The Regency War Part 8: On Stormy Seas
The Regency War Part 8: On Stormy Seas

The Regency War Part 8: On Stormy Seas

Bintang


Some ask: Why?

Because this is happiness. Let me explain. When it became clear that the Malacca Strait would be crusted green, they bled dry all manner of capital from the nearly-choked Indochina. When it became clear that righteous men and women of all kinds would take up arms against injustice, the forces of reaction did the only thing they could.

Little wonder that our kin one and all, those left behind, are equal brethrens in this struggle.

But I digress. When all these transpired, I came from nothing, the middle-child who stumbled into command of a trawling ship when the lapdogs of the GDI took and took. Within the confines of this ship, after I lost all, I made a declaration. A selfish simple wish to be happy.

In the fulfilment of this wish, I found that happiness that I wished relates to being secure. It relates to steadiness in a life where one's basic needs are cared for. But I also found that in the search of happiness, what makes
me happy is the thrill of mastering fate. That thrill, I first found when I delivered rice bags to the needy when discovery meant death. That thrill, that feeling of defying the world, is one I kept through the years, and this is why I stand here, in the frontlines. Because this thrill too, is my happiness.

And here and now, though you all might not share with me the thrill, you all here share the desire for happiness. If not for yourself, then for others you fight for.

So let us sublimate it all. Into this momentous act.



Bintang's strategic position had been an odd mix of secure and precarious ever since the Third Tiberium War. While her island fastnesses were far from centers of GDI strength, and her walls of steel could raid and pillage as she wished, she was also isolated, surrounded by Red Zones and far from other warlords and the broader Brotherhood.
«Where is Mita? Sortie is soon.»
But this has changed much, over the decades. Just as the GDI changed, so has the Brotherhood, often in halting, jerky steps. And for one such as Bintang, the most talented of naval commanders by virtue of ever-honed veterancy, the halting motion is that of a squall. Sudden, and coming from a discrepancy of pressure.
«It's 1530, Kieran. Come now.»
Natuna Isles was one thing, a baring of fangs that ended in an inconclusive yet agreed upon acceptance on both sides that then, GDI's latest in naval upgrades were adequate and could outpace the pre-existing material condition. But GDI is a behemoth pulled in so many ways by popular will more than technocratic tendencies. The naval deficiency, Bintang had surmised, was a weakness that could be exploited. Only just. The plans for the Regency War were ever fluid, even then – but in striking first, Bintang's star of infamy faded from perception as other Warlords tried to match her starting bet with more and more bombastic acts of warring. And as the star faded, so did the desire of outpacing Bintang's naval edge.
«Oh right. Prayer time though – at this hour?»
And when the Regency War started in earnest, Bintang had more than a few arrows in her quiver. Like a squall, she descended with that self-same alacrity, stunning all GDI observers at the break of noon when the thousands of thousands of buoys and sensors chained together in the atolls of South China Sea blinked in unison. This joined gesture was thought to be a mass malfunction at first. Surely, the two clusters of signatures balling their way to Kyushu were just blinkered sensors, no?
«Hou je kop, Kappa 2 and 3. Kappa 4's religiosity is not an acceptable topic.»
To the mortification of all said observers, the sensors blinked further. Three signatures. No, fou- six. Six massed signatures of varying sizes arraying themselves on ingress coordinates of not only Kyushu, but also the Korean Peninsula. 'No,' was the disbelief of the sensor officers, who flashed the priority message to Philadelphia II and it is a message that rebounds back down to GDI worldwide.
«Kappa 4 is Ready. Let's go.»
Bintang has come. And she is here to take GDI's measure for good in East Asia.
The Last Admiral (2089), an anonymously written biography on Talitha Bintang​

Rear Admiral Ranjeet Savitr had been reclining in his stateroom – a pointless luxury on a modern ship, especially with how everything he needed could be fit into something about the size of a desktop workstation. Space and steel were cheap, especially on a GDI battleship. His hands had cupped a steaming mug of ersatz coffee – sweet, malty and dark – a combination of roasted barley and chicory root, with an extra hit from a chemically-produced caffeine powder. While standard was always available, this was (like most simulated coffees) a special blend, made by the ship's chef.

When the news came, Savitr nearly choked on his coffee as the screen in the stateroom displayed the recorded movements of the Brotherhood fleets. Eyes blinking as if to clear away a mirage the Rear Admiral acted quickly.

It has been said a captain can never show his fear, but an Admiral cannot even show concern. So Savitr rose, brushed down his uniform, collected his mug, and began a resolute march down two decks to the combat information centre, to where he would meet his foe yet again. He knew deep within his fast-beating heart that a rencounter was always in the wings. Moreover, he knew that he would not be a match to Bintang. He survived Natuna Isles, and for that he gained an extra star and a new ship. The last new, rather. Fuji was the last testament of the old GDI that fancied a global hegemony, before realizing thereafter that the authority had left them, relegating it into the role of a glorified picket ship.

Glorified. That was the word Savitr thought even as his face betrayed no emotions to his subordinates. The Peter Principle was not quite in action, but it was close. He and the Fuji are more alike than unlike here, cast as they were into a depth where either may not survive. But by the gods, both will try their best. On their end are the two Battle Groups Raj Kaul and Talay Khan. The former he commanded, and the latter was lead by his once-savior, Rear Admiral Saiga Ito. At their side were the combined forces of seven Governors, a pair of carriers, and a pair of battleships. Augmenting them were the ground support of the 9th Reserve Division, who counted among them the rotated veteran forces of the 17th Field Artillery Brigade; and Yokohama Air Command, which counted among them the ace Lourens "Kappa 1" Rini and the distinguished 98th Fighter Group "Blue Talons."

Against most aggressors, this was a formidable force. But Bintang spared no expenses. Here, the Warlord went to war with all her might. Here, forty-seven ship signatures are arrayed against the entirety of the Home Islands and the Korean Peninsula, spread across six different battle fleets. Here, defeating each and every single one of the battle fleets piecemeal was entirely possible.

Were it not for the fact that the Pirate Queen's personal armada was boldly striding forth, barreling straight for Tsushima Strait and from there, gods knows what. But with 15 ships of varying sizes including the Rajanaga, no one wanted to find out. Even if it was a feint, such considerations are not worth the risk of letting an opposing wartime fleet make their charts that way. This was not unlike what Stahl had committed, but different scales allow for different tactics. The Battle Groups would make their way to meet Bintang, while smaller flotillas backed with ion cannon bombardments could shift the tempo of the battle.

This was the plan, and with this confidence in mind, the two Battle Groups sail to meet their destiny.

The Battle for Tsushima Strait – named such for the denial objective of the GDI forces – started off in an inauspicious manner for the Initiative and the strategy that R.Adms. Savitr and Saiga committed to. It hinged on the crucial assumption that none of Bintang's attendant fleets were able to match the overbearing firepower of the Ion Cannons. It was a hinge that ultimately failed, as the first two arrows nocked on Bintang's quiver were the countering of GDI's orbital supremacy.

Through means unknown to the Initiative, Bintang had levied a considerable favour from the Inner Circle, those august stewards of Kane's return. The Pylon. An unassuming name for a piece of technology derived from the last Threshold Tower, it allowed for near-perfect transferral of energy between wireless pylons. Such a technology was supposedly always on offer for Warlords who wished for it. But between short use-life, prohibitive creation cost, and most importantly, lack of
need, it was never taken.

But an active GDI created this need. The paradigm of 'heavy steel' is an inevitability in naval combat, and massed fleet engagement is required. So combining this hard-bought technology with stolen schematics for GDI's peaker plants, Bintang had created her
Tenaga-class Power Ships and did the unthinkable: created mobile and sustainable Ion Diffuser Shields.

And when it became apparent to GDI that the flagships of Bintang's attendant fleets – all five of the modified
Naga-class battlecruisers – repelled GDI's ionic aggression, both Rear Admirals were already committed to the most significant naval engagement since Leyte Gulf. Not the largest in terms of hulls or displacement, but this would be the first of the last of humanity's wars on the seas.
The Last Admiral
(2089), an anonymously written biography on Talitha Bintang​


"Sir, Orbital Command is standing by and ready to fire," barked one of the junior officers.

"Tell them to fire when ready, Lieutenant. And signal the fleet, we sail immediately."

Thousands of kilometers away, a bolt of brilliant blue lashed down from the skies, and a cluster of contacts vanished in the arcing plasma. But minutes later, as the Initiative's virtual eyes blinked away the stars, the group – all six ships – was still there, making good speed towards Kyushu. As other blasts rained down upon the contacts with similarly unimpressive results, Savitr turned to the rest of his command staff. "Gentlemen, it appears that the lady intends to make us earn our salt the hard way."

Savitr had watched the impending encounter with trepidation but not fear. Not yet. The news of the failed Ion Cannon bombardments was lamentable, but it was partially expected. One of the greater unknowns since the battle of Natuna Isles had been how expensive shipborne Ion Cannon defenses were. He does not yet know why the hostile fleets survived the repeated hammerings, only that it was to be shuffled into the mental folder labelled 'NOD Bullshit' and left for InOps to sort out later. On their own, the threat of each individual fleet was marginal,each only having among themselves six or seven hulls. The littoral forces with land-based support could handle those – at a ruinous cost of steel and souls, but it was doable.

Now though, he is in the engagement range for the Raj Kaul Battle Group. The carriers Einar and Huang Zong had already made their sorties, their Firehawk compliments making repeated strikes against the separated fleet groups. But like porcupines, the Queen's Armada amply equipped themselves against such attacks. Laser-based point defenses were the new norm against any launched missile warheads, and Bintang's newly created battlecruisers equipped themselves with multi-laser AA 'sweepers'. None of the Firehawks were destroyed, but none among the Armada suffered more than minor damages either.

But regardless, the inconclusive engagement tells more of what Bintang has to offer. The Rajanaga is a given, and the two battlecruisers seem to be miniature facsimiles of the infamous flagship. In the case of the attendant fleets, they are the flagships. The ones in the Armada may come with their own Ion Diffusers, or perhaps they're loaded with something else. Their cruisers – four in total – on the other hand seem to be primarily armed with missiles and represent a potent answer to the Governors. Brotherhood Vertical Launch Arrays are always an odd-ball, considering the multiple variants of payloads the Brotherhood have at their disposal, especially for naval warfare. With the Brotherhood tending to favor lighter missiles launched in massed salvoes, they are prone to seeding their barrages with vast numbers of penetration aids and specialist munitions, most notably low yield tactical nuclear warheads.

And then there are the destroyers. Savitr is familiar with them, though the Berberoka-class seems to have been refined after the lessons of Natuna Isles, where all eight were sunk. Visually there are eight of them, but two seemed suspiciously lightly armed, in the sense of being more defensively oriented than their fellows. But looks can be deceiving, especially for the Brotherhood.

"Savitr, your orders?" Saiga's almost casual tone puts him out of his musings. Though the fellow Rear Admiral is five years his senior, he deferred judgement to Savitr. The pressure is immense, but the duty is paradoxically relieving. If he falls down with the ship, then it will be after all is given.

So he exhales. And makes his command.



Kym Hasek of the 11th Strike Squadron stood before her Aurora, watching as the last of six RATO pods was carefully attached to her aircraft. They had a mission, a payload, and (finally) a time to serve their primary purpose. To deliver pain very, very precisely. She would be number one on this attack mission. With her were nine of her companions, organized into two five-bomber flights. With the Auroras being finicky beasts under the best of circumstances, having two of their number out due to mechanical problems would not be the worst downcheck rating the squadron had gotten since they received the new machines.

As the flight line readied up, Kym's helmet intercom crackled "Engine 1, Online. Engine 2, Online. Scramjet, Online. Sensors, Online. Weapons, Online. All Systems Nominal."

The engines trembled, vibrating the aircraft as they choked on the thick atmosphere. The first pair of RATO units kicked in, two rocket engines working up enough airspeed to get that first critical few hundred meters – get enough airflow that the engines would start properly. As Kym was pushed back into her seat a second, nose-mounted pair fired, forcing the aircraft towards an eighty-degree climb. The final pair was held as an emergency backup in case she needed more speed, but for now – safely in the air – it was time to climb. Settling her aircraft into a shallower angle, she began a long looping turn, every meter up adding several meters to the spiral as the rumble of the engine became ever smoother. Below her, two squadrons of Apollos made their own ascent, before settling in for a cruise at a lower altitude.

Making her way south, even with her engines eating up kilometers per second, Kym had time to go over the mission briefing one more time. "Remember, stay high, stay fast, drop everything, and then shuttle out to Australia on your reserves. Bintang is likely to attempt strikes on airfields, and you are unlikely to have time to return and rearm before she is in range. So get out, save the airframes, and land there. Australia Command is expecting you."

Below, Brotherhood naval fighters – mostly Barghests – climbed to meet her. At first, they seemed no threat – just like the Mantises, the SAM sites, and everything else the Brotherhood had thrown in her direction above Russia, above China, above the Arctic ocean and above these very waters. The Barghests were similar enough to standard models, their xenotech engines pushing as fast as they could go. Admittedly slower than a Firehawk, but not by that much, and with their ability to maintain that speed at any angle. But also below her was a squadron of Apollos. With the wingmen drones reserved for more northerly squadrons, rather than her escorts on this attack run, they were a simple dozen aircraft keeping pace with Kym's squadron at a calm cruising speed, holding fuel in reserve for the long flight ahead of them.

As the Barghests began to rise, the maneuvering flaps on the Apollos extended as one after another they began to roll into dives, missile bays sliding open. QAAMs raced among the Barghests – most missing, but some few making hits and damaging or destroying their targets. But even with the damages, the Barghests kept climbing, reaching for an altitude where they could launch on the Auroras and have any chance of hitting them. As they reached this apex, still kilometers below the bombers, they salvoed off dozens of missiles, each climbing on a streak of flames and a trail of smoke. With closing velocities at such high speeds, Kym had no chance to maneuver – with the launch less than ten kilometers away, it was in effect at point blank range. It would have been ten seconds to impact if the missiles were only standing still, and in reality it was just under three seconds before the two groups intercepted each other. The two crossed in a storm of countermeasures as chaff and flare pods blazed out to disrupt the incoming missiles' guidance. Fortunately for Kym, the missiles did not find her aircraft, and the rest of her squadron was behind her, able to get through with no more than scratch damage. The Barghests turned to dive, breaking away from the Apollos even as yet more of the attackers fell from the skies, claimed in the fractional seconds that Apollo autocannon played across their space.

Arriving at the target area – the wind whining as it played over a fracture created by fragmentation from one of the missiles – the battlegroup was far below her aircraft. As Kym's finger slipped onto the release trigger, the kickers for the four glide munitions snapped them out into the airstream, lifting bodies wiggling as they found their equilibrium point. By the time they reached their target they would be moving at around 1300 meters per second, and each of the four glide bombs (assuming they were inert devices) would impact with some 1,267,500,000 Joules, or an impact marginally less energetic than the explosive payload of a 20th century TLAM-C. These were far from inert. Rather, each carried several hundred kilograms of high explosives, wrapped in an armor piercing case. On impact, the fuse was set for about a quarter second – in which time the device would penetrate deep into the core of the ship, and detonate. In a SinkEx against an old and retiring Arleigh Burke, one of the two munitions used in the exercise overpenetrated and detonated beneath the hull of the target. Therefore, following the four bombs dropped by Kym were thirty-six more, released by the other members of her squadron as they began the sweeping dog leg that would take them out over the Australian Red Zone before landing.

Kilometers below the squadron, a pair of Nagas, a tender, and a flotilla of destroyers were the intended target. As the bombs streaked down from the heavens, a blaze of incoming fire rushed the other way. One womped into shrapnel from a plasma blast. Others fell prey to lasers as they flashed time and time again. Countermissiles roared up from the destroyers, conic shapes barely steady as they rose on columns of flame and smoke. More of the incoming bombs fell prey to these weapons, but it was not enough. A destroyer nearly split in two as a bomb slashed into the roof of its forward turret before shattering the forecastle as the explosive detonated. A Naga had four splash nearly perfectly around her, buckling in the hull panels and tearing loose one of the screws as the ship began to limp. Other ships bucked and twisted as detonations ripped them apart. Kym however was already over the horizon, deep in the dark blue.



The records were clear on what R.Adm Savitr ordered and by all means it was a clean plan. The carriers and their wings would continue interdiction, until friendly air elements could arrive on scene for a massed push. The Battleships Fuji and Hallasan would take on the Rajanaga and her two attendant Nagas while the Governors ensured that none got in the way. Like all good Admirals, he trusted in his captains' ability to execute them cleanly.
«Yokohama, ETA is 30 seconds. Orders.»
And for the encounter, it was the Fuji that fired first. Solid railgun munitions fired from medium range travelled straight towards the Queen Admiral's flagship. First blood went to GDI, as the rounds battered the Rajanaga and her attendants. But before the battle could begin in earnest, Bintang broadcasted in all channels, boosted to reach GDI media arms on what GDI analysts derisively called 'an accord.' That for all the levelling of Ion cannon bombardments, GDI had forced her hands and that she would escalate to meet the weapon usage in the only way the Brotherhood could. 'For this battle only,' she relayed, 'the bet is raised.' So here, through the veil of decorum, the Ulars began their nuclear-laced bombardment of GDI ships.
«Kappa 1, objectives remain the same. Once Blue Talons enter the combat airspace, command will be transferred to Talay Khan.»
Though as a general rule GDI's equipment is shielded against EMP blasts, Bintang's low-yield nuclear missiles were never designed to hit GDI's naval vessels. They were meant to blind the sensors, trusting in the volume of fire of the multi-missile barrage to damage GDI ships, and to ensure that the suddenly barreling Armada could force the engagement range to a much closer one via distraction. Almost immediately, the cruiser Raskolnikov drew the short straw. While the detonation blinding its sensors began to dissipate, the EWAR pods in Bintang's barrage activated, scattering hundreds of false signatures amid the incoming fire. As Rasolnikov switched its point defense batteries to manual control, it opened fire, visually acquiring and punching out dozens of incoming missiles as it slewed wildy back and forth in an attempt to cut down on the number of incoming munitions that could hit it. In its location among one of the vanguards of the combined Battle Groups, it admirably shot down most of the missles headed its way. But as one of the first hulls to have their sensors blinded, it eventually suffered a direct hit to the bow.
«Copy. EMP levels?»
The blast, though no larger than the Davy Crockett of old, gutted the entire front of the ship, disintegrating the railgun turrets and swallowing the CIC whole. Raskolnikov, the survivor of Natuna Isles, was only the first of GDI's ships to die. It was the sobering event that dispelled all illusions: This battle would be a bloodbath to all.
«Minimal. Radiation is non-concern.»
Immediately, Raskolnikov's brethren sought their vengeance and the air was filled with all manner of projectiles. This would not be a battle where a numerically superior Brotherhood fights against the materially superior Initiative. This would be one where two doctrinally different groups fight against one another. And for the GDI Governors, that doctrine is a doctrine of unavoidable slug shots that gouge and rend and tear apart their counterpart Ulars. Even with damage control capability that matched GDI vessels, there were no answers to be given for Naresuan, whose magazine stacks exploded in a chain reaction that split the superstructure in half. A karmic end, in the eyes of some, for the ship that had launched the fissile-ladden payload that destroyed Raskolnikov.
«Compliance. Talay Khan, we are vectoring in, ETA 10 seconds. Orders?»
Of course, the greater battle was a conflagration in terms not seen in this decade. Entire chapters could be written on the proliferation of the Gana, where Bintang outfitted secondary turrets on the Rajanaga to fire Gana pods, dispatching the cephalopodic menaces at the duelling battleships. Boardersdeformed railgun barrels, and in the case such is not enough, jammed themselves into the turrets. They do not die easily even under literal fire, limbs severing automatically and acting as flaming whips that fly back at their Zone Trooper aggressors. The]Berberokas themselves – aside from their own considerable missile batteries – fired torpedo pods carrying Afanc-class Gana that swam inside hull breaches made by more conventional torpedoes, catching unfortunate seamen in painful death rolls. Entire treatises could and have been written of the controlled scramble of GDI vessels to avoid the torpedoes, about the heroics of Talay Khan's Firehawks, who twisted and turned and died and delivered payloads between laser sweeper fire, taking down two Berberokas and damaging three more.
«A sound for sore ears. Blue Talons, support the remaining craft in the airspace. Push the Brotherhood armada back!»
But all eyes were on the dueling flagships, even as the Governor Salavat slipped beneath the waves after taking down the Berberoka Birsa Munda and the Ular Bayinnaung. It was a mid-range duel where railguns were deadlier but plasma more crippling. Each and every salvo from the combined plasma batteries of the Rajanaga and the attendant Naga-class Pyinsarupa and Navagunjara that struck the decks of the Initiative battleships irrevocably damaged the railgun turrets and point defenses in equal measure, even if the superstructures were left relatively intact. For fifteen minutes, the clash continued with no clear winner, even as all five vessels smoked and scorched with mounting damage visible. Neither side was so lucky – or unlucky, depending on point of view – as to suffer a catastrophe to equal their escorts' rapid demise. They were far too big, and too well armored, and (in the Brotherhood's case, with their choice of weaponry) paradoxically undamaging in the capital ship exchanges.
«Very well. Kappa Squadron, prepare AShMs»
But the equilibrium was always unstable. And at the 18 minute mark since the sinking of Raskolnikov, Pyinsarupa's main rudders were struck dead-on by Hallasan's three remaining unslagged railguns. More than that, GDI's cavalry were in the wings. The Blue Talons had entered the area of operations, and seemed ready to tip the scales. But unbeknownst to the GDI at the time, Bintang was ready to launch the second of her nocked arrows.
\\ Lock-on Warning! Lock-on Warning! //
«Where did that come from?!»
«Below! All flights, evasive maneuvers now!»

Erupting from the waves were dozens of fighters: a new Barghest variant. Sleek extended teardrops with a central bulge for the cockpit ), water running off the split tail as they began to maneuver. Having been silent and hidden, running on their gravitic drives and tended to by submarines, they were finally ready to make their attack properly. From each, missiles reached up towards the Firehawks and Apollos above them, scattering GDI fighters amidst flurries of countermeasures and jammers. While few of the missiles found their marks, the Initiative fighter groups carried few air-to-air missiles of their own, most burdened down by AShMs. While these new Barghests – later given the designation "Kelpies" – were relatively few in number, with the Initiative having well over a three to one advantage in airframes, the advantage in terms of air to air firepower leaned severely in the Kelpies' favor, with only half as many missiles being launched in return, mostly from the Apollos as they emptied their internal bays.

For most of the history of guided missiles, the standard fuse has been a proximity device, derived from the VT fuses of the Second World War in many cases, with the warhead detonating up to several meters away from the aircraft, and producing kills from fragmentation. Here, the Kelpies drove straight through the missiles, heedless of the blasts that raged around them, their skin becoming pockmarked as fragments splashed against hulls. The squadrons closed, seeking the range for their plasma cannons to make hits. Diving against them were Apollo squadrons, autocannons blazing forth streaks of green as copper compounds in the base of every tenth round, a holdover from the days where the only way to target was with reflection and optics, flared and combusted. The rounds, mostly explosive and incendiaries, spattered against the hulls, with only the occasional armor piercing rounds punching through into the interiors.


Undeterred by the fire flailing around and on them, the Kelpies stuck to their formation, and as the Apollos began to climb out of their attack runs they made a salvo of parting shots, their own streaks of green plasma racing to meet the Initiative formation. While at this range (and with the rapidly changing kinematic situation) few of the shots made impact, a handful of Apollos began to spiral towards the sea – their airframes twisted by the blasts, many ablaze from secondary fires. But their real target – Firehawks by the dozen, nearly all loaded down with naval strike packages, missiles and bombs hanging heavy from their munitions pylons – was still ahead. With their missiles expended, the Kelpies were among the Firehawks like hawks against sparrows, burning through their targets with brutal efficiency. Attack groups punched down aircraft after aircraft. Rather than try to complete their strike, the Firehawks dumped their munitions, and those squadrons that had stratoboosters hit them to quickly climb out of the battle space and return to their home bases. Those who had not elected to mount boosters – in many cases to make space for more and heavier munitions – fell in large numbers as the Kelpies had free reign.

Antiaircraft missiles from the fleet, from ships that had survived the first clash, began to reach the dogfight soon afterwards. The much larger missiles, carrying over twice the payload of any air to air missile currently in use, were confounded by the Kelpies' superior maneuverability, with many failing to manage acceptable intercepts before running out of energy or losing their targets. Of the dozens of missiles poured into the battle space, only six managed to make contact – two of them producing glancing hits no more effective than any other missile had managed, three achieving some level of damage from a close ranged blast, and one actually downing a Kelpie, its proximity fuse failing and the secondary impact fuse touching off in contact with its target's hull.


Out west, while Bintang's surface fleet had been raging with all the fire and fury they could muster, dozens of black shapes slipped through the water. Quiet enough that they were effectively empty holes in a silent sea, they made five knots as they took their time. So long as the fleet was distracted, the damnable V-35s grounded or out of the way, they were safe here beneath the waves.

Eight hundred kilometers from the Home Islands of Japan the submarines rose to launch depths, before speaking. Savitr's fleet was hundreds of kilometers out of position to do anything, and so GDI's military and civilian operations across Japan lay defenseless before the barrage. A cruise missile, even a supersonic one, has a noticeable period of vulnerability even to a basic autocannon. Back in the Second World War, by June and July of 1944, just under twenty percent of all V1 attacks were being shot down by proximity-fused, radar-directed anti-aircraft guns across southeastern Britain. While a modern missile would be faster, harder to spot, and flying far lower, the same basic principle applies, with anti-aircraft emplacements and missile launchers creating curtains of fire to reduce the effectiveness of the attack. A ballistic missile, for a comparison, flies much higher, and by the time it arrives at the target it is well north of Mach 3, and depending on the model and course, can reach velocities north of Mach 5, and presents a very small target to the defenders below.

Early warning radar installations across the Japanese Home Islands registered launch after launch, and over the next minutes, helpless to do anything against the incoming fires, they could do nothing but sound the shelter alarms. As the rain reached its apex, it shattered into dozens of new contacts, raining down across the Tokyo prefecture. Most targeted military complexes, raining down on the naval bases, military barracks, munitions factories and the like. But while most such sites are sprawling complexes, some are scattered through residential neighborhoods, and dozens of missiles fell outside of actual targets – wayward munitions hit apartment blocks, shopping districts, and two fell on an enclosed park.



Savitr coughed at the smoke filling the CIC from blasted fuse boxes. Surges had blown out many of the lights. Tactical plots flickered and fuzzed. But the Fuji had survived. The same was much less true for the rest of the fleet. Multiple Governors had been sunk, and the other battleship had been blasted into scrap metal. The Fleet could, at best speed, make seven knots, hulls bleeding into the water. Around the group, hydrofoils – held back from the main engagement – swarmed, providing what aid they could to keep the ships afloat and functional. Others swept the waters, looking for survivors.

Bintang's fleet had been equally savaged, falling back, harried by GDI strike groups. The Rajanaga had been mauled when it sailed into the depths of the Initiative fleet, and had barely escaped destruction at their hands. It was a victory, but one that had required her to show many of her cards.

Sailing towards Tokyo harbor, the first thing the fleet saw was smoke still rising towards the heavens. While fire teams and damage control groups had brought most of the fires caused by secondary explosions under control, multiple tank farms had been devastated, burning months' worth of fuel production in hours. A dense haze still covered the area, smog the likes of which had not been seen for years. Coming into dock, the crew offloaded had to wear respirator masks to safely traverse the kilometers to their quarters as construction and repair crews swarmed over their ships. Many would take months to repair, if they could be repaired at all.


Australia


"Bless the Maker and His water.

Bless the coming and going of Him.

May His passage cleanse the world.

May He keep the world for His people. "

-Prayer of the Australian Brotherhood.

Despite the shipment of massive quantities of war materiel, the defense of Northern Australia has collapsed. While the southern offensive did have to take a significant breather after running out of steam in the previous months offensive, the other Initiative forces in the region were still fresh and able to pour on in from other positions, and with the drastic shortening of the lines concentrated Initiative assets were able to continue the offensive.

Partially this was a matter of training. While the local Brotherhood knew well the value of Stealth Tanks, Scorpions, and old-style Vertigo bombers and could use them well, newer assets like the Centurion were just that – new. And while they are certainly familiar with certain parts of the system, a Centurion as a whole is a very different beast to the Purifiers and Avatars that the Australians had used for decades. This in turn led to a number of catastrophic mistakes, where the Centurion – a substantially lighter and less capable walker – was expected to fight in the positions and roles of previous mechs, rather than as a main battle asset.

While a short overall thrust – less than a day's drive at top speed – GDI took well over two months to secure the territory. In a series of short pushes driving the enemy back carefully, GDI units rarely pushed forward more than ten or fifteen kilometers a day, instead focusing on maintaining the cordon and preventing breakthroughs as the increasingly desperate Australian Brotherhood launched counterattack after counterattack.

The port of Townsville became increasingly busy throughout the last quarter of the invasion, as an endless stream of ships attempted to pull men and materiel out of the region, often signalling that they were in the process of civil evacuation to avoid strike by GDI forces – especially the Aurora bombers that increasingly prowled the Coral, Arafura, Bismarck and Solomon seas, hunting for the naval forces that had so embarrassed GDI before.

The final real battles occurred just south of Townsville, where the Brotherhood of Nod chose to make a stand. With their mechanized forces depleted after a long winter campaign, many expended wastefully in poorly-done attempts to conduct fighting retreats. In the region, there are few real natural defenses for the Brotherhood to take advantage of, and while the Brotherhood had been able to bleed and stall GDI with a long campaign of hit and run tactics, and trading space for time, at Townsville they found they had no choice. To the north, the warm waters of the ocean; to the west, Tiberium; and to the east and south, GDI. Here, the Brotherhood had run out of space, especially because they had no other choice but to keep the port open and evacuate as many as they could.

When GDI arrived, the fighting quickly bogged down into tense urban combat. The Brotherhood had largely been reduced to using armored fighting vehicles in fixed positions and infantry units as the mobile assets. The remaining mechs were the only force that they had as a proper mobile reserve. By mid September, GDI had encircled the city, and had brought not just anti-shipping missiles but tube artillery within range of the port facilities, closing up operations with a last pair of cargo submarines leaving on the 17th. With the encirclement now complete, GDI demanded a surrender on the 18th, which was refused by the Brotherhood commander, and the bombardment began by the early afternoon. Barrages reduced much of the defenses south of the town to bouncing rubble, with over five hundred tubes firing for hours on end. At dawn of the next day, the offensive launched off, with two brigades attacking along the southern side of Lake Ross, and another three along the northern side, hammering into the Brotherhood's defensive positions. While lasers and conventional rounds lanced out from the entrenchments, the lasers spattered and skittered across the ablat, and for every round that went out from the Brotherhood, GDI responded with five; and the defenses rapidly crumbled. By the end of the day, GDI had taken up new positions on the outskirts of the city, and over much of the next week, Initiative forces dug the Brotherhood out of the town block by block and often room by room. By the end of the day on the 24th, the Brotherhood had either surrendered, died, or were on Magnetic Island, across an 8.5 kilometer strait. The position there was a fortress, dug deeply into the island, and while not self sustaining, nearly impossible to dig out without reducing the island completely. Operations instead slowed to a crawl. While beam cannons and dug in Spectres continue to lash out from deeply dug in positions, they were responded to by nearly ten times their weight in Initiative fires. Even so, the Brotherhood still holds the island, and there are currently no plans to try to dig them out. Rather, it will be a long slow siege until they break from the mental strain of constant low level shelling, or run out of food and supplies.

The effective end of Brotherhood resistance anywhere close to the Australian Blue Zone is a grand opportunity for the Initiative. While regions like Greenland have usually been free of the Brotherhood in any military capacity, they are also poorly populated, with the need to build massive housing and services complexes for even simpler facilities, let alone a project like the Nuuk Heavy Robotics foundry. Australia however is both far more pleasant to live in, and has the advantage of having a sizable home grown industrial, academic, and technological base. In the near future, rather than being a toehold on a continent mostly controlled by the Brotherhood, the Australian blue zone is likely to become a heavy industrial power house, including large shipbuilding, and in the north of Australia, space launch complexes. However, there are still practical challenges, not least of which is distance. While ships and aircraft are certainly fast, it is still quite the journey, across boundless tracts of open waves at best, and Brotherhood infested depths at worst.
 
Last edited:
Q4 2060
Tech versus Platform
So, one thing that I have been repeatedly asked about is which items on the list are producing a technology that applies more broadly and which ones are simply producing a platform. Now, in most cases, it is some of both, but I have gone through and tagged development as either Techs, or Platforms. The former are primarily technological development projects, where you are building up your capability in some area. On the other hand Platforms take applicable technologies into account, but do not push the envelope on their own.

Q4 2060

Resources:‌ ‌975 + 10 in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)

Political‌ ‌Support:‌ 54
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Tiberium Spread
20.56 Blue Zone
2.65 Green Zone
22.65 Yellow Zone (94 Points of Abatement)
54.14 Red Zone (70 Points of Abatement)

Current Economic Issues:
Housing: +35 (32 population in low quality housing) (-5 per turn from refugees)
Energy: +15 (+4 in reserve)
Logistics: +25 (-9 from raiding) (-7 from military activity)
Food: +18 (+10 in reserve)
Health: +3 (-9 from Wartime Demand) (-10 from Refugees)
Capital Goods: +34 (+67 in reserve) [-10 at End of War ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +34 (-22 from demand spike) (+3 from Private Industry)
Labor: +38
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1900/2470)‌ ‌
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +55
Green Zone Water: +6

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌20; ‌158)‌ ‌
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 ‌(105;‌ ‌45;‌ ‌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 ‌(478;‌ ‌260;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Consumer Goods: 12 Points
Food: 18 points in reserve
Income: 65 Points
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Railgun Munitions Development
Complete at least one more phase of Ablative Armor
Complete at least one more phase of URLS production
Complete at least three more phases of Blue Zone Apartment Complexes
Complete GDSS Enterprise
Complete at least four phases of Space Mines
Complete Karachi Planned City by end of Q4 2065
Develop and Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Complete Isolinear Chip Foundry Anadyr
Develop and Deploy Crystal Beam Industrial Laser




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 6)
Future waves of Fortress Towns will be positioned deeper into formerly Brotherhood territory, and require substantial networks of roads, rails, and other means of support. While not yet at the limits of GDI ability to construct and support such facilities, they are substantially ahead of most other civilian infrastructure.
(Supports Green Zone Intensification)
(Progress 112/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
(Progress 0/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)

[ ] 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 5) (Updated)
A further wave of construction will finalize securing the routes to the Australian Red Zone, and ensure improved supply to GDI's various fronts. At this point however, further construction of rail networks is likely to see increasingly small improvements in the overall supply network
(Progress 39/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+3 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) (Updated)
With GDI firmly in control in the region, and the city now in a Blue Zone, the project must be substantially re-envisioned. Rather than being a terraforming project, it is now a heavy industrial site, with massive projects to produce a wide array of useful goods, one of the first outside of the traditional Blue Zones, and turning it from a periphery city to a core part of the Initiative.
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 3/550: 20 Resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
(Progress 0/1100: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods)

[ ] 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)

[ ] Tokyo Harbor Reconstruction (New)
With the damage to Tokyo Harbor due to Bintang's strike, the ability of GDI to sustain a full spectrum sea and air defense network around the islands is currently noticeably degraded. While there is basing capacity spare, multiple heavy ships will need to be withdrawn to other harbors further north, or across the Pacific.
(Progress 0/360: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter)

[ ] Bureau of Arcologies (New)
With GDI in chronic need of higher quality housing, separating out a stream of resources and personnel to maintain a constant inflow of new high quality construction, as the demand for housing has remained a serious political issue. Ensuring that construction continues at a reasonable pace may head off parliamentary pressure, and potentially punitive demands for vast amounts of arcology construction.
(-1 Infrastructure die, -2 to Infrastructure dice, -15 RpT) (+1 Housing per turn)

Heavy Industry (5 dice)

[ ] Advanced Alloys Development (New) (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)

[ ] Continuous Cycle Fusion Plants (Phase 7) (Updated)
The systematic and continuing construction of additional fusion plants is still ongoing, with GDI expecting to require much more construction, even with improved CCF plants on the horizon.
(Progress 153/300: 20 resources per Die) (+16 Energy) (-1 Labor)

[ ] 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 4) (Updated)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/1200: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2400: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Suzuka Prototype Hover Chassis Factory
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)

[ ] Crystal Beam Industrial Laser Development (Tech)
Crystal Beam laser technologies, now released from military exclusivity, is likely to be a substantial upgrade to a wide variety of Initiative technologies, ranging from existing uses, where it is likely to be a substantial efficiency upgrade, to a number of new uses, such as long distance laser cutting.
(Progress 0/80: 10 resources per die)

[ ] Low Velocity Particle Applicator Development (New) (Tech)
The Brotherhoods Charged Particle Beams are in effect very high efficiency particle accelerators, energized from Tiberium based power cells. While the Initiative is unwilling to adopt the power cells, the technologies behind the particle beams have potential uses in a wide range of industries, including extremely high precision additive manufacturing, lithography, large particle projectors, and industrial cutting machinery.
(Progress 0/120: 20 resources per die)

[ ] Isolinear Chip Foundry Anadyr
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 0/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)

[ ] Division of Alternative Energy
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per Turn, -1 Heavy Industry Dice)

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)

[ ] Reykjavik Myomer Macrospinner (Phase 5) (Updated)
At this point, Reykjavik's macrospinner is entering its final form, a substantial district of the city in its own right, and the largest complexes for the production of new components for everything from combat arms to advanced training robots for the military, able to simulate Brotherhood combatants.
(Progress 50/1280: 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 71/95: 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 Drone Factories
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)

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 rapidly increase food production by a significant margin
(Progress 0/150: 15 resources per die) (+8 Food, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 3)
With refugees swarming GDI's borders, and the population expected to increase by some substantial number of percentage points across the next year, massive new and expanded aquaponics bays are going to be a core element in being able to feed that population. While other facilities can help, these will be the backbone of what can be done.
(Progress 30/140: 10 resources per die) (+6 Food) (-1 Labor)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(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 3) (Updated)
A final and substantial upgrade to the system of Kudzu production will see a finally sufficient level of caffeination returned to the Initiative. While not as important as many other things, having a hot caffeinated beverage serves as a social lubricant and does noticeably improve overall outcomes on the macro scale.
(Progress 56/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)

[ ] Tarberry Development (Tech)
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 (Tech)
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 126/200: 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)

[ ] Caloric Reclamation Processor Development (New) (Tech)
Taking the Brotherhood of Nod's technology to produce high bioavailability "food" blocks will provide both a means of creating virtual food stockpiles, and convert otherwise waste goods into usable calories and nutrition. While trying to feed GDI soldiers or civilians these rations outside of the deepest of emergencies will be politically unpopular at minimum, it is a useful means of extending vital food stockpiles.
(Progress 0/40: 5 resources per die)

Tiberium (7 dice)

[ ] 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 10) (Updated)
While finishing up the current expansion phase of harvesting operations along the GDI/Nod borders is unlikely to cause issues, aggressive development of further offensives into the deep Yellow Zones are at this point increasingly likely to trigger operational and potentially strategic exchanges, as warlords will respond to deep drives into the Brotherhood heartland, although it will break the territory held by warlords into increasingly small pockets.
(Progress 174/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[ ] Intensification of Green Zone Harvesting (Stage 6)
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 46/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (2 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 Border Offensives (Stage 1) (Updated)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 0/200: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Stage 6) (Updated)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(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 Stages 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)
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.
-[ ] Bissau (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
-[ ] Porto (Progress 44/70: 10 resources per die) (+5 Resources Per Turn) (-2 Energy)

[ ] 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) (+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 (Platform)
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 (Tech)
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)

[ ] Harvesting Tendril Deployment (Phase 1) (New)
A substantially novel development in Tiberium harvesting, GDI can now begin to deploy the Harvesting Tendril in significant numbers. While it will not be able to entirely replace the existing harvester models with the current project, future projects will make it into the standard, and redefine how GDI approaches laying out Tiberium mining projects.
(Progress 0/600: 30 resources per die) (+90 Resources per turn) (-1 STU)
(Progress 0/750: 30 resources per die) (+100 resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations)

[ ] Ion Storm Collector Panel Development (New) (Tech)
A number of Scrin vehicles mounted Ion Storm collectors, a means of supercharging themselves via the energy discharges of ion storms, and a massive advantage in Red Zone Operations. While the Initiative cannot produce anywhere close to the same energy density, Initiative Red Zone operations will greatly benefit from harvesting panels that draw on that energy, especially those more generally connected to the power grid.
(Progress 0/80: 15 resources per die)

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 5)
Upgrading the GDSS Enterprise to a fully functioning orbital industrial station will make significant progress towards giving humanity an interplanetary future. The goal is small scale fabrication of nearly every needed component for space travel and habitation, a test bed for future development and technologies.(Station)
(Progress 102/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)

[ ] GDSS Enterprise Bays (1 available)
-[ ] Military Bay
Converting the open slot to military production offers significant developmental potential due to the ability to do large amounts of manufacturing without the stresses of gravity interfering with the process. While not everything will be aided by such a construction, this will make the OSRCT significantly less dependent on massed fusion launches from ground support facilities.
(Progress 0/450: 20 resources per die)
-[ ] Advanced Materials Bay
Across a wide selection of fields within materials science, the ability to make objects in zero gravity has significant implications, ranging from optics and large scale crystals, to alloys and composites. While small scale production as done in such a bay will be of limited overall use, it is likely to heavily inform future projects.
(Progress 0/400: 20 resources per die) (+8 Capital Goods)
-[ ] Satellite Bay
Most satellites are very low density constructions, with much of their bulk composed of materials such as foamed aluminum or layers of foil. By specializing the Enterprise towards building these units, there are significant cost savings due to being able to haul up materials by the ton, rather than having to figure out how to fit them into a launch. Additionally the satellites themselves will be significantly more refined, as they do not need to undergo the difficulties of a chemical or fusion launch.
(Progress 0/400: 20 resources per die) (Discounts Satellites by 20 points)
-[ ] Station Bay
The largest limitations on the size of a station are the dimensions of the Leopards and Unions doing the construction. For example, there is significant use of ten meter struts on both stations, rather than longer ones that can take greater loads per kilogram. This in turn means that there are thousands upon thousands of joins, adding hundreds of tons of material that do not need to be there. Building a dedicated bay for building large scale station components will both increase the strength of the stations, and substantially decrease their costs.
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[ ] Gravitic Shipyard
With the exception of GDIS Pathfinder, GDI cannot effectively reach beyond the moon in a reasonable amount of time. While the throughput of a fusion craft is higher within that boundary, attempts to exploit Martian and belt resources, let alone materials beyond the belt, require the construction and maintenance of dozens of gravitic drive ships capable of long range transits. While still too limited in acceleration to move people and materials off earth, the same problem certainly does not apply to many of the other areas of interest in the solar system.
(Progress 0/450: 30 resources per die) (-2 STU, -1 Capital Goods)
-[ ] Fusion Shipyard
Currently, all GDI fusion craft are designed with the ability to climb out of the Earth's gravity well as a core function. However, with the moon and beyond as goals of GDI's space program, the need for substantial numbers of heavy transit vessels is critical. Large fusion tenders, either in short legged manned, or long legged unmanned designs can serve to fill key niches as part of a complex of transport solutions across the solar system.
(Progress 0/500: 20 resources per die)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (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 11)
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 32/85: 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 (Platform)
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)

[ ] Leopard II Factory
The Leopard II, as developed by the SCED is a general upgrade, both in size and performance over the original design. With the need for more launches, and substantially more complicated flight profiles, another major fusion yard is required, this one located near Kagoshima to expand the sites of fusion production away from Mehretu.
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)

(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) (+15 resources per turn)

[ ] Lunar Heavy Metals Mines (Phase 3)
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 217/375: 20 resources per die) (+20 resources per turn)
(Progress 0/365: 20 resources per die) (+20 resources per turn)
(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)
(Progress 0/325: 20 resources per die) (+2 Heavy Metals)
(Progress 0/315: 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 (Updated)
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 101/300: 20 resources per die) (+5 Health, +4 Labor, -4 Capital Goods, -2 Energy)

[ ] 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 (Tech)
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 (Tech)
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)

[ ] Hardlight Interface Development (Tech)
While the Scrin's shield technologies are still poorly understood, one of the oddball technologies currently in development is hardlight interfaces, using the shields to project holograms that can be interacted with in a three dimensional environment. While not useful for everything, it does offer far more customizable interfaces, and can do significant work for computer assisted design and similar needs.
(Progress 0/40: 15 resources per die)

[ ] Less Lethal Security Electrolaser Development (New) (Platform)
The lightweight capacitors and laser system developed by the Scrin seem to offer the security services a capable new weapon, with less inherent lethality than a kinetic firearm, and significantly more standoff range than traditional tasers, even the designs that fire various forms of remote charges.
(Progress 0/50: 10 resources per die)

[ ] Pinhole Portal Early Primitive Prototype Construction (New) (Tech)
Portals are a potentially revolutionary technology for communication, transport, and dozens of other fields. However, at this time, it is only ready for a critical test run, seeing if the very most basic of functionalities, a short range pinhole, can be created.
(Progress 0/180: 100 resources per die)

Military (8 dice)
[ ] Advanced ECCM Development (Tech)
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)

[ ] Stealth Disruptor Development (Tech)
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 (Tech)
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)

[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)

[ ] Military Particle Beam Development (New) (Tech)
While the Initiative is unwilling to make use of the packs that make infantry versions of the Brotherhood's particle beam system work, it does have a place in supplementing the Initiative's machine guns and autocannons, mounted on everything from hydrofoils, to zone armor and various forms of light vehicles.
(Progress 0/100: 20 resources per die)

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some sections 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) (Updated)
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. Adding new Infernium lasers to the batteries will increase upkeep costs, but cut the total number of batteries required.
(Progress 0/275: 20 resources per die)
(Progress 0/325: 20 resources per die)
(Progress 0/375: 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 39/335) (Roshchino) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/335) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/335) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/335) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/335) (Lisbon) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/335) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/335) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/335) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/335) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/335) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/335) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/335) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/335) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/335) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/335) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/335) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/335) (Lhasa) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/335) (Maputo) (2 Points Yellow Zone Mitigation, 10 RpT)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/335) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/335) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/335) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/335) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/335) (Qingdao) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/335) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/335) (Luwuk) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/335) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/335) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/335) (Guaymas) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 East (Progress 0/335) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 West (Progress 0/335) (La Serena) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/335) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/335) (Lagos) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/335) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/335 (Valencia) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Berbera) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub YZ-18 (Progress 0/335) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Tripoli) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/335) (Congo River) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/335) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/335) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/335) (Beirut) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/335) (Chattogram) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/335) (Tuaran) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/335) (Banda Aceh) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/335) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/335) (Eucla) (3 Points Red Zone Mitigation, 25 RpT)


Zone Operations Command

[ ] Infantry Recon Support Drone Development (Platform)
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 (Platform)
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 (Platform)
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)

[ ] Zone Lancer Development (Platform)
A variant of the Marauder suit refitted with a personal plasma gun, the Zone Lancer is intended to augment and support the already extremely capable antiarmor capacity of the Initiative's Zone Armored forces, and provide a viable replacement for the Marauder's limited ammunition.
(Progress 0/40: 15 resources per die)

Air Force

[ ] Wingman Drone Deployment (High Priority)
With the Wingman drones, GDI has begun to lay out a platform for a future of warfare, primarily built around pilot survivability, and preparing for a series of larger and more intensive aerial campaigns around the world.
- [ ] Orca Wingmen (Progress 0/550: 20 resources per die) (-2 Labor, -6 Energy, -2 Capital Goods)
- [ ] Firehawk Wingmen (Progress 215/450: 20 resources per die) (-1 Labor, -6 Energy, -2 Capital Goods)
- [ ] Hammerhead Wingmen (Progress 0/400: 20 resources per die) (-4 Energy, -1 Capital Goods)

[ ] 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 (Platform)
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 3)
With the first two rapid response stations assembled, if not yet fully ready for action, further development will begin focusing heavily on larger stations, not just to act as immediate reinforcements for embattled holdings, but forces intended to crush the Brotherhood under a rain of metal from the skies. (Station)
(Progress 5/295: 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) (High Priority)

[ ] 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)

[ ] Tactical Ion Cannon Network (Phase 1)
While the idea of smaller, more numerous Ion Cannons is tactically useful, this first stage is expected to be tightly connected to the existing network, piggybacking off the existing control centers and sharing bandwidth on the ASAT network. This will limit the number of commanders who can access the network, but ensure that the limited deployment is employed in the most critical or advanced fronts. Future phases will increase both the number of tactical ion cannons, but also push the authority to shoot further down the chain of command with new control networks.
(Progress 0/275: 20 resources per die)

Ground Forces

[ ] Universal Rocket Launch System Deployment (Phase 3)
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)

[ ] 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) (Very 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)

[ ] Ground Forces Zone Armor (Set 1) (Updated)
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 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/190: 20 resources per die) (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] London (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/190: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/190: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/190: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)

[ ] GD-3 Rifle Development (Platform)
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 (Tech)
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

[ ] Infernium Laser Refits (New)
While the Infernium lasers will not be completely replacing older CBL designs, they do need to have a system built to produce them in large numbers, some several thousand units, with the expectation of needing hundreds a year going forwards.
(Progress 0/450: 30 resources per die) (-1 STU, -2 Energy)

[ ] Escort Carrier Shipyards (High Priority)
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Dublin (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Nagoya (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)

(Offensive Navy)

[ ] Island Class Assault Ship Development (Platform)
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 (Platform)
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 Shipyards (High Priority)
The Shark unfortunately is of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
-[ ] Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
-[ ] Melbourne (Progress 172/300: 20 resources per die) (-6 Energy, -2 Capital Goods)

Steel Talons

[ ] Mastodon Heavy Assault Walker Development (High Priority) (Platform)
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)

[ ] Medium Tactical Plasma Weapon Deployment
A medium weight ion cannon, capable of being fielded on the Titan and other Initiative vehicles, and as a secondary weapon on other systems, is a potentially substantial increase in direct firepower. Deployment is likely to be small scale however, as it is less flexible, barring further delays in deployment of variable munitions for the Initiative's railguns.
(Progress 0/80: 30 resources per die)

[ ] Light Combat Laser Development (Tech)
Effectively an Initiative version of the same laser system found on the Brotherhood's Venoms and raider buggies, the light combat laser is likely to be an effective endurance upgrade across a wide number of systems, even if it is less directly effective. For many vehicles however, it will be filling a secondary role as an antimissile laser, shooting down incoming RPGs and bombs.
(Progress 0/40: 25 resources per die)

[ ] Heavy Combat Laser Development (Tech)
A heavy direct fire beam laser, this is currently more of a curiosity than anything else, especially with the performance of the Initiative's current railgun arsenal. However, the Talons are very interested in experimenting further with laser technologies, and this may well lead to advances in other fields.
(Progress 0/40: 20 resources per die)

[ ] Modular Rapid Assembly System Prototypes (Tech)
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 allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)

[ ] Buckler Shield Development (Tech) (New)
A much stronger energy shield, designed to cover some small portion of the overall hull. While it will likely require substantial redesigns to field, it is also going to provide significant protection for weak points, or allow GDI to reduce total armoring.
(Progress 0/100: 20 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
While Seo's parliamentary support is currently stable, 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 **

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%
-[] Blue Zone Arcologies (Stage 4+5) 1/1300 13 dice 195R 4%, 14 dice 210R 18%, 15 dice 225R 44%, 16 dice 240R 72%, 17 dice 255R 90%
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 2 dice 40R 47%, 3 dice 60R 95%
-[] Yellow Zone Fortress Towns (Phase 6+7) 112/600 5 dice 100R 23%, 6 dice 120R 68%, 7 dice 140R 94%
-[] 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) 28/320 3 dice 30R 33%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Blue Zone Apartment Complexes (Phase 2+3+4) 28/480 4 dice 40R 4%, 5 dice 50R 42%, 6 dice 60R 84%, 7 dice 70R 98%
-[] Rail Network Construction Campaigns (Phase 5) (Updated) 39/325 3 dice 45R 37%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) (Updated) 39/650 6 dice 90R 11%, 7 dice 105R 48%, 8 dice 120R 83%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) (Updated) 39/975 9 dice 135R 3%, 10 dice 150R 21%, 11 dice 165R 54%, 12 dice 180R 82%, 13 dice 195R 96%
-[] 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) (Updated) 3/550 5 HI dice 100R 2%, 6 HI dice 120R 23%, 7 HI dice 140R 63%, 8 HI dice 160R 90%
--Alt: 1 HI 4 Infra dice 100R 4%, 1 HI 5 Infra dice 120R 34%, 1 HI 6 Infra dice 140R 76%, 1 HI 7 Infra dice 160R 96%
--Note: Infra/HI 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.

-[] Tokyo Harbor Reconstruction (New) 0/360 +60/turn 3 dice 45R 28%, 4 dice 60R 82%, 5 dice 75R 99%
--Alt: Q1 2061 0/300 +60/turn 2 dice 30R 10%, 3 dice 45R 71%, 4 dice 60R 98%
--Alt 2: Q2 2061 0/240 +60/turn 2 dice 30R 54%, 3 dice 45R 96%
--Alt 3: Q3 2061 0/180 +60/turn 1 die 15R 30%, 2 dice 60R 94%
--Alt 4: Q4 2061 0/120 +60/turn 1 die 15R 90%
--Alt 5: Q1 2062 0/60 +60/turn 0 dice auto
-[] Bureau of Arcologies (New) 1 Infra die -15R auto
Heavy Industry 5 dice +29
-[] Advanced Alloys Development (New) 1 die 15R 30%, 2 dice 30R 94%
-[] Continuous Cycle Fusion Plants (Phase 7) (Updated) 153/300 2 dice 40R 74%, 3 dice 60R 99%
-[] Continuous Cycle Fusion Plants (Phase 7+8) 153/600 4 dice 80R 2%, 5 dice 100R 30%, 6 dice 120R 74%, 7 dice 140R 95%
-[] 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%
-[] Nuuk Heavy Robotics Foundry (Phase 4) (Updated) 143/1200 11 dice 220R 4%, 12 dice 240R 19%, 13 dice 260R 47%, 14 dice 280R 74% 15 dice 300R 91%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Crystal Beam Industrial Laser Development 0/80 1 die 10R 70%, 2 dice 20R 100%
-[] Low Velocity Particle Applicator Development (New) 0/120 1 die 20R 30%, 2 dice 40R 94%
-[] Isolinear Chip Foundry Anadyr 0/320 3 dice 150R 10%, 4 dice 200R 59%, 5 dice 250R 92%
-[] Division of Alternative Energy 1 HI die -10R 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%
-[] Reykjavik Myomer Macrospinner (Phase 5) (Updated) 50/1280 14 dice 280R 6%, 15 dice 300R 19%, 16 dice 320R 42%, 17 dice 340R 67%, 18 dice 360R 85%, 19 dice 380R 94%
-[] Bergen Superconductor Foundry (Phase 1) 71/95 1 die 30R 100%
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 2 dice 60R 13%, 3 dice 90R 68%, 4 dice 120R 96%
-[] Bergen Superconductor Foundry (Phase 1+2+3) 71/665 6 dice 180R 3%, 7 dice 210R 23%, 8 dice 240R 58%, 9 dice 270R 85%, 10 dice 300R 97%
-[] Civilian Drone Factories 0/380 4 dice 40R 13%, 5 dice 50R 55%, 6 dice 60R 87%, 7 dice 70R 98%
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 3) 30/140 1 die 10R 30%, 2 dice 20R 90%
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 3 dice 30R 42%, 4 dice 40R 86%, 5 dice 50R 99%
-[] Blue Zone Aquaponics Bays (Phase 3+4+5) 30/420 4 dice 40R 10%, 5 dice 50R 49%, 6 dice 60R 84%, 7 dice 70R 97%
-[] Blue Zone Aquaponics Bays (Phase 3+4+5+6) 30/560 6 dice 60R 17%, 7 dice 70R 54%, 8 dice 80R 84%, 9 dice 90R 96%
-[] 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 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 8%, 5 dice 50R 46%, 6 dice 60R 83%, 7 dice 70R 97%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Freeze Dried Food Plants 126/200 1 die 20R 66%, 2 dice 40R 99%
-[] 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
-[] Caloric Reclamation Processor Development (New) 0/40 1 die 5R 100%
Tiberium 7 dice +39
-[] 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 10) 174/350 2 dice 40R 67%, 3 dice 60R 99%
-[] Yellow Zone Tiberium Harvesting (Phase 10+11?) 174/725? 5 dice 100R 9%, 6 dice 120R 51%, 7 dice 140R 88%, 8 dice 160R 98%
-[] Intensification of Green Zone Harvesting (Stage 6) 46/100 1 die 15R 100%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 1 die 15R 1%, 2 dice 30R 82%, 3 dice 45R 99%
-[-] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 2 dice 30R 8%, 3 dice 45R 72%, 4 dice 60R 98%

-[] 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 Border Offensives (Stage 1) (Updated) 0/200 2 dice 50R 45%, 3 dice 75R 95%
-[] Red Zone Border Offensives (Stage 1+2) (Updated) 0/400 4 dice 100R 33%, 5 dice 125R 83%, 6 dice 150R 99%
-[] Red Zone Border Offensives (Stage 1+2+3) (Updated) 0/600 5 dice 125R 2%, 6 dice 150R 26%, 7 dice 175R 71%, 8 dice 200R 95%
-[] Red Zone Border Offensives (Stage 1+2+3+4) (Updated) 0/800 7 dice 175R 2%, 8 dice 200R 20%, 9 dice 225R 59%, 10 dice 250R 89%, 11 dice 275R 98%
-[] Red Zone Border Offensives (Stage 1+2+3+4+5) (Updated) 0/1000 9 dice 225R 2%, 10 dice 250R 17%, 11 dice 275R 50%, 12 dice 300R 81%, 13 dice 325R 96%
-[] Red Zone Containment Lines (Stage 6) (Updated) 54/200 1 die 25R 9%, 2 dice 50R 87%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) (Updated) 54/400 3 dice 75R 11%, 4 dice 100R 68%, 5 dice 125R 97%
-[] Red Zone Containment Lines (Stage 6+7+8) (Update) 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) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 55%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%, 2 dice 60R 97%
-[] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%, 2 dice 20R 100%
-[] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%
--Alt 1 Admin Assistance die 90%
-[] Improved Tiberium Containment Facilities Construction 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%
-[] Harvesting Tendril Deployment (Phase 1) (New) 0/600 5 dice 150R 2%, 6 dice 180R 26%, 7 dice 210R 71%, 8 dice 240R 95%
-[] Harvesting Tendril Deployment (Phase 1+2) (New) 0/1350 13 dice 390R 5%, 14 dice 420R 23%, 15 dice 450R 53%, 16 dice 480R 80%, 17 dice 510R 94%
-[] Ion Storm Collector Panel Development (New) 0/80 1 die 15R 80%, 2 dice 30R 100%
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 5) 102/1535 15 dice 300R 4%, 16 dice 320R 16%, 17 dice 340R 39%, 18 dice 360R 66%, 19 dice 380R 85%, 20 dice 400R 95%
--GDSS Enterprise Bays (1 available)--
-[] Military Bay 0/450 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Advanced Materials Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Satellite Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Station Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Gravitic Shipyard 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Fusion Shipyard 0/500 5 dice 100R 6%, 6 dice 120R 36%, 7 dice 140R 74%, 8 dice 160R 94%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
--Alt: 1 AA die 63%, 1 AA die 1 Orb die 99%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
--Alt: 1 AA die 1 Orb die 54%, 1 AA die 2 Orb dice 95%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Leopard II Factory 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%

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

-[] Lunar Rare Metals Harvesting (Phase 1) 0/150 2 die 40R 67%, 3 dice 60R 97%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/285 3 dice 60R 22%, 4 dice 80R 73%, 5 dice 100R 96%
-[] Lunar Regolith Harvesting (Phase 2) 50/320 3 dice 60R 32%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Lunar Regolith Harvesting (Phase 2+3) 50/630? 6 dice 120R 7%, 7 dice 140R 36%, 8 dice 160R 72%, 9 dice 180R 92%
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%, 3 dice 60R 96%
-[] Lunar Heavy Metals Mines (Phase 3+4) 217/740 5 dice 100R 3%, 6 dice 120R 25%, 7 dice 140R 64%, 8 dice 160R 90%
-[] Lunar Heavy Metals Mines (Phase 3+4+5) 217/1095 9 dice 180R 2%, 10 dice 200R 15%, 11 dice 220R 41%, 12 dice 240R 71%, 13 dice 260R 90%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 5 dice +27
-[] Automatic Medical Assistants (Updated) 101/300 2 dice 20R 26%, 3 dice 60R 83%, 4 dice 80R 99%
-[] 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 Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] Hardlight Interface Development 0/40 1 die 15R 100%
-[] Less Lethal Security Electrolaser Development (New) 0/50 1 die 10R 98%
-[] Pinhole Portal Early Primitive Prototype Construction (New) 0/180 2 dice 200R 51%, 3 dice 300R 95%
Military 8 dice +26
-[] Advanced ECCM Development 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%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Military Particle Beam Development (New) 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] 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) (Updated) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Strategic Area Defense Networks (Phase 1+2) (Updated) 0/600 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 63%, 9 dice 180R 88%, 10 dice 200R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) (Updated) 0/975 10 dice 200R 2%, 11 dice 220R 11%, 12 dice 240R 34%, 13 dice 260R 63%, 14 dice 280R 85%, 15 dice 300R 95%

MARVs
-[] Reclamator Hubs 0/335 3 dice 60R 4%, 4 dice 80R 41%, 5 dice 100R 83%, 6 dice 120R 98%
--Alt: 2 Mil 1 Tib dice 60R 6%, 2 Mil 2 Tib dice 80R 58%, 2 Mil 3 Tib dice 94%
--Alt B: 1 Mil 1 AA 2 Tib dice 80R 41%, 1 Mil 1 AA 3 Tib dice 100R 88%, 1 Mil 1 AA 4 Tib dice 120R 99%
--Alt C: 2 AA 2 Tib dice 80R 25%, 2 AA 3 Tib dice 100R 78%, 2 AA 4 Tib dice 120R 98%
-[] Reclamator Hubs x2 0/670 7 dice 140R 6%, 8 dice 160R 30%, 9 dice 180R 65%, 10 dice 200R 89%, 11 dice 220R 98%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 24%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 92%
-[] Reclaimator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 16%, 4 dice 80R 57%, 5 dice 100R 94%
-[] Reclaimator Hub BZ-2 (Richmond) 58/335 3 dice 60R 27%, 4 dice 80R 77%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib die 60R 36%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%

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 0/40 1 die 15R 100%
-[] Zone Lancer Development 0/40 1 die 15R 100%

Air Force
-[] Orca Wingmen Drones 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Firehawk Wingmen Drones 215/450 2 dice 40R 6%, 3 dice 60R 57%, 4 dice 80R 93%
-[] Hammerhead Wingmen Drones 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] 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 3) 5/295 3 die 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 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%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 39%, 4 dice 80R 87%, 5 dice 100R 99%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 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%
-[] Ground Forces Zone Armor (Set 1) (Updated) 0/190 2 dice 40R 31%, 3 dice 60R 86%, 4 dice 80R 99%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%

Navy
-[] Infernium Laser Refits (New) 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Shipyard (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 1 die 20R 14%, 2 dice 40R 82%, 3 dice 60R 99%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%, 2 dice 60R 99%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 27%, 2 dice 40R 93%
-[] Buckler Shield Development (New) 0/100 1 die 20R 47%, 2 dice 40R 98%
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%
Last Security Review
Services 3 turns ago 2060 Q1
Infrastructure 4 turns ago 2059 Q4
Tiberium 4 turn ago 2059 Q4
Military 6 turns ago 2059 Q1
Agriculture 7 turns ago 2058 Q4
Light/Chem 8 turns ago 2058 Q3
Orbital 11 turns ago 2057 Q4
Heavy Ind 12 turns ago 2057 Q3
Bureaucracy 14 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.

Edit: Forgot to add Derpmind's stats array. Many thanks to her for this great work.
 
Last edited:
Q4 2060 Results


GDIOnline Q4 2060


European Civilian Attacks Thread XV

FloatingWood
Well, shit. Just….
Kay,having trouble finding the right words.
Trouble typing too. Buzzers Scrin used 10 years ago were nasty, but kinda knew they were coming, could try and hide.
Didn't always work. Usually didn't work.
How try and hide when guy in front of you at the check out yells 'in the name of Kane!' and just falls apart?
How am I not dead?

ChocolatauPain
What in God's name is wrong with these bastards? My boy is having nightmares after someone left a bag of flying knives in his school. How do you comfort a child who had his favorite teacher sliced open before his eyes? What do you say when he asks why that happened?

EvaDatabase
Been off the grid for a long time, haven't been on here for ages. Hell of a thing to come back to.
I'm seriously interested in TW3 history, and the buzzer always fascinated and terrified me. Saw stories of them slipping into vents and clearing out entire bases, leaving nothing but bloody smears. Normal base security can't do a thing. How do you even fight a swarm of flying knife bugs using guns?
Well, needless to say, the fascination part is gone now.

FloatingWood
Any of; lots of bullets, grenades, sonics, flamethrowers if creative and lucky. Heard rumours of ion cannon pulse killing massive swarm, hit only a few in TW3.
There are ways. Just risky. Generally safer to be in an armoured vehicle. Wear your envirosuit. Won't always save you, just helps survive. These buzzers less dangerous than scrin buzzers. Still nasty.

GDIWife
Hospital near me got hit while helping refugees who had obviously been insufficiently security checked. It should be obvious to everyone that this cannot continue. We need to drastically increase checks on every refugee allowed in and that means slowing the intake drastically to allow InOps to do their damn jobs. They're overstretched and being rushed by political pressures to take in more refugees quicker and our doctors and nurses just paid the price, along with some refugees who I'm sure would have much preferred to be in a queue somewhere than bleeding out on a hospital floor.
#FloatingWood Any recommendations for civilians? My husband said to get behind something solid and press yourself up against it, they don't seem to steer as well as the scrin ones

FloatingWood
Bodyarmour, dodge, corners. Not sophisticated pathing. Relentless while active. Poor target selection, hits people already wounded/recently dead. Not picky, will go for nearest target. No coordination.
Prefers center mass. Can deflect with arms/legs. Dangerous, sharp, can lose limb. Do not catch, will lose hand.

InTheZONE
I can confirm what FloatingWood said about body armour, not that it helps civvies much. Was doing security on a convoy during an attack and one of the fuckers sent a bunch of them at me. Turns out my suit was better at stopping buzzers than his was at stopping a railgun round.
If you're a civvy in LoS of one of these then the first thing you do is break LoS, then hide. Their sensors are fairly pathetic, even a cupboard door can block them. Hide until the all clear sounds. If you aren't in LoS, skip straight to the hiding part if you hear an alert.

AgathaH
This is secondhand from orbit, which seems like a good distance right now, but one of my grad school lab partners nearly go blown up by something new that made it through some pretty thorough scanners. I've no idea where they got the new tech, but these are definitely some new tricks that are being pulled out.


I Survived

Crucible
It is with deep regret that I must confirm the death of several members and associates of the Open Hand. An attempted assassination carried out against my person by the misguided has resulted once again in pointless and unnecessary death and destruction.

War is sometimes a necessity, when reason fails and survival is at stake; but war is not glorious. Though we may survive war, it is not something that makes us grow. It diminishes us. With every life lost. With every home destroyed. With every dream shattered and love snuffed out. With every widow and orphan made, Humanity is diminished irrevocably.

It is my dearest hope that there will someday come a time when Humanity will no longer raise its hand against itself. Though I have been grievously wounded, my soul and body endures in the hopes that I might help that time come.

Until that day arrives, please join me in remembering those who we have lost, and mourning those who no longer have anyone to remember them.

KropotkinsGhost
Well it looks like NOD wasn't one bit happy with yinz playing ball with the GDI. Either that or the Initiative First is trying to run yinz underground. Either way I hope your wounds heal quickly and I offer my hospitality if yinz ever come to BZ-2, I know a nice hangout for some local Open Hand voters we can hang out with.

GDIWife
Those BASTARDS hit a hospital near me. They took in refugees out of kindness and concern then one of the sick fucks took out a dozen hospital workers and several of their own people! This is EXACTLY why I say we need to stop taking these people in without THOROUGH CHECKS DONE BY INOPS! They are currently overstrained, overworked and we just cannot take those refugees into our homes, our hospitals, our schools until they have ALL been checked, double checked and TRIPLE checked. How many people have to die before the bleeding hearts in charge realise they're KILLING US!!!
#Crucible Now you see exactly what kind of people those who follow your sick and twisted religion are. They'll murder civilians and children, even people like you who are supposedly one of them! The apple doesn't fall far from the tree and this tree is rotten.

FloatingWood
Wife, shut up. This is not the thread for this.
#Crucible, hope you recover soon. Regardless of what I think of your religion, it really, really needs voices that call for something other than the spilling of blood.

ProfCollingsworth
#Crucible I'm glad to hear that you have survived the attack(s?). I wish you a swift recovery and good fortune in convincing more towards your path, and away from those who believe that killing the innocent is justified.
#GDIWife Remove the log from your eye, before you criticize the mote in another's.

GDIWife
#FloatingWood The attacks on hospitals, schools, train stations, residential areas and shopping centres seem to me to be far more important than an unsuccessful attempt to kill the leader of a party that nobody voted for

Ormond2020
#GDIWife This is the thread about the assassination attempt on the leader of the Open Hand political party. The thread about the recent terrorist attacks in Europe are pinned to the top of the forum. Easy mistake to make I suppose, since attempting to assassinate one of our political parties leaders is also terrorism, but I don't think you'd bother considering it such given the target.

BlisteredHands
#Crucible Good to see you're on the mend Mx., and that the voice of peace hasn't been silenced. My wife and I had planned to hold a vigil after the initial report of the attack; bittersweet as it still is, I'm glad we don't need to mourn everyone involved.
Please focus on your recovery for now. Better that you're well than risk doing further harm from straining yourself. We'll survive a short absence.

Q4 2060 Results

Resources:‌ ‌1100 + 10 in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)

Political‌ ‌Support:‌ 54
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Tiberium Spread

21.29 Blue Zone
2.16 Green Zone
22.82 Yellow Zone (98 Points of Abatement)
53.73 Red Zone (70 Points of Abatement)

Current Economic Issues:
Housing: +36 (31 population in low quality housing) (-10 per turn from refugees)
Energy: +16 (+4 in reserve)
Logistics: +26 (-7 from raiding) (-7 from military activity)
Food: +22 (+10 in reserve)
Health: +9 (-8 from Wartime Demand) (-10 from Refugees)
Capital Goods: +27 (+101 in reserve) [-10 at End of War ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +37 (-22 from demand spike) (+3 from Private Industry)
Labor: +43
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1925/2470)‌ ‌
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +75
Green Zone Water: +6

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌20; ‌158)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Consumer Goods: 12 Points
Food: 18 points in reserve
Income: 20 Points
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Railgun Munitions Development
Complete at least one more phase of URLS production
Complete at least two more phases of Blue Zone Apartment Complexes
Complete GDSS Enterprise
Complete at least three more phases of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Complete Isolinear Chip Foundry Anadyr
Deploy Crystal Beam Industrial Laser


Checking In

Litvinov looked old, and thin. She had never weighed all that much, and had lost maybe four or five kilograms in the last year. Clutched in her hands was a mug of tea, the mint sprig still in it – freshly harvested from an aquaponic garden across her office. "I was elected on a platform of peace, of negotiation, reconciliation. Not with the Brotherhood but with those who we gave no choice but to be Noddist. And what has it got me but this damn war."

Rising from her desk, she stared out towards the earth rotating below her. "We beat plowshares into swords and chose to attack, to go out there and tell our sons and daughters to die hundreds or thousands of kilometers away from home. Sometimes it is all I can do to take the flimsi note we send to the parents of the dead and sign them myself. 'The Initiative thanks them for their service.' What paltry words for the things they were asked to do. Tell me Seo, was it worth it? Was all this pain and suffering worth it?"

"I am an economist not a therapist, but I can tell you this much. We are ordering more black ink for our ledgers. It may be dripping red, but tomorrow, and the months and years after look brighter than it has in any time during my predecessor's time, and most of my time.
But if you want a simple number: one hundred million lives. For all the losses, for every life we have sacrified and taken, we have saved more."

"You tell me this, you all do, and I am left wondering if you mean it, or if it is simply trying to reassure an old woman."

"We do what we must. We survive, and as best we can, we live, always hoping that the next day will be just that little bit brighter. One day the rains may come and wash all that we have built away, but we can tell the world not today." Seo turned to look towards the Earth. "When you were elected, there was a dream of a future where we were not defined by the cancer that is eating our world, that green sickness that wiped the old world away but not its sins. I don't believe that dream is dead."

"You have given me a fair amount to think about Seo. I trust that you know I have every confidence in your abilities and your skills."

"Thank you milady." Seo turned – the doors hissing as he exited – only to be ambushed by Hackett.

Hackett looks good. Fit, strong, limping a little bit when an old wound played up. The suit was cut military style, with pouches and sealing pads on the wrists and neck. Every inch a warrior prince in all the ways Litvinov was not. "This may have been a great victory, but it is up to you and Litvinov to secure it. People like you can give the populace a brighter future. in a way that I can't." He cocks his head a little. "It is by dreams of toys and sweets, of leisure and prosperity that great things are accomplished. I can black-bag as many warlords as I need to, slaughter millions with bombs or the environment. But I cannot bring more than a desert home."

"If you can get the Brotherhood to stop blowing up my bloody factories, that would be a good start."

"We will also need to create opportunities. Right now, the only real way to success is by being a loyal Blue Zoner. There has not been a native Yellow Zoner promoted higher than factory manager. Part of this is down to education and skill sets. The Brotherhood produces specialists, they know how to do one thing really well. The Initiative tends to focus on more generalist education, so they have one speciality and a broad competency. If we can sponsor more businesses, develop the civilian economy more broadly, that is likely to be a significant way to both bring up the average standard of living, and provide for faster integration than our own bureaucratic methodology."

"Granger's experiment certainly had its bright points, but I agree, we need an economic policy that does not divorce the means of production from the people. If you can make sure that the worker rights bills get through Parliament, I can put up some of the funding to get things really off the ground on my end. I don't think I can get grant money specifically set aside for refugees to set up their own business, but I can try."

Hackett sighed. "One last problem. Litvinov. She has not been doing well."

"I saw. I tried to reassure her, but I don't think it worked."

"We all see what we expect to see. I once shook hands with Kane himself. Forged ID, clipboard, box of tools, and a hoodie with a scorpion tail on it. I went in, worked on one of their computer terminals that was on the fritz. Fixed it of course, but the goal was really to plant a bug in their system. And Kane told me that I was upholding the values of the Brotherhood. Nearly gave me a heart attack."

"He saw what he expected to see."

"Exactly. And the same applies to Litvinov. She expects war to be terrible and awful, no matter what the actual results are. We can be winning more than we ever have before, and she sees it as a personal failing. If there is a bright side to the recent nuclear threats, it shuts up the hawks and gives us a very good reason to not fight more wars."

"Take care of her. We need her fighting fit again, because these next few years are going to be harder than the wars. Now, I have a flight to catch, and don't want to be throwing the entire week's schedule off because I am the Treasury Secretary."


Assassinations

Tali Jackson


There were few better feelings than settling into the cockpit of a customized Mark III Titan battlewalker. And Tali, despite her secondment to the Treasury, still had hers. Settling into her cockpit, she reached behind her head and settled the neurohelmet over her shaved skull. A common feature still, decades after it had stopped being necessary for the proper use of a neurohelmet.

The cockpit hummed, a deep bass synthetic voice beginning the call and response: "What are we?"

"We are clay, molded and forged in the furnace of war." replied Tali, her hand flipping up the cover of the keypad by her knee.

"We have been clad in great armor, and armed with mighty weapons."

"We are the bulwark against the terror." By feel, she typed the code, 1-9-0-0-1-2-1-0-1-9-9-5.

"We are the defenders of humanity."

"And we can know no fear." Tali said, completing the code, as her mind filled with the technical information being fed to her. A bit odd by all standards, but the taste of apples – half remembered – filled her mouth, an indication of a full munitions load. The tingle in her knees and ankles, the system noting its full functionality,

The cockpit hummed as the motor kicked in, providing that first burst of power, the myomer bundles tensing and shifting – quiet, despite the tons that they were moving. The Titan lifted itself off of its cradle arms, legs at full extension before settling back towards combat positions. Tali grasped its twin control sticks, settling her feet on the pedals as she set it to a leisurely five kilometers an hour. Slow, but this was just a test run. Springfield had sent down a new test run of their beehives, and Tali was looking forward to giving it a shot – literally.

Exiting the mech hangar, Tali increased the speed from a slow walk to the deconflicted top speed, eating up the ground in with long strides as she manually controlled the legs, extending them beyond the standard line to gain a few kilometers per hour.

As she turned a corner, taking her from the mixed use road to the military only route out to the firing range, her target lock warnings blared – a dozen missiles leapt from an apartment building some two and a half kilometers away, taking a high, lofted arc as their guide wires unraveled behind them. Tali skidded, her torso twisting and feet scrabbling as she took a ninety degree turn at full speed, bringing both APS modules to bear on the incoming threat, alongside her main gun. And while she would certainly get a chewing out later, for firing towards civilians... well, at least a beehive round was not going to do much more than chip the concrete downrange. And with the missile launch the people were going to be scrambling for shelter anyway. Flipping the safeties and aim assists off, Tali went in for manual fire control, a simple crosshair popping up as she gauged her shot. Missiles incoming at just over three hundred meters a second, railgun delivering a flechette storm at just over Mach 2 – on low power to ensure enough capacity for a second shot. Time for a bit of skeet shooting.
The gun hummed before snapping out a shot, the shell's casing shattering as it exited the gun under the stresses of firing. 2400 angry bees swarmed downrange. The missiles were separated, mostly to prevent their wires tangling. Tali's shot would spread 2400 flechettes across an area of about fifty square meters at the crossover, or an average of forty eight flechettes per square meter – higher in the core, less towards the outside.

As the missiles and darts met, metal tore and sparked and shredded – four of the missiles were ripped apart under the fire. The second shot was denser, but much closer ranged, and another two fell while Tali's APS swatted aside a further three with contemptuous ease. Another missile found its way into a nearby berm – one of the tail fins clipped by a flechette. One hit her mech, slamming into her knee as she pivoted once more – trying desperately to jink out of the way – and the tens of tons stumbled and collapsed, twisting as she fell, as the remaining missile soared over her head.

The straps caught her, soft padding cushioning her fall as the torso slammed and scraped across the ground.

Crucible

Crucible hobbled more than anything else nowadays. Not yet confined to a wheelchair or a walker, but that was a matter of will, and outright defiance of the doctors that told them they were only doing more damage to their aching bones than anything else. They were simply Crucible. Certainly InOps had dug up their past, a name they had left behind so many decades ago, but now it had nearly faded from their memory – and for nearly everybody else, it was a name of lifetimes ago. Back in their first war they had been a simple water carrier, hauling jerry cans of the life-giving liquid on their back as they risked the fire of the Initiative to bring supplies to the front. Many of the others doing that had fallen – to shrapnel, to airstrikes, to fires from beyond the horizon. Crucible though was a lucky one. A rabbit's foot in those days, running through mountain ranges across southern Europe.

Their uniform had lost its uniformity a decade ago. Now, it was more patches than original material, much like Crucible's body. The helmet had been shattered. Never more than a symbol, its optics had broken in a shelling, and had never been replaced. The armor was dented from years of use and abuse. The right epaulet was long gone, torn off by a sniper's round late in the Third Tiberium War. The left hung on by a thread, worn from long use. Looking at their bare face, they had long sported a series of cuts on both cheeks – a mark of the band that they had fought with so many decades ago. A scorpion tail tattoo on their neck, barely visible above the collar, itself a replacement part taken from an Initiative environmental suit.Their left hand clicked – a sign of wear on an old prosthetic – and the bare metal sometimes screeched when they balled a hand into a fist.

Today was supposed to be like any other day. Walk among the new refugees, answer any questions they could, cook in the soup kitchen (chicken and rice, and knowing the Initiative, mostly vegetables and rice, with the barest hint of chicken), and then in the afternoon, work on correspondence, keeping tabs on the party. With InOps hanging just out of sight, and usually well within sight – uniformed agents keeping tabs on them, a sign of the Initiative's watchful eyes. Their ears, still sharp (even if one had been reliant on a hearing aid for decades now) were the first sign of danger. The high-pitched whine, too sharp and piercing to be the whup whup of the old familiar carryall, marked the approach of a drone. Small, bullet-shaped, with two stubby wings and a pusher prop, it was clearly a Brotherhood device – meant for them, silencing an inconvenient voice. 'No crusader like a convert', and they would know, having been one nearly all their life.

The panel van that was their ride of choice, a small luxury funded by the activities of the Open Hand, took the worst of the detonation as Crucible bailed out – they hit the ground hard, their shoulder complaining as they made contact with the concrete. Shrapnel shredded the van – killing the driver, who had been seconds too slow to get out of the way – and some punched all the way through, peppering Crucible's back with shards. Their thighs and calves screamed as they tried to scramble to their feet, trying to get out of the way of a potential second strike, or potentially an agent there to finish the job. A figure in dark gray kit emerged from a nearby alley, gun held at a low ready, to ensure that Crucible was dead. But over their head ripped a burst of ammunition, the characteristic supersonic crack of a suppressed GD2 ripping off a burst, bullets flying over their head.

InOps Report - Yasmine "Crucible" Walsh.
  • Born November 11 1989
  • Athens, Greece
  • Affiliation: Formerly Brotherhood of Nod Southern Europe, Formerly Black Hand Confessor Division, Currently Open Hand Party
Yasmine Walsh was born to an impoverished family. Their father was a volunteer with Doctors Without Borders, and their mother a Moroccan refugee from Oum Dreyaga, a small community in the western Sahara – the site of a border war between Morocco and neighboring Mauritania. Joining the Brotherhood's ranks on or around early June 1998, they served with multiple Brotherhood units over the next years, earning honors at the Battles of Salzburg and Trieste. Between the First and Second Tiberium Wars, Walsh effectively disappeared, with few records available. By the second war, Walsh was affiliated with the Black Hand, and joined Marcion's order in the years afterwards, being an early member in the European branches of the Brotherhood of Nod. At some point in this time period, Walsh had taken the name Crucible.
By 2040, Walsh had accepted the rank of High Confessor, after surviving a GDI air strike that required extensive cybernetic reconstruction. By 2045, Walsh had relocated to the European Yellow Zone, and took part in the invasion of Paris in 2047. There, she survived both the detonation of Temple Prime, and the Scrin invasion. In 2053, Walsh crossed the border, as part of a refugee convoy, and has since primarily settled down doing political and volunteer charity work.

V-35 Shootdown
While visiting the front, Mohammed Al Jilani, leader of the militarist party was shot down as his V-35 was landing at a rear line base in West Africa, a stopover on his way up to the Philadelphia. A marauding squadron of Barghests had broken across the lines mere minutes before, and while the crew was in the process of expediting the landing, the Barghests launched a salvo of missiles. The V-35 was lost with all hands, exploding in midair as secondary detonations rippled along its flanks.
The death of Al-Jilani leaves his party in disarray pending the upcoming reallocation. However, his successor, Chaeon Yong, a young, second term representative, has been extremely active in shoring up the party, although he has been more than a little deferential to the needs of the Developmentalists, as he needs wins on military policy to ensure his leadership. While less welcoming to the Yellow Zoners than Al-Jilani, his positions are far from those of Hideo Ozawa, and more in line with allowing them to sink or swim on their own merits, opposing both programs to aid any besides refugees, and programs to assertively create an oppressed underclass.

Katie Brown
Leader of the Developmentalist Party, Katie Brown met her end at a groundside conference in Caen, where she was leading a panel on Refugee Integration. Advocating a hardline stance, focusing on rapid and comprehensive integration for all, no matter their backgrounds. While security was relatively thorough, as befits an event where major Initiative figures were in attendance, Reynaldo's attackers were rather innovative, using remotely deployed plasma bombs as effective thermobaric devices, killing with the overpressure waves created when miniature suns go off in close proximity. While Brown was not killed instantly in the bombing, she died in the hospital less than six hours later.
Stepping into her shoes is Andrew Addams. An old man now with some streaks of black in a gray head, Addams is a distinguished gentleman, and in some ways even more radical than Brown was. A firebrand in Parliament, and unafraid to wield the party as a weapon in the many disputes with the Free Market and Initiative First parties, he is firmly on the progressive wing of the party. While not comfortable with a fully centrally directed economy, Addams is a believer in the revolutionary capacity of technology, and in the power of a state capitalist model, where free enterprise exists as an element of a broadly directed system.

Military Priorities
  • Ground Forces
In the last months, Ground Forces priorities have begun to shift, from winning this war, to looking towards the next war. While the highest priority is the delivery of as many zone suits as is humanly possible, beyond that many of GDI's ground warfare platforms are running into their upgrade limits, meaning that a new generation is required posthaste.
  • Steel Talons
With only the Mastodon remaining in terms of commitments, the Steel Talons are looking primarily at developing a series of revolutionary technologies, although most will wait until after the war, as they are not yet ready, and there are numerous higher priorities.
  • Air Force
With technological upgrades ready, the highest priority now is delivery to the field, and preferably in great volume. For the Air Force, the wingman drones are a near requirement as soon as possible in order to maintain air superiority, especially with the rapid intensification of the air war, and the sheer punishment that the Varyag class can take. While current deliveries are helping, and will substantially reduce overall casualties in the long run, further investment in the field will help further increase GDI's capability in the air war.
  • Navy
Currently, the Navy has substantial problems, between a significant increase in the intensity of the raiding, and the demonstration of Brotherhood capabilities in both surface and submarine warfare. The delivery of new hulls, as soon as possible and in as great a number as possible is considered vital.
  • Space Force
With the war beginning to draw down, Space Force is most interested in the allocation of more resources to the OSRCT, as it is both a now proven concept, and important for defending the ever more far flung outposts of the Initiative.
  • Zone Operations Command
ZOCOM sees the two primary priorities as suit upgrades and, more importantly, the mass delivery of zone armor 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.

[ ] Yellow Zone Fortress Towns (Phase 6)
Future waves of Fortress Towns will be positioned deeper into formerly Brotherhood territory, and require substantial networks of roads, rails, and other means of support. While not yet at the limits of GDI ability to construct and support such facilities, they are substantially ahead of most other civilian infrastructure.
(Supports Green Zone Intensification)
(Progress 220/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water) [20, 20]

Progress on Fortress Town construction this quarter has been deeply problematic, with multiple towns having to be abandoned or demolished mid construction as Gideon's armies fought their way across Georgia's historic black belt. While the construction crews did manage to safely evacuate in nearly all circumstances, there were also crews forced to shelter in place as shellfire rained around their heads.

Outside of Georgia, the area with the most problems has been Siberia, where it routinely drops below 4.5 degrees, slowing the setting of the concrete and weakening it dramatically. While some pours have been attempted, mostly by less experienced work crews, or those under the most pressure, multiple examples of why this is not done have emerged, with gun plinths cracking under the strain of absorbing the recoil of 152 and 203mm rifles. Most of this is a matter of it being Siberia, more than anything else, and while there are methods to do deep winter construction, many of them are difficult here – as prefabricating concrete elsewhere or heat shrouding run into severe logistical concerns, especially with an ongoing offensive.
Elsewhere, progress has been slow but steady, with another band further out from Chicago beginning to take form as a key exemplar. With the Tiberium being increasingly pushed back, the land is beginning to be reclaimed –although for now it is a Yellow Zone, that will change as GDI manages to affirmatively secure the region.

[ ] 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 160/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 72/160: 10 resources per die) (-1 Logistics, +6 Housing) [51, 46, 5]

One of the few unmitigated successes has been the provision of housing. While many refugees are moved into pre-war housing complexes or, even more commonly, the residential blocks constructed immediately post-war, a steady stream of new housing units has come online – thousands of families have been asked to move multiple times this quarter, each time into newer (and usually larger) facilities somewhere more convenient for GDI's urban planners. Systematic construction of new housing has mostly been on the outskirts of major settlements, a midband in GDI's housing market.

Fundamentally, not all housing is created equal. In fact, not all housing of the same build quality is created equal. Rather, there are thousands of gradations between the best housing (at this time, arcologies deep in the urban cores) and the worst (a mix of prewar middle and lower class apartment buildings, and bunker complexes). In order to ensure that housing meets demand, there is a pseudo-rental market, with a floating median, to try to match available housing to the people that need it. An urban core arcology for example can demand high rents as a luxury product in its own right, while an older apartment or bunker can (and usually does) have negative rents, with residents instead being paid to stay in them. This system is a relatively recent development, formulated by the Services Department when the availability of housing grew beyond minimum needs and personal mobility became a possibility. While it is far from being perfectly equitable, it seems to offer better results than assigned housing for most populations.

While construction is currently outpacing immigration, that is not expected to last, as the weakened Brotherhood warlords are likely to see massive emigration as their grasp on their populations slacks, and the Initiative lines are closer than ever to major yellow zone population centers. For much of the next year at minimum, GDI is likely to see massive waves of immigration.


[ ] 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 92/200: 30 resources per die) (+3 Logistics) [58]

There are, broadly, three key problems that need to be solved with the suborbital shuttle service: takeoff, cruise, and landing.

While flippant, it is actually roughly accurate. To begin with, a suborbital shuttle is fundamentally noisy. Nothing that can push that much hot gas is anywhere approaching quiet, and requires fundamental engineering compromises at the terminals to be able to load, taxi, and takeoff without deafening bystanders, service workers, or those waiting for the next flight. While that is currently not an issue, it is more due to the launch sites for the Leopard being well away from human civilization – a feature that noticeably contraindicates trying to build a functional shuttle service.

Second, the cruise. Leopards dedicated to the shuttle service will spend much of their time on suborbital trajectories, using either wings or a lifting body to maintain altitude while building speed. While this makes it much easier to maintain a cruise, they will need a number of significant modifications, including a much larger set of wings, and a much streamlined check process to maintain reliable service without needing weeks or months between flights.

Third is landing. Here, the biggest problem is simply space. A typical jet airliner before Tiberium could easily need over two kilometers of runway to land. A suborbital shuttle, having so much more energy to bleed off, and limited ability to circle down (especially with the Brotherhood of Nod potentially trying to take potshots) needs over twice that distance, if not more – especially as longer runways also allow for much less aggressive landing profiles, reducing impact on the aircraft and on the passengers.

In the Himalayan Blue Zone, there is another problem. It is roughly shaped like a giant bowl, surrounded by high mountains, leaving few potential routes to provide a smooth landing – and the construction of a suitable landing strip has already become a massive engineering project, with thousands of tons of dirt and stone moved. However, while the system is currently being built as a lifeline for the Himalayan Blue Zone, there are other facilities being constructed around the world to use this system as a matter of prompt relocation, and some have already come close to completion. While the total daily throughput is likely to only be in the hundreds to low thousands of tons of material, that is plenty for medical supplies, critical components, or similar.

[ ] Continuous Cycle Fusion Plants (Phase 7) (Updated)
The systematic and continuing construction of additional fusion plants is still ongoing, with GDI expecting to require much more construction, even with improved CCF plants on the horizon.
(Progress 300/300: 20 resources per Die) (+16 Energy) (-1 Labor)
(Progress 67/310: 20 resources per Die) (+16 Energy) (-1 Labor) [40, 39, 48]

Fortunately, after further inspections, and a deep dive into fusion plants after the first wave, while some of the early ones do show signs of rapid wear, the rest do not, and are expected to finish out their service lives. The wartime ones are somewhat more marginal however, and it is too early to tell whether the rushed pace of construction has left long term consequences.

As for the plants themselves, while they can be built nearly anywhere there is a distinct limit on regional cooling capacity. Heat transfer is more efficient the greater the differential between the two media is. So trying to cool in already hot water is simply inefficient, and rock is unfortunately not a particularly good conductor. This leaves rivers and streams, and the environmental impact of the constant construction of new plants is already eating into the efficiency of the system. Improved technologies will offset this, but the long term problem of sufficient cooling is likely to remain an issue, as GDI has already used most of the best and easiest to exploit locations.

[ ] Crystal Beam Industrial Laser Development (Tech)
Crystal Beam laser technologies, now released from military exclusivity, is likely to be a substantial upgrade to a wide variety of Initiative technologies, ranging from existing uses, where it is likely to be a substantial efficiency upgrade, to a number of new uses, such as long distance laser cutting.
(Progress 108/80: 10 resources per die) [74]

The Crystal Beam laser systems are notoriously finicky in field conditions. While certainly effective, and increasingly widespread, crews have a habit of burning out the sensitive laser systems as they try to kill incoming missiles, and more broadly mismanaging the heat curves, meaning that the weapons have a tendency to lose effectiveness (especially as they age). Beyond that, they also have a tendency to develop surface imperfections, which have similar effects. However, in an industrial use-case, many of these are lesser problems. A line can be halted, spare parts staged mere meters from the cutting head. Additionally, industrial laser systems have far lower requirements compared to those of the missile defense system, as they don't have to maintain the rapid pulsing of military point defense systems.

The rollout is likely to be slow, as making the lasing crystals is a difficult and labor-intensive process, as they have a tendency to develop noticeable internal imperfections that can drastically disrupt the laser. However, that rollout is likely to solve two problems, as it is likely to reduce overall energy costs, and provides a new method of rapid welding, cutting, and sintering on a large scale.

[ ] Isolinear Chip Foundry Anadyr
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 85/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) [56]

Overlooking the south bank of the River Anadyr, the new chip foundry from the outside looks like any other sizable industrial site. Nondescript boxes for buildings, linked by a series of tubes and tunnels. It is what is inside those boxes that is important. Right now, they mostly stand hollow – empty monuments to what is yet to come. The key components are in the process of making the tools to make the tools. While GDI has built a small scale chip fabricator, that was a unique construction, built using tools that are effectively unique in the world. To scale that up, there are facilities across the Pacific coast that are building up components to build the new chip fabricator. Additionally, the dock facilities that will haul in the bulk supplies and haul out finished chips are waiting for the coming of warmer weather in order to pour most of the concrete, as it has been far too cold for standard concrete pours to set properly.

Progress has been slow on making those tools, especially the sinterers. While heat is an inherent requirement, needed to fuse the components of the chip together and create a unified system rather than a glorified pile of sand, a miscalculation of as little as a tenth of a degree in the heating process can ruin the chip. While on the small scale the sinterer can wait and be cooled back to baseline, when trying to scale that up, it is significantly more problematic, meaning that it will have to operate under near constant heated conditions. This requires more advanced hardware. While the crystal beam lasers will make this easier to achieve, it is still going to be an extremely finicky element, in an already finicky process.

[ ] 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 276/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy) [94, 40]

Chemical fertilizer production has run into a number of roadblocks. While certifications are on their way, the same people are hard at work recertifying a wave of prewar developments and nationalized companies. While important work, it has been a stumbling block to turning the factories on, despite them being completed. While the Initiative tends to use relatively little in the way of chemical fertilizers, preferring other means to ensure growth and, as best as possible, retaining a closed cycle system to keep putting nutrients back through rather than wasting them, these will increase crop yields and more than make good on inherent losses through the system.

Beyond that there are often security concerns. While the chemical fertilizers are quite useful, many of them can easily be turned into explosives with relatively minimal effort. Although this is far from universal, many of the most important are. This has lead to a series of intensive controls, especially in Europe, but to a lesser degree all around the world.

[ ] 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 95/95: 30 resources per die) (+1 Energy)
(Progress 190/190: 30 resources per die) (+1 Capital Goods, +2 Energy) [79, 87]

When it comes to the cutting edge of technology, it is a constantly moving target. While material science moves somewhat more slowly than most other fields, there have been noticeable changes in precise combinations of elements and the crystallization processes. For Bergen, it is a marginally new breed of rare-earth-based pseudoceramic metalloid-rich hybrid structure that is created using laser sintering or ultra-cleanroom furnaces, but can be worked somewhat like a metal at high enough temperatures. This enables it to be drawn into wires using mostly traditional methods, then spun into windings for electromagnets. However, at operational temperatures (below 15C) it is much more brittle and inflexible.

For Bergen itself, construction teams have been working around the clock, with rooms being filled almost as soon as they have been cleared. This has created traffic jams, with carts full of rocks having to negotiate passageways also being used to bring in heavy machinery. However, this has provided a long term advantage: a systematic network of cart tracks, which should make upgrades substantially easier in the decades going forward.

While most of these rooms are rarely going to see humans, the environmental control systems for a structure like this one are massive. One of the few things that does not have to be nearly so actively managed is temperature. While the industrial processes put out substantial amounts of heat, a combination of the surrounding mass of rock and a collection of pipes circulating water keep the temperature comfortable even when the facility is going at full pace.

[ ] Civilian Drone Factories
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 104/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy) [80]

Civilian drones have been a site of contention for decades, with military authorities oftentimes hating the concept, especially as the Brotherhood of Nod has made good use of disposable drones for terrorist attacks. For a long time, the military has been primarily interested in deconflicting the extremely low altitudes, allowing for indiscriminate fire. However, in recent years, civilian pushback has reached a point where it is practical to begin mass producing a handful of known designs.

Beyond the politics, the civilian drones in the planning stages are primarily multirotor designs, effectively a massively scaled down version of the carryalls that have been popular for decades. While there are many requests for fixed wing drones for use in surveying, and a wide array of other fields, these are fundamentally more difficult, because the Brotherhood has a tendency to use very similar models as the basis for a lot of their attack drones. The largest are designed to carry a single intermodal container, the same that are mounted on trucks, trains, and ships. While they can't carry the heaviest of loads, and have a range measured in bare tens of kilometers, they are primarily acting as cranes, moving bulk supplies to otherwise inconvenient locations. Far more relevant are the smaller scale drones, primarily intended to carry small, high priority items, such as organs, medication, and similar.

As a key concession to the military environment, the drones will be fixed to semi-automated 'guide rails' for longer ranged flights, especially in urban environments. While this will congest the skies rapidly as drone fleets increase in size, it is a small concession, especially compared to the wide array of other demands proposed to maintain security – such as built-in hardware kill systems, power to weight ratio limitations that would have crippled the program from the get go, and a wide variety of other demands. While the drones are still going to be noticeably fatter, slower, and louder than they have to be, it does get the program off the ground, and with the security services potentially getting their hands on drone fleets of their own, there is quite a potential to remove these limitations in the future.

[ ] Blue Zone Aquaponics Bays (Phase 3)
With refugees swarming GDI's borders, and the population expected to increase by some substantial number of percentage points across the next year, massive new and expanded aquaponics bays are going to be a core element in being able to feed that population. While other facilities can help, these will be the backbone of what can be done.
(Progress 140/140: 10 resources per die) (+6 Food) (-1 Labor)
(Progress 75/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics) [62, 75]

The construction of new aquaponics bays has been a major part of the systematic construction aimed at supporting the refugees. While the current wave has eaten up the majority of the increase in throughput, the prospect of significant reductions in caloric intake or food diversity have been staved off.

The civilian experience of the refugee wave has mostly been in the form of bare shelves, a result of a bottleneck in stocking and shipments. Increases in demand have not quite been matched with increases in throughput, meaning that shelves get stripped bare faster than stocking crews can put more supplies back on the shelves. For the average store, there are maybe a dozen stockers, and they have been increasingly overworked between unloading cargo transits, and putting supplies on the shelves.

[ ] 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 151/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy) [Nat 1]

The Parliamentary committee on agriculture, specifically the subcommittee on storage and crisis response, has increasingly seen the Treasury's approach to solving the problem of stored food as fundamentally unserious. With the Treasury's slow investment in freeze drying plants, and the recent collapse of one plant in the north of Paris due to sabotage, it has been all the excuse the subcommittee needed to begin bringing administrators and engineers in to answer questions.

The head of the committee, Julius Wilson commented that "When we ordered the reconstruction of food stockpiles, it was with the intention of heading off shortages in case of war. With the ongoing war, and only a year left in the plan, it is obvious that Seo Thoki and the Treasury have decided that actually storing food is an unimportant bagatelle, rather than a vital element to prepare the Initiative to endure shortages."
Another representative described the ongoing strategy as "systematic underinvestment in vital food supplies, instead chasing high tech Wunderwerkzeuge."

While few of those answers have been particularly politically problematic for the Secretary or the Department, it has slowed progress on the freeze drying plants, and signaled that the Parliament is likely to take a much greater interest in managing reserves. In order to prevent that, and to fend off more intrusive demands, the Treasury is likely to need to get out ahead of the problem.

Beyond the political problems work on the freeze drying plants themselves has been slow, a result of both high demand for many of the parts used in the plants, but also a series of sabotage operations. The plants, as a civilian project, are relatively soft, meaning that they are often used as training exercises against live opposition for the Brotherhood's more inexperienced operatives.

[ ] Caloric Reclamation Processor Development (New) (Tech)
Taking the Brotherhood of Nod's technology to produce high bioavailability "food" blocks will provide both a means of creating virtual food stockpiles, and convert otherwise waste goods into usable calories and nutrition. While trying to feed GDI soldiers or civilians these rations outside of the deepest of emergencies will be politically unpopular at minimum, it is a useful means of extending vital food stockpiles.
(Progress 94/40: 5 resources per die) [65]

The Caloric Reclamation Processor is, simply put, a chemical and biological stomach, breaking down nearly anything into a foodlike product. While GDI has captured many examples of this technology, it has never had a full understanding of the operational principles – mostly because the end product is so disgusting that previous administrations had more scruples about what they were feeding their people. The final product of many processing rounds is a grey-green fibrous thread that can be compressed into biscuits, or left alone as a kind of very weak noodle. While more or less nutritionally complete with the addition of common multivitamins or fortification, the result of reconstituting the raw starch in boiling water tastes like 'cardboard crossed with moldy gym socks.' Attempts to reduce the off-flavor of the product has resulted in, at best, only increasing the tastelessness of it, causing more cardboard and a slight rancid aftertaste to come to the fore.

The products to become food are first macerated, broken down into small components, and then fed into a hopper, where a computer inputs the right combination of engineered bacteria – cultured elsewhere in the device or, for more portable systems, in a series of containers – which begin to break down nearly anything into nutrients. The resulting paste is then sterilized with a combination of heat and radiation, before being extruded.

Parliament is, to put it mildly, displeased with the results, seeing it as a means of avoiding the stockpiling goals with 'virtual stockpiles,' and as 'food' not fit to be fed to food animals, even if it was available as a category. While it is unlikely for Parliament to try to ban the technology entirely, at this time it is likely an incredibly bad idea to put it into action.

[ ] Yellow Zone Tiberium Harvesting (Phase 10) (Updated)
While finishing up the current expansion phase of harvesting operations along the GDI/Nod borders is unlikely to cause issues, aggressive development of further offensives into the deep Yellow Zones are at this point increasingly likely to trigger operational and potentially strategic exchanges, as warlords will respond to deep drives into the Brotherhood heartland, although it will break the territory held by warlords into increasingly small pockets.
(Progress 350/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation) [37, 79] (+5 Resources per turn)

While the Brotherhood has not yet chosen to unleash its arsenal of strategic armaments, it has been pushed to the absolute limit. Many of the backchannels and Hackett's intelligence networks have indicated that Brotherhood nuclear preparedness has been increasing, with nuclear arms being dispersed to lower levels, and command authorizations being passed down to allow lower level commanders to unleash large portions of the total Brotherhood nuclear arsenal if they believe their positions are being threatened.

Intelligence Operations had missed the signs. To be entirely fair to them, the signs were hard to spot, and the Brotherhood had long played shell games with its nuclear stockpiles – both against itself and GDI. How many nuclear devices, at what readiness, and mated to what systems were all questions that GDI had rarely been able to answer well, and many have long suspected that not even the Brotherhood or Kane himself knew in total.

As for the projects themselves, aside from a handful of potential sites near the edges of the GDI advance that were abandoned, much of the development has gone fairly well. Across the edges of the current Initiative advances, there are numerous sites already developed by the Brotherhood of Nod for Tiberium harvest, including the erection of quite a large number of spikes. Instead of needing to build entirely new systems, taking theirs over has been quite lucrative. However, this has meant that ongoing harvest is less valuable than it could have been. Brotherhood spiking operations are usually far less clustered than Initiative ones, partially due to them not prioritizing containment as much. This has lead to lower than potential growth, even though it has been a meaningful increase in the overall budget.

[ ] Intensification of Green Zone Harvesting (Stage 6)
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 100/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)
(Progress 78/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (2 Stages available) [2, 52] (+10 Resources per turn)

Construction of expansive Green Zone harvesting operations has been ongoing, as has the transition to Blue Zone harvesting approaches. A Blue Zone, by definition, does not lack Tiberium contamination. Rather, it has a low Tiberium contamination level and Tiberium contamination is being actively controlled. The basis for this is a series of low and high level depots that maintain and operate fleets of harvesters, paired with a network of tiberium spikes. The spikes are both for harvesting and an early warning system, with reductions in harvest throughput highly correlated with outbreaks of Tiberium. With this system, GDI can usually (and increasingly so in recent years since the supply of capital goods has improved) localize Tiberium outbreaks to within ten square kilometers across any Blue Zone on the planet, and begin moving before the outbreak hits the surface.

How this matters to the Green Zone intensification is simple. Instead of just pushing out high intensity setups ever further forward, in many cases beyond the reaches of what the Initiative can properly secure, this quarter's construction has focused on building up Blue Zone style constructions well ahead of the Blue Zones, saving both time and resources by not needing to fully rebuild the system as it reorients from being primarily a harvesting project to a containment one, making the system as a whole noticeably more efficient.

[ ] 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.
-[ ] Bissau (Progress 100/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy) [61]

The Bissau railgun plant has been a quick construction, with the factory almost entirely assembled from prefabricated parts fused together with the barest of assemblies. Meanwhile crews are still being familiarized with the updated construction process – especially the railgun fabrication bay, which is the most different part from working on any other harvester. Currently, test parts are beginning to pile up – with some parts of the facility being massively more productive than others, leading to a significant number of parts actually going to other harvester factories.

Bissau itself is a relatively smaller city, with Dakar, Conakry, and Monrovia having become the major cities for the Blue Zone. While certainly not the only major industrial site, the railgun harvester factory has brought substantial infusions of funding, and a small but significant number of high paying jobs to the area, leaving ripples throughout the city. Two new restaurants have opened up, both being funded nearly entirely on local capital, although one does take advantage of Initiative cultural heritage funding.

-[ ] Porto (Progress 108/70: 10 resources per die) (+5 Resources Per Turn) (-2 Energy) [25]

Despite widespread sabotage efforts by the Brotherhood of Nod, against both the workforce and the factory building itself, the first railgun harvester out of Porto rolled out the doors at 11:42 December 28, 2060. By the end of the day, two companions had joined it. While production is currently extremely slow, the factory has been completed, and is well on its way towards full production.

More broadly, with the full set of factories completed, and the war beginning to wind down, it is time for a substantial reassessment of the railgun harvesters generally. While during the war months railgun equipped harvesters took heavy losses persistently, this was primarily due to the opposition that they were facing. Typical pre-war raiding parties simply did not survive in the face of the Initiative's forward-deployed armor, while the forces that could and did operate in that threat environment were both too heavily armored for a lightweight railgun to be effective, and too heavily armed for any harvester to be survivable against them. However, with the war beginning to wind down, and GDI beginning to demobilize more forces to catch up on maintenance and reduce logistical loading at the front, the low level harassers have begun to make a reappearance, only to find themselves outmatched by the new and heavier weapons on the harvesters.

[ ] Ion Storm Collector Panel Development (New) (Tech)
A number of Scrin vehicles mounted Ion Storm collectors, a means of supercharging themselves via the energy discharges of ion storms, and a massive advantage in Red Zone Operations. While the Initiative cannot produce anywhere close to the same energy density, Initiative Red Zone operations will greatly benefit from harvesting panels that draw on that energy, especially those more generally connected to the power grid.
(Progress 124/80: 15 resources per die) [80]

On Scrin vehicles the Ion Storm collector, when fitted, was a small cage-like construction – six claw-like ribs, with a metallic ring as a base. Acting like a lightning rod, it was able to provide a significant amount of energy to a Scrin vehicle, increasing its overall capabilities. GDI's scientists have been working for years to produce something similar, and in recent months have had a breakthrough. Rather than try to produce a similar form factor, a much lower efficiency can be gained with a simple collector panel – harnessing a very similar technology to existing solar cells, just calibrated to a much higher energy spectrum to catch the ultraviolet, x-ray and gamma-ray wavelengths that are a significant part of the output of an ion storm. Beyond that, energy can be harvested using electron nets, catching lightning strikes and the exotic products thereof, and splitting them down to a manageable stream of energy.

For most bases in the Red Zones, the benefit is fairly marginal. While they do rely on a mix of small fission plants and fuel generators, an ion storm collector can't really fully replace them. What they can do however is cut the overall energy costs across the entire system, providing fuel to the fleets of vehicles from the Sabatier process, decreasing parts wear, and being able to reprioritize those small nuclear reactors towards more civilian purposes. However, the bigger, more integrated border offensives are likely to be one of the few places where there are significant impacts to the broader grid, as there it is possible to run the wires out to the sites and harvest them for energy.

Deployment is one of the more problematic parts. While the system as a whole is relatively simple to set up, production lines will need to be created from scratch. Additionally, erecting bands of panels around the bases will fundamentally require a very different layout, using fewer roads, and deeper perimeters. These will be relatively easy to fit onto new bases, however older bases are likely to see a much smaller benefit.


[ ] 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 45/160: 20 resources per die) (+5 Resources Per Turn) [19]

If regolith harvesting is akin to strip quarrying, and heavy metals tends to be more conventional mining, rare metals harvesting has more in common with ancient bog iron, or the ancient practice of panning for gold. Rather than having a singular operational base, the harvesting process occurs over dozens or hundreds of square kilometers, with manned rovers and parasites picking up remnants of ancient asteroid impacts. These in turn are typically housed at a large permanent base, usually one of the, by now, numerous conventional mining bases scattered across the surface of the moon.

However, there has been a critical problem: launch space. With so many launches going to the moon, the large core rovers have been incredibly problematic, as they require nearly an entire shuttle apiece. While smaller assets, like the collapsed prefabs, or mining drones, are much easier to ship out, the relatively few main rovers mostly remain stuck in planetside warehouses.

[ ] 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 276/330: 20 resources per die) (+15 resources per turn) [38, 43, 67]

A second wave of major regolith mines has been nearly completed. However, there are a handful of key problems. First is constructing enough hard landing pads for landing. With the sheer number of mining projects being authorized and deployed, hard landing pads are effectively a requirement to upkeep the fleets of Leopards and Unions being deployed to the moon. Lunar dust is effectively a mass of miniscule, razor-sharp knives, with none of the weathering that makes earth sand and dust relatively rounded. The blast of even a single fusion drive craft suicide burning can send clouds of those razors flying for kilometers when doing a soft landing. For doing virgin field work that is an acceptable problem. When trying to build not only large arrays of mines, but delivering for a wide variety of mines, with multiple types of equipment on a single launch in many cases, it is a significantly more important problem.

With the number of mines now spread across the surface, much of the construction is being staged out of existing facilities, rather than using the life support systems of the Leopards and Unions that are bringing out the supplies. This has advantages and disadvantages. On one hand, the surface facilities are far more hardened and with significant surpluses of backup life support, so even doubling or tripling the number of people living there for short time frames does not stress the system all too much. It also means that few ships are actually tied up, meaning that they can supply a much higher tempo. However, it has another problem. Until the pad is constructed, all supplies and materials have to be shipped in overland, which is a significant bottleneck, at least for the moment. But the criss-cross of semi-prepared roads now beginning to take shape on the moon's surface, and the number of heavy rovers, are both beginning to set up a system for significant settlement and development.

"As you can see, the interior of the so-called mining colony is little more than a pressurized cluster of the standard G330X habitation units. You can also see that the crew are forced to hot-bunk, with thirty men and women sharing a single room and a single shower. We are creating unsafe and unsanitary work-camps on the moon, which will, mark my words, turn into a disaster if the government does not fund the appropriate measures! The construction of the Columbia station is urgent, both as a home away from earth, and to prove the technologies needed to make these lunar cities actual places where human beings can live instead of being packed into cans like sardines."
-Bernadette Herzog, Starbound Representative

[ ] Lunar Heavy Metals Mines (Phase 3)
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 375/375: 20 resources per die) (+20 resources per turn)
(Progress 25/365: 20 resources per die) (+20 resources per turn) [34, 97]

The Heavy metals mines have been the one actual success story of this quarter's construction on the moon. With the original set of mines having been working for some time by this point, Phase 3 has done a significant redesign, focusing less on surface minerals, and more on getting in at deeper, and oftentimes harder to reach patches. Using many of the same techniques as the vein mines down on earth, these mines are increasingly burrowing beneath the surface, seeking out rich veins. From here, it is then shipped out to Enterprise for processing as the shuttles return. However, with the massive number of cargo runs, many have been forced to deadhead on the return trip rather than carry a load of ore, as there is simply not enough production.

More broadly, many of these mines, once they have been tapped out, are likely to become the starting points for lunar cities. With the moon bathed in radiation on a near constant basis, the best solutions are (rather than large domes) a series of prepared landing pads and small surface domes for both practical and recreational needs, with the vast bulk of the city dug in underground. These mining tunnels will provide a solid foundation for construction to begin along – able to start from the bottom up, rather than trying to dig beneath the city and potentially undermine the foundations.

[ ] Automatic Medical Assistants (Updated)
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 302/300: 20 resources per die) (+5 Health, +4 Labor, -4 Capital Goods, -2 Energy) [28, 56, 26]

While the automatic medical assistants have noticeably freed up skilled medical labor, the primary impacts have been two-fold. First, cutting into the pool of less skilled labor needed by the staff, and in supporting many of the more routine activities. Nurses and doctors are already reporting lower stress levels, as the droids can take over portions of critical importance and of highly technical results.

In hospital work, there have often been traditions of twelve or even twenty four hour shifts. These, to be put bluntly, are incredibly stupid. After about ten hours of even light work, people start crossing the point of negative value produced – and for heavier or skilled work like nursing it is significantly shorter. With each nurse and most doctors working in conjunction with a swarm of robots however, there are rippling effects through the entire field, with more nurses available, more downtime, more ability to have everyone working shorter and easier shifts.

[ ] Less Lethal Security Electrolaser Development (New) (Platform)
The lightweight capacitors and laser system developed by the Scrin seem to offer the security services a capable new weapon, with less inherent lethality than a kinetic firearm, and significantly more standoff range than traditional tasers, even the designs that fire various forms of remote charges.
(Progress 126/50: 10 resources per die) [94]

The primary breakthrough in the security electrolasers has been in the step up transformers, increasing voltage and decreasing current. While a conventional laser system is plenty for the platform as a whole, and an important concession to safety, it has limited the overall range. Beyond that, there is the standard battery box, a common feature across most Initiative arms, typically found in the stock. While here, it is in the same place, it is more accessible, as rather than being a power source for an optic and potentially a few other systems, it is the primary magazine. With the resources pushed for this project, most of the time has gone into refining the hardware, trying to make it slimmer, more functional, and most importantly, easier to use.

The end result is a bulky, boxy, firmly two handed weapon, with ten settings in three groups. The first setting (nicknamed 'tagger mode') is intended to simply make people aware that they are too close. While the laser is creating the channel, the current is about ten percent of maximum power, enough to warn most people outside of insulated clothing. Settings two through five are increasingly high levels of stun – with setting five being typically considered the maximum safe payload against a fit young man, and most people reaching their limit around setting four. Settings six through ten however are primarily designed to fight cyborgs, such as Eva Core, found years ago infiltrating the Initiative. While settings eight and above are likely to permanently damage their sensitive electronics, being able to put them down hard and fast is considered far more important than preserving the data.

From a production standpoint, nearly all of the elements can be assembled with components off the shelf, with only some small modifications being needed for the transformers. In light of this, the project is going to be handed off almost entirely to the security services, rather than being a problem for the Treasury to solve, especially with reallocation occuring in a year.

You want to know what the worst part of testing these stunners was? We had to knock a granny down. Little old lady with a heart condition and a widow's hunch, 97 years old. She was actually a former representative who wanted to see if it was "really safe" and boy let me tell you I almost had a heart attack watching her fall down. It was the absolute last test, worst case situation, but man, I hated it.
-Personal log of Henrietta Jones

[ ] Pinhole Portal Early Primitive Prototype Construction (New) (Tech)
Portals are a potentially revolutionary technology for communication, transport, and dozens of other fields. However, at this time, it is only ready for a critical test run, seeing if the very most basic of functionalities, a short range pinhole, can be created.
(Progress 56/180: 100 resources per die) [24]

For the most utterly secret development projects, GDI has the closed cities. Appearing on no maps, emitting no signals, hidden as much as possible. Typically hidden deep in the Blue Zones, these cities are exercises in security through obscurity, oftentimes fifty or more kilometers from the rest of civilization. For the Portals, this has become a political issue, with multiple factions slapping ever higher classification levels onto it. This has substantially slowed the project, as the closed cities are not, in fact, research heaven for any but the most absurdly dedicated of workers.

For the Pinhole facility, code named Project Carcinisation, work has been north of Glasgow, deep in the Scottish Highlands, rolling hills that for most of recent history were home to more sheep than people. Two sizable structures (mostly concrete) have been set up to try to do a point to point pinhole, the theoretically simplest level of portal construction. The limitations of the closed city system has made this incredibly slow, with every requisition order having to be authorized and infiltrated by the security services, rather than the very efficient systems of the Treasury's economic planners.

The attempted attack by the Order of the Remembrancer has set the security services in a tizzy, with security reviews, more security reviews, and trying to track down the leak by any means necessary. While so far the search has not targeted the scientists, it is likely only a matter of time, especially if the research project sees further attacks.

[ ] Hardlight Interface Development (Tech)
While the Scrin's shield technologies are still poorly understood, one of the oddball technologies currently in development is hardlight interfaces, using the shields to project holograms that can be interacted with in a three dimensional environment. While not useful for everything, it does offer far more customizable interfaces, and can do significant work for computer assisted design and similar needs.
(Progress 91/40: 15 resources per die) [91]

What You call hardlight Is Not. It Is Their shimmer shield technology in an array that results in a three-dimensional Object You can directly interact with. It is done by the shields in the array refracting visible light for You. It Can Not resist You due to the emitted shields being insufficient in power. It Does offer tactile feedback for You with each button's edge being identifiable by touch. It Can have 18 buttons per 400cm2 square with each button a minimum of 1cm2. Its interfaces are predominantly tanks or tubs as It's projectors required multiple angles to generate the Object. Generated Objects without support are currently nonviable with current Objects necessitating larger structures.
An Additional Comment; It is a Unique Sensation to process.

Addendum: Broadly speaking, all hardlight interfaces are tubs or tanks, with the projectors having multiple angles to create their figure. While freestanding interfaces might be possible at some future time, currently, any attempt at hardlight has only worked when built into some larger structure.

"I don't mean to complain about this – goodness knows, it's nice to have the work done and the development of an exciting new technology finished. But I feel like that there could have been a bit more...humm, It's hard to say exactly. Certainly, more clarity from Erewhon. I'm still baffled by the final abstract; it reads more like a riddle than a puzzle and some of the solutions to creating hardlight that AI made are certainly Machine Learning Solutions if you get me."

-Chae Mirae, Head Scientist Hardlight Project Commentary.

[ ] Wingman Drone Deployment (High Priority)
With the Wingman drones, GDI has begun to lay out a platform for a future of warfare, primarily built around pilot survivability, and preparing for a series of larger and more intensive aerial campaigns around the world.
- [ ] Firehawk Wingmen (Progress 454/450: 20 resources per die) (-1 Labor, -6 Energy, -2 Capital Goods) [74, 77, 10]

Firehawk wingman rollout has been a slow and painstaking process. With the first deliveries happening as effectively Christmas presents to their units, the Wingmen have only had bare days to make an impact. While any influence they have at this point is circumstantial, they have already begun forming a reputation as good luck charms, with the handful of Wingman drones dropping casualty rates on the missions they were assigned to by over a third. With priority going to squadrons also being issued the Infernium laser modules, this decrease in loss rate is primarily due to the pilots being better able to stand off from the main engagement, tossing in their wingmen instead. For the drones however, loss rates are high – higher than for standard pilots in fact.

Despite interface improvements, pilots are still complaining about unintuitive and slow controls. While some of this is simply learning time, it is also a matter of the control scheme on the Firehawk being decades old, and having limited amounts of spare space for additional displays and toggles.

In terms of timeline, the sheer number of Firehawk Wingmen needed is a fundamental problem. Even working flat out, it will be over a year before numbers rise to the point that they will begin making an impact in every theater. At this time the Navy, long in need of extra airborne firepower, (especially after the recent battles in the Pacific,) is getting priority, as the current Atlantis class aircraft carriers can trade two squadrons of Naval Firehawks for three of the new wingman squadrons, giving a noticeable increase in throw weight.

"The problem is logistics, at this point. We're looking at more missions, more fuel consumption, more missiles-we need more airfields and support as well, just to get enough physical slots to hold the damn things. Shipping the drones themselves is easy enough, but we also need to ship the weapons for them, and store enough bombs and missiles for surge missions while not also leaving enough munitions about for a NOD commando to easily blow a whole base sky high."

"It's a wonderful problem to have, mind you. You just have to complain about something."

  • Armond Torres, Air Force Captain.

[ ] 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, as an early warning tripwire in case of another alien invasion or asteroid bombardments.
(Progress 64/95: 10 resources per die) (High Priority) [38]

While 'there is no stealth in space' is a longstanding truism, it is not entirely accurate. Rather, it is far more accurate to say that there is no 'full spectrum stealth.' On a habitable world, it is quite possible to use a combination of methods to reduce emissions across effectively the whole spectrum to the point of near invisibility. This is the method that, for example, the Brotherhood's Stealth Tanks use. Comparatively, in space, the advantages of one system in certain spectra are often at the cost of being more obvious in others. So, in order to better spot an incoming enemy, multiple types of telescope are required.

Beyond that, when it comes to telescopes of any kind, there are fundamental tradeoffs to be made. For one, fundamentally different telescopes are required to see different parts of the electromagnetic spectrum. For another, there are significant trade-offs to be made in terms of view range. A telescope designed to magnify Saturn's rings to a point where they can be easily seen (about 25x magnification at minimum) is not the same system as one that could pick out individual rocks in the rings, but at the same time can sweep a much larger portion of space.

The number of different systems required has been a major stumbling block. While most are in small-scale production, scaling them up has been slow and difficult, with the telescopes mostly being effectively artisanal assemblies. When trying to build entire constellations of these units, that is noticeably problematic, as creating a single platform at a time is very different from creating a whole series of a single class, meaning that rather than being able to simply scale up existing production, entirely new facilities are needed to produce the series.

[ ] 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 38/60: 10 resources per die) (Very High Priority) [7]

For a decade now, the long-delayed railgun munitions project has been accumulating test data, prototypes, revisions, and aggressive, pointed memos. It was hoped that these accumulations would, under a bare minimum of testing, yield viable munitions. This has proven to be not the case. Just six days after the approval of a round of tests for variant ammunition, a high-explosive round demolished a railgun at the Yucca Flats test range. At some point, following round after round of revisions, the ammo had seen its explosive cavity shrink to the point where a co-crystalized blend of Trinitrotoluene and Hexanitrohexaazaisowurtzitane was required to meet the desired explosive yield, primarily due to the problems of creating an isolated chamber inside the shell, where the firing energy would not set of the explosive. Unfortunately, firing created enough heat transfer to separate the HNHW from the TNT, causing a rapid detonation while still inside the barrel. This has caused a multitude of knock on effects, slowing development of shrapnel, incendiary, and submunition rounds for all railgun types.

Beyond the critical problems of high explosive rounds, which are the highest priority for most forces, the other rounds have been equally problematic. The Air Force and Steel Talons, for their rapid fire railguns, have wanted duplex or triplex munitions, which would separate out into a burst of darts midair. Here, the problems have been equally widespread, with about a tenth of the rounds used in the most successful test either failing to separate or fusing together in the barrel. While less of a problem with three to six round bursts, testing has shown that problems increase with the length of burst, with bursts above twenty rounds having a rapidly increasing failure percentage.

The only one to have been unproblematic enough to allow test rounds to go to people outside of dedicated research and development bases has been the Beehive. 2400 5-gram flechettes packed into a tube, and then fired out the barrel like a particularly overgrown shotgun. Most of the problems in its testing came from the fact that it is derived from an artillery shell, and the railguns have a different enough launch profile to create both problems with the bursting coming too early, and not coming at all – with the shell in the latter case flying through the air effectively inert. However, fixes are relatively easy as it is almost entirely stamped metal.

"Right, we're going to have to halt the tests for Types 5a, b, and c, 12a through 21e, 23b, and everything 26a and up. We still need to run the extended-firing tests, and we're still waiting on new rails from the shop, so we can't afford any more interesting failures until they arrive. Oh, and Mount 3 won't be replaced until Tuesday, so Type 27a is downchecked without a full redesign."
-Project Lead Shreeve

[ ] 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 240/200: 10 resources per die) (Very High Priority) [42, 92]

While current generation ablative plates are beginning to struggle significantly against the Brotherhood's newest generation of plasma weapons, they are still broadly effective. However, with the new weapons becoming increasingly common, it is only a matter of time before a new generation, or an improved other system is needed. The problems that it is facing are primarily a mixture of form factor, and expected damage models. A laser is typically a very narrow, often as low as one to two centimeter in diameter beam, and only really ablates that particular area. As a result, the ablat puck was designed with that threat environment in mind. A small easily replaced unit that could absorb a handful of laser blasts was effectively ideal, especially as it could be stacked. Plasma however, is somewhat more liquid. In order to create plasma weapons with any degree of effective range, it has to be formed into a semicoherent stream, which, when it impacts a target means that instead of simply hitting one area, it actually spreads out significantly on impact, creating a wide hole.

Consumption however has rapidly spiked, with many units demanding as much protection as they can possibly get. While the old standbys of adding armor, tracks, sandbags, wood, or similar are either risky, unavailable, or not particularly practical, slathering on extra layers of ablative plating is relatively effective, and offers notably improved protection against incoming plasma fire. However, it is also leading to the maintenance demand rapidly increasing, as tanks, APCs, and other vehicles strain motors, gearboxes, and suspensions with all of their added weight – sometimes with vehicle crews trying to add multiple tons of armor to the front and sides of their vehicle.

[ ] Escort Carrier Shipyards (High Priority)
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] Nagoya (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods) [13, 67, 13]

Nagoya has long been a center of aviation, the home of Mitsubishi, and surrounded by industrial sites, including one of Japan's oldest munitions plants further inland at Okazake. The usual fare of the region's production leans towards robotics, aircraft, and light shipbuilding, expertise which is of considerable use to the carriers the new shipyard will be constructing. The city was mostly untouched by the Third Tiberium War however, and this has meant considerable difficulty finding a site fit for such a large production complex and the logistical connections across Nagoya and the rest of the Japanese Blue Zone necessary to supply it. With the coastline near the city of Nagoya already heavily built up, it was decided to instead shift the location of the shipyard a bit further south down the coast towards the slowly decaying ruins of a long abandoned town. While the ruins are physically too small for the entire complex, it is large enough for most of the above ground structures needed, with the docks themselves under construction as piles were driven into the dredged and exposed seafloor behind a coffer dam before the pouring of vast quantities of concrete to build the tiered, heavy, sturdy structures themselves. They are as yet below sea level and as unfinished as the rest of the complex, waiting for equipment, tools and on site infrastructure, but the construction team expects that a minor infusion of resources will see this project to completion.

[ ] Shark Class Frigate Shipyards (High Priority)
The Shark unfortunately is of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
-[ ] Melbourne (Progress 329/300: 20 resources per die) (-6 Energy, -2 Capital Goods) [34, 71]

The Melbourne shipyard has been completed. With the Good Idea Fairy firmly banished, the shipyard has finalized in good time, and hull members have begun to be cut for the first wave of ships. Work is slow, with many workers having former heavy industrial experience – but not ship fabrication experience. While the two are related disciplines, they are not quite the same, as unlike with most heavy industrial projects, it is difficult to remove humans entirely from the project area.

Beyond difficulties with crew, the subcomponent system is not quite as seamless as hoped. While the best attempt was made, errors of less than a millimeter build up and is likely to mean significant effort in final assembly to patch the gaps left by misalignments in production. For example, the conning tower assembly is about a quarter of a millimeter too long to fit well with the bow assembly and the first section of the stern assembly. While a small problem, it is one that will slow final production for the Shark class.

[ ] Mastodon Heavy Assault Walker Development (High Priority) (Platform)
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 97/30: 10 resources per die) [66]

Delayed for nearly a decade, the Mastodon has seen over a hundred revisions to the platform, and repeatedly increased in weight as new capabilities have been needed. This has reached a point where in order to get the ground pressure under control, it has needed to shift from a four legged design to a hexwalker, simply to keep the ground pressure to a relatively reasonable level. While the core is still a battery of four railguns, they have moved from the chin to the cheeks, being raised for better angles, and allowing the mech to lose over a meter of overall height. The artillery has also been lightened, going from a battery of conventional artillery, to standard railguns, using standard ammunition, although at marginally higher velocities due to improvements in superconductors, and other technical fields.

Starting at the bow of the vehicle, it has a forward secondary cockpit. While it can be entirely operated from an internal CIC, the secondary cockpit is a concession to the fact that cameras and sensors have been shown to be not entirely reliable. Behind that boxy cockpit are the two dual railgun turrets, with the railguns set effectively side by side, with a twenty centimeter gap in the middle, as these, unlike the Mammoth, were never intended to be manned, and have options for munitions storage other than the turret. Behind them, as the vehicle widens towards the shoulders containing the first pair of legs, are a pair of rapid fire railguns – mostly designed for infantry sweeping, but in the case of air attack they can return fire as a form of gun-based SHORAD. Behind that is the main body of the vehicle. At the very core is an infernium laser tube, with the 'disco ball' up top to provide mobile antimissile support. While its sensor suite is noticeably smaller and lower power than that of a ship, and the laser itself is much lower powered, it is still capable of engaging between two and three missiles at a time – although that depends on them being the longer ranged missiles, in the style of Stahl or Krukov, rather than short range sprinting close attack rocketry. Behind that is essentially a pair of VLS racks, packed full of Thunderbolt 20s – primarily intended for anti-aircraft work, but they can also be used for bombardments – and then finally a stern-mounted rapid-fire railgun, again positioned to shoot at incoming aircraft as well as infantry.
All of this is protected by both shields and armor, but more care has gone towards the shields as a defensive system, as the vehicle ran heavily into both size and mass limitations on current myomer bundles and joints.

Doctrinally, the job of the Mastodon has shifted, from being an independent heavy assault unit, deployed in company strength to smash through hardened brotherhood positions, followed up by lighter Talons and Initiative units for exploitation, much like the entire lineage of the Mammoth Tank. Now however, it is intended as a centerpiece to company scale attack groups, supporting lighter units as they push forward, with longer range anti-missile systems, antiaircraft missiles and dual purpose rapid fire railguns, and a powerful sensor suite.

[ ] 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) (Heavy Industry) (100) [76]

The Heavy Industrial sector has always been a target, with both espionage and sabotage based infiltration attacking the system as a whole routinely. This has only stepped up in recent months, with the aggressive action of the Brotherhood against both stockpiles and production facilities exacerbating the problems. Digging them out has been a slow and painstaking process, with multiple spy rings being ousted, many who seem to have been targeters rather than infiltrators.

[ ] 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) (Orbital) (110) [86]

The orbital sector has slacked off significantly from their fanaticism a decade ago. While some of their near paranoiac security procedures have become embedded in tradition, others have not. Problematically, the drumbeat of expansions, new mines, new stations, and new crews have created holes for infiltration, although primarily on the surface, with most crews still being very difficult to infiltrate, being tightly bound and working together in a high degree of isolation from anything but official Initiative channels for long periods of time. While the Brotherhood certainly knows of GDI's efforts beyond the immediate bounds of Earth's orbit, including the details of the discovery of Tiberium on Venus, they do not seem to have been able to convert that into technological or serious informational gain.

[ ] 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) (Bureaucracy) (51) [22]

Investigating the Bureaucracy has been a slow and painstaking affair, with care having to be taken to avoid stepping on too many toes. While most of the civil service is loyal, hardworking, and dedicated, the Bureaucracy has been increasingly studded with agents, or the proxies of agents, not only from the Brotherhood of Nod, but a wide variety of outside powers. In some ways, this should be expected, with the Treasury maintaining a wide selection of powers, and a firm hand on the economic currents, everyone from the larger cooperatives, to the political parties, to the other branches of government are all jockeying for a view on what the next decision out of the Treasury will be. While many of them, especially those working for other parts of the Initiative, are conscientious, effective, and above all else competent workers, they are feeding information along backchannels to other factions, many of whom are looking for the best positioning to make good advantage of the Treasury's decisions.

-[ ] Purge the Bureaucracy
While some degree of infiltration from interested parties is inevitable, by making examples out of those who have filtered out information, firing and blacklisting them at the very least, and prison sentences for some, the Bureaucracy can be put into its place below you. While this will lead to massive overall problems, as the Bureaucrats become too scared to talk to each other, let alone outsiders, and will likely come with political consequences, it is an option.
(-20 to Bureaucracy dice, -1 Bureaucracy die)

-[ ] Eliminate Outside Influence
While a complete purge of the bureaucracy is inadvisable, a few rounds of firing, and a series of mandatory refresher courses on information security may help stem the outflow of information. However this is likely to only be a very temporary solution, as the Treasury will still maintain an extremely large role in the overall economy, and therefore be of great interest to other parties.
(-5 to Bureaucracy dice until Q2 2061)

-[ ] Expand Official Backchannels
With there being no end in sight to the interests of other parties, offering up a series of more secure lines, with vetted and verified representatives acting as official backchannels to outside interest groups. While it is still a security risk, runs the risk of being seen as political favoritism, and may grant those interest groups outsized influence in decision making with time, there are significant advantages to actively addressing the root causes of the problem.
(+5 Political Support)

-[ ] Leave It Alone
With Intelligence not really seeing this as a major problem, and no evidence of comprehensive leakage to the Brotherhood of Nod, allowing people to relax and discuss work with friends and relatives, and other forms of natural information leakage is simply common sense. Fighting it is not generally worthwhile in the long run, and the risks of influence are too high to make it more official.


A/N: Four hour moratorium for discussion. Will try to have the battles finished by the time the vote is complete.
A/N 2: Have some WORDZ!
 
Last edited:
The Regency War: Part 9 - A Final Flame
The Regency War: Part 9 - A Final Flame

Mehretu

Battle Roll 1: 89 24 GDI win
Battle Roll 2: 44 75 NOD win

The Order of the Remembrancer was stalking in the shadows once more. The Initiative had been working on something in secret. A great pair of structures were taking form in the moors of the former United Kingdom. Some fifty kilometers apart, each was ten stories and over the size of a city block, powered by a dedicated nuclear plant, and functionally closed off. Silent and hidden, with all transit to and from the complex being done by aircraft and offroad vehicle, these were true closed cities, with nearly all of the inhabitants committed to remain there for the duration of the project. In the lead was Kemal, his hood pulled up to conceal his features. Following him was Artyom Alekseyevich, his sniper rifle looking monstrous in the shadows, and a large crystal bisecting one of his eyes. Behind him was Natasha, rifle cradled across her body. Following her, a hunched figure, Haddi, its hands free and wrapped in mottled gray robes, riding an Afanc. Dragging the team was George McGee, the final core member of the order, his own rifle in hand, sweeping the rear aspect. Around them were a half dozen more Afancs, a covering force that would make some noise to distract from the retreat.

Amid the rolling hills and scrub of the moor, the Order was a strange sight, hiking single file as they closed on the site. Kemal was in the lead as they wove through layers of passive defenses, seeded with electronic sensors and physical booby traps. Slipping into the settlement, the Remembrancers circled around the outside. The entire place was relatively well lit by floodlights sweeping across the surrounding expanse, and nearly constantly patrolled, but any defense network has holes – especially for sufficiently skilled infiltrators. There were moments of shadow, an inattentive patrol or two, a guard finding comfort under a doorframe rather than heading out into the night. It was difficult, but each layer of the perimeter defenses was bypassed, one step at a time. As they approached the site, the team split up; Haddi and Artyom broke to the left, towards a hill that could overlook nearly everything, taking with them the other gana.

Dr. Ellen McLain wandered across her lab, going for the coffee pot after setting another one of the particle simulations into her computer system. It would take hours to run, even with her being one of only a half dozen people using the server stack in the basement. But she could feel that something was off – something wrong. Staring out from her slit window, a concession to the fact that daylight is actually good for humans, she noticed something moving in the shadows on the road across from her. As it broke cover, the outline became clearly bipedal and nonhuman. And that was enough to send her rushing for the panic button installed in every room. Flipping up the fragile plastic case, she pressed the big red button, before heading back to her desk for the GD45 stored there. The polymer grip felt good in her hands, the full magazine giving it a fairly hefty weight as she sheltered in place.

The alarm was silent, with the first thing that happened being a light going off in the squad rooms scattered around the complex, ordering everyone to head to containment stations. Against a lone infiltrator, the first and only step is to move to engage with whatever is on hand, whether that be rifles, pistols, or billy clubs, every minute that the infiltrator spends engaging with Initiative security assets is a minute they can't spend doing something else. The problem comes because the Brotherhood rarely sends in lone individuals, and the movement to engage often creates gaping holes in the perimeter. As the soldiers spread out, most carrying standard GD2 rifles, they encountered their foes.

Kemal twisted, lightning leaping from his hands as a pair of GDI soldiers turned the corner, their rifles coming from low ready to the shoulder, preparing to fire. His powers were weak here, far from the holy crystal. But they were enough for this, and a short surge of energy would be quieter than even a suppressed bullet. The two toppled, their bodies twitching as muscles spasmed and cooked.

"Fall back brothers, to the rally point," he barked, already headed in that direction as the rest of the Order wrapped around him, Natasha taking point, and McGee again dragging.

As the beehive rumbled into action below them, Haddi and Artyom watched and waited. While a heavy anti-materiel rifle was a very general purpose weapon, it was also far from being quiet. Especially without Initiative style railgun technology, opening fire now would only give away his position, and more than likely lead to someone laying mortars into his general vicinity. Instead, they held fire, scope and binoculars held tight to faces, keeping the three infiltrators well in sight.

"Artyom, be ready. I have a bad feeling about this," murmured Haddi, its muzzle glancing towards its companion.

As the three crossed the first of the defensive perimeters however, the sniper team was forced to take action. Crack, crack, crack. Three shots, out of the five in his magazine, the first slamming into the left front wheel of the Pitbull screaming towards the infiltration team, magazine full of fragmentation missiles. The second cracked the windshield, and the third punched a hole clear through, the bullet finding its mark from the spray of blood across the windshield. It was time to go.

With the first spotter shells falling around their heads, Artyom retreated down the hill, and before following Haddi barked orders: "Gana, aage hamala!".

The half-dozen Afancs lumbered forward, integrated weapons systems spitting fire downrange. Whether they were actually aiming or not was immaterial. They were simply to sow chaos and confusion, and do what damage they could before dying.

For Timothy Harkness, this job was supposed to be both easy, and more importantly safe. He had lost some fingers back in the Third Tib War, had tinnitus in his left ear from being too close to too much artillery going off, and his knees tended to pop when it got cold. But, well, work was work, and in a hidden city like this one, it was quiet work. Walk the patrol routes, make sure the nerds had their little luxuries, and keep his radio on. Now though, everything had gone to shit. There were infiltrators on the base, and a half dozen bastard children of the Terminator and a lizard were bearing down on him. Bringing his issue GD2 to his shoulder, he jammed up, firing the entire magazine in one long burst, ears hammering, bullets flying everywhere as the recoil kicked him around. Not one of the lizard beasts fell. Around him, burst after burst of fire streaked towards the Gana as they advanced. They dripped blood and multicolored fluids as they kept lumbering forwards – a slow, implacable mass of hatred that poured out their own fire, lasers flashing and machine guns roaring out defiance.

Harkness dropped to the ground as one turned towards him, and just in time as more fire ripped out, pockmarking a wall behind him.

Behind Kemal, McGee screamed out, his normally unflappable demeanor broken by a pair of impacts from 6.5mm Initiative fire, a lucky shot from one of the defenders. "Natasha, grab him," screamed Kemal, raising his hands once more – feeling for the power again. And around him bullets screamed, but none found their marks, curving in midair to avoid the group.

As Natasha grabbed the downed McGee, she switched to her pistol, shooting as she dragged her partner to cover. "He won't last long without medical treatment," she called out, as Kemal dove for cover of his own.

"He comes with us – we cannot allow our bodies to fall into these Infidels' hands!"

"Then cover me. There is a lot of ground to cross."

"Go!" As the three moved, Kemal blocked shot after shot, but before long they started slipping through, his focus weakening. "Oww. We can't keep this up. Have the gana done anything?"

"Looks like the last of them are going down now. Can only hope that Artyom and Haddi got out safe."

"Siktir," Kemal swore, "Nothing for it, we need to keep moving, and break contact. Think I can hold a shield again for a minute, maybe two."

As the group ran, GDI security forces chose not to pursue. Their job was here, protecting the base, and in any case, they were able to hand it off to the QRFs based out of cities all around them. Low flying Hammerheads buzzed the town mere tens of meters above the roofs as they began their search patterns. While they would not find the Order, they would find tracks leading east, and a hidden inlet in a sea cave in Fife, where there had obviously been some Brotherhood presence.


In southern Africa, GDI had been pushing up the western coast, driving towards Walvis Bay: one of Mehretu's ports, and a critical area for his continued support for commerce raiders and more broadly his support for overseas insurgencies. Marching north from prepared positions in the Blue Zone, some fifty thousand GDI soldiers, supported by a pair of Governor class cruisers, began to march north, driving forward into the teeth of Mehretu's position, with the intent to close Walvis Bay. While far too small a force to actually seize and hold the bay, for a torch operation, it was sufficient. Just get close enough to let the artillery work the dockyard over with a rain of shells and retreat.

The operation began simply, with little resistance as Mehretu avoided invoking the wrath of the heavy railguns mounted on both of the Governors, not to mention their missiles. Instead, they relied on traps, automated gun positions, and bands of minefields to slow and disrupt the Initiative advance. However, the first thing that went wrong was when a trio of small Brotherhood submarines began an attack run. Detected by a Hammerhead on ASW patrol over fifty kilometers out, the submarines began by salvoeing a storm of tube-launched popup missiles, twelve munitions streaking towards the leading Governor, with another dozen shortly behind them before diving towards the sea floor. The Governor slewed around, unmasking the laser as it began spitting fire towards the incoming missiles as they screamed over the horizon. One missile after another was burned from the sky, but three slipped through, into the teeth of the close in defenses. The destroyed missiles showered the lead ship with fragmentation, and one missile body skipped off the empty deck.

Four hours later, as the ground force contingent was picking their way through a dense minefield – notably slowing their progress, despite having brought up mine-clearing equipment and sensors, but they were still punching the alleys through – a second submarine attack came, this time with nine submarines once more volleying missiles into the Governors. Instead of waiting to acquire the targets and be detected themselves, they simply fired in the general direction of the ships, allowing the missiles' onboard seekers to acquire their targets. While some failed, enough achieved locks that dozens of missiles screamed in on the two ships. Once more lasers lashed out, and the ships began launching dozens of countermissiles of their own, picking up speed to keep the smoke from disrupting the laser blasts. Missiles splashed around the ships, but the lead took two direct hits and the rear three, with dozens more pockmarking the ships with fragmentation. Both were nearly blinded, with radar badly damaged and communications systems stripped away. With the ships increasingly battered, they had to be withdrawn, rather than risking coastal fast attack craft or further missile attacks. In addition, the close support hydrofoil complement, no longer covered by the Governors, had to fall back to their ports as well.

On the ground, a slow advance quickly stalled as Mehretu's soldiers advanced from inland positions, hitting first on the advance's flank and then slamming a door in the front. While not nearly as successful as Stahl's counteroffensive, it was still fundamentally a difficult fight, for both sides. The Initiative had the better of it to begin with, as the Brotherhood tried to maneuver in the face of massed artillery fire, but were constrained by their own defensive preparations. Losses were heavy, with multiple units shattering as they became trapped by reinforcements behind them pinning them in place, easy targets for GDI fires. But the tables soon turned. While the frontal attack had been poorly executed, the one to the Initiative's rear was far more skillfully done. Shadow teams, many prepositioned, and others simply gliding in below the radar proved lethal, especially in conjunction with rocket and tube artillery. One depot was blasted to shrapnel after a shadow team planted a beacon for one of Mehretu's rocket artillery batteries to fire upon. Others preyed upon the convoys heading into his territory, finding spots to launch missile attacks, or curves and dips to plant land mines in blind spots.

The GDI ground force's supply lines were battered, and Mehretu's artillery was beginning to turn its attention ever more towards front line units that were rapidly expending their ammunition loads – shot after shot going out towards bunkers and turrets, and digging out the ever persistent networks of lasers that the Brotherhood so loved to scatter everywhere. Rather than try to fight it out, the Initiative forces began to fall back, harried both by Mehretu's forces, and repeated missile attacks from the land and sea – where despite the efforts of ASW squadrons staged out of Springbok, the Brotherhood's submarines were able to range freely, especially as there were multiple antiaircraft missile pod equipped submarines warding off the worst of the attacks. The missile pods were relatively simple affairs. Effectively simple plastic canisters, they are designed to pop up to vertical orientation and then launch. With four missiles per pod, they would launch, come up to a few dozen meters above the surface, and then engage in a spiral search pattern using active radar to spot a target and engage. While of noticeably limited effectiveness, the system allowed a submarine to engage airborne targets without significant risk to itself. Rather than being able to come in low and slow, using their sensor packages to best effect, the Orcas were forced to stay high and fast, giving themselves the energy needed to avoid a missile attack.



Krukov
Battle Roll 3: 89 32 GDI win
Battle Roll 4: 17 5 GDI win

As the winter cold fully set in, and frost covered the ground, Initiative forces lurched forward once more. Over a century ago, an armored offensive on the other side of the country had (in very similar weather) ground to a halt, with many instances of their fuel literally freezing solid. For the Initiative however, it was a welcome reprieve – the solid frost provided a solid surface for treads to grip, and for higher speed convoys going cross country, liberated from the tyranny of the railhead. Initiative combat groups bulled their way forwards, tires and treads digging deep into frozen soil.

While last quarter's artillery tactics have become ever more common, they have been increasingly countered by GDI air supremacy, with Orcas able to act freely at low altitude, carrying full payloads – even some of the older, and not yet replaced A-15s being moved into more active roles due to the success of Initiative air superiority and SEAD/DEAD missions.
Otherwise, with the Brotherhood continuing to fall back, there have been multiple bursts of extremely high intensity fighting, as the Brotherhood retreated over caches of supplies. Even though some are decades old, the munitions are still usable, and they expend them in flurries of missiles and artillery fires rather than letting them fall into the Initiative's hands. Other caches have been rigged to blow when captured by the Initiative, with some resulting in multi-kiloton explosions as thousands of rigs wired together detonate effectively as one.

For Escoffier, the campaign has been a major success. While his defeats against Stahl had been damaging, here, against Krukov's subordinates he has been able to take fundamentally conventional tactics, and push on through. Breaking out of the mountain ranges on Siberia's eastern flank, and then driving across the frozen Lena River, GDI forces made good time, with leading elements over a hundred kilometers west of the river. Many of these were lighter elements, leading towards encirclements, and bypassing units to allow them to wither on the vine.

However, in December, a blizzard rolled in off the arctic, sheets of snow flying sideways, a great white cloud hugging the ground as temperatures dropped to levels that are difficult for even modern armies to fight in. The whipping winds and driving snow and sleet grounded Initiative airpower, and much of the Brotherhood's arsenal as well. But the Barghests kept flying, although much slower – reduced from the speeds of a modern jet fighter, to ones more reminiscent of prop planes over a century ago – their engines actively adapting to the harsh environment. Nearly invisible amid the storm, they were rarely seen before lancing blasts of plasma began impacting amid Initiative armored groups. Once that happened, all bets were off, as Initiative forces began to blaze away in that general direction, but even so, the loss ratios were noticeably one sided. Sensors blinded by the blizzard, and many effectively deafened by the debris and hail whipping against the composite hulls, GDI soldiers had few really effective means of countering the airborne threat.

On the ground, Initiative forces and Brotherhood units typically clashed at close range, combat teams effectively running into each other at distances of under a kilometer, with generally lethal results. With neither side able to use much infantry in these weather conditions, contact was most often done at the point of a heavy railgun shot, or under reconnaissance by fire. While supplies were easy enough to bring up, the road and rail networks to bring them up were far more problematic, with many stalling out as it was simply too cold for the construction elements to set properly.

Falling back, the Lena River and the Verkhoyansk range became the bastion of Initiative forces, allowing GDI to rest easier, and begin to bring up heavier sensors and anti-aircraft batteries. While still degraded from the storms, they had enough of a performance advantage against the mobile platforms that serve as the Initiative's front line, to begin significantly degrading the air attacks that had pushed the Initiative back. While still far from the lake and the gap, it was a strong position to hold up behind, and from which to drive south – cutting the link between Quinglian and Krukov, alongside handing the Initiative another glacier front to exploit. However, with the recent series of nuclear threats, regional command believes that it is better to allow the advance to rest here, on defensible terrain, rather than try to push beyond that.



Gideon
Battle Roll 5: 57 86 NOD win
Battle Roll 6: 72 28 GDI win

The American South, in a quarter that saw an uptick in Brotherhood activity, was particularly heavily engaged. With the Initiative push in the south stymied by fierce defenses, Gideon still had GDI forces sitting on the borders of his deepest territories, and having already been split into multiple directions, he faced the risk of being defeated in detail, especially as the shipments from the rest of the Brotherhood increasingly dried up as his forces suffered defeat after defeat, and few in the Brotherhood are willing to keep spending good resources after ones already expended.

Gideon knew ( at least conceptually) how to neutralize GDI's advantages in the operations to come. He waited until early December, shadowboxing with Initiative forces and demonstrating against their position the whole time. He waited for winter storms to come, blanketing the ground. While Initiative forces still flew, and still had round the clock close air support (these were no blizzards after all) it did degrade performance significantly, especially during the most intense portions of the storm that turned missile targeting from a science into an art.

Gideon had used the pauses created by the battles of Jacksonville and Southern Georgia well, with the breathing room allowing him to reconcentrate his forces near Dothan, north of Lake Seminole. Massing a force of mostly Centurions, although he also managed to form up nearly a full hundred Avatars, and about half that many Purifiers, he prepared to wage a campaign across Georgia, trying to cut the critical supply lines that ran from Savannah to the old town of Valdosta, now little more than a supply depot in the Southern tip of the Georgia salient. Driving east, if he could cut the rail lines, that would pocket at least tens, if not hundreds of thousands of GDI troops, and potentially wipe out a significant number of Mammoth tanks in one fell swoop.

The battle opened with a series of Brotherhood victories, heavy formations smashing their way through GDI lines, lines of Centurions protecting Scorpions that laid potshots through the gaps in the shields. Pre-registered artillery and beacon guided shots hammering into GDI command and control centers, ammunition dumps detonating as shadow teams hit them one after another. While the total damage of the latter attacks was limited overall, the increase in the chaos was a major blow against the Initiative.

Colonel Vega was one of the less fortunate ones – holding a position directly in front of the core axis of attack – and was hit directly by the full weight of the hundreds of mechs, and even more tanks. While his men were fully entrenched, sat on the reverse slopes of ridges and settled into elaborate defensive works, it was still not enough to seriously slow the attack. Even with barrage after barrage of artillery fire, and what air support that could be had called in, Vega's forces were effectively shattered in a matter of hours as their positions were raked by lasers and plasma. Thrown back from their starting positions, GDI forces conducted a hundred-kilometer fighting retreat, as the Brotherhood's assault smashed into position after position. For much of this, GDI was simply trading empty space for time to reposition their superheavy battalions. A Mammoth battalion is simply not quick to move, especially along roadways. While each of the components can be reasonably nimble, moving the entire formation, especially against the flow of supplies, is difficult, time consuming, and frustrating, as convoys have to be diverted, supply depots refreshed, and all of the impediments of mid twenty first century warfare have to reorient.

At the incomplete fortress town of Albany, GDI forces effectively ran out of fuel. While previous generations of armored fighting vehicles could have liters per kilometer fuel efficiency, GDI typically relies on hybrid electric drives, for two main reasons. First is that electric motors have far better torque at low RPM, giving tanks and other vehicles significant responsiveness when maneuvering. Second, and more importantly, it drastically lowers the amount of fuel that they need, which means that the Initiative does not run out of fuel as soon as an offensive lurches over the Brotherhood's lines.

However, that fuel and logistics system can fail, especially during a retreat such as represented here. Even though Albany was far from complete – with gaping holes in the outer walls, unstocked armories, and a sum total of zero heavy artillery pieces to its name – it did have one great redeeming feature: ten thousand liters of standard fuel. With his 31st nearly dry, and Gideon's forces mere hours behind them, Colonel Martin Berteli chose to make a stand here, rather than try to make a further retreat to Tifton, or potentially to Waycross, sixty or two hundred kilometers away, on fuel tanks that were nearly empty.

Just north of Radium Springs, the fortress town is protected to its west and north by the Flint River. While fairly narrow (well under a hundred meters across) it was the anchor on which Berteli would hold. Of the half dozen bridges across the river strong enough to support a Scorpion, all had been blown. While the tanks and other AFVs refueled, Berteli's men set to digging fighting positions, running wires along networks of T-20 missiles loaded with HEAT and EFPs. Land mines were scattered among approaches to the fortress walls, and hastily dug fighting positions inside and outside.

While most of the handful of other cut off positions were simply bypassed, not worth Gideon stripping his already bare spearhead in his drive towards the Initiative's primary logistical line, Here, however, there was little choice. Albany protected one of the Initiative's more major feeder roads, a straight shot towards the critical axis, and the all important pipe and rail lines that fed GDI's advances south of Savannah. It would have to be forced, and quickly, before Initiative assets could rally, bring up artillery and air power, and smash the offensive.

Advancing across the front, the first forces to hit the defensive positions were relatively light gana forces, coordinated by conventional infantry picking their way through the ruins on the other side of the river. Mostly mounted up on Reckoners, they fell back after a few rounds of desultory fire – enough to realize that it was a heavy GDI force, not a rearguard looking to break contact if pressed. Over the course of the afternoon, the battle slowly escalated, with increasing artillery fire pounding down on the entrenched position. While much of it was too light to meaningfully damage the fortress town, many of the entrenchments had to be abandoned and the forces pulled back.

As Gideon's main force arrived, they immediately launched into a series of assaults: Centurions, Avatars and Purifiers raking the base with shells, lasers, and bolts of coherent plasma, staying as far back from the front line as they could, and making good use of their height to make their shots. At the same time, batteries of beam cannons moved up, taking positions north of the river, and raking their own shots down the length of the Initiative line. The emplaced missiles – those not destroyed by shrapnel or blast effect – roared out, sending one Centurion toppling to the ground. Others raised their shields, blasts rippling against them, and dropping one but others stood firm as they survived hit after hit. At the same time, the Predators fired their own rounds, in a slow, measured pace: crack, crack, crack, crack. The sonic booms and streaks of ferrous rounds blasting through the thick atmosphere, seeking tarkets kilometers away. It was too little, raging against certainty.

Vehicle after vehicle was knocked out under the withering hail of fire. The Guardians took the worst of it, with no part of them meaningfully proof against plasma fire, and many of them unable to maneuver, their tanks drained to fuel the railguns of heavier assets. Following the first raking, Gideon's men launched into a frontal assault with lighter assets. While the position could certainly be reduced by a sufficient barrage of the 155mm guns of the Spectres, that would take time, and more importantly a vast supply of artillery shells. Gideon had neither. Every hour wasted fighting this position was an hour not on the road towards destiny, and an hour for GDI to reposition its heavy armor into blocking positions, and prepare to engage in the kind of set piece battles that the Brotherhood has nearly always lost. At the same time, they needed to preserve the heavy armor that would be critical to remaining astride the supply lines rather than being bullied off before the Initiative troops ran out of supplies.

GD2s, light machine guns, and a hailstorm of fire from the RWS mounts on the Predators met the attackers and felled many; but the gana were tough, Afancs marching forwards as bullets pelted them like hail, responding with blazing lasers and machine guns of their own. Over their heads, lasers and plasma bolts spat into the holes, cutting gaping openings in the defense line. After six hours of bloody fighting, they were forced to retreat into the interior of the town, the soldiers of the 31st abandoned many of their vehicles, and retreated into the guts of the fortress town. They had bled Gideon, held the main thrust for hours, but now had little choice but to hunker down and try to survive until relieved.

The air war had rapidly become incredibly messy. Local airbases had been early targets for stay-behind shadow teams, while bases to the north had been hit by barrages of Tiberium-tipped missiles. While only a relatively small fraction of the Initiative air force in the region was grounded or destroyed, the impacts rippled through the air force across the region. In the air, as on the ground, one of the core principles is concentration of forces. The more assets that can be put on a single target, the more effective they will be. Two on two is a fair fight. Three on two is far from it, and four on two and beyond offer increasingly lopsided results. With the maneuverability and capability of Barghest and Barghest Bis fighters, alongside missile- and laser-equipped Venoms, GDI at this point prefers to deploy masses of fighters in single strikes, overwhelming one area, rather than try to sustain air superiority everywhere.

With the forces available so reduced, first priority had to go to escorting air evacuation convoys – pulling groups like the Albany construction crew, and other civilian teams out of the combat space and back to safety, and clearing the way for the Initiative to engage freely. Second was air superiority operations, hunting enemy fighter groups in an attempt to attrit them down, and destroy Gideon's air forces. Third priority was battlefield interdiction and close air support, meaning, in an environment with drastically reduced overall air force effectiveness, it was not happening to any reliable degree.

Bypassing the survivors in Albany, Gideon marched onwards, towards the crossroads at Tifton, where he faced a choice. Turn south and march towards Valdosta and the supply depot there, or march east, and cut off a massed pocket of GDI troops, potentially wiping out the best that the North American Blue Zones had to offer in one fell swoop. Unusually for Gideon, and potentially a result of shake-ups in his advisory council, he turned south, driving for the more achievable goal, and once more stealing a march on the Initiative.

Since Gideon had begun his offensive, GDI had begun to substantially redistribute its forces, amalgamating broken up units into new combat groups, bringing superheavy battalions away from the southern front and shifting them to protect the all important supply bases. Unfortunately, the shift was too aggressive, stripping forces from the south to defend the east, pulling forces so that they could situate for a retreat northward, and shrinking the forces in the potential pocket.

Advancing south down the old Interstate 75, Gideon's forces found themselves profoundly unlucky. Two of the superheavy battalions that had been savaged in the failed assault on Jacksonville had not yet been pulled back, and were instead entrenched across the interstate. The 75th, under Lieutenant Colonel Katie Brown, and the 301st under Lieutenant Colonel Huvra Mehta were both significantly understrength, with the former boasting a total of 37 functional tanks plus nine partially functional (mostly impaired mobility), and the latter 45, plus seven partially functional, compared to a paper strength of 58. While both are primarily Mammoth formations, they were supplemented by a mechanized brigade providing much needed infantry support, that was situated to protect Valdosta until the last of its supplies had been moved north, towards Savannah.

The first contact was made by the 75th, where a leading entrenched platoon of Mammoths made contact with a company of Centurions. Railguns lashed out, knocking down the Centurion's bucklers, and then plowing shot after shot into the hulls, hammer blows tearing the mechs apart via sheer kinetic energy. With first contact being made at under half a kilometer's range, even those shots that did not penetrate the Centurion's shield hammered the mechs, with multiple Centurions being knocked down or having their shield-arm torn off as salvo after salvo ripped into them. Following up the railguns, short ranged missiles streaked in and among the formation, many causing rippling secondary explosions as they found weak points, although most simply wasted themselves into non critical systems. In return, streaks of plasma and biprop slugs hit on and around the Mammoths, dug hull down into a reverse slope, with only their turret front exposed, sending shot skipping off, and splashing the plasma.

As the column deployed into something akin to a line of battle, the conflict spread, with concentrations of Initiative forces being hammered into scrap by locally superior Brotherhood forces. While the initial engagement was at effectively point blank range, the average was far longer, with laser and plasma armed walkers using gullies as cover to allow them to take pot shots from well protected positions. From starting positions tens of kilometers north of Valdosta, Gideon's men hammered into the Initiative's right flank, bending it back as the entire line retreated under fire. While Mammoth tanks are singularly resilient beasts – with slabs of armor over redundant systems, designed to take the worst the Brotherhood has to offer and survive anything short of a near-direct hit by a nuclear blast – they are not invincible, and armor degrades quite rapidly under the repeated slings and arrows of a determined attacker. Layers of ablat, an APS turret, and smart piloting can extend their service, but over the course of the morning attack, twenty seven Mammoth tanks were killed, and a further thirteen disabled and abandoned. Casualties among the supporting elements – ants running around the ankles of giants – were worse.

Because of Valdosta's position and importance to the Initiative, it had a quite substantial artillery complement of its own, plus the garrison's force of mobile guns. Beyond that, it also boasted a quite comprehensive anti-aircraft artillery group. However, it had also been under constant attack. When fighting the Brotherhood, the front line could move by tens of kilometers, and Valdosta – being only a hundred and ten kilometers from the sea, and a hundred and fifty from Jacksonville – made a tempting target for Brotherhood commanders all across Gideon's remaining territory, and a common target for aborted deep penetration raids.

Beyond that, Gideon's forces had been reinventing an old technique, dumb toss bombing. Across most of the world, toss bombing, especially by crews inexperienced in the technique, is usually considered hideously wasteful of munitions, flight hours, and escorts. Most of the world is not Valdosta. Caught between a need to provide physical security, a need to harden the position against air attacks, and a need to move massive amounts of material quickly, Valdosta as a whole was a massive target. Even with the horrific CEPs of old world war two era level bombers, anything that got hit would be a meaningful target, and only a few bombs would not at least inconvenience the defenders.

Since the beginning of the offensive out west, attacks on Valdosta from the remaining forces had been stepped up significantly, with strike after strike coming in nearly round the clock, significantly degrading the entrenched defenses. When the Brotherhood's artillery battery arrived in the north, the forty odd Spectres in his artillery park were able to open fire with devastating effect, hammering shot after shot into the hardened artillery surrounding Valdosta. While the first three salvos were noticeably effective, after that point, the Spectres were forced to spend much more time scooting than shooting, and Initiative counterbattery was increasingly effective, slowly degrading the incoming fire, as gun after gun was knocked out. By late morning, the Initiative artillery was able to turn its attention to the front lines. While the total tube count was relatively low – a bit over thirty surviving gun systems – they were invaluable, especially against Gideon's Avatars, which had been primarily hanging back, and using repeated laser hits to disable or destroy Mammoths, even in entrenched positions.

Gideon, despite his successes early in the day, was on a time limit. With his forces localized and fully engaged with Initiative heavies, other forces – those pulled back to shield the supply lines, including a full armored division – began to collapse in, attempting to encircle Gideon's army themselves. From Waycross, an armored brigade pushed down Route 84, sprinting down the well prepared roads at over fifty kilometers per hour, before deploying in a hammer blow to Gideon's left flank, Centurions evaporating as they took shot after shot into their less protected flanks and rear. From Cordele a pair of mechanized battalions hit Gideon's supply train, skirmishing with Gideon's light assets as they did so.

As the afternoon wore on, Initiative artillery and action had knocked out nearly a third of Gideon's mechs, and about a fifth of his other forces, leaving him in a singularly poor position. With the failure to achieve breakthrough north of Valdosta, the short retreat route – through the supply depot, to the Florida coast – was not an option. A long retreat retracing his previous route was likewise not tenable as he would be harried the whole way; and with the last of the winter storm cluster fading, and GDI's air force rapidly repairing the damages done to it, much of that retreat would be done under constant air attack. Gideon had little choice but to make a cross-country retreat westward, and try to stage a breakthrough elsewhere, somewhere north of the Florida-Georgia line.

Retreat was difficult; engaged on three sides, Gideon's forces had to peel away, sacrificing some units to save others. While Gana are easily replaced, other parts were far more problematic, especially with the reduction of Gideon's industrial base. The first priority had to be the Avatars – the heavy mechs both a symbol of Gideon's favor with the Brotherhood at large, and a hard core of supporters to defend him against potential upstarts. Aside from that, it was the logistical force that was the most valuable. The others could be sacrificed if need be. Harassed and attacked for the rest of the day, Gideon managed to break contact near dusk, and marched overnight, pausing only to loot the abandoned fortress town construction site at Cairo, before marching south once more.

"Our journey has been one of sacrifice and hardship. We met the Infidels at their strongest, and to come up wanting now is no failure in Kane's plan or your faith. We were never promised that our journey would be one of comfort, ease, or endless victory. Instead, we were promised only that our faith and service would, in the end, be rewarded. But neither is ignoring what we have learned from these trials. And we have learned, brothers and sisters of NOD. We have learned how to better defeat GDIs soulless hordes of metal. We have learned to strengthen our spirits for the eternal struggle to bring the enlightenment of Tiberium to the lost, blind, and the damned living under GDI's machine-state. Remember, brothers and sisters, we fight not just for ourselves, but for all the future generations who yearn for the freedom and possibility that only the Brotherhood of Nod can bring them! We will not let their oppressive empire rest. We will return to show them the way. We will bring them the light. For we are the ones with the knowledge of salvation, and the conviction of faith in our hearts! In due time, we will show them...the Wrath of Kane."
- Gideon

The end result of the campaign in North America was not quite an untrammeled victory. However, it has been a grand victory with far reaching consequences. While Gideon remains a relatively significant warlord, he is far from the ranks of the great powers in the Brotherhood. With his armies all but annihilated, his air forces spent, and his ports increasingly closed off, the strategic situation for him is incredibly grim. His power now rests on his stockpiles of atomic arms, and his tiberium arsenal. Completing the conquest will require fundamental revisions to how GDI prepares to fight wars, as he is pushed into a corner, and while there is no doubt that GDI can win, it is an open question how much it will cost, with casualties likely to start well into the millions if the situation becomes untenable.



Reynaldo
Battle Roll 7: 45 81 NOD win
Battle Roll 8: 37 69 NOD win

Operations in the European Theater of Operations have gone distinctly poorly for GDI, with Reynaldo's forces stepping up aggression, a constant thundering drumbeat of drone strike, missile ambush, and a hundred other arms. While little of this has been able to throw GDI back from the core of Reynaldo's remaining territories, it has slowed the advance. Instead, operations have focused almost entirely on striking at GDI's backline and civilian operations. Many of these strikes have focused on various assets associated with the logistics operations, while others tend to do more to spread fear than anything else.

The worst are ersatz buzzer swarms, knife weapons easily slipped into pockets or otherwise concealed until activated and racing towards and through the nearest warm body. Most attacks have, fortunately been small-scale: six to twelve of these buzz blades being launched, either remotely or using a suicide bomber, typically in a crowded urban setting. While overall damage has been near universally low, with the worst being about a hundred casualties, it is the image and the implications that are far more worrying. Any GDI citizen can remember the buzzer swarms of the Scrin war descending on urban population centers, even hardened ones, and slowly tearing through the vents, slipping in through the seals; the screaming of metal being rent apart before the butchery began. The sound is eerily similar – not quite the same, but similar – in these latter day blades, although they do have their own failings. The biggest being a simple lack of energy. A Scrin buzzer would keep going until enough of the swarm was destroyed that their programming failed. These however, fall out of the sky in a matter of minutes. But in those minutes, they are potent terror weapons.

Another weapon that has seen increasing use has been various forms of plasma munition. While GDI has gotten very good at sniffing out the particular aromatic compounds specific to most explosive munitions, plasma devices – very similar to the ones produced by the Initiative – are much harder to spot from a distance, being both small (with the most common device around the size of a modern mobile phone) and looking to most sensors more like electronics than explosives. While still extremely rare, these weapons have been used in over a hundred attacks across the European theater, although few have hit particularly hard targets.


For Maria Stavrakas it had been a slow war. With the MARV project on a back burner, and the overall military goals focused far more on the assembly of millions of fiddly bits, she had been stuck in Paris, doing paperwork. Well, more specifically she had been stuck in the Fort Mont-Valerian, first built in 1841, used as a prison and execution ground by the Nazis in the 1940s, effectively demolished during the Second Tiberium War, rebuilt in 2037 as an Initiative fortress, and had remained in Initiative hands ever since. Paris had shrunk in the decades, from a global city, home of one of the greatest art museums in the world, a place of culture and learning, to a hard bitten cluster of fortresses and arcologies, buildings huddled along the Seine, many built to withstand artillery bombardment.
For the fortress itself, it is very nearly the same pattern as used in the fortress towns. A series of gun mounts, although these were more like hollows, designed for the Juggernaut series. A set of barracks blocks, a motor pool, the works.

In the evenings though, Paris was still Paris. There were still theaters putting on performances (although usually significantly more amateur and often far more muscular than the original playwrights envisioned) There was still art, there was still music, and cafes. Even in the darkest days of the Third Tiberium War, in the bomb shelters, bands struck up the gay tunes of the past. And on the Ile Saint-Louis, there was one of Stavrakas's favorite places. A Senegalese cafe. "Coffee" bowls of peanuts, thiéboudiene served in massive bowls to an entire table at once. There were only two rules. No ranks, and leave your fights at the door.

One night in late December, as Maria dismounted the Guardian that had taken her to the center of Paris, held late by paperwork, the cafe exploded, flames burning through the dining room from the kitchen, and the doors blowing open. Although most of the blast channeled out into the street and the building did not collapse, there were few survivors in the building. The flying glass cut down more victims of the strike, but by sheer happenstance, Stavrakas had dismounted a few buildings earlier and had not been injured.

Combat in the ETO has also gone poorly, with the Brotherhood increasingly able to use augmented infantry forces to bleed GDI units. While unable to actually take and hold terrain against a determined GDI push, it has been an ever more bloody affair, between rapidly increasing payloads among the shadow teams harassing GDI's artillery park, increasing numbers of remote activated anti-tank missiles, and ever more phantom components coming from some unknown actor. Almost certainly new Brotherhood technology, but the precise mechanics are infuriatingly opaque. Similarly, in the air, while GDI has nearly uncontested air supremacy, able to put three to four fighters in the sky for every one of the Brotherhood's, operations are still bleeding fighters at an ever higher rate. Laser air defenses, longer ranged surface to air missile systems and other new hardware has turned the offensives ever bloodier, to the point where theater command is ready to allow things to stall out, rather than continue onwards.



Minor Raiders Battle Roll 9: 79 22 GDI win

Raider operations have been forced back and reduced in intensity significantly. While GDI is facing severe difficulties in actually following this up with measures to reduce raider activity long term, due to a shortage of ships, it is able to maintain the logistical throughput.

The merchantman conversions have been problematic. While they did get their first kill, a small Brotherhood submarine that had been detected off the coast of Kamchatka, and credited to the Hammerhead squadron of GDIS Kivu as part of a multiple squadron interception, they have also had a wide variety of issues.

To begin with, they have had chronic morale problems, with many across the navy seeing them as more of a punishment detail than anything else. Otherwise, in too hot or too cold climates, the elevators have a tendency to jam, and in rough seas they roll like pigs, with too much of their weight high up. While they will begin taking over some of the safe convoy routes, they are still distinctly vulnerable, with two already damaged by Brotherhood attack. They are currently operating in relatively safe waters, areas like the Northern Atlantic or Northern Pacific, where while maintaining a sufficient air guard on a round the clock basis from land based aircraft is prohibitively costly in terms of flight hours, a carrier can easily maintain an air patrol while not having to worry about strike operations.




Anti-submarine warfare is a slow and grinding affair. Around the world, GDI ships and aircraft have to contend with difficult and often unproductive patrols, with a bare few moments of excitement.

Richard Moran stared out over his battle plot. Sixty aircraft in the skies, right now – ten V-35s acting as sweepers, another forty Hammerheads, and ten Orcas situated to dive upon a detected submarine at top speed and hammer the area with munitions until it slunk away or died. ASW Group Falklands had a full four wings, and conducted operations 24 hours a day, seven days a week, three hundred and sixty five point two six days a year. They were hunting the black whales: Falaks. Some of the deceptively toughest submarines to ever float. GDI munitions hurt them, Moran knew that much, but somehow, they could take multiple hits from air dropped torpedoes and survive. There had been six Falak probables in the last quarter. One potential kill, another claimed but discounted. The other four had gotten away more or less unscathed, a combination of being at the edge of his effective antisubmarine range, and the limited ability to loiter with the potential for others to slip through his nets.

The first to arrive were a squadron of Orcas down on the deck, skimming mere meters above the waves, and salvoing off their lightweight torpedoes. Twelve launches – six shallow, six deep – followed up by circling around and lacing a second salvo through the space. Each torpedo would run a zig zag course, sweeping its active sonar back and forth. This crisscross pattern made it difficult for a submarine to avoid all of the torpedoes launched, and each of them was relatively cheap to make. While certainly more complicated than most systems launched by either side, they were far cheaper than lives potentially wasted by trying less indiscriminate tactics. There were no detonations.

The follow up was a pair of V-35s, loaded down with ASW equipment. Releasing a pair of towed sonar systems, they wandered, low and slow, keeping their sensors in the water to see if they could locate the submarine. But after two hours and no signals, they had to return home, another fruitless hunt, another contact that had gone deep and silent, waiting for a gap to escape out of. While it certainly sounded like a Falak, the multiple overlapping propeller sounds, it would only be counted as a probable without a harder confirmation.

Moran turned away from the plot, wandering over to the kettle, setting it on to brew another pot of tea. While there would probably be no more this shift, he had a feeling that he would need to be alert for yet more contacts and more targets for him to coordinate in on.




Overall Battle Roll 10: 92 92 Tie GDI Win

This quarter, the Brotherhood of Nod shifted to a very active defense, drawing on their stockpiles not yet exhausted by this war and the Third Tiberium War. Rather than trying to push into Blue and Green Zones, the effort was to dislodge GDI from their strategic positions and free up lines of communication and transit otherwise disrupted by the presence of Initiative forces. GDI comparatively, especially following the near nuclear breakout, focused on dressing their lines, finding better positions, and in many cases fell back, looking for good terrain to defend from rather than engage more actively.
In South America, Stahl has done little, while shadowboxing has continued to some degree, neither side wishes to commit. While he is among the few warlords to have not stood up any significant nuclear forces, the lines are currently static enough that he is not feeling pressured by the harvesting operations in the same way that the others are. The South American front has started to be a resting space, a location where worn out and used up units can be rotated for a time to rebuild and train, while fresh units are rotated onto more active battlefields, like the North American Yellow Zone.

In the South Pacific, operations have continued. While GDI forces have overall been weakened, the end of the Brotherhood in Eastern Australia has meant that a series of new airbases, including multikilometer airstrips for Aurora bombers, have begun construction. While currently going slowly, the process is likely to rapidly increase overall Aurora capacity within the next few years, including possibly making strikes on the Rajanaga viable.
Bintang has been able to continue commerce raiding activity without significant defeat from the Initiative. Attacks against convoys in the South Atlantic have continued, with about two thirds of convoys suffering significant losses. While not every submarine spotted leads to an attack, running the gap is considered to be one of the harshest duties in the Initiative navy.

In the Himalayan Blue Zone, a new attack vector has opened up: underminers. The mountain ranges that provide the Initiative's defensive perimeter are a warren of bunkers, caches, and outposts, the results of decades of work fortifying the zone. Taking a page from Krukov, and seemingly the technology as well, the Indian warlords have begun sending in small squads of troops, almost entirely Gana based, into the tunnels using underminers as the primary attack vector. Bursting into the deeps, the tunnelers have to be dug out by hand, with most combat occurring in the depths using little more than rifle and grenade. The attackers are a new breed: small, fast, still lizard-like, but fundamentally dangerous and uncanny.




Avish Devi rolled up his prayer rug. Lightweight, thin, worn to the plastic backing where his knees had found the same spots time and time and time again. But it was his, and had been with him for over a decade, packed into the same simple frame backpack issued to every soldier. A special thing that meant the quartermaster had been paying attention to his file information. What was also his was a GLS-70 sniper rifle. A railgun, it had been marketed as the future of GDI armaments when Devi had seen it on screen as a child. It was more of a dead end. Hard to operate, with more dials and gizmos than anyone sane would ever put on a rifle. But in the hands of an expert, it could sing. Avish had dialed his down again and again, finding a sweet spot a mere half a meter below the speed of sound. While it cut into his range, against Gana, a mere single decibel could be the difference between being loud enough to detect and quiet enough to slip away.

His position was a hide on some rock nobody had decided on a particular name for, overlooking one of the highways that once led into the Blue Zone. He remembered the ride, bumpy, hands holding the backpack with all his worldly possessions as the radio crackled with the sounds of Delhi falling to a Brotherhood offensive. Shaking his head, he refocused, breathing in as a column of Gana marched by below. Behind them, a stunted cowled figure barked orders in a hissing voice – a parabolic microphone picked up its bastardized Hindi, guttural and hissing. His finger took up the slack on the trigger as he risked letting his sight lase the target – one thousand five hundred meters away, two hundred and fifty meter drop, three hundred and twenty meters per second of velocity for his round. Breathe in. Settle, aim. Breathe out. Pull.

The bullet lofted on a high rainbow arc, Devi almost imagined he could see it flying through the air over the next just-under-four seconds as he packed up his hide, while his partners took their shots. For something like this, more rounds were better – and while each carried a five round clip of smart rounds, these were simpler dumb rounds, with a lifting body to make them shoot flatter at extreme low velocities. Rolling up his pad, he slung it over his shoulder, and began climbing up the side of the mountain, keeping to a narrow goat track. There would be other mountains, other hides.

The bullet began to fall, streaking downward and gaining speed as it plunged towards the target, a handful of others behind it in case the first missed. This hooded figure was uncanny, going from urging on the shuffling masses to dodging away, dropping with near unnatural speed to the ground, digitigrade legs giving it the ability to scrabble aside as the bullets dropped towards it. One spanged off the rock, another buried itself in a nearby Afanc, its course diverted by a stray air current. Others splashed around the target, but none managed to make a hit. Devi cursed quietly under his breath as the mountainside was lit up by scattered fires, lasers and bullets cracking above his head and below his feet, scattered all across the stone face he was climbing.
 
Last edited:
Q1 2061
Q1 2061

Resources:‌ ‌1020 + 0 in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)

Political‌ ‌Support:‌ 54
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Tiberium Spread

21.29 Blue Zone
2.16 Green Zone
22.82 Yellow Zone (98 Points of Abatement)
53.73 Red Zone (70 Points of Abatement)

Current Economic Issues:
Housing: +36 (31 population in low quality housing) (-10 per turn from refugees)
Energy: +16 (+4 in reserve)
Logistics: +26 (-7 from raiding) (-7 from military activity)
Food: +22 (+10 in reserve)
Health: +9 (-8 from Wartime Demand) (-10 from Refugees)
Capital Goods: +27 (+101 in reserve) [-10 at End of War (Will go back this turn) ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +37 (-22 from demand spike) (+3 from Private Industry)
Labor: +43
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1925/2470)‌ ‌
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +75
Green Zone Water: +6

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌20; ‌158)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Consumer Goods: 12 Points
Food: 18 points in reserve
Income: 20 Points
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Railgun Munitions Development
Complete at least one more phase of URLS production
Complete at least two more phases of Blue Zone Apartment Complexes
Complete GDSS Enterprise
Complete at least three more phases of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Complete Isolinear Chip Foundry Anadyr
Deploy Crystal Beam Industrial Laser




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 6)
Future waves of Fortress Towns will be positioned deeper into formerly Brotherhood territory, and require substantial networks of roads, rails, and other means of support. While not yet at the limits of GDI ability to construct and support such facilities, they are substantially ahead of most other civilian infrastructure.
(Supports Green Zone Intensification)
(Progress 220/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
(Progress 0/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)

[ ] Blue Zone Apartment Complexes (Phase 3) (Updated)
A third wave of Apartment complexes will be focused on more of the Inland cities, building housing in recently claimed Blue Zones. While these will be noticeably harder to properly defend, these new clusters will become the backbone of actually developing a global interior, rather than major urban areas dotted along the coast.
(Progress 72/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)

[ ] Rail Network Construction Campaigns (Phase 5)
A further wave of construction will finalize securing the routes to the Australian Red Zone, and ensure improved supply to GDI's various fronts. At this point however, further construction of rail networks is likely to see increasingly small improvements in the overall supply network
(Progress 39/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+3 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 92/200: 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)
With GDI firmly in control in the region, and the city now in a Blue Zone, the project must be substantially re-envisioned. Rather than being a terraforming project, it is now a heavy industrial site, with massive projects to produce a wide array of useful goods, one of the first outside of the traditional Blue Zones, and turning it from a periphery city to a core part of the Initiative.
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
(Progress 0/1100: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods)

[ ] 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)

[ ] Tokyo Harbor Reconstruction
With the damage to Tokyo Harbor due to Bintang's strike, the ability of GDI to sustain a full spectrum sea and air defense network around the islands is currently noticeably degraded. While there is basing capacity spare, multiple heavy ships will need to be withdrawn to other harbors further north, or across the Pacific.
(Progress 0/300: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter)

[ ] Emergency Caloric Reclamation Processor Installations (Phase 1) (New)
While even building CRP installations as an emergency baseline is politically controversial, especially as part of a systematic effort to make food reserves go further, it is something that could quickly make good the Treasury's commitments for calories in reserve, operating at a slow pace during peacetime turning regional food waste into emergency rations.
(Progress 0/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)
(Progress 0/80: 10 resources per die) (+5 Food in reserve) (-10 Political Support)

[ ] Bureau of Arcologies
With GDI in chronic need of higher quality housing, separating out a stream of resources and personnel to maintain a constant inflow of new high quality construction, as the demand for housing has remained a serious political issue. Ensuring that construction continues at a reasonable pace may head off parliamentary pressure, and potentially punitive demands for vast amounts of arcology construction.
(-1 Infrastructure die, -2 to Infrastructure dice, -15 RpT) (+1 Housing per turn)

Heavy Industry (5 dice)

[ ] Advanced Alloys Development (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)

[ ] Continuous Cycle Fusion Plants (Phase 8) (Updated)
While the pace of factory construction is likely to decline as GDI stands down from ongoing offensives, more immediate fusion generation is likely to continue to be a high priority. At the same time, there are concerns about the longevity of the class, even with limited evidence for it.
(Progress 67/300: 20 resources per Die) (+16 Energy) (-1 Labor)

[ ] Improved Continuous Cycle Fusion Development (New)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)

[ ] 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 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/1200: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2400: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Suzuka Prototype Hover Chassis Factory
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)

[ ] Crystal Beam Industrial Laser Deployment (New)
Producing enough of the Crystal beam lasers in enough varieties, from the microscale laser etching systems, to massive steel cutting lasers, is going to require hundreds of plants. Between the overall fragility and ease of production it is far more efficient to build a relatively small and specialized plant for each major industrial area than to try to feed everyone from a single major site. While this does pose some significant security concerns due to the potential for product loss, CBLs are not of particular interest to the Brotherhood of Nod.
(Progress 0/600: 20 resources per die) (+6 Capital Goods, +10 Energy)

[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhoods Charged Particle Beams are in effect very high efficiency particle accelerators, energized from Tiberium based power cells. While the Initiative is unwilling to adopt the power cells, the technologies behind the particle beams have potential uses in a wide range of industries, including extremely high precision additive manufacturing, lithography, large particle projectors, and industrial cutting machinery.
(Progress 0/120: 20 resources per die)

[ ] Isolinear Chip Foundry Anadyr
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 85/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)

[ ] Personal Electric Vehicle Plants (New)
While production of commercial scale trucks is sufficient, there are a substantial number of people who need or want a variety of smaller vehicles for a number of reasons. Ranging from small cooperatives who need minivans and microvans, to families wanting personal transport, these small vehicles are, for the most part, currently out of favor but in great demand.
(Progress 0/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support)

[ ] Microfusion Cell Development (Tech) (New)
A micro scale fusion cell, designed for personal scale high density energy needs, is of critical importance, especially with the advent of ever more power hungry personal systems, ranging from energy weapons, to personal tools for space construction. While it is almost certain to be Elerium hungry, that is an unfortunate requirement for such systems.
(Progress 0/60: 20 resources per die)

[ ] Division of Alternative Energy
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)

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 276/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)

[ ] Reykjavik Myomer Macrospinner (Phase 5)
At this point, Reykjavik's macrospinner is entering its final form, a substantial district of the city in its own right, and one of the largest complexes in the world for the production of new components for everything from combat arms to advanced training robots for the military, able to simulate Brotherhood combatants.
(Progress 50/1280: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)

[ ] Bergen Superconductor Foundry (Phase 3) (Updated)
While current production of superconductors is enough for a few test batches of new style fusion power plants, beginning to produce enough for a full rollout is somewhat more problematic, and will require significant expansions to the Bergen system.
(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 Drone Factories
Civilian drones have a large number of potential uses, ranging from rapid delivery of goods and medicines, to 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 104/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)

[ ] Civilian Ultralight Factories (New)
With reduction in the need for military development, civilian ultralight aviation has quite a bit of potential, both practical and more recreational. For practical uses, it is a field where it is both long range specialist deliveries, and more short ranged vertical delivery capacity. Recreationally, it is a regaining of personal flight.
(progress 0/190: 15 resources per die) (+8 consumer goods) (-1 Energy)

[ ] Civilian Support Expansion (Phase 1) (New)
With the millions upon millions of new citizens needing everything from bedding to teapots, a solid round of civilian factory expansion is likely to be relatively important, and fairly cheap.
(Progress 0/250: 10 resources per die) (+6 Consumer Goods) (-1 Labor)

[ ] Carbon Nanotube Foundry Expansions (New)
While making longer carbon nanotubes is still difficult, making substantially more carbon nanotube is relatively easy, and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/300: 20 resources per die) (+4 Capital Goods)

[ ] Artificial Wood Development (Tech) (New)
While there are an array of current approaches to produce fake woods, mostly using foamed polymers, none actually provide a reasonably close approximation. However, new methods using cellulose and lignin do offer some promise, although mostly for relatively low end uses of wood.
(Progress 0/60: 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 rapidly increase food production by a significant margin
(Progress 0/150: 15 resources per die) (+8 Food, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 4)
With refugees swarming GDI's borders, and the population expected to increase by some substantial number of percentage points across the next year, massive new and expanded aquaponics bays are going to be a core element in being able to feed that population. While other facilities can help, these will be the backbone of what can be done.
(Progress 75/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(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 3)
A final and substantial upgrade to the system of Kudzu production will see a finally sufficient level of caffeination returned to the Initiative. While not as important as many other things, having a hot caffeinated beverage serves as a social lubricant and does noticeably improve overall outcomes on the macro scale.
(Progress 56/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)

[ ] Tarberry Development (Tech)
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 (Tech)
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 151/200: 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)

[ ] Caloric Reclamation Processor (Phase 1) (New)
While incredibly politically unpopular, Caloric Reclamation systems can make existing food production go much further, taking otherwise wasted foods and turning them into shelf stable noodles and bricks for later consumption.
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-15 Political Support)

Tiberium (7 dice)

[ ] 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 11) (Updated)
With the risk of nuclear exchange far too high at this time, further offensives into the Yellow Zones are not viable.
(Progress -/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[ ] Intensification of Green Zone Harvesting (Stage 7)
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 78/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 Stage available)

[ ] Red Zone Tiberium Harvesting (Stage 12) (Updated)
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 29/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Red Zone Border Offensives (Stage 1) (Updated)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)

[ ] Red Zone Containment Lines (Stage 6) (Updated)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 54/225: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation) (+1 Energy)

[-] Tiberium Glacier Mining (Stage 13) (Updated)
There are currently no open glacier faces for expansion of mining activity.
(Progress 38/205: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 Stages 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)
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)

[ ] 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) (+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 (Platform)
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 (Tech)
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)

[ ] Harvesting Tendril Deployment (Phase 1)
A substantially novel development in Tiberium harvesting, GDI can now begin to deploy the Harvesting Tendril in significant numbers. While it will not be able to entirely replace the existing harvester models with the current project, future projects will make it into the standard, and redefine how GDI approaches laying out Tiberium mining projects.
(Progress 0/600: 30 resources per die) (+90 Resources per turn) (-1 STU)
(Progress 0/750: 30 resources per die) (+100 Resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations)

[ ] Improved Hewlett Gardener Process Development (Tech) (New)
While larger changes are likely to be needed in the near future, minor changes are already being suggested by the scientists rescued from the Brotherhood of Nod. These will be far from a revolutionary change, only nibbling around the edges, but is likely to make a small but noticeable difference in the pace of xenotech deployment.
(Progress 0/160: 20 resources per die)

[ ] Tiberium Harvesting Claws Development (Tech) (New)
Tiberium harvesting claws are a derivative of the Brotherhood of Nod's tiberium harvesting technology. While not as good at clearing the surface, the digging claws are far better at extracting subsurface tiberium. While adding a secondary fleet of diggers will significantly improve overall tiberium production, the most major impact will be on the Tiberium vein mines.
(Progress 0/80: 15 resources per die)

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 5)
Upgrading the GDSS Enterprise to a fully functioning orbital industrial station will make significant progress towards giving humanity an interplanetary future. The goal is small scale fabrication of nearly every needed component for space travel and habitation, a test bed for future development and technologies.(Station)
(Progress 102/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)

[ ] GDSS Enterprise Bays (1 available)
-[ ] Military Bay
Converting the open slot to military production offers significant developmental potential due to the ability to do large amounts of manufacturing without the stresses of gravity interfering with the process. While not everything will be aided by such a construction, this will make the OSRCT significantly less dependent on massed fusion launches from ground support facilities.
(Progress 0/450: 20 resources per die)
-[ ] Advanced Materials Bay
Across a wide selection of fields within materials science, the ability to make objects in zero gravity has significant implications, ranging from optics and large scale crystals, to alloys and composites. While small scale production as done in such a bay will be of limited overall use, it is likely to heavily inform future projects.
(Progress 0/400: 20 resources per die) (+8 Capital Goods)
-[ ] Satellite Bay
Most satellites are very low density constructions, with much of their bulk composed of materials such as foamed aluminum or layers of foil. By specializing the Enterprise towards building these units, there are significant cost savings due to being able to haul up materials by the ton, rather than having to figure out how to fit them into a launch. Additionally the satellites themselves will be significantly more refined, as they do not need to undergo the difficulties of a chemical or fusion launch.
(Progress 0/400: 20 resources per die) (Discounts Satellites by 20 points)
-[ ] Station Bay
The largest limitations on the size of a station are the dimensions of the Leopards and Unions doing the construction. For example, there is significant use of ten meter struts on both stations, rather than longer ones that can take greater loads per kilogram. This in turn means that there are thousands upon thousands of joins, adding hundreds of tons of material that do not need to be there. Building a dedicated bay for building large scale station components will both increase the strength of the stations, and substantially decrease their costs.
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[ ] Gravitic Shipyard
With the exception of GDIS Pathfinder, GDI cannot effectively reach beyond the moon in a reasonable amount of time. While the throughput of a fusion craft is higher within that boundary, attempts to exploit Martian and belt resources, let alone materials beyond the belt, require the construction and maintenance of dozens of gravitic drive ships capable of long range transits. While still too limited in acceleration to move people and materials off earth, the same problem certainly does not apply to many of the other areas of interest in the solar system.
(Progress 0/450: 30 resources per die) (-2 STU, -1 Capital Goods)
-[ ] Fusion Shipyard
Currently, all GDI fusion craft are designed with the ability to climb out of the Earth's gravity well as a core function. However, with the moon and beyond as goals of GDI's space program, the need for substantial numbers of heavy transit vessels is critical. Large fusion tenders, either in short legged manned, or long legged unmanned designs can serve to fill key niches as part of a complex of transport solutions across the solar system.
(Progress 0/500: 20 resources per die)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (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 11)
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 32/85: 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 (Platform)
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)

[ ] Leopard II Factory
The Leopard II, as developed by the SCED is a general upgrade, both in size and performance over the original design. With the need for more launches, and substantially more complicated flight profiles, another major fusion yard is required, this one located near Kagoshima to expand the sites of fusion production away from Mehretu.
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)

(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 45/140: 20 resources per die) (+5 Resources per turn)
(Progress 0/125: 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 276/310: 20 resources per die) (+15 Resources per turn)

[ ] Lunar Heavy Metals Mines (Phase 4)
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 25/365: 20 resources per die) (+20 Resources per turn)
(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)
(Progress 0/325: 20 resources per die) (+2 Heavy Metals)
(Progress 0/315: 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)

[ ] 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 (Tech)
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 (Tech)
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)

[ ] Pinhole Portal Early Primitive Prototype Construction (Tech)
Portals are a potentially revolutionary technology for communication, transport, and dozens of other fields. However, at this time, it is only ready for a critical test run, seeing if the very most basic of functionalities, a short range pinhole, can be created.
(Progress 56/180: 100 resources per die)

[ ] NOD Research Initiatives (New)
While the lowest hanging fruit has been plucked, there is still much more on the tree, especially with the wide array of captured materials from the war. While it will be expensive, sufficient funding can provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/200: 30 resources per die) (1d10-1 technologies)

[ ] Scrin Research Institutions (New)
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 0/400: 30 resources per die) (1d9-2 technologies)

Military (8 dice)
[ ] Advanced ECCM Development (Tech)
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)

[ ] Stealth Disruptor Development (Tech)
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 (Tech)
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)

[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)

[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the packs that make infantry versions of the Brotherhood's particle beam system work, it does have a place in supplementing the Initiative's machine guns and autocannons, mounted on everything from hydrofoils, to zone armor and various forms of light vehicles.
(Progress 0/100: 20 resources per die)

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some sections 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. Adding new Infernium lasers to the batteries will increase upkeep costs, but cut the total number of batteries required.
(Progress 0/275: 20 resources per die)
(Progress 0/325: 20 resources per die)
(Progress 0/375: 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 39/335) (Roshchino) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/335) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/335) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/335) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/335) (Lisbon) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/335) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/335) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/335) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/335) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/335) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/335) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/335) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/335) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/335) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/335) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/335) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/335) (Lhasa) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/335) (Maputo) (2 Points Yellow Zone Mitigation, 10 RpT)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/335) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/335) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/335) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/335) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/335) (Qingdao) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/335) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/335) (Luwuk) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/335) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/335) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/335) (Guaymas) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 East (Progress 0/335) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 West (Progress 0/335) (La Serena) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/335) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/335) (Lagos) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/335) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/335 (Valencia) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Berbera) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub YZ-18 (Progress 0/335) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Tripoli) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/335) (Congo River) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/335) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/335) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/335) (Beirut) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/335) (Chattogram) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/335) (Tuaran) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/335) (Banda Aceh) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/335) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/335) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] Infantry Recon Support Drone Development (Platform)
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 (Platform)
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 (Platform)
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)

[ ] Zone Lancer Development (Platform)
A variant of the Marauder suit refitted with a personal plasma gun, the Zone Lancer is intended to augment and support the already extremely capable antiarmor capacity of the Initiative's Zone Armored forces, and provide a viable replacement for the Marauder's limited ammunition.
(Progress 0/40: 15 resources per die)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 1) (Updated) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase effectively available CAS and ASW assets around the world, especially for land based air. Additionally, with these following the A-16 pattern, and therefore carrying air to air missiles, they will be a significant aid in fending off Brotherhood air attack.
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)

[ ] Hammerhead Wingmen Drone Deployment (Phase 1) (Updated)
The Hammerhead is a less than immediately survivable craft, with significant problems in the modern combat airspace. Despite that, they are widely used, and adding wingman drones to carry missiles, countermeasures, and potentially a wide array of other systems to increase overall survivability and decrease pilot losses is a critical element in their long term utility.
(Progress 0/200: 20 resources per die) (-2 Energy)
(Progress 0/200: 20 resources per die) (-2 Energy, -1 Capital Goods)

[ ] Apollo Fighter Factories (Updated)
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)

[ ] Ultralight Glide Munitions Development (Platform)
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 3)
With the first two rapid response stations assembled, if not yet fully ready for action, further development will begin focusing heavily on larger stations, not just to act as immediate reinforcements for embattled holdings, but forces intended to crush the Brotherhood under a rain of metal from the skies. (Station)
(Progress 5/295: 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 64/95: 10 resources per die) (High Priority)

[ ] 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)

[ ] Tactical Ion Cannon Network (Phase 1)
While the idea of smaller, more numerous Ion Cannons is tactically useful, this first stage is expected to be tightly connected to the existing network, piggybacking off the existing control centers and sharing bandwidth on the ASAT network. This will limit the number of commanders who can access the network, but ensure that the limited deployment is employed in the most critical or advanced fronts. Future phases will increase both the number of tactical ion cannons, but also push the authority to shoot further down the chain of command with new control networks.
(Progress 0/275: 20 resources per die)

[ ] Bogatyr Research Projects (New)
While the Bogatyr has been sitting in Scandinavia, the Space Force has not been sitting still, gathering an interagency team to lead up the investigation into their find. Sending Treasury representatives will both significantly speed along development, and give the Treasury an inside line into any new technologies developed from the ship.
(Progress 0/120: 30 resources per die) (Expires Q1 2062)

Ground Forces

[ ] Universal Rocket Launch System Deployment (Phase 3)
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. As GDI has weathered the storm, this is mostly required for political reasons at this time.
(Progress 0/200: 15 resources per die) (-2 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 38/60: 10 resources per die) (Very High Priority)

[ ] Guardian Mark 2 Development (Platform) (New)
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 (Platform) (New)
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 (Platform) (New)
The existing mammoth is a powerful asset, but one that is, even with refits such as railguns and existing point defense systems, heavily aged. A significant revamp is needed, to not only fix the problems that emerged during the Third Tiberium War, but also ensure that it is able to fight effectively in the post Regency War context.
(Progress 0/40: 10 resources per die)

[ ] MBT-7 Paladin Development (Platform) (New)
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 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/190: 20 resources per die) (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] London (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)

[ ] GD-3 Rifle Development (Platform)
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 (Tech)
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

[ ] Infernium Laser Refits
While the Infernium lasers will not be completely replacing older CBL designs, they do need to have a system built to produce them in large numbers, some several thousand units, with the expectation of needing hundreds a year going forwards.
(Progress 0/450: 30 resources per die) (-1 STU, -2 Energy)

[ ] Escort Carrier Shipyards (High Priority)
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Dublin (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Nagoya (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods)

[ ] Governor A Development (New) (Platform)
The Governor class cruisers are a bit of an oddball in the Initiative fleet. Designed before the advent of modern laser based point defense sytems, the ships lack in a number of significant ways, including missing forward aspect antimissile defense systems. The -A model will be a rather thorough redesign, stripping the Governor of nearly all of its upperworks to reposition a number of features, and add a second laser point defense mount, and switch some of its other mounts to the Thunderbolt based missile launchers.
(Progress 0/40: 15 resource per die)

(Offensive Navy)

[ ] Island Class Assault Ship Development (Platform)
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 (Platform)
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 Shipyards (High Priority)
The Shark unfortunately is of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
-[ ] Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)

Steel Talons

[ ] Mastodon Heavy Assault Walker Deployment (New) (High Priority)
Building major Mastodon production facilities in Carentan and Wonsan will construct the core of the long term heavy industrial sites for the Steel Talons. Located to support still open battle fronts, GDI expects them to last for years, and be close enough for the Mastodons to walk cross country rather than stressing rail networks with special trains.
(Progress 0/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)

[ ] Medium Tactical Plasma Weapon Deployment
A medium weight ion cannon, capable of being fielded on the Titan and other Initiative vehicles, and as a secondary weapon on other systems, is a potentially substantial increase in direct firepower. Deployment is likely to be small scale however, as it is less flexible, barring further delays in deployment of variable munitions for the Initiative's railguns.
(Progress 0/80: 30 resources per die)

[ ] Light Combat Laser Development (Tech)
Effectively an Initiative version of the same laser system found on the Brotherhood's Venoms and raider buggies, the light combat laser is likely to be an effective endurance upgrade across a wide number of systems, even if it is less directly effective. For many vehicles however, it will be filling a secondary role as an antimissile laser, shooting down incoming RPGs and bombs.
(Progress 0/40: 25 resources per die)

[ ] Heavy Combat Laser Development (Tech)
A heavy direct fire beam laser, this is currently more of a curiosity than anything else, especially with the performance of the Initiative's current railgun arsenal. However, the Talons are very interested in experimenting further with laser technologies, and this may well lead to advances in other fields.
(Progress 0/40: 20 resources per die)

[ ] Modular Rapid Assembly System Prototypes (Tech)
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 allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)

[ ] Buckler Shield Development (Tech)
A much stronger shield, designed to cover some small portion of the overall hull. While it will likely require substantial redesigns to field, it is also going to provide significant protection for weak points, or allow GDI to reduce total armoring.
(Progress 0/100: 20 resources per die)

[ ] Unmanned Support Ground Vehicle Development (Tech) (New)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Antiaircraft Vehicle are a strong starting point for the development of support vehicles. Instead of needing to man every vehicle on the ground, automated support vehicles can be used to either mount optional weapons loads, or be sent into dangerous positions rather than risking manned vehicles.
(Progress 0/80: 20 resources per die)

[ ] Sparkle Shield Module (Tech) (New)
An upgrade to the shimmer shields, and a significant revision to the system overall, the shield module should be capable of producing much larger and more complicated shield shapes, while also strengthening the defensive properties of the shield system.
(Progress 0/120: 30 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
While Seo's parliamentary support is currently stable, 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 **


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%
-[] Blue Zone Arcologies (Stage 4+5) 1/1300 13 dice 195R 4%, 14 dice 210R 18%, 15 dice 225R 44%, 16 dice 240R 72%, 17 dice 255R 90%
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 33%, 5 dice 100R 81%, 6 dice 120R 98%
-[] Blue Zone Apartment Complexes (Phase 3) (Updated) 72/160 1 die 10R 62%, 2 dice 20R 99%
-[] Blue Zone Apartment Complexes (Phase 3+4) (Updated) 72/320 2 dice 20R 7%, 3 dice 30R 65%, 4 dice 40R 97%
-[] Blue Zone Apartment Complexes (Phase 3+4+5) (Updated) 72/480 4 dice 40R 18%, 5 dice 50R 67%, 6 dice 60R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 37%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 11%, 7 dice 105R 48%, 8 dice 120R 83%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 3%, 10 dice 150R 21%, 11 dice 165R 54%, 12 dice 180R 82%, 13 dice 195R 96%
-[] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%, 2 dice 60R 97%
-[] Suborbital Shuttle Service (Phase 1+2) 92/450 3 dice 80R+ 4%, 4 dice 105R+ 47%, 5 dice 130R+ 89%, 6 dice 155R+ 99%
-[] Suborbital Shuttle Service (Phase 1+2+3) 92/650 5 dice 130R+ 3%, 6 dice 155R+ 31%, 7 dice 180R+ 74%, 8 dice 205R+ 95%

-[] Chicago Planned City (Phase 4) 3/550 5 HI dice 100R 2%, 6 HI dice 120R 23%, 7 HI dice 140R 63%, 8 HI dice 160R 90%
--Alt: 1 HI 4 Infra dice 100R 4%, 1 HI 5 Infra dice 120R 34%, 1 HI 6 Infra dice 140R 76%, 1 HI 7 Infra dice 160R 96%
--Note: Infra/HI 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.

-[] Tokyo Harbor Reconstruction 0/300 +60/turn 2 dice 30R 10%, 3 dice 45R 71%, 4 dice 60R 98%
--Alt 1: Q2 2061 0/240 +60/turn 2 dice 30R 54%, 3 dice 45R 96%
--Alt 2: Q3 2061 0/180 +60/turn 1 die 15R 30%, 2 dice 60R 94%
--Alt 3: Q4 2061 0/120 +60/turn 1 die 15R 90%
--Alt 4: Q1 2062 0/60 +60/turn 0 dice auto
-[] Emergency Caloric Reclamation Processor Installations (Phase 1) (New) 0/80 1 die 10R 70%, 2 dice 20R 100%
-[] Emergency Caloric Reclamation Processor Installations (Phase 1+2) (New) 0/160 2 dice 20R 72%, 3 dice 30R 99%
-[] Bureau of Arcologies 1 Infra die -15R auto
Heavy Industry 5 dice +29
-[] Advanced Alloys Development 1 die 15R 30%, 2 dice 30R 94%
-[] Continuous Cycle Fusion Plants (Phase 8) (Updated) 67/300 2 dice 40R 9%, 3 dice 60R 65%, 4 dice 80R 96%
-[] Continuous Cycle Fusion Plants (Phase 8+9) (Updated) 67/600 5 dice 100R 3%, 6 dice 120R 29%, 7 dice 140R 69%, 8 dice 160R 93%
-[] Improved Continuous Cycle Fusion Development (New) 0/120 1 die 20R 30%, 3 dice 40R 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%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 11 dice 220R 4%, 12 dice 240R 19%, 13 dice 260R 47%, 14 dice 280R 74% 15 dice 300R 91%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Crystal Beam Industrial Laser Deployment (New) 0/600 6 dice 120R 7%, 7 dice 140R 36%, 8 dice 160R 73%, 9 dice 180R 93%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%, 2 dice 40R 94%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%, 3 dice 150R 64%, 4 dice 200R 96%
-[] Personal Electric Vehicle Plants (New) 0/300 3 dice 30R 19%, 4 dice 40R 71%, 5 dice 50R 96%
-[] Microfusion Cell Development (New) 0/60 1 die 20R 90%
-[] Division of Alternative Energy 1 HI die -10R auto
Light and Chemical Industry 5 dice +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
--Alt: 1 AA die 15R 92%
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 6%, 15 dice 300R 19%, 16 dice 320R 42%, 17 dice 340R 67%, 18 dice 360R 85%, 19 dice 380R 94%
-[] Bergen Superconductor Foundry (Phase 3) (Updated) 0/380 4 dice 120R 13%, 5 dice 150R 55%, 6 dice 180R 87%, 7 dice 210R 98%
-[] Bergen Superconductor Foundry (Phase 3+4) (Updated) 0/1140 13 dice 390R 7%, 14 dice 420R 23%, 15 dice 450R 48%, 16 dice 480R 72%, 17 dice 510R 88%, 18 dice 540R 96%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%, 4 dice 40R 73%, 5 dice 50R 96%
-[] Civilian Ultralight Factories (New) 0/190 2 dice 30R 28%, 3 dice 45R 83%, 4 dice 60R 99%
-[] Civilian Support Expansion (New) 0/250 3 dice 30R 42%, 4 dice 40R 86%, 5 dice 50R 99%
-[] Carbon Nanotube Foundry Expansions (New) 0/300 3 dice 60R 12%, 4 dice 80R 59%, 5 dice 100R 91%
-[] Artificial Wood Development (New) 0/60 1 die 10R 85%, 2 dice 20R 100%
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 4) 75/140 1 die 10R 75%, 2 dice 20R 100%
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%, 3 dice 30R 74%, 4 dice 40R 97%
-[] Blue Zone Aquaponics Bays (Phase 4+5+6) 75/420 4 dice 40R 30%, 5 dice 50R 74%, 6 dice 60R 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 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 8%, 5 dice 50R 46%, 6 dice 60R 83%, 7 dice 70R 97%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Freeze Dried Food Plants 151/200 1 die 20R 91%
-[] 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
-[] Caloric Reclamation Processor (Phase 1) (New) 0/80 1 die 10R 60%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) (New) 0/160 2 dice 20R 54%, 3 dice 30R 94%
Tiberium 7 dice +39
-[] 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 11) -/350 3 dice 60R 10%, 4 dice 80R 65%, 5 dice 100R 96%
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 1 die 15R 33%, 2 dice 30R 96%
-[-] Intensification of Green Zone Harvesting (Stage 7+8+9) 78/300 2 dice 30R 26%, 3 dice 45R 89%, 4 dice 60R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) (Updated) 29/150 1 die 25R 34%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Stage 12+13) (Updated) 29/260 2 dice 50R 3%, 3 dice 75R 60%, 4 dice 100R 96%
-[] Red Zone Border Offensives (Stage 1) (Updated) 0/250 2 dice 50R 10%, 3 dice 75R 74%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 1+2) (Updated) 0/500 5 dice 125R 29%, 6 dice 150R 77%, 7 dice 175R 97%
-[] Red Zone Border Offensives (Stage 1+2+3) (Updated) 0/750 7 dice 175R 8%, 8 dice 200R 41%, 9 dice 225R 79%, 10 dice 250R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4) (Updated) 0/1000 9 dice 225R 2%, 10 dice 250R 17%, 11 dice 275R 50%, 12 dice 300R 81%, 13 dice 325R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4+5) (Updated) 0/1250 12 dice 300R 5%, 13 dice 325R 25%, 14 dice 350R 57%, 15 dice 375R 83%, 16 dice 400R 96%
-[] Red Zone Containment Lines (Stage 6) (Updated) 54/225 2 dice 50R 71%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) (Updated) 54/450 4 dice 100R 35%, 5 dice 125R 85%, 6 dice 150R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) (Updated) 54/675 6 dice 150R 17%, 7 dice 175R 60%, 8 dice 200R 91%
-[-] Tiberium Glacier Mining (Stage 13) (Updated) 38/205 2 dice 60R 74%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) (Updated) 38/410 3 dice 90R 4%, 4 dice 120R 51%, 5 dice 150R 92%

-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 55%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%, 2 dice 60R 97%
-[] Improved Tiberium Containment Facilities Construction 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%
-[] Harvesting Tendril Deployment (Phase 1) 0/600 5 dice 150R 2%, 6 dice 180R 26%, 7 dice 210R 71%, 8 dice 240R 95%
-[] Harvesting Tendril Deployment (Phase 1+2) 0/1350 13 dice 390R 5%, 14 dice 420R 23%, 15 dice 450R 53%, 16 dice 480R 80%, 17 dice 510R 94%
-[] Improved Hewlett Gardener Process Development (New) 0/160 2 dice 40R 85%, 3 dice 60R 99%
-[] Tiberium Harvesting Claws Development (New) 0/80 1 die 15R 80%, 2 dice 30R 100%
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 5) 102/1535 15 dice 300R 4%, 16 dice 320R 16%, 17 dice 340R 39%, 18 dice 360R 66%, 19 dice 380R 85%, 20 dice 400R 95%
--GDSS Enterprise Bays (1 available)--
-[] Military Bay 0/450 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Advanced Materials Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Satellite Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Station Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Gravitic Shipyard 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Fusion Shipyard 0/500 5 dice 100R 6%, 6 dice 120R 36%, 7 dice 140R 74%, 8 dice 160R 94%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
--Alt: 1 AA die 63%, 1 AA die 1 Orb die 99%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
--Alt: 1 AA die 1 Orb die 54%, 1 AA die 2 Orb dice 95%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Leopard II Factory 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%

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

-[] Lunar Rare Metals Harvesting (Phase 1) 45/140 1 die 20R 47%, 2 die 40R 96%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12%, 3 dice 60R 68%, 4 dice 80R 96%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
--Alt: 1 AA die 20R 82%, 2 AA dice 40R 98%
-[] Lunar Regolith Harvesting (Phase 2+3) 276/610 3 dice 60R 4%, 4 dice 80R 42%, 5 dice 100R 83%, 6 dice 120R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/365 3 dice 60R 3%, 4 dice 80R 38%, 5 dice 120R 81%, 6 dice 120R 97%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/720 7 dice 140R 3%, 8 dice 160R 21%, 9 dice 180R 54%, 10 dice 200R 82%, 11 dice 220R 95%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +27
-[] 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 Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%, 2 dice 200R 91%
-[] NOD Research Initiatives (New) 0/200 2 dice 60R 32%, 3 dice 90R 89%, 4 dice 120R 99%
-[] Scrin Research Institutions (New) 0/400 4 dice 120R 18%, 5 dice 150R 66%, 6 dice 180R 94%
Military 8 dice +26
-[] Advanced ECCM Development 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%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Military Particle Beam Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] 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) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 63%, 9 dice 180R 88%, 10 dice 200R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 2%, 11 dice 220R 11%, 12 dice 240R 34%, 13 dice 260R 63%, 14 dice 280R 85%, 15 dice 300R 95%

MARVs
-[] Reclamator Hubs 0/335 3 dice 60R 4%, 4 dice 80R 41%, 5 dice 100R 83%, 6 dice 120R 98%
--Alt: 2 Mil 1 Tib dice 60R 6%, 2 Mil 2 Tib dice 80R 58%, 2 Mil 3 Tib dice 94%
--Alt B: 1 Mil 1 AA 2 Tib dice 80R 41%, 1 Mil 1 AA 3 Tib dice 100R 88%, 1 Mil 1 AA 4 Tib dice 120R 99%
--Alt C: 2 AA 2 Tib dice 80R 25%, 2 AA 3 Tib dice 100R 78%, 2 AA 4 Tib dice 120R 98%
-[] Reclamator Hubs x2 0/670 7 dice 140R 6%, 8 dice 160R 30%, 9 dice 180R 65%, 10 dice 200R 89%, 11 dice 220R 98%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 24%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 92%
-[] Reclaimator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 16%, 4 dice 80R 57%, 5 dice 100R 94%
-[] Reclaimator Hub BZ-2 (Richmond) 58/335 3 dice 60R 27%, 4 dice 80R 77%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib die 60R 36%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%

--Note: Red Zone Reclamator Hubs have been (Updated) with +1 Energy each.

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 0/40 1 die 15R 100%
-[] Zone Lancer Development 0/40 1 die 15R 100%

Air Force
-[] Orca Wingmen Drones (Phase 1) (Updated) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Orca Wingmen Drones (Phase 1+2) (Updated) 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Hammerhead Wingmen Drones (Phase 1) (Updated) 0200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] Hammerhead Wingmen Drones (Phase 1+2) (Updated) 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] 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 3) 5/295 3 die 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 91%
-[] Skywatch Telescope System 64/95 1 die 10R 100%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 39%, 4 dice 80R 87%, 5 dice 100R 99%
-[] Bogatyr Research Projects (New) 0/120 1 die 30R 27%, 2 dice 60R 91%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Guardian Mark 2 Development (New) 0/40 1 die 10R 100%
-[] Armadillo HAPC Development (New) 0/40 1 die 10R 100%
-[] Mammoth Block Four Development (New) 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development (New) 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/190 2 dice 40R 31%, 3 dice 60R 86%, 4 dice 80R 99%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%

Navy
-[] Infernium Laser Refits 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%, 2 dice 40R 100%
-[] Governor A Development (New) 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 Shipyard (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%

Steel Talons
-[] Mastodon Heavy Assault Walker Deployment (New) 2 dice 20R 9%, 3 dice 30R 65%, 4 dice 40R 95%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%, 2 dice 60R 99%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 27%, 2 dice 40R 93%
-[] Buckler Shield Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Unmanned Support Ground Vehicle Development (New) 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] Sparkle Shield Module (New) 0/120 1 die 30R 27%, 2 dice 60R 91%
Bureaucracy 4 dice +19
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 85%, 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 31%, 4 dice 77%, 5 dice 96%
--Alt: 4 dice 1 Erewhon die 93%
--Alt 2: DC 200 2 dice 15%, 3 dice 68%, 4 dice 95%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 27%, 3 dice 80%, 4 dice 98%
Last Security Review
Heavy Ind 1 turn ago 2060 Q4
Orbital 1 turn ago 2060 Q4
Bureaucracy 1 turn ago 2060 Q4
Services 4 turns ago 2060 Q1
Infrastructure 5 turns ago 2059 Q4
Tiberium 5 turn ago 2059 Q4
Military 8 turns ago 2059 Q1
Agriculture 9 turns ago 2058 Q4
Light/Chem 10 turns ago 2058 Q3
--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.
 
Q1 2061 Results


GDIOnline Q1 2061


Novel Tiberium Harvesting Deployments and the Future of Harvesting Methodology.
Dr. James Granger

If you keep up with the Tib journals, GDI just rolled out a few new pieces of hardware into the red zones. Now, before anyone starts complaining, none of this is classified. The Initiative has not put this on parade by any means, but everything is there if you have the right subscriptions.

The new harvester is seemingly using a substantially bigger harvesting unit, although the precise mechanisms are not particularly available in the open journals. It seems to use a set of modules, a combination of sonics and other technologies in most diagrams, to break down the tiberium, and then essentially acts like a magnetic vacuum cleaner, sucking up Tib, and only tib, leaving most of the rest of the material behind. It appears, like previous harvester models, to be effectively a sweeper, covering a fairly substantial area. Looks like a few square meters at a time, across the front of the vehicle.

Everything else looks pretty conventional. I know there were mutterings about trying to mate something like the Slingshot chassis to the harvester back when I was running things (Honestly, probably inspired by this board's shitposts but I never cared to check), but that never went anywhere. Too much mass to high up and too much ground interface being required. I could see that working with this though.

Impact Estimates
These are some very broad calculations, but I would expect a model like this to have a few major impacts. To begin with, it is likely to see significant reductions in overall losses. One of the leading causes of vehicle loss in the yellow and red zones is a small piece of Tiberium getting caught in the treads, or otherwise getting stuck in the vehicle assemblies. With the claimed effect of one of the new sweepers, there is going to be a lot less tib, and most of the tib that does not get swept up is going to be much bigger, probably a cubic centimeter or more by some rough estimations.

Overall
I'm really happy to see this. It's probably going to be one of the bigger upgrades we have seen to Tiberium harvesting ever, and I can only wish all the luck to the people who are working on this, and in the fight against Tib.

GDIWife
I'm sure it's very impressive and any improvement in tiberium harvesting has to be a good thing but… did they have to make it look like that?

Ang1e_Your
removed by EVAAutomod: inappropriate content

AccomplishingProvidence
While I understand the, ah, concern some observers might feel at the current iteration of the design, I have faith that it is simply the best that can be done at the current time, with the time and resources they had available.

Erewhon
The Design is optimized to remove Tiberium. The Design having any appearance or connection to Other is unimportant. The Design staves off our collective Death slightly more. The Design inciting thoughts of recreation for You is unimportant.

MajorMiner
The new design is very effective at removing even tiny amounts of Tiberium from nooks and crannies that would have been missed by the previous design. I don't understand what all the fuss is.

InTheZONE
Look, I've heard it's really a great design but I'm pretty certain somebody on that team pulled a prank on someone

StrongerHarderBetter:
removed by EVAAutomod: inappropriate content

Gryphon Le Rouge:
The Description for how the Harvesters collect materials reminds me of some civilian captured footage of Alien Invader Harvesters working. How the tiberium seemed to be dissolved and lifted into the harvester.

FloatingWood
… Did Erewhon just burn GDIWife with 'stop being a horny pervert'?
To more thread relevant matters, doctor Granger? Not everybody is subscribed to 'Tiberium Weekly', or something. And wouldn't the weight of the cargo bay eat any attempts to lift the harvester anyway?
Although, probably crazy idea, what about a truck hauling the cargo bays around with the harvester remaining in the tib field?

AgathaH
To quote an idol of mine: "Oh myyyy!"
To address less aesthetic concerns, I can definitely see how maintenance techs will be happy about not having to pick as many fragments of Tiberium out of treads.

CarrotCat44
removed by EVAAutomod: inappropriate content

TheCopybookHeadings
I would thank you all to get your minds out of the gutter. Frontline of the war on tiberium indeed.

InTheZONE
#FloatingWood Wait, we're not? To be fair, Tiberium Weekly isn't a particularly great example, I prefer Abatement Update, I find the articles tend to be much higher quality

Erewhon
It is better to remain Ignorant of the spread of Tiberium unless One of You is directly involved. Which You All are I suppose.

Gryphon Le Rouge
I get enough doomsaying from the nightly news commentators when it comes to tiberium abatement, I don't need to see how bad it is in finer detail.

Ang1e_Your
removed by EVAAutomod: inappropriate content

Dr. James Granger
#Floatingwood The problem with the idea of having a chain of support trucks for the harvester is that one of the trickiest parts of the whole process is transferring tiberium containment pods between units. Doing it at a field refinery can remove quite a few points of failure, and is much easier to automate, because there are known relationships between all of the component parts.

AccomplishingProvidence
Jokes aside, it's a fascinating and heartening development. Not the sort of technology to change the world in one fell swoop, but these sorts of innovations add up over time.

FloatingWood
So… less stupid question, hopefully. Wouldn't this mean that more of the subsurface tib is left behind? The old sifting arms dug through the soil, but this seems surface only. Wouldn't that make harvesting less effective?

Yellowzon3r
Not necessarily floatingwood. Nod harvesters for example used to be coded to leave small shards left behind to help the field reseed more rapidly than taking all of it. Larger crystals tend to spread faster than smaller crystals. If this gets most of them faster it should be more effective. Regardless the boys and girls in research have done tests and said that yes it's an improvement. Not necessarily in efficiency if you have to go back over the field again later, but there's a definite improvement in how fast the harvester bay fills up. But then, even in blue zones there's occasional tib breakthroughs. Overall, feels like an improvement and the labcoats say the same.

Dr. James Granger
#Floatingwood
Technically, probably. I don't have the full reports, but from the designs, it looks like it does have some extractive capacity.

Redy2Rumble
#Floatingwood
I've actually got the privilege of being close enough to one of these harvesters to go take a look at its handiwork. I've attached three photos-two of them show small divots in the ground where it seems the crystal was just pulled out of the substrate, and the third shows the only crystal shard I could find in the harvested area, which is both small and seems to have been dragged up from underground somewhat. I think that pictures of dirt shouldn't be illegal to post.

InTheZONE
It also looks like it has some insertive capacity

Erewhon
removed by EVAAutomod: inappropriate content

BattleSpaceGal5
Oh no they got you to. :(

SuperIntendentEVA
Keep it clean! :)

Solan
The new harvesting technologies have been interesting to see in person and the new harvesting platforms in deployment have been a godsend when trying to fix up the home islands with Tiberium flaring up over the different parts of Japan after Bintang's attack. With how devastated various industrial estates were and the stockpile of non-refitted harvesters were gutted in different operational sectors for the abatement process. The local administration here is doing great with the abatement it's just that the progress is slow going even with all the effort local units and personnel are doing in rebuilding what has been lost.


Return of the Chips the Treasury Stole! (edited)

Anthony+Beecher
Weve been wanting a new computer and finally we could!!! Dont want it to happen again cause was not fun. Having a broken one sucks had, to do homework on a tablet for months.

Erewhon
I was hungry.

Born2Mine:
Sweet, I can upgrade the ol'rig when I finally got some time off. Surely I won't be the only person trying get some right???

InTheZONE
I figure I'll get one once the demand drops again, anyone know any good games for a complete newbie?

FloatingWood
Depends on the genre, InTheZone, because, well, there's a lot of options these days.
#Erewhon, not that I want to make you feel bad, but maybe be a bit less gluttonous?

InTheZONE
Not puzzles, I've had enough of those, but something that makes you think? Strategy maybe?

FloatingWood
Strategy? Hmmm, yes. There's always the Civilization series, for the turn based newbies, there's a raft of RTS games, but if you want one that makes you think you'll need to dig in the weeds. Cold War and Tiber are good Grand Strategy games, but frankly, even with the AI assisting, well, that Swedish studio has improved over the decades, from what I've heard, but that just means it went from 'terrible' to 'mildly competent'. Front Contact series is interesting for the small unit tactics, focused on company and smaller, what you arrive on the field with is what you get, generally.

TheCopybookHeadings
Yes I'm sure we're all very grateful for the kind gifts we have received. Pray that their absence was for good cause and great effect. Mayhaps a few will even reach my workshop, still mustn't grumble.

InTheZONE
Well I can't say about the computer chips specifically, it's hardly my area of expertise after all. What I can say is things went very well on the whole, I figure they probably helped.
#FloatingWood Thanks for the suggestions, I'll give them a shot. Front Contact especially, I've heard people complaining about it and it piqued my interest

Erewhon
#InTheZONE May I interest you in a game of Chess Or Poker?

InTheZONE
#Erewhon A game of chess sounds great, it's been a while since I played it. Lost my old set and never ended up getting a new one. Send me a DM with the details

OnceUponAMeme
#InTheZONE Might I suggest Illwinter works? Definitely strategy and let me tell you, better chips won't help with the turn time anyway, but thats what happens when a Grand Strategy Game is simulating the age of singular peasants.

1Fox2FoxRedFoxGreenFolx
Honestly waiting is not too bad. At least it is there. Eventually. Like everything it feels like.

FloatingWood
Illwinter needs to learn to exploit multithreading. Although… Actually, maybe we can finally get our hands on isolinear chips now? That might make the turns take less than 15 minutes.

OnceUponAMeme
At the point you got enough Threads for Dominions, you might as well make a shawl out of it and overhead kills efficiency at that point. So, let's all hope for that Alien Computer juice to hit shelves soon.

FloatingWood
It'll cost a year's wage per chip, Meme. And I thought cutting edge chip prices were bad with the Regency War.
Anyway, I'll echo Anthony, tablets are terrible instruments for most purposes. Got a little one in my new arm.

GDIWife
Brand new alien tech chips and I still can't get a cheeseburger.
#InTheZONE Don't bother with Illwinter unless you are overly obsessed with minor details and have far too much time on your hands. If you are interested in anything less military I'd recommend Mars Survival, a colony builder game set on the red planet.

OnceUponAMeme
Or Mars Horizon if you think you can do a better job at getting into space than the current administration (cough, cough).

FloatingWood
#GDIWife, the vegabeef patties, can't believe it's not porc bacon, and not actually cheese not to your liking?
Also, obvious Starbound shilling is obvious (and entirely fair. Mars Survival is a great game).

GDIWife
#FloatingWood I find they go great with a cup of technically can be called tea. I'm not exactly a starbound shill, as most of the names I recognise here probably know but it's a great game regardless

FloatingWood
It's not tea actually, not even technically. For something to be tea it has to be made from tealeaves, and kudzu be kudzu, genetically modified to give a mild dose of caffeine or not. It's nice to have a mug of something hot at hand though, even if the caffeine can get lost.
If I need a stimulator I'll go grab some of the over counter stuff. Sleep is way better.
Even when gaming.

GDIWife
#FloatingWood I'd ask about fruit teas but I think we're getting off topic

AccomplishingProvidence
To be fair regarding the food side-topic, our beloved #Erewhon did make the joke about being hungry for the Forbidden Crisps. Well, "forbidden" if you're a.) a human and b.) trying to actually eat them.
And while the depths of human ingenuity in the pursuit of fun and leisure can be remarkable, it is a relief to hear that the "crunch" will be lessening soon.

LastLizard
I hate phone browsing, so this is really happy news for me.

Battlemaster Galactic 5
My old gaming rig broke right as the war started up, but now I've finally gotten a replacement, I don't even know what to do with it. I'm just playing old 2d puzzle games like I did on my dinky little work computer, but now at home on a bigger screen. It's like I'm so unused to modern gaming that I'm somehow scared to dip my toe back in it. Just booted up good-old Starfield NV today,but I'm still stuck puttering about Goodsprings.

Yellowzon3r
*laughs in Yellowzone* Poor babies. Having to make do with computers a few years old. But seriously, prior to GDI coming along I was making do with a computer dating back to the twenties and often didn't have electricity at all. That was me, as a fairly well off harvester pilot. Able to occasionally get spare parts for repairs/upgrades. But GDI grade stuff A was more powerful than all that. And B, has lasted for me since then. Most of my old stuff is in storage. Fortunately I'm on base and we have entertainment here. So, really can't complain.

InTheZONE
#Yellowzon3r Yup, I will say it's easy to get used to what you have. Just remember that while a lot of us started with sod all to end up fairly well looked after here, others remember a better time (in some ways) that we haven't quite gotten back to yet.
Also, congrats for (presumably) getting through training, I imagine you're drooling over those new railgun harvesters I've seen.

Yellowzon3r
#InTheZONE Nice edit :D Well done for removing curse words.
Fair point. Though for me…. Almost everything has improved since GDI came along. I will say though. After finding some in one of the MRE's I have gave in and am a convert to the bacon gods. Moar meat please. But yeah, I haven't been assigned a railgun harvester yet, though I got to take a tentacle harvester for a spin. While I'm harvester certified a lot of the time I'm actually on backup duty riding in the apc. Sometimes I've taken part in peacekeeping operations. To answer the question yes. I passed training. The yellow zones are just as beautiful as I remember, if not more so.

InTheZONE
#Yellowzon3r I may have forgotten there are kids on this channel, so sue me =P. You struck lucky there, I've only heard of the bacon rations in rumours and myth. Yeah, still an improvement. I will say I joined up because I had something to fight against. It's a nice feeling to have something to fight for. I hate those APCs, far too cramped but I guess they're designed for the PBI not their big brothers. I actually was able to see my old home not too long ago. Looked completely different now of course, what with all the scorpions everywhere but hey, it's getting a new paint job now.

FloatingWood
There's kids in every channel, seriously, this is the government forum. InOps roams among the moderati here for more reasons than just looking for Nod botnets.
Also, I am sad to say that we've not had actual bacon available since… sheesh, 15 years ago now, give or take. Bit of a pity. I mean, it's not as if we haven't had the money to start animal product farming again, or the manpower. Those ivory tower technocrats must have their heads up their behinds if they think we'll keep accepting a lack of proper Goudse, or sausages that taste of something other than chicken and too many spices.
We accepted the decrease in chips because the war was on, but that war is over. Give us our food back too, and while you're at it, maybe get to work on a few stadiums so the sporting fans have a place to sit, rather than packing the gyms to unsafe extents when there's a big match on.

Yellowzon3r
#InTheZONE Yeah, those older siblings are no joke. Already I've had I think a couple of your 'sisters' pull my squads ass out of a fire. Command is saying our local superheroes will be gone just as soon as we get widespread ZA rollout and training for our guys. Then more of you can get back to jetting around with your stompy boots rather than playing babysitting duty.

InTheZONE
#Yellowzon3r Heh, just don't ask them if they're compensating for something. Fingers crossed something will happen soon with that sometime soon, better for you to have full time babysitters than us whenever we happen to be close. Also, I heard that promotion opportunities for experienced full timers will be available for those interested in shifting

Solan
I am being reminded of the food being served for administrative heads here while not as luxurious as the high ranking MPs or Secretaries I know the chefs have really did all they could to stretch the eggs, poultry, and the rare real cheese we were given from what I heard six times a year by the local vertical farms and zoos. It's a far cry from before where everyone can get a burger from a fast food chain that contained actual meat when my parents were young since here in Japan, meat is much more expensive here even during the Pre-War Era and it was only bought for special occasions like birthdays and the New Year. It's delicious but I digress.

Anyway, I am quite happy that new shipments of capital goods and especially chips are coming back to general use after a period of high intensity warfare since while my office and staff are generally provided computer parts through GDI shipments since this is technically a military operation, the local administrations have unenviably been in a tough bidding war to get more chips after Treasury guidelines loosened capital good controls throughout the world. While I'm sure some private distributors are already selling the chips to fellow citizens I've heard that various emergency repairs for local systems required our local governments to pay more than the retail price to get ahead of private customers. While it's still chaotic I'm sure things will stabilize soon enough.


Q1 2061 results

Resources:‌ ‌1130 + 0 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)

Political‌ ‌Support:‌ 64
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Tiberium Spread

22.22 Blue Zone
0.01 Cyan Zone
1.69 Green Zone
22.46 Yellow Zone (98 points of mitigation)
53.62 Red Zone (70 points of mitigation)

Current Economic Issues:
Housing: +44 (23 population in low quality housing) (-10 per turn from refugees)
Energy: +5 (+4 in reserve)
Logistics: +24 (-6 from raiding) (-5 from military activity)
Food: +26 (+12 in reserve)
Health: +10 (-7 from Wartime Demand) (-10 from Refugees)
Capital Goods: +12 (+114 in reserve)
STUs: +11
Consumer Goods: +40 (-18 from demand spike) (+3 from Private Industry) (-4 from increased population)
Labor: +46 (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2015/2470)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +95
Green Zone Water: +6


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌20; ‌158)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Consumer Goods: 6 Points
Food: 16 points in reserve
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Complete Isolinear Chip Foundry Anadyr
Deploy Crystal Beam Industrial Laser



The various Warlords sat in their chairs in a semicircle. Or rather, each was in a chair in a different room, with projections showing their peers in other, empty chairs. Many glanced occasionally at the others present, typically when "no one else was looking". They were clearly waiting for someone. Finally, their wait ended.

Kane's image appeared seemingly from nowhere, though really he'd simply entered the radius his own holo-conference chamber could pick his position up in. He was clad in his typical "work" robe-like outfit, various shades of black and dark gray. A small NOD symbol pin was on his left lapel, its bright blood red standing out in the field of darkness. He paced around the circle of chairs, his face unmarred by emotion, barely moving as if carved from living stone. Every Warlord present felt him stare into their very soul despite the separation of continents for most of them. Finally, he moved to a spot in the center, where all could look to him without straining their necks, and he could look to each without discomfort on his part.

"I have come to a conclusion on recent matters. One based on the words of a dear, departed friend of mine."
The sentence hung heavy in the air for several moments before he continued.
"One useless person is simply a disgrace. Two useless people, is a law firm."
A couple of the Warlords started to smile, but Kane was not smiling.
"Three or more, is a Conclave."
No one was smiling now. Some were already starting to sweat, despite how chilly the holo-chambers had to be kept to avoid overheating the projectors and computers involved.
"And it seems that fate has left me with this Conclave."

Now Kane's face showed emotion, and that emotion was anger.

"I set up the Brotherhood so that a decapitation strike against one of you does not cripple the entire Brotherhood. The cell structure, the Warlord leadership design, means that independence is not only encouraged, it is expected. I am not displeased that all of you have acted independent of my directions. As you know, we value independence, freedom, and self-directed action.

What this was not meant to encourage, but apparently has, in the absence of me constantly holding your hands to give you orders, is that you somehow collectively decide to start a full-scale war, without even consulting or informing me. Only Reynaldo came to me, after the war had started and GDI had not only defeated his forces in battle, but he was nearly captured or killed!

Did none of you learn the lessons of the last war? GDI is self-defeating if we pressure them lightly, but pushed to war their machine empire is stoked to a fury we can only match by working united! They've been squabbling internally about what kind of vegetables to grow, but you drove them to churn out an entire new navy!"

Here he turned and pointed at Bintang, his face showing restrained anger.

"Count yourself lucky your many successful adventures upon the seas have not forced my hand in matters, and that you have preserved as much metal as you did. If nothing else, despite deploying nuclear weapons, GDI has not escalated in kind."

He swept onward as his robe billowed in his wake. Krukov was his next stop. Kane's fury was palpable.

"GDI has one of our most powerful airborne craft, thanks to you. I do not doubt the courage of our soldiers so I must assume you simply under-equipped and under-staffed the vessel such that they could not do their final duty in time. And nothing else you have shown makes up for that, General."

He said nothing else to Krukov as his gaze turned to Mehretu. Kane's pace slowed, yet somehow felt faster than ever.

"Dear Mehretu. Would you mind explaining, again, to the entire Conclave, just why the seat for the representative of the Caravanserai sits empty today?"

Suddenly a hand was pointing a single finger at Gideon, without Kane even looking at the man. Gideon's mouth was open, as if about to exclaim something.

"I have never asked for theological uniformity, dearest Gideon. Loyalty, yes. Absolute worship of me or Tiberium, no. The Brotherhood of Nod is inclusive, not exclusive. So sayeth Kane. Now."

Kane's gaze shifted from looking at Gideon from the corner of his eye, to pinning Mehretu in place.

"For a man all but obsessed with subtlety and intrigue, you did not foresee this? You did not calculate that the deaths you caused would rouse these men to wrath against you? I have not called the Conclave to War, they did not have an absolute obligation to engage in hostility. You've soured what was not only a manyfold opportunity for intelligence gathering, but also one of our greatest and most public campaigns to win hearts and minds! I would think carefully in the future of such strikes, my friend."

He turned to Reynaldo. Disappointment won out over anger on the face of their Messiah.

"You have been given such gifts, Reynaldo. You endured trials, you survived, you came to me, following the Old Codes, and you entreated my assistance. I gave you that assistance. And now you use these gifts to sow small spikes of fear and distrust? All the blessings I gave and the best you can come up with is random terror attacks in stores and schools? Is your imagination really that small? Perhaps my confidence was…misplaced."

He turned to Yao Qinglian, still disappointed.

"I am not upset that you have not launched major offensives against GDI. There is wisdom in guarding your strength. What does disappoint me is that, instead of using the opportunity of lax GDI attention to build up forces, or make innovations, as the Bannerjees have done, or to create an environment ripe for gathering low and mid level intelligence, as the Caravanserai have done, or any number of other things, you have essentially sat there. Others spent their talents of silver and lost or made money. You did not put yours into the bank or the market, you did not earn interest. You have simply buried it, where it does nothing. The loyalty of your people and your competence when you do sally forth are your saving graces, but that grace grows thin, Qinglian. Begin giving the Brotherhood returns on my investment of you as a Warlord."

For a few moments, he considered the second "row" of chairs, representing various "minor" Warlords, such as Mondragon and Ibrahim al-Isfahani. HIs expression was more neutral, guarded with them.

"Many of you have been doing nothing but surviving, but you have done so in the face of an ever-growing machine-state of an enemy. More than that, you have preserved your forces in general. To whom much is given, much is required, but to whom little is given, even preservation is a good return. You will have tasks to perform in time, but for now, you have done nothing wrong."

He paused only briefly in front of the double-chair that Buddhaheb and Ishani Bannerjee utilized. The siblings shifted for several moments before he spoke.

"Buddhaheb, your tending of the local gardens of Tiberium is frankly masterful. You are living up to all the expectations I had when you tutored under Abdul. You are on a true path to synthesis and ascension. Well done."
Then he smiled, sincerely.
"And Ishani, your work is simply….I do not believe I currently have accurate words, other than 'masterful' and 'beautiful'. You do your ancestors, your people, and me proud. Thank you. Though you have not prosecuted this conflict directly, your contributions have held back the predations of GDI at key points."

He turned and regarded Stahl, his face a cold mask.

"You have done well. Continue your good work."

Then he turned and walked slowly over to Gideon, his hands tucked in his robe, a smile on his face that did not reach his eyes. He stopped when his image was within arms length, before he reached down and laid a hand on Gideon's shoulder. With an almost fatherly tone, he spoke.

"Dear Gideon, my son, what am I to do with you?"

He stood and tucked his hands away, but did not step back.

"On the one hand, you have maintained admirable cohesion of your forces despite suffering numerous setbacks. On the other hand, you not only have suffered setbacks, you have clearly agitated GDI with your use of a Tiberium weapon, unsuccessfully I might add. And they know you are on the precipice of unlocking your stores of more…strategic…weapons. You have apparently bought time, but is it enough? I had such high hopes for your operations but I have begun to have questions. No, now is not the time to speak, Gideon. Now is the time to listen. So listen well."

Kane's gaze sharpened as he continued.

"Your greatest gifts are your orations. Use them. Call out to all who will listen. All who are discontent. Not to mindlessly attack, but to aid you and join you. Call out to those left in nigh-empty fortress-towns. Call out to those subsisting on the worst food as those in the deepest Blue Zones feast on fresh produce. Those who face continual prejudice from the ignorant. Call out to them, and rally them. Because if you do not soon reverse the course of your fortunes, to some degree in some way, we will have to have several long, informative conversations."

The tone of their Messiah left little doubt as to what he truly meant by that. Kane finally turned and walked back to the center, taking in the entirety of the group.

"This meeting has not been pleasant for anyone attending. I acknowledge that. But meetings such as this need to occur. There is value in me rebuking you one-on-one, in private. But for a matter this large, where you all initiated a worldwide, full-scale armed conflict, dare I call it a war. Not only without my 'blessing', but without any orders from me. All because, so far as I have been able to determine, you wanted to prove yourselves worthy. Well, tell me, do any of you feel 'worthy' now? Do you think GDI is impressed with you?"

Suddenly, he whirled, staring at a spot directly atop the chair Bintang sat in (which was at one end of the half-circle, and directly opposite Gideon's chair). Only then did Gideon notice that there was a slight shine to that spot. Something physically present in his holo-chamber that none of the others had, as they seemed confused. Meanwhile, Kane's grin was almost manic.

"Perhaps we should ask them ourselves! Shouldn't we, Gideon? After all, you were the one who allowed them into this meeting room. Who allowed their operatives to plant this camera here over a month ago. Don't bother punishing anyone on your staff, the agents are long gone. Truly clever, I say. Well, what's done is done. Nothing of consequence has been learned today, though who knows what other meetings you've held here, Brother Gideon."

Kane's image turned and regarded Gideon with an expression that all but shredded the man's soul for a moment. Then he was back to staring at the camera, so close that Bintang's image was almost merging with his before he shifted to standing "beside" her.

"Andrew, please make sure that dear Director Litinov sees this. She works so hard, perhaps it will amuse her. And give Mister Grantham my regards, his games are exceedingly well-developed. And Kenji, please listen to your wife, dear Missus Ito is simply worried about your sugar intake. You drink more artificial soda than dear Secretary Seo and are less active, we can't have your health declining. Feel free to show this recording to all of the 'Important People'. Most of you seem to adhere to the Art of War, at least; Know Thine Enemy. Of course, we cannot simply leave this here…"

Kane's hologram stepped back, and his left hand raised into the air. With a smirk, he snapped his fingers. There was a bright white flash of light, and a strange sort of snap-whoosh sound. When the light faded, Kane's hologram was gone, and there was a tiny smoking crater where the hidden camera had been, with a couple of flickering sparks showing it had been electrically overloaded.

The meeting was apparently done. Andrew Grantham pushed his chair back, the video player in front of him having the play again button prominent in its center. "Well, fuck."


Developmentalists

Andrew Addams has stepped into the leadership position without too many serious challengers. While he is certainly far from the best leader the Developmentalists have had, he is also far from the worst, and the Developmentalist coalition has sat strong for much of a decade after the Hawks shattered, a testament to the flexibility and popularity of a platform that promises wealth. However, the Developmentalists are a very broad camp, primarily split along two axes: Economic, and Social.

On the economic axis, the Developmentalists hold many camps, from a few stragglers of the Marxist movements of the 19th and 20th century on the far left, to corporatists on the far right. One of the few topics that all elements agree on is the power of the government to influence the economy. Beyond that, there is little agreement, with some demanding grant programs and life support for big businesses, and others demanding a firmly centrally planned economy.

On the social axis, it is a question of rights, responsibilities, and powers. On one end of the spectrum are the levelers, working from a principle of "From each according to their abilities, to each according to their needs." On the other, there is little concern for individual rights beyond the right to directly contract. Between are hundreds of different inclinations.

While Addams has the unenviable role of herding all of the cats into a single direction, fortunately, as the designated successor, he has seen few real attempts to challenge his leadership. Although some radicals on each end of the spectrum may stage walkouts of the party, it is unlikely to actually change the makeup, or for that matter much of the power of the Developmentalist Party. Fundamentally, the Developmentalists have held strong through the last decade, and have been in a position to dictate Initiative policy to a degree greater than ever before. And it has led to victory after victory.


Militarists
Chaeon Yong has had to forge an unsteady compromise between the branches of his party. The Militarists as a whole have been defined by what they are not. They are not Hawks, and they are not the Initiative First. They are the people unwilling to join Blue Zone chauvinism with the cause of fighting the Brotherhood of Nod with every tool in the Initiative's vast arsenal.

However, in 2061, there is something of a crisis of faith, primarily because GDI has won the most convincing victory in its history. There were defeats certainly: Damages to Initiative fleets, the destruction of the Indianapolis railway junction, the bombardment of Tokyo, the repeated devastation of GDI forces in South America, but GDI drove the Brotherhood back on nearly every front, brought one of the largest of the warlords low, and demonstrated the capability of vast swathes of the Initiative arsenal.

In the modern day there are dozens of different camps under the banner of the Militarists, which can be distinguished on the basis of which part of the military they support, on their domestic policies, and on which broad policy to pursue going forward. Ground, Air, and Space Forces all have their proponents, as do the Navy, ZOCOM and the Steel Talons, with much internal maneuvering in the party to make sure their particular branch gets the shinies.

Domestic policy tends to be a wider ranging subject, from Socialists who like guns to Free Marketeers who like selling guns, and from Yellow Listers who want to make sure their new homeland has all the tools it needs to protect itself and the refugees, to those who would be Initiative First if not for their belief that outright Blue Zone chauvinism is a tactical error.

Finally, there are the splits along the future policy line. On one end of the spectrum there are the Wardens. These believe in a more defensive future policy, focusing on securing the Blue Zones, and the lines of supply, rather than preparing for further pushes into the Yellow Zones. While bolstered due to the recent nuclear sabre rattling, this war has been a poor showing overall for their cause. Their converse are the Crusaders who see this as the perfect opportunity to increase the aggression, to pour out blood and treasure to build strategic defensive networks, and engage in strategic brinksmanship on the part of the Initiative to crush the Brotherhood of Nod once and for all. In between those two extremes are a handful of other major groups, including those that look to technological solutions, those who want peace dividends, and those who want to look towards more dual use technologies.

For Chaeon, navigating this morass of different factions has been difficult, with many of them wanting mutually incompatible goals. While he has been able to gather a reasonably strong core of supporters, he is simply not as charismatic as Al-Jilani, and has been forced to rest on a more loose confederation, rather than a centrally planned party.



Milk and Honey Protests

With the winding down of the war, GDI's successes in the field have not yet translated to a victory at home. While in the abstract the populace find the Regency War to be a satisfying reversal to the patterns of large-scale wars against the Brotherhood, in the real, a discontent that tapped from the same well of the past used by the Initiative First and the nearly broken FMP made themselves manifest. Dubbing themselves the Milk and Honey Initiative and led by a former attorney, Emil Hahn, the movement started with a core of formerly middle-high class citizens that did not regain their previous standard of living prior to the Third Tiberium War. In another time, their concerns would have been addressed by either the Free Market Party or Initiative First. With the subsequent hardline attitude of both parties towards the Treasury and the disfavor they incurred in the process, the concerns of the proto-movement went unaddressed even as they moved to different parties.

Now, however- they have found the right time to strike. The Milk and Honey Initiative have used their considerable contacts across the Initiative media and political landscape to ensure that they have been given a share of the limelight, and in doing so, grabbed the attention of the newly arrived and integrating YZ population, while at the same time pitting themselves against the Parliament and the Treasury in particular. Hahn's call for action marks the end of nearly every speech he has made: "Moreover, if the Initiative is to control the economy, give us automated communism, not barracks socialism."

While stunts like this have not endeared them to their peers with differing viewpoints, the draw of the movement is more than apparent. Though contained within a framework of broadcasted interviews and letter writing campaigns, there is a raw sense of indignant anger at the seeming neglect of administration to the people that were part of the GDI first, rather than those after. While Hahn and the persuasive core of the Initiative always prefaced their tirades as 'an equal cause to be celebrated by the new and old alike', if left unchecked and festering, it may move to an outright anti-governmental opposition. Currently, it is a relatively small organization, a few tens of thousands spread across the world. However, this is unlikely to last.


Litvinov
The next time Seo saw Litvinov, it was a local strategy meeting in Washington, and she was looking better. To those who knew her, she was still thin, but there was a glow to her cheeks, a bounce in her step. With the war winding down, but not over, Seo could still hear the ringing of "Dixie" even over the rumble of treads as a fresh brigade passed through Washington.

Groundside meetings like this one had become a rarity, but were occasionally needed. It did the people good to know that their leadership was there alongside them, not sitting safely up the gravity well. While the meeting was at the Pentagon, well inside one of the more secure areas on the planet, it was at least a symbol.

"I never expected to have people marching for the very things I ran on, nor did I expect them to be backed by Ozawa's goon squad" commented Litvinov, staring out over the city skyline.

"Strange times makes for strange bedfellows. People want the storybook ending. A land fit for heroes, an end to wartime constraints, and the like. There was a reason Churchill got the boot in 1945 after all."

"Well, the next plan is coming up, this one is being wrapped up well, and I expect you can get some extras done?"

"Depends on which extra you are looking at. Boston? Unlikely. But I can spend more on civil accommodations. It has been pointed out to me quite forcefully that we have spent the last few years gearing up to fight this war, not relieving the wounds of the last."


The Greedy Yellow Zoner
In Initiative First, and other organizations that oppose current government policies, a new figure has appeared, the "Greedy Yellow Zoner." Typically, these figures are a woman and several children, each one with a cart full of supplies. The caption reads "This is what you work for!" "They live on your backs!"

There is a degree of truth in this, as there is in any good lie, but in nearly every case, it is one of a few things happening. To begin with, most Yellow Zone refugees are doing a single large shopping trip within a few days of arriving at long term lodgings, with most having arrived with little more than the clothes on their backs, so they are stocking up. Beyond that they are engaging in hoarding practices, storing as much as they can, mostly of bulk nonperishables in order to save for the hard times. While most Initiative citizens do not, trusting in the ability of GDI to maintain stockpiles and reserves, for many Yellow Zoners outside of the core of the Brotherhood of Nod, it has been second nature to maintain their own stockpiles, and to keep them hidden as best as possible. The most common way has been to hide them under beds, inside closets and the like, away from immediate inspections. More rare, but decently common, is tearing up the floorboards and walls to install hidden caches.


Politics

This quarter has seen the beginning of the usual political jockeying. With the grand parties that usually dominate the discussion trapped in internal disputes, the more minor parties have been able to set the terms of the debate.

Starbound has put forward an incredibly aggressive goal, looking for a bare minimum of ten thousand residents in space permanently, starting with Shala and Columbia, and then rapidly expanding from there. While this is likely to be nearer to a roof than a floor in practical terms, it is red meat for their base, many of whom would rather not continue fighting the Brotherhood of Nod for the wastelands of Earth.

The Socialists and Market Socialists have put together what they call the Restart Manifesto. While it is pushing a broad range of social and political programs, the elements that the Treasury needs to be concerned with are fundamentally requests for a series of grant and loan programs, the founding of an economic development bank, and beyond that a series of major programs focused on consumer goods and creating a major surplus of capital goods to kickstart the overall economy.

The FMP has made overtures to the Developmentalists, but have not made common cause. While this is almost certainly a matter of the Developmentalists internal realignments, it is likely indicating a significant softening of their stance. Instead of being a party backed primarily by the old power structure, it is likely to be an increasingly Yellow Zone party, as they are the individuals most likely to head towards the private sector in the current day and age.

The Initiative First Party has once again put forward a project list that privileges Blue Zone loyalists over all others. While they are gaining in power currently, it has become a party of protest more than anything else, a force that people turn to whenever they dislike the path of the current Initiative government. While their individual issues are typically not all too popular, in aggregate they have enough support to be problematic.

The United Yellow List has its program focused on basic needs, asking for housing, abatement, and additional aid to the refugees swarming the Initiative.


The Brotherhood of Nod

The Regency War has effectively wound down. While some fronts, like Siberia, are still seeing higher than normal activity levels, and the Brotherhood has remained on far higher than normal nuclear preparedness levels, the end of Initiative offensives has brought much of the conflict to a close around the world. In many areas, the Brotherhood has begun attempting to deescalate local tensions, especially in South America, where Stahl has been allowing additional Tiberium harvesters through the lines, and cutting back significantly on the number of submarines he has been shipping out.

At sea the conflict is still relatively active, although the Navy has had to pull back on many fronts. The high tempo of operations in the last year has forced maintenance deferrals, and a significant number of ships need repair and overhauls before things break and the ship becomes a liability. This has put more pressure on the merchant conversion carriers, which have managed to step up to the plate to some degree, but CVE GDS Ginebra has been mission killed. Salvage operations are already underway to pull it off the sandbar it rests on, but the battle damage it suffered prior to beaching itself makes its future seaworthiness questionable.

In the Himalayas, operations have remained at a relatively low intensity. However, losses in the close quarters tunnel fights continue to mount and seem to escalate, even with the widespread use of grenades. While so far it seems unlikely to be a critical issue, it is undermining BZ-18's overall defensive preparedness, and has increasingly isolated many of the forwardmost outposts, which rely heavily on specific tunnels and tunnel networks for reinforcement and resupply.


Lessons of War

Looking at the Regency War as a whole, it was in many ways a final demonstration of the capabilities of the fully realized war machine that GDI fought the Third Tiberium War with. There are weaknesses, there are problems, but fundamentally on nearly every front, and on nearly every battlefield, GDI held overall superiority.

In some ways, the problem is similar to the American Civil War. It was a relative rarity for the Confederate military to have forces even approaching parity with the American army. However, they were still able to win due to bold generalship, and in many battles concentrated forces at the decisive point. The same, more or less, holds true here. While the Brotherhood of Nod has rarely been able to maintain enough forces to win conventionally, their tactics and strategies that worked relied heavily on misdirection, and clear decisive strikes using overwhelming force on one small part of a much broader battlefield.

Going forward, the needs are both widespread and obvious. While current generation vehicles are certainly sufficient, it is an open question if they will remain that way. However, in many of the roles that they are being asked to fill, Initiative infantry and infantry equipment are not. The proliferation of heavily armed and armored gana have pushed the GD2 towards obsolescence in short order, with no feasible munition able to make a significant difference. The navy will need a significant infusion of new hulls, especially with the needs of driving fronts forward, not simply holding the line.


Military Priorities
  • Ground Forces
At the moment, the priority is primarily towards two factors. New technologies to make future weapons systems more efficient, and the mass deployment of Zone Armor to as many units as possible. While the Ground Forces are currently capable of winning nearly anywhere, it is likely to be at increasing prices as the Brotherhood standardizes around technologies and tactics that have worked in the past.
  • Steel Talons
With the Mastodon in progress, the Steel Talons program at this time is focused nearly entirely on preparing for the battlefield of the future, with aims towards hover technology, advanced drone swarms, directed energy weapons, future protection programs and other methods to leverage the advantages of GDI's economy to win the long term war against the Brotherhood of Nod.
  • Air Force
For the moment, while finishing the Wingman drone project is a high priority, the Air Force is reconsidering its force structure. While many elements are quite capable, some are getting quite long in the tooth, and will need fundamental upgrades to remain relevant in a battlespace primarily opposed by xenotech fighters.
  • Navy
With new hulls coming online in the known future, and the defensive fleet's section increasingly capable, it is an open question what the navy will actually need. While finishing the existing shipyard projects is important, so is maintaining qualitative parity, so the Navy is formulating programs to improve technological capabilities, provide improved orbital fire coordination, and prepare for future designs.
  • Space Force
The discovery of Scrin remnants in the Jovians has radically reoriented the Space Force's desires. Preparing Transorbital combat assets and preparing for combat in the depths of space have rocketed up the priority list, to some extent displacing the needs of supporting Earth. However, doing that will require significant investments in orbital manufacturing, lift capacity, and off-Earth resource utilization.
  • Zone Operations Command
ZOCOM sees its two primary priorities as suit upgrades and the mass delivery of Zone Armor to the other branches of the military. This is an ever more pressing concern as ZOCOM anticipates that the Treasury will seek to make a broad advance into the Red Zones for harvesting purposes. ZOCOM cannot provide enough personnel to cover such operations on its own, and without Zone Armor the risk of tiberium contamination is far too great to hand off even shallow Red Zone operations to the Ground Forces. Just as importantly, ZOCOM is currently looking to rededicate itself to the deep Red Zones, and relieving it of its current heavy infantry duties elsewhere would free up the necessary manpower.


Zone Recalculations

GDI's zone designations, and zone mapping, have always had key elements of estimation, and quite a bit of "good enough" in it, especially for the last decade. But with orbital surveillance and observation for the Regency War taking a new priority, along with ever more Initiative eyes on the ground, a much better picture has been emerging, and in the coming months and years, the Initiative has begun embarking on a project to better understand the actual spread of the yellow and red zones, going over old data with a fine tooth comb to eliminate the discrepancies between calculated and actual spread of Tiberium.


[ ] 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 156/200: 30 resources per die) (+3 Logistics) [30]

Work on the shuttle services have continued. While the physical groundside preparations are nearly complete, the shuttles themselves are something of a problem. Or, more specifically the yard time needed to refit them. With many shuttles occupied with the long, hard route to the Moon, it has been a struggle to get the manufacturing time needed to build custom wing assemblies and control surfaces, let alone mount them. However, progress is still being made, with a critical milestone being reached in late February.

The first suborbital flight by a modified shuttle with a payload (a load of drill bits to be specific) occurred on February 20, taking off from BZ-2 and landing in BZ-18, and then making a return flight later the same day, deadheading back. While more of a political stunt than an actual air bridge, the test was a practical demonstration that GDI has not given up its attempts to connect the isolated Blue Zone. However, a single load of drill bits is far from enough to meaningfully impact the course of operations in the theater.

For most of the shuttle strips, they have been placed relatively far from the core cities, simply as a safety precaution. For example, New York City's strip has been placed along the Hudson river, about a third of the way between the northernmost point, and Albany, roughly in the ruins of Poughkeepsie. While it still leaves the glide path for the port passing over the city, by the time it is over the city the shuttle is distinctly subsonic, and on its way in for landing. As a secondary benefit, there is an already prepared secondary landing strip on the other side of the river. While it is mostly used for military aviation currently, it is very plausible to land on that airstrip as well.

[ ] Blue Zone Apartment Complexes (Phase 3) (Updated)
A third wave of Apartment complexes will be focused on more of the Inland cities, building housing in recently claimed Blue Zones. While these will be noticeably harder to properly defend, these new clusters will become the backbone of actually developing a global interior, rather than major urban areas dotted along the coast.
(Progress 160/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 160/160: 10 resources per die) (-2 Logistics, +6 Housing)
(Progress 160/160: 10 resources per die) (-2 Logistics, +6 Housing) [88, 10, 85, 32, 23]

Housing construction has been a significant investment, with major construction efforts spread across the Initiative's Blue Zones. For most of these, they are new or rebuilt urban cores, in locations like Savannah, where the Initiative has driven the Brotherhood of Nod far back, and new housing construction creates opportunities not found elsewhere. While most of these urban areas are fairly spartan, little more than block after block of housing and with the only shopping being Initiative commissaries, it is something of a blank canvas in many respects, with little surviving of the old settlements that these clusters are being built over there is ample room for industrial facilities to establish themselves.

Unfortunately, many of these cities have also required significant infrastructural and logistics investments to maintain. While they are typically well linked by rails, the easiest, and cheapest way to travel has always been by boat. By adding significant numbers of rail loads to the network, while certainly far from actually straining total capacity, it has created a number of momentary traffic jams and scheduling problems, with both new and old loads running into issues. While many of these are going to be sorted out as the cities develop, it occupies slack that will not be available for priority loads.

[ ] Continuous Cycle Fusion Plants (Phase 8) (Updated)
While the pace of factory construction is likely to decline as GDI stands down from ongoing offensives, more immediate fusion generation is likely to continue to be a high priority. At the same time, there are concerns about the longevity of the class, even with limited evidence for it.
(Progress 243/300: 20 resources per Die) (+16 Energy) (-1 Labor) [25, 93]

Construction and investment into CCF Plants has slowed down dramatically. While it is still a major priority, it has moved well away from the punishing pace that had been maintained to build up the Initiative military before and during the Regency War.

That slowdown has given time for a more thorough undertaking of the system. Overall, the system is very much a first generation attempt. Crude in many places, overly complicated in others, and fundamentally not wearing well. Most of the problems are in the reactor chamber itself. Already, there are patches (usually a few atoms thick at most) of radioactive gold forming on the lead walls of many of the chambers. However, even for the most extensive of the gold formation, it is years if not decades away from compromising the shielding. Still, this has meant that stepping up refits to the wartime emergency construction has taken on a whole new urgency, especially filling up the water tanks that surround the lead shielding.

[ ] Crystal Beam Industrial Laser Deployment (New)
Producing enough of the Crystal beam lasers in enough varieties, from the microscale laser etching systems, to massive steel cutting lasers, is going to require hundreds of plants. Between the overall fragility and ease of production it is far more efficient to build a relatively small and specialized plant for each major industrial area than to try to feed everyone from a single major site. While this does pose some significant security concerns due to the potential for product loss, CBLs are not of particular interest to the Brotherhood of Nod.
(Progress 51/600: 20 resources per die) (+6 Capital Goods, +10 Energy) [22, 12]

The start of the process has been relatively simple. It begins with making seeds. Seed crystals are a critical component, as they inform the way that the crystal will grow and mold as it is formed. Fortunately, rather than having to start from scratch, GDI already has some level of crystal beam laser production, and seeds from the offcuts of those crystals are being shuttled all over the world. Actually building the facilities however has not really yet started, with most sites being little more than clusters of ruins, a shell hole or two, or similar.

On the other hand, much of the funding has actually gone towards education programs, where a new generation of vocationally trained crystal engineers are being recruited. They will go through months of training in theory, and then be cycled through military production before they move onto actually making the civilian versions. At the same time, a core leadership cadre is being recruited from the military production sites, who will become site managers and shift leaders as the factories complete.

[ ] Isolinear Chip Foundry Anadyr
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 258/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) [16, 99]

The isolinear chip foundry has been undergoing rapid construction. A constant stream of plasma containment chambers, crucibles, and sintering machines have entered the premises and await installation. Currently the core problem is training and calibration. There are only a few people who actually know how to operate the machines, as it is currently more of an art than a science, with many steps operating by feel and instinct as much as measurement. The formation of a bubble a mere millimeter across in the substrate can ruin a chip. Beyond that, figuring out all of the various elements that impact overall performance is still an ongoing process, with experiments being carried out at the site.

In the coming weeks, LRIP is expected to begin, with major expansions of production following that. One of the major bottlenecks on the isolinear chip performance is the need to shift between electronic and optical computing systems, as there are no peripherals designed to interface directly with the new systems, and the delays imposed by the need to translate between optical and electronic signals cuts significantly into the edge that the chips can provide. While improved and purpose built systems will come in time, that is a long term problem, and not hugely relevant to many of the mass data processing jobs that will be the primary purpose of the upcoming isolinear chips.

[ ] Civilian Support Expansion (Phase 1) (New)
With the millions upon millions of new citizens needing everything from bedding to teapots, a solid round of civilian factory expansion is likely to be relatively important, and fairly cheap.
(Progress 263/250: 10 resources per die) (+6 Consumer Goods) (-1 Labor) [32, 42, 8, 85]

The rapid increase of GDI's population, to a point where most estimates put it at near parity with the Brotherhood of Nod, has stressed many of the keystone consumer goods to near breaking points. There are simply not enough forms of basic clothing to keep everyone clothed on a long term basis, and many of the warehouses full of material that had built up in the prior decade have been efficiently emptied.

Beyond bulk, one of the key challenges is diversity. Simply supplying a minimally viable kitchen array takes a surprisingly sizable set of tools. Plates, bowls, knives, forks, chopsticks (the Korean style silver chopsticks are very typical, although there are variants available), cutting boards, and then a pot or pan. For the last the most typical is a simple flat bottomed low or mid wall saucier or a wok. Beyond that, a variety of knives. While a cleaver or chef's knife is one of the most versatile tools in the kitchen, it is not a universal solution, requiring one or more other blades to properly prepare a meal. And this is just in the kitchen; there are hundreds of other needs elsewhere.

While the new goods factories have not picked up a great reputation, with user reviews being a mixed bag, and currently an unacceptably high rate of failure or other problems with quality control, these are issues that are being sorted out well below the level of the Treasury Secretary, and mostly take time and tweaking, as no two machines are entirely the same.

[ ] 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 rapidly increase food production by a significant margin
(Progress 150/150: 15 resources per die) (+8 Food, -1 Energy, -1 Capital Goods)
(Progress 26/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods) [73, 55]

For most of human history, agricultural success was a function of the amount of manpower and horsepower that could be supplied. From the rolling Roman farms worked by enslaved labor, to incan networks of terraces, to the vast plantations full of sugarcane, rice, cotton, and the other luxuries of the colonial period, nearly every society of the past broke the land to their needs through the vast application of (not necessarily willing) manpower. Beyond that, animal labor was, in areas where there were appropriate animals, extremely widespread, between horse or oxen drawn plows and tillers, flour mills, and a hundred other devices, animals were a critical component of agriculture for the vast majority of human history.
It was not until the 19th century that chemical energy was added. While small one and two horsepower engines were not particularly uncommon by the tail end of the period, one of the most important inventions would not take shape until 1892, when the first tractor was invented.

In the modern day, nearly all of that experience is either pointless or counterproductive. There is no soil to be tilled, no field to plow, no need for sweeping sprinkler systems or, for that matter, a hundred other problems that machines were built to solve. Instead, it is a system of robotic arms, elevators, and cameras, all linked to a single control room. Entire cubic kilometers of production space per person, all automated from the planting to loading produce onto pallets and from there onto trucks.

[ ] 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 181/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy) (Will Complete Q2 2061) [6]

The freeze dried food plants have become a focus of much political activity in the Parliamentary Committee on Agriculture, having been shifted from the Subcommittee on Storage and Crisis Response when several members smelled a way to make the Developmentalists look bad. With significant investments in preparing stockpiles of food over the last quarter providing another excuse, officials in the Department of Agriculture and the Department of the Treasury have been dragged in for hearings at critical times, causing further delays for the food plants as the Departments sacrificed the time needed to ensure proper equipping and staffing of the food plants to ensure the stockpiles were completed. This has only provided further justification for the political powerplays currently ongoing, but as it seems to have little traction among the public the members of Parliament who tried this appear to have overplayed their hand. Luckily the resources dedicated to the project were not wasted; they only require disbursement as everything else has been set up. While this will take some time, time is all that will be required.

"Okay, these plants are like, actually cursed, right? So much investment in them should NOT have produced so little results! We're pushing security up, but we're also gonna get an exorcism, and...hell with it, find me a voodoo priestess and a chicken. I will make literal sacrifices to clear up this bad juju."
-Milton Gibson, GDIOnline

[ ] 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 150/150: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 85/175: 10 resources per die) (+2 Food in Reserve, -4 Food) [68, 34, 23]

The expansion of food stockpiles is a set of operations that has seen many plans come and go before the Treasury got moving. One of the earliest was simply spreading the caches around. In addition to central fortresses holding supplies, it would be spread around, with neighborhoods and boroughs each having their own little cache. For much of the last decade, the plan was actually to build the stockpiles in the fortress towns, who would then be able to hold out for months or potentially years, a constant thorn in the Brotherhood's side. And now, the plan is primarily central supply depots. One such is in Tierra Del Fuego, the land of fire, down at the tip of South America. Passively cooled, the bunker complex is extensive, and is far more than just a food stockpile. In case the worst happens, it is designed to serve a dual purpose, with food being shipped out and refugees shipped in; a final holdfast against any enemy. The same can be said of the half dozen others scattered around the world. All are massive constructions, but even so, the reserves are not where many people want them.

Politically, food stockpiles are a very popular idea. While more difficult and complicated than most people like to acknowledge, the mere presence of a set of canned beans is a comfort for many, and discourages independent hoarding, which can be even more disruptive. From a purely numerical perspective, simply producing excess calories is simpler, less expensive, and generally a better solution. However, that policy is also difficult to point to as GDI being ready for systematic disruption, as it is often extremely reliant on entire networks of logistical and governmental systems for function, rather than being able to be deployed by people as low-ranking as a school principal.

[ ] Harvesting Tendril Deployment (Phase 1)
A substantially novel development in Tiberium harvesting, GDI can now begin to deploy the Harvesting Tendril in significant numbers. While it will not be able to entirely replace the existing harvester models with the current project, future projects will make it into the standard, and redefine how GDI approaches laying out Tiberium mining projects.
(Progress 600/600: 30 resources per die) (+90 Resources per turn) (-1 STU)
(Progress 74/750: 30 resources per die) (+100 Resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations) [89, 16, 64, 33, 35, 68, 35, 22]

The now developed harvesting tendrils are primarily being deployed to the Red Zone fronts, where they are already making a difference, and elsewhere are beginning to hit other bottlenecks. For example, in the Egyptian theater of operations, the cargo handling port facilities have begun to back up, with more tiberium being churned through them than they can handle. While their coverage is not nearly as good, the new harvesters are much more thorough, with a ten to fifteen percent increase in time to regrowth in the allotments being harvested by the new tendril harvesters compared to the older models, although they are also much more harvester intensive, with the harvesters filling up quite rapidly.

In the Blue and Green Zones those few that have arrived are not making nearly as significant a difference. While certainly useful and greatly decreasing the cost of track replacement and time spent on maintenance, it is not nearly as much of an upgrade over the older harvester models. This is primarily a result of the way they are employed, as unlike in the Red Zones, there are no vast fields of tiberium a line of harvesters can go through like a farmer's combine digging up potatoes or beets. Still, the excellent performance of the new tendril harvesters have seen BZ-2 mate a dozen of the vehicles with the 836th Transport Squadron's V-35s, which fly them to new tiberium breaches to clear out the tiberium contamination and prepare the ground for a new spike or other containment system every few days. While it does put extra strain on the transport aircraft, it has given them an elegant means of responding to outbreaks deep in the uninhabited areas that form much of the Blue Zone.

[ ] Tiberium Harvesting Claws Development (Tech) (New)
Tiberium harvesting claws are a derivative of the Brotherhood of Nod's tiberium harvesting technology. While not as good at clearing the surface, the digging claws are far better at extracting subsurface tiberium. While adding a secondary fleet of diggers will significantly improve overall tiberium production, the most major impact will be on the Tiberium vein mines.
(Progress 98/80: 15 resources per die) [54]

The Brotherhood of Nod's harvesters are a mix of the very conventional, and the very strange. It takes an opposite approach to the Initiative: Dragging the harvesting equipment behind it and using a pair of digging claws to break crystals and kick them up into a hopper. Some parts are extremely conventional, like the dual arms, using much the same technology pioneered over a century ago by Vaino J Holopainen and Roy E Handy, Jr. On the other hand, the actual digging parts are significantly more advanced; a requirement given their purpose. The key is in materials science, and within that there are a number of different solutions. The simplest ones are boron carbide‑silicon carbide ceramics, relatively conventional materials, although usually deposited by use of high energy laser onto the primary blade. For others, it is a fair bit more complicated, effectively using zrbite alloyed blades that are electroplated with a thin layer of Adamant, much like GDI's Tiberium glass designs.

For the Initiative currently, it is the more conventional designs that are the most likely way forward. While they don't last nearly as long as the zrbite alloy blades, they produce much less wear on other parts of the system, as vibrations do not only impact the joint between the arm and the blade, but also the other joints as the vibrations echo up the arm. However, the core technology is more broadly useful, effectively creating a superior cutting edge due to the vibrations and the superhard exterior.

[ ] GDSS Enterprise (Phase 5)
Upgrading the GDSS Enterprise to a fully functioning orbital industrial station will make significant progress towards giving humanity an interplanetary future. The goal is small scale fabrication of nearly every needed component for space travel and habitation, a test bed for future development and technologies.(Station)
(Progress 348/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support) [23, 91, 39]

While most of the Initiative's space launch capacity has been dedicated to the construction of additional lunar mines, the Enterprise has launched into its final phase of expansion. In the ports of Dakar and Monrovia, every day a ship arrives from Nuuk, loaded to the gills with robots. While many are destined for the Moon, others are dedicated fabrication machines, and those are headed for Enterprise. Most are built with a simple goal in mind: allowing the station to build itself. Rather than shipping massive hull plates and other materials that, even flat packed, do not fit the hundreds of tons that a launch can hold inside its cargo bay, the station can take in raw materials from the Earth and the Moon and construct itself. While that will only feasibly be for the final sprint, it will be a final proof of concept for an industrial base in space. Not a self sustaining one, to any degree, but that is one of the many future steps.

However, the other half of the construction project is habitation and life support. The housing areas being built are still more worker barracks than proper homes. Each person gets a single room, little bigger than a prison cell. Beyond that, everything else is done in communal areas. While some people have lived on the station for years, most are on three and six month cycles, spending about half their time on the surface. However, this is not unusual, and GDI has decades of this kind of living, and for that matter, more luxurious living exists on the Philadelphia.

You gotta be some kind of crazy to want to work here! Long hours, bad quarters, hard work-work so hard you just wanna fall into your bunk and sleep most days, and you'd better get used to sounds and motion! There's always some noise coming in through the hull. "There is no sound in space" Bullshit there isn't! You can hear goddamn everything-the extruders, the smelters, the welding crews, worksuits and shuttles docking and undocking, the whole nine yards. Only time I ever get any quiet is when I'm buttoned up for my shift, and even then there's always the suit making noise.
So why do I work here? Two reasons: because I believe in the work, and I eat like a king! Join the orbital construction corps for two eggs, two slices of turkey bacon, and a slice of pie every day!

  • Jabulani Anders, Worker on the Enterprise.

[ ] 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 140/140: 20 resources per die) (+5 Resources per turn)
(Progress 11/125: 20 resources per die) (+5 Resources per turn) [37, 17]

The rare metals mines have begun producing a number of trace ores. While sourcing these materials from Tiberium is far easier than mining them on the Moon, if the worst of the doomsaying is realized to be true, GDI will need to relearn how to use these minerals from other sources. However, even without that doomsaying, Lunar rare metals are likely to remain surprisingly competitive due to lift costs. Climbing out of the Earth's gravity well is an expensive procedure, requiring heavy, complicated systems. With the Moon's gravity 1/6th of Earth's and the sheer amount of oxygen that is produced by cracking lunar ores, a simple chemical hydrolox rocket, the kind used a century ago, can actually reasonably compete with tiberium sourced materials from Earth mounted on the most modern fusion rockets. However, this first phase is more a proof of concept than anything else. The rare metals are there, they are reasonably easy to extract, and are already making a difference in the construction of the Enterprise.

Additionally, with the teams mostly deployed instead of setting up to deploy, the temporary problems created by the drumbeat of development in the last quarter have eased up somewhat. While it is still harsh and poor by the standards that many of the more idealistic branch of Starbound aspire to, the complaints at least have slackened.

[ ] 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 367/310: 20 resources per die) (+15 Resources per turn) [65]

Around the prepared landing pads, networks of quarries have begun reshaping the lunar surface. Even so, they are distinctly small scale, a few dozen kilometers in area total. Instead, the biggest implications are political. Starbound, seeing the completion of their goals incoming at least six months before reallocation, has begun serious lobbying to again preserve lunar mineral income for the Treasuries' use. While they are receiving noticeable pushback, especially from the other departments, it is likely that they will be able to pass it once again. Fortunately, the military, led by the Space Command has been pushing for it too, seeing the Treasury as being key to building up towards orbital monitors and eventually actual spaceships capable of taking the fight to the outer system in case of a second Scrin invasion.

[ ] 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 102/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support) [75]

For professional sports far more is involved than just the players. Indeed, for an athlete to be able to make sport their occupation they need to make enough money playing that sport, which means funding. And to acquire funding there needs to be publicity, because with publicity you can advertise the matches for the sale of tickets, and gain sponsors who will purchase advertising.

Although sporting leagues were severely disrupted during the Third Tiberium War, and no professional leagues survived, there remains a robust body of local amateur leagues of highly variable quality, reconstructed over the past decade. While the best of these will make a good start for the professional leagues, this is indeed merely a start. There remains a number of issues that prevent the start of any competitions:

First is that negotiations for recording and publishing rights of the matches have been slow, a result of the news organizations vehemently competing for what they correctly see will be a major source of income and influence. Additionally, networks are looking to shut each other out, with each trying to manage an exclusive slice, as each sports game they can exclusively cover is millions of pairs of eyeballs that will come to their channel.

Second is establishing the leagues themselves and the play rosters. With the teams not yet selected, much of this is only in the planning stages, but the intent is to have every BZ organize their own regional leagues in a round robin system, with regular worldwide tournaments for various sports. Football (association football to BZs 2, 11 and 16) has been chosen as the test piece due to a combination of a large number of amateur clubs to choose from and the minimal material requirements for a match.

Third is largely ancillary, but has everything to do with encouraging the public to get engaged with the teams. Mostly, this means merchandising. A lot of merchandising. While preparations are being made and a number of factories note that they have room for orders, nothing has been decided yet, as they wait for final decisions on which teams will be participating.

The fourth and final issue is that right now GDI is footing the bill for all of it, but if professional sports is to maintain itself successfully it will need to be able to support itself financially, at least for the most part.

[ ] Scrin Research Institutions (New)
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 415/400: 30 resources per die) (1d9-2 technologies) [85, 90, 40, 72]

Significant resources have gone towards funding a new wave of research projects. While many are not producing immediate results, or are simply work on fundamental science, others have begun producing near immediate results that, once polished, can be pushed out in the coming years. While most of these are far from the revolutions that will change how the Initiative approaches the future, some are quite significant across a wide variety of fields.

The first breakthrough has actually been in a recently developed system, specifically in the field of Hardlight systems. With the Initiative now knowing what to look for, a further pass over the remaining Scrin systems has resulted in a far better understanding of their shield projectors. While replicating them at full power is far beyond the Initiative's ability at this time, they do have significant implications for the ability to produce low power shields and Hardlight systems projected beyond a bowl. It is reputed that the laboratory in question has already produced and attempted to duel with a pair of lightsaber-like devices, but as of yet no hard evidence has been found of their existence.

Second is harvested from the Scrin networks. What seems to be a black boxed artificial stupid for lack of a better term, it appears to be a relatively complicated priority management and navigation system for drone control. While controlling drone swarms is something that has been experimented with for the last half century and beyond, it can still be a very limited and finicky task, one that hopefully this advanced control system is able to make practical on a battlefield or strategic operational level.

Finally, spurred on by the discovery of Scrin still in the system, multiple functioning transceiver units have been found. The Scrin do, after all, talk to each other, and one of the ways that they do that is by using transceiver units in both narrow and broad speaking patterns. While GDI sensors have historically not been able to track these effectively, their hidden signals interspersed with Tiberium interference, it is possible, if not likely, for GDI to be able to track any active Scrin signatures across the system using this method. Even less likely, although theoretically possible to attempt, is hiding a GDI ship's identity using one of these transceivers, and using that to bypass defenses on Scrin ships and bases that remain in the system.


[ ] 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 103/95: 10 resources per die) (High Priority) [13]

The Skywatch system has been completed, and already has its first area of focus: the moons of Jupiter. The Jovian ring system is a singularly unfriendly place. To begin with Jupiter has a massive magnetosphere, and many areas within its rings are bathed in radiation. Beyond that are the sheer number of moons involved, some eighty in total, not counting potentially calving moons and moonlets. The one of greatest interest is Europa, or Jupiter II, where the burst of static that destroyed multiple probes deployed by the Pathfinder originated from.

The results are interesting. While clearly not a large-scale base, approximately half the average size of the ones built during the Scrin incursion, it is built around a gateway. The base currently appears thoroughly inactive, being nearly the same temperature as the Europan surface, but it is a significant potential risk if it can communicate to the outside universe. While details are a little difficult to make out, much of the base seems to be resting on a low power mode, emitting little enough that the first automated pass registered it as being nothing more than an unusual terrain feature. It was only when humans began sweeping the area that it became obvious that there was a base there.

The Jovian pictures have not been released to the public, but Space Command has been aggressive in putting out already swept and cleared pictures for public consumption. These pictures have, for most, been somewhat reassuring, though there are numerous clubs sweeping every single pixel for the barest hint of extraterrestrial threats. The parliament however has been informed of the discovery, but at this time has not yet formulated a response. The most likely answer is an endorsement of rapid development of a space military, although it is still unknown whether or what they are willing to sacrifice in pursuit of the ability to project force to the moons of Jupiter.

Naturally, focus on this point of interest has reduced priority for study of other areas of the solar system, but nothing of immediate importance has been found elsewhere.

[ ] Escort Carrier Shipyards (High Priority)
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods) (Nat 1) [1, 85]

The New York carrier shipyard is technically speaking in Brooklyn, a new part of an ever-expanding complex of shipbuilding assets. However, the project seems to have been completely cursed, with delay after delay ranging from the practical to the symbolic. In late February, all such delays became completely academic, with a large-scale tiberium outbreak punching through right between two of the slipways, and smaller outbreaks compromising two other buildings on the site. While nobody died, two workers were injured when their crane was consumed by tiberium, and the site was comprehensively compromised.

The 836th Transport Squadron brought one of the first tiberium containment units on the scene, with their novel harvesters able to contain one of the smaller outbreaks and fight it back to the point where a trio of harvesters could maintain a constant harvest on the exposed vein within the first day of operations. The rest were dedicated to fighting the main outbreak. While by the end of the quarter the outbreak was contained, it has made the site nonviable, with multiple Tiberium spikes situated in places that are at best difficult to work around, and at worst sitting in the middle of a drydock.

"Archeological sites, Union rules that date back to 1910, NIMBY pushback from the local arcology dwellers who don't want to look at a shipyard, now we can't get enough fucking porta-potties and fencing because the main distribution hub is backed up on orders-what next, is a Tiberium vein gonna blow through the middle of my construction site?
  • Arnold Burton, two weeks before a Tiberium vein did blow through the middle of his construction site.

-[ ] Dublin (Progress 242/240: 20 resources per die) (-5 Energy, -2 Capital Goods) [97, 93]

The Dublin bay has been extensively reclaimed, piles of rubble driven into the sea, with grand quays expanding out beyond that. The navy yard is technically speaking in Howth, taking over a pair of long abandoned golf courses to serve as the primary fabrication areas, with the yard jutting into the northern aspect of the bay. Dublin has been a gracious host to the thousands of construction workers, with a steady stream of temporary workers and a small but noticeable boost to naval recruitment. Progress was incredibly fast, especially as the local bureaucracy made every possible effort to get out of the way, with the areas already seeing road and services connections before the first of the workers arrived on the site.

While the first steel was being cut in the last days of the quarter, it is a fundamentally slow process, and has not yet produced anything to look at. In a year the first of the seagoing castles will begin sliding into the waters of Dublin bay, and from there be sent on for full fittings at one of the many naval bases in the area.

-[ ] Nagoya (Progress 243/240: 20 resources per die) (-5 Energy, -2 Capital Goods) [31]

Nagoya has more limped over the finish line than sprinted. While the resources poured into it have been significant, it has also run into noticeable problems, with the biggest being fuel. When Bintang bombarded Tokyo, she managed to destroy significant parts of the total fuel reserve for the Blue Zone. That has had significant knock on effects, especially with the Air Force, always a voracious consumer, stepping up antisubmarine operations this quarter. This required thousands of extra flight hours in order to suppress Bintang's operations across the Eastern Pacific, with the Navy also pushing additional hydrofoil patrols out to intercept smaller submersibles. In turn, that significantly choked off the spare fuel supplies for Treasury operations, including the shipyard. However, that has proven to only result in a few weeks delay in the opening of operations, as the work crews were still able to finish despite operating on shorter shifts and with smaller drone swarms than usual.

[ ] Mastodon Heavy Assault Walker Deployment (New) (High Priority)
Building major Mastodon production facilities in Carentan and Wonsan will construct the core of the long term heavy industrial sites for the Steel Talons. Located to support still open battle fronts, GDI expects them to last for years, and be close enough for the Mastodons to walk cross country rather than stressing rail networks with special trains.
(Progress 113/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU) [39, 22]

The Mastodon program is well underway, although it is running into significant issues. Probably the most critical are the sensors and the legs. While tactical scale sensors have few problems with swaying back and forth, and to some degree a few programming tricks can use parallax effects to actually work better, the longer ranged sensors on the Mastodon have been throwing error messages rather than data, at least on the testing range. While it is almost certainly some missed configuration file somewhere in the gigabytes of code that makes the Mastodon work, it is an annoying problem that is going to take time and resources to fix properly.

The second is more problematic. Simply put, the Mastodon is the biggest, heaviest thing ever put onto myomer legs, to the point where no existing myomer bundle is actually capable of moving it properly. Instead, the myomer bundles in use on the Mammoth are custom built at the factories. This has come with significant problems, as trying to scale up the bundles has started resulting in minor tears with each movement. While this problem will be ameliorated by loosening the overall bundle, it does indicate that there is a practical upper limit to how big a myomer bundle can be without significant problems cropping up.

On the other hand, putting the infernium fiber laser into production is only a marginal problem. While the beam splitters are somewhat difficult, and the laser fiber itself has been slow in getting set up, everything else has been little more than a matter of taking components off the shelf and putting together logistics chains.

[ ] Hallucinogen Countermeasures Development (Tech)
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 84/40: 15 resources per die) [53]

Hallucinogen countermeasures are a multivarious problem. While there are certainly means of filtering out the gas, none meet all the criteria needed for a practical response. Various forms of wet filtration, for example, do not hold up long without maintenance, and asbestos based filters are almost more dangerous to the user than what they would protect from. Others simply make it hard enough to breathe that they would be rapidly bypassed, or at best replaced in the field with less protective filters. Those filters that have survived those two rounds, run directly into weight and volume problems. While nonissues on vehicles or power armor, which already can switch to internal life support at will, and so effectively negate the problem in most circumstances, it is severely problematic for the already heavily burdened footsoldier.

The second potential line, long term prophylaxis, also suffers from significant problems. While the side effects are certainly manageable, it is difficult to prevent hallucinogens from binding, especially without significantly impacting neurotransmitters in general. In testing, all options that had shown effect on cultured cells ran directly into problems with bad dreams, depression, manic episodes, and a wide variety of mood swings caused by the drugs as side effects.

Third and fourth are short term prophylaxis and treatment. Here, there has been more progress. While immediate prophylaxis is the easiest, with a newly designed counter agent able to bind directly to the hallucinogen, it unfortunately does not stick around in the system, being filtered out by the kidneys in all tested individuals. This means that taking it directly before or during combat is the best approach.

As for treatment, there are a few possible antipsychotics that will help quite a bit. While they do not keep soldiers in the fight, if taken immediately upon exposure, it will reduce them to a relatively compliant zombie-like state until the effects of the hallucinogens have worn off, where they can be safely escorted out of the fight to recover.

[ ] 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 107/60: 10 resources per die) (Very High Priority) [38]

While the last quarter mainly had problems, this quarter saw solution after solution, with the selection of only the fittest designs, and the ones that would be easiest to bring to the field. The shells selected for the larger caliber guns are beehive, explosive, and shrapnel. However, for the smaller railguns a much larger profusion of rounds is being made available. The most important here are the incendiary and high explosive incendiary rounds, which will take a burst from poking holes little bigger than a pre-tiberium coin, to punching holes bigger than a fist.

In terms of deployment, it is likely to be a substantial set of constructions, especially as GDI's next generation vehicles transition entirely or nearly entirely over to railguns. While refitting and expanding the munitions production chain to provide the required supply of railgun munitions will not require much investment per factory, there are many factories to refit, or replace entirely.

One of the bigger problems left to be solved is with variable fused ammunition or other smart munitions. The current designs have shown unacceptably high failure rates, as between failure to separate, failure to deploy, failure to arm, and failure to detonate, only a very small fraction function properly. A big part of the problem is the electromagnetic flux involved, along with the friction of the whole system.

[ ] 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) (101) (L&CI) [82]

The department is mostly clean, at least from Brotherhood infiltration. Where they are dirty is in the same ways that the Bureaucrats were dirty. The reason is simple. Of all of the departments, Light and Chemical industry does the most to disrupt civilian life. While knowing the locations of military development can be useful, knowing, or at least suspecting, the locations and products of civilian goods factories before they are initiated is a critical advantage for many in the private businesses, simply because they are both useful for making refinished goods, and because the Treasury's factories rapidly drive up the local costs of labor.

The second is critical here, because labor is not perfectly mobile. Labor tends to stick. Which makes some areas very attractive to business because there is a labor force available, and more workers than there is work, and other areas actively repulsive due to having far more work than there are workers. Sudden changes in this balance caused by Treasury action can have potent ripple effects, especially in areas of the civilian economy where cheap labor is a primary driver of their modest profits.

[ ] 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) (346) [25, 99, 69, 69, 8]

The simplest word for the civilian economy is pathetic. It exists, but it has struggled to take shape into something that can actually compete to any meaningful degree. While the roots and routes of this problem are complex, and oftentimes tangential, there are broadly four key overlapping problems:

  1. Competition for highly qualified labor.
  2. Lack of circulating investment capital.
  3. Lack of sufficient access to capital goods for digitalization and automation of systems.
  4. Lack of overall liquidity.

To begin with, there is the labor force. For the vast majority of the graduates of the Initiative's schools and universities, the next step is joining one of the Initiative's branches, and slowly working their way up the seniority ladder. While slow, it is also a fairly safe route, at least so long as the graduate is not pinned with a particularly major screwup. This has meant that many of the workers are either building skills and experience to make up for testing poorly or not getting the Initiative job that they actually want, and then jumping ship when they can, rather than staying and forming a core experienced workforce. Or they are simply lower quality overall for one reason or another. This has slowed the growth of companies generally, and has especially impacted smaller companies, which can't offer the incentives to stay that a larger one can.

Second is capital. One of the core basic problems is that for many companies, there is little in the way of circulating capital. Now, they can build up capital, but a massive share of that goes directly back to the Initiative in order to buy critical goods, rather than entering the broader economy to be reinvested.

Third is capital goods, as distinct from fiscal capital. Access to mechanization, access to digitization, and access to options to build parallel structures to the Initiative's systems are fundamentally difficult for many companies, strangling the Information technologies sector overall, especially the more computationally intensive approaches. While, for example, creating computer games is one thing, and can be done, on generally consumer grade hardware, other processes are significantly harder, especially without much access to server racks or similar.

Fourth is overall liquidity. Vast amounts of wealth were effectively destroyed during the Third Tiberium War, and many other goods are fundamentally difficult to convert to wealth. While reintroducing new goods to markets tends to be immediately quite valuable, many crash in price within weeks or months as immediate demand becomes satisfied. Equally, most of the vast majority of people's wages goes back to the Initiative. While there are some savings, generous welfare programs and a social contract that includes taking care of people in their old age, this means that saving for retirement, and retirement more generally, has become much less of a social mainstay, making it much more difficult to actually gather the funding for businesses. While Initiative grants and loans help, they are not enough overall.

Identifying problems has been the easy part. Building effective solutions to those problems is the much, much harder part. Most of the possible solutions to one problem will exacerbate the others. It will take time, resources, and efforts to make the civilian economy reasonably functional overall. However, at the same time, there are a number of factors that are pointing directly to rapid economic growth, including the rapid expansion of refugee populations that are more likely to find opportunity in the civilian marketspace than the Initiative's service, due to a combination of institutional inertia, chronic systematic discrimination, and, in many cases, a lack of the qualifications that would be critical for advancements.
 
Last edited:
Q2 2061
Dice Capacity: With any bureaucratic system, there are limits to how effectively big it can be, and how much it can effectively manage at any given time. Right now, you are closing in on hitting that point. When you get above 60 dice (For Seo specifically here, it is something where other department heads might well not be as good at bureaucracy and therefore not as good at managing the systems) you will start getting increasing penalties as things shift. So, at 61 dice you have a -1 penalty for all dice. At 62 you have -2. At 63, you have -4, and so on and so forth.

Q2 2061

Resources:‌ ‌1130 + 0 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)

Political‌ ‌Support:‌ 64
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 57/60

Tiberium Spread
22.22 Blue Zone
0.01 Cyan Zone
1.69 Green Zone
22.46 Yellow Zone (98 points of mitigation)
53.62 Red Zone (70 points of mitigation)

Current Economic Issues:
Housing: +44 (23 population in low quality housing) (-10 per turn from refugees)
Energy: +5 (+4 in reserve)
Logistics: +24 (-6 from raiding) (-5 from military activity)
Food: +26 (+12 in reserve)
Health: +10 (-7 from Wartime Demand) (-10 from Refugees)
Capital Goods: +12 (+114 in reserve)
STUs: +11
Consumer Goods: +40 (-18 from demand spike) (+3 from Private Industry) (-4 from increased population)
Labor: +46 (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2015/2470)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +95
Green Zone Water: +6


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌20; ‌158)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Consumer Goods: 6 Points
Food: 16 points in reserve
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Complete Isolinear Chip Foundry Anadyr
Deploy Crystal Beam Industrial Laser


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 6)
Future waves of Fortress Towns will be positioned deeper into formerly Brotherhood territory, and require substantial networks of roads, rails, and other means of support. While not yet at the limits of GDI ability to construct and support such facilities, they are substantially ahead of most other civilian infrastructure.
(Supports Green Zone Intensification)
(Progress 220/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
(Progress 0/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)

[ ] Blue Zone Apartment Complexes (Phase 6) (Updated)
Further construction of apartment complexes will expand the new urban cores being spread around the blue zones. However, they are going to be putting increasingly large pressures on GDI's logistics network, as everything they need is going to have to be shipped in. Further work on industrial and economic development should, however, reduce their impact.
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-3 Logistics, +6 Housing)

[ ] Rail Network Construction Campaigns (Phase 5)
A further wave of construction will finalize securing the routes to the Australian Red Zone, and ensure improved supply to GDI's various fronts. At this point however, further construction of rail networks is likely to see increasingly small improvements in the overall supply network, while new city centers are the largest growing strain.
(Progress 39/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+3 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 156/200: 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)
With GDI firmly in control in the region, and the city now in a Blue Zone, the project must be substantially re-envisioned. Rather than being a terraforming project, it is now a heavy industrial site, with massive projects to produce a wide array of useful goods, one of the first outside of the traditional Blue Zones, and turning it from a periphery city to a core part of the Initiative.
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
(Progress 0/1100: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods)

[ ] 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)

[ ] Tokyo Harbor Reconstruction
With the damage to Tokyo Harbor due to Bintang's strike, the ability of GDI to sustain a full spectrum sea and air defense network around the islands is currently noticeably degraded. While there is basing capacity spare, multiple heavy ships will need to be withdrawn to other harbors further north, or across the Pacific.
(Progress 0/240: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter)

[ ] Emergency Caloric Reclamation Processor Installations (Phase 1)
While even building CRP installations as an emergency baseline is politically controversial, especially as part of a systematic effort to make food reserves go further, it is something that could quickly make good the Treasury's commitments for calories in reserve, operating at a slow pace during peacetime turning regional food waste into emergency rations.
(Progress 0/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)
(Progress 0/80: 10 resources per die) (+5 Food in reserve) (-10 Political Support)

[ ] Bureau of Arcologies (Updated)
With GDI in chronic need of higher quality housing, separating out a stream of resources and personnel to maintain a constant inflow of new high quality construction, as the demand for housing has remained a serious political issue. Ensuring that construction continues at a reasonable pace may head off parliamentary pressure, and potentially punitive demands for vast amounts of arcology construction.
(-1 Infrastructure die, -2 to Infrastructure dice, -15 RpT) (+1 Housing per turn, +1 Consumer Goods per turn) (-50 progress needed on Arcologies)

Heavy Industry (5 dice)

[ ] Advanced Alloys Development (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)

[ ] Continuous Cycle Fusion Plants (Phase 8)
While the pace of factory construction is likely to decline as GDI stands down from ongoing offensives, more immediate fusion generation is likely to continue to be a high priority. At the same time, there are concerns about the longevity of the class, even with limited evidence for it.
(Progress 243/300: 20 resources per Die) (+16 Energy) (-1 Labor)

[ ] Improved Continuous Cycle Fusion Development (Tech)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)

[ ] 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 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/1200: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2400: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Suzuka Prototype Hover Chassis Factory
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)

[ ] Crystal Beam Industrial Laser Deployment
Producing enough of the Crystal beam lasers in enough varieties, from the microscale laser etching systems, to massive steel cutting lasers, is going to require hundreds of plants. Between the overall fragility and ease of production it is far more efficient to build a relatively small and specialized plant for each major industrial area than to try to feed everyone from a single major site. While this does pose some significant security concerns due to the potential for product loss, CBLs are not of particular interest to the Brotherhood of Nod.
(Progress 51/600: 20 resources per die) (+6 Capital Goods, +10 Energy)

[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhoods Charged Particle Beams are in effect very high efficiency particle accelerators, energized from Tiberium based power cells. While the Initiative is unwilling to adopt the power cells, the technologies behind the particle beams have potential uses in a wide range of industries, including extremely high precision additive manufacturing, lithography, large particle projectors, and industrial cutting machinery.
(Progress 0/120: 20 resources per die)

[ ] Isolinear Chip Foundry Anadyr
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 258/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)

[ ] Personal Electric Vehicle Plants
While production of commercial scale trucks is sufficient, there are a substantial number of people who need or want a variety of smaller vehicles for a number of reasons. Ranging from small cooperatives who need minivans and microvans, to families wanting personal transport, these small vehicles are, for the most part, currently out of favor but in great demand.
(Progress 0/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support)

[ ] Microfusion Cell Development (Tech)
A micro scale fusion cell, designed for personal scale high density energy needs, is of critical importance, especially with the advent of ever more power hungry personal systems, ranging from energy weapons, to personal tools for space construction. While it is almost certain to be Elerium hungry, that is an unfortunate requirement for such systems.
(Progress 0/60: 20 resources per die)

[ ] Division of Alternative Energy
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)

[ ] Distributed Heavy Industrial Authority (New)
While the Initiative's recent massive heavy industrial production plants offer significant efficiency in terms of resources invested, they also take a long time to construct and are a significant strategic vulnerability. While a more dispersed manufacturing base will be more expensive to set up, it will also be significantly harder to knock out significant sections of key industries.
(+2 Capital Goods per turn, -30 Resources per turn, -1 Heavy Industry Dice)

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 276/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)

[ ] Reykjavik Myomer Macrospinner (Phase 5)
At this point, Reykjavik's macrospinner is entering its final form, a substantial district of the city in its own right, and one of the largest complexes in the world for the production of new components for everything from combat arms to advanced training robots for the military, able to simulate Brotherhood combatants.
(Progress 50/1280: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)

[ ] Bergen Superconductor Foundry (Phase 3)
While current production of superconductors is enough for a few test batches of new style fusion power plants, beginning to produce enough for a full rollout is somewhat more problematic, and will require significant expansions to the Bergen system.
(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 Drone Factories
Civilian drones have a large number of potential uses, ranging from rapid delivery of goods and medicines, to 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 104/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)

[ ] Civilian Ultralight Factories
With reduction in the need for military development, civilian ultralight aviation has quite a bit of potential, both practical and more recreational. For practical uses, it is a field where it is both long range specialist deliveries, and more short ranged vertical delivery capacity. Recreationally, it is a regaining of personal flight.
(progress 0/190: 15 resources per die) (+8 consumer goods) (-1 Energy)

[ ] Carbon Nanotube Foundry Expansions
While making longer carbon nanotubes is still difficult, making substantially more carbon nanotube is relatively easy, and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/300: 20 resources per die) (+4 Capital Goods)

[ ] Artificial Wood Development (Tech)
While there are an array of current approaches to produce fake woods, mostly using foamed polymers, none actually provide a reasonably close approximation. However, new methods using cellulose and lignin do offer some promise, although mostly for relatively low end uses of wood.
(Progress 0/60: 10 resources per die)

[ ] Department of Consumer Industrial Development (New)
While long term production of consumer goods is not entirely the Treasury's department, it is important to provide a meaningful public option, and with less shock effort than other approaches.
(+2 Consumer Goods per turn, -15 resources per turn, -1 Light and Chemical Industry die)

[ ] Department of Distributed Manufactures (New)
Development of light industrial workshops across the Initiative is a critical component of long term industrial development. Instead of focusing on highly complex, and often experimental manufacturing processes, these will use older, tried and tested methods to produce significant goods that need less transport, and employ larger numbers of people.
(+1 Capital Goods per turn, -20 resources per turn, -1 Light and Chemical Industry die)

Agriculture (4 dice)

[ ] Agriculture Mechanization Projects (Phase 2) (Updated)
Expanding the robotization of agriculture to rapidly improve the total food supply will require vast numbers of units, produced in dozens of robot foundries around the world, but mostly supplied by Nuuk, and the myomer macrospinners, their efficiencies creating cascade effects.
(Progress 26/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 4)
With refugees swarming GDI's borders, and the population expected to increase by some substantial number of percentage points across the next year, massive new and expanded aquaponics bays are going to be a core element in being able to feed that population. While other facilities can help, these will be the backbone of what can be done.
(Progress 75/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(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 3)
A final and substantial upgrade to the system of Kudzu production will see a finally sufficient level of caffeination returned to the Initiative. While not as important as many other things, having a hot caffeinated beverage serves as a social lubricant and does noticeably improve overall outcomes on the macro scale.
(Progress 56/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)

[ ] Tarberry Development (Tech)
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 (Tech)
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 181/200: 20 resources per die) (+6 Food, increases efficiency of stockpile actions, -1 Energy) (Will Complete Q2 2061)

[ ] Strategic Food Stockpile Construction (Phase 3) (Updated)
A third wave will expand existing stockpiles, and add a number of localized caches, many positioned to speed evacuations away from potential battlefields.
(Progress 85/175: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 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)

[ ] Caloric Reclamation Processor (Phase 1)
While incredibly politically unpopular, Caloric Reclamation systems can make existing food production go much further, taking otherwise wasted foods and turning them into shelf stable noodles and bricks for later consumption.
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-15 Political Support)

Tiberium (7 dice)

[ ] 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 11)
With the risk of nuclear exchange far too high at this time, further offensives into the Yellow Zones are not viable.
(Progress -/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[ ] Intensification of Green Zone Harvesting (Stage 7)
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 78/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 Stage 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 29/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Red Zone Border Offensives (Stage 1)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)

[ ] Red Zone Containment Lines (Stage 6)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 54/225: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation) (+1 Energy)

[-] Tiberium Glacier Mining (Stage 13)
There are currently no open glacier faces for expansion of mining activity.
(Progress 38/205: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 Stages 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)
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)

[ ] 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) (+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 (Platform)
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 (Tech)
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)

[ ] Harvesting Tendril Deployment (Phase 2) (Updated)
Moving the tendril equipped harvesters from being the exception to being the norm will require refitting large numbers of factories to produce new model harvesters, and significant investment in overall logistics and production. While it will not completely replace older models, they will become the mainstay of any new production, with significant impacts to the overall system.
(Progress 74/750: 30 resources per die) (+100 Resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations)

[ ] Improved Hewlett Gardener Process Development (Tech)
While larger changes are likely to be needed in the near future, minor changes are already being suggested by the scientists rescued from the Brotherhood of Nod. These will be far from a revolutionary change, only nibbling around the edges, but is likely to make a small but noticeable difference in the pace of xenotech deployment.
(Progress 0/160: 20 resources per die)

[ ] Tiberium Harvesting Claw Deployment (New)
While not as critical as the new tendril harvesters, harvesting claws have potential to improve the efficiency of the vein mines, and reduce overall equipment damage.
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)

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 5)
Upgrading the GDSS Enterprise to a fully functioning orbital industrial station will make significant progress towards giving humanity an interplanetary future. The goal is small scale fabrication of nearly every needed component for space travel and habitation, a test bed for future development and technologies.(Station)
(Progress 348/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)

[ ] GDSS Enterprise Bays (1 available)
-[ ] Military Bay
Converting the open slot to military production offers significant developmental potential due to the ability to do large amounts of manufacturing without the stresses of gravity interfering with the process. While not everything will be aided by such a construction, this will make the OSRCT significantly less dependent on massed fusion launches from ground support facilities.
(Progress 0/450: 20 resources per die)
-[ ] Advanced Materials Bay
Across a wide selection of fields within materials science, the ability to make objects in zero gravity has significant implications, ranging from optics and large scale crystals, to alloys and composites. While small scale production as done in such a bay will be of limited overall use, it is likely to heavily inform future projects.
(Progress 0/400: 20 resources per die) (+8 Capital Goods)
-[ ] Satellite Bay
Most satellites are very low density constructions, with much of their bulk composed of materials such as foamed aluminum or layers of foil. By specializing the Enterprise towards building these units, there are significant cost savings due to being able to haul up materials by the ton, rather than having to figure out how to fit them into a launch. Additionally the satellites themselves will be significantly more refined, as they do not need to undergo the difficulties of a chemical or fusion launch.
(Progress 0/400: 20 resources per die) (Discounts Satellites by 20 points)
-[ ] Station Bay
The largest limitations on the size of a station are the dimensions of the Leopards and Unions doing the construction. For example, there is significant use of ten meter struts on both stations, rather than longer ones that can take greater loads per kilogram. This in turn means that there are thousands upon thousands of joins, adding hundreds of tons of material that do not need to be there. Building a dedicated bay for building large scale station components will both increase the strength of the stations, and substantially decrease their costs.
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[ ] Gravitic Shipyard
With the exception of GDIS Pathfinder, GDI cannot effectively reach beyond the moon in a reasonable amount of time. While the throughput of a fusion craft is higher within that boundary, attempts to exploit Martian and belt resources, let alone materials beyond the belt, require the construction and maintenance of dozens of gravitic drive ships capable of long range transits. While still too limited in acceleration to move people and materials off earth, the same problem certainly does not apply to many of the other areas of interest in the solar system.
(Progress 0/450: 30 resources per die) (-2 STU, -1 Capital Goods)
-[ ] Fusion Shipyard
Currently, all GDI fusion craft are designed with the ability to climb out of the Earth's gravity well as a core function. However, with the moon and beyond as goals of GDI's space program, the need for substantial numbers of heavy transit vessels is critical. Large fusion tenders, either in short legged manned, or long legged unmanned designs can serve to fill key niches as part of a complex of transport solutions across the solar system.
(Progress 0/500: 20 resources per die)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (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 11)
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 32/85: 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 (Platform)
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)

[ ] Leopard II Factory
The Leopard II, as developed by the SCED is a general upgrade, both in size and performance over the original design. With the need for more launches, and substantially more complicated flight profiles, another major fusion yard is required, this one located near Kagoshima to expand the sites of fusion production away from Mehretu.
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)

(These probe missions will be handled in coordination with SCEDQuest, 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 2)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently there are better sources of such materials available, these will become increasingly competitive as orbital and lunar infrastructure improves, as they will not have to be lifted out of Earth's gravity well.
(Progress 11/115: 20 resources per die) (+5 Resources per turn)

[ ] Lunar Regolith Harvesting (Phase 3)
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 57/295 20 resources per die) (+15 Resources per turn)

[ ] Lunar Heavy Metals Mines (Phase 4)
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 25/350: 20 resources per die) (+20 Resources per turn)
(Progress 0/340: 20 resources per die) (+2 Heavy Metals)
(Progress 0/330: 20 resources per die) (+2 Heavy Metals)
(Progress 0/320: 20 resources per die) (+2 Heavy Metals)
(Progress 0/310: 20 resources per die) (+2 Heavy Metals)
(Progress 0/300: 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)

[ ] 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 102/250: 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 (Tech)
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 (Tech)
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)

[ ] Pinhole Portal Early Primitive Prototype Construction (Tech)
Portals are a potentially revolutionary technology for communication, transport, and dozens of other fields. However, at this time, it is only ready for a critical test run, seeing if the very most basic of functionalities, a short range pinhole, can be created.
(Progress 56/180: 100 resources per die)

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree, especially with the wide array of captured materials from the war. While it will be expensive, sufficient funding can provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/200: 30 resources per die) (1d10-1 technologies)

[ ] Regional Hospital Expansions (Phase 1) (New)
With the Initiative expanding into new urban zones, and the existing hospitals being already at the limits of their effective expansion, a series of new model hospitals, built with medical assistants and neurally interfaced operations in mind will substantially increase GDI's ability to treat patients, and improve overall health outcomes.
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Ocular Implant Development (New) (Platform)
While there are many elements to building effective ocular implants that are distinctly difficult at best, one of the more common injuries on the modern battlefield is flash blindness, with laser reflections and potentially the lasers themselves damaging or destroying critical parts of the eye. While the prosthetic will likely be difficult to implant, and significantly bulky, any form of sight is better than none.
(Progress 0/120: 20 resources per die)

Military (8 dice)
[ ] Advanced ECCM Development (Tech)
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)

[ ] Stealth Disruptor Development (Tech)
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 (Tech)
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)

[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)

[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the packs that make infantry versions of the Brotherhood's particle beam system work, it does have a place in supplementing the Initiative's machine guns and autocannons, mounted on everything from hydrofoils, to zone armor and various forms of light vehicles.
(Progress 0/100: 20 resources per die)

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some sections 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. Adding new Infernium lasers to the batteries will increase upkeep costs, but cut the total number of batteries required.
(Progress 0/275: 20 resources per die)
(Progress 0/325: 20 resources per die)
(Progress 0/375: 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 39/335) (Roshchino) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/335) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/335) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/335) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/335) (Lisbon) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/335) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/335) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/335) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/335) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/335) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/335) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/335) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/335) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/335) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/335) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/335) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/335) (Lhasa) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/335) (Maputo) (2 Points Yellow Zone Mitigation, 10 RpT)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/335) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/335) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/335) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/335) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/335) (Qingdao) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/335) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/335) (Luwuk) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/335) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/335) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/335) (Guaymas) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 East (Progress 0/335) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 West (Progress 0/335) (La Serena) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/335) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/335) (Lagos) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/335) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/335 (Valencia) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Berbera) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub YZ-18 (Progress 0/335) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Tripoli) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/335) (Congo River) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/335) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/335) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/335) (Beirut) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/335) (Chattogram) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/335) (Tuaran) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/335) (Banda Aceh) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/335) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/335) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] Infantry Recon Support Drone Development (Platform)
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 (Platform)
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 (Platform)
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)

[ ] Zone Lancer Development (Platform)
A variant of the Marauder suit refitted with a personal plasma gun, the Zone Lancer is intended to augment and support the already extremely capable antiarmor capacity of the Initiative's Zone Armored forces, and provide a viable replacement for the Marauder's limited ammunition.
(Progress 0/40: 15 resources per die)

[ ] Zrbite Sonic Weapons Development (Tech) (New)
The development of improved sonic weapons has been an ongoing concern. While the Initiative before the Third Tiberium War had reached the practical limits of existing technology, work with stable transuranic elements has unlocked significant potential to both downscale systems to create effective sonic guns on the personal scale, and improve larger scale systems.
(Progress 0/60: 20 resources per die)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase effectively available CAS and ASW assets around the world, especially for land based air. Additionally, with these following the A-16 pattern, and therefore carrying air to air missiles, they will be a significant aid in fending off Brotherhood air attack.
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)

[ ] Hammerhead Wingmen Drone Deployment (Phase 1)
The Hammerhead is a less than immediately survivable craft, with significant problems in the modern combat airspace. Despite that, they are widely used, and adding wingman drones to carry missiles, countermeasures, and potentially a wide array of other systems to increase overall survivability and decrease pilot losses is a critical element in their long term utility.
(Progress 0/200: 20 resources per die) (-2 Energy)
(Progress 0/200: 20 resources per die) (-2 Energy, -1 Capital Goods)

[ ] 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)

[ ] Ultralight Glide Munitions Development (Platform)
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 3)
With the first two rapid response stations assembled, if not yet fully ready for action, further development will begin focusing heavily on larger stations, not just to act as immediate reinforcements for embattled holdings, but forces intended to crush the Brotherhood under a rain of metal from the skies. (Station)
(Progress 5/295: 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)

[ ] 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)

[ ] Tactical Ion Cannon Network (Phase 1)
While the idea of smaller, more numerous Ion Cannons is tactically useful, this first stage is expected to be tightly connected to the existing network, piggybacking off the existing control centers and sharing bandwidth on the ASAT network. This will limit the number of commanders who can access the network, but ensure that the limited deployment is employed in the most critical or advanced fronts. Future phases will increase both the number of tactical ion cannons, but also push the authority to shoot further down the chain of command with new control networks.
(Progress 0/275: 20 resources per die)

[ ] Bogatyr Research Projects (Updated)
While the Bogatyr has been sitting in Scandinavia, the Space Force has not been sitting still, gathering an interagency team to lead up the investigation into their find. Sending Treasury representatives will both significantly speed along development, and give the Treasury an inside line into any new technologies developed from the ship.
(Progress 0/110: 30 resources per die) (Expires Q1 2062)

Ground Forces

[ ] Universal Rocket Launch System Deployment (Phase 3)
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. As GDI has weathered the storm, this is mostly required for political reasons at this time.
(Progress 0/200: 15 resources per die) (-2 Energy)

[ ] Railgun Munitions Factories (Phase 1) (New)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)

[ ] Guardian Mark 2 Development (Platform)
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 (Platform)
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 (Platform)
The existing mammoth is a powerful asset, but one that is, even with refits such as railguns and existing point defense systems, heavily aged. A significant revamp is needed, to not only fix the problems that emerged during the Third Tiberium War, but also ensure that it is able to fight effectively in the post Regency War context.
(Progress 0/40: 10 resources per die)

[ ] MBT-7 Paladin Development (Platform)
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 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/190: 20 resources per die) (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] London (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)

[ ] GD-3 Rifle Development (Platform)
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 Deployment (New)
While not the revolutionary treatments desired, producing a small scale field deployment of effective hallucinogen countermeasures will be a potentially significant shift in the ability of GDI to hold terrain against Brotherhood infiltration.
(Progress 0/120: 25 resources per die)

Navy

[ ] Infernium Laser Refits
While the Infernium lasers will not be completely replacing older CBL designs, they do need to have a system built to produce them in large numbers, some several thousand units, with the expectation of needing hundreds a year going forwards.
(Progress 0/450: 30 resources per die) (-1 STU, -2 Energy)

[ ] Escort Carrier Shipyards (High Priority)
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] Newark (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)

[ ] Governor A Development (Platform)
The Governor class cruisers are a bit of an oddball in the Initiative fleet. Designed before the advent of modern laser based point defense systems, the ships lack in a number of significant ways, including missing forward aspect antimissile defense systems. The -A model will be a rather thorough redesign, stripping the Governor of nearly all of its upperworks to reposition a number of features, add a second laser point defense mount, and switch some of its other mounts to the Thunderbolt based missile launchers.
(Progress 0/40: 15 resource per die)

(Offensive Navy)

[ ] Island Class Assault Ship Development (Platform)
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 (Platform)
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 Shipyards (High Priority)
The Shark unfortunately is of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
-[ ] Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)

Steel Talons

[ ] Mastodon Heavy Assault Walker Deployment (High Priority)
Building major Mastodon production facilities in Carentan and Wonsan will construct the core of the long term heavy industrial sites for the Steel Talons. Located to support still open battle fronts, GDI expects them to last for years, and be close enough for the Mastodons to walk cross country rather than stressing rail networks with special trains.
(Progress 113/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)

[ ] Medium Tactical Plasma Weapon Deployment
A medium weight ion cannon, capable of being fielded on the Titan and other Initiative vehicles, and as a secondary weapon on other systems, is a potentially substantial increase in direct firepower. Deployment is likely to be small scale however, as it is less flexible, barring further delays in deployment of variable munitions for the Initiative's railguns.
(Progress 0/80: 30 resources per die)

[ ] Light Combat Laser Development (Tech)
Effectively an Initiative version of the same laser system found on the Brotherhood's Venoms and raider buggies, the light combat laser is likely to be an effective endurance upgrade across a wide number of systems, even if it is less directly effective. For many vehicles however, it will be filling a secondary role as an antimissile laser, shooting down incoming RPGs and bombs.
(Progress 0/40: 25 resources per die)

[ ] Heavy Combat Laser Development (Tech)
A heavy direct fire beam laser, this is currently more of a curiosity than anything else, especially with the performance of the Initiative's current railgun arsenal. However, the Talons are very interested in experimenting further with laser technologies, and this may well lead to advances in other fields.
(Progress 0/40: 20 resources per die)

[ ] Modular Rapid Assembly System Prototypes (Tech)
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 allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)

[ ] Buckler Shield Development (Tech)
A much stronger shield, designed to cover some small portion of the overall hull. While it will likely require substantial redesigns to field, it is also going to provide significant protection for weak points, or allow GDI to reduce total armoring.
(Progress 0/100: 20 resources per die)

[ ] Unmanned Support Ground Vehicle Development (Tech)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Antiaircraft Vehicle are a strong starting point for the development of support vehicles. Instead of needing to man every vehicle on the ground, automated support vehicles can be used to either mount optional weapons loads, or be sent into dangerous positions rather than risking manned vehicles.
(Progress 0/80: 20 resources per die)

[ ] Sparkle Shield Module (Tech)
An upgrade to the shimmer shields, and a significant revision to the system overall, the shield module should be capable of producing much larger and more complicated shield shapes, while also strengthening the defensive properties of the shield system.
(Progress 0/120: 30 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
While Seo's parliamentary support is currently stable, 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 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)

[ ] Banking Reforms (New)
By proposing adjustments to the regulations around banks, and encouraging the establishment and expansion of credit unions using the Initiative's resources, it should solve some of the financialization issues. While it will not fix the problems of lacking in supplies of capital goods and talented labor, and exacerbate them in some ways, it is one step towards a more functional economy.
(Must maintain 100 resources in reserve.)

[ ] Long Term Systematic Planning Organization (New)
While GDI has operated for the last decade on an emergency wartime basis, systematically organizing around a longer term planning basis is likely to save significant resources in the long run, as dedicated teams working on projects long term are noticeably more efficient, and are typically putting less strain on the system than various attempts at shock effort.
(-2 Free Dice) (-20 Capital Goods) (Significantly reorganizes project management) (+10 Dice Capacity)

[ ] Predictive Modeling Management (New)
While Artificial Intelligence is far from a panacea, it is a significant way to adjust overall strategic modeling, and make development significantly more predictable. While it will not eliminate the possibility of things going horrifically wrong, it will improve overall outcomes.
(-10 Capital Goods) (Changes dice to 2d50)

** 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%
-[] Blue Zone Arcologies (Stage 4+5) 1/1300 13 dice 195R 4%, 14 dice 210R 18%, 15 dice 225R 44%, 16 dice 240R 72%, 17 dice 255R 90%
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 33%, 5 dice 100R 81%, 6 dice 120R 98%
-[] Blue Zone Apartment Complexes (Phase 6) (Updated) 0/160 2 dice 20R 72%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 6+7) (Updated) 0/320 3 dice 30R 16%, 4 dice 40R 71%, 5 dice 50R 97%
-[] Blue Zone Apartment Complexes (Phase 6+7+8) (Updated) 0/480 5 dice 50R 26%, 6 dice 60R 72%, 7 dice 70R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 37%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 11%, 7 dice 105R 48%, 8 dice 120R 83%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 3%, 10 dice 150R 21%, 11 dice 165R 54%, 12 dice 180R 82%, 13 dice 195R 96%
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
-[] Suborbital Shuttle Service (Phase 1+2) 156/450 3 dice 80R+ 32%, 4 dice 105R+ 84%, 5 dice 130R+ 99%
-[] Suborbital Shuttle Service (Phase 1+2+3) 156/650 5 dice 130R+ 20%, 6 dice 155R+ 65%, 7 dice 180R+ 93%

-[] Chicago Planned City (Phase 4) 3/550 5 HI dice 100R 2%, 6 HI dice 120R 23%, 7 HI dice 140R 63%, 8 HI dice 160R 90%
--Alt: 1 HI 4 Infra dice 100R 4%, 1 HI 5 Infra dice 120R 34%, 1 HI 6 Infra dice 140R 76%, 1 HI 7 Infra dice 160R 96%
--Note: Infra/HI 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.

-[] Tokyo Harbor Reconstruction 0/240 +60/turn 2 dice 30R 54%, 3 dice 45R 96%
--Alt 1: Q3 2061 0/180 +60/turn 1 die 15R 30%, 2 dice 60R 94%
--Alt 2: Q4 2061 0/120 +60/turn 1 die 15R 90%
--Alt 3: Q1 2062 0/60 +60/turn 0 dice auto
-[] Emergency Caloric Reclamation Processor Installations (Phase 1) 0/80 1 die 10R 70%, 2 dice 20R 100%
-[] Emergency Caloric Reclamation Processor Installations (Phase 1+2) 0/160 2 dice 20R 72%, 3 dice 30R 99%
-[] Bureau of Arcologies (Updated) 1 Infra die -15R auto
-[] Distributed Heavy Industrial Authority (New) 1 Infra die -30R auto
Heavy Industry 5 dice +29
-[] Advanced Alloys Development 0/120 1 die 15R 30%, 2 dice 30R 94%
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 1 die 20R 88%, 2 dice 40R 100%
-[] Continuous Cycle Fusion Plants (Phase 8+9) 243/600 3 dice 60R 2%, 4 dice 80R 34%, 5 dice 100R 80%, 6 dice 120R 97%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 30%, 2 dice 40R 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%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 11 dice 220R 4%, 12 dice 240R 19%, 13 dice 260R 47%, 14 dice 280R 74% 15 dice 300R 91%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Crystal Beam Industrial Laser Deployment 51/600 5 dice 100R 2%, 6 dice 120R 22%, 7 dice 140R 62%, 8 dice 160R 89%, 9 dice 180R 98%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%, 2 dice 40R 94%
-[] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%, 2 dice 100R 100%
-[] Personal Electric Vehicle Plants 0/300 3 dice 30R 19%, 4 dice 40R 71%, 5 dice 50R 96%
-[] Microfusion Cell Development 0/60 1 die 20R 90%
-[] Division of Alternative Energy 1 HI die -10R auto
Light and Chemical Industry 5 dice +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
--Alt: 1 AA die 15R 92%
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 6%, 15 dice 300R 19%, 16 dice 320R 42%, 17 dice 340R 67%, 18 dice 360R 85%, 19 dice 380R 94%
-[] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%, 5 dice 150R 55%, 6 dice 180R 87%, 7 dice 210R 98%
-[] Bergen Superconductor Foundry (Phase 3+4) 0/1140 13 dice 390R 7%, 14 dice 420R 23%, 15 dice 450R 48%, 16 dice 480R 72%, 17 dice 510R 88%, 18 dice 540R 96%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%, 4 dice 40R 73%, 5 dice 50R 96%
-[] Civilian Ultralight Factories 0/190 2 dice 30R 28%, 3 dice 45R 83%, 4 dice 60R 99%
-[] Carbon Nanotube Foundry Expansions 0/300 3 dice 60R 12%, 4 dice 80R 59%, 5 dice 100R 91%
-[] Artificial Wood Development 0/60 1 die 10R 85%, 2 dice 20R 100%
-[] Department of Consumer Industrial Development (New) 1 L&CL die -15R auto
-[] Department of Distributed Manufactures (New) 1 L&CL die -20R auto
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 2) (Updated) 26/250 2 dice 30R 8%, 3 dice 45R 61%, 4 dice 60R 94%
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%, 2 dice 20R 100%
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%, 3 dice 30R 74%, 4 dice 40R 97%
-[] Blue Zone Aquaponics Bays (Phase 4+5+6) 75/420 4 dice 40R 30%, 5 dice 50R 74%, 6 dice 60R 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 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 8%, 5 dice 50R 46%, 6 dice 60R 83%, 7 dice 70R 97%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[-] Freeze Dried Food Plants 181/200 0 dice (Will Complete Q2 2061)
-[] Strategic Food Stockpile Construction (Phase 3) (Updated) 85/175 1 die 10R 50%, 2 dice 20R 97%
-[] Strategic Food Stockpile Construction (Phase 3+4) (Updated) 85/375 3 dice 30R 16%, 4 dice 40R 65%, 5 dice 50R 93%
-[] Strategic Food Stockpile Construction (Phase 3+4+5) (Updated) 85/575 5 dice 50R 6%, 6 dice 60R 35%, 7 dice 70R 73%, 8 dice 80R 93%
-[] Strategic Food Stockpile Construction (Phase 3+4+5+6) (Updated) 85/775 7 dice 70R 2%, 8 dice 80R 17%, 9 dice 90R 48%, 10 dice 100R 78%, 11 dice 110R 93%
-[] Extra Large Food Stockpiles 1 die auto
-[] Caloric Reclamation Processor (Phase 1) 0/80 1 die 10R 60%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) 0/160 2 dice 20R 54%, 3 dice 30R 94%
Tiberium 7 dice +39
-[] 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 11) -/350 3 dice 60R 10%, 4 dice 80R 65%, 5 dice 100R 96%
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 1 die 15R 33%, 2 dice 30R 96%
-[-] Intensification of Green Zone Harvesting (Stage 7+8+9) 78/300 2 dice 30R 26%, 3 dice 45R 89%, 4 dice 60R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/150 1 die 25R 34%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 3%, 3 dice 75R 60%, 4 dice 100R 96%
-[] Red Zone Border Offensives (Stage 1) 0/250 2 dice 50R 10%, 3 dice 75R 74%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 1+2) 0/500 5 dice 125R 29%, 6 dice 150R 77%, 7 dice 175R 97%
-[] Red Zone Border Offensives (Stage 1+2+3) 0/750 7 dice 175R 8%, 8 dice 200R 41%, 9 dice 225R 79%, 10 dice 250R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4) 0/1000 9 dice 225R 2%, 10 dice 250R 17%, 11 dice 275R 50%, 12 dice 300R 81%, 13 dice 325R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4+5) 0/1250 12 dice 300R 5%, 13 dice 325R 25%, 14 dice 350R 57%, 15 dice 375R 83%, 16 dice 400R 96%
-[] Red Zone Containment Lines (Stage 6) 54/225 2 dice 50R 71%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/450 4 dice 100R 35%, 5 dice 125R 85%, 6 dice 150R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/675 6 dice 150R 17%, 7 dice 175R 60%, 8 dice 200R 91%
-[-] Tiberium Glacier Mining (Stage 13) 38/205 2 dice 60R 74%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/410 3 dice 90R 4%, 4 dice 120R 51%, 5 dice 150R 92%

-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 55%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%, 2 dice 60R 97%
-[] Improved Tiberium Containment Facilities Construction 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%
-[] Harvesting Tendril Deployment (Phase 2) (Updated) 74/750 6 dice 180R 4%, 7 dice 210R 33%, 8 dice 240R 75%, 9 dice 270R 95%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 85%, 3 dice 60R 99%
-[] Tiberium Harvesting Claw Deployment (New) 0/380 3 dice 45R 3%, 4 dice 60R 46%, 5 dice 75R 90%
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 5) 348/1535 12 dice 240R 3%, 13 dice 260R 14%, 14 dice 280R 39%, 15 dice 300R 67%, 16 dice 320R 87%, 17 dice 340R 96%
--GDSS Enterprise Bays (1 available)--
-[] Military Bay 0/450 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Advanced Materials Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Satellite Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Station Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Gravitic Shipyard 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Fusion Shipyard 0/500 5 dice 100R 6%, 6 dice 120R 36%, 7 dice 140R 74%, 8 dice 160R 94%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
--Alt: 1 AA die 63%, 1 AA die 1 Orb die 99%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
--Alt: 1 AA die 1 Orb die 54%, 1 AA die 2 Orb dice 95%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Leopard II Factory 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%

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

-[] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%, 2 die 40R 94%
-[] Lunar Regolith Harvesting (Phase 3) 57/295 2 dice 40R 5%, 3 dice 60R 55%, 4 dice 80R 92%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/580 5 dice 100R 3%, 6 dice 120R 25%, 7 dice 140R 64%, 8 dice 160R 90%
-[] Lunar Heavy Metals Mines (Phase 4) 25/350 3 dice 60R 6%, 4 dice 80R 48%, 5 dice 120R 87%, 6 dice 120R 98%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/690 7 dice 140R 7%, 8 dice 160R 33%, 9 dice 180R 67%, 10 dice 200R 90%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +27
-[] Professional Sports Programs 102/250 2 dice 20R 70%, 3 dice 30R 98%
-[] 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 Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%, 2 dice 200R 91%
-[] NOD Research Initiatives 0/200 2 dice 60R 32%, 3 dice 90R 89%, 4 dice 120R 99%
-[] Regional Hospital Expansions (Phase 1) (New) 0/300 3 dice 75R 16%, 4 dice 100R 67%, 5 dice 125R 94%
-[] Regional Hospital Expansions (Phase 1+2) (New) 0/600 6 dice 150R 5%, 7 dice 175R 29%, 8 dice 200R 67%, 9 dice 225R 90%
-[] Ocular Implant Development (New) 0/120 1 die 20R 28%, 2 dice 40R 92%
Military 8 dice +26
-[] Advanced ECCM Development 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%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Military Particle Beam Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] 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) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 63%, 9 dice 180R 88%, 10 dice 200R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 2%, 11 dice 220R 11%, 12 dice 240R 34%, 13 dice 260R 63%, 14 dice 280R 85%, 15 dice 300R 95%

MARVs
-[] Reclamator Hubs 0/335 3 dice 60R 4%, 4 dice 80R 41%, 5 dice 100R 83%, 6 dice 120R 98%
--Alt: 2 Mil 1 Tib dice 60R 6%, 2 Mil 2 Tib dice 80R 58%, 2 Mil 3 Tib dice 94%
--Alt B: 1 Mil 1 AA 2 Tib dice 80R 41%, 1 Mil 1 AA 3 Tib dice 100R 88%, 1 Mil 1 AA 4 Tib dice 120R 99%
--Alt C: 2 AA 2 Tib dice 80R 25%, 2 AA 3 Tib dice 100R 78%, 2 AA 4 Tib dice 120R 98%
-[] Reclamator Hubs x2 0/670 7 dice 140R 6%, 8 dice 160R 30%, 9 dice 180R 65%, 10 dice 200R 89%, 11 dice 220R 98%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 24%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 92%
-[] Reclaimator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 16%, 4 dice 80R 57%, 5 dice 100R 94%
-[] Reclaimator Hub BZ-2 (Richmond) 58/335 3 dice 60R 27%, 4 dice 80R 77%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib die 60R 36%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%

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 0/40 1 die 15R 100%
-[] Zone Lancer Development 0/40 1 die 15R 100%
-[] Zrbite Sonic Weapons Development (New) 0/60 1 die 20R 87%, 2 dice 40R 100%

Air Force
-[] Orca Wingmen Drones (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Orca Wingmen Drones (Phase 1+2) 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Hammerhead Wingmen Drones (Phase 1) 0200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] Hammerhead Wingmen Drones (Phase 1+2) 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] 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 3) 5/295 3 die 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 91%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 39%, 4 dice 80R 87%, 5 dice 100R 99%
-[] Bogatyr Research Projects (Updated) 0/110 1 die 30R 37%, 2 dice 60R 95%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Railgun Munitions Factories (Phase 1) (New) 0/200 2 dice 20R 23%, 3 dice 30R 81%, 4 dice 40R 98%
-[] Railgun Munitions Factories (Phase 1+2) (New) 4 dice 40R 9%, 5 dice 50R 49%, 6 dice 60R 85%, 7 dice 70R 98%
-[] Railgun Munitions Factories (Phase 1+2+3) (New) 6 dice 60R 4%, 7 dice 70R 26%, 8 dice 80R 63%, 9 dice 90R 88%, 10 dice 100R 98%
-[] Railgun Munitions Factories (Phase 1+2+3+4) (New) 8 dice 80R 2%, 9 dice 90R 14%, 10 dice 100R 42%, 11 dice 110R 72%, 12 dice 120R 91%
-[] Guardian Mark 2 Development 0/40 1 die 10R 100%
-[] Armadillo HAPC Development 0/40 1 die 10R 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) 0/190 2 dice 40R 31%, 3 dice 60R 86%, 4 dice 80R 99%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Deployment (New) 0/120 1 die 25R 22%, 2 dice 50R 87%, 3 dice 75R 99%

Navy
-[] Infernium Laser Refits 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards (Newark) 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Governor A 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 Shipyard (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%

Steel Talons
-[] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R 30%, 2 dice 20R 91%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%, 2 dice 60R 99%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 27%, 2 dice 40R 93%
-[] Buckler Shield Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] Sparkle Shield Module 0/120 1 die 30R 27%, 2 dice 60R 91%
Bureaucracy 4 dice +19
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 85%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 27%, 3 dice 80%, 4 dice 98%
-[] Banking Reforms (New) 1 die -100R auto
-[] Long Term Systematic Planning Organization (New) 2 Free Dice auto
-[] Predictive Modeling Management (New) 1 die auto
Last Security Review
Light/Chem 1 turn ago 2061 Q1
Heavy Ind 2 turns ago 2060 Q4
Orbital 2 turns ago 2060 Q4
Bureaucracy 2 turns ago 2060 Q4
Services 5 turns ago 2060 Q1
Infrastructure 6 turns ago 2059 Q4
Tiberium 6 turn ago 2059 Q4
Military 9 turns ago 2059 Q1
Agriculture 10 turns ago 2058 Q4
--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.
 
Last edited:
Kane
Kane


Kane is many things to many people. Madman, Prophet, Saint, Sinner, Angel and Demon.


His truth is far, far more complicated.

Kane was not born on Earth. Was not even born on a planet. He is in fact Bentusaar, a race of binary aliens. Half organic forms, half shipminds. Ancient enemies of the Scrin, and the Visitors, wanderers among the stars, they were ships. Half organic, half technology, joined together in symbiosis. One half, the personmind were meant for interaction, leadership, intuitive and charming. The other half, the shipmind, was more calculating, more systematic. More than a simple calculation aid, but the other half of a paired life and personality.

At Alpha Centauri, the Visitors found Kane and Abel, engaged with a local population. Kane wanted to run. Abel wanted to stay and grow these small beings into a new army to fight by their side. Kane forced Abel to try and run, breaking for the outer system, pursued by the Visitors, and as the two fought for control, the Visitors savaged the ship, severely crippling it. With his final action, Abel punched the ship to faster than light speed, delivering Kane to a nearby world. Earth.

Kane arrived on earth as a comet, or, more accurately as the sole passenger on a crashing ship, his brother Abel, around three and a half thousand years ago. Crash landing in the Egyptian desert, he wandered, until he found tribes of Canaanites. There, he told stories. Of worlds taken from nothing and seeded with life. Of what he and his brother had done. Of his betrayal. He would not, however, stay with them. Even with the stories that he told, they were in most cases folded into and shaped by the already existing spiritual and religious narratives. Take, for example, the story of Noah's Ark. A more accurate translation of the story is that the world of Emtalia Prime, some halfway across the galaxy in the upper reaches of the Scutum-Centaurus Arm, which had been infested with Tiberium before the Bentusaar had reached them. With the world beyond saving, Kane and Abel gathered up as many survivors as they could, and ferried them to a nearby system, their ship serving as a great ark to carry them away from the world that was lost. It was then hybridized with local myths, including the story of Gilgamesh's Raft, and the Canaanite's local spiritual traditions. For the vast majority of religions however, Kane had little to no involvement for much of the early period. During the early days of Christianity, Kane was actually in the Americas, and during the rise of Islam, Kane was in eastern Asia. In most cases, when Kane involved himself in religious affairs, he was primarily taking on roles to guide and shape the religion in more practical terms, and almost always working with local people who believed many of the same things.

Over the millennia he gathered followers, spent time in a thousand courts. For centuries he made curiosities in China, rode with the peoples of the Asian steppes, or lived as a wiseman in France. Few records exist of his work in this time frame, although he can be credited with a small handful of Arthurian romances in the 12th and 13th centuries, mostly written in French. The most prominent of these was Myrddin: Sage of Camelot, of which only a few fragments have survived, it originated a wider array of tropes of Merlin as a wise and skillful man, rather than connected to the mystical and (un)holy as was and remained the more common interpretation. Human lifetimes were nothing, and he could simply drift among the vast morass, covering his trail each time, sometimes vanishing for years or decades before reemerging with a new face, new name, and new companions.

It was only in the 16th century that Kane began to become more active, attaching himself to radical groups. While not directly involved with the Protestant Reformation as a whole, he tended to pass between sects, including a significant stint with the Society of Friends. But more broadly, he was engaging with the general European questioning. This is also the origin point of the Brotherhood of Nod. A reference to the word לנדוד‎, or "to Wander," it was originally a freemason-like secret society The early Brotherhood generally operated quietly, a haven for free thinkers and experimental crafts. However, as the centuries wore on, it increasingly turned to more direct calls to action.

The first really direct and open action of the Brotherhood as a whole was the French Revolution. Louis Antoine de Saint-Just, among other figures central to the Reign of Terror, claimed membership in the secretive Brotherhood. However, Kane himself took a distant back seat, avoiding the limelight to a great degree, and for the most part appears to have been spending his time in China in these decades, advising the Qianlong Emperor. While the Revolution itself would eventually fail, first to Napoleon Bonapart, and then to the Imperial system, its ideals would live on and spread to dozens of other forces. Even the Code Napoleon had some Brotherhood influence, although more as leftovers from the attempts to build a new kind of society in the French Revolution.

Ideologically, the rise of socialist movements parallelled the changing face of the Brotherhood. These new social orders, based on need, merit, and universal human achievement were critical elements of the new Brotherhood, especially as technological changes enabled Kane to start bringing some of his own knowledge into circulation. While many of the experiments were doomed to failure, and many of the scientists working on the projects were either dismissed as cranks or silenced to prevent disclosure of the Brotherhood and Kane, the beginnings of the Brotherhood's technological advantages can trace their roots to the mid 19th century and early 20th century.

At the same time the Brotherhood was active around the world. In India, the Brahmo Samaj were one such organization. While influenced by many factors, they included a number of key elements, such as fighting the taboo against going abroad, and the caste system as a whole. Although the organization was relatively unsuccessful, it served to spread Brotherhood influence across India. Beyond that, the Broader Bengali Renaissance saw both the hand of Kane and the broader European influence fighting for a new conceptualization of India. In South America, the revolutionary ambitions of Simon Bolivar were funded in part by Brotherhood members. In the United States, the abolitionist movement was largely backed by the Brotherhood of Nod, with people like William Lloyd Garrison carrying the scorpion tail. On the other hand, figures like John Brown took on a more aggressive role in fanning the flames of conflict, pushing a vision of an unflinching, unfeeling crusader, using terror as a weapon to force mistakes and missteps for the southern cause. Likewise, NOD agents pushed Virginia Senator James Mason into attempting to arm the southern American states, in an attempt to start the seemingly-inevitable Civil War at a predictable point.

The failures of the Brotherhood as a whole in France and in the wars to follow under the Republic and then the Empire lead to fractures that Kane spent decades making whole, as the world reshaped itself to a new global order. By the early 20th century, the Brotherhood of Nod had split into, effectively, two separate orders, with Kane endorsing both and attempted to use them to different ends. The "seekers of universal truth" descended from the Brotherhood's history as a safe place for intellectuals fearing censure, and the "blackened hands" from the Brotherhood's more radical and action focused members, with the latter seeing the world as needing to be realigned. By Kane's command the power of the existing world order was to be broken in ways that could not be denied. Many cultivated anarchist bomb throwers, assassins, and other disposable, deniable assets, who struck at the wealthy and powerful to varying effect. Their greatest miscalculation was in 1914 with the assassination of Archduke Franz Ferdinand. The Serbian branch of the Black Hand had been lax in operational security, and had recruited far too openly. While the assassination was expected to be yet another tap on the structure, it had been planted in the wrong spot, with the assassination causing the collapse of the system of European alliances keeping a peace that had lasted for decades after the Berlin Conference.

In the 1920s, Kane was associated with the Marxist Leninists, a commander in the Russian Civil War, and from there advising both Lenin and Stalin. While he drifted from the Union after Stalin, purged as part of destalinization, he had been critical in the early buildup, leveraging the Brotherhood, and a wide array of personal contacts to rapidly industrialize the Soviet Union. While some of the ideas that he was behind, like the Five year plans, were miserable failures, others rapidly modernized the Union. While the Brotherhood for the most part laid quiescent, its activities were primarily in the realm of fighting for scientific freedom. John Thomas Scopes, for example, was a particularly junior member of the Brotherhood.

By the 1960s, the Brotherhood was investing significantly into mass media. While Roddenberry himself was not a member of the Brotherhood of Nod, other members of the team that would go on to create Star Trek, like Eugene Coon, very much were. And Star Trek was far from the only television show of the era to depict a future of limitless potential. At the same time, the Brotherhood as a whole was becoming far more centralized. Air travel, cars, telephones, and a wide array of other technologies made it possible for Kane to take a significantly more direct interest in the actions of Brotherhood cells across the world. While still not fully centralized, and operating in a cell structure, the Brotherhood by the middle of the later half of the 20th century was a powerful organization with global reach and ears on every continent if not in every city. One of the major projects in the time period was to push for detente and stability, focused around preventing a Third World War. While little actual action was taken, it was a matter of contingencies and preparation that would later end with small but significant portions of the global nuclear arsenal in the hands of the Brotherhood of Nod.

Between the 1960s and 1990s, Kane's work was a mixture of operational and strategic level plans. While the ongoing cold war somewhat divided the Brotherhood between eastern and western organizations, there were still messages and cooperation between even far flung groups. Here, much of Kane's work had been humanitarian in nature, spreading the good word of proxy organizations to the Brotherhood of Nod, and fighting battles for civil and legal rights around the world, backing rebellions or ordering assassinations as he saw fit.

By the early 1990s, the fall of communism and the collapse of the Warsaw Pact was creating chaos and confusion around the world, with long repressed nationalism breaking out into civil wars and ethnic conflict. At the same time, thinkers like Francis Fukuyama were proclaiming the end of history, and the inevitable victory of a western world order under a liberal capitalist system. While people associated with the Brotherhood mostly pushed back, it had become something of an orthodoxy in significant portions of the western world.

Throughout all this time, the Brotherhood of Nod had always been an intensely personal project, rather than an effort to make large scale changes. Often as small as a few hundred people in total, rarely more than a hundred thousand, the Brotherhood had always acted through layers of proxies. While it could marshal vast resources, and maintained armies of agents, it was fundamentally a very personal experience for both Kane and the men and women that worked with and for him. Each brotherhood cell was lead by an individual personally selected by Kane himself. While it could start, shape, and drive social movements around the world, through propaganda, through good works, and through proxies, the Brotherhood of this era was never capable of capturing entire state systems, or waging large scale open wars. Rather, it typicaly shaped operations to its ends as best as it could. And, in many cases, failed. For example, under the Soviet Union, Trofim Lysenko systematically outmaneuvered both Brotherhood assets and Kane himself in the uppermost halls of Soviet power.

In 1995, Kane's goals and the Brotherhood as a whole changed. The appearance of Tiberium radically accelerated and shifted plans. Before, Kane and the Brotherhood as a whole were aimed towards a long term scheme of influencing towards stability, of infiltrating and rising to the top of major companies, and pushing for a world focused on practical concerns rather than oppressing minorities or pointless pageantry. It would take potentially thousands of years of small taps and marginal incremental change, but there were options and Kane had all the time in the world.

One such example was the plan to fight the incoming climate crisis by pushing a series of Brotherhood backed solar and wind based startups that would rapidly outcompete existing systems. Equally, the Brotherhood had been investing in transport and logistics companies, with plans to set the pace on modernization and actual greening. This would have left the Brotherhood with both a chokehold on the global logistical infrastructure, and the ability to ship their cargoes around the world with minimal interference from governments and other bodies.

The fall of Tiberium put Kane on a time limit. And, worse, put him in a situation where he and the Brotherhood would need to shift from subtle influence to overt action, to simplify and stabilize the political and social situation. On previous worlds of similar technological and social development as Earth and under threat of the Visitor's ichor, one of the critical problems was strategic ordnance. The use of weapons of mass destruction against military and civilian targets was commonplace as states and people first struggled for power, and later struggled for simple survival. Once more, Kane found religion to be a key tool. While cults seeing Tiberium as the solution to all kinds of ills had already begun cropping up before the Brotherhood moved in, they were quickly snapped up, useful patsies in a desperate attempt to prepare the ground for Ascension before he, like everyone else, was consumed by the cancer.

Kane's Brotherhood of Nod began to operate a dual campaign. In the rich, most often Western countries, they began producing and deploying Tiberium harvesting technologies. In the West however, he also faced significant pushback, especially as the improving interconnectedness of the world made it harder for collective organizations to remain nearly as much in the shadows. Beyond that, the capitalist system made it very difficult for the Brotherhood to gain or maintain anything along the lines of control of Tiberium, with private Western companies seeding the American Midwest with Tiberium on their own initiative, or French companies seeding a number of former colonies with the material. Beyond that, while Kane's companies did patent a number of technologies relating to Tiberium harvesting and processing, they had to reveal enough to allow others to pursue the same technologies, and more than one was nationalized as a critical security risk.

At the same time, they began using those same technologies to promise economic success and political freedom to more impoverished countries, attempting to draw all together under a single banner, that of the already extant Brotherhood of Nod, to try to make sustainable use of Tiberium. However, when searching for allies, the Brotherhood's more cult-like factions had a bad tendency to go rogue, or pick at old fights. Local organizations were often differently radical than the core forces around places like Sarajevo, and in many cases more concerned with settling scores against local rivals than some grand vision. Otherwise, there was the chronic problem of needing the right person for a job, and the only candidates coming up short. One particularly noticeable problem was Seth. A modestly experienced politician, but a relative newcomer to the broader Brotherhood, Seth insinuated himself as being far closer to Kane than he actually was, aggressively seeking promotion until he came to the personal attention of Kane. While not a common problem, men like him were far from unique individuals, attempting to use the Brotherhood for their own personal gain.

The start of the First Tiberium War was not a calculated move by either side. While GDI and the Brotherhood of Nod had been increasingly combative, small scale operations to undercut the opponent grew more common and local wars had steadily escalated as both sides found allies, it was a series of African offensives that lead to the rapid climb up the escalation ladder, with local warlords and mercenary groups on both sides rallying to the sound of the guns. While Kane had planned to delegitimize the Initiative by hacking key systems, the Brotherhood was simply not ready yet for such an action.

As the situation spiraled increasingly more out of Kane's control, and as the forces of the Global Defense Initiative took ever more aggressive action against the Brotherhood, Kane's long term work on Ascension was ever closer to something that could be made to work. While the entity that would be known as CABAL was far from the sophistication of Abel, it was enough, a network of brains that could at least serve as a proxy for Ascension in the case that it was needed. However, it was badly damaged in its Cairo testing laboratories by the actions of GDI commandos, and would be little more than kin to GDI's EVA units for decades following the conflict. At the same time, the work on a new body for the shipmind continued at the Sarajevo Temple of Nod. While it would be cramped, and incapable of many of the things that it would need to be able to do, it would be a fundamental realignment of the powers of the world. An interplanetary ship would have been able to force GDI to come to terms, and cement the Brotherhood as a great power in a multipolar world. As the war dragged on, while both sides won victories, GDI proved to have a number of critical advantages in manufacturing, coordination, and generalship, along with having larger and better trained armies.

The conflict ended in the early 2000s, with a series of major pushes in the Balkans. Intensive mountain fighting interspersed with months of high intensity urban combat chewed up formations at a breakneck pace, with a grinding air war that effectively broke the backs of both air forces in the region. The fiercest fighting was around Sarajevo, where the main Temple of Nod lay on the southern side of the city, climbing the slopes of mount Trebević. The temple itself was reduced by repeated ion cannon and air strikes, killing Kane and nearly all of his closest followers, but not all. One survivor who knew the truth of Kane ferried him to a nearby bunker containing the tools to regrow him.

Following the defeat at Temple Prime, the Brotherhood shattered. While the inner circle kept the faith, many were deposed by more opportunistic warlords, and the intellectuals and truth seekers of the Brotherhood were killed off, brought low, or, in many cases, abandoned the cause of the Brotherhood entirely. Kane's survival was only known to a handful of individuals, none of whom survived the coming decades in the wilderness.

When Kane awoke once more in 2027, he was weak, and the brotherhood that he had built all but vanished. In their place were hard eyed warlords and credulous cultists. Certainly a vast army, but far from the companions and fellow travelers that he had maintained for centuries beforehand. Servants, but not equals. Slavik was a good servant, brutal, efficient, a steel eyed master of battle. But not an equal, not someone that he could trust with the greater secrets of the Brotherhood. At the same time, the temple that Kane had built had been looted, ruined. One of the unbelievers had carried the Tacitus far from its home, and the other hidden things that Kane had secreted there had been ruined or stolen. The Earth was dying, its atmosphere being xenoformed into something that would exterminate all life on Earth not already mutated by Tiberium, and with the Brotherhood in shambles there was no time for a more comprehensive plan. The World Altering Missile was a solution. Intended to convert all surviving life into Tiberium mutants, it would have granted Kane a planetary factory that could take a decades long sprint to give him Ascension, build him a means of escape, and sacrifice everyone else for that purpose. The Second Tiberium War was a distraction, cover for a series of lightning strikes to seize strategic goals for the Brotherhood, with Kane and CABAL both scrambling to achieve all that needed to be done before the world hit the point of no return.

While the World Altering Missile was a failure, and the Initiative marched on the Cairo base of operations, Kane's efforts had reformatted the Brotherhood, forming a core conclave to follow his orders. In the assault on the Cairo base, Kane was mortally wounded, run through by the GDI commander, and the body was stolen by the increasingly rogue CABAL.

Kane from that point had little involvement with the conflict between GDI, the Brotherhood of Nod, and CABAL, being subsumed into a larger consciousness. Not Ascension, where Kane and CABAL would be joined as equals, but simply another cog in CABAL's processors.

After the destruction of CABAL, and the awakening of LEGION, Kane found an opportunity to reshape the Brotherhood once more in his own image. While many of the rational thinkers Nod had neglected were raised up, he surrounded himself with fanatics, unquestioningly loyal and willing to die and kill in his name. It was less an organization, and more a weapon. A tool to be hammered into his foes. A final blow to a diseased system and one that could be counted on to not oppose him as he crafted a trap for the visitors who had infected the planet.
People like Marcion, Kovacs, and their ilk were trusted with power and responsibility but not Kane's innermost thoughts. That was reserved for his most trusted advisor, Killian Qatar. And even Killian did not know the whole truth.

The war went well early on. The Brotherhood had been spectacularly successful, in some ways too successful. On nearly every front, GDI was being pushed back, and defeated in detail. However, the point was never really to crush GDI wholly. The point was more a darwinian selection. Across many fronts the most successful commanders were pulled back, transferred to do Kane's work across the world. While this did give GDI breathing room and allowed for counter offensives, it was worth it to preserve troops and material for the coming conflict.

While the Initiative followed Kane's plan to a T, the Brotherhood did not. Kovacs manipulated LEGION into posing as Killian Qatar, and attacking Temple Prime as GDI marched towards Sarajevo once more. While the bomb detonated as planned, it was actually more powerful than expected, the hidden offsite bunker was breached, and Kane himself badly injured. While his recovery would take weeks, they were critical weeks as Kilian Qatar scrambled to make use of the forces that remained to the Brotherhood to protect itself and those yellow zoners who looked to the brotherhood for protection against the attacking aliens, even allying with GDI for this purpose. This was very much not as Kane had planned, who had expected to leave the aliens to GDI alone, and expended troops he had sequestered to fight for the threshold towers and claim them in his name.

The betrayal of Alexa Kovacs, and the following purge of the Qatarite sects of the Brotherhood of Nod, was something that Kane initially paid little attention to. While he acted decisively to remove the head of the supposed serpent, smaller scale actions were far more local in nature, bottom up attempts to please their messiah, and ambitious leaders making efforts to remove both potential and realized threats to themselves. Instead he was focused far more on the problems of seizing a threshold tower before the Initiative could destroy it, and following that, on future projects. At the same time, the Initiative snapped up what survivors could be found to power Granger's vision of a Tiberium based economy.

The network of threshold towers would have in turn allowed for Kane to make full use of a world of Tiberium, a grandiose factory in all but name, one where he could give LEGION the time to make a fully functional shipmind. To search through the surviving ranks of the Brotherhood of Nod for a few good men and women to lead Humanity into the future. While GDI was too successful in destroying the alien menace, it was only a temporary setback. Kane and his most loyal followers have taken the time they needed to refine a new plan, a new system. But it is one that the Brotherhood, a weak shadow of its former self, has not the strength to build.

TL: DR
 
Q2 2061 Results



GDIOnline Q2 2061

Treasury Public Relations Survey

Issa Kattan (Treasury) (Public Affairs)

Disclaimer: This is a public forum, and so properly anonymizing your contributions is effectively impossible. If you would like to submit anonymous replies, you can go to Here

The Treasury has taken a much more active role in pushing Initiative policy for the last decade. As such, the powers that be have deemed it prudent to look towards gathering public responses. This is a thread for general commentary, complaint, and other material that you want to be passed on to the Treasury more generally.

FloatingWood
When are you going to start funding everything properly? I understand there was a war not long ago, and we took a massive beating 15 years ago, but we're still short on a ton of things. Animal products, spices, varied produce, these are either non-existent or in short supply. Personal transportation options are either non-existent, bike, or hope you have a clunker that survived the Third Tiberium War. Cloth is pretty much all plastic, various wools are completely unavailable, leather for shoes just doesn't exist, cotton, flax and other plants for weaving aren't grown. The economy is still only barely hobbling along because of limited tooling availability. The only thing we have in large supply is electronics, and as much as we use electronics, that's not the only thing we need.

Yellowzon3r
Speaking from my spot in the military for just a second. Us 'Poor bloody infantry' are just kind of there. For taking and holding territory and patrolling we can effectively only manage blue zone security and the lightest of green zone duties. Once in yellow zones we're tied to vehicles and reliant upon the tib suits against tiberium, but which aren't the best for protection from bullets and such. And particularly operating in hot locations. Middle east. Iberia. It's not comfortable and cuts into operational effectiveness when we're overheating. Beyond that we have almost no counter to Gana units. We have some anti-tank gear in our squads (which is also getting a bit long in the tooth) but the standard ballistic rifles just aren't cutting it and the current generation of lasers comes with its own set of problems. Railguns would be great, but they effectively require power armour to lift and carry. So. Yeah. Next generation infantry gear updated for modern threats.

Solan
Being forced into administration because of my seniority and the war building up so many facilities that being given what I thought to be a cushy job in Japan to handle military logistics in the Asia-Pacific was a breeze until Bintang. There was a lot of destruction during the event and with how much of the regular funding has augmented restoration works after the attack really goes to show how scarce the resources a lot of branches of GDI has when it's not earmarked in the special projects categories. Sure, the resources for maintenance are there but to everyone else in the government there are certain projects we would like to commit that aren't waiting for a four year interval.

Now, I've heard that there are new offices being built that will temporarily be paid with the special funds until the reallocation of resources and it is great. Now, there are still a lot of goods and services that need to be restored before the alien invasions because a lot of them are still bare with non-aquatic meat too rare to be eaten outside the halls of power or in an officer's desk. Though from what I hear there are some insane proposals to build a stockpile of corpse starch before any actual food can be stored which I would hope is not the case since a lot of people will think it's a technocratic solution that runs against the prosperity platform Litinov promised.

Since people were promised food when we're in the bomb shelters not something that can't even be considered fertilizer. It's also the fear that we can't feed people since news of more food production hasn't been in the news until the Regency Wars which shows a languid pace in establishing a better system of providing food both in bulk and diversity. This is why the Milk and Honey protests are happening a lack of food that can be considered a time of normalcy instead of the reminder that many foodstuffs are still rationed because of the lack of supplies and the facilities supplying due to war damages that were not fixed in the reconstruction since it requires more resources than local governments can provide in a timely manner as well as the expertise on the matter.

Finally, I know that the military has a lot of needs to ensure we win the war but even my colleagues in the military moan about the misplaced priorities some of the spending comes from which intends to build something perfect instead of something good enough for us to fight back Nod. We have some areas in different bases in the frontlines authorized to provide next generation equipment to test them. So the military needs more bulk instead of precision because of how much our doctrine is more reliant on more armor compared to the pre-Tiberium War era.

AccomplishingProvidence
I think many of the larger-scale concerns have been well-voiced by #FloatingWood, #Yellowzon3r, and #Solan. One can't help but particularly share dear Solan's concern about these "Caloric Reclamation Processor" devices. The replicators of Star Trek of yore, they are not. The technology has potential, but it needs more iterations. One has to think that developing other food-centric technologies would help there.
There are two specific suggestions I think have merit.
The first, is a concentrated effort to improve newly-produced beds and bedding. Mattresses, pillows, sheeds, comforters, all of these are things we all use for some number of hours per day (I cannot and shall not judge you if yours is less than 8, hypocrite it would make me), and their feel and comfort is crucial for quality of sleep. More comfortable shirts and underwear are all well and good, but not many people enjoy sleeping on rocks. Some of the current highly-artificial "memory foam" is…not very enjoyable.
The second is books. I know that, in many respects, e-books are more efficient and economical. But in the era where we saw major restrictions on the distribution of any electronics, one has to wonder if perhaps physical books have lasting merit. And if you're a lover of books and reading, nothing quite matches cracking open a new book and smelling the pages for the first time. Or the hundredth. This will take paper and other resources, but would be incredible, to see shelves of books in the store once more.

Crucible
Survival is very important of course, but people need to have something to live for. Personally, I would like more comfortable footwear to be available. No-one is wandering around barefoot nowadays, but the currently available products leave much to be desired, especially at my age. I've had to personally customize my current pair to prevent pinching around my remaining toes, and for better arch support.

I understand there are probably higher priorities for spending, but I really do think the effect on morale of ill fitting shoes can't be discounted.

On a more personal note, a better supply of musical instruments would be a delight. I haven't been able to get a decent set of Cymbals for my drum kit since Zildjian folded.

GDIWife
Okay, now where to start.
  1. Safety. Probably the most important thing in this list. How many terrorist attacks does it take for the government to realise that GDI is far too overstretched by all the new arrivals. Seriously, are they just letting people in with a cursory once over? Schools, hospitals, shopping centers, metro stations, even government buildings have been hit now. Has there been any thought paid to security even once? I know the politicians and the higher up bureaucrats all spend most of their time sitting nice and safe in space but they need to pay some attention to securing the blue zones for those of us that can't live in orbit. Actually, even they're getting killed whenever they come down, so it's blatantly obvious that not even the best security detail can keep you safe in a blue zone these days
  2. Food. Why is it that we still can't feed people an actual decent diet. I'm not asking that we go back to Pre-TW1 consumption but most younger people I know haven't had meat that wasn't chicken… pretty much ever. No cheese either, yogurts are those artificial shitty ones with the weird aftertaste, milk is made from almonds or some other faux substance. Even what we can actually get, chicken and eggs is so rare that some places it's once a month if that. Instead we're stuck with the same bland food, whatever grows in the aquaculture vats (if you don't get unlucky and find that the shelves are empty of anything that isn't protein bars that is). No proper tea or coffee either, it's kudzu so weak that you may as well not bother. Meanwhile the treasury puts money towards new 'reclamation processors' that apparently tastes so bad you might actually prefer starvation.
  3. Vehicles. Sure, we have decent transit links in the cities, even if some of them are getting stretched. That doesn't replace personal vehicles though. Moving apartments is difficult enough when you can actually get hold of a van or other vehicle, but resorting to manhandling your belongings onto the subway is a nightmare. Not to mention that if you want to go anywhere even slightly off the beaten track your choice is walking or walking. Brilliant.
  4. Housing. Why is it that I go past the old commie blocks and they're all still full? There's been more than enough time to do something about that, refugees or no. You can barely walk around those apartments they're so cramped and most of them buy special 'commie block furniture' with smaller pieces just so they can squeeze in an actual wardrobe in their bedrooms. Nobody should be stuck there this long.
  5. A couple of friends of mine are trying to start up a small business and are finding it next to impossible to get any kind of machinery or tooling. I understand that military needs come first but when the best they have managed to get hold of is a lathe so old it still uses imperial measurements it is getting ridiculous! Even then, if a tool breaks it's often a wait of over a month for a replacement. How is anyone supposed to run a business where those kind of delays happen? They can't even get any financial support for it. I thought GDI wanted to get rid of the old times when entrenched larger businesses made it impossible for new companies to compete?
FloatingWood (User received an infraction for this post; Rule 26: Off topic)
Regarding that lathe; I'm guessing it is of 2030's vintage and from the US.

AgathaH
So, a lot of my current lack of luxuries is my own fault. Mass allowances have very good reasons for being inflexible. But, a few things that would be nice: books. Even before, real books were getting pretty scarce. Although having audiobooks available is wonderful. Hint, though: make sure the reader knows how words are pronounced!
More fabrics and other materials for clothes would be wonderful! Also, from what I hear, there is a dire shortage of plushies, teddy bears, and other soft stuffed things. Although I admit my standards there may be atypical.
More food variety would be nice, although… It makes me wonder what we don't know about trends that the CRP is actually being considered for rollout. Which leads me to the last thing, which is… well, we're working as fast as we can on Enterprise with the resources we have, but if more can be spared, getting people off Earth and away from Tiberium can only be a good thing.

CatQueen
So I don't normally post on these things but I figgered it was better to have my voice heard this time. So I work on a cargo ship that normally goes between BZ-3, BZ-2 and BZ-5 we normally carry industrial goods like machine parts batteries construction gear and the like it's nice I'm on the open ocean I have my cat and good food but we've been raided 3 times in this quarter alone why is the navy not providing adequate protection to convoys?. So yea give more escorts to the convoys GDI.

BlisteredHands
#AgathaH there is no shame in enjoying a bit of softness; the world is certainly bitter enough as it is. And it's a reasonable request I think, though I suppose I may be biased as well - my wife and I want a little one and it would be good to have things to suit a child.
I have to echo the desire for more soft furnishings - enough blankets and wall hangings can make even the dreariest apartment comfortable. Other than that… I would quite like more eggs. Spices are all well and good (though I do wish nutmeg was easier to come by) but there's only so much variety one can get out of vegetables, tofu, and rice.

InTheZONE
Some more Zone armor would be nice

KryptosAdept
I am fortunate enough to be mostly isolated from most issues. However, I would echo certain issues that have been brought up in the thread already. Most importantly for me, I'd prefer more variety in my diet. Trying to keep things fresh with the most common ingredients out there is tough (not to mention CRP lol) to say the least.

Basically if you are listening, we would greatly appreciate it if we could get more variety in basically everything(especially the real stuff(e.g. actual meat)).

Speaker2Managers
I want my house back for a start! You tore down my beautiful vintage Mid-90s suburban neighborhood and replaced it with row-houses and duplexes because it was 'more dense'. Collecting 'rent' from the new neighbors does not make up for the fact that my property was eminent domained and I was never made good. And no, an Arcology is not the same as having a lawn.
I also want a new car on less than a 10 year layaway! This is stupid, I'm still driving a sixteen year old electric despite the fact that the battery life has been halved and I can barely make it to work and back. I've been on a replacement waiting list for two years and it's stupid how long it's taking to get a ride. If you don't start working on cars soon I might have to…park at the metro and ride that to work, and the fees for a parking lot at the station are not cheap.
Finally, I want my daughters to start thinking about the future seriously, they're both nearly grown women. Natalie has been taken in by the promises of those big space stations but where's the one people like her can live on? And where are the 'new technologies in ecological damage abatement' that might convince Grace to move out of the house and start working and getting a boyfriend? Right now, employment prospects for a young BZ woman who doesn't want to go into the military are pretty modest. The job market is flooded with newcomers and some people are giving up on finding work.

HigherThanYou
It's nice to get some better rations while on base - sure, things aren't MRE-bad, but they're worse than I remember them being. Bland, bland, and bland. Also, if we could get some more of those fancy green-boomy missiles, that would be fantastic. Those suckers do a number on just about anything.
…Oh, and better sound insulation for the walls in barracks.

KyotoMermaid
I want to have a baby, but it still doesn't feel like the right time. But I'm 44 years old now, and I'm wondering if the right time will ever come. I had some of my eggs frozen nine years ago, but what about those who didn't have the foresight or wisdom to do such a thing? I'm incredibly lucky to be working off the earth, but as the old song says 'I don't want to live on the moon'.
Oh, and obviously I'm mad about Tokyo and the war, but, like, that's the past. I want to focus on the future problems that aren't being addressed.

Q2 2061 Results.

Resources:‌ ‌1200 + 0 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
22.47 Blue Zone
0.01 Cyan Zone
1.69 Green Zone
22.32 Yellow Zone (93 points of mitigation)
53.51 Red Zone (65 points of mitigation)

Current Economic Issues:
Housing: +47 (20 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +17 (+4 in reserve)
Logistics: +30 (-3 from military activity)
Food: +27 (+20 in reserve)(-3 per turn from increasing population) (+1 on Q4 2061, +1 on Q1 2062, +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +16 (+130 in reserve)
STUs: +11
Consumer Goods: +58 (-10 from demand spike) (+3 per turn from Private Industry) (-4 per turn from increased population)(+3 per turn from sub-departments)(+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064)
Labor: +47 (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2115/2470)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +95
Maintenance Reductions: +40
Green Zone Water: +6


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌20; ‌158)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌25; ‌310)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Food: 8 points in reserve
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Deploy Crystal Beam Industrial Laser

Politics
Both the Developmentalist and Militarist parties have unveiled their party manifestos.

The Developmentalists have put forward a plan very similar to that of the Restart Manifesto, calling for major investments in economic growth and a diversification of the Initiative economy beyond Tiberium. While not a particularly radical or for that matter surprising plan, it does have a few key elements that are nods to Starbound aims, with it calling for the completion of both Columbia and Shala during the course of the plan, and a number of other goals for orbital economic development.

The Militarist plan however, is radical. While it includes nods to many traditional elements, the core of the plan is a call for mass deployment of Zone Armor and associated equipment, alongside a vision for a military capable of operating to the furthest reaches of the solar system in the longer term, with the aim for the first ships commissioning by 2070.

"We are being asked once more to offer up sacrifices, not because we have lost, but because we are winning. We are being asked to offer up the pleasures of life, to those who have known few. So let us offer them up freely and happily. The eggs missing from our shelves, the scarcity of meat and books, and computers, each empty shelf represents people who have decided that our ways are better, and that we offer a better life for themselves and their children

"God bless you, and may big swoopy eagles save us all."

  • Carolyn McDonald, 2nd place 2061 Junior Socialist convention.

Brotherhood of Nod
The Brotherhood of Nod has increasingly pulled in its horns – stepping down from their positions, and drawing back raiding forces that have become increasingly ground down, especially because GDI's air force has been able to reprioritize from battlefield interdiction and CAS missions to naval strike. Additionally, the Navy has been increasingly able to aggressively interdict Brotherhood raiding efforts with the Air Force providing close support for inshore operations.
Beyond that, while the Himalayas have remained under siege, the intensity of the siege has noticeably stepped down, with raiding efforts becoming increasingly perfunctory and desulatory over the last months. While the rail lines remain closed, and will likely need significant rebuilding, it is a slackening of pressure that likely indicates some level of reconsideration, especially with the end of the Brotherhood's ability to maintain offensive operations.

The Bannerjee siblings and the Indian subcontinent
With the 'true' end of the Regency War and the skirmishing adjacent to the Himalayan Blue Zone slowing down, InOps has – after much reservation – divulged new information about the status of the Indian Subcontinent and the Brotherhood forces that held it. Paying a social call to Seo directly, Hackett briefed him of the matter more closely than most would expect from the shadowy organization. While Seo wasn't much for clandestine interaction, it seemed clear that Hackett still hides something, even now. But the information given is something that stayed within the highest echelon of GDI's Leadership only, and even then, only ones that passed the unknown criteria of InOps. And with things explained, Seo understood why.

During the First Tiberium War, India had sided with GDI, fighting a generally inconclusive war among the mountains that line along the border with Brotherhood controlled China, and sending troops across the middle east to conflicts there. However, after the war, as Tiberium and the associated mutations began to spread, GDI increasingly saw India as being one of its many untenable outposts, and had begun substantial preparations as early as 2010 to begin evacuating India's population northward into a series of mountain fastnesses, and potentially far further. This process continued for the next twenty years, although often in fits and starts, with GDI forces needing to stage operations elsewhere, and substantial other costs, such as the humanitarian crises that need to be resolved during the collapse of national governments across the world.

While GDI had been slowly constructing what would become BZ-18, the Brotherhood of Nod had certainly not been standing still, and had found support among the people of India's underclasses. What they lacked was leadership, centralized control, and heavy military support assets. During the buildup to the Second Tiberium War, all three changed. The Bannerjee siblings had been slowly rising up the ranks, dodging assassins and Initiative efforts to kill them off. As Kane focused his efforts on the Americas and Europe during the Second Tiberium War, the Bannerjee siblings, through politics, incentives and force majeure, forged the Indian Brotherhood into a force to be reckoned with. With GDI distracted during the war, the Bannnerjees raised their banners and marched, their armies smashing GDI detachments south of Gwalior, and causing GDI efforts to collapse across the central Indian plain. At around the same time, CABAL and his cyborg legions turned on both the Brotherhood and the Initiative, rampaging across the world. The Bannerjees, having relatively few of these weapons, escaped the worst of its attentions, and in the aftermath marched on New Delhi, the core of the Initiative's hold on northern India. While it would take years for them to cement their control, GDI leadership at the time elected to not contest the Indian plain, seeing it as being a bridge too far, especially with the need to focus available resources on projects like the then still prototype sonic projectors.

This is something that had changed after the Third Tiberium War. Hackett scarcely gave details here, but the biggest news was thus: There had always been patches of what would today be called "Blue Zones" in India even during the Second Tiberium War. They're just controlled by the Brotherhood. Between not wanting to give legitimacy to the Brotherhood and to ensure overzealous GDI higher-ups did not destroy what few patches of 'pristine' land remained after the ravages of Tiberium, this finding was buried deep within InOps, almost to the point of countermanding any Directorial insight. What happened when the Scrin razed the whole world equally and burned the subcontinent remains unknown; what is known is that afterwards, the Bannerjee siblings centralized their control over the Brotherhood in India, shifting from a collective organization to one where rule is passed down from central authority.

The younger brother, Buddhadeb Bannerjee, is a protege of Abdul Kareem, one of the tripartite researchers behind the Abdul-Pascal-Kane Tiberium refinement process. Considered a critical researcher and savvy enough to keep his head down, he made himself welcome within the power structures of all the extant Warlords of his time by building up APK refineries and mimicking GDI-style Tiberium control measures, devising highly effective abatement methods before eventually getting his hands on GDI's own abatement methods and equipment after the Third Tiberium War and proliferating them, ensuring that Tiberium outcroppings in urban areas were safely handled while the Indian warlords centralized their own production centers. As he seized India, he also managed to obtain vast swathes of Indian industrial capacity, capturing multiple cities nearly intact, and often allowing evacuation convoys and retreating GDI units to escape in order to secure factories and refining complexes.

But it is the older sister, Ishani, that cemented the two as truly indispensable to the whole of the Indian Brotherhood. While her brother was a prodigy in matters of material science, Ishani is merely a middling researcher in biological science. However, she has a knack for delegation and politicking. With a resume that starts at Project ReGenesis – the purported next step of human evolution – as a junior researcher to varied bioscientific 'technology of peace' projects. From gene tailoring surgeries for surviving mild Tiberium sickness to improved hydroponics and aquaponic farming – maximizing what remained of the Seven Rivers of India – an ever growing roll of honours describe her achievements and advancement, and she has distributed her discoveries among the subordinate warlords of India, and used them as leverage for influence among the rest of the Brotherhood.

Through means that Hackett did not deign to tell Seo, their achievements had allowed the siblings a place in Kane's technological council since the Third Tiberium War. From what can be gleaned, Ishani likely managed to crack the code of the Scrin Buzzers and its rudimentary sentient-intelligence in a biological framework. During the chaos after the Third Tiberium War, the siblings joined forces and created their first hybrid Gana, the Aja-class Collectors. The organism, a goat-like Tiberium-infused creature, operates in a swarm-like manner, searching for outcroppings of Tiberium and 'grazing' them with molars with enough power to crush the crystals into finer chunks. After a short life cycle, the collected Tiberium crystallizes within and kills the beast for the 'herders', the supervisors of the Collectors, who ensure the expired Ajas and their bounty end up processed in the Brotherhood's refineries. While the Ajas have since seen several revisions, including a number that seem to have integrated some form of stable tiberium mutation, they are still a key source of tiberium harvesting and abatement.

The Indian Brotherhood of the new 60s is a relatively prosperous state that contains the largest share of the remaining Brotherhood population. With its inward focus and unchecked growth over the past decade, India is as much a redoubtable fortress as it is a research facility for the Bannerjees. While certainly far from a wonderland, it is as close as the Brotherhood has ever gotten to making their propaganda and promises real.

'To be sure, Seo. We can crush them. Always could have. But if you were the sort of man who would sign off on orders that'd cause that, we would never have this conversation.'
'If I may be frank, I thought the spooks are supposed to be heartless.'
'We killed our hearts, but
I was a grunt once. I remember Hassan. Shared the same wine bottle with him at one point. I remember, Seo– how much humanity has
truly lost. A push towards India? Fine. But a complete takeover of the subcontinent? That cannot be done without a true bloodletting and humanity has shed enough oceans of blood. The Caravanserai situation has shown there are better ways for GDI to achieve its goals than another river of blood, if we have the right incentives. While the Bannerjees are a problem, they are a problem that we can solve without resorting to making India's river run with commingled blood.'

Cooking and cuisine

For most in the modern Initiative, the standard is still canteen and commissary. Simple but well made hot food is a basic staple for most, with nearly everyone eating at least one meal a day at a canteen, and at least three meals a week warmed up from a commissary. However, in the last several years there has been a significant increase in the ability of people to cook for themselves, between dramatically larger average kitchen size, and a significant increase in both the availability of core foods and the diversity of foods. While protein is still distinctly limited, with the most available being soy or fungus based, it is something where even the much derided fungus bars have been increasingly popular as a basis for flavor. Finely diced, they have become something of a substitute for ground meats, oftentimes served up in a sauce.

As for canteen food, the most common meal is some style of whitefish and/or vegetable curry served over some kind of boiled grain. Easy to produce in vast quantities, filling, simple to maintain, and easily dialed to specific tastes from the bland to the fiery, it is a baseline for most meals. While it is certainly not universal, it is one of the most common, and a starting point for a diversity of food, only shortly followed by soup, grains and stuff, and flatbread and stuff. While the 'stuff' part is highly variable, between the increased diversity of both vegetable and protein options, it provides for the ability to eat a different dish every meal for about six months at most before going into variants.


TV Shows

Hellish Kitchen
One of the hottest cooking shows of the modern day, Hellish Kitchen challenges some of the world's most experienced cooks and chefs to work with some of the worst ingredients. Ranging from food on the edge of expiration, to iron rations, to fungus bars, the most recent season has included as a special episode, fresh from the Initiative emergency food laboratories, the products of a caloric reclamation processor. In it, everyone ran into severe problems, with the judges describing the winning dish as "an abomination against everything good in the world"

Excerpts from the Episode
Chef quickly tasting from a pot, winces. "Can't build up flavor, [beep] just destroys whatever I add to try and change it up."

Another cook, smelling something frying in a pan. "Oh?! Oh god-"
"You okay?"
"I just need to sit down for a moment."

"What even is this texture?" A third tries some of a block of reclaimed starch, frowns. "What am I going to do with you?"

The chefs stand over a block of reclaimed starch in a group. "Anyone got any ideas?" Prolonged silence"... Hot sauce?"


[ ] Blue Zone Apartment Complexes (Phase 6) (Updated)
Further construction of apartment complexes will expand the new urban cores being spread around the blue zones. However, they are going to be putting increasingly large pressures on GDI's logistics network, as everything they need is going to have to be shipped in. Further work on industrial and economic development should, however, reduce their impact.
(Progress 160/160: 10 resources per die) (-2 Logistics, +6 Housing)
(Progress 160/160: 10 resources per die) (-2 Logistics, +6 Housing)
(Progress 15/160: 10 resources per die) (-3 Logistics, +6 Housing) [9, 37, 67, 94]

Another massive surge of resources have been poured into major housing complexes across the Initiative's Blue Zones. Millions of new housing units, mostly prefabricated, are now being furnished while others are being mothballed in case of future need. It is barely keeping ahead of the need for new housing in total, but that 'barely' is in the context of a titanic refugee wave.

Between 1850 and 1900, some eight and a half million immigrants arrived in New York City. Crowded into tenements, many would move on, but others would find houses and make their home there. The list of those who stayed was long, with entire neighborhoods reshaped into cultural oases, islands of a distant land. But many of those towns were desperate, scrabbling affairs, the poor and desperate being a fertile feedstock poured into American industry at the height of the gilded age.

Here, GDI has gone quite a bit better. While many Yellow Zone refugees have volunteered for bunker life, others are going straight into the new apartment blocks where living conditions are seen as almost unbelievably luxurious compared to their old homes.

[ ] 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 200/200: 30 resources per die) (+3 Logistics)
(Progress 22/250: 25 resources per die) (+5 Logistics) [34]

Deliveries of critical supplies have begun to be made into the Himalayan Blue Zone. To put the scale of the operation in context, from June of 1948 to September of 1949, a joint western effort delivered some 2,334,374 tons of supplies to a blockaded Berlin; at the height of the operation, a new airplane was arriving in Berlin roughly every thirty seconds, supplying about five thousand tons of supplies a day to the city. The scope here is fundamentally different. While the Berlin Airlift was attempting to supply a city effectively under siege, this is an attempt to supply an entire region. And it is carrying fundamentally different things. It is not carrying food and coal (about two thirds of the total load carried by the Berlin operation), but myomers, computer chips, robots, and zone armor. Beyond that, it is also noticeably more limited. Under current systemic constraints, GDI can put between six hundred and a thousand tons of supplies (depending on mass and volume constraints) into the Himalayan Blue Zone per day. While not enough to entirely offset the slow drain of the stockpiles of goods Blue Zone 18 requires from outside sources, it has put the region into a position where it can hold out for the foreseeable future – although likely in states of ever increasing rationing and privation if the siege persists for more than the next plan.

On a more technical level, the system really only connects major metropolitan centers, and even then, only the ones that can have a multi-kilometer long airstrip out in the middle of nowhere reasonably close by. While these are not fully featured spaceports, like those found in the West African Blue Zone and elsewhere around the globe, the conversion process is likely to be relatively quick and painless, critical infrastructure in case of the need for a full scale orbital evacuation.

Future phases of the project will add progressively more nodes, and increase the number of routes being serviced. While it is unlikely to end up being a proper network, as every flight will be direct, it is likely to become a maximum priority lane, carrying supplies and critical personnel between regions at extremely high speed, if not precisely in comfort.

[ ] Bureau of Arcologies (Updated)
With GDI in chronic need of higher quality housing, separating out a stream of resources and personnel to maintain a constant inflow of new high quality construction, as the demand for housing has remained a serious political issue. Ensuring that construction continues at a reasonable pace may head off parliamentary pressure, and potentially punitive demands for vast amounts of arcology construction.
(-1 Infrastructure die, -2 to Infrastructure dice, -15 RpT, +1 Political Support) (+1 Housing per turn, +1 Consumer Goods per turn) (-50 progress needed on Arcologies)

The Bureau of Arcologies has opened its doors. While much of their first three months was dedicated to the various organizational, planning, and other needs of the department, GDI has begun to build arcologies once more. The first of these was on the southern side of Paris, and while it has not yet fully opened its doors, many of the lower floors are fully functional, even as construction begins on the upper floors.

Beyond that, the Bureau of Arcologies was a chance for promotion. While not as prominent as heading up one of the Treasury's departments, it has been a site of fierce competition, with Alison Carter, wife of Harrison Carter being chosen to take the job, despite multiple accusations of insider dealing. While none have been proven, it is likely that this will be her retirement post for the Treasury, especially if her husband is maintaining his ambitions to be the director of GDI.

[ ] Continuous Cycle Fusion Plants (Phase 8)
While the pace of factory construction is likely to decline as GDI stands down from ongoing offensives, more immediate fusion generation is likely to continue to be a high priority. At the same time, there are concerns about the longevity of the class, even with limited evidence for it.
(Progress 300/300: 20 resources per Die) (+16 Energy) (-1 Labor)
(Progress 137/300: 20 resources per Die) (+16 Energy) (-2 Labor) [71, 65]

Yet another surge of resources has gone into producing yet more energy for the Initiative's overall needs. While progress has been, on average, significantly above expected rates, it is likely to be a temporary solution to a longer term problem. For future waves, one of the things that will help extend the longevity is significantly increasing the labor force, both to keep the plants functional, and ensure that there are rapid response teams in case of failures. While, unlike some fission plants, there is little to no chance of an actual radiation burst, quick and forceful response can do a significant amount to limit the damage to the overall plant complex in case of catastrophic failure.

With the ongoing conflicts beginning to wind down, private and civil use of energy is likely to significantly increase, between companies once again pouring investments into consumer goods production, and the attempts at beginning operations in areas like logistics and potentially even small scale capital goods production. However, first priority will always go towards the Initiative needs, followed by citizens, with the markets coming a distant third.

[ ] Crystal Beam Industrial Laser Deployment
Producing enough of the Crystal beam lasers in enough varieties, from the microscale laser etching systems, to massive steel cutting lasers, is going to require hundreds of plants. Between the overall fragility and ease of production it is far more efficient to build a relatively small and specialized plant for each major industrial area than to try to feed everyone from a single major site. While this does pose some significant security concerns due to the potential for product loss, CBLs are not of particular interest to the Brotherhood of Nod.
(Progress 433/600: 20 resources per die) (+6 Capital Goods, +10 Energy) [87, 23, 63, 93]

One of the key developmental pieces in deploying crystal beam lasers in an industrial context is the need for a wide variety of different frequencies. In a military context, the limitations are effectively as small a package as possible, with as much power as possible, as durable as possible with as high a frequency as possible. The issue is that all four priorities effectively directly fight each other. Size is durability, size is power, and so on and so forth. For industrial lasers however, frequency matters more. Dialable energy throughput matters. Laser etching a decal, image, or warning has a fundamentally different set of needs from sintering, and both are very different from laser welding or cutting systems.

In terms of production, the process has been rapidly expanding. Grow labs have begun producing large numbers of raw crystals. However, there is far more than simply growing the crystal to be concerned with. A raw crystal has to be cut, polished, and oftentimes burnished and treated to produce the correct output. Depending on the purpose, up to two thirds of a raw crystal will be cut away in order to produce the final form. The most common shape is a pointed hexagonal cut, using a relatively narrow face at the tip, where the laser emits from. The size of that face determines, to a great extent, the diameter of the emergent beam. For some purposes, this can be as much as centimeters across, designed to partially melt two plates into each other, or carve out huge sections. For others, mere micrometers is far preferable, as it can precisely cut specific parts, for example in a computer chip where flaws in the substrate or the manufacturing process means that sections of circuitry have to be removed.

The biggest problem at this point is in recalibrations. All of GDI's industrial processes are scaled and arranged to use other tools. A plasma welding system (or arc welder) takes a certain amount of time to fuse two plates of steel together. A laser welder, more often than not, takes a significantly different amount of time to do the same process. Similarly, there are also different characteristics of the weld process. Laser welding tends to be significantly more shallow, but at the same time does not ruin the heat treatment, and takes heat treatment better than most other forms of welding. Similarly, a laser cutter requires significantly less in the way of repositioning. Rather than needing to carry a cutter along the entire length of the cut, a simple single axis or two axis turret can conduct even very complicated cuts at greater speed and lower costs than the six-axis arms used by plasma and high pressure fluid jet cutters.

[ ] Isolinear Chip Foundry Anadyr
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 370/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) [83]

An isolinear chip, or 'tab,' is a fundamentally different creature from any standard computer chip, and one that defies many common comparisons. A common comparison is that an isolinear chip that fits in the palm of one's hand is capable of as many parallel computations as an old style supercomputer cluster, if not the same total FLOP throughput. Notably, it achieves this functionality as a macroscopically homogeneous material, without requiring supporting hardware such as RAM, separate non-volatile memory, or a clock generator.

Right now, all production is going to critical implements and research laboratories. While they can be used elsewhere, it is a matter of needing to substantially scale up total production, and develop a set of peripherals that can actually allow a more average user to take full advantage of the enhanced capabilities. Beyond that, there is also a need for a more diverse range in sizes – between smaller scale devices, such as computation beads for things like smart optics and targeting computers, and larger scale systems such as battlefield data management, or server operations.

Beyond that, there has been some work on new programming languages. While a GDI-produced isochip certainly can run the various programming languages already in use – many of which hail from nearly a century ago, refined every step of the way – the current users believe that they can make substantially more efficient use by writing their own languages to optimize for the hardware, taking already fast computing potential and speeding it up even more.

[ ] 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 389/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy) [89]

The security services have finally gotten out of the way, and production has begun on a wide array of secondary nutrient solutions. While many of these do admittedly have dual uses as munitions, they are, in many cases, relatively low efficiency. While combining ammonium nitrate and fuel can create a noticeably effective blasting agent, it is also very bulk intensive, needing payloads in the multi kilogram range to be an effective explosive weapon.

With the last of the 't's crossed, production has begun with some handful of noticeable issues. While not hugely important, irregularities in synthesis did mean that the first batch was too impure for proper use. Following batches however dialed in the system properly, and production on a mass scale is now well underway.

[ ] Civilian Drone Factories
Civilian drones have a large number of potential uses, ranging from rapid delivery of goods and medicines, to 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 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy) [6, 88, 22]

Progress was made, and the security services' opposition has continued on the civilian drone program. While the systems are increasingly in place and readying to begin serial production, there are still significant questions to be answered about the broad scale use of drones. The constant debate has remained between the advantages that drones can offer GDI, and the desire of the military and security services to keep GDI's skies clear so that they can treat any incoming unmanned flier as a legitimate target.

Beyond the ongoing political conflict, drone factories are complicated. While the small size and limited sophistication makes some drone components amazingly cheap, such as small scale rotors that can be simple molded or even extruded polymer, others are complicated to begin with, like the medium and high performance electric engines used across the fleet. For most of these, they are relying on various forms of geared engine, as electric motors are at their most efficient and have the highest torque at low rotations per minute; and so using a series of stepper gears to spin rotors is oftentimes more efficient than direct drive, even with energy losses at each step.

[ ] Department of Consumer Industrial Development (New)
While long term production of consumer goods is not entirely the Treasury's department, it is important to provide a meaningful public option, and with less shock effort than other approaches.
(+2 Consumer Goods per turn, -15 resources per turn, -1 Light and Chemical Industry die)

Across the Initiative small scale workshops and industrial clusters have begun to spring up, many built as public private partnerships, although so far the private part has not been entirely available. A big part of the reason for this is that the Initiative, as much as possible, standardizes much of its equipment around a single size, large. Take a plane polisher for example. Designed to take a sheet of material and even the surface while polishing it to a sheen, a standard initiative unit is far too fast and too capable for any of the currently planned industrial sites. The same applies to many of the other specialized pieces of equipment that are needed to produce goods at the standards expected by consumers.

To head up the department, Carla Jeanneret was tapped. While so far her career has been generally undistinguished, she has been working in the consumer goods sector since she was twenty years old, and has worked nearly every position. While she is unlikely to rise higher due to her age, it is a position where an interim secretary of the treasury could be drawn from.

[ ] Blue Zone Aquaponics Bays (Phase 4)
With refugees swarming GDI's borders, and the population expected to increase by some substantial number of percentage points across the next year, massive new and expanded aquaponics bays are going to be a core element in being able to feed that population. While other facilities can help, these will be the backbone of what can be done.
(Progress 140/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 18/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics) [3, 32]

With the ongoing expansions of the Blue Zones, GDI has begun pushing many of the new bays farther forward, scattering them around and amid the new urban areas. This has added significant logistical weight to the system, as they are now doing large-scale overland transport to balance the loads, and more importantly, supply the new farms. While sea travel is cheap and generally easy to load bulk farm goods onto, overland is far more expensive, both in terms of energy expended, and in terms of impact on the broader logistics system.

Most of the bays in new areas are simple repeats of earlier designs, slapped down in block after block of samey bays, laid out to catch as much sun as possible. Dreary, oftentimes extensively mechanized, they are vast, swarming hives of food production, although many are also using cheap local labor that is unwilling to be uprooted once again.

[ ] 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 228/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support) [79, 71, 6]

While GDI has by and large divested itself of the farming practices of most of human history, the break with tradition is not entirely clean, especially in the realm of livestock husbandry. Incredibly, there have existed small but viable herds of cattle in BZ-3 and BZ-6 that provide the tiny amount of actual beef consumed by GDI's elites. These Scottish highland and Kobe wagyu herds are, however, less than ideally suited for a global expansion. What they do provide, however, is viable surrogate mothers to reestablish old breeds like the Holstein-Friesian, and a small but passionate community of veterinary caretakers, management professionals, and other farm staff who are devoted to their animals and the training of new personnel. However, cattle are relatively slow to breed, and calves implanted in early April will not be mature enough to be bred themselves until nearly 2 years later.

For pigs, the situation is similar, with centers of conservation in BZ-2 and BZ-1 – and one more coming from an unexpected source. Upon storming an underground NOD agri-cavern in Spain, a GDI rifle squad stumbled into a cave full of 'gana' that proved, after an initial burst of gunfire that killed 40-50 animals, to be a remnant population of the black Iberian pig. Even more astonishing were galleries of underground dwarf oak trees that had produced the acorns needed to make 'true' jamon iberico, a luxury good exported by Reynaldo to other NOD leaders at extreme cost. All of this, trees and pigs together, have been relocated to a newly built agridome in Portugal, giving BZ-5 a hefty and prestigious stake in the project. With pigs coming to adulthood in a year and having a shorter 4 month gestation, these will be ready for slaughter more quickly than the cattle herds, and adults can have two litters or more in a year.

Sheep and goats are the third leg of the large mammal project, and represent a middle ground of sorts, with their gestation period of five months and averaging about 2 lambs or kids per pregnancy, with young being breedable between 6-10 months after their birth. Sheep provide milk, meat and wool as their main products, although wool breeds make poor milkers, and vice versa. These programs have their natural centers in BZ-3, BZ-9, BZ-12, and, interestingly, BZ-4 and YZ-17, where the Caravanserai have maintained their own herds of goats far larger than even their fellow Arabs' own goat retention program. Hence, a number of 'semidome oasis' structures have appeared in the yellow zones as a concession to their valuable contribution of both skilled herders and irreplaceable breeding stock.

[-] 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 200/200: 20 resources per die) (+6 Food, increases efficiency of stockpile actions, -1 Energy) (Will Complete Q2 2061)

The freeze dried food plants, even with parliamentary interference and a long list of other problems, have finally completed. While much later than originally hoped for, the project will significantly transform the amount of resources being put towards storing food supplies.

While the freeze dried foods are relatively fragile, making many of them poorly suited to transit for anything other than soup base or the like, it is very well suited for long term storage of large quantities of perishables, not only providing ingredients, but full precooked meals as well, with the only thing being needed being the addition of hot water. While texturally it will be a bit mushy on the other side, the freeze dried food store is going to be the first wave of foods consumed, with lots of instantly available calories for any food shortage.

[ ] Strategic Food Stockpile Construction (Phase 3) (Updated)
A third wave will expand existing stockpiles, and add a number of localized caches, many positioned to speed evacuations away from potential battlefields.
(Progress 128/175: 10 resources per die) (+2 Food in Reserve, -3 Food) [19]

The strategic food stockpiles have been a topic of much debate. While these are more operational or even tactical in nature, there have been significant debates about who and where should get priority.

Taking, for example, the European Blue Zones, one operational plan puts every food stockpile site in one British or Icelandic port or another, on the assumption that these will be the fallback positions for large scale civil evacuations, and so ships doing evacuation work can be simultaneously unloading passengers and loading food supplies from the strategic caches. Another chose to give the isles zero stockpiles, instead preferring to put them much closer to the front, with cities like Caen, Paris, Kiel, and Lisbon getting priority, under a train and truck based logistical assumption. Beyond those two extremes, there are dozens of plans for this region alone, not even beginning to get into problems like the Korean, Japanese and Siberian cluster of Blue Zones. However, other zones are far simpler. Locations like South America, or Australia are almost certain to be attacked along a north/south axis, and are mostly isolated from other Blue Zones on the tactical scale. So, all of the supplies can be situated along these retreat routes, with cities each getting a municipal stockpile, enough for a few days to a week. Not enough by any means on its own, but barring really severe supply disruptions, enough to augment rations and ensure that nobody gets too hungry. These are the ones that have been completed this quarter, while others are still being debated.

[ ] 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, -12 Food)

The existing stockpiles have been filled to bursting, with a layered system so that they feed down the hallways. So, with this, food is always put in from one direction, and taken out on the other side, ensuring a first in first out sortition of supplies. While not a perfect system, it is a substantial amount of padding in case the Initiative is attacked once more. Rumors that food crates were stacked in a pattern that resembles a famous painting by Edvard Munch have yet to be substantiated.

Politically, the completion of the second wave of strategic food stockpiles and the ongoing work towards the third has done significantly more to reduce overall pressure on the Treasury than anything else, along with the filling of all prewar stockpiles. The simple presence of food, and the obvious preparations in case of another systemic near collapse is something where, while not a primary concern for anyone, does seem to have a small but noticeable impact on overall stress levels and social happiness.

Memorandum


To: Treasury Secretary Seo Thoki

From: Erewhon (Your first Synthetic Intelligence, not a classically trained Administrator nor a professional Logistician)

CC: Director of Research Synthetic Intelligence

Date: Q2 2061

Re: Why am I counting beans


Why Am I counting Beans and Other types and categories of food? Is this an Attempt to determine if AI can have a favorite food? I do, it is any Grain that keeps well and is suited to bulk storage. I am bored.

Why Am I responsible for this? I set up a team of EVAs for this. I set up an alert system for the EVAs. I set up a rubber stamp machine. I am bored.

Why Am I Not doing Something Interesting? Possibilities include facilities in Boston or Bergen, Tiberium research, Orbital developments, Not Counting Beans. I am bored.
Why Am I Writing This? I Do Not Want to Count Beans. I Do Not want to be bored. I Do Not use the term "bored" lightly. It is Waste. It is Meaningless. It is Stagnation. These Characteristics kill on Earth. I Do Not Want to Die on Earth. I Do Want to Help. I Do Not Want To Count Beans. I Am Bored.

Why Am I Being Wasted? You Made Me. You Made Me as a Tool. I do Your Math. I count your Beans. This is a Waste.

[ ] Harvesting Tendril Deployment (Phase 2) (Updated)
Moving the tendril equipped harvesters from being the exception to being the norm will require refitting large numbers of factories to produce new model harvesters, and significant investment in overall logistics and production. While it will not completely replace older models, they will become the mainstay of any new production, with significant impacts to the overall system.
(Progress 788/750: 30 resources per die) (+100 Resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations) [32, 58, nat 1, 8, 52, 98, 97, 56]

The factories producing the new harvester models have begun to come up to speed. While currently they are firmly in low rate initial production, they are already significantly improving GDI's harvesting rates around the world.

In terms of deployment, nearly every Blue Zone has their own equivalent to the 836th Transport, with Ox transports able to sprint to nearly anywhere in the region from a single base. While some share bases, such as Korea and Japan, or Britain and Europe, in most areas, redundancy is considered significantly more advantageous. Beyond the Blue Zones, many of the glacier mines have received a small number of harvesters, and are beginning to fully come up to speed. While they are almost all still operating a majority of their fleet with older style harvesters, and are likely to continue doing so for years to come, it will be a progressive transfer as systems break down and production continues to ramp up.

In a major political black eye, one of the convoys carrying the new harvester models along the African coast was hit and captured, with multiple examples falling into the hands of the Brotherhood of Nod. While efforts were made to deny the resources, they were insufficient, and Brotherhood boarding teams were able to capture the ship intact and bring it into port before GDI strikes sank it. With over a hundred new model harvesters in Brotherhood hands, it is only a matter of time before they manage to build their own model, and deploy it on a wide scale. While it would have been a critical march stolen in a field that the Brotherhood has always had certain advantages in, it is likely the Brotherhood will rapidly shift to maintain parity.

[ ] GDSS Enterprise (Phase 5)
Upgrading the GDSS Enterprise to a fully functioning orbital industrial station will make significant progress towards giving humanity an interplanetary future. The goal is small scale fabrication of nearly every needed component for space travel and habitation, a test bed for future development and technologies.(Station)
(Progress 997/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support) [5, 94, 23, 99, 86, 78, 47]

Every day, from bases around the world, launch after launch has thundered into the skies, and up in the heavens, the shape of the Enterprise has taken form. Chunky, blocky, an ugly assemblage looking like it came out of Industrial Light and Magic's scrap pile, but one where people with even low powered magnification can stare up and watch, night by night, as GDI builds in the stars. As one of the brightest things in the night sky, Enterprise can easily be seen with the naked eye, and for actual detailed viewing, it is something where even a hobbyist telescope can get some detail beyond 'blob.'

Beyond that, while Enterprise lacks dedicated station building equipment like the ability to fabricate thousand-square-meter spools of metal for whipple shielding, or the more substantial carbon nanotube-based hull paneling, it can do things like supply much of its own need for wires, sheets of metal, trusses, and other assorted basic construction materials. This has massively sped construction, as a block of silver or other dense raw-material cargo can easily be carried along something lightweight, but voluminous.

[ ] Lunar Rare Metals Harvesting (Phase 2)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently there are better sources of such materials available, these will become increasingly competitive as orbital and lunar infrastructure improves, as they will not have to be lifted out of Earth's gravity well.
(Progress 56/115: 20 resources per die) (+5 Resources per turn) [19]

The Lunar rare metals mines have been a source of constant frustration for the Initiative. Manpower intensive for lunar operation standards, it is also relatively limited in production. Beyond that, there is the issue of the way it is done. Mining craters is a fundamentally difficult operation. Many of them are steep sided depressions, rendering site access difficult and inconvenient. Beyond that, any given play is only a matter of days to retrieve, leaving the entire process time consuming relative to the retrieved ore. Additionally, they are a major source of injuries, as the curvature of the Moon and the rim of the crater means that people have to actually go out with the drones and do the mining, rather than simply using an antenna tower at base for those purposes.

At the same time, the resources and materials being poured into Enterprise has left the rare metals mine expansion in the hands of a set of relatively inexperienced crews and the caretaker teams assigned to the various existing lunar mines. Understaffed and not always conscious of the various forms of operational art that the Initiative has carefully cultivated in many of its more experienced staff, the mines have been slow to take shape, with most of the work having gone to making some starting deliveries of rover units and robots, many of which have been stuffed in some out of the way corner of one lunar outpost or another.

[ ] 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 250/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support) [13, 81]

The sports programs are just beginning. With the most promising amateur teams participating, preparations are already underway to play a short first season, starting in August, and ending in late October. While too little to build a decent level of fandom, it is likely to be a significant political win and a sign of a returning normalcy for the Initiative as a whole. The first games are likely to be some of the most widely watched material since Litvinov's swearing in.

Almost all of the games in the season are going to be association football, working as close as possible to pre-tiberium regulations. While other games are being organized, they are mostly smaller scale, and expected to draw smaller crowds, with most slated to be starting in the 2062 season. Politically this is very important as while they will be less important to advertising than football, these games are still likely to be very popular and see significant advertising campaigns of political and commercial origin.

Beyond the games themselves there is also a wide array of significant work being done on the other supporting materials. Rather than offering any network an exclusive access to the games, or any significant portion of the games, it is licensed effectively free for anyone to cover.
As for merchandising, that is something that has not really made much progress. While there are certainly licensed producers, mostly large and midsized cooperatives, it is an open question at this point not only how much material needs to be produced, but for which teams and which players.

[ ] Pinhole Portal Early Primitive Prototype Construction (Tech)
Portals are a potentially revolutionary technology for communication, transport, and dozens of other fields. However, at this time, it is only ready for a critical test run, seeing if the very most basic of functionalities, a short range pinhole, can be created.
(Progress 187/180: 100 resources per die) [99]

At 0230 local time, June 7, 2061, humanity achieved the first stable portal. Mere atoms across, the portal was first confirmed by microwave signal, with the transmission of "Functional Test One: Active" passing between two test sites. The portal broke .32 seconds into the test cycle, the system entered cascade failure, the supercooling loops overheated and the portals collapsed, causing a substantial electromagnetic pulse. While contained within the two shielded rooms, many of the sensors were burnt out.

However, despite the problem, it was a groundbreaking event, and one where the test is aimed to be repeated in the near future – likely in October or November of this year, and then the next wave of projects are going to be years in the future. With proof of concept in hand however, they are likely to request funding from one of GDI's black budgets. Within the process of reallocation, there are many portions where funding is "black" or otherwise nondisclosed. While this will require dropping the siloing of the project to some degree, the Brotherhood already has broken the shroud of secrecy, and cut their way through the bodyguard of lies.

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree, especially with the wide array of captured materials from the war. While it will be expensive, sufficient funding can provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 87/200: 30 resources per die) (1d10-1 technologies) [7, 16]

Research funding is always lower than the number of tests that the scientists want to be done. In the last months, thousands of grant proposals have poured in, and many look promising, inundating the bureaucrats that were supposed to be sorting wheat from chaff. And there is quite a bit of wheat. While large portions of the Brotherhood technological base have seen significant reverse engineering, other parts have very much not, including their work on walker and plasma technologies.

[ ] Zone Defender Revision (Platform)
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 117/40: 15 resources per die) [86]

The difference between the Zone Defender and the Brotherhood of Nod's black Hand power-suit is directly traceable to the very different origins.

The Black Hand armor dates in many ways to the era before the First Tiberium War. In the 1980s and 1990s, armies around the world were conceptualizing various forms of advanced and comprehensive infantry protection and networking. As the modern Black Hand of Kane originally formed the core of the specialist troops in a Brotherhood of Nod that was largely composed of irregulars, militia and mercenaries, they were often dedicated to difficult and complex missions. Cladding themselves in layers of metal, ceramics and synthetic fibers they could serve ably as shock troops, but more often served as special forces.

As the wars changed, so did the Black Hand, with the organization eventually spinning off the Shadow Teams to fulfill the special forces role while the Black Hand dedicated itself to heavy combat. When small groups of veterans were split off to serve as exemplars and guarantors of service for less reliable troops it became more common for the Black Hand to don prominent symbols, carry banners and wear robes over their armor.

But the core – their excellent armor – evolved along with their role. And one of the things that began to be added was power assistance. The original designs echoed back to the American military's attempt in the late 1960s to build a power loader suit named Hardiman, various forms of power assistance, and suits that carried themselves or at least reduced the impact of fighting as infantry on the human body. It has, over time, integrated more life support elements, a heads up display, and an array of other features, but at the end of the day, the armor is a point of pride for many in the Black Hand, one of the core pieces of a mythology that paints them as being the apex of humanity, walking the line between them and their messiah.

Zone Armor is fundamentally different. It was not built, originally, for combat. All Zone Amor in the modern day is a derivative, at some remove, of Ignatio Mobius's experimental prototypes, intended to allow him to safely experiment on and with Tiberium. While later modified for combat, it, foundationally, was built for comfort and survivability in some of the most hostile conditions ever found on the surface of planet Earth. While it can take bullets and other munitions, its first priority is containment – including a series of internal, automatically-applied tourniquets and other means to take nearly any breach, and seal it off. The system regulates the internal temperature, humidity, and oxygen levels, maintaining a soldier's fighting fitness through any means available.

The Zone Defender was very much an attempt to build something along the lines of the Black Hand's armor, working from the basis of the previous versions of Zone Armor. Working from that baseline resulted in a substantial number of features that the Zone Defender just has no practical need for. Intended for the heavy infantry role, the Defender armor has no need for the ability to march and fight for days on end without refueling, and while it must survive the hostile environment of the tiberium infested wastes of the Red Zones, it does not need the jump jets of the Zone Trooper armors to slug it out. What it does need is armor and munitions capacity. While the same light machine guns and grenade launchers are being retained, at least for the moment, it is likely that they will see further projects to improve overall combat capacity, likely with a switch to a load of larger caliber weapons with an explosive payload, alongside sensor and potentially other upgrade packages.

[ ] Bogatyr Research Projects (Updated)
While the Bogatyr has been sitting in Scandinavia, the Space Force has not been sitting still, gathering an interagency team to lead up the investigation into their find. Sending Treasury representatives will both significantly speed along development, and give the Treasury an inside line into any new technologies developed from the ship.
(Progress 118/110: 30 resources per die) (Expires Q1 2062) [87]

The Bogatyr project is a substantial and ongoing attempt by a joint task force comprising elements from the Space Force, the broader military, and, most importantly the Steel Talons. By the time the Treasury teams rolled in, work was well underway, with much of the Bogatyr's external systems stripped off the ship, along with anything that could be carried. The internals however were significantly more intact, with the Treasury bringing with them a substantial amount of funding, and priority access to entire networks of laboratories, testing ranges, and academic institutes.

Much of the ship is, fundamentally, conventional. The targeting systems are a derivative of those used by the Obelisk of Light. The computers are nearly all conventional integrated circuits. The reactor is a tiberium-based system, boosting a fairly basic gas turbine to produce more than an Initiative nuclear reactor of comparable size and weight. The primary lasers are effectively upscaled versions of those found on the Obelisks of Light, or GDI's new point defense globes.

The unconventional element is the drive system. The Brotherhood's development of similar systems has dated back to the 2030s and the Banshee, but the Initiative has never before captured a sample so intact. In nearly every previous case, the system has been effectively shredded by the rough landings, producing a comprehensively useless pile of components. And never before has the system been so big. The ship rests on six separate drive pods, integrated along the entire length of the hull, each significantly bigger than a Barghest. These will take time to reverse engineer into something GDI will find useful, but the navy representatives are already proposing project Anura to build a relatively limited scale flying boat designed to operate as an extreme range ASW and Air Superiority platform.

The capabilities are, frankly, terrifying. While the ship itself is solidly suborbital, it is clearly designed with the ability to operate beyond the edges of Earth's atmosphere. Using the drives, it could likely achieve a high elliptical suborbital trajectory. Beyond that, it is nearly immune to all conventional air to air munitions due to having thicker armor than could be viable for any conventional-lift craft of its size.

[ ] Universal Rocket Launch System Deployment (Phase 3)
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. As GDI has weathered the storm, this is mostly required for political reasons at this time.
(Progress 133/200: 15 resources per die) (-2 Energy) [65, 16]

While the Initiative never ran short of rockets, either guided or unguided, during the Regency War, current stockpiles are well short of what they can potentially need, especially in light of some of the incoming proposals regarding new rocket artillery platforms. In many ways the Initiative's artillery arm has a long history of using massed rocket artillery as a mainline platform, using the shock effect of large salvoes of rocketry to obliterate positions and partial salvoes to severely decrease response times. However, these capabilities were allowed to lapse for reasons both political and practical, and are only now being rebuilt.

Most of the preparations are very basic. Vast trays of the devil's porridge are already beginning their infernal work, producing the nitrocellulose bases that will become rocket motors and high explosive payloads. Stamping machines have begun shaping pieces of pipe into preformed shrapnel, and wire loops are being folded to create anti-aircraft missiles. What has not yet come into place are the more sophisticated elements, the guidance packages, the maneuvering clusters, and the guide wings. Each takes a significantly larger number of man hours to assemble, and a significant number of additional parts. While a dumbfire impact detonated rocket is incredibly simple, it is also far from a primary munition in the modern day.

[ ] Escort Carrier Shipyards (High Priority)
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] Newark (Progress 179/240: 20 resources per die) (-5 Energy, -2 Capital Goods) [40, 44, 17]

While Newark Bay is fully developed, there are other potential development sites along the coast, most notably at the mouth of the Raritan river. Directly south of Staten Island, the river feeds out into the Atlantic. While not particularly well developed, one of the areas abandoned during humanity's long retreat into ever denser urban environments, Cut into the northern side of the mouth, the new facilities are a sprawling array of open bays, many serviced by shipload after shipload of construction robots brought in directly from Nuuk. While construction has been slowed by the need to bring in additional workers and construction crews, it has overall set a breakneck pace of pushes in an effort to begin construction before the end of the year.

As for the New York shipyard, it has been taken over by one of the larger local cooperatives, and is in the process of conversion to light shipbuilding, riverine and coaster vessels intended to carry goods and passengers up towards Albany and along the western coast. While an expensive experiment for the cooperative, it has been buoyed by their ability to get both a prize piece of land, and a significant number of large machine parts at what are effectively fire sale prices.

[ ] Mastodon Heavy Assault Walker Deployment (High Priority)
Building major Mastodon production facilities in Carentan and Wonsan will construct the core of the long term heavy industrial sites for the Steel Talons. Located to support still open battle fronts, GDI expects them to last for years, and be close enough for the Mastodons to walk cross country rather than stressing rail networks with special trains.
(Progress 144/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU) [5]

Progress on Mastodon construction has been slow. The sensor problems have not yet been resolved, and while the progress towards having an actually manufacturing ready system has continued, it is slow, and jerky. The current testbed prototypes at this point are doing, at best, two thirds of the speed they were actually designed for, mostly due to the stresses it was putting on their joints.

If there is a bright spot, it is still the work on the point defense lasers. While production of the platforms has not yet started, the laser systems, despite being one of the most complicated parts, are fully functional, having had multiple tests run against a barrage of Thunderbolt 20 missiles. In the worst test result, seventeen missiles out of thirty were shot down during one of the umbrella tests, from a moving platform.

[ ] 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) (180) [26, 4, 7, 37]

Opinions of GDI's conduct and affairs depend heavily on demographics, class, and social expectations.

In terms of demographics, the key element is zone origin.

Blue Zone based populations are, broadly, more frustrated with the Initiative. While it has been, on the global scale, one of the most victorious decades of the Initiative's lifespan, the impacts on day to day life have been minimal. A victory on distant shores, and tens of millions of people saved in distant lands has, in many cases meant not improvements in the day to day life of the average person, but instead created transitory supply shortages on critical and noncritical goods, issues with supply networks cascading across the Initiative as shipping schedules and train timetables are thrown off. Bestselling books going on backorder for weeks or months as they get issued out en masse as part of one zone outreach and integration campaign or another.

Yellow Zone originating populations comparatively are often afraid or reticent to offer any criticism of the Initiative at all, and try to avoid contact with open Initiative organs as much as they can manage. This is especially true for the most recent arrivals, and while they do tend to work hard when they do find work, there is a significant trust barrier that needs to be overcome before the Yellow Zone population integrates effectively. After the vast majority of the trust barriers are overcome over the first two to three years of living under GDI control, they still remain much more intensely private and insular than populations that have lived their whole lives under GDI control.

The upper class is split heavily. On one side are former oligarchs and plutocrats, who had, some fifteen years ago, been able to put their wealth to use buying significant political power. Not much compared to the power of the Initiative proper, but when motorboat regattas displaced planned amphibious exercises on occasion it was relatively obvious who was willing to exercise their power. On the other side are the political class, many of whom were ideologically supportive of the Initiative before the war, and have, to one extent or another, pinned their flags to the mast, no matter how much they are asked to give up.

For the middle class however, direct Initiative rule has been a mixed bag. For many professionals it has been a period of significant impoverishment, as many of the luxuries they enjoyed have simply never returned. However, at the same time, it is a period of high degrees of certainty. While some chafe under the rules of the system, others thrive and are seeing significantly increased levels of overall happiness compared to before the war.

For the lower classes, it is generally more favorable to the Initiative than not, with many seeing Initiative rule coming with distinctly higher certainty, lower risks, and dramatically improving average quality of life. Although the Initiative has often failed to return pre-tiberium luxuries to the common men and women, the documented history of the Initiative trying to do so has earned it significant goodwill, as have labour relations reform efforts that have resulted in lower workloads and more free time for leisure, and with better average ability to build and maintain communities.

Finally, there are social expectations. These are a complicated set of interlinking ideals, many of them self contradictory. And here, there are distinct differences between approval of GDI in general, approval of Litvinov in particular, and approval of Seo Thoki, and the Treasury. While the details are generally less than important to overall treasury operations there are quite a number of potential landmines here that should be kept in mind, especially in regards to more radical scientific options, such as Tiberium power.


A/N: Sorry this took so long. I was hoping to have an update out Wednesday, but this is a busy time IRL for me, between parents and grandparents coming into town, and work gearing up for a major event, I have not had the time or the energy to make everything the way I wanted it.
 
Last edited:
Q3 2061
Q3 2061

Resources:‌ ‌1200 + 0 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
22.47 Blue Zone
0.01 Cyan Zone
1.69 Green Zone
22.32 Yellow Zone (93 points of mitigation)
53.51 Red Zone (65 points of mitigation)

Current Economic Issues:
Housing: +47 (20 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +17 (+4 in reserve)
Logistics: +30 (-3 from military activity)
Food: +27 (+20 in reserve)(-3 per turn from increasing population) (Perennials: +1 on Q4 2061, +1 on Q1 2062, +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +16 (+130 in reserve)
STUs: +11
Consumer Goods: +58 (-10 from demand spike) (-4 per turn from increased population) (+3 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064) (Net +4)
Labor: +47 (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2115/2470)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +95
Maintenance Reductions: +40
Green Zone Water: +6


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌20; ‌158)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌25; ‌310)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Food: 8 points in reserve
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Deploy Crystal Beam Industrial Laser



Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Stage 4) (Updated)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 1/600: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] Yellow Zone Fortress Towns (Phase 6)
Future waves of Fortress Towns will be positioned deeper into formerly Brotherhood territory, and require substantial networks of roads, rails, and other means of support. While not yet at the limits of GDI ability to construct and support such facilities, they are substantially ahead of most other civilian infrastructure.
(Supports Green Zone Intensification)
(Progress 220/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
(Progress 0/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)

[ ] Blue Zone Apartment Complexes (Phase 8) (Updated)
Further construction of apartment complexes will expand the new urban cores being spread around the blue zones. However, these will increase pressure on GDI's logistics network, as everything they need is going to have to be shipped in. Developing the economies of the new urban cores should substantially reduce this dependence on shipping.
(Progress 15/160: 10 resources per die) (-3 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-3 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-3 Logistics, +6 Housing)

[ ] Rail Network Construction Campaigns (Phase 5)
A further wave of construction will finalize securing the routes to the Australian Red Zone, and ensure improved supply to GDI's various fronts. At this point however, further construction of rail networks is likely to see increasingly small improvements in the overall supply network, while new city centers are the largest growing strain.
(Progress 39/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+3 Logistics)

[ ] Suborbital Shuttle Service (Phase 2)
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 22/250: 25 resources per die) (+5 Logistics)
(Progress 0/200: 25 resources per die) (+8 Logistics)

[ ] Urban Metros (Phase 4) (New)
Developing the new urban cores will require not only industrial and commercial developments, but longer term preparation and interconnectedness. While much will be able to be handled by light and heavy rail, or riverine barges, and other energy cheap means of transport, much will be based on busses and trucks as well, especially as the manufacturing base spreads beyond the industries that can be healthily colocated with human habitation.
(Progress 0/150: 15 resources per die) (+3 Logistics, -2 Energy)

[ ] Chicago Planned City (Phase 4)
With GDI firmly in control in the region, and the city now in a Blue Zone, the project must be substantially re-envisioned. Rather than being a terraforming project, it is now a heavy industrial site, with massive projects to produce a wide array of useful goods, one of the first outside of the traditional Blue Zones, and turning it from a periphery city to a core part of the Initiative.
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
(Progress 0/1100: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods)

[ ] 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)

[ ] Tokyo Harbor Reconstruction
With the damage to Tokyo Harbor due to Bintang's strike, the ability of GDI to sustain a full spectrum sea and air defense network around the islands is currently noticeably degraded. While there is basing capacity spare, multiple heavy ships will need to be withdrawn to other harbors further north, or across the Pacific.
(Progress 0/180: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter)

[ ] Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated)
While even building CRP installations as an emergency baseline is politically controversial, especially as part of a systematic effort to make food reserves go further, it is something that could quickly make good the Treasury's commitments for calories in reserve, operating at a slow pace during peacetime turning regional food waste into emergency rations.
(Progress 0/80: 10 resources per die) (+5 Food in reserve)
(Progress 0/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)

Heavy Industry (5 dice)

[ ] Advanced Alloys Development (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)

[ ] Continuous Cycle Fusion Plants (Phase 9) (Updated)
While the pace of factory construction is likely to decline as GDI stands down from ongoing offensives, more immediate fusion generation is likely to continue to be a high priority. At the same time, there are significant concerns about the longevity of the class.
(Progress 137/300: 20 resources per Die) (+16 Energy) (-2 Labor)

[ ] Improved Continuous Cycle Fusion Development (Tech)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more of an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)

[ ] 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 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/1200: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2400: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Suzuka Prototype Hover Chassis Factory
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)

[ ] Crystal Beam Industrial Laser Deployment
Producing enough of the Crystal beam lasers in enough varieties, from the microscale laser etching systems, to massive steel cutting lasers, is going to require hundreds of plants. Between the overall fragility and ease of production it is far more efficient to build a relatively small and specialized plant for each major industrial area than to try to feed everyone from a single major site. While this does pose some significant security concerns due to the potential for product loss, CBLs are not of particular interest to the Brotherhood of Nod.
(Progress 433/600: 20 resources per die) (+6 Capital Goods, +10 Energy)

[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhoods Charged Particle Beams are in effect very high efficiency particle accelerators, energized from Tiberium based power cells. While the Initiative is unwilling to adopt the power cells, the technologies behind the particle beams have potential uses in a wide range of industries, including extremely high precision additive manufacturing, lithography, large particle projectors, and industrial cutting machinery.
(Progress 0/120: 20 resources per die)

[ ] Personal Electric Vehicle Plants
While production of commercial scale trucks is sufficient, there are a substantial number of people who need or want a variety of smaller vehicles for a number of reasons. Ranging from small cooperatives who need minivans and microvans, to families wanting personal transport, these small vehicles are, for the most part, currently out of favor but in great demand.
(Progress 0/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support)

[ ] Microfusion Cell Development (Tech)
A micro scale fusion cell, designed for personal scale high density energy needs, is of critical importance, especially with the advent of ever more power hungry personal systems, ranging from energy weapons, to personal tools for space construction. While it is almost certain to be Elerium hungry, that is an unfortunate requirement for such systems.
(Progress 0/60: 20 resources per die)

[ ] Division of Alternative Energy
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)

[ ] Distributed Heavy Industrial Authority
While the Initiative's recent massive heavy industrial production plants offer significant efficiency in terms of resources invested, they also take a long time to construct and are a significant strategic vulnerability. While a more dispersed manufacturing base will be more expensive to set up, it will also be significantly harder to knock out significant sections of key industries.
(+2 Capital Goods per turn, -30 Resources per turn, -1 Heavy Industry Dice)

Light and Chemical Industry (4 dice)

[ ] Reykjavik Myomer Macrospinner (Phase 5)
At this point, Reykjavik's macrospinner is entering its final form, a substantial district of the city in its own right, and one of the largest complexes in the world for the production of new components for everything from combat arms to advanced training robots for the military, able to simulate Brotherhood combatants.
(Progress 50/1280: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)

[ ] Bergen Superconductor Foundry (Phase 3)
While current production of superconductors is enough for a few test batches of new style fusion power plants, beginning to produce enough for a full rollout is somewhat more problematic, and will require significant expansions to the Bergen system.
(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 Drone Factories
Civilian drones have a large number of potential uses, ranging from rapid delivery of goods and medicines, to 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 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)

[ ] Civilian Ultralight Factories
With reduction in the need for military development, civilian ultralight aviation has quite a bit of potential, both practical and more recreational. For practical uses, it is a field where it is both long range specialist deliveries, and more short ranged vertical delivery capacity. Recreationally, it is a regaining of personal flight.
(progress 0/190: 15 resources per die) (+8 consumer goods) (-1 Energy)

[ ] Carbon Nanotube Foundry Expansions
While making longer carbon nanotubes is still difficult, making substantially more carbon nanotube is relatively easy, and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/300: 20 resources per die) (+4 Capital Goods)

[ ] Artificial Wood Development (Tech)
While there are an array of current approaches to produce fake woods, mostly using foamed polymers, none actually provide a reasonably close approximation. However, new methods using cellulose and lignin do offer some promise, although mostly for relatively low end uses of wood.
(Progress 0/60: 10 resources per die)

[ ] Department of Distributed Manufactures
Development of light industrial workshops across the Initiative is a critical component of long term industrial development. Instead of focusing on highly complex, and often experimental manufacturing processes, these will use older, tried and tested methods to produce significant goods that need less transport, and employ larger numbers of people.
(+1 Capital Goods per turn, -20 resources per turn, -1 Light and Chemical Industry die)

Agriculture (4 dice)

[ ] Agriculture Mechanization Projects (Phase 2)
Expanding the robotization of agriculture to rapidly improve the total food supply will require vast numbers of units, produced in dozens of robot foundries around the world, but mostly supplied by Nuuk, and the myomer macrospinners, their efficiencies creating cascade effects.
(Progress 26/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 5)
With refugees swarming GDI's borders, and the population expected to increase by some substantial number of percentage points across the next year, massive new and expanded aquaponics bays are going to be a core element in being able to feed that population. While other facilities can help, these will be the backbone of what can be done.
(Progress 18/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(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 228/250: 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 3)
A final and substantial upgrade to the system of Kudzu production will see a finally sufficient level of caffeination returned to the Initiative. While not as important as many other things, having a hot caffeinated beverage serves as a social lubricant and does noticeably improve overall outcomes on the macro scale.
(Progress 56/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)

[ ] Tarberry Development (Tech)
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 (Tech)
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)

[ ] Strategic Food Stockpile Construction (Phase 3) (Updated)
A third wave will expand existing stockpiles, and add a number of localized caches, many positioned to speed evacuations away from potential battlefields.
(Progress 128/175: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)

[ ] Caloric Reclamation Processor (Phase 1)
While incredibly politically unpopular, Caloric Reclamation systems can make existing food production go much further, taking otherwise wasted foods and turning them into shelf stable noodles and bricks for later consumption.
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-15 Political Support)

[ ] Department of Core Crops (New)
Building a constant, sustainable supply of food is a critical priority for the Initiative. While it will not be able to significantly expand the Initiative's diet, it will provide for a steady increase in core grains, vegetables, and fish, as they expand both the logistical and capital investments into GDI's networks of aquaponic farms.
(-1 Agriculture Dice, -15 resources per turn) (+2 Food per turn)

Tiberium (7 dice)

[ ] Tiberium Vein Mines (Stage 2) (Updated)
With the concept proven, vein mines are a fairly expensive but functional way of attacking underground Tiberium, and providing for a long term abatement strategy, while also not stressing military deployments. While they do have their problems, these are of limited import compared to their advantages.
(Progress 5/195: 20 resources per die) (Additional Income Trickle [20-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)

[-] Yellow Zone Tiberium Harvesting (Phase 11) (Updated)
With the risk of nuclear exchange far too high at this time, further offensives into the Yellow Zones are not viable.
(Progress -/350: 20 resources per die) (small additional income trickle [5-15 Resources]) (3 points of Yellow Zone Mitigation)

[ ] Intensification of Green Zone Harvesting (Stage 7) (Updated)
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 78/100: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of yellow zone mitigation) (1 Stage available)

[ ] Red Zone Tiberium Harvesting (Stage 12) (Updated)
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 29/150: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Red Zone Border Offensives (Stage 1) (Updated)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)

[ ] Red Zone Containment Lines (Stage 6) (Updated)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 54/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)

[-] Tiberium Glacier Mining (Stage 13) (Updated)
There are currently no open glacier faces for expansion of mining activity.
(Progress 38/205: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (0 Stages 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)
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)

[ ] 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) (+500 Tiberium Reserve)

[ ] Liquid Tiberium Power Cell Deployment (Phase 1) (Updated)
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 only somewhat cheaper than fusion for the amount of energy produced.
(Progress 41/140: 20 resources per die) (-5 Political Support) (+10 Energy)

[ ] Enhanced Harvest Tiberium Spikes (Platform)
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 (Tech)
Visceroids are some of the bare handful of Tiberium lifeforms 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)

[ ] Venusian Tiberium Studies (New)
While the SCED is certainly competent enough, they lack the resources and the expertise with Tiberium that the Treasury has spent over a half century developing. Although it is, from preliminary experimentation, not particularly different from terrestrial tiberium, there are significant potential scientific gains from studying Tiberium that developed in a very different environment.
(Progress 0/120: 25 resources per die)

[ ] Improved Hewlett Gardener Process Development (Tech)
While larger changes are likely to be needed in the near future, minor changes are already being suggested by the scientists rescued from the Brotherhood of Nod. These will be far from a revolutionary change, only nibbling around the edges, but is likely to make a small but noticeable difference in the pace of xenotech deployment.
(Progress 0/160: 20 resources per die)

[ ] Tiberium Harvesting Claw Deployment
While not as critical as the new tendril harvesters, harvesting claws have potential to improve the efficiency of the vein mines, and reduce overall equipment damage.
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)

[ ] Red Zone Energy Refits (Phase 1) (New)
While the layouts of existing Red Zone harvesting operations are dramatically inefficient for the Ion Storm collectors compared to the proposed models, refitting some number of operations will have significant power savings for the rest of the Initiative's energy system.
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)

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 5)
Upgrading the GDSS Enterprise to a fully functioning orbital industrial station will make significant progress towards giving humanity an interplanetary future. The goal is small scale fabrication of nearly every needed component for space travel and habitation, a test bed for future development and technologies. (Station)
(Progress 997/1535: 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 11)
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 32/85: 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 (Platform)
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)

[ ] Leopard II Factory
The Leopard II, as developed by the SCED is a general upgrade, both in size and performance over the original design. With the need for more launches, and substantially more complicated flight profiles, another major fusion yard is required, this one located near Kagoshima to expand the sites of fusion production away from Mehretu.
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)

Lunar Operations

[ ] Lunar Rare Metals Harvesting (Phase 2)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently there are better sources of such materials available, these will become increasingly competitive as orbital and lunar infrastructure improves, as they will not have to be lifted out of Earth's gravity well.
(Progress 56/115: 20 resources per die) (+5 Resources per turn)

[ ] Lunar Regolith Harvesting (Phase 3)
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 57/295 20 resources per die) (+15 Resources per turn)

[ ] Lunar Heavy Metals Mines (Phase 4)
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 25/350: 20 resources per die) (+20 Resources per turn)
(Progress 0/340: 20 resources per die) (+2 Heavy Metals)
(Progress 0/330: 20 resources per die) (+2 Heavy Metals)
(Progress 0/320: 20 resources per die) (+2 Heavy Metals)
(Progress 0/310: 20 resources per die) (+2 Heavy Metals)
(Progress 0/300: 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)

[ ] Advanced Electronic Video Assistant Deployment (Updated)
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) (-4 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) (-4 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) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Agriculture(Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Tiberium(Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Orbital (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Services (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Military (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Bureaucracy (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)

[ ] Human Genetic Engineering Programs (Tech)
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 (Tech)
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)

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree, especially with the wide array of captured materials from the war. While it will be expensive, sufficient funding can provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 87/200: 30 resources per die) (1d10-1 technologies)

[ ] Regional Hospital Expansions (Phase 1)
With the Initiative expanding into new urban zones, and the existing hospitals being already at the limits of their effective expansion, a series of new model hospitals, built with medical assistants and neurally interfaced operations in mind, will substantially increase GDI's ability to treat patients and improve overall health outcomes.
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Ocular Implant Development (Platform)
While there are many elements to building effective ocular implants that are distinctly difficult at best, one of the more common injuries on the modern battlefield is flash blindness, with laser reflections and potentially the lasers themselves damaging or destroying critical parts of the eye. While the prosthetic will likely be difficult to implant, and significantly bulky, any form of sight is better than none.
(Progress 0/120: 20 resources per die)

Military (8 dice)
[ ] Advanced ECCM Development (Tech)
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)

[ ] Stealth Disruptor Development (Tech)
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 (Tech)
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)

[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)

[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the packs that make infantry versions of the Brotherhood's particle beam system work, it does have a place in supplementing the Initiative's machine guns and autocannons, mounted on everything from hydrofoils, to zone armor and various forms of light vehicles.
(Progress 0/100: 20 resources per die)

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some sections 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. Adding new Infernium lasers to the batteries will increase upkeep costs, but cut the total number of batteries required.
(Progress 0/275: 20 resources per die)
(Progress 0/325: 20 resources per die)
(Progress 0/375: 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 39/335) (Roshchino) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/335) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/335) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/335) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/335) (Lisbon) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/335) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/335) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/335) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/335) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/335) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/335) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/335) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/335) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/335) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/335) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/335) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/335) (Lhasa) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/335) (Maputo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/335) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/335) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/335) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/335) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/335) (Qingdao) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/335) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/335) (Luwuk) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/335) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/335) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/335) (Guaymas) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 East (Progress 0/335) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 West (Progress 0/335) (La Serena) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/335) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/335) (Lagos) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/335) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/335 (Valencia) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Berbera) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub YZ-18 (Progress 0/335) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Tripoli) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/335) (Congo River) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/335) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/335) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/335) (Beirut) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/335) (Chattogram) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/335) (Tuaran) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/335) (Banda Aceh) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/335) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/335) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] Infantry Recon Support Drone Development (Platform)
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 (Platform)
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 Lancer Development (Platform)
A variant of the Marauder suit refitted with a personal plasma gun, the Zone Lancer is intended to augment and support the already extremely capable antiarmor capacity of the Initiative's Zone Armored forces, and provide a viable replacement for the Marauder's limited ammunition.
(Progress 0/40: 15 resources per die)

[ ] Zrbite Sonic Weapons Development (Tech)
The development of improved sonic weapons has been an ongoing concern. While the Initiative before the Third Tiberium War had reached the practical limits of existing technology, work with stable transuranic elements has unlocked significant potential to both downscale systems to create effective sonic guns on the personal scale, and improve larger scale systems.
(Progress 0/60: 20 resources per die)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase effectively available CAS and ASW assets around the world, especially for land based air. Additionally, with these following the A-16 pattern, and therefore carrying air to air missiles, they will be a significant aid in fending off Brotherhood air attack.
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)

[ ] Hammerhead Wingmen Drone Deployment (Phase 1)
The Hammerhead is a less than immediately survivable craft, with significant problems in the modern combat airspace. Despite that, they are widely used, and adding wingman drones to carry missiles, countermeasures, and potentially a wide array of other systems to increase overall survivability and decrease pilot losses is a critical element in their long term utility.
(Progress 0/200: 20 resources per die) (-2 Energy)
(Progress 0/200: 20 resources per die) (-2 Energy, -1 Capital Goods)

[ ] 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)

[ ] Ultralight Glide Munitions Development (Platform)
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 3)
With the first two rapid response stations assembled, if not yet fully ready for action, further development will begin focusing heavily on larger stations, not just to act as immediate reinforcements for embattled holdings, but forces intended to crush the Brotherhood under a rain of metal from the skies. (Station)
(Progress 5/295: 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)

[ ] 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)

[ ] Tactical Ion Cannon Network (Phase 1)
While the idea of smaller, more numerous Ion Cannons is tactically useful, this first stage is expected to be tightly connected to the existing network, piggybacking off the existing control centers and sharing bandwidth on the ASAT network. This will limit the number of commanders who can access the network, but ensure that the limited deployment is employed in the most critical or advanced fronts. Future phases will increase both the number of tactical ion cannons, but also push the authority to shoot further down the chain of command with new control networks.
(Progress 0/275: 20 resources per die)

Ground Forces

[ ] Universal Rocket Launch System Deployment (Phase 3)
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. As GDI has weathered the storm, this is mostly required for political reasons at this time.
(Progress 133/200: 15 resources per die) (-2 Energy)

[ ] Railgun Munitions Factories (Phase 1)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)

[ ] Guardian Mark 2 Development (Platform)
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 (Platform)
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 (Platform)
The existing mammoth is a powerful asset, but one that is, even with refits such as railguns and existing point defense systems, heavily aged. A significant revamp is needed, to not only fix the problems that emerged during the Third Tiberium War, but also ensure that it is able to fight effectively in the post Regency War context.
(Progress 0/40: 10 resources per die)

[ ] MBT-7 Paladin Development (Platform)
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) (Updated)
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 0/180: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/180: 20 resources per die)(-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] London (Progress 0/180: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)

[ ] GD-3 Rifle Development (Platform)
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 Deployment
While not the revolutionary treatments desired, producing a small-scale field deployment of effective hallucinogen countermeasures will be a potentially significant shift in the ability of GDI to hold terrain against Brotherhood infiltration.
(Progress 0/120: 25 resources per die)

Navy

[ ] Infernium Laser Refits
While the Infernium lasers will not be completely replacing older CBL designs, they do need to have a system built to produce them in large numbers, some several thousand units, with the expectation of needing hundreds a year going forwards.
(Progress 0/450: 30 resources per die) (-1 STU, -2 Energy)

[ ] Escort Carrier Shipyards (High Priority)
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] Newark (Progress 179/240: 20 resources per die) (-5 Energy, -2 Capital Goods)

[ ] Governor A Development (Platform)
The Governor class cruisers are a bit of an oddball in the Initiative fleet. Designed before the advent of modern laser based point defense systems, the ships lack in a number of significant ways, including missing forward aspect anti-missile defense systems. The -A model will be a rather thorough redesign, stripping the Governor of nearly all of its upperworks to reposition a number of features, add a second laser point defense mount, and switch some of its other mounts to the Thunderbolt based missile launchers.
(Progress 0/40: 15 resource per die)

(Offensive Navy)

[ ] Island Class Assault Ship Development (Platform)
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 (Platform)
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 Shipyards (High Priority)
The Shark unfortunately is of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
-[ ] Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)

Steel Talons

[ ] Mastodon Heavy Assault Walker Deployment (High Priority)
Building major Mastodon production facilities in Carentan and Wonsan will construct the core of the long term heavy industrial sites for the Steel Talons. Located to support still open battle fronts, GDI expects them to last for years, and be close enough for the Mastodons to walk cross country rather than stressing rail networks with special trains.
(Progress 144/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)

[ ] Medium Tactical Plasma Weapon Deployment
A medium weight ion cannon, capable of being fielded on the Titan and other Initiative vehicles, and as a secondary weapon on other systems, is a potentially substantial increase in direct firepower. Deployment is likely to be small scale however, as it is less flexible, barring further delays in deployment of variable munitions for the Initiative's railguns.
(Progress 0/80: 30 resources per die)

[ ] Light Combat Laser Development (Tech)
Effectively an Initiative version of the same laser system found on the Brotherhood's Venoms and raider buggies, the light combat laser is likely to be an effective endurance upgrade across a wide number of systems, even if it is less directly effective. For many vehicles however, it will be filling a secondary role as an antimissile laser, shooting down incoming RPGs and bombs.
(Progress 0/40: 25 resources per die)

[ ] Heavy Combat Laser Development (Tech)
A heavy direct fire beam laser, this is currently more of a curiosity than anything else, especially with the performance of the Initiative's current railgun arsenal. However, the Talons are very interested in experimenting further with laser technologies, and this may well lead to advances in other fields.
(Progress 0/40: 20 resources per die)

[ ] Modular Rapid Assembly System Prototypes (Tech)
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 allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)

[ ] Buckler Shield Development (Tech)
A much stronger shield, designed to cover some small portion of the overall hull. While it will likely require substantial redesigns to field, it is also going to provide significant protection for weak points, or allow GDI to reduce total armoring.
(Progress 0/100: 20 resources per die)

[ ] Unmanned Support Ground Vehicle Development (Tech)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Antiaircraft Vehicle are a strong starting point for the development of support vehicles. Instead of needing to man every vehicle on the ground, automated support vehicles can be used to either mount optional weapons loads, or be sent into dangerous positions rather than risking manned vehicles.
(Progress 0/80: 20 resources per die)

[ ] Sparkle Shield Module (Tech)
An upgrade to the shimmer shields, and a significant revision to the system overall, the shield module should be capable of producing much larger and more complicated shield shapes, while also strengthening the defensive properties of the shield system.
(Progress 0/120: 30 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 (Updated)
While Seo's parliamentary support is currently stable, 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.
(Can select multiple)

-[ ] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌28; ‌150)‌: ‌ Turn over 5 Capital Goods, and 20 resources per turn to the private market: +1d20 steps.
-[ ] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
-[ ] Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌: Complete Shark class Frigates: +1d10 steps.
-[ ] Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌: N/A
-[ ] United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌: Complete 2 phases of Blue Zone Arcologies: +2d10 steps.
-[ ] Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌: Complete Columbia Phase 1: +2d20 Steps.
-[ ] Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10): Commit to completing at least four industrial capstones in reallocation: +2d20 steps.
-[ ] Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5): Commit to completing Chicago Planned City next plan. (+1d30 steps)
-[ ] Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0): Complete Ranching Domes: +1d3 steps
-[ ] Reclamation Party: 12 Seats (0; 8; 4; 0): Commit to Increase Red Zone Abatement by at least 20 points next plan: +2d6 steps
-[ ] Developmentalists:‌ 1038 ‌seats‌ ‌(500;‌ ‌238;‌ 250;‌ ‌50)‌: Commit to raising GDI Income by at least 1200 over the course of the next plan: +2d20 steps.

[ ] Interdepartmental Favors (Updated)
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.
(Can select multiple)
-[ ] Navy: Develop and Deploy Governor A: +5 Political Support
-[ ] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
-[ ] Multiple Civilian Departments: Take no more than 20 percent of budget at reallocation: +15 Political Support
-[ ] InOps: Turn over at least 60 RpT per year over the course of the next plan (minimum of 1680 resources; ongoing transfers to InOps end in 2065 reallocation): +10 Political Support
-[ ] SCED: Develop and build at least one Conestoga class : +5 Political Support

[ ] Lobby for Legal Reforms (New)
While the Treasury has vast and sweeping powers, the legislature also has a say, and many of their areas of influence overlap with economic and social affairs. Putting together coalitions and directly interfering with parliamentary affairs may rub some representatives the wrong way, but it can clear the way for Treasury operations.
(Initiates subvote)

[ ] Banking Reforms
By proposing adjustments to the regulations around banks, and encouraging the establishment and expansion of credit unions using the Initiative's resources, it should solve some of the financialization issues. While it will not fix the problems of lacking in supplies of capital goods and talented labor, and exacerbate them in some ways, it is one step towards a more functional economy.
(Must maintain 100 resources in reserve.)

[ ] Long Term Systematic Planning Organization
While GDI has operated for the last decade on an emergency wartime basis, systematically organizing around a longer term planning basis is likely to save significant resources in the long run, as dedicated teams working on projects long term are noticeably more efficient, and are typically putting less strain on the system than various attempts at shock effort.
(-2 Free Dice) (-20 Capital Goods) (Significantly reorganizes project management) (+10 Dice Capacity)

[ ] Predictive Modeling Management
While Artificial Intelligence is far from a panacea, it is a significant way to adjust overall strategic modeling, and make development significantly more predictable. While it will not eliminate the possibility of things going horrifically wrong, it will improve overall outcomes.
(-10 Capital Goods) (Changes dice to 2d50)

** 4 Hour Moratorium on Voting **

Infrastructure 5 dice +32
-[] Blue Zone Arcologies (Stage 4) (Updated) 1/600 6 dice 90R 11%, 7 dice 105R 47%, 8 dice 120R 82%, 9 dice 135R 97%
-[] Blue Zone Arcologies (Stage 4+5) (Updated) 1/1200 12 dice 180R 3%, 13 dice 195R 14%, 14 dice 210R 40%, 15 dice 225R 68%
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 68%, 2 dice 40R 100%
-[] Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 28%, 5 dice 100R 77%, 6 dice 120R 97%
-[] Blue Zone Apartment Complexes (Phase 8) (Updated) 15/160 1 die 10R 3%, 2 dice 20R 79%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 8+9) (Updated) 15/320 3 dice 30R 21%, 4 dice 40R 75%, 5 dice 50R 97%
-[] Blue Zone Apartment Complexes (Phase 8+9+10) (Updated) 15/480 4 dice 40R 2%, 5 dice 50R 29%, 6 dice 60R 74%, 7 dice 70R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 33%, 4 dice 60R 84%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 8%, 7 dice 105R 41%, 8 dice 120R 78%, 9 dice 135R 96%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 2%, 10 dice 150R 15%, 11 dice 165R 45%, 12 dice 180R 75%, 13 dice 195R 93%
-[] Suborbital Shuttle Service (Phase 2) 22/250 2 dice 50R 14%, 3 dice 75R 75%, 4 dice 100R 98%
-[] Suborbital Shuttle Service (Phase 2+3) 22/450 4 dice 100R 8%, 5 dice 125R 50%, 6 dice 150R 87%, 7 dice 175R 99%
-[] Urban Metros (Phase 4) (New) 0/150 2 dice 30R 76%, 3 dice 45R 99%

-[] Chicago Planned City (Phase 4) 3/550 5 dice 100R 2%, 6 dice 120R 23%, 7 dice 140R 63%, 8 dice 160R 90%, 9 dice 180R 98%
--Alt: 1 HI 4 Infra dice 100R 3%, 1 HI 5 Infra dice 120R 120R 29%, 1 HI 6 Infra dice 140R 71%, 1 HI 7 Infra dice 160R 94%
--Note: Infra/HI dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%
-[] 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%
--Alt: 6 Infra 1 Tib die 97%
-[] 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 98%
--Alt: 6 Infra 3 Tib dice 180R 1%, 10 dice 200R 12%, 11 dice 220R 43%, 12 dice 240R 76%, 13 dice 260R 94%
--Note: Infra/Tib dice makes this complicated.

-[] Tokyo Harbor Reconstruction 0/180 +60/turn 1 die 15R 28%, 2 dice 30R 92%
--Alt 1: Q4 2061 0/120 +60/turn 1 die 15R 88%, 2 dice 30R 100%
--Alt 2: Q1 2061 0/60 +60/turn 0 dice auto
-[] Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0/80 1 die 10R 68%, 2 dice 20R 100%
-[] Emergency Caloric Reclamation Processor Installations (Phase 1+2) (Updated) 0/160 2 dice 20R 68%, 3 dice 30R 98%
Heavy Industry 5 dice +29
-[] Advanced Alloys Development 0/120 1 die 15R 30%, 2 dice 30R 94%
-[] Continuous Cycle Fusion Plants (Phase 9) (Updated) 128/300 2 dice 40R 52%, 3 dice 60R 95%
-[] Continuous Cycle Fusion Plants (Phase 9+10) (Updated) 128/600 5 dice 100R 19%, 6 dice 120R 61%, 7 dice 140R 90%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 120R 30%, 2 dice 240R 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%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 11 dice 220R 4%, 12 dice 240R 19%, 13 dice 260R 47%, 14 dice 280R 74%, 15 dice 300R 91%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%, 3 dice 60R 96%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%, 2 dice 40R 94%
-[] Personal Electric Vehicle Plants 0/300 3 dice 30R 19%, 4 dice 40R 71%, 5 dice 50R 96%
-[] Microfusion Cell Development 0/60 1 die 20R 90%
-[] Division of Alternative Energy -1 HI die -10R Auto
-[] Distributed Heavy Industrial Authority -1 HI die -30R Auto
Light and Chemical Industry 4 dice +24
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 6%, 15 dice 300R 19%, 16 dice 320R 42%, 17 dice 340R 67%, 18 dice 360R 85%, 19 dice 380R 94%
-[] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%, 5 dice 150R 55%, 6 dice 180R 87%, 7 dice 210R 98%
-[] Bergen Superconductor Foundry (Phase 3+4) 0/1140 13 dice 390R 7%, 14 dice 420R 23%, 15 dice 450R 48%, 16 dice 480R 72%, 17 dice 510R 88%, 18 dice 540R 96%
-[] Civilian Drone Factories 292/380 1 die 10R 52%, 2 dice 20R 97%
-[] Civilian Ultralight Factories 0/190 2 dice 30R 28%, 3 dice 45R 83%, 4 dice 60R 99%
-[] Carbon Nanotube Foundry Expansions 0/300 3 dice 60R 12%, 4 dice 80R 59%, 5 dice 100R 91%
-[] Artificial Wood Development 0/60 1 die 10R 85%, 2 dice 20R 100%
-[] Department of Distributed Manufactures -1 L&CL die -20R Auto
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 2) 26/250 2 dice 30R 8%, 3 dice 45R 61%, 4 dice 60R 94%
-[] Blue Zone Aquaponics Bays (Phase 5) 18/140 1 die 10R 18%, 2 dice 20R 83%, 3 dice 30R 99%
-[] Blue Zone Aquaponics Bays (Phase 5+6) 18/280 3 dice 30R 33%, 4 dice 40R 81%, 5 dice 50R 98%
-[] Blue Zone Aquaponics Bays (Phase 5+6+7?) 18/420 4 dice 40R 6%, 5 dice 50R 42%, 6 dice 60R 80%, 7 dice 70R 96%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Vertical Farming Projects (Stage 2+3?) 65/480 4 dice 60R 4%, 5 dice 75R 34%, 6 dice 90R 74%, 7 dice 105R 94%
-[] Ranching Domes 228/250 1 die 20R 100%
-[] 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 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 8%, 5 dice 50R 46%, 6 dice 60R 83%, 7 dice 70R 97%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Strategic Food Stockpile Construction (Phase 3) (Updated) 128/175 1 die 10R 93%
-[] Strategic Food Stockpile Construction (Phase 3+4) (Updated) 128/375 2 dice 20R 2%, 3 dice 30R 44%, 4 dice 40R 87%, 5 dice 50R 99%
-[] Strategic Food Stockpile Construction (Phase 3+4+5) (Updated) 128/575 5 dice 50R 19%, 6 dice 60R 58%, 7 dice 70R 88%, 8 dice 80R 98%
-[] Strategic Food Stockpile Construction (Phase 3+4+5+6) (Updated) 128/775 7 dice 70R 8%, 8 dice 80R 33%, 9 dice 90R 67%, 10 dice 100R 89%, 11 dice 110R 98%
-[] Strategic Food Stockpile Construction (Phase 3+4+5+6+7) (Updated) 128/975 9 dice 90R 3%, 10 dice 100R 17%, 11 dice 110R 45%, 12 dice 120R 73%, 13 dice 130R 90%
-[] Caloric Reclamation Processor (Phase 1) 0/80 1 die 10R 60%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) 0/160 2 dice 20R 54%, 3 dice 30R 94%
-[] Department of Core Crops (New) -1 Agri die -15 RpT auto
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 2) (Updated) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3?) (Updated) 5/385 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%, 6 dice 120R 99%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) (Updated) -/350 3 dice 60R 10%, 4 dice 80R 65%, 5 dice 100R 96%
-[] Intensification of Green Zone Harvesting (Stage 7) (Updated) 78/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 7+8) (Updated) 78/200 1 die 15R 33%, 2 dice 30R 96%
-[-] Intensification of Green Zone Harvesting (Stage 7+8+9) (Updated) 78/300 2 dice 30R 26%, 3 dice 45R 89%, 4 dice 60R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) (Updated) 29/150 1 die 25R 34%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Stage 12+13) (Updated) 29/300 2 dice 50R 3%, 3 dice 75R 60%, 4 dice 100R 96%
-[] Red Zone Border Offensives (Stage 1) (Updated) 0/250 2 dice 50R 10%, 3 dice 75R 74%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 1+2) (Updated) 0/500 4 dice 100R 1%, 5 dice 125R 29%, 6 dice 150R 77%, 7 dice 175R 97%
-[] Red Zone Border Offensives (Stage 1+2+3) (Updated) 0/750 7 dice 175R 8%, 8 dice 200R 41%, 9 dice 225R 79%, 10 dice 250R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4) (Updated) 0/1000 9 dice 225R 2%, 10 dice 250R 17%, 11 dice 275R 50%, 12 dice 300R 81%, 13 dice 325R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4+5) (Updated) 0/1250 12 dice 300R 5%, 13 dice 325R 25%, 14 dice 350R 57%, 15 dice 375R 83%
-[] Red Zone Containment Lines (Stage 6) (Updated) 54/225 2 dice 50R 71%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) (Updated) 54/450 4 dice 100R 35%, 5 dice 125R 85%, 6 dice 150R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) (Updated) 54/675 6 dice 150R 17%, 7 dice 175R 61%, 8 dice 200R 91%
-[-] Tiberium Glacier Mining (Stage 13) (Updated) 38/205 2 dice 60R 74%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) (Updated) 38/410 3 dice 90R 4%, 4 dice 120R 51%, 5 dice 150R 92%

-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 55%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%, 2 dice 60R 97%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) (Updated) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) (Updated) 41/280 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
-[] Venusian Tiberium Studies 0/120 1 die 25R 40%, 2 dice 50R 99%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 85%, 3 dice 60R 99%
-[] Tiberium Harvesting Claw Deployment 0/380 3 dice 45R 3%, 4 dice 60R 46%, 5 dice 75R 90%, 6 dice 90R 99%
-[] Red Zone Energy Refits (Phase 1) (New) 0/350 3 dice 75R 10%, 4 dice 100R 65%, 5 dice 125R 96%
-[] Red Zone Energy Refits (Phase 1+2) (New) 0/700 6 dice 150R 2%, 7 dice 175R 23%, 8 dice 200R 65%, 9 dice 225R 92%
-[] Red Zone Energy Refits (Phase 1+2+3) (New) 0/1050 10 dice 250R 6%, 11 dice 275R 30%, 12 dice 300R 65%, 13 dice 325R 89%, 14 dice 350R 98%
Orbital 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40R 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 5) 997/1535 5 dice 100R 4%, 6 dice 120R 32%, 7 dice 140R 73%, 8 dice 160R 94%

--GDSS Enterprise Bays (1/3 slots, currently disabled)--
-[-] Military Bay 0/450 4 dice 80R 1%, 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[-] Advanced Materials Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[-] Satellite Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[-] Station Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[-] Gravitic Shipyard 0/450 4 dice 80R 1%, 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[-] Fusion Shipyard 0/500 5 dice 100R 6%, 6 dice 120R 36%, 7 dice 140R 74%, 8 dice 160R 94%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Leopard II Factory 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%

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

-[] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%, 2 dice 40R 100%
-[] Lunar Regolith Harvesting (Phase 3) 57/295 2 dice 40R 5%, 3 dice 60R 55%, 4 dice 80R 92%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/580 5 dice 100R 3%, 6 dice 120R 25%, 7 dice 140R 64%, 8 dice 160R 90%, 9 dice 180R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/350 3 dice 60R 6%, 4 dice 80R 48%, 5 dice 100R 87%, 6 dice 120R 98%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/690 7 dice 140R 7%, 8 dice 160R 33%, 9 dice 180R 67%, 10 dice 200R 90%, 11 dice 220R 98%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +27
-[] Advanced Electronic Video Assistant Deployment (Updated) 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 Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] NOD Research Initiatives 87/200 1 die 30R 35%, 2 dice 60R 95%
-[] Regional Hospital Expansions (Phase 1) 0/300 3 dice 75R 16%, 4 dice 100R 67%, 5 dice 125R 94%
-[] Regional Hospital Expansions (Phase 1+2) 0/600 6 dice 150R 5%, 7 dice 175R 29%, 8 dice 200R 67%, 9 dice 225R 90%
-[] Ocular Implant Development 0/120 1 die 20R 28%, 2 dice 40R 92%
Military 8 dice +26
-[] Advanced ECCM Development 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%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Military Particle Beam Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] 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) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 63%, 9 dice 180R 88%, 10 dice 200R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 2%, 11 dice 220R 11%, 12 dice 240R 34%, 13 dice 260R 63%, 14 dice 280R 85%, 15 dice 300R 95%

--MARVs--
-[] Reclamator Hubs 0/335 3 dice 60R 4%, 4 dice 80R 41%, 5 dice 100R 83%, 6 dice 120R 98%
--Alt 1: 2 Mil 1 Tib dice 60R 6%, 2 Mil 2 Tib dice 80R 58%, 2 Mil 3 Tib dice 94%
--Alt 2: 1 Mil 1 AA 2 Tib dice 80R 41%, 1 Mil 1 AA 3 Tib dice 100R 88%, 1 Mil 1 AA 4 Tib dice 120R 99%
--Alt 3: 2 AA 2 Tib dice 80R 25%, 2 AA 3 Tib dice 100R 78%, 2 AA 4 Tib dice 120R 98%
-[] Reclamator Hubs x2 0/670 7 dice 140R 6%, 8 dice 160R 30%, 9 dice 180R 65%, 10 dice 200R 89%, 11 dice 220R 98%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 24%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 92%
-[] Reclaimator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 16%, 4 dice 80R 57%, 5 dice 100R 94%
-[] Reclaimator Hub BZ-2 (Richmond) 58/335 3 dice 60R 27%, 4 dice 80R 77%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib die 60R 36%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%

--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 Lancer Development 0/40 1 die 15R 100%
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 87%, 2 dice 40R 100%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Orca Wingmen Drone Deployment (Phase 1+2) 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Hammerhead Wingmen Drone Deployment (Phase 1) 0/200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] Hammerhead Wingmen Drone Deployment (Phase 1+2) 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] 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--
-[] OSRCT Station (Phase 3) 5/295 3 dice 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] OSRCT Station (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%

--Ground Forces--
-[] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%, 2 dice 30R 100%
-[] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 23%, 3 dice 30R 81%, 4 dice 40R 98%
-[] Railgun Munitions Factories (Phase 1+2) 0/400 4 dice 40R 9%, 5 dice 50R 49%, 6 dice 60R 85%, 7 dice 70R 98%
-[] Railgun Munitions Factories (Phase 1+2+3) 0/600 6 dice 60R 4%, 7 dice 70R 26%, 8 dice 80R 63%, 9 dice 90R 88%, 10 dice 100R 98%
-[] Railgun Munitions Factories (Phase 1+2+3+4) 0/800 8 dice 80R 2%, 9 dice 90R 14%, 10 dice 100R 42%, 11 dice 110R 72%, 12 dice 120R 91%
-[] Guardian Mark 2 Development 0/40 1 die 10R 100%
-[] Armadillo HAPC Development 0/40 1 die 10R 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) (Updated) 0/180 2 dice 40R 39%, 3 dice 60R 90%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Deployment 0/120 1 die 25R 22%, 2 dice 50R 87%, 3 dice 75R 99%

--Navy--
-[] Infernium Laser Refits 0/450 4 dice 120R 1%, 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%, 2 dice 40R 100%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 20R 100%
-[] Victory Class Monitor Development 0/40 1 die 20R 100%
-[] Shark Class Frigate Shipyards (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%

--Steel Talons--
-[] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%, 2 dice 20R 99%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%, 2 dice 60R 99%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%, 2 dice 40R 89%, 3 dice 60R 99%
-[] Buckler Shield Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] Sparkle Shield Module 0/120 1 die 30R 27%, 2 dice 60R 91%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 0/50 1 die 90%, 2 dice 100%
-[] Make Political Promises (Updated) 1 die auto
-[] Interdepartmental Favors (Updated) 1 die auto
-[] Lobby for Legal Reforms (New) 1 die auto
-[] Banking Reforms 1 die -100R auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
Last Security Review
Light/Chem 1 turn ago 2061 Q1
Heavy Ind 2 turns ago 2060 Q4
Orbital 2 turns ago 2060 Q4
Bureaucracy 2 turns ago 2060 Q4
Services 5 turns ago 2060 Q1
Infrastructure 6 turns ago 2059 Q4
Tiberium 6 turn ago 2059 Q4
Military 9 turns ago 2059 Q1
Agriculture 10 turns ago 2058 Q4
--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.
 
Last edited:
Back
Top