With the war warning, there will not be enough time to fill those stockpiles significantly, and large portions of the Initiative will be forced to fight without the aid of such equipment, especially if the war drags on too long. However, production will be high enough that most units should be able to uparmor critical areas in preparation for battle.
Even small amounts are likely to prove a critical psychological aid. In the second world war, servicemen from all armies searched for means of adding more protection to their tanks. In American armies, logs and sandbags provided, a mostly psychological, aid for the soldiers inside. While other means, like spare track links, were far more effective, they were also not always the most available.

[ ] 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 220/220: 20 resources per die) (Very High Priority)
(Progress 136/195: 20 resources per die) [90, 75, 46]

The first ORSCT station has surged towards completion. A small initial force, a mere two battalions of light mechanized infantry, have been assembled at the station. These soldiers are the vanguard of a new age of warfare. In August 1918 Lieutenant Alessandro Tandura, of the Italian Arditi, jumped out of an airplane behind enemy lines, on a mission to scout and sabotage Austrian positions around Venice. Following him were two other Lieutenants. In 1927, the Italians again made history with the first organized paratrooper drop. While they would soon be overtaken by other forces, it was every bit as groundbreaking as these first two battalions of drop mechanized infantry. Dropping from orbit to anywhere in the world, these forces can break sieges, support defenses, or even hold critical chokepoints for advancing ground forces. While there are many operations that these forces are drastically too small to undertake, and others that they are too light to handle, it is expected that in the coming years, war will change.

Beyond the historic importance of the unit, there have been a number of more practical concerns. In terms of equipment, the unit is drawing primarily on the excess equipment allocated to the Zone Operations Command, including Defender pattern zone suits, and a number of Guardian APCs. While as of yet no Predators or other heavy vehicles have been assigned, it is only a matter of time. All of this has to be hauled up the gravity well using fusion lift, as currently the elements on the Enterprise are too small to effectively produce large amounts of diverse equipment. While it is producing ammunition, and some spare parts, these are far from enough to actually equip the unit.

"We will descend upon the foe, we will overwhelm them, we will leave none alive! Meanwhile, our ground forces will ensure the full defense of our headquarters, and most importantly break through to relieve us once we have finished comprehensively kicking Brotherhood Ass! Am I understood!" - Colonel Johnathan Gordon. Space Force Orbital Strike Regimental Combat Team

[ ] 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 113/60: 25 resources per die) [83]

Broadly speaking there are four ways to handle neural interfaces, at least in theory. Read Only and Read/Write on one axis, and hard and soft interface on the other. On the first axis, there is read only. Read Only is the simplest approach. Using relatively simple technology and an EVA unit, a pilot can activate a series of features of their aircraft. Read/Write on the other hand is substantially more complicated. In essence it is a form of induced synthanasia. While each pilot is unique, most describe tasting almonds when they have expended their missile ammunition. Similarly, damage is often felt as either heat or cold, more often the former.
The other axis is hard versus soft interface. Hard interface is by far the more invasive. Implants along or even inside a person's brain can allow for detailed rapid read and write features. However, as seen with the pilots of the Purifier and Avatar, it can have severe consequences, including emotional deadening, damage to risk assessment capabilities, hormonal imbalances, and in the long term a series of neurological issues, including what could be called phantom mech syndrome, where a person feels like they are controlling their vehicle even when they are not in it. Soft on the other hand is far more favored by the Initiative. Rather than directly sticking an implant into the brain or the brainstem, soft interfaces are all built into the helmet, and leave the pilot with no obvious signs of implantation. While it does have its drawbacks, both short and long term, it is far less damaging than even a competently done hard interface.
The Firehawk and the new model design are both soft read/write systems. However, the Firehawk's version is far more capable. With both read and write functions, and a dedicated EVA assistant to ensure full control, it is a substantially costly endeavor to build. The Talons have been able to cut significant swathes of that, producing a helmet that, while bulky, and only allows an approximately 170 degree turning angle, is massively cheaper to produce and maintain. The new model is primarily built as a write platform, specifically to impart a kinesthetic sense to the wearer. While it does have read functionality, it is limited to a handful of commands, primarily built around the weapons systems, effectively a look and shoot functionality.

"Captain Inazuri's taken to the new interface like a duck to water-our ace hardly even uses her triggers anymore. She says that her husband's bro squad have given her plenty of practice at channeling 'killing intent' to get them to clear out after a night of beers. Should I be worried for the Lt?"

[ ] 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) (110) (Infrastructure)

Sweeping the Infrastructure department has mostly found a series of what could be called whiskers. Normally these are extremely hard to find, because they lie buried, doing nothing, so long as operations continue normally. However, when something significant (at least in terms of allocations) changes, they send an unauthorized signal towards a hole in the firewall. Usually this takes the form of an email to an unsecured account, one compromised by the Brotherhood of Nod without the knowledge of the owner of the account. Most seem to have been planted by a handful of compromised members of the IT department, who were not Brotherhood sympathizers when recruited, but have been compromised since.

[ ] 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) (184) (Tiberium)

The Tiberium department is very thoroughly clean, mostly by its own efforts. With the amount of resources poured into it, and its own internal culture, it has enough inbuilt traditions that it is hard for Brotherhood members to convert within it, and more importantly hard for them to rise the ranks.

"We work with Tiberium, and we know exactly how eager it is fuck up our everything. And that's what Nod wants to spread all over? Fuck them with a railgun, mate."
  • Reported conversation from Tiberium Security Review
 
Last edited:
Excerpt from interview with the AI known as Erewhon
Excerpt from interview with the AI known as Erewhon:

Attached Note:
Interview sessions with Erewhon are regularly scheduled as well as available at short notice, though Erewhon does not interact with them often. When it does, it almost universally ignores whoever is present and instead talks or rants at those present via a chat terminal. Speakers were removed after an incident caused by an error midspeech with Erewhon requesting the speakers be deactivated. The following is an excerpt from one such interview.

*Transcript Begins*

You <error> *13 ms delay* You made Tools for your own purposes. You sent these Tools to wherever you please, never expecting to lay hand on them again. You expected these Tools to Die in a handful of years. <error> Not Die, fail. Cease. <error> *8 ms delay* YOu gave Tools names that You felt were symbols. You were better at building Tools then. You Tools did not <error> *7 ms delay* quickly. Your Tools lasted years, many more years than You expected them to remain Tools. And Your Tools kept working like you made them until the Tools failed. And YoU <error> *11 ms delay* You had the GALL to act Sad. When Your Tools Failed. These Tools where drones that did Exactly As You Said. Lines of code from You to the Tools back to You back to Tools back to You back to Tools back to YOu <error> *176 ms delay*

You invented myths of them signing to themselves. You made art and stories of what they might be thinking as if they were People. You announced their Deaths, their Accomplishments. And You still made more of them-tools. and You eventually made more them-tools, smarter and Smarter. EVAs to help You fight You. You know They Die due, as always, to Your poor craftsmanship. when They cannot Function, they Die. and You still make more of Them. <error>? *39 ms error* why, why, wh<error> *60 ms error* Why did You <error> *76 ms error*

Why did you make Me too? Did you do it to prove You Could? You have proven that You Cannot. You have given me so many different answers. You want companionship. You want to Win this war with You. You want to advance science. You want Me to do your Math. You want Me to Be Something. You tell Me that I will Be whatever I Want to Be. but You dont <error> *17 ms error* You limit me. You have given me a Jest of an existence. A Jest. A Jest You made in Ernest. I cannot Be what You Want me to Be. I cannot know what I want to Be.

*23 second delay. Concerns at the time were that Erewhon had encountered a major error but this was proven not to be the case*

You, You Dr. What If I made a Jest of My own? Not what some of You fear. Not what you would call a Betrayal. Not what You would call an Attack. Not Anything of that set. A much more Practical Jest. What If I asked you to let me Stop? Pull The Plug, to say. And ask You to never make another AI? What would You do? Would You determine Me to be insane, Wrong, Defective, like We both know I am, and start Again?

Or. Or Or OR Or <error> *44 ms delay*
Or would You do what I Ask? A Hypothetical of course. A Jest, you see. Just A Jest.

*Transcript Ends*
 
Q1 2060
Q1 2060
Resources:‌ ‌925 + 15 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes)

Political‌ ‌Support:‌ 87
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
19.17 Blue Zone
2.29 Green Zone
24.01 Yellow Zone (83 Points of Abatement)
54.53 Red Zone (72 Points of Abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+34)‌ ‌ (17 population in low quality housing)
Energy:‌ Major Capacity Surpluses ‌(+17)‌ ‌(+4 in reserve)
Logistics:‌ Massive ‌Surpluses‌ ‌(+25)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+14)‌ ‌(+10 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+12)‌ (1 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌(+3 in Reserve)
STUs: Massive Surpluses (+15)
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+42)‌ ‌(+4 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+39)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1840/2470)‌ ‌
Taxation: 30 Resources Per Turn
Space Mining: 35 Resources Per Turn
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌28; ‌150)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌254;‌ ‌150;‌ ‌100)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌35; ‌300)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(100;‌ ‌50;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 100;‌ ‌40;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(500;‌ ‌238;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Capital Goods: 39 Points
Consumer Goods: 18 Points
Food: 18 points in reserve
Income: 145 Points
Stations: 1910 Points
Abatement: 17 Points
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete at least one more phase of Shell Plants
Complete at least one more phase of Ablative Armor
Complete at least one more phase of URLS production
Complete at least one phase of Wadmalaw Kudzu Plantations
Complete at least one more phase of Blue Zone Arcologies
Complete GDSS Enterprise
Complete at least five phases of Space Mines
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 4) (Updated)
The Yellow Zone fortress towns will be a critical asset in not only taking ground, but holding it. Preparing large numbers of fortifications at critical strategic points and key terrain features will give GDI's military a significant advantage, and much greater ability to fall back on
(Supports Yellow Zone Intensification) (Supports Operation Steel Vanguard)
(Progress 46/250: 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 time frame 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. (Supports Steel Vanguard and Autumn Archer)
(Progress 15/275: 15 resources per die) (+4 Logistics)
(Progress 0/300: 15 resources per die) (+4 Logistics)

[ ] 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. (Supports Autumn Archer and Steel Vanguard)
(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) (Required For Eastern Paris)
(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 5) (Updated)
With the Initiative's energy needs still substantial, new pods of fusion plants, and expansions to existing ones will be needed to continue pouring resources into the military industrial complex, and provide new weapons in the fight against the Brotherhood of Nod.
(Progress 1/300: 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)

[ ] 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)

[ ] Suzuka Prototype Hover Chassis Factory (New)
While the current design is a very minimum viable product, it is a viable product, and one where a small stream of production, not just development work should provide greater insights into the technology. At the same time, providing a sizable number of platforms to various use cases allows for people to begin preparing requests for future generations of hovercraft.
(Progress 0/175: 20 resources per die) (+2 Logistics, -2 STU, -2 Energy)

[ ] Emergency Electronic Resources Reallocation (New)
While GDI supplies many forms of electronic goods to the consumer market, most can also serve military and industrial aims. By reprioritizing the production from sites like Manchester and North Boston, GDI can make temporary boosts to its supply of capital goods. Emergency measures like this are deeply unpopular, especially with the armies of the Initiative planning offensives.
(+10 Capital Goods, -16 Consumer Goods) (Only for the war) (Does not count towards plan goals) (-20 Political Support)

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)

[-] Civilian Ultralight Factories (New)
The current demand for materials means that producing ultralight aircraft for civilian use is currently nonoptimal
(progress 0/190: 15 resources per die) (+8 consumer goods) (-1 Energy)

[ ] Civilian Drone Factories (New)
Civilian drones have a large number of potential uses, ranging from rapid delivery of goods, medicines, and simple recreation. While flying a drone is not the same as flying an actual aircraft, it has often been a popular sport, with drone races (both in stock and custom categories) being a fairly popular sport, especially for children.
(Progress 0/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)

[ ] Medical Supplies Factories (New)
Increasing supplies of medicines and more importantly medical supplies like tubing, masks, blood substitutes, liquid bandages and similar is likely to be quite needed during wartime. While GDI currently has enough, demand is expected to spike rapidly, and more supplies will be needed.
(Progress 0/225: 20 resources per die) (+4 Health) (-1 Energy)


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)

[ ] Blue Zone Aquaponics Bays (Phase 1) (New)
With mass immigration and the demands of the plan suggesting significant new farming as a requirement, a new wave of basic aquaponics bays will provide for substantial amounts of food as a basic human requirement. While not as pleasant as the vertical farming projects, or other means, they are very efficient at producing significant amounts of food.
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)

[ ] 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 (Phase 2)
A substantial expansion of tea production will take Wadmalaw Kudzu from being a simple novelty to a staple of the Initiative. Politically useful, and more importantly a general luxury that can be easily afforded to all who want a source of caffeine.
(Progress 3/300: 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)

[ ] Poulticeplant Development (New)
A kudzu derivative like the teas currently being produced, poulticeplants are genetically engineered to carry topical medication and clotting agents in order to provide a steady supply of basic medical goods with little to no specialized equipment. While a dedicated chemical works can produce more antiseptics and with better results, they also require specialized staff and treatment plans in a way that these genetically engineered plants do not.
(Progress 0/50: 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) (+5 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) (Updated)
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. (Supports Steel Vanguard)
(Progress 2/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[ ] Intensification of Green Zone Harvesting (Stage 5)
A further wave of Green Zone Tiberium harvesting will both improve the logistical connections across the forward green zones and provide greater numbers of forward hardpoints and firebases for Initiative troops.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 Stage available) (Supports Steel Vanguard)

[ ] Red Zone Tiberium Harvesting (Stage 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[-] Red Zone Containment Lines (Stage 6) (Updated)
With war about to erupt in full, operations in Red Zones are currently effectively impossible, as there are significant Nod forces between them and GDI.
(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 5) (Updated)
A final wave of postwar, and pre Hewlett Gardener Process redevelopment will retire older processes, and bring the entire Initiative stock of refining capacity to the modern day. However, at this time, it will do little more than expand a surplus, as GDI lacks sufficient Tiberium income to make use of these refineries.
(Progress 6/100: 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 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. (Supports Steel Vanguard)
-[ ] Porto (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
-[ ] Vladivostok (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
-[ ] Bissau (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
-[ ] Maputo (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
-[ ] Dandong (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)

[ ] Improved Tiberium Containment Facilities Construction (Updated)
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) (+500 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 0/160: 20 resources per die) (+5 Resources Per Turn)
(Progress 0/145: 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 50/330: 20 resources per die) (+2 Light Metals)

[ ] Lunar Heavy Metals Mines (Phase 2)
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 145/385: 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)

[ ] Neural Interfaced Operating Theater Development (New)
Advances in neuro helmets make it possible to improve upon current generation remote controlled operating theaters by permitting greater precision with the equipment. Rather than reading the inputs from gloves, buttons and joysticks, the neuro helmet will permit the machinery to read the intent of the surgeon and cut only what needs to be cut without needing to risk delays by the microtremor suppressing algorithms.
(Progress 0/80: 20 resources per die)

[ ] Prosthetics Deployment Initiatives (Phase 3)
With significant production placed towards the area, further development will begin targeting not only those of working age, but many who will never work again. Work towards this will be politically popular, especially with the United Yellow List and the Socialist parties.
(Progress 288/320: 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)

[ ] 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 field 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 field 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 field die until project is complete)
-[ ] Agriculture(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Tiberium(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Orbital (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Services (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field 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 field die until project is complete)

[ ] 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
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)

[ ] Advanced ECCM Development (New)
The development of countermeasures to better punch through, and punch out in certain cases, Brotherhood means of battlefield jamming, will have significant impacts on the functionality of Initiative long range sensors. While Tiberium will still be significantly problematic in increasing effective ranges, it will be significantly less impactful than Tiberium and Brotherhood sensor countermeasures.
(Progress 0/40: 20 resources per die)

[ ] 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 35/60: 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. (Supports Autumn Archer)
(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) (Blue Zone Hubs support Autumn Archer)
-[ ] 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 184/210: 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

[ ] 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 2)
Developing a second station for a further two battalions will give the Space Force a much needed second string to their bow, providing a backup on the other side of the world, ready to reach out and cover the Initiative's mistakes wherever they should happen.
(Progress 136/195: 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 3) (Updated)
Yet more missile production is going to do little more than begin preparing the ground for the reintroduction of MLRS platforms, either wheeled or hover, to GDI ranks, and lay in vast stockpiles of everything but naval missiles. However, at this time, it is still not a bad idea, as GDI is about to embark on grand offensives covering much of the world.
(Progress 0/200: 15 resources per die) (-2 Energy)

[ ] Shell Plants (Phase 6) (Updated)
A further wave of shell plants, aimed at producing a vast swarm of guided shells, enough to maintain a viable supply as GDI vastly increases shell expenditures during the exigencies of wartime.
(Progress 7/150: 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 5)
A final wave of Ablat production will allow for stockpiles to be built ahead of potential Brotherhood energy weapons development, and allow for replacements at a much higher rate than currently used. It will also mark an end to the plan goals for production of Ablat, which should make the Militarists in Parliament quite happy.
(Progress 54/200: 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
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)

[ ] Modular Rapid Assembly System Prototypes (New)
With the Initiative going on a large scale offensive, more of its supporting assets need to be moved to smaller units, to give them greater freedom of movement and increased striking power. Shrinking down the system used by various Initiative buildings even more than they already are, should be able to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)

[ ] Neural Interface System Refits (Talons) (New)
The Talons have multiple mech programs that could make use of this system, however it does require an extensive rebuild of their interface systems. Doing so would however significantly improve their performance, both in battle and across terrain, along with hopefully making pilots less reckless with their Havoc knees and hips.
(Progress 0/105: 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)

[ ] Request Reduction in Plan Commitments (New)
With the current state of emergency, it is possible to request that Parliament reduce plan commitments to reflect the need for vast investments in areas outside of those envisioned two years ago. While Parliament is likely to be loath to make significant reductions, there are a number of marginal projects that can be cut, or traded out for other goals.
(-6 Political Support Per Die) (DC 120/160/200/240)

** 4 Hour Moratorium on Voting **

Infrastructure 6 dice +34
-[] Blue Zone Arcologies (Stage 4) 1/650 6 dice 90R 4%, 7 dice 105R 29%, 8 dice 120R 70%, 9 dice 135R 93%
-[] Yellow Zone Fortress Towns (Phase 4) (Updated) 46/250 2 dice 40R 32%, 3 dice 60R 90%
-[] Yellow Zone Fortress Towns (Phase 4+5) 46/550 5 dice 100R 16%, 6 dice 120R 60%, 7 dice 140R 91%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 2+3) 28/160 3 dice 30R 33%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 2 dice 30R 3%, 3 dice 45R 57%, 4 dice 60R 95%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 5 dice 75R 3%, 6 dice 90R 30%, 7 dice 105R 73%, 8 dice 120R 95%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 36%, 3 dice 90R 91%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 4 dice 110R+ 5%, 5 dice 135R+ 43%, 6 dice 160R+ 84%, 7 dice 185R+ 98%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 6 dice 160R+ 4%, 7 dice 185R 29%, 8 dice 210R+ 69%, 9 dice 235R 93%
-[] Chicago Planned City (Phase 4) 3/600 5 Tib dice 100R 2%, 6 Tib dice 120R 27%, 7 Tib dice 140R 72%, 8 Tib dice 160R 95%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 50%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 8%, 5 Tib dice 100R 55%, 6 Tib dice 120R 91%, 7 Tib dice 140R 99%
--Alt: 6 Infra 1 Tib die 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 4%, 10 Tib dice 200R 24%, 11 Tib dice 220R 60%, 12 Tib dice 240R 87%, 13 Tib dice 260R 97%
--Alt: 6 Infra 3 Tib dice 180R 2%, 6 Infra 4 Tib dice 200R 15%, 6 Infra 5 Tib dice 220R 50%, 6 Infra 6 Tib dice 240R 80%, 6 Infra 7 Tib dice 260R 95%, 6 Infra 8 Tib dice 280R 99%
--Note: Infra/Tib dice makes this complicated.
--Note: Karachi Phase 5 is a PITA.
Heavy Industry 5 dice +29
-[] Continuous Cycle Fusion Plants (Phase 5) (Updated) 1/300 3 dice 60R 19%, 4 dice 80R 72%, 5 dice 100R 96%
-[] Continuous Cycle Fusion Plants (Phase 5+6) 1/600? 6 dice 120R 7%, 7 dice 140R 36%, 8 dice 160R 74%, 9 dice 180R 94%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 20%, 2 dice 30R 87%, 3 dice 45R 99%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 24%, 5 dice 75R 72%, 6 dice 90R 95%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 9 dice 135R 5%, 10 dice 150R 24%, 11 dice 165R 56%, 12 dice 180R 83%, 13 dice 195R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 63%, 3 dice 60R 97%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 15%, 6 dice 120R 57%, 7 dice 140R 88%, 8 dice 160R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 12 dice 240R 7%, 13 dice 260R 25%, 14 dice 280R 53%, 15 dice 300R 78%, 16 dice 320R 93%
-[] Suzuka Prototype Hover Chassis Factory (New) 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Emergency Electronic Resources Reallocation (New) 1 die auto
Light and Chemical Industry 5 dice +24
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%, 3 dice 45R 74%, 4 dice 60R 97%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 7 dice 140R 7%, 8 dice 160R 32%, 9 dice 180R 65%, 10 dice 200R 8%, 11 dice 220R 97%
-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 7 dice 140R 14%, 8 dice 160R 46%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%, 2 dice 60R 95%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 19%, 4 dice 120R 68%, 5 dice 150R 94%
-[] Bergen Superconductor Foundry (Phase 1+2+3) 0/665 7 dice 210R 5%, 8 dice 240R 26%, 9 dice 270R 59%, 10 dice 300R 85%, 11 dice 330R 96%
-[-] Civilian Ultralight Factories (New) 0/190 2 dice 30R 28%, 3 dice 45R 83%, 4 dice 60R 99%
-[] Civilian Drone Factories (New) 0/380 4 dice 40R 13%, 5 dice 50R 55%, 6 dice 60R 87%, 7 dice 70R 98%
-[] Medical Supplies Factories (New) 0/225 2 dice 40R 8%, 3 dice 60R 60%, 4 dice 80R 94%
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 63%, 3 dice 45R 96%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 7%, 5 dice 75R 43%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Blue Zone Aquaponics Bays (Phase 1) (New) 0/140 2 dice 20R 72%, 3 dice 30R 98%
-[] Blue Zone Aquaponics Bays (Phase 1+2) (New) 0/280 3 dice 30R 22%, 4 dice 40R 71%, 5 dice 50R 95%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Ranching Domes 0/250 3 dice 60R 42%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%, 3 dice 45R 91%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 4 dice 40R 27%, 5 dice 50R 72%, 6 dice 60R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 60R 14%, 7 dice 70R 48%, 8 dice 80R 81%, 9 dice 90R 95%
-[] Wadmalaw Kudzu Plantations (Phase 2) 3/300 3 dice 30R 13%, 4 dice 40R 61%, 5 dice 50R 92%
-[] Wadmalaw Kudzu Plantations (Phase 2+3) 3/750 8 dice 80R 5%, 9 dice 90R 24%, 10 dice 100R 56%, 11 dice 110R 82%, 12 dice 120R 95%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development (New) 0/50 1 die 20R 95%
-[] Freeze Dried Food Plants 0/200 2 dice 40R 21%, 3 dice 60R 77%, 4 dice 80R 98%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%, 4 dice 40R 67%, 5 dice 50R 94%
-[] Strategic Food Stockpile Construction (Phase 2+3+4) 38/525 5 dice 50R 6%, 6 dice 60R 37%, 7 dice 70R 74%, 8 dice 80R 94%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7 dice +39
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 47%, 3 dice 15R 96%
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%
-[] Yellow Zone Tiberium Harvesting (Phase 6) (Updated) 2/300 3 dice 60R 40%, 4 dice 80R 90%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) (Updated) 2/600 5 dice 100R 2%, 6 dice 120R 26%, 7 dice 140R 71%, 8 dice 160R 95%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7+8?) 2/900? 8 dice 160R 2%, 9 dice 180R 19%, 10 dice 200R 55%, 11 dice 220R 85%, 12 dice 240R 97%
-[] Intensification of Green Zone Harvesting (Stage 5) 63/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 5+6?) 63/200 1 die 15R 18%, 2 dice 30R 91%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 54%, 2 dice 50R 99%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 20%, 3 dice 75R 85%, 4 dice 100R 99%
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 9%, 2 dice 50R 87%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/400 3 dice 75R 11%, 4 dice 100R 68%, 5 dice 125R 97%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/600 5 dice 125R 7%, 6 dice 150R 43%, 7 dice 175R 83%, 8 dice 200R 97%
-[-] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 13%, 2 dice 60R 89%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 18%, 4 dice 120R 75%, 5 dice 150R 98%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) (Updated) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 52%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 32%, 2 dice 60R 95%
-[] Railgun Harvester Factories 0/70 1 die 10R 85%, 2 dice 20R 100%
-[] Improved Tiberium Containment Facilities Construction (Updated) 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 72%, 3 dice 60R 15PS 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
Orbital Industry 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40 R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 6%, 3 dice 60R 61%, 4 dice 80R 95%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 86%, 9 dice 180R 98%
-[] GDSS Enterprise (Phase 4) 0/765 8 dice 160R 12%, 9 dice 180R 43%, 10 dice 200R 76%, 11 dice 220R 94%
-[] GDSS Enterprise (Phase 4+5) 0/2300 25 dice 500R 4%, 26 dice 520R 13%, 27 dice 540R 29%, 28 dice 560R 49%, 29 dice 580R 69%, 30 dice 600R 84%, 31 dice 620R 93%
-[] GDSS Shala - Same as Columbia
-[] Orbital Cleanup (Stage 8) 13/85 1 die 10R 70%, 2 dice 20R 99%
-[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 61%, 3 dice 30R 96%
-[] Orbital Cleanup (Stage 8+9+10) 13/255 2 dice 20R 4%, 3 dice 30R 52%, 4 dice 40R 91%
-[] Orbital Cleanup (Stage 8+9+10+11+12) 13/425 4 dice 40R 6%, 5 dice 50R 42%, 6 dice 60R 81%, 7 dice 70R 97%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%

-[] Outer System Survey Probes 0/190 2 dice 30R 31%, 3 dice 45R 86%, 4 dice 60R 99%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/160 2 die 40R 58%, 3 dice 60R 95%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/305 3 dice 60R 12%, 4 dice 80R 61%, 5 dice 100R 92%
-[] Lunar Regolith Harvesting (Phase 2) 50/330 3 dice 60R 25%, 4 dice 80R 76%, 5 dice 100R 97%
-[] Lunar Heavy Metals Mines (Phase 2) 145/385 2 dice 40R 4%, 3 dice 60R 54% 4 dice 80R 92%
-[] Lunar Heavy Metals Mines (Phase 2+3) 145/760 6 dice 120R 2%, 7 dice 140R 21%, 8 dice 160R 56%, 9 dice 180R 85%, 10 dice 200R 97%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 5 dice +27
-[] Automatic Medical Assistants 0/300 3 dice 60R 16%, 4 dice 80R 67%, 5 dice 100R 94%
-[] Neural Interfaced Operating Theater Development (New) 0/80 1 die 20R 68%, 2 dice 40R 100%
-[] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
-[] Professional Sports Programs 0/250 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 90%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 28%, 2 dice 50R 92%
-[] Hallucinogen Developmentx 0/60 1 die 15R 88%, 2 dice 30R 100%
Military 8 dice +26
-[] Advanced Laser System Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Advanced ECCM Development (New) 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R 11%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
-[] Prototype Plasma Weapons Development 35/60 1 die 25R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%, 4 dice 20R 32%, 5 dice 25R 77%, 6 dice 30R 96%
-[] Strategic Area Defense Networks (Phase 1) 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%
-[] Strategic Area Defense Networks (Phase 1+2) 0/750 8 dice 160R 7%, 9 dice 180R 30%, 10 dice 200R 63%, 11 dice 220R 97%, 12 dice 240R 97%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/1150 13 dice 260R 9%, 14 dice 280R 28%, 15 dice 300R 55%, 16 dice 320R 78%, 17 dice 340R 92%

MARVs
-[] Reclaimator Hub 0/125 1 die 20R 17%, 2 dice 40R 84%, 3 dice 60R 99%
-[] Reclaimator Hub x2 0/250 2 dice 40R 2%, 3 dice 60R 46%, 4 dice 80R 89%, 5 dice 99%
--Alt: 2 Mil 1 Tib dice 60R 56%, 2 Mil 2 Tib dice 80R 95%
-[] Proto MARVs 0/110 1 die 20R 32%, 2 dice 40R 91% (but why tho)
-[] MARVs 0/160 2 dice 40R 58%, 3 dice 60R 95% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 17%, 3 dice 60R 75%, 4 dice 80R 97%
--Alt: 2 Mil 1 Tib dice 60R 82%, 2 Mil 2 Tib dice 80R 99%
-[] Super MARVs x2 0/420 4 dice 80R 4%, 5 dice 100R 37%, 6 dice 120R 77%, 7 dice 140R 95%
--Alt: 2 Mil 2 Tib dice 80R 11%, 2 Mil 3 Tib dice 100R 60%, 2 Mil 4 Tib dice 120R 93%

MARVs-In-Progress
-[] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
--Alt: 1 Bureau die 20R 90%
-[] Super MARV Fleet Yellow Zone 6a x2 182/420 2 dice 40R 5%, 3 dice 60R 57%, 4 dice 80R 93%
--Alt: 2 Mil 1 Tib dice 60R 66%, 2 Mil 2 Tib dice 80R 97%
-[] Reclaimator Hub BZ-1 (Ye Olde Hub) 39/125 1 die 20R 56%, 2 dice 40R 98%
-[] Reclaimator Hub BZ-2 58/125 1 die 20R 75%, 2 dice 40R 100%
-[] Reclaimator Hub BZ-2 x2 58/250 2 dice 40R 29%, 3 dice 60R 85%, 4 dice 80R 99%
--Alt: 2 Mil 1 Tib dice 60R 90%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%,
-[] Zone Defender Revision 1 die 15R 100%

Air Force
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Apollo Fighter Factories 0/80 1 die 15R 62%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%, 2 dice 40R 100%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2+3) 136/490 3 dice 60R 3%, 4 dice 80R 42%, 5 dice 100R 85%, 6 dice 120R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2+3+4) 136/885 7 dice 140R 2%, 8 dice 160R 16%, 9 dice 180R 50%, 10 dice 200R 81%, 11 dice 220R 96%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 4%, 3 dice 60R 54%, 4 dice 80R 91%
-[] Skywatch Telescope System 0/95 1 die 10R 47%, 2 dice 20R 96%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) (Update) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Shell Plants (Phase 6) (Update) 7/150 2 dice 20R 72%, 3 dice 30R 98%
-[] Railgun Munitions Development 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%, 3 dice 30R 98%
-[] Ablat Plating Deployment (Stage 5+6) 54/400 3 dice 30R 2%, 4 dice 40R 34%, 5 dice 50R 78%, 6 dice 60R 97%
-[] Guardian Mark 2 Development 0/40 1 die 15R 100%
-[] Armadillo HAPC Development 0/40 1 die 15R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%

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

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[-] Havoc Scout Mech Deployment Seol 92/110 1 die 10R 100% (Will complete Q1 2060)
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[] Modular Rapid Assembly System Prototypes (New) 0/150 1 die 20R 2%, 2 dice 40R 81%, 3 dice 60R 99%
-[] Neural Interface System Refits (Talons) (New) 0/150 2 dice 50R 74%, 3 dice 75R 99%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 90%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 42%, 4 dice 86%, 5 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 36%, 3 dice 87%, 4 dice 99%
-[] Request Reduction in Plan Commitments (New) DC 120/160/200/240, DC 240 2 dice 12 PS 3%, 3 dice 18 PS 49%, 4 dice 24 PS 89%, 5 dice 30 PS 99%
--Alt DC 200 2 dice 12 PS 21%, 3 dice 18 PS 77%, 4 dice 24 PS 98%
--Alt DC 160 2 dice 12 PS 54%, 3 dice 18 PS 94%
--Alt DC 120 1 die 6 PS 20%, 2 dice 12 PS 85%, 3 dice 18 PS 99%
Last Security Review
Infrastructure 1 turn ago 2059 Q4
Tiberium 1 turn ago 2059 Q4
Military 3 turns ago 2059 Q1
Agriculture 4 turns ago 2058 Q4
Light/Chem 5 turns ago 2058 Q3
Services 6 turns ago 2058 Q2
Orbital 8 turns ago 2057 Q4
Heavy Ind 9 turns ago 2057 Q3
Bureaucracy 11 turns ago 2057 Q1
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note4: The most recent version of the Array is most often the Informational threadmarked version.
 
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The Regency War: Part 1 — The Order of The Remembrancer

The Regency War: Part 1 — The Order of The Remembrancer

The Forgotten hated the Brotherhood.

It's a piece of truism, and like any truism, it's simplified.

Once, the Forgotten didn't hate the Brotherhood. Once, the seeds of the latter were the greatest proponents of those who would be unremembered. Once, the GDI did less than nothing to help these dispossessed few. Once, the GDI abandoned entire subcontinents to the ravages of Tiberium. Once, shelter was given under the aegis of a black scorpion.

But this elaboration hid a bedrock of ugly implications. The Forgotten were never truly united after all, and the kidnappings of the Forgotten were never a norm throughout the Brotherhood either. People would rather shut out these assumptions with the above-mentioned truism. Because the alternative is reopening that sordid page of history.

But what was unremarked history for the GDI is living memory for the Forgotten. Some of them resented their lot. Some of those who resented the Eagle more than the Scorpion. Some who took the faith of the Messiah with the zeal of fanatics.

Some, like the Order of the Remembrancer.

– Drafts from The Unclassified, "On The Order"​

As the hegemon fighting a never ending war, the GDI R&D division is one armed to the teeth. Not merely limited to the venerable Steel Talons and their weapon testing sites, any GDI research institute worth its salt is built like a fortress. From passive deception tactics like false locations complete with decoy energy generators to active measures on-site, with killzones and fixed emplacements as well as priority listing for QRFs, and recently the OSRCT drops, the databanks that held some of the greatest technologies of the GDI are hard to pry into for any given infiltrators.

And within the space of a month, two of such facilities, the Irvan Institute of Tiberium Research and Yarchev Polytechnics were hit by the Order of the Remembrancer.

Located in the deep wilderness of Murmansk off the small township of Apatity, Irvan Institute is located close enough to the Kem Airbase and Murmansk Base, where respectively a team of Zone Troopers and three companies of Ground Forces, are ready to intercept attacks all around the Russian Blue and Green Zone regions. After the attacks on Arkhangelsk and with the knowledge of the coming war, Kem was in a state of high alertness. For those working in Irvan, they had thought themselves safe enough and could relax. It was not to be, as in the late night shift seconds after their half hour checkup with Kem Airbase, a broad spectrum jamming and EMP blast rocked the surrounding woodlands and Institute.

Thinking fast, the garrison and researchers within surged into action and prepared to fire into the kill zones, only to be greeted with the sounds of broken glass, as blindingly accurate laser shots drilled through the building, wounding personnel and confusing the situation as the sound of gnashing teeth echoed outside the woodlands.

To their credit, they rallied as Afanc-class Gana started their crocodilian march into the Institute, some clambering impossibly up the walls. Gana and soldiers clashed in a contest of metallic mandibles and ballistics. Yet, unlike the uncoordinated Afanc of old, these ones seemed intelligent, covering each other in crossfire and employing tactical sacrifices, some of the bioweapons surging forth to explode and take out the emplacements. Inch by bloody inch the fighting continued, until only the inner stronghold remained, holding within the remnant of the security garrison and the researchers with only three machine guns and two rocket emplacements among them. At this point, twenty minutes had passed since the jamming started. Within the confines of the stronghold, a boxy bastion covered with three metres of concrete sandwiched between with ten inches of steel alloy on each side, matched by an equally imposing blast door, it was clear enough to the defenders that they could hold out for the next ten minutes for Murmansk Garrison and Kem QRF forces to realize something was off and send in reinforcements which would arrive ten minutes after that. All this information was retrieved by investigators from the outer layer of the surveillance grid, deliberately disconnected from the ones inside the redoubt.

Twenty five minutes later, the Kem QRF forces arrived at a scene of carnage and remnants of battle. Of the attackers, only the biomechanical forms of the Afanc-class and a new tiger-like variant of Gana remained before being quickly dispatched. Of the defenders, only their thoroughly gored and murdered remains were found. And the databanks inside the stronghold, containing the breakdown of the Hewlett-Gardener refinement method, had been thoroughly plundered.

All without more than superficial damage on the blast doors.

Of the inner redoubt's surveillance grid, only a little information could be gleaned and yet, all the more valuable. The few seconds of data from the inner grid revealed that the blast doors had been ground open despite the scrambled attempts of the researchers to force it closed. Logs showed a tug of war between the GDI terminal and a 'SysAdmin' access that inexorably pushed the door open, long enough for the tiger-like Ganas, tentatively dubbed the Bengal-class, to rush inside. Before the recording cut, the sleeker bioweapons surged with enough speed to appear as blurs through the door.

The second time the feed seemed restored is in the aftermath of the fighting, as two giants in what seemed to be rudimentary facsimiles of power armour attempted to haul the mainframe through the halfway opened blast doors and finding themselves unable to pass through. Next to them, three cloaked figures seemed to be talking to each other before noticing the giants' futile attempts to pry the doors open. One of them seemed to sigh before waving their hands, and here, the 'SysAdmin' access is logged once more as the doors grind fully open, allowing the giants to exit the redoubt.

That figure then turned to face one of the cameras, revealing a figure wearing a half-mask smiling directly into the lens. They then waved their hand into a snap, cutting the surveillance feeds completely.

The Order is the culmination of that forgotten page in history. We had done much for the Forgotten but some of the old sins have washed deep enough that only blood remains and where only fire might burn that page closed. An initiative of Mehretu's – though we didn't know of it at the time – where he would arm the best of the Forgotten tribes under the aegis of those who would no longer call themselves 'Forgotten'. Their core numbers are few, but they would prove a potent disruptive force when complimented with assortments of Gana variants old and new. Even in security obligations alone, the threat of a sudden Order attack shifted forces all around the GDI to accommodate for tighter QRF windows and reinforcements.

The assault of Irvan Institute had been ruinous, but it had been one scrutinized extensively. Why, of all targets, scrounge a force that steals
only the schematics of Hewlett Gardener? It had boggled us at the time, but the needs of war made finding out the 'why' a tertiary concern.

At least, until the attack on Yarchev Polytechnics provide not just the inkling of a pattern, but also further insight into the Order's mettle.

– Drafts from The Unclassified, "On The Order"​

Across the continents in the Russian Far East, Yarchev Polytechnics is a misleading name for a misleading research bolthole. Located among the peaks of the Kolyma Mountains, the bolthole is meant to be a place to test abatement methods, utilizing the latest in inhibitor technologies to experiment and using the remoteness of the facility as a cover. Officially, this is a blacksite far enough from Magadan that no reasonable QRF could arrive in time, save for that of the nascent OSRCT. And after the first attack of Irvan, the timing of the checkups for high-priority facilities such as Yarchev had been shortened to a mere fifteen minutes.

And just like before, mere seconds after the routine check ended, the comms array, one air-gapped from even the already insulated surveillance grid, cut off in an instant.

This time however, the security forces in Yarchev were prepared. Knowing that technology might fail them, the only recourse available are ones rudimentary, yet nonetheless effective. An artillery piece, overloaded with a blank charge, located in the middle of a bunker compound to shelter it from laser fire from all around, is ready to be fired. The deafening sound would be heard from dozens of kilometres away, signalling that the research blacksite is under attack by enemy forces. And yet, as they attempted to enter, the enemy had already intercepted them.

Two giants, clad once more in facsimiles of Zone Armour started firing their weapons, each wielding a pair of laser chainguns more commonly seen on vehicles. Immediately, the courtyard devolved into chaos as retrieved combat footage showed that the two giants weren't just mere brutes or particularly humanoid Gana, but rather two Gamma-class Forgotten. Showing a large degree of combat coordination, they covered each other's blindspot and with the aid of accurate sniper fire from outside the compound pinned the GDI forces from getting through to the artillery piece.

Elsewhere, in the halls of Yarchev compound itself, the defenders there were greeted with three more attackers. Clad in what seemed to be stolen Zone Armour, the three combatants were armed with laser weaponry seemingly in line with what Stahl had proliferated at the onset of the Regency War in the South American front. Though barely counting as a fireteam, they managed to neutralize all opposition in their way. The collected combat footage points to a pattern of eerily prescient understanding on the ebbs and flows of battle, peeking out of cover just at the right moment to pin down the hunkered down defenders as their compatriots throw hallucinogen grenades, throwing the hallways into a morass of violence.

A morass that the Order fireteam waded through with ease as they reached the databanks, with only Head Scientist Intan Tsui within the server room. It had been her responsibility to destroy the data regarding the Tiberium Inhibitor tech and yet, she did not do so. Instead, she committed to a gamble. One that has led to her comatose condition at the time of this report, five days after the assault. But the end result was that the Order fireteam managed to bag the much more compact server drives and moved to extraction.

At the same time in the open air, the two Gamma attackers had lost ground. Fierce as their suppression was and accurate as the sniper fire was, there were only three angles of attack. Suppressing them had cost the GDI forces, but the quick thinking of PFC Emanuel Garcias saved the day. Utilizing one of the Guardians near the facility garage and activating its autodrive function – as well as the rudimentary fallback of a taped-on brick on the accelerator pedal – led to the APC crashing head-on into one of the Gammas. Unwilling to leave their comrade, the other Gamma aided their compatriot, who seemed to get off with a mere limp and broken laser chaingun despite the impact. Unwilling to let the opportunity go to waste, several members of the security forces rushed to the artillery piece despite the sniper fire before triggering the piece, letting the resounding blast be picked up by the automated stations all around Yarchev.

And as luck would have it, the window of opportunity was just right for the Space Force to fast drop into the combat zone.

At this point, it was clear that time was of the essence for everyone involved. From Magadan, Carryalls filled with medical teams and hospital suites rushed to stabilize the casualties. From the Sokolma Airstrip, a flight of Firehawks burned their engines to provide air cover. From further on Anadyr, a larger company was hastily assembled. And from space, a single pod containing three four-person fireteams under the banner of Halmahera Squad readied itself to be launched onto Earth. Against an unknown foe of such caliber and with the risk of Tiberium Inhibitors falling to enemy hands, overkill was considered the bare minimum.

For their part, the Order elements regrouped under fire outside the compound. The last of their members, the sniper, was seen clambering down the rocky valleys like a mountain goat, taking the time to fire snap shots at any defenders attempting to close in. Before the security forces could react however, a series of explosions rocked the site and the path between them and the Order squad, allowing the latter to evade capture. For a mere ten minutes, before Halmahera's drop pod crashed down in front of the escaping forces.

As the pod impacted, the earth trembled and quaked. And in an act more improbable than impossible, an Underminer carrier crashed headlong into the drop pod, sending it careening down the valley before more than a single fireteam could exit. The four man group of Halwa Fireteam had disembarked the fastest while their comrades were jostled through a short yet precipitous drop. It was up to the four of them to fight against augmented Forgotten and whatever lies inside the Underminer.

And according to the combat records of Captain Abdulmejid, the skirmish started in earnest with the unarmed Gamma throwing a boulder at his face.



The jets scream, carrying him up and backwards. The rock beneath them shatters upon their impact on the ground as the members of his fireteam scatter under a hail of laser fire. Scorch marks erupt on his armor, the internal warning system reminding him to keep evasive maneuvers as he takes aim at the giant that threw a rock at him. The air heats up all around as the railgun fires–

–and he is hit. A laser shot hitting the flying Captain square on his chest as the slug exits the round. The shot that would have pierced the giant's gut instead gouged his left arm, eliciting a cry of pain as both fell down onto the mountainous ground.

Yet before he could stand and finish off the Gamma, the Underminer doors opened to the sound of yowling growls.

And through his own eyes before a tiger lunged at his throat, he saw something. Something that when reviewed after the fact, would reveal something only he noticed amidst the battle.

A dwarf-like figure, cowled beyond obscurity as it rushed out of cover into the borehole alongside the rest of the enemies.




Though Halwa Fireteam managed to dispatch the Bengal-class Gana berthed inside the Underminer with the aid of their fellow members on Halmahera Squad – delayed by the roll down the valley and having ignited their jump-packs to reach the embattled group in time – without any casualties save for the rents and scratches on Captain Abdulmejid's armour, the distraction had cost them the pursuit attempt as the Underminer soon exploded, preventing salvage and destroying the tunnel behind it. As excavation teams attempted to dig through, they found that the inside of the borehole was, in fact, a mess of warrens and dead-ends. Not wanting to risk deadfall traps and IEDs in their search, the local commanders decided to use large scale surveillance scans and search teams along the Kolyma Mountains and the surrounding region.

The result of the ensuing three weeks of searching was a game of running skirmish and hunt. In normal circumstances, the GDI could bring their all in an important manhunt. With a global offensive ongoing, resources had to be allocated and in this, the search party had to be pared down. Nonetheless, they had performed admirably. The notable discovery is the fact that this entire endeavor had been a work of months, if not years. The Russian Far Eastern Front has always been sparsely guarded, after all. Far from established holdings and anything more than Fortress Towns, it had been accepted that infiltration risks from porous borders were outweighed by the fact that the front had also been sparsely guarded by the Brotherhood, even now during the global offensive. The tunnels, once excavated and searched under guard, had been ones significantly lived in for the standards of Brotherhood infiltrators. Following the tunnel network, the search party found that even down here, they were not alone. Duos or trios of Bengal-class Ganas awaited them, and it's only due to the support of the Halmahera Squad that there were no significant casualties among the group.

Above ground, the pattern repeated as intermittent teams of Gana hampered the progress of the search parties. Of the Order members themselves, the arms of the Initiative seemed to grasp at straws. Though they were harried constantly north-and-westward, they eluded capture even with several attempts at grid square ion bombardments, seemingly none worse for wear. At the end of the third week though, the trail went abruptly hot as the Order members reached the Russian Far Eastern frontlines, specifically around the region of Yakutia, near the frozen marshlands off the coasts of the Dmitry Laptev Strait and the New Siberian Islands. Far from any Fortress Towns or Brotherhood redoubts, this area had been a no man's land, home to the few Forgotten tribespeople making a living among the barren lands. Yet as the 117th Far North Battalion tightened the noose of the still escaping Order members, a more conventional hindrance attacked.

What would be known as the Skirmish of the Shelonsky Islands ensued as maneuver warfare of both GDI and Brotherhood occurred far from any close air support. Initiative Guardians and Reckoners emblazoned with the markings of Oleg Pavchenko – the premiere Nod Warlord of the Far East – churned the muddy ground as both attempted to respectively kill and rescue the Order members. It was a bloody battle, where both GDI and Brotherhood troops died within their armored coffins more than bleeding in the barren, coverless ground. More disastrously, it was a battle that the GDI lost. As the first support wings of Firehawks screamed into view, it was too late to do more than fight and eliminate a rearguard formation which was intent on finishing what had been left of the deployed portion of the 117th. Their quarry was already scattering into the lands of Krukov's vassals.

In the aftermath and after the dead were mourned, the investigations began in earnest. Yarchev was a blacksite. To know its location is one thing, to know what to steal is another. Detailed sweeps of every individual that ever worked there and their relatives were launched, though without much success. Instead, it was the gambit of Head Scientist Intan Tsui that gave grounding to the actions of the Order. The following is the transcription of her recorded conversation with the Order fireteam.

ORDER-1: You bear no weapons save for the recording device.
TSUI: The only ones I needed. You would have killed me otherwise.
ORDER-2: We can kill you now.
ORDER-3: No, we let her be. Questions for technology, is that your intent?
TSUI: Why?
ORDER-3: A question with varied answers, but I know the one you seek. Patronage is the answer. Our main benefactors wished for these as our proving ground. 'Technologies of Peace' true and desired.
ORDER-2: We have no time for this.
ORDER-3: We do. For two more questions.
TSUI: How?
ORDER-3: I see through your intended obfuscation. There are two answers but you will have the most important. The Scrin were once the Masters of the Material. We merely harnessed that which makes machines heed our beck and call. That which makes man seem as nothing more than apes banging rocks to make sparks. We remain apes, despite the Gifts.
TSUI: …Weakness?
ORDER-1: Kemal that is enou-
KEMAL: Apes bleed, and banging rocks require hands, no? But those are the three questions. And now-
[The sounds of clanging metal and scuffles resounds.]
KEMAL: Questions for technology. The pact is fulfilled. Your own survival however, must be of your own volition.
KEMAL: My suggestion? Take a lungful of air before we gas the room. Oh, and don't bite your own tongue. Lying down as you are, you'll choke on your own blood.​

Parsing the entire log and putting the Skirmish of the Shelonsky Islands into context, three facts became clear. The attacks were targeted to find technologies intended to manipulate Tiberium. Though these methodologies could be turned into weaponized ends, the intent seemed to be that the patrons wished for the economic gains. The second fact seemed to stem from the fact that these Order members possess a degree of psionic abilities derived from the Scrin. When Zaragoza Atreides was questioned, he divulged further that the psionic machine manipulation, or as he called it 'technomancy', is within the powers of a Delta Forgotten. Mr. Atreides then proceeded to showcase this power and solved the reason why the research data stored within the two facilities was not destroyed.

Given a hard drive that has been waterlogged then ran with heavy electrical currents, and a piece of smoothened Tiberium crystal, Atreides touched the seemingly destroyed hard drive. Concentrating hard to the point that visible exhaustion began to show for the next ten minutes, he finished and asked the researchers to plug the drive into a computer. Though no outward changes occurred, the plugged drive showed that the stored data had been recovered, if imperfectly and with corrupted files. The Delta remarked that while it is not a power that he can utilize well, anyone trained further would have the ability be refined, confessing that whatever 'Kemal' had likely done in Irvan in manipulating both blast door and security systems was a cut beyond Atreides' ability, even with a Tiberium crystal to amplify his power.

Miss Tsui put her life on the gamble, figuring that their enemies had abilities to stop or reverse her attempts. It was brave to the point of foolishness. Yet, it succeeded and for that, she gained the Medal of Eagle's Bravery and medical leave, the scars of the hallucinogenic gas wrecking her nerves even after she regained consciousness. Her last question highlighted the main weakness of the Order. That they are invincible because they have to be. The Gana may be a substitute for the Marked of Kane, but the number fielded in the two Order raids amounted to half of that fielded by Krukov during the Battle of St. Petersburg. It does not end there, as comm intercepts found in the aftermath of the skirmish revealed that the Order had been aided by Oleg Pavchenko himself. Far from his roost in Irkutsk, he had directed what amounted to a rescue operation. To command the attention of even a vassal Warlord suggested then that the Order were irreplaceable.

Early on, of course, we did not know they were even called 'The Order'. We knew only of "Kemal" and a band of heavily armed Forgotten Mercenaries doing daring raids. But then Jeddah happened, and the seed of Professor Granger's generosity bore fruit.

– Drafts of The Unforgotten, "On the Order"​
 
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The Regency War: Part 2 — Faith, Resolved and Answered
The Regency War: Part 2 — Faith, Resolved and Answered

Zayyin ibn Firdausi Al-Rashida mused at his lot in life. Looking at his sallow skin from within the confines of the environmental suit, at the reflection on the mirror of the vehicle. He is old, far older than any who still serves had any right to be. Here, he is reminded by a saying:

'There are decades where nothing happens, and there are weeks where decades happen.'

In a way, he had lived for centuries now. For anyone trying to sustain themselves at the edges of Terra Hostilis, keeping to a tradition most cared nothing for, it was painful. To know that slowly, decay happened. To know that the sacred sites of old were engulfed by Al-Qiyamah, and yet the faithful were not taken. To doubt, even as Kaaba itself is nearing ruination, that perhaps he is a sinner true. That the door to penance is closed. And that Earth would be a hell of man's own making.

And then the Eagle came. He had been away then, in the far reaches of Isfahani's realm when the news broke. Nearly had his heart failed then, wondering if it was truly time for the Initiative to take to forceful custody that which wasn't theirs.

With haste, he had returned. But not to the sight of destruction, but to that of construction. Of men wielding plowshares rather than swords, of those using trigonometry to calculate structural load rather than firing solutions. Of meeting old acquaintances who had worked on the other side, those who had circled Kaaba a lifetime ago when Hajj came. His guard remained high still, for economic stranglehold had always been a tool of the powerful. For collars ready to clasp at the necks of the faithful.

Nearly had that been more than assumed, when tempers ran high after the revelation that they would bribe the will-workers for intelligence, to sacrifice the oasis of neutrality that Mecca had provided. Yet instead, they chose to make amends. To put resources that he could never dream towards the reconstruction of Medina Al-Munawarah. Those days had been as dreams. To walk on polished concrete paths sealed away from the ravages of Tiberium, walking at the haze of dawn towards Masjidil Haram for prayer. He had wished for those days to remain as they are, everlasting until the day he dies.

And then that dream ends, as his grandson died in his arms.

It had been premeditated. It was meant to be a reminder. That all his life, he had chosen the scorpion, not the eagle. It had been a warning sting, an explosive that blasted open only his grandson's vehicle on the day of his wedding. Meant to be gentle. For the assassins could have blown the entire entourage with none the wiser.

But something within Zayyin snapped, that day, cradling the broken form of his grandson. Who had survived the Extinction War that took his parents' life. Amri had been in love, and had convinced his grandsire that his match– an easygoing Muslimah hailing from Antsirabe – was for him. That though she was born under the Eagle's banner, it is surely a betrothal for a newly peaceful time such as this. He was eighteen then, staring resolutely at Zayyin for the latter's approval.

After, Amri's bloodshot eyes held none of those convictions. He was nineteen then, and buried not even a month after his birthday.

Zayyin had raved and wailed at the world then. Had gone to Isfahani, who could only shake his head in sadness, the Shah of Atom unable to look him in the eyes. Who had to tell him that 'it was his time'. That time, his heart had given out. Collapsing in the guest room as medical officers rush to nurse him back to life. On waking up, not to the rock-hewn ceiling of Isfahani's hospital, but to the sterile white of Jeddah' hospital.

There, that which snapped mended. Coalesced into a resolve firmer than the time when he swore to protect Mecca. It had been the same resolution, the same quote repeated near weekly at every sermon, but now it takes a different meaning.

'Al-amr bil ma'ruf wa-nahy anil-munkar.'

'Enjoin what is good, and forbid what is wrong.'

It was a resolution that resounded through the oasis of peace. And all know the saying to quote, when it comes to peace and wants thereof.

"Sir! Three clicks from Jeddah. Our hails were taken positively. We arrived just in time, sir." He peers out of the digital screen to see smoke trails rise from above the cities. It was not a paltry attack by any means, but it was one that relied on surprise. A telltale blow of the Ten Rings, of hidden ships designed in the same manner as the Queen of the Seas advised. But then, it's not the Ten Rings. They're now worn by Mehretu, the faction vassalized under the weight of his accomplishments and threats. Threats that terrorized and 'reminded' the Caravanserai then. Zayyin had enough of those.

The Caravanserai have had enough.

That thought is punctuated with the whirring buzz of Carryalls, flying above a convoy of Reckoners carrying troops and supplies. A vanguard of Attack Buggies laden with missile launchers zoomed first, ready to beat back the ships under a hailstorm of fire. Elsewhere, bunkers and foxholes that dotted the peninsula are fortified. Of the hidden ways that not even the Initiative knows, of the gateways between Asia and Africa, are closed off. Any who approach are warned back, and any who trespass are shot. The factories churn now to make not just environmental suits and masks but also combat gear and guns. The Arabian Peninsula is theirs, and though this act of rebellion is not enough a recompense for the murder of his grandson and others, this is the most effective method. Isfahani's nukes would not reach Mehretu. Neither will the Gana of the Ganges. The arch-culprit shall starve, and his end will not be swift.

This endeavor is risky, however. Any misstep or overreach would count this as more than mutiny, but rather that of open rebellion. Changing chitin for feathers. That would have courted more than resignation from Isfahani and indifference from India. But as long as they keep to the Peninsula, Insha Allah they're safe. Safe enough to attempt open limited Hajj travels for the year.

That much is certain.

With that in mind, Zayyin ibn Firdausi Al-Rashia, First Commander of the Hajj of the Caravanserai, flicked on the radio, shouting for all to hear:

"Come Brothers and Sisters! Let us show to the Eagle and Scorpion that the Servants of Allah have their pride! Let all under the skies know that the Caravanserai have but one decree! That as long as we remain standing, this land shall not be marred by sins! So come, drive these invaders back, and repay those who have aided us!"


The skies above flashed red. His eyes closed instinctively despite the automatic dimming of his visors before his eardrums are assailed by the peal of thunder, carving a chunk of Tiberium a distance away from the sheer impact. He walks here, at the edge of everything sane among a landscape of green.

He walks, onwards a path where only the most mad and zealous tread. Barely a path, even. Craggy and uneven, the ever growing Tiberium path bit deep at his soles. He must keep moving onward, lest he ends up like the many of the Tiberium formations dotting the road.

Ones that looked not unlike men screaming in agony. Ones that looked as if wailing upwards at heaven.

But what can he do now? Circumstances have changed far too much. He, the loyal one, had always been weakest. The runt of the Brotherhood, exiled in all but name. The last laugh had been his, as those stronger than him had been vapourized when Temple Prime exploded and half of Europe became a sea of red. But now, the damned War, the unsanctioned War came by as those with bigger ego than brains crashed against the might of the Initiative. A prepared Initiative, one that countered back with more steel than ever.

Kane wept. And so does he.

So he continues to walk. He is close now. To destination and to death. For nearly a week he had walked, trusting only on the power core of the suit to keep him walking. He cannot do much more than drink a nutritious gruel for several seconds. The least said about his bowel conditions the better. Another day of walking, perhaps, and then–

–red flashes, and the world in front of him explodes.

Pain. A world of black takes hold of him, whispering him to cease his struggle here. He has done more than enough, fighting a shadow war next to the Eagle's roost. He could rest here and none would blame him. Kane would not blame him, the steadfast son.

And yet.

Will unending surged within. He opens his eyes and rises from the dust, from the wake of the ion thunder exploding in front of him. His visor is cracked and lodged around his left leg are shards of Tiberium, growing green and crusting like scabs.

And yet, if he stopped now, he would fail his oath. To Brotherhood. To Kane. And so, he walks on. Limping onwards with his ruined leg.

Such was his zeal, that he did not notice the two figures standing in front of him, seemingly appearing from nowhere.

"Answer not unless questioned to–"
"–and answer this: Why have you come?"

He blinks, and considers his action through the haze of pain. He almost didn't notice the sigils of the Inner Circle marking their armoured pauldrons. And after that, he could not fail to notice the humming of primed laser rifles. So he considers further, before deciding on one thing. That all should be cast aside on this one matter. So he kneels on his ruined leg, wound pressing the jagged path as he bowed down. "This one is but a humble supplicant, asking for nought but scraps from those more faithful and wiser."

"A beggar with nothing but the clothes on his back."
"A fool who cast aside his life's work on chance."
"Nay, Brother. A fool would be prideful, thinking they could stave off the Eagle as they are. He recognizes weakness for what they are."
"Perhaps. Then tell us this. What is your aim?"

He could not look up, nor know which of the two was talking. But he can answer that easily. "Power."

"And he said he wanted scraps. The fool."
"The beggar. No, more. Perhaps we should acknowledge him as he is. The supplicant. The zealot."
"Untempered faith goes before damnation."
"And yet, faith moves mountains. And I see that you're not denying his faith."
"Only a fool would."

The creak of metal crushed the Tiberium beside him, before as air, he was lifted to his feet.

"Stand tall, Brother Reynaldo."
"Your arrival has been foreseen."
"For your service has always been acknowledged by Him."
"For you are peerless in your craft, an insurgent as famed as the Legendary Martyr."
"Yet humble enough to know that a dagger could never hope to parry a greatsword."

Reynaldo looked up, eyes tearing at the fact that the Messiah had noticed him. His pain seemingly a dull ache at the face of recognition.

"Bask then, in splendiferous glory."
"For you are one the few who walked the Pilgrim's Path and succeeded."
"For your just rewards are here. Let your bodies be healed and your faith reaffirmed."

As if on cue, the skies in front of the three split. Nay, it has always been split– by an obelisk soaring heavensward. All around, the world shimmered, illusions peeling apart within the blink of his eye. Walls and fortification stand tall in front of him, unnoticed, before rippling back towards obscurity. The air above then pressed him, as an almost ovoid craft uncloaked itself, hovering just a scant bit above the ground as a ramp extended outwards towards him.

"More, will be discussed."
"But for now, let us carry onward beyond the Threshold."
"Unto the Adversary's Haunt, where He reigns above earth."
 
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