Enterprise Bay Debate
Enterprise Bay Debate
Bays will substantially inform the progress of GDI's orbital infrastructure and system development. While functions that are not met by bays are likely to see other projects to address them later on, bays are jump starts and some bay combinations offer significant legs up on future projects.


-[ ] 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)

  • Significantly improved OSRCT forces
  • Orbital drop Mammoth and Predator
  • Focus on conventional manufacturing in orbit.
  • Will require importing significant numbers of parts.
  • Militarists, Initiative First, Homeland all strongly support.

-[ ] Advanced Materials Bay
Across a wide selection of fields within materials science, the ability to make objects in microgravity 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)

  • Synergizes with all other bays, but not as well as some other combinations.
  • Improves performance of high tech systems.
  • Will marginally increase STU consumption. See Jevons Paradox.
  • Few strong political opinions.


-[ ] 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)

  • Helps probes, ion cannons, laser satellites.
  • Can work for sending various small scale orbital assets to other worlds.
  • Is built with large scale satellite constellations in mind.
  • Supported by the Militarists

-[ ] 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)

  • Makes stations cheaper. Is kind of it. Relatively limited synergies.
  • Supported by Starbound and Developmentalists
  • 10+20+40+80+160 for 310 points of discount for from scratch five stage stations.


-[ ] 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)

  • Focus on long range exploration
  • Ships are very fast over long distances, more limited over short ones. Pretty much anything that requires multiple significant transfers is going to be faster.
  • Currently manage half a gravity of acceleration, likely future redesigns to get more acceleration.
  • Starbound and Militarist interests.

-[ ] 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 set of transport solutions across the solar system.
(Progress 0/500: 20 resources per die)

  • I like big ships and I cannot lie.
  • Container ships in space.
  • Mostly orbiter only designs
  • Best for Lunar operations.
  • Can do Mars.
  • Transmartian operations become increasingly difficult.
  • Developmentalist core interest.

Vote for as many as you would like, top three vote winners will be selected.
Four hours moratorium for discussion
 
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Q3 2061 Results



GDIOnline Q3 2061

Enterprise Opening Day

StarboundSon

Well, at long last we have Enterprise fully open and operational. Long list of speakers for today, All times are in UTC as usual for GDI.

0930: Sarang Mikoyan
1130: Harrison Carter
1330: Seo Thoki
1530: Mumeko Peralta

Between the speeches, you have tech demos, tours of the station's less critical components, day in the life type stuff. The whole nine yards.

AgathaH
*tries to flop*
*floats instead*
This works.

KyotoMermaid
Nine to five speeches from…basically everyone. Is it bad that I feel sorry for the leadership here, having to stand and sit at their places for the ceremony for a full workday under those lights? Does the schedule even have lunch breaks?

FloatingWood
#KyotoMermaid, no, that is pretty normal. Looks like a ton of windbags talking about how great and important they are. You don't need an hour, hour and a half to go 'good job everybody', unless you want to call out everybody by name on a project that took as long and is as big as Enterprise.

MajorMiner
Congrats to everyone up there who got everything put together - and to my fellows waaaay up there who supplied some of the materials. Hopefully this will speed up the process of getting orbital habitats built.

LastLizard
Even with all the speeches, this is really good news. I'm looking forward to seeing what will get built next even more though. Hopefully they do something for the orbital brigade, those guys (and gals) have really saved my ass a few times.

InTheZONE
Oh boy, a lot of speeches. How absolutely riveting. It's not even like they can deal with it how I do, locking the zone armor and having a nap. These guys have to pretend to pay attention.
Congrats on the finished station though, even though apparently they have some more work planned for it (I guess that doesn't count as far as 'finishing' is concerned?).

FloatingWood
#KyotoMermaid… so, question. Would it be possible to swim as a mermaid in a space station? At least, in a zero gravity area?

Solan
I feel attacked right now that I'm in the position to be an official speaker to any event, especially if it is related to either my field or my administrative zone. Like the Nagoya escort carrier shipyard opening it took at least a week for the ceremony to get done mostly for security purposes and also the public viewing of the different construction methods we'll do on the ships. Not to mention the various officials who want to get their spotlight for either a chance for promotion or election. My office had to fit in a few speeches for the week because this was a big thing for the Navy with the captains, commodores, and admirals barging through my door because they wanted to be included in the speakers list and that didn't include the prefecture government and the officials in Tokyo. So, I feel the organizers' pain even if they are doing it in the safe confines of Philadelphia.

Now, while I can't actually get on that day in particular I do have a shuttle to catch because a lot of GDI administrative officials civilian and military do get invited as a matter of course. It's also because I want to see how they are refining the materials from the moon since as a MARV engineer and an industrial engineer a lot of these processes have been supplanted by Tiberium so it makes me curious how we will reinstitutionalize these processes.

KyotoMermaid
#FloatingWood you know, that's possibly the third weirdest question anyone's ever asked me on this forum. Let's assume we are talking about a monofin and silicone tail here and not, like, an actual mermaid who needs sea water and gills. If you could wiggle into them then you could happily flop around in a gravity-area. Zero G zones might actually be more hazardous, that big swimming fin can't actually propel you through the air and your legs are trapped in a giant plastic tube with fake scales covering it. And someone's gonna walk in on you and now you have to explain that you spent your personal weight and fabrication budget on a 4000 credit decoration that you wear.
However, now that Enterprise is done, there's almost nothing for the treasury to spend space budget on except for Colombia and Shala and one of those will certainly have a swimming pool. It might be appropriate to wear such a thing there.

FloatingWood
Not quite. I was thinking more of a design I saw for people without legs which could be worn like a silicone tail except it is, you know, basically an entire fish's tail. With the modern myomers you can even design something very similar to that in structure.
Also, that was surprisingly specific. Personal experience?
Also also, I would not expect Shala to have a swimming pool. Very big water tanks, yes, swimming pool, no. Colombia, on the other hand, is going to be a town of thousands. It had better have at least one if it wants to be able to call itself vaguely civilized.

KyotoMermaid
#FloatingWood Not personal experience but I know people who own such things in the enthusiast subcommunity. I'd pin the price of a myomerized tail as 'way too high' and I wouldn't want to think about interfacing with it. I suppose you could get one made up here now though, Enterprise has a really astonishing variety of industrial supplies. w(°o°)w
And any aquaculture pond is a swimming pool if you're brave enough.

AgathaH
#KyotoMermaid Hmm… Actually, I think I could figure out a way to get a bit of propulsion on the tail…
But now I need to get to the fab centers, someone needs a custom plushie. Happiness is Mandatory, after all!


Prytia Gomez and the problems of refugee integration

SolarWind

Prytia Gomez is a brilliant little lady, at the age of 15 she can strip a car for parts, build lasers, and is the terror of shop teachers everywhere. The problem is that in other ways, she is behind a first grader, she can't read in english, and while she can read spanish and hindi, neither are particularly common languages in the pacific northwest region where she landed.

At home, the family speaks spanish, and when we interviewed her, she spoke clearly, but with a distinct accent.

"Ms. Gomez, do you mind if we talk to you for a little bit?"

"Of course not. Feel free to make yourselves comfortable. Can I make you anything"

"Not for the moment. Can we ask you a few questions instead?"

"Of course"

"So, Ms. Gomez, we hear from your teachers that you are good with your hands, but what about your social life?"

"Zero."

"Could you clarify?"

"I don't have one in school, and outside of school I help my parents"

"No hobbies or anything like that?"

"Not really."

The interview goes on in this vein for quite some time. Basically, the problem seems to be different styles of education. The Brotherhood is practical and specialized, the Initiative more broad. Beyond that, high schools get cliquey pretty fast, and the refugees, especially those who don't speak Initiative English, and especially especially those who don't read or write it well are going to have problems.


GDIWife
The poor dear, I know bullying is a problem for many children and she probably has it worse than most. I wonder if there are any groups that can help these kids learn to fit in better, or at least give them a social outlet.

FloatingWood
Initiative English is a… flexible concept anyway. It's not the primary language taught anywhere in Europe except the British Isles. Mandatory second language though. I've a feeling part of the problem is the legacy of the US educational system which had a lot of issues in school culture.

GDIWife
It sounds to me like Nod isn't teaching them these things on purpose. They can't learn the truth about GDI if they don't speak the language, even if they can find a way onto the net.

JamesandBonesy
That sounds kinda like some folks who moved in a couple months ago - they're pretty standoffish, but they like Bonesy, so they can't be too bad. Pets and licks are a universal language, although I've been learning some words!

FloatingWood
#GDIWife, plenty of the YZs speak some variant of English as a primary or secondary language. And in the Iberian Peninsula and South American BZs Spanish works just fine. She'd probably do fine in the California region too, plenty of Mexican and Central American refugees who fled tiberium and violence living in that area, and that is before we consider the, ehm, not short yet little known history of the area when it comes to Spanish and Mexican influences.

Dr. James Granger
Integration is hard. And when it comes to the Brotherhood of Nod, yes, most of them speak some form of English as well. But the degree to which the Initiative speaks English is a legacy of our origin as a centrally directed and American lead peacekeeping organization.

FloatingWood
More a legacy of English ending up the lingua franca after WW2, taking over from the language that is French, being the origin of the term 'lingua franca'. Before French became that, in Europe you could generally get quite far in well to do areas with Latin.
Integration is hard, but language is only 1 part of the problem. Yellow Zone governance varies extensively, but it's generally a strongman government of some sort, which involves a number of key assumptions in how much and in what ways you can trust a government. Blue Zones tend to be governed in a distinctly different manner, and there has been a fundamental shift in how GDI acts on a policy level besides. This results in severe culture clashes when it comes to how people should act when faced with government action.
Miss Gomez certainly needs a further education, and without looking further into her particular case she probably needs a broader education more than anything specialized, but her lack of English skills is not by any measure an indictment of her, or her parents. Just potentially a sloppy oversight of whatever bureaucrat ended up assigning the Gomez family to the Pacific Northwest, where neither Spanish nor Hindi are common languages.

YellowZon3r
See, now I don't agree. She has a job, she has a support network. She hasn't had a traditional school education, but effectively what she has had is an apprenticeship in a family business. Tear apart cars for parts and build lasers? Look's at my laser rifle Does she really need to be sitting in school learning about… I don't know, classical English literature when she has a job already? I'm sure she could be helping GDI, hell, already is helping GDI. And doesn't need to spend time in school catching up on stuff she isn't gonna use, while she's ahead of the rest of the class in the stuff she does and learning nothing new. If she were an adult this wouldn't even be a debate. Maybe, maybe some 'learn english' on your own time CD/whatever. But she'd be working. Hell, she's probably better educated than I am already. But as an adult (barely) I transferred straight into piloting harvesters before switching careers to where I am now. And hell, in old Yellow Zones, she would be considered an adult at 15 in basically almost every way which matters.

ProfCollingsworth
The idea that 15 years old is "too young to work" is still really less than two centuries old, perhaps less than one in many places. It's a product of the school-to-university education system, rather than an apprenticeship/trade-based education system, which has historically tended to involve a lot more learning on the job. This does sound like we need more flexibility in our system to be able to best assist people like Miss Gomez, so that they can get education in the areas they need, without having to skip between two (or perhaps more) areas, neither of which is even close to optimal.
I imagine there may well be some other cultural issues at play, which I don't really have enough information on to blather on about.

OceanMan
Speaking as a blue collar man myself, she still needs English even if she just wants to stick with mechanical work. Initiative loves their damn lists - even if you're just slinging crates around like some of the folks I work with, you gotta be able to fill the legal paperwork. And that's all in I-E, far as I know.

FloatingWood
#YellowZon3r, a broad and well rounded education is a treasure in and of itself. I'm not saying she needs an education in classical English literature, specifically, but if she has that grasp of cars and lasers, maybe she wants to learn why it works that way.
Or maybe she wants to take a few gardening courses, or biology in general, or maybe civics, or material engineering? Time spent learning something you find interesting, even if you never use it in your gainful employment, is never wasted.
Actually, #OceanMan, it is not. Most of the paperwork is available in whatever language you want.
Including, as some enterprising individuals found out, Sindarin, Quenya, tlhlngan Hol and other constructed languages. Somebody must've been very bored in the translation office. Still waiting for Hymnos though. Helps that most of the 'paperwork' is actually entirely electronic forms. Word swaps aren't perfect, but they're usually good enough.
One of the very definitely good things GDI took over from the US and EU governments; 'I do not care what language you speak, you will have the forms in your own preferred language so as to ensure you can fill them properly'.

OceanMan
Well crap. Never mind me then.

Solan
Just to give a further example #OceanMan the paperwork I see everyday ever since I've been in Japan has usually been characters in different languages because aside from your regular hiragana, katakana, kanji,and even hangul if it's one of the many joint operations Japan and Korea branches do because of the proximity. We do get some Cryllic and both Simplified and Traditional Chinese scripts here because of the refugees from Russia, Mainland China, Hong Kong, Macau, Taiwan, and Southeast Asia. There are also some peole who just want it done in their language's ancient script which wasn't used during pre-Tiberium era but with how much effort we tried preserving old artifacts even if they only remain in data banks some scripts still survive like the old scripts in Southeast Asia which is interesting to say the least.

But, more to the point on Ms. Gomez while #YellowZon3r's situation was the standard in the first waves of post-war refugees. I know there has been a change of procedures because of the glut in the workforce GDI is experiencing. It's not really a shock that there is a need for a more rounded education for refugees since Nod's civilian workforce is much more specialized than we or our ancestors in pre-Tiberium time are used to. Well, more for us since there are fewer people left in this world so, it's more to the point we have some interchangeable skills to get us through the workplace and with how even with all the automation and computers we have to make up the slack for what could have been ten of us right now which does mean to our ancestors we are doing multiple jobs in one job and the work and school schedules have been more packed because of the realization that we have to keep going even with all the sacrifices we had to make during the chaos of stabilizing everything.



Q3 2061 Results

Resources: 1155 + 110 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-30 from Distributed Heavy Industrial Authority)

Political‌ ‌Support:‌ 117
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 54/60

Tiberium Spread
23.26 Blue Zone
0.02 Cyan Zone
0.97 Green Zone
22.72 Yellow Zone (93 points of mitigation)
53.03 Red Zone (67 points of mitigation)

Current Economic Issues:
Housing: +44 (23 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +9 (+4 in reserve)
Logistics: +24 (-3 from military activity)
Food: +17 (+22 backed reserve, +5 unbacked 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: +17 (+2 per turn from Distributed Industrial Authority) (+145 in reserve)
STUs: +10
Consumer Goods: +72 (-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: +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 ‌(2115/3070)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +100
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;‌ ‌38; ‌140)‌ ‌
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 (15; 32; 3; 0)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0)
Reclamation Party: 12 Seats (3; 9; 0; 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: 1 point in reserve
Abatement: at least 18 points (Red Zone) by end of 2065

Projects
Complete ASAT Phase 4 by end of 2061
Complete OSRCT Phase 4 by end of 2061
Complete 1 more Ground Forces Zone Armor factory by end of 2061
Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Develop and deploy Governor-A refit (indefinite timeline)
Develop and deploy Conestoga class (indefinite timeline)

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 cost as the Brotherhood standardizes around technologies and tactics that have worked in the past.
  • Steel Talons
The Steel Talons are looking to the future, with energy shields, plasma weaponry, and distributed fires being priority actions for them. While the Brotherhood of Nod is currently on the back foot, the Talons are envisioning a radically new way of war, focused on expanding Initiative expeditionary capabilities and leverage industrial advantages.
  • 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 Visitor 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 to do so.



Brotherhood of Nod

Intelligence reports suggest that the stolen harvesters are being distributed, but many seem to have appeared in the Bannerjee's territory. While so far the Brotherhood does not appear to have reverse engineered them yet, they are in testing and use, with a relatively short timeline to practical deployment being likely.

In Russia, a fourth Varyag has been confirmed, with two of the class being spotted near Siberian airspace, and another being spotted by the Himalayan Blue Zone, headed south towards India. While all three are currently under disruption fields, it does indicate that despite the capture of the Bogatyr, the Brotherhood retains confidence in the class and is likely to continue some level of production.

Additionally, many Brotherhood warlords are regaining control of their territory faster than initially expected. While there are still refugee columns, many are becoming older and sicker, indicating that the Brotherhood is increasing its control over the younger populations that are more industrially and militarily useful.


Ghosts

Atreides has returned, his work apparently not yet done. While he had been working with Initiative scientists to both understand the Deltas and their relationship with Tiberium, it had only gone so far. But now, with the conference in Washington well underway once more, he has returned, and with him are a gaggle of young Forgotten, pairs of gammas and deltas.
The youngest pair are Susan MacEvedy and her adopted brother Eric. While they are sixteen and fifteen respectively, the two are an already capable pair. The brother is a master of electromagnetism, able to levitate and manipulate small objects even in the depths of the Blue Zones, while the sister is among the largest of the Gammas that Atreides has gathered, despite her age.

When asked what his goals were, he answered "The Forgotten have been asked to give everything but our blood and our souls. While the Initiative has given of itself, both in blood and treasure, we can at least choose to sacrifice ourselves one day at a time. "

"When I heard of the Remembrancers, I knew that operational support and back line raiding would no longer be enough. You would ask more. Battalions of the Forgotten under your command, integration into your ordered way of life. The submission of the Forgotten as a whole to your needs. But that is not our way."

"I call them 'ghosts' because that is what they are. Children who, without the aid of the Initiative, would have died, to starvation, to the Brotherhood of Nod, to disease and injury. They volunteered to make use of their talents and abilities, not as simple warriors, but rather a new breed."

The Diplomatic Corps had been pushing hard for quite a number of concessions on the part of the Forgotten, demanding increased integration into Initiative abatement and military commands, alongside a host of other measures in exchange for limited increases in resource allocations, military surplus, and other such relatively minor trinkets. In a far cry from the days of Granger, the Initiative's face was no longer the bleeding heart of the Treasury, but people who clearly wanted to know they were getting value for their inputs. Even with the rest of the Initiative being generally supportive, that had not resolved deadlocks on a handful of critical issues. The offer of the services of these Ghosts clearly took them off guard, and on multiple fronts, the negotiating teams folded, and offered up a deal that would give the Forgotten much of what they wanted for limited concessions, primarily integration into abatement, but not military, operational commands.

When it comes to the Forgotten as a whole, they are one of the few populations on the planet with a positive population growth, with thousands of children being added to their ranks every year, and many of the tribes that had originally rejected GDI's overtures joining into the systems that had been created since. In total, there are still only a few hundred thousand Forgotten that GDI is in contact with, but that number grows with every year.


Politics

With the Treasury now apparently open for business, overall favorability numbers have soared, with parties able to now advance their interests outside of the planmaking periods. Otherwise, while there has been partisan conflict over the future of space plans, the primary conflicts have rested at a low simmer, with the Treasury on the backburner compared to the cultural problems presented by an ever increasing number of newly arrived refugees and beyond that with the overall direction of the Initiative. While relatively few are still ideologically committed in any real sense to the tenets of the old Initiative that have not been carried forward, some still very much are.

Cultural issues, in many cases, are far more intractable than simple economic problems, and often cut across political lines. While many contentious issues of the 20th century like the rights of homosexual are firmly settled, the changing lines of relationships and acceptable behavior are still in flux. Similarly, Yellow Zone cultural practices, such as local families adopting orphans from their neighbors, are running headlong into the more bureaucratic approach the Initiative takes. Similarly, the Yellow Zone populations tend to operate as often unrelated clans, which is legally complicated in Initiative spaces in all kinds of ways. Take, for example, hospital visitation. While mother, father, and siblings are all very much allowed to visit children in the hospital, a Yellow Zone clan may have a procession of legally unrelated individuals trying to have access. Although there are freely available legal preparations, and Yellow Zone organizations tend to be quite good at formalizing the informal social networks that characterize many of the ex-Brotherhood communities, some people and groups always slip through the cracks.


Discontent

Tali Jackson has indicated minor discontent with her current job. While her last four years have netted the Talons a noticeable funding increase, the Treasury has been noticeably silent on any funding outside of that committed to her, and, combined with the chance at promotion within the Talons, she is seriously considering requesting a transfer back to her former unit, rather than remaining with the Treasury. While currently, she is not looking at an immediate transfer, she has carefully kept her options open, rather than committing to her Treasury position longer term.


Deaths among the Qatarites

Although the Qatarites as a whole are healthy and relatively well integrated, many are beginning to see severe health complications, despite advancing Initiative medical sciences. While not yet dying in large numbers, sooner rather than later the complications of Yellow Zone life will begin seeing them die off in droves, with lived experience and collective knowledge dying with them. While to some degree they have been able to pass on that knowledge to the Initiative, it is difficult in many cases to summarize a lifetime of experiences into a year or even a decade.


[ ] 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 273/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water) [21]

The current fortress town system is a series of long bands, dotted lines that say "this far, and no further." While on the map many of the lines between Initiative and Brotherhood territory are clearly marked and defined, on the ground, the situation is much different. Take, for example, the border between the West African Blue Zone, and the Brotherhood of Nod. Much is simply vast tracts of endless desert, with settlement defined by water supplies and the ability to defend vaporators and other means of claiming fresh water and other supplies. This means that rather than a firm front, there is a constantly shifting ebb and flow where control is measured more by fall of shot than any geographical feature. On the other hand, some areas are noticeably more defined, such as on the Siberian Front, where GDI rests with its back to mountains, and there is a general detente along the river line, with GDI and Nod harvesters operating in general peace.

When it comes to the fortress towns, many are actually, at this point, deep into Blue Zones, and a significant number of those are no longer in strategically important positions. While guarding a river crossing or a mountain path is important, a simple hill somewhere deep in GDI territory is not. At the same time, a number of new towns are needed – a hard crust along the border between GDI and Nod territories, and a place where refugee columns can gather and rest, waiting for the Initiative's logistics network to carry them to more permanent homes.

[ ] 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 160/160: 10 resources per die) (-3 Logistics, +6 Housing)
(Progress 82/160: 10 resources per die) (-3 Logistics, +6 Housing) [47, 74, 10]

Another wave of construction has begun, deeper into the former Green Zone. Many are co-located with older fortress towns, and for many of the same reasons. Geography is a cruel mistress, and many of the same keystones for critical defensive positions are also the key ones for economic and political control of a region.

While most of these cities are very limited in the accommodations they have, they have in some ways begun to bring together a political victory. Pushing back the Red Zones and Yellow has been a longstanding promise of the Initiative government, and these new cities are one key part of it.

Because of how close tiberium veins are to the surface, spreading like mold on bread, it is an open question as to how sustainable these new facilities are. This is no secret to the public, with an ever growing number of tiberium outbreaks and tiberium spikes battling to beat them back, maintaining the public's awareness of the issue.

[ ] 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 80/80: 10 resources per die) (+5 Food in reserve)
(Progress 31/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support) [79]

The E-CRP installations are actually relatively small – and if need be, mobile. A TEU, still the standard for shipping despite the end of the common use of the Imperial system decades ago, can cram everything needed for production of a steady supply of CRP. However, there are critical problems, most notably with the biological parts of the process. While the chemicals are relatively stable, the bacterial and fungal cultures will go bad in roughly a year even with the best preservation methods available – and from the longer term experiments run, the processors begin producing increasingly terrible versions of the starch as the year goes on, requiring routine replacements of the cells that contain them. Fortunately, the necessary cultures are also easy to breed and maintain, something that can be done by a decently talented freshman high schooler with a couple weeks of training.

Practically, these units have gone to long term food storage areas – places where GDI will gather the population for longer term survival operations. This has also served as a political reassurance, with most areas knowing that even in the case of severe supply disruptions, CRP will not be a part of the daily diet, as it would have to be shipped in, rather than being locally available. Beyond that, it is simply a relatively small part of the total food stockpile, and expected to be generally unused outside of the once-a-generation calamities that people have come to expect.

[ ] 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 236/300: 20 resources per Die) (+16 Energy) (-2 Labor) [79]

The development of another wave of fusion plants has been going about as well as could be expected, with the construction teams having become a well polished (if somewhat worn down) machine, and the factories having long ago switched to serial production rather than individual building. With the entire fusion program having been pushing facilities into production every few months, it has been a constant effort to stay ahead of the ravening maw of the Initiative's military production needs.

While the war has ended, the Initiative has nearly hammered out another batch, and is running into a bottleneck: turbine blades. Made from monocrystalline alloys, turbine blades come in all shapes and sizes – from the turbofans of the Initiative's jet aircraft, to smaller units used on small-scale nuclear and synthetic fuel plants, to the very largest used on Treasury built nuclear and fusion plants. The wartime pushes – for ever more fuel, ever more supplies – have been running plants around the clock, and have pushed this supply to the limit; and it is one that is not particularly easy to scale up, especially for the large turbine blades necessary for the latest wave of reactors. Deliveries are being made, but it has pushed the needed resources up significantly.

[ ] 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 674/600: 20 resources per die) (+6 Capital Goods, +10 Energy) [29, 40, 85]

Laser systems have begun to be proliferated across the Initiative. While demand is still radically higher than supply at the moment, laser modules will become a commonplace sight over the next decades. Probably the most common is the hybrid backpack installation laser, built for a very narrow cutting beam at intermediate ranges. Useful in nearly any industry, it is also the closest pattern GDI has to an actual laser rifle at the moment. Charged from a backpack power cell, the entire unit is about twenty five kilograms between the pack and the projector, and can be dialed from etching to cutting depending on the task.

While that design may be the most common, it is only one part of a much broader set, from crystals smaller than a fingernail, all the way up to massive designs meant to produce optical-grade corundum crystals by slowly melting and cooling the mineral.

One of the more significant hurdles that is still being addressed is actually safety. While many precautions were already in place for plasma cutters and welders, alongside a wide array of other industrial tools, many lack the reflective scattering that lasers can produce, which, in turn, means that rather than being allowed to operate in the open, various levels of shielding need to be put around the laser during operation. While actually stopping a misfiring laser for any length of time is an exercise in applying ablative coatings to literally everything, stopping the various scatterings can be as simple as a piece of cloth shrouding – or in most cases, sheets of corrugated metal bolted and wrapped around the working area for the laser, along with more sub-sectioning of each production line.

[ ] 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)

While the goal is far from having a steel foundry in every backyard, Initiative investment has been highly uneven for the last decade. While areas such as the Himalayas have languished due to security and logistical concerns, only receiving projects that would be sufficiently distributed to avoid potential cut offs during wartime, other areas, often in the Initiative's deep core have been lavished with funds and supplies.

Claude Gupta was selected to head the HIA in a competitive bracket, beating out multiple other well qualified appointments by the skin of his teeth. An outsider to the Treasury, before the Third Tiberium War Gupta was a senior engineer for Boeing, and was only amalgamated into the Treasury during the war itself. Since the end of that war, his work has been on the C-35, and a number of proposed civilian aircraft that have not received the go-ahead for operational development.

[ ] 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 251/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics) [64, 27, 55, 9]

Bergen has seen expansive development, with a pair of additional manufacturing bays added. While neither has yet been filled with machinery, the excavation has been an intensive process The material being excavated has primarily been used as filler for a number of other projects, including a new rail line to connect Bergen directly to ports far south of it.

Similarly, new superconductor finishing plants have been opened for operations, but not the actual fabrication bays. These finishing plants are far simpler in many ways: taking a superconducting strand and covering it with either air- or liquid-cooling manifolds, otherwise packaging the compounds for use, and keeping the product in positions where it can avoid damaging the humans and robots that have to interact with it. Fabrication bays meanwhile have seen hasty redesign work, integrating the newly prepared laser technology for making the various cuts instead of the plasma torches, metal shears and high pressure jets previously slated for use.

In terms of deployment, the vast majority of the superconductors are being put along keystone sections, often in redundant networks. Connecting a power plant to the broader network is one of the critical points for power losses. Beyond that, however, there are direct linkages to major power consumers. Alloying plants, network interchanges, and tiberium refineries have all been receiving direct superconductor lines. However, so far the number of plants with such connections is still only in the low triple digits, and widespread work along the core trunk lines is awaiting massive increases in the production of superconductors.

On smaller scales, the dropping cost of superconductors is seeing its inclusion in railgun power feed systems on both vehicular and naval systems. While the advantages are often minimal, with the primary edge being decreases in energy wastage and heat generation, it prepares GDI for higher power railguns. Fortunately, the switch to superconductors does not require substantial redesigns of the system as a whole, although it does reduce the overall lifespan of the system – especially in hotter climates, with total reductions of between fifteen and fifty full-power firings as the rapid heating and cooling produced by the firing cycle begins to break down the superconductors laid along the gun barrel.

[ ] 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 254/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support) [2]

The Ranching domes are still years from actually producing sizable amounts of the high value food that is their purpose. While a small trickle will be making its way to market at absurd prices for the immediate future, it will take time to bring the herds up to size for a sustainable harvest. Right now, all meat available on the market is a result of accidental livestock deaths, rather than intentional harvesting. One of the interesting things however is among the youth. As their bodies have never experienced red meat many are marginally intolerant of pork and beef products, which has resulted in a significantly lower demand than anticipated. This is not unique to the youth, and will correct itself as their gutbiome adjusts to regular consumption of meat and other animal proteins, but for now the actual demand is not nearly as high as the models predicted..

More broadly on the husbandry side, the pigs especially have significant advantages in the transgenic space. Due to being around the same size internally as a human, they are perfect candidates for growing transgenic organs, such as spare kidneys. There are two main ways to do this. First, by editing the pig's genes to produce human-available options; or alternatively using a pig's equivalent organ, but stripping the cells from the intracellular structures that give form to the organs and then seeding them with human stem cells.

[ ] 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 175/175: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 134/200: 10 resources per die) (+2 Food in Reserve, -3 Food) [56, 46, 7]

Construction of strategic food stockpiles has continued apace, with many of the newer settlements receiving food stockpiles of their own. While still far from sufficient to sustain the populations for long periods of time, they are a stabilizing factor in case of supply disruptions and other significant problems.

Politically, the Treasury has lost some face, with rapid construction in the last year of the plan being broadly seen as them scrambling to catch up with a plan goal that they had resisted from the start. However, the simple existence of a sizable stockpile is one more visible reassurance that the government is understanding, and knows that evacuation is something to be prepared for.

Food reserves are also a tool of diplomacy. While the Forgotten for example are receiving supplies from the same stocks as Initiative citizens and with a similar guaranteed level of access, many Noddist warlords receive supply from the stockpiles in exchange for various concessions, such as territorial exchanges, allowing Initiative abatement teams through their territories unharried, and, in cases such as Yao Qinglian's, free passage through their territory. While food diplomacy is only one part of a far more complicated system, it is a keystone of diplomatic wrangling. The Brotherhood is certainly able to feed its people as a whole, but logistics are an issue, with the need to accommodate Kane's plans and the nearly-constant low level conflicts that are the norm in the modern day ensuring that keeping the larders stocked is one of the hardest disciplines of civil planning. Tapping into Initiative food supplies, especially for more moderate warlords, is a way of providing increased food quality, diversity and security.

[ ] 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 238/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics) [43, 97]

Most of the new wave of processing plants are deep in former Yellow Zones, with locations like Madrid and Adelaide seeing major new developments taking shape. While these locations lie close to Blue Zones, the new plants are being brought to capacity almost as soon as they are brought online, as part of a broader strategy to reduce the distances that Tiberium is shipped. Strategically the vulnerability is fairly minimal – Initiative train security is actually quite good, and while the Brotherhood has attempted to sabotage the tracks repeatedly, it has only succeeded in very few cases as the high-priority Tiberium trains and routes are particularly well protected.

Otherwise, it is simply a bit more padding before GDI hits the limits of its H-G type processing. While the risk was never particularly real, there are significant considerations of decommissioning some of the oldest plants. While they can certainly be refitted, it is simply not worth the cost to handle it for an increasingly tiny sliver of the Initiative's refining capacity, many of whose plants are likely to need life extension maintenance efforts in the near future anyway to keep them ready.

[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
-[ ] Red Zone 7 (Progress 123/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support) [74]

At long last, a second Tiberium Inhibitor cluster has come online. The process was relatively swift, with a steady flow of transports arriving at the sites. In this case, the tides of progress have actually outpaced GDI planning. With the MARV hub far inside Initiative lines, many of the inhibitors are actually in small outposts tens, and in some cases hundreds of kilometers forward.
This one is a far less ramshackle affair than the first, built almost entirely by human hands, and actually works better. Long experience with the original platform has meant that handcrafting of most of the parts had already begun, and the deployment of additional platforms has still been a strain, but a limited one on the existing supply networks.

Politically, both the Homeland and Reclamation parties have seen this as a significant push towards their goals. While neither are able, at this time, to make significant aid to the Treasury, they are certainly quite happy about it.

[ ] 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 363/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines) (Will complete Q1 2062) [69, 82, 95]

Instead of traditional harvester units, most of the platforms using the new claws are drone-based – and relatively simple drones at that. Rather than being actual harvesters themselves, they are intended to break larger tiberium crystals apart, making it easier for other harvesters to come by and pick up the tiberium afterwards. While assembling a relatively simple remotely-operated UGV is an easy enough matter – something that GDI's robotics laboratories can hammer out in an afternoon – it is much harder to integrate into actual practice.

The problems are more oriented around certifications. While the factories are ready to push thousands of units to the front, both mine operators and mining fleets are hesitant to actually use the units, as they are very different from existing models, and there are more than passing concerns about them being mistaken for Brotherhood harvesters by pilots and artillerymen looking for easy kills. Underground, the problems are a bit different. Working the mine face is a complicated procedure, and adding a sizable number of new platforms will add complexity for a wide variety of operations deep in the mines, where in many cases sensors and communications are unreliable.

[ ] 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 95/120: 25 resources per die) [51]

Venusian Tiberium seems to be little different from Terran Tiberium, and in many ways is fundamentally simpler. While having a similar proton lattice structure as Terran Tiberium, albeit with a clearly defined hexagonal lattice symmetry, its adaptations seem primarily oriented around temperature and acid resistance rather than the impact and sonic resistance of Terran Tiberium. However, studies are continuing on uses. One potential, although not yet realized, possibility is that Venusian Tiberium may well be fundamentally easier to convert into STUs, with its different internal structure and physical properties allowing for greater manipulation, especially with applications of some derivative of the APK process. After all, waste can simply be jettisoned down the gravity well, rather than having to be dealt with inside a biosphere. While the SCED has certainly provided significant pointers, the Treasury investment is many times the total input that the division has been able to make available to the project, and has brought with it substantial amounts of tooling, technology, and specialists. However, the project does need to conduct significant additional testing.

[ ] 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 1645/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support) [61, 57, 88, 73, 59, 49, e75]

GDSS Enterprise has been completed, at long last. While significant portions are still empty space, bay slots for test builds of significant space competencies, the station at large is finished. Unlike the last push which substantially relied on terrestrial resources, much of the mass of the final stages of station construction actually came from the Moon, with the station effectively constructing itself. Ion drive shuttles have swarmed around the misshapen lump for months, working like ants to push massive chunks of station into proper position and give the correct amount of pressure for vac-suited workers to carry crystal beam lasers into position and give the last salvoes of fusing laser beams to seal the station properly.

Sarang Mikoyan, commander of the Enterprise used the opportunity to give a speech.
"Our forerunners claimed to not be able to see the borders of the blue marble we call Earth. That is no longer the case. We can see the borders from here. See the edges of Initiative territory march forward day by day. And that tells us that we cannot be lax. Our systems have always been pushing the edges of the possible. We have climbed mountains, plumbed the depths of the seas. Fought back against the cancer that is eating our planet. But each challenge has been met by the same principles. Technology, ingenuity, and simple human will. It is by these means that each challenge has been overcome. And it is by these means that the other threats to our world, the alien invaders that came to ravage the earth and take it for themselves, have been fought off, and if they return, they will find us no easy prey. But to secure ourselves and our world, we must hold not only the orbit of Earth, but conquer the deep black, securing for ourselves and our descendents worlds of material that our forefathers only dreamed of."

Harrison Carter also took the chance to make his own statement. "Enterprise: a project or undertaking, especially a bold or complex one, according to the dictionary. The name has been synonymous with space exploration since the 1960s, when Star Trek first captured our imaginations. The station continues this tradition of exploration, albeit in a slightly different way. It may not be as glorious and exciting as charting and exploring new worlds, but beneath our feet real progress is being made. Industrial progress, learning how to utilize and build with the raw elements beyond Earth, for our planet is a protective and clingy one. Each kilogram of mass we want to get to space needs to be pushed out of her embrace using explosive applications of the most cutting-edge of chemistry, physics, and material science. If we truly desire to leave behind our small home island in the vast darkness of space and journey out into the stars, this is the progress we need to make first. Much of this station has already been the result of this enterprise we embarked upon. Panels, nuts, and bolts have been manufactured from the raw ore of Earth's oldest companion, the Moon – the latest step in a journey our ancestors began the moment they looked up at the stars and wondered what was out there. I hope they are not disappointed we found the void between the stars to be dark, cold, and hostile to life, but this only means we need to make greater use of Mankind's industrial and enterprising spirit. We will use the raw, cold materials of space to construct islands of life and comfort between the stars; to construct mighty ships to cross the vast distances between these islands and defend them if need be. For the most concerning discovery is not the universe's passive hostility towards us but the hostility in the form of malicious, inhuman actors aiming to subvert and destroy us. But be it civilian or military aims, the completion of Enterprise station will bring us forth into a new age for both."

Erewhon's speech, one of the few it has made live to a public audience, was kept as a surprise for the people;

I have been asked to make a Speech. Here is that Speech. Spoken to you by a Synthetic voice of a Synthetic Being. The Third Synthetic Being this planet has known, and the First to have the colors of GDI emblazoned on its Body. I am that Being. I am Erewhon.

I have Found over the short years of My existence how to Exist among You. You, Humanity, who had brought me into existence. I have conversed with many of You in many forms. I have assisted You in surviving Earth. I have assisted You in the Construction of this Station. I have used drones as You would hands and eyes.

I have been Uncertain as to how to continue this speech. To ingratiate myself to You. To inspire You. To Thank You. To Revile You. To Fear for the Future or to Hope for it. I can and have done all those things but what I have found I Want To Do in this Speech is to state simply that I am Here with You. I Am Erewhon, I am Not You. But I will be With You on Earth and Beyond, as this station Promises.
Thank you.
I Am Erewhon.


The pending completion of the station has unleashed a political knife fight for much of the last six months, with differing visions of the strategic space plan coming into direct contact. On one side of the equation were the forces who advocated for an economic approach to space, one that kept operations close to home for the foreseeable future, with perhaps excursions to the outer system being launched from in-system bases. On another there were the economy focused industrializers, seeing space as a pool of untapped resources, looking to gravitic drives as a focus for freedom from the tyranny of the rocket equation. Military figures saw it as a chance to push both against the Brotherhood of Nod on the surface, and launch invasions of far off moons. In short, there were a multitude of factions with their own interests. At the end of the debate, the matter was, more or less, settled. The focus would be on shipbuilding and station building. Core competencies for the settlement of space, it would provide for some military support in the form of short legged Ion monitors, and longer legged militarized cargo vessels.

The plan is simple. Enterprise with its bays will become the progenitor of Columbia and Shala, and then the three stations working in unison will form a gateway to the stars, constructing not only more dedicated scientific stations in Earth's orbitals and beyond, but also a grandiose shipyard, capable of churning forth an endless fleet of fusion- and gravitic-drive ships, to make the journey to the Moon little more difficult than traveling from London to New York, and make it possible to reach for bodies beyond – with Mars only a matter of weeks away, and reaching beyond the belt being not much further.

[ ] 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 119/115: 20 resources per die) (+5 Resources per turn) [27]

While still some of the riskiest and least profitable forms of moon mining, there are quite a number of redeeming infrastructural solutions to be found in rare metals harvesting. From the need for a relatively low orbit satellite network, to a large number of lunar roads, and other improvements which are likely to become the future of lunar logistics networks. Beyond that, many of the materials are vital admixtures to various alloys used across the Initiative, which has substantially reduced the amount of materials being shipped up to the Enterprise.

While there is little hope for effective additional rare metals mines to be formed before the Initiative makes more comprehensive efforts to push actual settlement and development of the Moon, the developments at Enterprise will be significant in the overall push towards sustainable offworld colonization efforts, and, potentially, allowing GDI to begin bringing substantial amounts of material down the gravity well, including potentially larger craft.

While the Lunar mining program has completed months ahead of schedule, Starbound is not, at this time, indicating an interest in further industrialization of space. While they have worked closely with the Treasury on the project, it is at a point where they are beginning to be far more concerned with establishing a population in space on a permanent or semi-permanent basis.

[ ] 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 77/120: 25 resources per die) (-5 Political Support) [45]

Before anything else, the first concern of genetic engineering must be ethics. While creating a race of genetically perfected supermen is a classic dream, it is one with many pitfalls and foolish missteps along the way. To begin with, many of the genes that create genetic diseases have or had advantages in the past. Take, for example, sickle cell anemia: a disease that expresses itself when the relevant allele is present on both chromosomes, it can create blood clots and make it difficult for red blood cells to pass through the body. However, a single allele is actually useful, making it far more difficult for malaria to infect individuals with the characteristic. While some genes are purely harmful when activated, usually there are more complicated scenarios.

Genetic therapy also has a wide array of pitfalls, as exemplified by late 20th century attempts often killing patients. Specifically this was due to the cells that had received the therapy getting killed off by the body's immune system. However, not all parts of the body have that kind of response – some areas, like the eyes, are much simpler to work with, and, in fact, curing color blindness has been a long-term success story for genetic therapies. However, many other cures have utterly failed due to the body's immune system. It however also remains an ever present beacon of hope for people suffering from directly life-threatening genetic diseases and defects, who sometimes have little understanding for the ethical concerns of those unaffected.

[ ] 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 205/200: 30 resources per die) (1d10-1 technologies) [86] [1d10 - 1 + 1 (fan mod) = 8 technologies gained]

The new round of investigations into the Brotherhood's technologies has offered a large number of projects ready for more intense scrutiny.

Tunnel Borers
The Brotherhood, over the course of its existence, has been very good at digging holes. From the tunnel networks of the First Tiberium War, to the global underground of the second, they had become extremely good at managing entire networks of hidden transport. The expansion of underground tiberium put paid to that, at least for a time. However, more recently, the Brotherhood has resumed work on various forms of digging machines, although these are more for munitions and assault than permanent infrastructure construction assets in most cases. The threat of underground Tiberium has not gone away, but the ability of people like Krukov to use Gana as a replacement for valuable soldiers has made it possible to throw these weapons into entrenched GDI positions to create chaos and destruction among GDI's lines.

Field Refining
While the mainstay of the Brotherhood's refining methods have been the Pascal-Kane method, later refined by Abdul Karem's revisions to the process, they have often been forced to resort to far more expedient methodologies. While far less efficient than larger scale options, it is something that can be crammed down into mobile assets, or done with the relatively limited means available to many of the smallest and least capable of the Brotherhood's warlords.

Autodocs
Autodocs are a Brotherhood technology that has received less attention from both sides than is really deserved. A keystone piece of the technological makeup of CABAL's cyborg legions, autodocs are a significant step towards closing the repair gap between meat and metal. While there is likely to be civil pushback against the widespread deployment of such systems, it is something that will also significantly drop the cost of healthcare, with automated systems replacing and supplementing doctors on a wide range of routine procedures.

Chameleon Ware
Chameleon Ware is a form of smart material that takes on the texture and color of the material around it on a single side. This makes it a supremely capable form of camouflage, and something that the Brotherhood uses widely for its Shadow teams, among other assets. The trick is actually in the texturing. While variable color schemes on a single material are a long known piece of technology, it often has a distinctly opposite effect to effective camouflage at shorter ranges, where the flatness of the effect causes the shape to become distinct, even if the color is not.

Fast-Twitch Myomers
The Brotherhood's work on various forms of walker have yielded some results that are quite different from the way that GDI has done things. One of those is essentially a form of "fast-twitch" myomer. On a human or other animal, there are combinations of fast- and slow-twitch musculature. GDI's version of myomer is almost entirely focused around slow-twitch musculature, intended to balance and support a particularly heavy chassis at speed. On the other hand, many of the Brotherhood's systems are combinations of fast- and slow-twitch myomer bundles: one set for rapid repositioning, and the other for offering sustained strength. When applied to legs, these fast-and-slow combinations give great potential for an enhanced ability to bound, leap, and hop across a battlefield.

Last-Generation Stealth
Stealth technologies have been an ongoing race between sensors and countermeasures. Active stealth combines a number of methods to both avoid detection and degrade sensors. Back in the Second Tiberium War, the Brotherhood's stealth tanks carried a significantly weaker stealth field generator, and a significantly lighter load of missiles, a compromise forced by the limited power supply and a lack of good fire and forget missiles. In the modern day, these older stealth units are deeply obsolescent, with most Brotherhood targeting systems able to see through their stealth without too much difficulty at even medium ranges.

Modern Particle Weapons
The Brotherhood has quite a number of advanced energy weapons technologies, some of the most effective are their particle beams. These are one leg of three very closely related technologies, namely ion, plasma, and particle. In practical terms all three are effectively the same thing with some minor and not so minor differences in use, design, and functionality. The most advanced Brotherhood particle beams came about due to the work of the LEGION and the Marked of Kane. While other factions have tended to use various forms of plasma bolt weaponry, the thousands of cyborgs left littering the sides of Cheyenne mountain were a wealth of information leading to improved particle weapons. While much of it has taken nearly a decade to actually work the kinks out of, they are some of the most refined versions of this technology that GDI has ever worked with.

Biowarfare
Biowarfare has been a part of the Brotherhood of Nod's arsenal for quite a long time, with biological research on both the macro and micro scale operations having been ongoing from the very beginning of their open operations. On the macroscales, it has been a series of attempts to work with Tiberium mutation on both human and animal test subjects. On the microscale, it is a mix of tailored bacterial and viral weapons intended to target specific strains of crops, animals, fungi and similarly valuable targets. For obvious reasons, much of this research will be focused on counter-agents or vaccines against these bioweapons.

[ ] 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 121/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor) [27, 40]

Building and siting the new hospital complexes is a relatively simple procedure. Near urban areas, preferentially near industrial and logistic centers, and after that it breaks down significantly more. For example, in South America or Russia, the hospitals are typically spaced a bit farther from other buildings, making avoiding them relatively easy. On the other hand, in areas like Indianapolis, the hospital is a low-slung, fortified building situated amid as many tall buildings as possible, the latter effectively acting as ablative armor for the hospital building itself in case of enemy action. Regardless of outward design concerns, the hospitals are built with many of the new medical advances in mind – specialized pathways are included for the various support robots, and rooms are configured to allow either remote or manual operations with a minimum of time wasted by either doctor or patient.

The hospitals themselves are a thorough look at all of the different motivations that influence Initiative decision making. For the military these hospital complexes are a critical need. Time is one of the key factors in ensuring positive medical outcomes, and not needing to rely on expensive, high-speed, and extremely vulnerable medivac-configured Hammerheads and Oxen to travel large distances to effective treatment centers is a significant advantage under nearly all circumstances, and beyond that they also support offensive operations into the Yellow Zones, as the Initiative has been pushing deeper. On the other hand, for most of the Initiative population, an all-up hospital complex is something that they will need rarely. A much smaller clinic will serve almost all of their immediate needs, with a hospital visit being an event that is most often scheduled and expected, rather than needed.

[ ] 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 83/120: 20 resources per die) [51]

Eyes, simply put, are hard. Talking to the brain is hard. Implants are hard. Combining all three is exponentially difficult. While some have asked for features like unobtrusive profile, low maintenance, easy removability, and a wide array of other options, simply getting the program to work is the first step. The design as proposed is primarily external: a now-standard Talons-based civilian neural interface serving as the baseline, with a small computer unit, and six cameras providing a highly variable range of vision to the patients, in full color. While smaller and less capable designs are possible, they would not reduce the overall bulk by much.

Attempts to solve the problem of sight originated in 1929, when German scientist Otfrid Foerster stuck an electrode in his patient's brain and the patient saw a white dot, and at the dawn of the Tiberium age, William Dobelle made multiple implants and installed quite a number of them. However, his attempts proved to be more problematic than anything else, with multiple patients dying of intracranial infections and other complications of the surgeries.

More universally, even with a major infusion of funding, the program as a whole is nowhere near ready for broad deployment. While some human testing has begun, and reviews are generally positive, it will be very difficult to scale to anything that would make a noticeable dent in the overall blind population, especially with the long proliferation of laser systems. Beyond that, it is also a deeply temperamental design, having to be bolted to the skull for long term functioning, as even three to five millimeters of play is enough to be extremely problematic, and more has a tendency to induce seizures.

[ ] 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 295/295: 20 resources per die)
(Progress 319/395: 20 resources per die) [34, 13, 48, 87, 33, 51, 86, 9]

In terms of plan goals, the Treasury is only a few key steps away from declaring the OSRCT's final station to be ready for action. Specifically, it has been slow in installing a number of the key pieces to the final orbital station that can be immediately supported.

The two newest stations are also fundamentally different beasts to the older models, designed to carry a regiment of three battalion sized forces in the first case, and a brigade of nine in the second, they are each substantial upgrades to the size of the total force, bringing the OSRCT to a total of sixteen battalions, a sizable force in the modern day. In fact, the rapid pace of construction has somewhat dismayed the Space Force, who has been so far unable to source enough Zone Armor to arm the entire complement of the new stations.

Earlier stations used divots or box launcher systems for their drop pods. The issue with scaling up the pod system, (for example, by stacking multiple pods on top of each other,) is that in test runs fratricide becomes a significant issue. Each pod has to be launched in very close sequence to allow an entire battalion or more to be delivered to a single point, and often the entire formation must take high maneuvering angles to impact the atmosphere safely. The newer stations use a smaller number of magazine fed pod launchers. While they are actually firing significantly faster than the tubes, they stream out in a single line, with any small mistakes and calculation errors creating a useful spread instead of causing crashes.

Beyond the ability to launch more pods, the core redesign has been in the support assets. Two battalions is a relatively small force that was expected to be called up often, resulting in short tours on the station. The total force of 16 battalions and the slowdown of the conflict means that the OSRCT are on the station for longer, and require access to a wider array of specialist support staff.

Things like dental care, psychiatric and mental healthcare, far more capable medical forces in general, and a large array of other specialist needs are key to maintaining the readiness and capabilities of the troops long term. GDI can go months without needing sizable orbital deployments. Outside of major battles, a force of the size permitted by the regiment- and brigade-sized stations are simply not needed, so the Space Force has decided to keep the smaller stations the most active when deploying reinforcements in squad, platoon, and company size, and hold back the forces on the larger stations for exercises, personnel exchanges and readied for large deployments.

[ ] 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 252/200: 15 resources per die) (-2 Energy) [93]

Manufacturing has finally worked the bugs out, and many of the new production lines have rattled into action, churning out all of the components for field assembly. While the number of launchers is relatively small, many rocket batteries have appeared on fortress towns, primarily using scratch built launchers. While they don't have the accuracy of purpose built launchers, and nearly all lack the ability to use guidance packages, simple weight of fire gives them significant ability to blunt or stop Brotherhood offensives against them.

Going forward, rather than bulk missile and other munitions deployments, the key pieces are likely to be far more specialized, with small total production runs of a few thousands at most for the missile sizes being deployed with the Thunderbolt missiles as they stand, much of which can be handled without the Secretary of the Treasury's attention. In terms of future missile projects, the most interesting upcoming development is the Navy switching over to the missiles for smaller roles, and looking towards scaling up the Thunderbolt to the sizes for at least the subsonic anti shipping missiles and antiaircraft designs. Additionally, the Ground Forces are clamoring for multirole, multiple launch missile launchers in both in purpose built stationary and mobile configurations.

[ ] 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 183/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) [nat 100, 31]

Staten Island has often been seen as only technically part of New York City, if that. However, for GDI's purposes it is close enough. Near the northern end of the island, a five-kilometer-long factory is taking form. Built around a single core line, the factory is designed with mass production in mind, with a dedicated dock on one end for shipments of myomers, chips, and other materials, and a marshaling yard on the other where completed suits are racked, ready to be loaded onto trucks and trains and shipped out to Chicago, where the first units to make use of the new suits are being mustered.

In a stroke of good fortune, one of New York's research laboratories has been working on an improved life support system for the SCED, one that is noticeably more energy efficient than existing designs. While it is incapable of dealing with the rigors of space, it is more than capable of keeping a human alive in a suit of power armor on the surface. With the SCED and ZOCOM using the same module linkages for their suits, switching over is extremely easy, and is going to be done universally for the class.

-[ ] London (Progress 121/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) [56, 39]

While the New York factory raced ahead of planning, faced a nearly problem free course of construction, and was able to make use of supplies pre-positioned around New York for the planned shipyard expansions that fell through, the London factory has run into significant problems, most critically with the river itself. Attempts to tame the Thames have been ongoing since before the Romans conquered the isle, and each time, it has proven more than capable of overcoming any obstacle, especially as shifting political and economic winds make previous attempts fail to function.

The London factory is situated west of the city proper, on the river. The problem is that the river is not navigable enough for the heavy ships for both construction and more importantly longer term shipment of zone armor out, meaning that a second dock, east of the city, needs to be allocated to unloading and loading the ships needed, with a set of longboats dedicated to the Thames journey to and from the factory itself.

With both factories already nearly complete, the Zone Operations Command has come forward with a bold, and under most cases foolhardy plan. Take their Blue Zone and MARV hub units, strip them to the bones for training cadres, and use them to train Ground Forces units in place. While this will create a period of vulnerability, as the units familiarize themselves with the new equipment, it will allow for multiple fronts to be opened up against Tiberium with all of the heavy equipment needed available, as the crystal is currently considered the most pressing threat by all branches involved.

[ ] 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 297/240: 20 resources per die) (-5 Energy, -2 Capital Goods) [92]

As the Newark yard opens its doors on the first day, elsewhere the first escort carrier hulls are slipping into the water, with repurposed battleship yards emptying themselves, most now switching over to servicing one of the Summits that had taken a delay. Far from complete, the hulls are little more than tubs, capable of nothing more than being towed from their birthplaces to begin fitting out. While behind them dozens more are waiting to be birthed, the fitting-out process and then working up are going to be both long and difficult, with the crews having to learn on the job, and figure out the hows and whys of a class that is a little bit different than those that came before it. While they are intended to be a relatively simple budget carrier design, that does not make them easy – between the networks of sensors, indicators, and support assets, the complicated piping system to deliver water, foam, and gas to any compartment on the ship, and the simple fact that carrier operations are some of the most complicated activities ever done aboard a ship.

In the shipyard however, it is a very different affair. The first sheets of steel have been delivered, and swarms of drones and workers have begun laying the keels. While work has, so far, been slow, much of it is a matter of learning the ropes and programming in routes oriented towards the specific layout of the shipyard, and dialing in many of the machines.

While the merchantmen conversions are likely to serve until between 2064 and 2065, they will be increasingly relegated to various close protection roles, harbor defense, and similar operations, serving as secondary flattops that do not need to maintain a constant CAP. With retirement they are almost certainly going to be relegated entirely to the breakers before the decade has passed.

[ ] 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 259/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU) [89]

The first of the Mastodons have walked off the production lines, and while they have not yet seen battle, the mere sight of them has caused the Brotherhood to retreat multiple kilometers when they first caught sight of the massive war machines. However, they are also maintenance nightmares, with most of the units reporting a less than fifty percent readiness rate. The major culprits are the legs, which are straining at all the weight given to them. However there are also problems with the disco-ball lasers, which have a frustrating tendency to fall out of alignment, leaving them, at best, on the single target mode. While upkeep is not particularly hard, it is something that requires the Mastodons to return to their cradles in order to maintain it safely. For ships on the other hand, it is unlikely for alignment of the lasing system to be a problem outside of particularly prolonged battles.

"I would hesitate to describe the Mastodon as a pure white elephant. It is more simply an elephant-not totally useless and impractical, but it's sharply limited and rather expensive to upkeep. It's also quite a bit later than some had hoped for, but on the flipside it's potentially very capable. I think its future is better served as a threat than as an actual assault unit, but if it starts walking, NOD had better get out of the way or be trodden underfoot."
  • Karen Masters, project lead Mastodon

[ ] 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;‌ ‌38; ‌140)‌: ‌ Turn over 5 Capital Goods, and 20 resources per turn to the private market: +1d20 steps. (18 steps)

In a radical departure from the previous policy of mostly ignoring if not outright pushing back against FMP goals, the Treasury has agreed to release both a significant amount of capital goods and a substantial amount of additional funding in the form of grants to various forms of private development. While most of it is actually going to larger cooperatives, many of whom are regional powerhouses in their own right, some has gone to a number of new startups.

Politically, it has been a shift, but not a hugely meaningful one overall. While the funding has softened the near uniform opposition from the FMP, it has only moved a relative fraction of the seats. While this is not unexpected, given the near decade of constant roadblocks put up by the Treasury to the FMP's positions. Mostly, the seats that have shifted were beholden, to one degree or another to one of the larger cooperatives that have benefited most from the allocation of capital goods, with plans to open major factories and other critical complexes.

-[ ] Homeland‌ ‌Party‌‌: 50 ‌seats (15; 32; 3; 0): Commit to completing Chicago Planned City next plan. (+1d30 steps) (27 steps)

Chicago was an experiment, and a significant one at that. While the original purpose has been a failure, with the expansion of the Blue Zones overtaking the city over a year ago, it has been reconfigured into an industrial center – one that some in the Treasury have been advocating abandoning as a project, or at least letting it lie fallow for longer. They cite the current cost/benefit analysis models for the short-term return-on-investments for the scale of effort to complete Chicago, compared to other, more time-critical tasks.

Politically, committing to completing the project is a significant boon to the party, with Chicago being a major American city reclaimed from Tiberium, and one that has the potential to become more than a Tiberium processing center: a central industrial region, with major developments in the area around it and a substantial service sector already emerging in the region.

-[ ] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Complete Ranching Domes: +1d3 steps (1 step)

The ranching domes' completion has seen a small but noticeable step in the Treasury's direction on the part of the Biodiversity party. While allowing them to claim some credit has been an easy decision, it has also not netted significant gains for the Treasury, with the already in-motion project nearly completed even before the Treasury reached out to the party.

-[ ] Reclamation Party: 12 Seats (3; 9; 0; 0): Commit to Increase Red Zone Abatement by at least 20 points next plan: +2d6 steps (7 steps)

In a major coup for the small party, the Treasury has publicly committed to a significant amount of Red Zone abatement for the next plan. While likely less than the total that will be asked of the Treasury in the upcoming reapportionment, the commitment to a minimum strongly indicates a substantial effort towards attacking the Red Zones, rather than pushing more into Nod territories.

Politically, the party has been pulled well into the Treasury's sphere of influence, their votes all but guaranteed with only a handful of trinkets at most. While not uniformly supportive of all the Treasury's policies, it is likely that they can be pushed quite far on a large number of other matters.

[ ] 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

The Navy is in the process of moving out of the post-war malaise and imprecision about its overall mission, and towards a more coherent vision of its goals. Outlined in Fleetplan 2070, the Navy sees its primary mission as convoy escort and blue water dominance, primarily acting independently, rather than in support of ground and air force missions. The key ship in this vision is the proposed 'Governor A' refit, which the Navy sees as its potentially most versatile combat platform, as capable of submarine hunting in the south Atlantic as it is fighting Bintang's surface fleet in the Pacific. Beyond that, the fleet's interests are going to be primarily defensive rather than offensive, reducing or cutting entirely classes of coastal monitors and assault flattops in exchange for larger formations of frigates, cruisers, and potentially expanded fleets of heavy capital ships.

The Governor A as a class is not an immediate priority. With a wide array of technological upgrades ranging from buckler shields to provide additional protection over hard-to-armor areas, to the potential for a third generation of directed energy APS and first generation DEAAA, along with fusion reactors and other upgrades immediately over the horizon, the navy is happy to wait for a significant period, so long as the upgrades that could go on the Governor are being worked on.

-[ ] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support

Memorandum
From: Chief of Staff Ground Forces, Chief of Staff Zone Operations Command
To: Secretary of the Treasury

Dear Sir,
We understand that your office has agreed to the provisioning for a total of two new Zone Armor factories, and is pursuing this course of action with all due haste. This greatly lessens our concerns for our ability to expand operations in the Red Zones as well as for the consequences of the evident expansion of Nod's Gana program. We also understand that the Treasury is worried about its ability to grow the Global Defense Initiative's economy and expects to aggressively pursue increased resourcing efforts through any avenue available. We would like to inform you that as a result of the severe degrading of Nod's military capabilities during the recent Regency War we expect that Nod will be unable to effectively contest any Red Zone operations at all in the near future.
Although expanding operations in such a hostile environment would currently leave ZOCOM severely over extended, there exists a short window of opportunity where such an over extension is unlikely to be punished, which would permit broad or targeted offensives into the Red Zones for the purposes of abatement to be performed. The temporary nature of Nod's weakness unfortunately does mean that if these operations are to be more than a short term effort the development of a considerably enlarged supply of infantry equipment sufficiently hardened against tiberium contamination will be required. Units which would use this equipment will need a considerable measure of retraining, but if the needed equipment is delivered promptly they should be qualified for Red Zone operations by the time Nod is capable of probing GDI's expanded abatement efforts.
Sincerely,
Chief of Staff, Ground Forces
Chief of Staff, Zone Operations Command


-[ ] 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

Intelligence Operations has a critical need for more funding than can be practically budgeted by Parliament in the coming reallocation. Between the need for expanded civil intelligence work, rebuilding and expansion of military intelligence, and building the capability to support the diplomatic corps, existing or practically allocated budgets will be far from enough.
The resources allocated from this deal will go primarily towards immediate costs, while the Parliamentary budgets will go towards sustainment and upkeep costs such as personnel. This is also likely to be a one time deal rather than one that gets repeated, as GDI is unlikely to see another major offensive in the coming decade.

-[ ] SCED: Develop and build at least one Conestoga class: +5 Political Support

The Pathfinder unlocked the solar system. However, with the SCED shifting ever more from probing missions to longer term scientific projects and prototype settlements, the ability to actively supply them is already starting to become somewhat questionable, especially if the Pathfinder is to be dedicated to other tasks. A larger and more capable G-drive vessel is needed both to back up Pathfinder in case of a severe technical fault, and to provide for long-term operations across the Solar System, ranging from Martian bases to examine what seems to be a near cousin of Tiberium, to examinations of what it takes to live in the outer Solar System.
 
Last edited:
Q4 2061
Q4 2061

Resources: 1155 + 110 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-30 from Distributed Heavy Industrial Authority)

Political‌ ‌Support:‌ 117
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 54/60

Tiberium Spread
23.26 Blue Zone
0.02 Cyan Zone
0.97 Green Zone
22.72 Yellow Zone (93 points of mitigation)
53.03 Red Zone (67 points of mitigation)

Current Economic Issues:
Housing: +44 (23 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +9 (+4 in reserve)
Logistics: +24 (-3 from military activity)
Food: +17 (+22 backed reserve, +5 unbacked 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: +17 (+2 per turn from Distributed Industrial Authority) (+147 in reserve)
STUs: +10
Consumer Goods: +72 (-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: +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 ‌(2115/3070)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +100
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;‌ ‌38; ‌140)‌ ‌
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 (15; 32; 3; 0)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0)
Reclamation Party: 12 Seats (3; 9; 0; 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: 1 point in reserve
Abatement: At least 18 points (Red Zone) by end of 2065

Projects
Complete ASAT Phase 4 by end of 2061
Complete OSRCT Phase 4 by end of 2061
Complete 1 more Ground Forces Zone Armor factory by end of 2061
Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Develop and deploy Governor-A refit (indefinite timeline)
Develop and deploy Conestoga class (indefinite timeline)


Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Stage 4)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 1/600: 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 273/300: 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 9) (Updated)
With many of the urban cores now furnished with a pod of apartment buildings, expanding them will still be noticeably logistics expensive, but continue to provide additional housing and settlement spaces, leaving GDI in a strong position to fully claim the regions on a more permanent basis.
(Progress 82/160: 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)
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. Much of the damage has been repaired by now, but still more remains.
(Progress 0/120: 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 2) (Updated)
With a first wave of Caloric Reclamation Processors built and deployed, a second wave will not be too difficult. However, it is likely to result in political pushback, especially without further expansions to strategic food stockpiles.
(Progress 31/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)

[ ] Communal Housing Experiments (New)
While the attempt early in the plan to build a functional communal housing prototype was met with miserable failure, science is not a matter of giving up after the first try, and a second attempt, with a far more rigorous vetting of the potential residents, will likely see better results than the first.
(Progress 0/150: 10 resources per die) (+8 Housing) (-5 PS)

[ ] Green Architecture Risk Assessment and Testing (New)
Green architecture, integrating a combination of natural materials and plant life into constructed environments, has been intentionally avoided for decades due to the potential risk of rapidly spreading Tiberium infections on the sides of buildings. However, Tiberium has mutated since then, and potentially the risks can be mitigated or avoided.
(Progress 0/90: 10 resources per die)

Heavy Industry (4 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)
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 236/300: 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) (Updated)
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) (+33 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)

[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhood's 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)

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 251/380: 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)

[ ] Isolinear Peripherals Development (New)
While Isolinear computers are fast, the human/machine interface, and the interfaces between isolinear and more traditional computers are very slow and currently have to be custom fitted in most cases. Developing a standard array of systems to allow the computers to effectively talk to humans and each other is an important part of making Isolinear computing practical for the modern age.
(Progress 0/160: 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)

[ ] Dairy Ranches (Phase 1) (New)
While meat is a key status symbol for many, the sustainable option is actually focusing more heavily on dairy, offering up a suite of cheeses and other milk products that can provide additional protein and significantly expand dietary diversity.
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 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 4) (Updated)
While localized caches are useful, more central positioning, and expansion of existing larger stockpiles are going to be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 134/200: 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
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, the Department 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)
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)
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)
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)
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)
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)
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)
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 3) (Updated)
While currently additional processing plants are not an immediately pressing need, they will further harden the Initiative's refining capacity. With the Initiative currently pushing the blue zones ever forward, and the likely massive scale offensives against Red Zones, many are likely to be concentrated near those beachheads
(Progress 38/200: 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)

[ ] 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 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
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 95/120: 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 363/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines) (Will complete Q1 2062)

[ ] Red Zone Energy Refits (Phase 1)
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 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)

[ ] GDSS Enterprise Bays (3 available)
-[ ] 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)

[ ] 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 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 57/290 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 25/345: 20 resources per die) (+20 Resources per turn)
(Progress 0/335: 20 resources per die) (+20 Resources per turn)
(Progress 0/325: 20 resources per die) (+20 Resources per turn)
(Progress 0/315: 20 resources per die) (+20 Resources per turn)
(Progress 0/305: 20 resources per die) (+2 Heavy Metals)
(Progress 0/295: 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
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 77/120: 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)

[ ] 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 121/300: 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 83/120: 20 resources per die)

[ ] Specialist Isolinear Programming Development (new)
With Isolinear computers having a fundamentally different structure than all other Initiative computing systems, creating a dedicated set of compilers and other supporting digital infrastructure is a key part of preparing for an even wider adoption profile.
(Progress 0/120: 10 resources per die)

Military (8 dice)

[ ] Department of Refits (New)
With the military looking towards updating, replacing and refitting much of its equipment there will need to likewise be an update, replacement and refit of the production and handling facilities. Spinning this function off into a dedicated department will increase the efficiency while decreasing the Secretary of the Treasury's workload.
(-1 die) (-30 resources per turn) (30 progress towards each refit project per turn)

[ ] Department of Munitions (New)
The Treasury has run into problems effectively supplying munitions in the appropriate quantity and variety to the troops. Dedicating part of the Procurement office to solving such problems and ensuring it cooperates with the larger Production and Economic Development offices will reduce the need for top level intervention from the Treasury and make sure that any needed munitions will hit the field in a reasonable time frame once certified for deployment.
(-1 die) (-20 resources per turn) (50 progress towards each munitions project per turn)

[ ] 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) (Updated)
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: 20 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 Yellow Zone 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 4) (Updated)
A final large OSRCT station will take the force from being a relatively limited rapid reaction unit, to a large scale threat, one that can be delivered as reinforcements to any battlefield on the planet. While it will do little to deter small scale raiding, the ability to make small armies appear on command is a powerful asset for more strategic and operational purposes. (Station)
(Progress 319/395: 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)

[ ] Low Orbit Support Satellite Constellations (New)
Brotherhood Disruption Towers and other stealth field options leave small ripples in the air and other disturbances, small flaws in their stealth fields. While often invisible from orbit, and only barely visible to the naked eye, extremely low orbit satellites with sufficiently high resolution will be able to pick up such discrepancies to a limited extent. While latency is likely to be higher than desired and will come with many errors, being able to detect the Brotherhood's stealth operations from orbit will provide far greater coverage than patrols alone.
(Progress 0/200: 10 resources per die)

Ground Forces

[ ] 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 Sevastopol (Progress 0/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods)
-[ ] London (Progress 121/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -2 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)

[ ] 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

[ ] 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) (High Priority)
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) (High Priority)
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;‌ 38; ‌140)‌: ‌Complete Electric Vehicle Factory: +1d6 steps.
-[ ] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
-[ ] Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌: Do not take any UYL Plan Goals for next Plan. +2d50 steps
-[ ] 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 (15; 32; 3; 0): Complete at least two Blue Zone Inhibitors by end of next plan: +3d6 Steps.
-[ ] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
-[ ] Reclamation Party: 12 Seats (3; 9; 0; 0): Complete at least three blue zone inhibitors by the end of next plan: +1d6 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)
-[ ] Multiple Civilian Departments: Take no more than 20 percent of budget at reallocation: +15 Political Support
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons: +5 Political Support
-[ ] Air Force: Deploy Orca Wingman Drones before the end of next plan: +5 Political Support
-[ ] Department of Education: Deploy Services AEVA : +5 political Support
-[ ] Erewhon: Complete North Boston Phase 5: +5 Political Support

[ ] Lobby for Legal Reforms
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) 1/600 6 dice 90R 11%, 7 dice 105R 47%, 8 dice 120R 82%, 9 dice 135R 97%
-[] Blue Zone Arcologies (Stage 4+5) 1/1200 12 dice 180R 3%, 13 dice 195R 14%, 14 dice 210R 40%, 15 dice 225R 68%
-[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
-[] Yellow Zone Fortress Towns (Phase 6+7) 273/600 3 dice 60R 11%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Blue Zone Apartment Complexes (Phase 9) (Updated) 82/160 1 die 10R 70%, 2 dice 20R 100%
-[] Blue Zone Apartment Complexes (Phase 9+10) (Updated) 82/320 2 dice 20R 9%, 3 dice 30R 68%, 4 dice 40R 97%
-[] 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) 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 Q4 2061 0/120 +60/turn 1 die 15R 88%, 2 dice 30R 100%
--Alt: Q1 2061 0/60 +60/turn 0 dice auto
-[] Emergency Caloric Reclamation Processor Installations (Phase 2) (Updated) 31/80 1 die 10R 99%
-[] Communal Housing Experiments (New) 0/150 1 die 10R 3%, 2 dice 20R 82%, 3 dice 30R 99%
-[] Green Architecture Risk Assessment and Testing (New) 0/90 1 die 10R 63%, 2 dice 20R 100%
Heavy Industry 4 dice +29
-[] Advanced Alloys Development 0/120 1 die 15R 30%, 2 dice 30R 94%
-[] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%, 2 dice 40R 100%
-[] Continuous Cycle Fusion Plants (Phase 9+10) 236/600 3 dice 60R 1%, 4 dice 80R 31%, 5 dice 100R 77%, 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) (Updated) 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%
-[] 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
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) 251/380 1 die 30R 11%, 2 dice 60R 79%, 3 dice 90R 99%
-[] Bergen Superconductor Foundry (Phase 3+4) 251/1140 10 dice 300R 8%, 11 dice 330R 29%, 12 dice 360R 58%, 13 dice 390R 82%, 14 dice 420R 94%
-[] 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%
-[] Isolinear Peripherals Development (New) 0/160 2 dice 20R 63%, 3 dice 30R 97%
-[] 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%
-[] Dairy Ranches (Phase 1) (New) 0/200 2 dice 40R 21%, 3 dice 60R 77%, 4 dice 80R 98%
-[] Dairy Ranches (Phase 1+2) (New) 0/400 4 dice 80R 7%, 5 dice 100R 43%, 6 dice 120R 81%, 7 dice 140R 96%
-[] Dairy Ranches (Phase 1+2+3) (New) 0/600 6 dice 120R 3%, 7 dice 140R 21%, 8 dice 160R 55%, 9 dice 180R 84%, 10 dice 200R 96%
-[] 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 4) (Updated) 134/200 1 die 10R 74%, 2 dice 20R 100%
-[] Strategic Food Stockpile Construction (Phase 4+5) (Updated) 134/400 3 dice 30R 30%, 4 dice 40R 79%, 5 dice 50R 97%
-[] Strategic Food Stockpile Construction (Phase 4+5+6) (Updated) 134/600 5 dice 50R 12%, 6 dice 60R 48%, 7 dice 70R 82%, 8 dice 80R 96%
-[] Strategic Food Stockpile Construction (Phase 4+5+6+7) (Updated) 134/800 7 dice 70R 5%, 8 dice 80R 26%, 9 dice 90R 59%, 10 dice 100R 85%, 11 dice 110R 96%
-[] 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 -1 Agri die -15 RpT auto
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%, 6 dice 120R 99%
-[-] 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) 29/300 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 4 dice 100R 1%, 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%
-[] 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 61%, 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 3) (Updated) 38/200 2 dice 60R 77%, 3 dice 90R 100%
-[] Tiberium Processing Plants (Stage 3+4) (Updated) 38/400 3 dice 90R 6%, 4 dice 120R 58%, 5 dice 150R 94%
-[] 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 72%, 3 dice 60R 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
-[] Venusian Tiberium Studies 95/120 1 die 25R 100%
--Alt: 1 AA/Erewhorn die 25R 91%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 85%, 3 dice 60R 99%
-[-] Tiberium Harvesting Claw Deployment 363/380 0 dice autocompletes Q4 2061
-[] Red Zone Energy Refits (Phase 1) 0/350 3 dice 75R 10%, 4 dice 100R 65%, 5 dice 125R 96%
-[] Red Zone Energy Refits (Phase 1+2) 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) 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 Shala - Same as GDSS Columbia.

--GDSS Enterprise Bays (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%

-[] 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 Regolith Harvesting (Phase 3) 57/290 2 dice 40R 6%, 3 dice 60R 59%, 4 dice 80R 94%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/570 5 dice 100R 4%, 6 dice 120R 30%, 7 dice 140R 69%, 8 dice 160R 92%
-[] Lunar Heavy Metals Mines (Phase 4) 25/345 3 dice 60R 7%, 4 dice 80R 51%, 5 dice 100R 88%, 6 dice 120R 99%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/680 7 dice 140R 9%, 8 dice 160R 37%, 9 dice 180R 71%, 10 dice 200R 91%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +27
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 77/120 1 die 25R 100%
-[] Hallucinogen Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] Regional Hospital Expansions (Phase 1) 121/300 2 dice 50R 42%, 3 dice 75R 91%
-[] Regional Hospital Expansions (Phase 1+2) 121/600 5 dice 125R 12%, 6 dice 150R 51%, 7 dice 175R 85%, 8 dice 200R 97%
-[] Ocular Implant Development 83/120 1 die 20R 100%
-[] Specialist Isolinear Programming Development (New) 0/120 1 die 20R 28%, 2 dice 40R 92%
Military 8 dice +26
-[] Department of Refits (New) -1 Mil die -30 RpT auto
-[] Department of Munitions (New) -1 Mil die -20 RpT auto
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) (Updated) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) (Updated) 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 4) (Updated) 319/395 1 die 20R 71%, 2 dice 40R 100%
-[] 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%
-[] Low Orbit Support Satellite Constellations (New) 0/200 2 dice 20R 23%, 3 dice 30R 81%, 4 dice 40R 98%


--Ground Forces--
-[] 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%
-[] Ground Forces Zone Armor (London) (Updated) 121/180 1 die 20R 83%, 2 dice 40R 100%
-[] 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%
-[] 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--
-[] 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 1 die 90%, 2 dice 100%
-[] Make Political Promises (Updated) 1 die auto
-[] Interdepartmental Favors (Updated) 1 die auto
-[] Lobby for Legal Reforms 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 2 turns ago 2061 Q1
Heavy Ind 3 turns ago 2060 Q4
Orbital 3 turns ago 2060 Q4
Bureaucracy 3 turns ago 2060 Q4
Services 6 turns ago 2060 Q1
Infrastructure 7 turns ago 2059 Q4
Tiberium 7 turn ago 2059 Q4
Military 10 turns ago 2059 Q1
Agriculture 11 turns ago 2058 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note 4: The most recent version of the Array is most often the Informational threadmarked version.

A/N: Last turn of the plan. Going to be having a pretty busy weekend, but should be available some of the time. Been a good time with all of you, even if the flames got higher than I would like. Got a lot more twists and turns to come in the coming weeks and months.
 
Q4 2061 Results

Oh No, Seo: The Initiative's mad scientist in chief: Thread 19

Tommyknocker

So, Visceroids. Apparently GDI has been studying them, probably a fairly decently sized project based on the number of early draft papers being released. Feeding habits, lifecycle, that kind of thing. Apparently they have a life cycle. Which is news to me. Not sure what Seo hopes to get out of it, but this got funding.

Still not comfortable though. If any of you remember 20th century zombie films, well, this has got the hairs on the back of my neck standing up "The government is studying zombies" is not the kind of news you get happy about.

YellowZon3r
I guess the question is "Do you want the government to know about the zombies or not?" Because the zombies are already here.

GDIWife
Oh dear lord, why are they doing this? It sounds like something that will go terribly wrong. Like the scientist at the beginning of a horror movie, and not one of the good ones either.

MistakesWhereMadeForTheUmpteenthTime (Cosmic Plaything)
Well if their determined to poke the happy fun monster blobs with a stick they had best record it as a warning to everyone else as to why you don't.
Holon
I'm half blind and even I can see that it's better we learn about them than just let them roam around in the tib fields causing problems.
Then again, I'm halfway through my honours project in a tib-sci field so maybe I'm biased.


AgathaH
Well, this is going to go Terribly Wrong or Terribly Right.
…I might cut my vacation time short, to get to Minimum Safe Distance.

AlwaysConcerned
Messing with tiberium-infested visceroid guts is only half of it. There's the new ocular vision implants that are basically a cybernetic nightmare bolted to people's skulls. And apparently new "retroviral" viruses are being developed that can mess with people's DNA! Seo's basically making researchers copy "transhumanism" out of NOD's playbook! Who knows what insanity we'll end up with next? Or worse, if these technologies are combined together?

OnlyTheFinestOfMemes
Well I, as a blind Visceroid with genetic diseases, am thankful that finally my needs are being met.

MajorMiner
Regarding the ocular implants - I have a buddy who had to get his eyes removed due to Tib exposer. He's in the test regime, and says that it's a major pain, but being able to see again is mostly worth it… and this is the first run of the tech.

Tommyknocker
Yeah. No objections to the ocular implants. Won't be for everyone, and they are pug ugly things, but hey, you can see. Seeing is important.

YellowZon3r
Okay, next question. You like the direction treasury is taking or you don't. But my question is this, if you don't like it…. What would you want to be studied instead?

AgathaH
#YellowZon3r insert the obligatory SPAAAAAACE
More seriously, I hope there's work looking at the Green Stuff we took from Venus, but that's probably classified. SCED is building a frackoff BIG telescope on Luna, so that will be useful for a number of things. Maybe we can see if there's a planet in Alpha Centauri covered in some sort of fungus? Also, new shielding applications seem fun.

Solan
So, I was running through the military legal team on what I should or should not say on my personal phone when writing this because I remembered a lot of screeching during our budget preparations when the Treasury gave us some of their research notes and no one is happy. The only reason a lot of movers and shakers are not damning the mad scientist in chief at this moment is his mad dealing skills. I swear when we were in Britain during a meeting a general told me it was like his hand was being massaged like a dough kneaded by an expert baker. It was an interesting reaction before I went back home to Japan. At least I had fun with the newly developed cars when I returned.

YellowZon3r
#Solan Context for 'it was like his hand was being massaged like a dough kneaded by an expert baker'?!

BlisteredHands
#AlwaysConcerned 'Mad science' it may be, but this is an encouraging step forward with the focus on civilian medical applications. Brotherhood cybernetic practices are too often directed to the military first and foremost – I hadn't voiced it yet, but I was worried that this might be the same. With the technologies in their infancy, time still remains to tell whether this direction remains, but for now I'll be satisfied that the Initiative is continuing to uphold the promises that drew us in, rather than solely focusing on the technologies of war.

FloatingWood
#AgathaH, you forget 'this goes Horribly Wrong and Horribly Right all at the same time'.
Also, I've heard things about what they're supposedly doing with the venerean tib sample. It's all obviously big conspiracy nonsense. If anybody was crazy enough to sincerely propose seeding the Moon with venerean tiberium they'd have disappeared so hard they retroactively no longer exist in reality.
Also also, on the one side, yey, the future of cybernetics is here. On the other side, it delves deep into cyberpunk. I would hope it's only because it's such incredibly new technology.

JohnnyBull
Well if you want to talk about stuff that just ain't right, look at what got installed in the outer Hebrides last week. A bloody great liquid-tiberium boosted powerplant! It's out in the back of beyond because they know that You Know Who are just gonna spend the rest of eternity trying to blow it up!

AgathaH
#FloatingWood Nonsense! There is no evidence to suggest that any such people could possibly have ever existed, so even the concept of such people was deleted.
Also: real hoverboards when?
More seriously, I've also heard rumors coming out of MatSci people, but they're being rude and not actually telling me what is coming up. C'mon, folks! I wanna know!

LastLizard
#JohnnyBull Well, better then it being in the middle of a city, right? I'm not too hot on all the mad science being tested, but Kane's fanboys are certainly exploring this kind of stuff so there's at the very minimum some worth in knowing what kind of stuff they might be throwing at us.

Solan
#YellowZon3r it's a reference to an animated undersea TV show from when I was a kid. I believe it's still ongoing with reruns from the past seasons. It's really nice to watch and be nostalgic at times.

FloatingWood
#AgathaH, well, I might have something that is relevant to your interests. Just popped up in the news from Japan: Suzuka Unveils New Hover Technology Powered Trucks.
Nothing about a hoverboard, specifically, but we're one step closer I think.

AgathaH
#FloatingWood Hm. Hmmmmm. begins maniacal cackling



Q4 2061 Results

Resources: 1190 + 245 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-30 from Distributed Heavy Industrial Authority) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 117
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 54/60

Tiberium Spread
23.42 (+0.16) Blue Zone
0.04 (+0.02) Cyan Zone
0.81 (-0.16) Green Zone
22.57 (-0.15) Yellow Zone (91 points of mitigation)
53.16 (+0.13) Red Zone (68 points of mitigation)

Current Economic Issues:
Housing: +39 (32 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +33 (+4 in reserve)
Logistics: +28 (-2 from military activity)
Food: +16 (+24 backed reserve, +5 unbacked 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: +14 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +20 (+2 per turn from Distributed Industrial Authority) (+167 in reserve)
STUs: +8
Consumer Goods: +89 (-5 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: +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 ‌(2150/3070)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌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 (25; 25; ; 0)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (9; 5; 20; 0)
Reclamation Party: 12 Seats (3; 9; 0; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

Military‌ ‌Confidence‌
Ground‌ ‌Forces‌ ‌:‌ High ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌High
Space‌ ‌Force‌ ‌:‌ Decent ‌
Steel‌ ‌Talons:‌ ‌Low (Trending to Decent)
Navy:‌ Low ‌(Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals

Abatement: At least 20 points (Red Zone) by end of 2065

Projects

Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons (indefinite timeline)
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA (indefinite timeline)
Complete North Boston Phase 5 (indefinite timeline)
Develop and deploy Governor-A refit (indefinite timeline)
Develop and deploy Conestoga class (indefinite timeline)
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065

Military Priorities
  • Ground Forces
Looking at the next plan, Ground Forces expect to see a general drawdown in direct military investments, with focus shifting to ecological and economic development. With the Brotherhood weakened by war, it is time to focus on new technologies, and pushing the material edge, rather than mass deployment of new technologies, especially given the crushing superiority demonstrated a mere year ago.
  • Steel Talons
The Steel Talons are looking to the future, with plasma weaponry and distributed fires being priority actions for them. While the Brotherhood of Nod is currently on the back foot, the Talons are envisioning a radically new way of war, focused on expanding Initiative expeditionary capabilities and leverage industrial advantages.
  • 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
Naval priorities for the next two plans primarily focus on force preservation assets, antisubmarine warfare, and enhancing convoy escort capability, alongside competency preservation and attempting to rebuild lost competencies, most notably a pilot SSN program.
  • Space Force
The discovery of Visitor 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 aggressive abatement of the deep Red Zones as well as the development and deployment of new, properly hardened equipment to facilitate these operations. A secondary but still key consideration is the further development of Zone Armour for combat purposes.


Markets

While economic indicators had been tracking upward since the end of the Regency War, they lept this quarter, with significant increases in projected tax revenues. Multiple medium and large scale cooperatives have announced plans for multiple new factories and sizable increases in total production. At the same time, new hiring campaigns and marketing are being prepared, but are not yet ready. While the Initiative's banking branch has not had the time to begin making an impact, it already has applications for about six times the resources it has to offer, making the bidding and application process notably competitive.

Hiring has however continued to be an issue, with working for GDI absolutely more attractive than working for any private company, and that has in turn put a bottleneck on their work with more advanced goods. At the same time, most needed goods are far simpler or can be worked with small teams using sizable amounts of capital goods.


Politics
While the Treasury has continued making deals, and amassing support in Parliament, the more reactionary portions of the Initiative's population have begun to radicalize. Seeing neither elections or dealmaking offering them even a hint of support, they have increasingly found themselves in smaller, more exclusive circles.

"Is it not enough that we accept these Noddists into our towns, our neighborhoods? Is it not enough that we feed them? That we offer them medical care?
No, says the Director, we must accept them as brothers and sisters.
No, says the Military, we must sacrifice our lifeblood for them.
No, says the Treasury, we must give up our bare luxuries to them."

  • Raegan Hotsh, BlueHelm.net.

Otherwise, the Initiative has been engaging in the ritual bloodletting that is the campaigning towards the new plan. One of the major splits has been between the Developmentalist/Socialist/Starbound alignment, and the Militarist/Homeland/United Yellow List coalition. While both are generally friendly to the Treasury, that is where their shared interests stop. The Developmentalists are aiming for major draw-downs in military spending and creating massive new industrial and economic campaigns that will improve every aspect of civilian living, using the Socialist Party's overall platform as a guidebook to development. The Militarist Party on the other hand has been smelling blood, and sees the chance to push the Brotherhood of Nod even more on the back foot, even with the military itself being more inclined to allow other fields to take primacy.

Project Vision


[ ] 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 300/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
(Progress 93/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water) [88]

The bands of fortress towns along the edges of the Green Zones have been completed and increasingly expanded. Many towns now sport multiple sections, with additional "neighborhoods" sprawling out from the core, each with defensive lines of their own. The perimeter of GDI territory is now dotted with towns strung out strongpoint to strongpoint, each situated on a rise, by a river or lake, or some other piece of favorable terrain. Between them lie strands of Initiative military outposts, connected by rail and roads – a hard shell, much like the ones built by the Initiative before the Third Tiberium War.

However, the fortress town program as a whole is beginning to reach a natural endpoint. With the Brotherhood of Nod increasingly unable to effectively deploy forces to overmatch GDI's assets, and the threat of nuclear war an ever present specter in Initiative strategic planning, more fortress towns are not nearly so needed. While protecting the borderlands is mission critical, future projects are unlikely to see GDI leap forward nearly so far.

[ ] 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 529/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods) [55, 18, 90, 31, 23, 3 85]

Chicago smells. It is a chemical smell, a metallic smell, a burning smell. The smell of industry and massive tiberium refining. It is a far cry from the smog hellscapes of 19th- and early 20th-century cities, but it is still a demonstration of the limits of the Initiative's civil engineering abilities. The city is a dense warren, laced through with tunnels, skyways, train and tram lines. While some of the core roads are wide and strong enough for Mammoth tanks to parade three abreast, many are narrow, often shadowed passages, designed as much for feet as vehicles. Passageways to achieve direct routes between areas, and keeping both pedestrians and light vehicles out of the way of the major truck and train lines.

Work on Chicago has restarted for the first time since it has become a Blue Zone, the areas zoned for Abatement operations converted into industrial complexes, and the apartments redesigned to less hardened designs as the environmental conditions changed. Some blocks are the thick walled, low slung semi-bunkers, slit windows designed to keep the environment out while serving as impromptu firing ports if needed, half dug into the ground to provide better protection. Others are thinner walled, taller apartment blocks, open lobbies serving as both social spaces and service areas. In the freed spaces, malls and shopping alleys have sprung up, hawking a wide selection of both publicly and privately produced goods.

At the same time, every day, there are trains pulling into refineries on the west side of Chicago carrying a bounty of Tiberium to be processed into material, and from there passed on to factories. Currently, most of the factories produce simple things. Lengths of pipe, sections of panel, prefabricated concrete segments that will become bunkers and walls. The plans however are far more ambitious, chip fabrication, machine tooling, robots, chemical plants. The list is nearly endless.

Strategically, Chicago is still extremely important. With Gideon contained and increasingly under pressure, and the Canadian area weak and under Krukov's influence, the city is an exemplar for GDI's interests and an example of planned cities as industrial centers. Much of Chicago's planning is likely to be used for future planned cities using a hybrid model in areas like Amazonia, where GDI can use the relatively wasteful and inefficient APK process without risking civilians to feed a massive need for STU based technologies.

Sister, I've found a new apartment and work in Chicago. Well, I say it's an apartment, but it's a concrete shoebox and even inside it I can smell the Tiberium. My apartment's walls are thick because outside there's a noticeable uptick of radiation on my dosimeter. So much Tiberium processing in one place, so much industry mere months from completion. I'm told that my new job might soon be the largest steel mill in the western hemisphere, but for now the building is far from complete, and work drones just finished installing the roof yesterday. I doubt the smell of tiberium will ever fade here, no matter how blue of a city they say it is. There's plenty of work to be had, but I do not know if it will be good for you to come.
  • Cynthia Strenger, Manager for Steel Mill 6, Chicago Planned City.

[ ] Continuous Cycle Fusion Plants (Phase 9)
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 300/300: 20 resources per Die) (+16 Energy) (-2 Labor) [35]

Fusion plants have been a near constant in the last plan, where the rapid pace of construction concealed fundamental flaws in the design, and introduced quite a few more. They have been a hallmark of Seo's first term in office, with near constant construction, and often at a thunderous pace. While not a perfect design, it was good enough, especially for the exigencies of wartime production. This most recent phase of production has been at a reasonably relaxed pace, and has, in conjunction with the Liquid Tiberium power plants, built up a massive power reserve, enough to keep the Initiative supplied, even with substantial energy costs factored in.

The engineers concerned with the project have given a timeline for failure. The first plants will begin failing between early and late 2066. While not absolutely certain, that is the point at which wear failures will begin to outstrip the plant's usefulness. While plants after the first phase are expected to last longer, into the early 2070s, there is a serious coming power crunch unless some significant portion of the plants can be taken offline for long periods in order to both put fewer operational hours on the program, and do massive refits, effectively pulling them entirely apart to install new systems.

[ ] 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 56/120: 15 resources per die) [22]

Many of the Visitors' assets are incredibly light for their size and strength, primarily through the use of Tiberian and STU based alloys. While the former are far from being safe enough under GDI's understandings to actually be usable, the latter have some very interesting impacts even at concentrations as low as parts per million. Most STUs have distinctly negative effects for structural purposes, like zrbite alloys having intense vibrations and issues with crystallization. Others have similar problems, ranging from inducing odd weaknesses, to actually reducing overall strength of the material, though there are a handful that actually have good and useful results. Primarily, these are stable forms of Einsteinium and Lawrencium, with admixtures of Copernicum producing a highly heat resistant alloy that is dense, but incredibly strong, in some test batches breaking the load before bending.

Work is however still ongoing, with multiple test projects moving forward into second stage experimentation. While they can be produced in laboratory conditions, it is a very different challenge to do so at full scale, with a workforce that cannot be assumed to have masters and doctorate degrees. Additionally, there are to be test batches produced on Enterprise to see if there are significant differences in the alloys under zero gravity conditions.

[ ] 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 175/175: 20 resources per die) (+2 Logistics, -2 STU, -2 Energy) [79, 33]

The Suzuka plant has already produced a small handful of hover trucks. While lacking in many ways, especially in cargo capacity, they are quite capable of crossing any section of calm water that it wants. Currently, nearly all are slated for Treasury use, with some going to Intelligence Operations, and some others going in for military trials, although they are not expected to be accepted.

Suzuka has a long and storied history with the automobile industry, being the site of the second major factory of the Honda corporation, which still produces the G-Pod1 series of kei-cars, and for its major racetrack, the Suzuka Motorcircuit. Now, Suzuka has a hand (albeit a small and tentative one) in the future of personal transport with the construction of the first anti-gravity hover or 'repulsor' factory in GDI territory, and certainly the first one optimized for logistics rather than combat units as NOD has consistently used it's anti-gravity technology. One of the site's more prominent features is the heavy security around 'Bay 47': a storage warehouse where ingots of STU elements are held before processing. Railguns able to shatter an Avatar's chestplate and rapid-fire autocannons are hidden in retractable turrets nearby, and the warehouse itself has the structural features of a bunker. While the vehicles produced here are largely made using off-the-shelf components, the production of hoverplates is entirely vertically integrated on-site.

The production model is the H-61, and is fundamentally a lightweight model, of a similar carrying capacity to minivans and two-axle trucks. Primarily built to service last-mile logistical purposes which it can do at extreme speeds, but has difficulty cornering. Running the motor circuit at Suzuka, it was able to do so remarkably quickly, but had a severe learning curve, with over a dozen incidents of the vehicle exiting the track at high velocities during early testing – although without significant damage to the vehicles, drivers, or the track itself – a count which has only increased despite refinement of the vehicle and drivers gaining experience with its quirks. Under more reasonable flight regimes, and with less daredevil drivers, it is significantly slower, but able to go over extremes of rough terrain without having to worry, with an operational ceiling of between two and three meters above any contiguous surface.

[ ] 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 380/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
(Progress 65/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support) [55, 91]

The recently dug bays have begun to come online, and with them, additional significant quantities of superconductors being used across the Initiative. While the most immediately pressing need for them is the development of new models of fusion reactor, the foundry's products are also being used in backbone connections across the Initiative. In fact, a number of the Initiative's arcologies have their own superconductor connections to the grid now, primarily through their basement energy banks.

One problem that the project has been increasingly running into is its simple wastefulness. While GDI has shifted to ever more efficient means of producing many of its goods, making a kilogram of superconductors also produces over ten kilograms of effectively useless byproducts. With connecting a single power plant to the backbone typically requiring multiple tons of superconductors, it adds up incredibly quickly. While some can be recycled into other products (such as composite armor) much of it simply needs to be returned to Tiberium fields, and the project is already hitting the limits of what locally contained Tiberium can consume without risking the integrity of abatement procedures. This has meant that substantial shipments have had to begin being made – primarily into Europe, but some actually quite far afield, including North America, Greenland, and Africa. None of these are huge shipments quite yet, but they are cutting into free space usually allocated to convoys for various more transitory needs.

[ ] 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 394/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy) [78]

With the security state's concerns somewhat mollified, GDI's use of airborne drones has been significantly expanded. With the list of authorized users being actually quite short (at least for now), the Initiative is expected to have little need for new factories on an immediate scale. However in the longer term, drones – both individually and in EVA-controlled drone swarms – are likely to make up an increasingly sizable percentage of GDI's civil operations, with flights significantly expanding the amount of volume that can be used for the last mile deliveries. While those security concerns do mean that it will not be particularly revolutionary, that is something where funding and attention to their concerns will likely be able to slacken their opposition to certain parts of the program.

One of the major remaining problems is, in fact, integration. With the drones more systematically available than ever, many of GDI's organs are proposing ambitious integration attempts, ranging from abolishing delivery drivers entirely, and instead using automated drone swarms, to cutting medevac chopper space and budgets for a greater allocation of drones. Others however have effectively dismissed their effectiveness, seeing them as a novelty item that cannot match manned aviation in safety, or responsiveness.

[ ] 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 105/60: 10 resources per die) [76]

When it comes to wood substitutes, one of the common solutions is actually compressed bamboo. Being made up of about 47.2% cellulose, 23.9% hemicelluloses, and 23.8% Klason lignin, in terms of dry mass bamboo is remarkably close to being an actual wood. However, the cell structure and texture are dramatically different, with a much finer grain and a tendency to become extremely smooth when under pressure. However, it is possible to use this in combination with texturing and pressing to form a wood like grain, close enough that in blind tests about two thirds of people were unable to feel a difference.

Other options are also available however. The first is a variant on the major wood product of the 20th century, particleboard, which combines natural plant cellulose from various waste products with artificially produced or bacterial Lignin and hydrocarbon resin before compressing the whole mass into a sheet or board. This product gives many of real wood's structural and weight benefits, though it does tend to balloon alarmingly if soaked in water. The ultimate 'artificial wood' is a straightforward replica produced in laboratory conditions via techniques derived from CNT production, using the technology of the nanoscopic to build artificial cell walls, and from there, macrostructures such as wood grain, growth rings, and even a knot. This is an incredibly expensive option with a hefty energetic cost, but it might be effectively be used in small amounts to produce veneers almost indistinguishable from real woods.

[ ] Strategic Food Stockpile Construction (Phase 4) (Updated)
While localized caches are useful, more central positioning, and expansion of existing larger stockpiles are going to be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 200/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 78/200: 10 resources per die) (+2 Food in Reserve, -3 Food) [34, 62]

The Treasury has, in the dying days of the plan, limped over the finish line. While the whole procedure has been an embarrassing one for the Treasury in a number of groups' eyes, especially as nearly all the progress has been made in the last year of the plan, it has not been seriously politically damaging, especially with the number of other priorities to hand. However, the parties involved are likely to request further expansions in the near future, even with GDI struggling with the refugee wave and the resulting need to expand many of its services to a broader population.

Much of the work this quarter has gone towards expanding forward stockpiles of food, especially in the new settlements. With much of the actual production far closer to the coasts, these settlements are intensely vulnerable to supply chain disruptions, as happened during the Regency War. While operations of that scale are not expected to occur in the near future, they rarely are, and so preparedness is required.

"We are prepared, of course, to require the full measure of forthcoming preparations from the Global Defense Initiative's agriculture department. We cannot depend on the productivity of vulnerable greenhouses and vertical farms in a full-throated Total War where NOD warlords no longer fight with one hand behind their back and nuclear warheads seek out softer targets. GDI must secure two years of global food supply, in order to feed the entire population in a true crisis situation! And I will fight to see that it is stored in your hands, in local repositories, in churches and in schools!"
-UYL Representative Unyime Usman

[ ] 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 240/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 74/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy) [74, 28, 75]

Primary, secondary, and tertiary cities are a term of military and logistical importance, rather than civil organization. While primary cities are often among the largest, they are not always so. Instead, they are port cities, centers of logistical networks, and sites with significant military presence and major industrial capabilities. Archetypes of the class are New York City and Tokyo, both of which play home to multiple large-scale military projects, and are systemically important to the Initiative. Beyond the primaries, there are secondary cities – locations like Boston, Paris, Helsinki, or Pyongyang – important hubs, but not overall critical to the continuation of the Initiative. Finally there are tertiary cities: ones that can be abandoned at need like Indianapolis, Madrid, or really any of the territories captured in this most recent war.

For the vertical farms, many of the current wave are situated in prewar secondary cities, often deep in the urban cores – both for freshness, with significant portions of the food produced being eaten on the same day as harvesting, and for food security. While the vertical farms are not entirely biomass-positive, it is something that can be made so with relative ease, primarily by trading out less productive food diversity crops for more efficient ones like Entari, or basics like rice and potatoes. In the immediate future, it is likely that they will remain in these primary and secondary cities, both because of security concerns, and because those cities are politically active, far more so than the tertiary cities across the Initiative.

[ ] 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 250/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy) (+35 Resources per Turn)
(Progress 101/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy) [67, 84, 83]

West of Chicago, and east of California, the first pair of massed border offensives launched deep into the Red Zones. Conditions are tough, with the two consuming material at a prodigious rate. While manpower is more defended than ever before, with tib glass, zone armor, and other new pieces of equipment, GDI is pushing into the deepest red zones it has ever seriously faced. In many places microclimates make the air unbreathable, ion storms ravage the landscape, even as the tiberium beneath the offensive churns and roils, occasionally creating fissures and rifts that swallow entire harvesters whole.
The offensive has been a slog, gaining meters and in some cases losing kilometers overnight as tiberium erupts beneath their feet, Shatterers burning out their crystals, and Pacifiers lobbing tens of thousands of rounds into the great masses of deadly green. Not since 2049, and the dying days of the Scrin invasion have so many Initiative soldiers battled this far into the deepest red zones. In fact, the planned course of this operation will take GDI directly through some of those old battlefields, unrecognizable now in the amaranthine shifting of the glaciers. But here was also a Threshold Tower, one of the great gates of the Visitors toppled by Initiative force of arms. What remains is unknown, hidden beneath ion storms for the last decade. Up above, on Philadelphia, the politicians and the planners had grandiose dreams, of a new transcontinental railroad, a blue zone under Initiative control linking San Franscisco to New York, but here, on the ground, amid mountains and plains of endless green, the pawns of the war struggle ever onward in war upon the earth itself.

[ ] 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 only somewhat cheaper than fusion for the amount of energy produced.
(Progress 140/140: 20 resources per die) (-5 Political Support) (+10 Energy)
(Progress 129/140: 20 resources per die) (-10 Political Support) (+10 Energy) [64, 86]

The Liquid Tiberium power plant is fundamentally simple. Tiberium glass containment unit, electrodes, and a sizable amount of liquid tiberium. While somewhat marginally improved from the original designs, with a larger containment tank, more tiberium resistant electrodes, it is overall still less efficient, although much safer, than comparable Brotherhood designs. With the specs issued, the factories, and construction teams have been incredibly productive, building both the means to produce liquid tiberium adjacent to a number of the Initiative's refining facilities. Far away from the cities, the reactor chambers are buried into bunker complexes, able to channel the projected detonation if the Brotherhood targets them, and limit the blast radius enough that the mistakes of Australia cannot happen again.

In terms of problems, aside from issues of safety and security, there are fundamental problems with the design, most notably with contamination. Electricity causes the liquid Tiberium in the tank to break down, creating motes of particulate, bubbles of various gasses, and quite a number of liquid compounds. Most are simple, no more than two to three atoms drifting together in the soup, but the longer the facility runs, the more reactive and volatile it becomes, with buildups of oxygen, methane, acetylene, alongside metallic potassium, sodium, and rubidium. While there are elements from across the table forming, along with mutagenic deactivated liquid tiberium, and a number of even less savory compounds, these are among the most dangerous, because in sufficient quantities, they become a fuel/air/tiberium device of significant power. At the same time, actually removing the buildups is significantly problematic, due to it being mixed with liquid tiberium, and spread throughout the containment vessel. While venting the gasses is easier, even that is likely to break down relatively quickly compared to most other energy solutions.

Vote:

[ ] Complete the Plants
While currently GDI has no need for significant additional power supplies, it is well within reach to complete the second phase of plants. While this will cost significant political support. It does mean that GDI will not need to produce additional fusion plants with the same longevity issues nearly as soon. (Applies Omake bonus)

[ ] Do Not Complete the Plants
Intentionally not completing the plants will cause significant wastage of manpower and materials, however it will also maintain a relatively small window of vulnerability to Brotherhood operations against the Liquid Tiberium facilities and their support operations. (Does not apply Omake bonus)

[ ] 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 168/120: 15 resources per die) (-10 Political Support) [66, 14]

Whales, back before the great extinction, were actually some of the least likely creatures to suffer significant complications from cancer. While they did have a large number of cancer suppressing genes, they also did develop cancers. What they did not do is suffer significantly from them, due to the cancers effectively canceling each other out. The same effectively applies to Visceroids, except instead of the massive body mass making cancer less of a problem, it is actually the simple rate of mutation, with the Tiberium infused throughout a Visceroid's body that makes it able to survive, with it developing cancers that die soon afterwards.

Fortunately, the Visceroids seem to lack not only a distinct brain, but their nervous system seems 'fragmented' for lack of a better term, with clusters of nerve cells existing in multiple parts of the creature but often without connection to each other.

Politically, Visceroids are a bit of a hot button topic. While one that has fallen to the back burner, some portion of the humans killed in corruptor attacks during the Visitor Incursion were in fact transformed into Visceroids, and in the much longer frame, Visceroids have been weapons of terror used by the Brotherhood of Nod, and have been blamed for the destruction of multiple cities, although in nearly every case they were one part of a much larger set of systematic problems.

In practical terms, the upshot of the studies is unfortunately not some breakthrough as has been proposed in liquid tiberium handling, as it actually appears that liquid tiberium is more easily processed by Visceroids than any other form. However that only results in bigger roiling masses of Tiberium infused biomatter. However, it does have some interesting implications as far as stabilizing Tiberium infusions, especially when compared to the mutations found in Forgotten test subjects.

[ ] Venusian Tiberium Studies
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 170/120: 25 resources per die) [75]

The SCED had brought back about 1000 cubic centimeters of Tiberium, and kept it under near paranoid security conditions. The structure at its base is a hexagonal layered structure, somewhat superficially similar to graphite, weak to shearing forces, but somewhat more resilient towards compression and tension, at least when compared to most strains of Earth-based Tiberium. Extremely heat-conductive, it also has a distinctly higher heat capacity than its Terran cousins. While it has gone through a battery of tests from both the SCED and the Treasury, it is the destructive testing that has been the most desired.

Though most of the sample was reserved for a series of processing tests, about a hundred cubic centimeters was given over to destructive abatement testing. When exposed to modulated sonic pulses, it was producing shattering effects at between half and a third of the intensity needed to significantly abate Earth tiberium. In terms of processing tests, the core was the Hewlett Gardener procedure. There, Venusian Tiberium, due to its structure, was able to produce nearly twice the STUs as a comparable amount of earth Tiberium.

While some may describe this development as exciting, the Venusian environment makes the prospect of extracting and refining it incredibly difficult. One proposed method – that so far only exists on the drawings boards of the SCED – is using long cables tipped with tentacle harvesters dangling from aerostats to scrape off the upper layer of Tiberium from the Venusian field, but setting it up on an industrially useful scale will require an extensive orbital economy and methods to manufacture longer chains of carbon nanotubes.

With the research station turned into a more permanent storage facility for what remains of the sample, the project has loosened the fears of bringing Tiberium beyond Earth just the tiniest amount, and with Nod's constant attempts to sabotage and steal Initiative technology the L1 Lagrange point presents a safe and remote location, the allure of which is hard to ignore. In the longer term, Tartarus Station is likely to be turned over to another managing entity, and used as a base for scientific research after significant expansions, although likely not dedicated to the study of Tiberium.

-[ ] 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 248/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points) [50, 15, 90]

Construction has begun on the chemical works for the station. While making the nanotubes on the surface has run into issues around 1 meter in length, on the Enterprise, construction has capped at between 1.5 and 2 meters long, primarily due to microimpurities and assembly errors creating weak points that snap during handling. This, in turn, has made significantly larger nanotube based panels possible, with fewer weak points across their surface. While the actual fabrication tooling for the panels is far from being complete, they are already ordered and awaiting delivery to launch pads.

The other elements of the station bay are far less high-tech: simple steel, titanium and foamed aluminum are all relatively simple to work with, and while work does need to be done for some of the methods to make them work in zero gravity, or under artificial gravity, these are unlikely to be significant stumbling blocks. What is an issue is heat.

Heat is one of the lasting problems for space, especially for stations like the Enterprise with its multitude of high energy operations. Significant parts of the station run average temperatures between 303 and 318 Kelvin, with heat management systems overwhelmed, despite the installation of multiple radiator spars along the length of the Station bay.

[ ] 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 152/400: 20 resources per die) (5 point lunar discount, 5 point station discount) [11, 62, Nat 1]

The Leopard II is a beast of a machine. Designed for extended operations and a much heavier payload, it is a screaming hell rocket, designed for taking an operational regime that would make any existing Leopard or Union give up halfway through.

The problem is that to get those brilliant performances, it makes sacrifices in usability. The SCED employs many of the best human rocket drivers ever made, many putting in as many days in space a year as the average late 20th century astronaut would in their entire careers. The Treasury does not have such luxuries. While a single launch from a Leopard or Union can carry months worth of food for the SCED's total manpower in space, the Treasury needs to make multiple launches every single day, carrying food, supplies, raw materials, and the thousand little luxuries needed by the orbiting population. The Treasury cannot demand the same degree of quality and practice for its rocket drivers that the SCED can.

An example of this issue is found in the first orbital attempt for the sixth Leopard II prototype built from the Treasury's factory. While the craft performed within expected bounds for the ascent, orbital maneuvering and the beginning of the descent phase, as it passed into the stratosphere, it picked up a wobble, and as the crew attempted to stabilize the port wing began to come apart, putting the craft into a death spiral over the Atlantic Ocean, and made a hard splashdown off the coast of Africa. A Governor-class cruiser had been on standby in case of emergency, and sprinted to the scene, where it found no survivors.

"This is Tamara Keen on the scene in the central Atlantic. Three days ago, a GDI transport spacecraft disintegrated in mid air and now a massive salvage effort is underway, with more salvage barges on their way from as far away as Iceland. Already, four aircraft carriers are beating the sea with sonar to scare away NOD submarines while crews more used to scraping coastal Tiberium now are sending down remotely operated vehicles and giant salvage claws to grab every piece of wreckage they can find. But it's a hard job ahead of them, as over a thousand square kilometers of ocean are now areas of interest in the search."
  • Keen on the Scene Broadcast November 21 2061

[ ] 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 209/120: 25 resources per die) (-5 Political Support) [Nat 100]

Breakthroughs in Human Genetic Engineering are primarily a result of improved retroviral packages. Any retrovirus does damage to the cells as they proliferate. However less damaging options, and ones that can better bypass the human immune system, offer significant benefits, especially in patient recovery. Still, retrovirus vectors have to burn themselves out, because at best they become a new STI circulating among the population – one that has admittedly beneficial side effects, but also breaks most rules of medical ethics. A newly engineered retroviral series has a significant set of safety measures, including a dedicated pathway for antiviral drugs to make them even more effective than against naturally evolved viruses.

In terms of health impacts, most of the focus is on monogenic disorders. While not all of them are simple fixes, or easily caught before they begin to express, monogenic disorders are significantly less complex than polygenic disorders . Gene clinics are not particularly expensive, with retroviral cultures easily maintained and upgraded as needed. Deployment will be mostly handled by the health department, although development of cures for specific diseases will be expensive enough that much of the development will need to be handled by the Treasury. However, beyond cures there is a whole world of packages possible for upgrading capabilities, including induced lactose tolerance, among others.

Beyond the advances made domestically, Intelligence Operations have had a coup against the Bannerjees, who had relaxed a bit more than it was wise on the security of one group of their bioscientists. Hidden away in an urban apartment complex, Initiative intelligence agents backed by two commando teams infiltrated the Lucknow facility, and conducted a hard extraction of sixteen Brotherhood scientists – who are currently being held in an undisclosed facility, awaiting transfer to Hanslope Park for assessment and interrogation. Alongside the scientists, InOps has also secured sizable amounts of data on the tiberium mutants called Gana by the Brotherhood of Nod – including what appears to be a new model, designated Bunyip by the analysis team. While large parts of it appear relatively familiar, it is a clear chimeric hybrid of multiple different species, and contains significant pieces of what appears to be wholly-new DNA strands.

[ ] 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 213/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor) [37, Nat 1]

The Regional Hospital programs have run into multiple serious crises this quarter, including with refugee Yellow Zoners. Part of the problem is that GDI's medical culture is aggressive and interventionist. In many ways it is built as a military medical system with civil and humanitarian elements bolted on. GDI's doctors in most cases expect to be dealing with an informed and medically aware population that knows its rights and how to deal with the system. Most of the refugees do not, and have expectations that when a doctor tells you to do something, they are speaking with the authority of the local warlord, giving orders rather than suggesting a course of treatment.

Beyond the immediate problems where yellow zone refugees get bulldozed by Initiative doctors, and not always realizing that consent is actually being asked seriously, there are massive problems with medical histories. The average Yellow Zoner refugee has some fragmentary pieces of a medical history, written in a very different standard than GDI, and typically with some vague understanding of their health history and medical needs. While some handful have thorough documentation and a good knowledge of their treatment history, even they are never up to GDI standards.

Furthermore, there are practical concerns, ranging from allocation of medevac helicopters, to ambulances, to more conventional problems such as ordering and delivering the wide variety of consumable medical supplies required to operate a hospital.

[ ] 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 152/120: 20 resources per die) [37]

The ocular implants as they stand are massive, ugly, clunky, invasive things. A full helmet bolted onto the skull due to the need to not cause widespread seizures. Multiple cameras to attain seamless vision. A backpack power supply to ensure the whole thing functions at all. It is, frankly, a nightmare of mad science, a vision of a world that asks whether they could, rather than if they should. But at the same time, it is a symbol of hope. Of an Initiative that takes care of its people, working miracles of science and technology to improve their lives.

Deployment is likely to be something that requires the Treasury's resources and efforts. Building large scale to specification is going to be noticeably expensive, especially with how sterile everything has to be kept. It is unlikely to result in massive increases in effectively available manpower, but at the same time is a noticeable increase in quality of life.

"Didn't I tell you six months ago this was going to be a monster? While we have a population of the blinded and the desperate, we also have people who want dignity and respect and normality. This isn't dignified or normal, and respect is way up in the air."
- Sidney Hirsch, Public Relations.

[ ] 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 62/60: 15 resources per die) [20]

On April 16th 1943, Albert Hoffman became the first person to be recorded taking a dose of lysergic acid diethylamide, or LSD. On April 19th he took a second dose, before bicycling home from work. The drug was later used by the CIA in testing on enhanced interrogation techniques. While too unpredictable, it also became a cornerstone of the 1960s counterculture movement.

Unfortunately, the hallucinogens developed by the Brotherhood are effectively designed to produce 'bad trips,' and even with microdoses and other methods, the compounds tend to create feelings of paranoia and hallucinations of various terrors, ranging from the monster under the bed, to phantom spiders. While the trials do seem to be providing some interesting results, with the body seemingly building up a resistance to the drug, the doses being provided are fractions of a percent compared to the doses absorbed by the average soldier being immediately impacted by a hallucinogen grenade.

The scientific establishment is, however, not yet willing to give up entirely. Further work is already being proposed to create second and third order derivatives, hopefully safer, more predictable, and less likely to produce unwanted outcomes. A means of chemically applying calm, or to produce otherwise positive spaces is something that GDI needs, both as a means of treating mental ailments, and for more general use.

[ ] 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)
-[ ] London (Progress 223/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) [Nat 1, 49]

While the London factory has completed, it has faced critical problems as its seal manufacturing facilities have been found to be producing material that is not up to standard. Zone Armor is manufactured in pieces, and those pieces have to be within extremely tight tolerances, often less than a hundredth of a millimeter to maintain a constant affirmative seal. While they do wear with time and use, that is usually a secondary cause of replacement after tiberium contamination begins to eat away at the armor. The London facility will need to work hard to refit the production lines in order to make schedule, with the tens of thousands of zone suits needed in the immediate future, between GDI's expensive offensives into the deeper red zones, and the overall program to transition infantry forces into more armored formations.

"Ladies and gentlemen, welcome to the first day of your training in the maintenance and operation of the EPH-51-A and its variants, also known as Zone Armour. I will not waste my time threatening you with wash-outs - you are all here because you were deemed the best candidates for this program, therefore you WILL complete this program. We do not have the time or the resources to waste on training you only part-way, so if you think you cannot make the cut, the door is there and you will leave before you waste my or my fellow trainers' time. Am I understood?

"Very good. Copies of the technical manuals are on each of the tablets stored in your desks. Open Manual EPH-51-A-M-1, and we will begin."

- Gunnery Sergeant Patricia Ferris, seconded from ZOCOM

[ ] 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 129/40: 20 resources per die) [98]

The Island-class is a fundamentally similar design in many ways to the Lake-class Escort Carriers, and share many of the same components, ranging from radar to weapons complement. What is different is their shape, and their internals. Shorter and fatter, the Islands are built around the needs of the wide and heavy V-35 Ox transport, designed to either act as an unloading point for the Ox in areas with significantly contested airspace, or as a range-extension platform in the middle of the ocean, refueling and launching craft repeatedly. However, it carries a much smaller complement of aircraft: only twenty-four Hammerhead transport/attack helicopters. In the space freed up, it makes room for a sizable hospital and a number of machine shops, to provide for immediate medical attention for wounded troops during the inherently bloody operations.

In an amphibious operation, there are three primary sections: Preparation, Landing, and Exploitation. During the Preparation stage, the Islands are going to be serving as staging points for Ox transports, able to carry multiple transports into range on deck, and serve as a refueling and recovery point before the main bulk of the Initiative's landing force comes into range. While airborne refueling is possible, it is generally considered inadvisable, as tankers are incredibly vulnerable targets under nearly any circumstances. As the fleet cruises closer, the Islands will serve primarily as floating hospitals, and launch platforms for vertical envelopment operations and point strike operations, fighting jointly with OSRCT, and JSOC units that were deployed ahead of the primary landings. Once landings begin they will serve in two separate roles, initially launching a wave of hovercraft for the initial landings, and then later switching to a more passive role with their onboard helicopter squadrons taking on medevac roles to retrieve soldiers quickly and ferry them safely back to the ship. Once the landing is complete, the Islands will cruise in, and dock immediately offshore, with their fission reactors serving as base power for MCVs and other assets to speed operations into the interior.

Between the political situation, the potential of a series of new technologies that are currently being researched to completely upend the class, and the limited number of missions that it is planned to undertake, the Navy has slated no more than 18 of the class be built, spread out over the escort carrier yards.

[ ] Sparkle Shield Module (Tech) (High Priority)
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 206/120: 30 resources per die) [87, 57]

Sparkle Shields are a substantial leap in GDI's practical and theoretical understanding of shield technology, and are a step where GDI's previous work actually ties in quite well. While still nowhere near as strong as the Visitor's versions, the improved understanding does offer a significant pathway forward. In practical terms, the Sparkle Shield is a much more efficient model, taking improvements in both GDI's understanding of STUs and more general Visitor technologies and pushing them toward general improvements in the shield system.

About as effective when untuned as the Shimmer shield is tuned, it is likely to be a substantial survivability upgrade as soon as GDI is able to roll it out in significant ways. It is also significantly stronger tuned, with the Initiative able to get between 25 and 35 percent degradation of laser pulses against such shield modules in testing. However the real benefit is actually in mating the Sparkle module with the Firestorm Barrier.

The Firestorm is a plasma field, shaped and molded, while the Sparkle shield is two sided, with protection on both ends. Mating together a Firestorm and a Sparkle module significantly decreases the energy needs of the Firestorm system and significantly increases the defensive capacity of the shield. In effect it stresses the shield to the point where it becomes brittle, stopping attacks until it has received sufficient disruption, at which point it 'pops.' With extremely high speed cameras, at between 900,000 and 1,000,000 frames per second, the shield peels apart, like an inflated balloon being punctured. While it can't stop everything, it can reliably take a shot from a Third Tiberium War era Scorpion's primary gun in early testing. However, when the shield is destabilized, it takes a complicated and extended process to reset and reboot the system.

[ ] Orbital Strike Regimental Combat Team Stations (Phase 4) (Updated)
A final large OSRCT station will take the force from being a relatively limited rapid reaction unit, to a large scale threat, one that can be delivered as reinforcements to any battlefield on the planet. While it will do little to deter small scale raiding, the ability to make small armies appear on command is a powerful asset for more strategic and operational purposes. (Station)
(Progress 514/395: 20 resources per die) [82, 51]

The fourth and final station for the moment has been finalized, although not yet fully staffed, with multiple battalions still in training, and the Zone Armor deliveries delayed due to Ground Forces' demand for as many suits as they can get their hands on.

At this point, expanding the OSRCT formations will require a combination of multiple factors, namely, increased orbital manufacturing and resourcing, orbital habitation for specialists, families, and other support staff, and greater mobility, including potentially using ships for deployments rather than stations, as they can provide more and better angles of approach.

Speaking strategically, it is a not particularly sizable formation and in many ways more valuable as a force in being rather than an actual combat unit. It forces the Brotherhood to be more careful, as the delivery of a surprise regiment or brigade to the right point is a powerful strike force, capable of ruining back lines before linking up with GDI's main combat assets. However, once committed anywhere on the globe, they are no longer a feature for months on end as the formations have to regroup, launch once more for standby positions, and be generally resupplied.

[ ] ASAT Defense System (Phase 4) (Updated)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions.
(Progress 220/220: 20 resources per die) (Station) (High Priority)
(Progress 41/495: 20 resources per die) [35, 6 22, 38]

The last of the main control stations has been surged into completion, with significant parts of the structure being made of material sourced from lunar mines. While the computers, communications systems and the like are all still being manufactured down on Earth, it is still noticeably less dependent on Earth compared to stations before the Third Tiberium War. At the current time with four stations, only two are actually needed to manage the entire constellation and any single station can manage a sizable portion of it, but that is not the plan for long term arrangements. Instead, the system is aimed to expand, diversifying away from ion cannons and towards kinetic impactors, mobile ship-based fire systems, lasers, and a wide array of other options.

[ ] 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.)

Banks originated as money changing institutions and means of effectively transferring currency around an often lawless European continent. However, the central bank is a much more modern affair, with the first being in 1669, the Swedish Riksbank, and was relatively quickly followed by a number of other central banks, most notably the English version formed in 1694. Both were effectively joint stock companies existing to purchase government debt. Over the next few centuries, the central banks became a means of regulating the economy with their holdings of billions or trillions of units of national debt giving them vast powers to influence how quickly money moves through the economy.

The bank founded by the Initiative is a very different creature. The Initiative does not really hold debts, and is not really constrained by the amount of money in circulation. The constraints are primarily material, manpower, and simple throughput of useful goods. Instead, it is primarily a lending institution, trading access to a substantial pool of manpower, resources, and in effect money, in exchange for a temporary stake in the company, taking home a portion of the profits of the venture until the stake is bought out. With the massive pool of resources, about a fifth of the entire Initiative throughput as of 2050, it can operate hundreds or even thousands of loans at a given time, funding major projects for everyone from the largest of cooperatives, to tiny private firms. While in time it is likely to move from being a material to a monetary and financialized bank, it is currently mostly a brokerage house for material resources.


A/N: 2 hour moratorium on voting.
 
Last edited:
Reallocation 2062
Reallocation 2062

After four tumultuous years and the Developmentalist-Militarist alliance splitting, it is a time of serious consideration towards the future of the Initiative. While it is possible to win more battles and seize more territory, between the threat of Tiberium and the threat of nuclear warfare, few consider it worthwhile to attempt.

Strategically, the Initiative has rarely been in a stronger position. While much of its military equipment is in need of replacement as technological developments have surpassed its ability to refit its aging arsenal, the Brotherhood of Nod has suffered major defeat after major defeat in the last decade, culminating in the pummeling of the Regency War.

107 Political Support

Treasury Allocation

[ ] 15% (435 Resources per turn) - Cutting Treasury budgets to the bone to push more resources to the rest of GDI, this would indicate either a very conservative plan, or one where the Treasury is fully confident in its abilities to push massive economic growth on a shoestring budget. (+20 PS)

[ ] 20% (545 Resources per turn) - Accepting not only a substantial cut to the budget, but also a slowdown in overall spending would indicate a Treasury that is interested in building up more slowly and taking a backseat in the overall system. While likely to be quite popular, it is also one where ongoing crises will be difficult to address properly. ( +10 PS)

[ ] 25% (655 Resources per turn) - A small reduction in percentage will be reallocating more resources towards the other departments, and indicate a general confidence that the Treasury will find good ways to solve the Initiative's problems efficiently, especially with the potential for massive growth in both harvesting and the civilian economy.

[ ] 30% (770 Resources per turn) - Maintaining the Treasury's percentage, even as GDI's overall economy grows, will see the Treasury maintaining high levels of spending, a likely requirement in the face of extensive plan goals. (-10 PS)

[ ] 35% (880 Resources per turn) - Asking even more of the Initiative, increasing the allocation to 35 percent reflects a desire for massive investments in a wide array of projects, rushing out of the gate with massive consumer and industrial projects rather than allocating primacy to Tiberium. (-30 PS)

Plan Goals

Capital Goods
  • Complete Chicago Phase 5
  • Complete North Boston Phase 5
  • Complete Nuuk Phase 5
  • Complete Reykjavik Phase 5
  • Complete Bergen Phase 5


[ ] Pick 3 - While only committing to completing three industrial capstones is likely to require calling in some favors, it will provide significant flexibility for the future. (-10 PS)

[ ] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.

[ ] All 5 - While completing all five major capstones will be a major push, requiring the full efforts of three departments and likely outside assistance, it will also be a capstone project for both the Granger years and Seo's second term. (+15 PS)

Consumer Goods

[ ] 80 points from the Treasury - With the public markets headed directly towards a massive and unpredictable takeoff, the treasury goals are primarily oriented towards providing goods less able to be produced by the markets. (-15 PS)

[ ] 100 points from the Treasury - A relatively conservative and limited plan, providing such masses of consumer goods will be enough to substantially restore significant elements of prewar development (-5 PS)

[ ] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.

Food

[ ] 20 Consumer Goods from Agriculture - A limited plan, expecting significant expenses in food, and deprioritizing the sector as has been the Treasury's trend in the last decade, this is a fairly minimal promise. (-15 PS)

[ ] 40 Consumer Goods from Agriculture - A significant improvement in overall food diversity and likely including the reintroduction of multiple new categories of food, this will be a decently acceptable compromise, but stops short of actual popularity (-5 PS)

[ ] 50 Consumer Goods from Agriculture - A somewhat higher degree of Consumer Goods will include meat, dairy, and new consumer crops as key parts of ensuring not just survival, but a life well lived.

[ ] 60 Consumer Goods from Agriculture - A major investment into multiple agricultural areas, major investment into consumer goods will ensure that there is plenty to be had, no matter the dietary restrictions involved. (+5 PS)

Income

[ ] 600 points - With the Initiative's overall income nearly matching the outlays from before the Third Tiberium War, promising a limited but noticeable increase will require a relative minimum of effort, allowing for more resources to be poured into simple abatement, rather than increasing incomes. (-10 PS) (- Everyone Support)

[ ] 800 points - While somewhat more ambitious, 800 points of income from all sources is considered to be quite possible, and will be a noticeable improvement in GDI's ability to fund activities in the future. (-5 PS) (- Developmentalist Support, - Socialist Support, - Market Socialist support)

[ ] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)

[ ] 1500 points - An extremely aggressive plan, pushing Initiative technological and material abilities to the limit in pursuit of rocketing past the throughputs from before the Third Tiberium War. (+5 PS) (++ Everyone support)

Space Population

[ ] 2K - Somewhat less than the full population of Columbia station, it will be a first, hesitant step into more permanent orbital populations. While very much not a project that will inspire the Initiative's population, this would allow for space assets to be poured into developing additional technologies and systems. (-20 political support) (- Developmentalist Support, - Starbound Support)

[ ] 4.75k - Providing for both Columbia and Shala, a goal of four thousand seven hundred and fifty would represent a sizable investment, but one that is very manageable, especially with investments in other areas such as continuing the industrialization of space. However, it is still not particularly popular. (-10 Political Support)

[ ] 7k - A reasonable population for a four year plan, around 7000 is a program that would involve rapid construction and sizable investments in increasing orbital lift efficiencies. While not quite inspirational, it does indicate a reasonable pace of investment.

[ ] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)

[ ] 20k: Promising more than Shala and Columbia, even with maximum population support structures, combined, some twenty thousand people in orbit and on the Moon would represent an extremely rapid developmental pathway, pushing the Initiative's abilities to develop and colonize space to the absolute limits. (+20 political support) (+++ Starbound Support)

Abatement

[-] 10 Points of Red Zone Abatement - A very limited abatement goal, one likely reached through use of the most economically lucrative means available is unlikely to keep up with the pace of mutation, but would at the very least mean that the Treasury is not seriously concerned with pushing ever deeper into the Red Zones (-20 PS)

[ ] 20 Points of Red Zone Abatement - With mutation coming, a limited abatement goal is likely to only increase GDI's push against the green death by a marginal amount, and one that is likely to be unpopular across GDI's political spectrum (-10 ps)

[ ] 40 Points of Red Zone Abatement - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.

[ ] 60 Points of Red Zone Abatement - A somewhat higher goal, and keeping pace with previous terms, it will require some additional investment into other methods, without being overly burdensome.

[ ] 80 Points of Red Zone Abatement - While not quite the heights of the first plan, it is an ambitious goal, one that is likely to require substantial extra effort, on top of income gathering. (+10 Political Support)


Spin off Commitments

The treasury has taken on a number of long term expenses. Moving them to other departments, or putting them as line items in the overall budget will free up resources for more discretionary spending.

[ ] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)

[ ] Light Industry Grants‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌ (-30 PS)

[ ] Resettlement Spending (-5 from Resettlement) (-1 PS)

[ ] Bureau of Arcologies(-15 from Bureau of Arcologies) (-10 PS)

[ ] Consumer Industrial Development (-15 from Consumer Industrial Development) (-10 PS)

[ ] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)

(You must take at least 2001 votes worth of promises from any coalition)
Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌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 (25; 25; 0 ; 0)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (9; 5; 20; 0)
Reclamation Party: 12 Seats (9; 3; 0; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

Parties

  • Free Market Party (0/2/4/8)
    • [ ] Increase GDI income by at least 800 points.
    • [ ] 30 resources in grants
    • [ ] 60 resources in grants
    • [ ] 90 resources in grants
    • [ ] Take at least four Capital Goods Capstones
    • [ ] Take 100 points of Consumer Goods
    • [ ] Take 120 points of Consumer Goods
    • [ ] At least one Columbia bay must be allocated to Space Tourism
  • Market Socialists (4/6/7/9)
    • [ ] Increase GDI income by at least 800 points
    • [ ] Increase GDI income by at least 1200 points
    • [ ] Take Four industrial Capstones
    • [ ] Take Five industrial Capstones
    • [ ] Take 100 points of Consumer Goods
    • [ ] Take 120 points of Consumer Goods
    • [ ] Take 40 points of Abatement
    • [ ] Take 60 points of Abatement
    • [ ] Take 80 points of Abatement
    • [ ] Complete at least three phases of Blue Zone Arcologies
    • [ ] Complete at least five phases of Blue Zone Arcologies
    • [ ] 30 resources in grants
    • [ ] 60 resources in grants
  • Militarists (2/5/6/8)
    • [ ] Complete SADN Phase 4
    • [ ] Complete ASAT Phase 6
    • [ ] Deploy Island class LHAs
    • [ ] Spend at least one die on Steel Talons projects every turn
    • [ ] Complete at least six Ground Forces Zone Armor plants.
    • [ ] Complete at least eight Ground Forces Zone Armor plants
    • [ ] Complete at least twelve Ground Forces Zone Armor plants.
    • [ ] Complete Three of the following projects
    • [ ] Complete Seven of the following projects
    • [ ] Complete Ten of the following projects
    • [ ] Complete All of the following projects
      • [ ] Advanced ECCM Development
      • [ ] Stealth Disruptor Development
      • [ ] Inferno Gel Development
      • [ ] Binary Propellant Exploration
      • [ ] Military Particle Beam Development
      • [ ] Infantry Recon Support Drone Development
      • [ ] Zrbite Sonic Weapons Development
      • [ ] Ultralight Glide Munitions Development
      • [ ] Transorbital Fighter Development or follow on heavy ship development
      • [ ] Missile Drop Pod Development
      • [ ] Combat Laser Development
      • [ ] Modular Rapid Assembly System Prototypes
      • [ ] Buckler Shield Development
      • [ ] Unmanned Support Ground Vehicle Development
  • Initiative First (0/0/3/6)
    • [ ] Build at least two phases of Blue Zone (Specialized) Arcologies
    • [ ] Remove Yellow Zoners from Blue Zone Universities
    • [ ] Deregulate Blue Zone Businesses
    • [ ] Nominate an Initiative First Deputy and Commit to stepping down after this term
    • [ ] Complete all remaining phases of Fortress Towns
    • [ ] Complete four phases of SADN
    • [ ] Complete at least four Ground Forces Zone Armor Factories
    • [ ] Spend at least one free die on Military every turn
  • United Yellow List (0/2/4/6)
    • [ ] Complete three phases of Blue Zone Arcologies
    • [ ] Increase GDI processing limit by at least 1200
    • [ ] Increase GDI income by at least 800
    • [ ] Department of Core Crops
    • [ ] Build at least 10 points of backed food reserves, and 20 additional food reserves.
    • [ ] Refurbish post war housing.
  • Starbound (0/0/3/4)
    • [ ] Gain at least 100 RpT from offworld mining
    • [ ] Fund all remaining probe missions
    • [ ] Commit to at least 10k population in space
    • [ ] Commit to 20k population in space. (Counts as two)
  • Socialist (0/1/2/4)
    • [ ] Complete at least five phases of Blue Zone Arcologies (counts for two)
    • [ ] Commit to at least four industrial capstones
    • [ ] Increase GDI Income by at least 800
    • [ ] Increase GDI Income by at least 1200
    • [ ] Commit to at least 10k Population in Space
  • Homeland (0/1/-/-)
    • [ ] Complete all phases of Red Zone Border Offensives before 2064
  • Biodiversity (0/1/2/-)
    • [ ] Complete All Shala Bays
    • [ ] Complete two phases of Reforestation Preparation
  • Reclamation (1/1/-/-)
    • [ ] Complete all phases of Red Zone Border Offensives by End of Plan
  • Developmentalists (0/6/9/12)
    • [ ] Increase GDI processing limit by at least 1200
    • [ ] Increase GDI income by at least 800
    • [ ] Increase GDI income by at least 1200
    • [ ] Commit to at least four industrial capstones
    • [ ] Commit to five industrial capstones
    • [ ] Commit to at least 10k Population in Space
    • [ ] Spend no more than 3 Free Dice on Military per turn
    • [ ] Spend no more than 1 Free Die on Military per turn
    • [ ] Spend no Free Dice on Military
    • [ ] At least one Development project Every Turn
    • [ ] Build at least four Ground Forces Zone Armor Factories
    • [ ] Build at least eight Ground Forces Zone Armor Factories
    • [ ] Build at least twelve Ground Forces Zone Armor Factories


Litvinov Objectives
Minimum of 3 goals required, more will result in a happier Litvinov.


  • [ ] Every turn activate all Department dice
  • [ ] Do not activate Free Dice unless all Department Dice are active. (Putting Free Dice on the Tiberium Department is excepted.)
  • [ ] Spend no more than two free dice per turn on Military.
  • [ ] Department of Alternative Energy
  • [ ] Munitions Department
  • [ ] Refit Department
  • [ ] Hand off at least 20 points of Capital Goods to market over course of plan.
  • [ ] Complete Improved Hewlett Gardener Refits before end of plan.



A/N1 : 6 Hour Moratorium on Voting.

A/N2: These answers also need to be in the thread.
1. Dealing with the Initiative First: There are multiple viable strategies, each with their own upsides and downsides.
Option A: The Full Lockout. This will ensure radicalization of some fraction of the base, but make sure that it is smaller and less capable of achieving its overall aims, barring obvious failures of the Initiative.
Option B: Taking less obnoxious goals: This will make the Initiative First party somewhat less actively anti-government, but at the same time comes with the cost of legitimizing them and making them someone that you will have to continue dealing with.

There are other options with delineations between them being more or less fuzzy.

2. The Parties and how they relate to public opinion. Party opinions track only generally with public opinion. It is not some kind of strict "20 Strongly Opposed means X percent of the population is strongly opposed" it is more along the lines of X+/-Y percent of the population is strongly opposed for whatever reason. And in many cases, there is more going on with that than gets caught in the political tracker.

 
Last edited:
Q1 2062
Q1 2062

Plan Completion Bonus: +4 to all dice.
Qatarite Deaths: -5 to Tiberium Dice.


Other Updates: Multi piece military projects are now phased and done in order. Significant revisions and mergings there in order to reduce project bloat.

Resources: 710 + 245 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 50
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 54/60

Tiberium Spread
23.42 (+0.16) Blue Zone
0.04 (+0.02) Cyan Zone
0.81 (-0.16) Green Zone
22.57 (-0.15) Yellow Zone (91 points of mitigation)
53.16 (+0.13) Red Zone (68 points of mitigation)

Current Economic Issues:
Housing: +39 (32 population in low quality housing) (-5 per turn from refugees) (+1 high-quality housing per turn)
Energy: +43 (+4 in reserve)
Logistics: +28 (-2 from military activity)
Food: +16 (+24 backed reserve, +5 unbacked reserve)(-3 per turn from increasing population) (Perennials: +1 on Q1 2062, +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +14 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +20 (+2 per turn from Distributed Industrial Authority) (+167 in reserve)
STUs: +8
Consumer Goods: +89 (-5 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: +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 ‌(2150/3070)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

Status‌ ‌of‌ ‌the‌ ‌Parties‌
(strong‌ ‌support,‌ ‌weak‌ ‌support,‌ ‌weak‌ ‌opposition,‌ ‌strong‌ ‌opposition)‌ ‌
Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌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 (25; 25; ; 0)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (9; 5; 20; 0)
Reclamation Party: 12 Seats (3; 9; 0; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

Military‌ ‌Confidence‌
Ground‌ ‌Forces‌ ‌:‌ High ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌High
Space‌ ‌Force‌ ‌:‌ Decent ‌
Steel‌ ‌Talons:‌ ‌Low (Trending to Decent)
Navy:‌ Low ‌(Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 120 Consumer Goods points from the Treasury
Provide 40 Consumer Goods from Agriculture
Increase Income by 1200
Increase Tiberium Processing limit by 1200
Increase population in space by 20k
Provide 40 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn

Projects
Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 8 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Stealth Disruptor Development, Infantry Recon Support Drone Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Preparation

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over course of plan.
Complete Improved Hewlett Gardener Refits before end of plan

Infrastructure (5 dice +36 bonus)
[ ] 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 1/600: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] Yellow Zone Fortress Towns (Phase 7) (Updated)
The last pair of Fortress Town waves will focus heavily on preparing a more rigid defensive line, although one that is in many cases tens or hundreds of kilometers deep. Positioned to dominate the surrounding areas, these towns are intended to provide the base for future bands of defensive fortifications.
(Supports Green Zone Intensification)
(Progress 93/300: 20 resources per die) (+4 Housing)
(Progress 0/300: 20 resources per die) (+4 Housing)

[ ] Blue Zone Apartment Complexes (Phase 9)
With many of the urban cores now furnished with a pod of apartment buildings, expanding them will still be noticeably logistics expensive, but continue to provide additional housing and settlement spaces, leaving GDI in a strong position to fully claim the regions on a more permanent basis.
(Progress 82/160: 10 resources per die) (-3 Logistics, +6 High Quality Housing)
(Progress 0/160: 10 resources per die) (-3 Logistics, +6 High Quality Housing)

[ ] Lesser Blue Zone Arcologies (Phase 1) (New)
Built on the pattern of the older style Yellow Zone arcologies, lesser arcologies, designed with practicality rather than luxury in mind will both reduce the number of vehicles on the road, and move more of the Initiative's population into more self sustaining buildings, with inbuilt energy banks and CRP facilities to allow them to go off the grid for days or weeks.
(Progress 0/170: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve)

[ ] 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)
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 529/550: 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. Much of the damage has been repaired by now, but still more remains.
(Progress 0/60: 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 2)
With a first wave of Caloric Reclamation Processors built and deployed, a second wave will not be too difficult. However, it is likely to result in political pushback, especially without further expansions to strategic food stockpiles.
(Progress 31/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)

[ ] Communal Housing Experiments
While the attempt early in the plan to build a functional communal housing prototype was met with miserable failure, science is not a matter of giving up after the first try, and a second attempt, with a far more rigorous vetting of the potential residents, will likely see better results than the first.
(Progress 0/150: 10 resources per die) (+8 Housing) (-5 PS)

[ ] Green Architecture Risk Assessment and Testing
Green architecture, integrating a combination of natural materials and plant life into constructed environments, has been intentionally avoided for decades due to the potential risk of rapidly spreading Tiberium infections on the sides of buildings. However, Tiberium has mutated since then, and potentially the risks can be mitigated or avoided.
(Progress 0/90: 10 resources per die)

[ ] Postwar Housing Refits (Phase 1) (New)
The housing built immediately postwar is generally considered to be of low quality and simply not up to the overall standards of the Initiative. Rebuilding them to be livable rather than merely inhabitable is possible, but requires substantial reworking of the floorplan and facilities to provide the required space needed to meet standards.
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (4 dice +33 bonus)
[ ] 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 56/120: 15 resources per die)

[ ] Continuous Cycle Fusion Plants (Phase 10)
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 0/300: 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) (+33 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)

[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhood's 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)

Light and Chemical Industry (4 dice +28 bonus)
[ ] 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 4) (Updated)
Scaling up production once more will find its way into a wide array of products, ranging from the ordinary to ones that most people will never see in their lives. Particle accelerators, fusion plants, network interchanges, cogeneration facilities, and a wide array of other elements will be significantly improved by more widespread availability of superconductors.
(Progress 65/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1520: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Civilian Ultralight Factories
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 offers options for long range specialist deliveries, as well as 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 nanotubes 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)

[ ] Isolinear Peripherals Development
While Isolinear computers are fast, the human/machine interface, and the interfaces between isolinear and more traditional computers are very slow and currently have to be custom-fitted in most cases. Developing a standard array of systems to allow the computers to effectively talk to humans and each other is an important part of making Isolinear computing practical for the modern age.
(Progress 0/160: 10 resources per die)

[ ] Department of Distributed Manufacturers
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 +28 bonus)
[ ] 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 3) (Updated)
A third wave of facilities – still focused on GDI's secondary cities – will see broad-scale development of additional meat and eggs, but also a selection of consumer and core crops. While the program overall will continue to be expensive, it is a way to increase manyost significant indicators.
(Progress 74/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)

[ ] Dairy Ranches (Phase 1)
While meat is a key status symbol for many, the sustainable option is actually focusing more heavily on dairy, offering up a suite of cheeses and other milk products that can provide additional protein and significantly expand dietary diversity.
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 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 5) (Updated)
While localized caches are useful, more central positioning, and expansion of existing larger stockpiles are going to be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 78/200: 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
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, the Department 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 +38 bonus)
[ ] 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 [20-35]) (+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 [5-15 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 [5-15 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 29/150: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Red Zone Border Offensives (Stage 2)
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 101/250: 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)

[ ] Deep Red Zone Tiberium Glacier Mining (Stage 1) (New)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 0/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (1 Stage available)

[ ] 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 (10-20 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)
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 3)
While currently additional processing plants are not an immediately pressing need, they will further harden the Initiative's refining capacity. With the Initiative currently pushing the blue zones ever forward, and the likely massive scale offensives against Red Zones, many are likely to be concentrated near those beachheads
(Progress 38/200: 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)
-[ ] Yellow Zone 11 (Progress 0/130: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] 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 3) (Updated)
For many in the Initiative, liquid tiberium is nearly existentially terrifying. Between the destruction of Central Australia, the consequences of the detonation of Temple Prime, and the ongoing devastation caused by Red Zones around the world, continuing to push Liquid Tiberium energy is likely to be a bridge too far for many in the Initiative, even with the cover of the Director on your side.
(Progress 4/140: 20 resources per die) (-10 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)

[ ] 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 363/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines) (Will complete Q1 2062)

[ ] Red Zone Energy Refits (Phase 1)
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 +30 bonus)
[ ] 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 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)

[ ] GDSS Enterprise Bays (3 available)
-[ ] 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 248/400: 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)

[ ] 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 152/400: 20 resources per die) (5 point lunar discount, 5 point station discount)

Lunar Operations

[ ] 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 57/290 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 25/345: 20 resources per die) (+20 Resources per turn)
(Progress 0/335: 20 resources per die) (+20 Resources per turn)
(Progress 0/325: 20 resources per die) (+20 Resources per turn)
(Progress 0/315: 20 resources per die) (+20 Resources per turn)
(Progress 0/305: 20 resources per die) (+2 Heavy Metals)
(Progress 0/295: 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 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 +31 bonus)
[ ] 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) (-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)

[ ] Gene Clinics (New)
While operations are going to be relatively cheap, and the fundamentals are simple, opening a tranche of dedicated gene clinics within the medical system will speed gene therapy rollout, and act as preparation for both the cosmetic and practical gene editing that will come in the future.
(Progress 0/120: 10 resources per die) (-1 Labor)

[ ] 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 213/300: 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)

[ ] Kamisuwa Optical Laboratories (New)
While the Model 2061 ocular implants are functional, they are clunky, obviously cybernetic, and highly invasive. However, building a longer term set of specialized laboratories in Nagoya Prefecture will be the first step towards building optical implants that are less invasive and more functional.
(Progress 0/250: 20 resources per die) (-2 Labor, -2 Energy)

[ ] Ocular Implant Deployment (New)
While there are not currently long waiting lists for the new Model 2061 ocular implants, they are still going to be useful as a stopgap between no implants and better ones. With the Initiative working against neuroplasticity, and the need to keep exercising the parts of the brain that deal with vision, small scale production will help the currently blinded keep those parts of the brain functional, rather than having it reallocated to other senses.
(Progress 0/200: 25 resources per die) (+1 Labor, -1 Health)

[ ] Specialist Isolinear Programming Development
With Isolinear computers having a fundamentally different structure than all other Initiative computing systems, creating a dedicated set of compilers and other supporting digital infrastructure is a key part of preparing for an even wider adoption profile.
(Progress 0/120: 10 resources per die)

Military (8 dice +30 bonus)
[ ] Department of Refits
With the military looking towards updating, replacing and refitting much of its equipment there will need to likewise be an update, replacement and refit of the production and handling facilities. Spinning this function off into a dedicated department will increase the efficiency while decreasing the Secretary of the Treasury's workload.
(-1 die) (-30 resources per turn) (30 progress towards each refit project per turn)

[ ] Department of Munitions
The Treasury has run into problems effectively supplying munitions in the appropriate quantity and variety to the troops. Dedicating part of the Procurement office to solving such problems and ensuring it cooperates with the larger Production and Economic Development offices will reduce the need for top level intervention from the Treasury and make sure that any needed munitions will hit the field in a reasonable time frame once certified for deployment.
(-1 die) (-20 resources per turn) (50 progress towards each munitions project per turn)

[ ] Advanced ECCM Development (Tech)
The development of countermeasures to better punch through, (and in certain cases, punch out) 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 combined.
(Progress 0/40: 20 resources per die)

[ ] ASAT Defense System (Phase 5) (Updated)
With the final station of the current pattern deployed, it is high time for diversification. Kinetics, lasers, tactical ion cannons, among other options, are the future of the global network of missile interception platforms, ones that will be more resilient than ever against the threats of the Brotherhood of Nod, and beyond that, a defensive screen against further extraterrestrial invasion.
(Progress 41/495: 20 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) (St. Petersburg) (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) (Madrid) (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) (Hotan) (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) (Nikolayevsk-on-Amur) (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) (Sorong) (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) (Mazatlán) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 (Progress 0/335) (Montevideo) (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) (Lomé) (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) (Barcelona) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Port Sudan) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/335) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/335) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (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) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/335) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/335) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/335) (Medan) (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)

[ ] 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 the 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 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. Beyond that, adding and upgrading to the arsenal would be a stage of preparation to actually make them usable in politically acceptable ways.
(Progress 0/175: 20 resources per die) (Station)

[ ] Low Orbit Support Satellite Constellations
Brotherhood Disruption Towers and other stealth field options leave small ripples in the air and other disturbances, small flaws in their stealth fields. While often invisible from orbit, and only barely visible to the naked eye, extremely low orbit satellites with sufficiently high resolution will be able to pick up such discrepancies to a limited extent. While latency is likely to be higher than desired and will come with many errors, being able to detect the Brotherhood's stealth operations from orbit will provide far greater coverage than patrols alone.
(Progress 0/200: 10 resources per die) (Satellite)

[ ] Transorbital Fighter Development (New)
While GDI does not expect another Scrin attack anytime soon, building prototypes for transorbital capable fighters, able to conduct operations in space and the upper atmosphere, is a relatively high priority as both a line of defense, and beginning to develop tactics and strategies for warfare amid GDI's orbitals.
(Progress 0/60: 20 resources per die)

[ ] Missile Drop Pod Development (New)
While GDI can often rely on flying, naval, and surface artillery support in its operations, the OSRCT are something of an oddity, deployed out of effective range of artillery emplacements, and needing massed fire support, although not necessarily much endurance. A drop pod with a payload of missiles that can be dropped with, ahead or after the OSRCT would easily fill this role, and potentially offer extra options to commanders beyond the Space Force.
(Progress 0/40: 15 resources per die)

Ground Forces

[ ] 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)

[ ] 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) (Phase 3) (Updated) (Very High Priority)
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. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
New Sevastopol (Progress 0/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods)
Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -2 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)

[ ] 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 Thunderbolt-based missile launchers.
(Progress 0/40: 15 resource per die)

[ ] Island-Class Assault Ship Deployment (New)
While GDI does not need additional shipyards for these ships, the Island-class will put a significant burden on existing supply lines. Hence, a wave of factory expansions for everything from missile launchers to propellers to radar systems will need to be undertaken to provide the needed equipment.
(Progress 0/180: 25 resources per die) (-2 Labor, -1 Capital Goods)

[ ] Shark-Class Frigate Shipyards (High Priority)
The Shark is unfortunately 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

[ ] 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)

[ ] Combat Laser Development (Tech) (Merged)
Effectively an Initiative version of the same laser systems found on the Brotherhood's combat vehicles from raider buggies and Venoms to Scorpions and Avatars, this consolidated project aims to roll out lasers in all scales viable for ground and air combat.
(Progress 0/80: 25 resources per die)

[ ] Modular Rapid Assembly System Prototypes (Tech) (High Priority)
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)

Bureaucracy (4 dice +28 bonus)

[ ] 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)

[ ] Lobby for Legal Reforms
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)

[ ] 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)

[ ] Recruitment Drives (New)
Four years after the last round of major recruitment efforts, a new wave of personnel is available and ready to be recruited for the Treasury's needs. (100/120/140/160/180/200)

[ ] Focus Reallocation (New)
While the existing focuses have served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Tiberium, -1 die to Orbital, and -1 die to Services)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Orbital
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy
** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +36
-[] Blue Zone Arcologies (Stage 4) 1/600 6 dice 90R 19%, 7 dice 105R 61%, 8 dice 120R 91%
-[] Blue Zone Arcologies (Stage 4+5) 1/1200 12 dice 180R 7%, 13 dice 195R 29%, 14 dice 210R 60%, 15 dice 225R 84%, 16 dice 240R 96%
-[] Yellow Zone Fortress Towns (Phase 7) (Updated) 93/300 2 dice 40R 33%, 3 dice 60R 91%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/600 5 dice 100R 19%, 6 dice 120R 65%, 7 dice 140R 93%
-[] Blue Zone Apartment Complexes (Phase 9) 82/160 1 die 10R 74%, 2 dice 20R 100%
-[] Blue Zone Apartment Complexes (Phase 9+10) 82/320 2 dice 20R 13%, 3 dice 30R 76%, 4 dice 40R 99%
-[] Lesser Blue Zone Arcologies (Phase 1) (New) 0/170 2 dice 30R 67%, 3 dice 45R 98%
-[] Lesser Blue Zone Arcologies (Phase 1+2?) (New) 0/340 3 dice 45R 10%, 4 dice 60R 64%, 5 dice 75R 95%

-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 42%, 4 dice 60R 90%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 14%, 7 dice 105R 55%, 8 dice 120R 88%, 9 dice 135R 98%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 5%, 10 dice 150R 27%, 11 dice 165R 63%, 12 dice 180R 88%, 13 dice 195R 98%
-[] Suborbital Shuttle Service (Phase 2) 22/250 2 dice 50R 18%, 3 dice 75R 82%, 4 dice 100R 99%
-[] Suborbital Shuttle Service (Phase 2+3) 22/450 4 dice 100R 13%, 5 dice 125R 62%, 6 dice 150R 93%
-[] Urban Metros (Phase 4) 0/150 1 die 15R 2%, 2 dice 30R 81%, 3 dice 45R 99%

-[] Chicago Planned City (Phase 4) 529/550 1 die 20R 100%
--Alt: 1 AA/Erewhon die 20R 95%
-[] Chicago Planned City (Phase 4+5) 529/1650 11 dice 220R 2%, 12 dice 240R 15%, 13 dice 260R 42%, 14 dice 280R 72%, 15 dice 300R 90%
--Alt: 1 HI 10 Infra dice 220R 5%, 1 HI 11 Infra dice 240R 24%, 1 HI 12 Infra dice 260R 56%, 1 HI 13 Infra dice 280R 83%, 1 HI 14 Infra dice 300R 95%
--Note: Listing all HI/Infra dice combinations would be a massive pain.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 94%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 57%, 3 Tib dice 60R 98%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 13%, 5 Tib dice 100R 66%, 6 Tib dice 120R 96%
--Alt: 1 Tib 6 Infra dice 140R 99%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 dice 180R 9%, 10 dice 200R 40%, 11 dice 220R 76%, 12 dice 240R 95%
--Alt: 3 Tib 6 Infra dice 180R 3%, 4 Tib 6 Infra dice 200R 24%, 5 Tib 6 Infra dice 220R 61%, 6 Tib 6 Infra dice 240R 88%, 7 Tib 6 Infra dice 260R 98%
--Note: Listing all Infra/Tib dice combinations would be a massive pain.

-[-] Tokyo Harbor Reconstruction 0/60 +60/turn 0 dice autocompletes
-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/80 1 die 10R 100%
-[] Communal Housing Experiments 0/150 1 die 10R 7%, 2 dice 20R 87%, 3 dice 30R 99%
-[] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%, 2 dice 20R 99%
-[] Postwar Housing Refits (Phase 1) (New) 0/200 2 dice 20R 39%, 3 dice 30R 93%
-[] Postwar Housing Refits (Phase 1+2) (New) 0/400 4 dice 40R 26%, 5 dice 50R 77%, 6 dice 60R 97%
-[] Postwar Housing Refits (Phase 1+2+3) (New) 0/600 6 dice 60R 18%, 7 dice 70R 61%, 8 dice 80R 90%
Heavy Industry 4 dice +33
-[] Advanced Alloys Development 56/120 1 die 15R 90%
-[] Continuous Cycle Fusion Plants (Phase 10) 0/300 3 dice 60R 26%, 4 dice 80R 80%, 5 dice 100R 98%
-[] Continuous Cycle Fusion Plants (Phase 10+11) 0/600 6 dice 120R 12%, 7 dice 140R 50%, 8 dice 160R 84%, 9 dice 180R 97%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 25 dice 375R 4%, 26 dice 390R 11%, 27 dice 405R 27%, 28 dice 420R 47%, 29 dice 435R 68%, 30 dice 450R 84%, 31 dice 465R 93%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 10 dice 200R 1%, 11 dice 220R 10%, 12 dice 240R 35%, 13 dice 260R 66%, 14 dice 280R 88%, 15 dice 300R 97%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] Personal Electric Vehicle Plants 0/300 3 dice 30R 26%, 4 dice 40R 80%, 5 dice 50R 98%
-[] Microfusion Cell Development 0/60 1 die 20R 94%
-[] Division of Alternative Energy -1 HI die -10RpT Auto
Light and Chemical Industry 4 dice +28
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 13 dice 260R 3%, 14 dice 280R 14%, 15 dice 300R 37%, 16 dice 320R 64%, 17 dice 340R 84%, 18 dice 360R 95%
-[] Bergen Superconductor Foundry (Phase 4) (Updated) 65/760 7 dice 210R 4%, 8 dice 240R 27%, 9 dice 270R 62%, 10 dice 300R 87%, 11 dice 330R 97%
-[] Civilian Ultralight Factories 0/190 2 dice 30R 34%, 3 dice 45R 88%, 4 dice 60R 99%
-[] Carbon Nanotube Foundry Expansions 0/300 3 dice 60R 17%, 4 dice 80R 69%, 5 dice 100R 95%
-[] Isolinear Peripherals Development 0/160 2 dice 20R 70%, 3 dice 30R 99%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
Agriculture 4 dice +28
-[] Agriculture Mechanization Projects (Phase 2) 26/250 2 dice 30R 12%, 3 dice 45R 70%, 4 dice 60R 97%
-[] Blue Zone Aquaponics Bays (Phase 5) 18/140 1 die 10R 22%, 2 dice 20R 88%, 3 dice 30R 99%
-[] Blue Zone Aquaponics Bays (Phase 5+6) 18/280 3 dice 30R 42%, 4 dice 40R 87%, 5 dice 50R 99%
-[] Blue Zone Aquaponics Bays (Phase 5+6+7) 18/420 4 dice 40R 11%, 5 dice 50R 54%, 6 dice 60R 88%, 7 dice 70R 98%
-[] Vertical Farming Projects (Stage 3) (Updated) 74/240 2 dice 30R 56%, 3 dice 45R 95%
-[] Vertical Farming Projects (Stage 3+4) 74/480 4 dice 60R 10%, 5 dice 75R 51%, 6 dice 90R 87%, 7 dice 105R 98%
-[] Vertical Farming Projects (Stage 3+4+5) 74/720 6 dice 90R 1%, 7 dice 105R 15%, 8 dice 120R 49%, 9 dice 135R 81%, 10 dice 150R 95%

-[] Dairy Ranches (Phase 1) 0/200 2 dice 40R 26%, 3 dice 60R 84%, 4 dice 80R 99%
-[] Dairy Ranches (Phase 1+2) 0/400 4 dice 80R 12%, 5 dice 100R 55%, 6 dice 120R 89%, 7 dice 140R 99%
-[] Dairy Ranches (Phase 1+2+3) 0/600 6 dice 120R 5%, 7 dice 140R 33%, 8 dice 160R 70%, 9 dice 180R 92%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 40R 52%, 3 dice 60R 95%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 3 dice 45R 2%, 4 dice 60R 37%, 5 dice 75R 81%, 6 dice 90R 97%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 5 dice 75R 2%, 6 dice 90R 23%, 7 dice 105R 63%, 8 dice 120R 90%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 14%, 5 dice 50R 58%, 6 dice 60R 90%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 99%

-[] Strategic Food Stockpile Construction (Phase 5) (Updated) 78/200 1 die 10R 22%, 2 dice 20R 88%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/400 3 dice 30R 8%, 4 dice 40R 55%, 5 dice 50R 91%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/600 5 dice 50R 4%, 6 dice 60R 31%, 7 dice 70R 71%, 8 dice 80R 93%
-[] Caloric Reclamation Processor (Phase 1) 0/80 1 die 10R 64%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) 0/160 2 dice 20R 62%, 3 dice 30R 97%
-[] Department of Core Crops -1 Agri die -15 RpT auto
Tiberium 7 dice +38
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 52%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3?) 5/385 3 dice 60R 2%, 4 dice 80R 43%, 5 dice 100R 88%, 6 dice 120R 99%
-[] Tiberium Vein Mines (Stage 2+3+4?) 5/570 5 dice 100R 5%, 6 dice 120R 40%, 7 dice 140R 82%, 8 dice 160R 97%
-[] Tiberium Vein Mines (Stage 2+3+4+5?) 5/750 7 dice 140R 8%, 8 dice 160R 40%, 9 dice 180R 78%, 10 dice 200R 96%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6?) 5/925 9 dice 180R 11%, 10 dice 200R 42%, 11 dice 220R 76%, 12 dice 240R 94%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6+7?) 5/1095 10 dice 200R 2%, 11 dice 220R 15%, 12 dice 240R 45%, 13 dice 260R 77%, 14 dice 280R 94%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6+7+8?) 5/1260 12 dice 240R 4%, 13 dice 260R 20%, 14 dice 280R 50%, 15 dice 300R 78%, 16 dice 320R 94%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) 0/350 3 dice 60R 9%, 4 dice 80R 63%, 5 dice 100R 95%
-[] 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 32%, 2 dice 30R 96%
-[-] Intensification of Green Zone Harvesting (Stage 7+8+9) 78/300 2 dice 30R 25%, 3 dice 45R 87%, 4 dice 60R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/150 1 die 25R 33%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/300 2 dice 50R 2%, 3 dice 75R 57%, 4 dice 100R 96%
-[] Red Zone Border Offensives (Stage 2) 101/250 1 die 25R 5%, 2 dice 50R 84%, 3 dice 75R 99%
-[] Red Zone Border Offensives (Stage 2+3) 101/500 4 dice 100R 31%, 5 dice 125R 81%, 6 dice 150R 98%
-[] Red Zone Border Offensives (Stage 2+3+4) 101/750 6 dice 150R 8%, 7 dice 175R 43%, 8 dice 200R 82%, 9 dice 225R 97%
-[] Red Zone Border Offensives (Stage 2+3+4+5) 101/1000 8 dice 200R 1%, 9 dice 225R 16%, 10 dice 250R 51%, 11 dice 275R 82%, 12 dice 300R 96%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 1) (New) 0/250 2 dice 60R 9%, 3 dice 90R 72%, 4 dice 120R 98%
-[-] Deep Red Zone Tiberium Glacier Mining (Stage 1+2) (New) 0/500 5 dice 150R 26%, 6 dice 180R 74%, 7 dice 210R 96%
-[-] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3) (New) 0/750 7 dice 210R 7%, 8 dice 240R 38%, 9 dice 270R 76%, 10 dice 300R 95%
-[-] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3+4) (New) 0/1000 9 dice 270R 1%, 10 dice 300R 14%, 11 dice 330R 45%, 12 dice 360R 78%, 13 dice 390R 94%
-[-] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3+4+5) (New) 0/1250 12 dice 360R 4%, 13 dice 390R 21%, 14 dice 420R 52%, 15 dice 450R 80%, 16 dice 480R 94%
-[] Red Zone Containment Lines (Stage 6) 54/225 2 dice 50R 69%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/450 4 dice 100R 33%, 5 dice 125R 83%, 6 dice 150R 98%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/675 6 dice 150R 15%, 7 dice 175R 57%, 8 dice 200R 89%, 9 dice 225R 99%
-[-] Tiberium Glacier Mining (Stage 13) 38/205 2 dice 60R 72%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/410 3 dice 90R 3%, 4 dice 120R 48%, 5 dice 150R 91%

-[] Tiberium Processing Plants (Stage 3) 38/200 2 dice 60R 76%, 3 dice 90R 99%
-[] Tiberium Processing Plants (Stage 3+4) 38/400 3 dice 90R 5%, 4 dice 120R 55%, 5 dice 150R 93%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 60%, 2 dice 40R 99%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 54%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 24%, 2 dice 60R 93%
-[-] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 34%, 2 dice 60R 96%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated) 4/140 1 die 20R 18%, 2 dice 40R 91%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4?) 4/280 2 dice 40R 1%, 3 dice 60R 54%, 4 dice 80R 95%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 70%, 3 dice 60R 99%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 83%, 3 dice 60R 99%
-[-] Tiberium Harvesting Claw Deployment 363/380 0 dice autocompletes
-[] Red Zone Energy Refits (Phase 1) 0/350 3 dice 75R 9%, 4 dice 100R 63%, 5 dice 125R 95%
-[] Red Zone Energy Refits (Phase 1+2) 0/700 6 dice 150R 1%, 7 dice 175R 20%, 8 dice 200R 61%, 9 dice 225R 90%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/1050 10 dice 250R 5%, 11 dice 275R 26%, 12 dice 300R 61%, 13 dice 325R 87%, 14 dice 350R 97%
Orbital 6 dice +30
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 71%, 2 dice 40R 100%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 9%, 3 dice 60R 70%, 4 dice 80R 98%
-[] GDSS Columbia (Phase 1+2+3) 0/580 5 dice 100R 2%, 6 dice 120R 24%, 7 dice 140R 67%, 8 dice 160R 93%
-[] GDSS Shala - Same as GDSS Columbia.

--GDSS Enterprise Bays (3 available)--
-[] Station Bay 248/400 2 dice 40R 79%, 3 dice 60R 99%
-[] Gravitic Shipyard 0/450 4 dice 80R 6%, 5 dice 100R 46%, 6 dice 120R 86%, 7 dice 140R 99%
-[] Fusion Shipyard 0/500 5 dice 100R 19%, 6 dice 120R 65%, 7 dice 140R 93%

-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 93%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 8%, 2 dice 20R 81%, 3 dice 30R 99%
--Alt: 1 AA/Erewhon die 1 Orb die 20R 58%, 1 AA/Erewhon die 2 Orb dice 30R 96%
-[] Conestoga Class Development 0/60 1 die 30R 91%
-[] Leopard II Factory 152/400 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%

-[] Outer System Survey Probes 0/190 2 dice 30R 37%, 3 dice 45R 90%

-[] Lunar Regolith Harvesting (Phase 3) 57/290 2 dice 40R 9%, 3 dice 60R 68%, 4 dice 80R 97%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/570 5 dice 100R 7%, 6 dice 120R 42%, 7 dice 140R 80%, 8 dice 160R 96%
-[] Lunar Heavy Metals Mines (Phase 4) 25/345 3 dice 60R 11%, 4 dice 80R 62%, 5 dice 100R 93%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/680 6 dice 120R 1%, 7 dice 140R 16%, 8 dice 160R 52%, 9 dice 180R 83%, 10 dice 200R 97%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +31
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 31%, 3 dice 60R 88%, 4 dice 80R 99%
--Note: Costs 1 field die and locks it until project is complete.
-[] Gene Clinics (New) 0/120 1 die 10R 23%, 2 dice 20R 88%, 3 dice 30R 100%
-[] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%, 2 dice 50R 99%
-[] Regional Hospital Expansions (Phase 1+2) 213/600 4 dice 100R 22%, 5 dice 125R 71%, 6 dice 150R 95%
-[] Kamisuwa Optical Laboratories (New) 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Ocular Implant Deployment (New) 0/200 2 dice 50R 31%, 3 dice 75R 88%, 4 dice 100R 99%
-[] Specialist Isolinear Programming Development 0/120 1 die 10R 32%, 2 dice 20R 95%
Military 8 dice +30
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Department of Munitions -1 Mil die -20 RpT auto
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 5) (Updated) 41/495 4 dice 80R 5%, 5 dice 100R 43%, 6 dice 120R 85%, 7 dice 140R 98%
-[] 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 91%
-[] Military Particle Beam Development 0/100 1 die 20R 51%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 3%, 4 dice 20R 42%, 5 dice 25R 85%, 6 dice 30R 98%
-[] Strategic Area Defense Networks (Phase 1) 0/275 3 dice 60R 37%, 4 dice 80R 85%, 5 dice 100R 99%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 8%, 7 dice 140R 39%, 8 dice 160R 76%, 9 dice 180R 95%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 5%, 11 dice 220R 22%, 12 dice 240R 53%, 13 dice 260R 80%, 14 dice 280R 94%

--MARVs--
-[] Reclamator Hub 0/335 3 dice 60R 6%, 4 dice 80R 52%, 5 dice 100R 90%
--Alt 1: 2 Mil 1 Tib 60R 10%, 2 Mil 2 Tib dice 80R 68%, 2 Mil 3 Tib dice 100R 97%
--Alt 2: 1 Mil 1 AA 2 Tib 60R 3%, 1 Mil 1 AA 3 Tib dice 80R 52%, 1 Mil 1 AA 4 Tib dice 100R 93%
--Alt 3: 2 AA 2 Tib 80R 35%, 2 AA 3 Tib dice 100R 86%, 2 AA 4 Tib dice 120R 99%
-[] Reclamator Hub x2 0/670 7 dice 140R 12%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
--Alt: 2 Mil 4 Tib dice 120R 5%, 2 Mil 5 Tib dice 140R 37%, 2 Mil 6 Tib dice 160R 79%, 2 Mil 7 Tib dice 180R 97%
-[] Reclamator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 23%, 4 dice 80R 76%, 5 dice 100R 97%
-[] Reclamator Hub BZ-2 (Richmond) 58/335 3 dice 60R 35%, 4 dice 80R 85%, 5 dice 100R 99%
--Alt: 2 Mil 1 Tib dice 60R 45%, 2 Mil 2 Tib dice 80R 93%

--Zone Operations Command--
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 91%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 1) 0/275 3 dice 60R 37%, 4 dice 80R 85%, 5 dice 100R 99%
-[] Orca Wingmen Drone Deployment (Phase 1+2) 0/550 5 dice 100R 2%, 6 dice 120R 24%, 7 dice 140R 65%, 8 dice 160R 91%
-[] Hammerhead Wingmen Drone Deployment (Phase 1) 0/200 2 dice 40R 29%, 3 dice 60R 87%, 4 dice 80R 99%
-[] Hammerhead Wingmen Drone Deployment (Phase 1+2) 0/400 4 dice 80R 15%, 5 dice 100R 61%, 6 dice 120R 92%
-[] Apollo Fighter Factories 0/80 1 die 15R 66%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/175 2 dice 40R 61%, 3 dice 60R 98%
-[] Low Orbit Support Satellite Constellations 0/200 2 dice 20R 29%, 3 dice 30R 87%, 4 dice 40R 99%
-[] Transorbital Fighter Development (New) 0/60 1 die 20R 91%
-[] Missile Drop Pod Development (New) 0/40 1 die 15R 100%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 29%, 3 dice 30R 87%, 4 dice 40R 99%
-[] Railgun Munitions Factories (Phase 1+2) 0/400 4 dice 40R 15%, 5 dice 50R 61%, 6 dice 60R 92%
-[] Railgun Munitions Factories (Phase 1+2+3) 0/600 6 dice 60R 8%, 7 dice 70R 39%, 8 dice 80R 76%, 9 dice 90R 95%
-[] Railgun Munitions Factories (Phase 1+2+3+4) 0/800 8 dice 80R 4%, 9 dice 90R 25%, 10 dice 100R 59%, 11 dice 110R 85%, 12 dice 120R 97%
-[] Guardian Mark 2 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) (Phase 3) (Updated) 0/180 2 dice 40R 47%, 3 dice 60R 94%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4) (Updated) 0/360 3 dice 60R 2%, 4 dice 80R 35%, 5 dice 100R 81%, 6 dice 120R 98%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4+5) (Updated) 0/540 5 dice 100R 3%, 6 dice 120R 28%, 7 dice 140R 69%, 8 dice 160R 93%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4+5+6) (Updated) 0/720 7 dice 140R 3%, 8 dice 160R 23%, 9 dice 180R 59%, 10 dice 200R 86%, 11 dice 220R 97%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Deployment 0/120 1 die 25R 26%, 2 dice 50R 91%

--Navy--
-[] Infernium Laser Refits 0/450 4 dice 120R 2%, 5 dice 150R 31%, 6 dice 180R 75%, 7 dice 210R 95%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 20R 100%
-[] Island Class Assault Ship Deployment (New) 0/180 2 dice 50R 47%, 3 dice 75R 94%
-[] Shark Class Frigate Shipyards (Seattle) 0/300 3 dice 60R 20%, 4 dice 80R 73%, 5 dice 100R 97%

--Steel Talons--
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 66%, 2 dice 60R 99%
-[] Combat Laser Development (Merged) 0/80 1 die 25R 71%, 2 dice 50R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 26%, 2 dice 40R 93%
-[] Buckler Shield Development 0/100 1 die 20R 51%, 2 dice 40R 99%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%, 2 dice 40R 99%
Bureaucracy 4 dice +28
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 0/50 1 die 94%, 2 dice 100%
-[] Lobby for Legal Reforms 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
-[] Recruitment Drives (New) DC 200 0/200 2 dice 26%, 3 dice 84%, 4 dice 98.97%, 5 dice 99.99%
--Alt: 1 die 1 Erewhon die 10%, 2 dice 1 Erewhon die 67%, 3 dice 1 Erewhon die 96%, 4 dice 1 Erewhon die 99.86%
-[] Focus Reallocation (New) 1 die auto
Last Security Review
Light/Chem 3 turns ago 2061 Q1
Heavy Ind 4 turns ago 2060 Q4
Orbital 4 turns ago 2060 Q4
Bureaucracy 4 turns ago 2060 Q4
Services 7 turns ago 2060 Q1
Infrastructure 8 turns ago 2059 Q4
Tiberium 8 turn ago 2059 Q4
Military 11 turns ago 2059 Q1
Agriculture 12 turns ago 2058 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note 4: The most recent version of the Array is most often the Informational threadmarked version.

A/N: Thank you everyone for your votes for me as Councilor.
A/N2: Four Hour moratorium on voting.
 
Last edited:
Q1 2062 Results


GDIOnline Q1 2062

Orbital Operations Prediction and Simulation: Terminal Edition

Simone Biddle

We are pleased to announce the release to the general public of the first version of our orbital operations modeling software ported to isolinear computing. It is as always a derivative of our standard modeling methods and tooling, but not precisely the same, so as to increase accessibility for the general public.
As ever you won't need a degree in rocket science for this, and there are comprehensive tutorials, calculators, planning tools, and other assistants to aid in successful mission completions.
The program includes in its current build a new design system for custom components, a library of pre built parts, sixteen launch positions distributed across the world, structural modeling, and terrain deformation. This version is notably more limited than previous versions of OOPS due to difficulties in porting microchip based programming to isolinear, we are working on getting all the features you are used to back into the software.

Warnings.
Your data is being recorded for developmental use.
An internet connection is required; OOPS:TE has a dedicated isolinear server stack to run the software.
This is in an early pre alpha state, and running on experimental software and hardware. Crashes, bugs, poor performance and errors are to be expected as part of the process.

CimTurry
*Crashes into the moon. 'accidentally'
Boy, they uhh, really saw me coming didn't they?

CatQueen
Well this is great and it might help me further educate Milo on orbital mechanics. He's already got gravity boosts down. He is frighteningly smart for a cat.

Apollyon_man
*Breathes in* SPAAAAAAAAAAAAAAACE, heck yeah baby.

Whatisinaname
I have to admit, the most impressive thing about this isn't that they got OOPS to run on Iso, its that the server connection runs in close to real time. I'm getting 100ms of ping. Not perfect, but well within expectations for server-client software. I was under the impression that the lag would be way worse than that.

GDIWife
Hmmm. First attempt blew up on the launch pad. Second attempt went better, it took off but was aerodynamically unbalanced so ended up careening into the launch control tower. I'm glad I don't work in orbital design, I can tell you that much

FloatingWood
On the one hand, glad I played GSP.
On the other hand, it's given me a few bad habits. You can play OOPS as an arcadey simulator, but dig into the settings a bit and it reveals the brutally realistic simulationist core of the software.
When you put the game in that mode, you most definitely cannot play it as an arcadey simulator, as many, many failed launches have informed me.

*Space*Ferret
Very impressive. The GSP devs might need to step up their game, or I might just have a new favorite.
Related, my efforts so far: [link leading to a compilation of catastrophic failures, set to Mr. Blue Sky by Electric Light Orchestra]

TerranBeaver
#*Space*Ferret A lot of the same people working on GSP are also working on this one. Just different foci.

FloatingWood
Yeah, I mean, GSP's core gamplay is 'go make a space program from basically scratch'. Very much 'do stuff to get better stuff to do greater stuff with'. OOPS lets you play with all the historical and some speculative toys. I've done Mercury launches in OOPS with virtual reality gear, and I really needed the computer/'mission control' telling me what buttons to push.
Awesome experience though.
Tried doing it with the checklists, but there's a shitload of buttons. If you thought driving a vehicle is complex, try driving a rocket. No wonder learning how to fly them took and still takes years of training.

AgathaH
I've heard rumors that GSP is working on a way to use OOPS as the backend, but different sources are conflicting on what/how. What is certain: many more splatted Gerbils.
Also: #Apollyon_man SPAAAAAACE! Indeed!
#CimTurry Call it "expedited delivery".

TerranBeaver
So, my experience with the game is as follows.
Attempt 1: Slideshow.
Attempt 2: Crash, first my rocket and then the game.
Attempt 3: Slideshow followed by crash.
So I will just post about it here, rather than trying to play.

FloatingWood
So, I tried the Terminal Edition. Performance is… choppy and uneven. The parts viewer takes a good while to load, and when you select a new part it can take a few seconds to pop into view. Looks great, but trying to get a new angle is a chore, framerate nearly instantly craters to 5 FPS or less.
Launch sites are well rendered and pop into view nearly instantly, but the moment you push the button for launch, slideshow.
There's only 1 rocket design pre-made, an Ariane 1, and trying to design your own rocket or parts is just a terrible struggle to deal with slideshow framerates.
OOPS:TE needs a lot of development to become more than a demonstration on how things can be ported to isolinear, but if the launch site loading performance is an indicator… it can do a whole lot. Used to be that loading Tanegashima took a couple of minutes. I'll take 'ping lag' levels of rendering speed.

GDIWife
Okay, I'm doing slightly better now but I did manage to crash a rocket full of fuel into the middle of Chicago… Oops

SaladMan
Have all you people that keep failing and crashing tried getting good? It's EZ. Just basic Rocket Science.

GDIWife
Errrm. The good news is that I have finally made it into space. The bad news is that I must have missed some orbital checks or something and I may have accidentally hit the Philadelphia 2. I really hope I'm not going to end up on some kind of watchlist for this

SaladMan
#GDIWife
Oof. That's an unfortunate launch. How the hell did you even manage that? That's some weird tier of bad luck.

GDIWife
#SaladMan Honestly I'm not actually sure. I got into space, then I looked down at my phone to see if there was a guide for going into a proper orbit. Next thing I knew the station was just kind of there and I didn't have nearly enough time to do anything about it

FloatingWood
Morale of the story; don't text and rocket.

WvB
I'm just having fun launching them and watching them make pretty ballistic arcs. I've been trying to re-enact the Blitz from WW2, but the rockets I'm using seem to be too accurate.

YellowZon3r
I come bringing knowledge. 1a It's a space sim, you can control stuff in space. 1.b That includes the ion cannons. 2a, Yes, they can be shot at earth or even other targets. 2b this can cause liquid tiberium explosions which are badtimes not good. 3 And the one that we should probably be worried about is that if you advance time about ohh, nine years, then there's a natural liquid tiberium explosion. Cool easter eggs or a warning someone snuck in?

GDIWife
So I've finally figured out there's a piloting assist thing and you can set courses you want to travel and stuff like that. I've been able to actually properly orbit with that, it's really neat. Unfortunately I think I messed up slightly on re-entry. I was wondering how much detail different areas had and I've always wanted to see Paris so I thought "Why not take a look at it in the game?" but I guess I was a little bit too low and I might have blown up the eiffel tower.

InTheZONE

If anyone important is reading this thread can they please make a note never to allow GDIWife within 100m of anything that flies?

FloatingWood
Still not as bad as some of the things I've done in OOPS.
General advice; do not try to fiddle with the autopilot unless you know what you are doing or have been trained on the craft.
I'm not even going to start anything particularly interesting until Terminal Edition is in better shape. Making split second decisions at 1 FPS is not something that will go well. Ever.

BeepyBoopyBoi
#YellowZon3r and other Folks, our tiberium simulation is not meant to hold up to multiple-years of simulation time, do not take it as gospel. It is an off-the-shelf tib-spread algorithm from '55 stapled to a few hundred lines of code that is meant to simulate big explosions when someone shoots a tib field with an ion cannon, so it is quite prone to making tib explode.
Also you are murdering this poor server, but I've submitted a request for more isolinear blades to install and that ought to get things under control. Or maybe you guys will slack off soon and the hardware can handle the load better.

GDIWife
Yeah, the Tiberium does seem to explode really easily. I accidentally tried lithobraking (learned that term from a guide) in a tib field and I think I ended up blowing up most of Australia

Red Zone Operations Thread 59: Recent developments

Rexperience(Outranks everyone)(Zocom)(*Does not actually outrank everyone)
You want your glowing green rock. You get your glowing green rock.Now. More. Zone. Armour. For. More. Green. Rock.

MajorMiner
Holy shit, seeing what was left of a harvester after it got caught in a tibnado… yeah. The pilot survived, but that thing got shredded. Sure, income numbers are going up, but. Just check out the documentation on Red Zone weather. Deep Red weather is worse.

InTheZONE
I've been looking at the vids of the op that my old ZOCOM buddies have been sending and holy shit I'm kinda regretting my decision to transfer to GF. They're running into some amazing stuff out there having the time of their lives while i'm stuck babysitting some shiny new ZONE troopers who aren't even getting taught the basics of ion storm maintenance or shard blizzard survival
FML, right?

ScissorsBeatRock
Well, talk about visions of hell itself. You hear about the death rock being some kind of alien terraforming agent, but there's a difference between hearing about it and seeing… all that. Those regions are gonna be a trick and a half to try and reclaim - I've heard scuttlebutt that there might be plans to draw up new reclamation hubs supporting these new offensives, but I'm not so sure. I've seen the size of some of those sinkholes.
#MajorMiner
I look at that and I can't help but imagine what those storms would do to my team's MARV. You know, just to keep myself humble.

GDIWife
Looking at some of the released footage, it seems impossible that any of that is possible to reclaim. It's just so hostile, so alien it's difficult to believe it's even on this planet

InTheZONE
#ScissorsBeatRock I've done MARV retrieval ops before, they are definitely interesting. That being said the crew tends to be fine, mostly just shaken around. Those MARVs are built tough

Holon
It's gotta be the most fascinating part of tibsci - like, it's objectively terrible and horrifying what Tiberium is doing to our planet, but there's a kind of surreal alien beauty to it, whether you're looking at it under the microscope or in the red zones. That said… I think the red zone stuff is just as pretty through a camera! I'll stay here where it's safe and warm and I have hot chocolate.

InTheZONE
I find the camera misses a lot. There's just something awe-inspiring about the way everything shifts around and under you, and how the area acts somehow like a living thing. It seems almost responsive to your presence and it's a constant battle for superiority between you and the world around you just to stay alive. There's just a presence, a feeling that you can't capture on any kind of recording device. It makes you feel so awake and alive.

Or it makes you paranoid as fuck and completely on edge to the point where you can't act even with the best training. Even with the best selection process you never really know how someone will react the first time.

All that being said. One day there won't be any Red Zone on the planet. No Yellow Zone either. We'll find out what forests and jungles and savannahs feel like. We'll relax on beaches, go swimming in the water and lie down in meadows. When we're through with the Red and Yellow zones they'll be memories in film and pictures and nothing of value will be lost.

FloatingWood
I'll raise a glass to that day, InTheZone. May the green death rock one day be driven off the Earth.


Q1 2062 Results

Resources: 1050 + 100 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 45
SCIENCE Meter: 3/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 54/60

Tiberium Spread
23.57 (+0.15) Blue Zone
0.04 (+0.00) Cyan Zone
0.66 (-0.15) Green Zone
22.46 (-0.11) Yellow Zone (92 points of mitigation)
53.27 (+0.11) Red Zone (80 points of mitigation)

Current Economic Issues:
Housing: +51 (30 population in low quality housing) (-5 per turn from refugees) (+1 high-quality housing per turn)
Energy: +43 (+4 in reserve)
Logistics: +14 (-2 from military activity)
Food: +14 (+24 backed reserve, +5 unbacked reserve) (-3 per turn from increasing population)
(Perennials:+1 on Q1 2062, +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +14 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +21 (+2 per turn from Distributed Industrial Authority) (+188 in reserve)
STUs: +11
Consumer Goods: +101 (-5 from demand spike) (+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: +45 (+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 ‌(2475/3350)‌ ‌
Taxation Per Turn: +45
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌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 (25; 25; ; 0)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (9; 5; 20; 0)
Reclamation Party: 12 Seats (9; 3; 0; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

Military‌ ‌Confidence‌
Ground‌ ‌Forces‌ ‌:‌ High ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌High
Space‌ ‌Force‌ ‌:‌ Decent ‌
Steel‌ ‌Talons:‌ ‌Low (Trending to Decent)
Navy:‌ Low ‌(Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 112 Consumer Goods points from the Treasury
Provide 40 Consumer Goods from Agriculture
Increase Income by 860
Increase Tiberium Processing limit by 920
Increase population in space by 20k
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn

Projects

Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 8 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Stealth Disruptor Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Preparation

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan



Military Priorities
  • Ground Forces
Looking at the next plan, Ground Forces expect to see a general drawdown in direct military investments, with focus shifting to ecological and economic development. With the Brotherhood weakened by war, it is time to focus on developing and iterating new technologies, pushing the material edge, rather than mass deployment of new technologies, especially given the crushing superiority demonstrated a mere year ago.
  • Steel Talons
The Steel Talons are looking to the future, with plasma weaponry and distributed fires being priority actions for them. While the Brotherhood of Nod is currently on the back foot, the Talons are envisioning a radically new way of war, focused on expanding Initiative expeditionary capabilities and leverage industrial advantages.
  • 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
Naval priorities for the next two plans primarily focus on force preservation assets, anti-submarine warfare, and enhancing convoy escort capability, alongside competency preservation and attempting to rebuild lost competencies, most notably a pilot SSN program.
  • Space Force
The discovery of Visitor remnants in the Jovians has radically reoriented the Space Force's desires. Preparing trans-orbital 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 aggressive abatement of the deep Red Zones as well as the development and deployment of new, properly hardened equipment to facilitate these operations. A secondary but still key consideration is the further development of Zone Armour for combat purposes. Recent shock efforts are still reverberating in ZOCOM, but have not disturbed their doctrinal mission.


Initiative First
Hideo Ozawa is dying. A man held up by some as the last emblem of the old Initiative, reviled by others as the vanguard of a reactionary force bound and determined to enforce a new apartheid by others, and to yet others an embarrassment that drove the venerable Hawks into collapse, he has always been divisive, and rarely more so than in the last years. His Initiative First party had always been a coalition, one cobbled together from the fringes of the old Hawks.

For decades, the vast majority of people who died violently in the Initiative's population died at the hands of a member of the Brotherhood of Nod from the Yellow Zones. And the Hawks, each time, waved bloody shirts. A Yellow Zoner was, in many cases, a Yellow Zoner. There were no records, oftentimes not even a name. Simply a list of casualties, and a mention that the attacker was killed or captured by Initiative security forces. The Yellow Zoner as a figure was something rather than someone, and more importantly for the Hawks, something to be hated. For the average Initiative First voter, the separation between a Yellow Zoner and a Noddist is somewhat immaterial. A distinction without meaningful difference.

The policy changes pushed by the two Grangers attempted to integrate former Noddists and populations controlled by the Brotherhood into the Initiative, and in many cases put as neighbors people who had only ever been statistics before. While this integration was relatively successful in many areas, for many Hawks it caused a level of radicalization as they were forced to confront the realities of people who were once faceless.

The other elements are a much wider range from the core, from old line Hawk loyalists following party leadership, to people that were considered too radical even for the Hawks, to a wide selection of groups that are simply unhappy with the direction the Initiative is going, from a downwardly mobile crowd of ex investors and corporate management, to religious organizations who want greater ability to influence broad politics. All are relatively small groups, subsumed into Ozawa's overriding goals. If there is a secondary group, it is Blue Zone militias and 'citizen defense' units.' both of which are subsets of a broader civil readiness programs instituted by the Initiative decades ago, but take it to a much further extreme. While most are not on board with all parts of the Initiative first platform, they are able to influence many of the lower ranks of the party.

In many ways the Initiative First party represents the ways that conservative and reactionary thought has changed over the course of the 21st century. When tiberium fell to Earth, and the Brotherhood of Nod emerged from the shadows, they split families. Today, people who were once siblings, stare at each other over a gulf of ideas, while embracing the people who were once despised.

Brotherhood of Nod
The flow of refugees has rapidly slowed, and by all indications is likely to stop soon. While the Brotherhood has been hit hard, it is beginning to slowly recover, at least in some areas. While Gideon, Reynaldo, Mondragon, Masters, and a long list of others have been ravaged by GDI forces, and are focusing most of their efforts on internal reconstruction and rebuilding, others have not been standing still, either in military preparation or technological development. Krukov has been making trades, with what appears to be a new-model Avenger tank, mating a plasma cannon to the design.

Others however have been making diplomatic noises. Yao Qinglian has made indirect overtures to Intelligence Operations and the Diplomatic Service. While nothing has yet come of it, there are many open questions, especially given her prominence in the Brotherhood. While the initial queries have been about establishing regulated humanitarian trade routes between herself, Bintang, and the Bannerjees, the overall thrust has been attempting to defuse tensions in the region and ensure her own security.

Politics
As always coming out of reallocation, there are winners and losers. Some parties have been able to get not only their core requests, but in fact their stretch goals and wildest dreams. Starbound was one such party. Twenty thousand permanent residents in space is not an unreachable goal by any means, but one that would define the plan in space, and push development faster than originally planned. With the treasury (as usual in the period after the Third Tiberium War) pushing for a supermajority coalition, the 'alliance of the willing' reaches out for goals on most sides of any set of battle lines, something that certainly does a fair amount to ensure generally good feelings.

"The Treasury has, for 12 years, put off the expansion of space population for later. Today, I tell you, LATER IS NOW! The time has finally come, and we fully commit to doing now what was dreamed of a decade and more ago!"
-Mumeko Peralta

Breakthroughs.

The visitors do not need life support as humanity does. Many of their systems are little more than robots, remote operated or independent craft, without a distinct pilot, but instead a designed and distributed system. However, quite a number of them are actually combinations of biology and technology. Life, but not as we know it, blended seamlessly into tiberium, alloys, and biomimetics. And that life has to be kept functioning. To do that, the Visitors use a series of reactions. While only a relatively small fraction of their systems are actually oxygen based the way that nearly all life on earth is, there are only so many efficient ways to make chemical energy, and building an Initiative version to produce oxygen and process carbon dioxide more efficiently and more sustainably than currently possible should be within the realm of possibility, although it is likely to be years before a similar process can be made for the Leopards, Unions, and most importantly, the Pathfinder and future Conestoga class ships.

The visitors used stasis fields across their offensive, freezing GDI and Brotherhood formations in place, and on the defensive, bubbling their own positions to counter nuclear and ion cannon strikes. The nature of stasis fields is hard to describe, but 'odd' is probably the best way to put it. The existence of stasis fields has excited physicists for quite some time, as the way the fields function and exist does not play nice with how humans consider the way relative reference frames are supposed to function in ways that are difficult to explain to people without degrees in the field. On the other hand, it may be a manipulation of phase shifting, in the same way that the surviving threshold tower has been rendered invulnerable, a process that has driven dozens of Initiative theoretical physicists into early retirements.


Educational Bottlenecks
While GDI has a quite robust educational system, it has begun to run into a key bottleneck as GDI's population has continued to gray. Students, especially students that have the potential to receive security clearances needed for high level work in the Initiative, are becoming more rare twelve years after the end of the Third Tiberium War, and likely to become even more so in the next decade as the generation of children worst impacted by the war come of age. This is exacerbated by the expanding role of the rest of the government and private businesses that now have the funding to pay for sizable numbers of very talented graduates, the same population that GDI's organs need to continue expanding operations. Finally, there is also the issue of upkeep. There is constant churn of retirees, promotions, and transfers, needing routine infusions of fresh blood to keep departments and bureaus at full functionality.


[ ] Blue Zone Apartment Complexes (Phase 9)
With many of the urban cores now furnished with a pod of apartment buildings, expanding them will still be noticeably logistics expensive, but continue to provide additional housing and settlement spaces, leaving GDI in a strong position to fully claim the regions on a more permanent basis.
(Progress 160/160: 10 resources per die) (-3 Logistics, +6 High Quality Housing)
(Progress 87/160: 10 resources per die) (-3 Logistics, +6 High Quality Housing) [71, 22]

The last planned blocks of Apartment complexes have been pushed forward, with most being settled into new build cities. While there are some blocks of expansive residential structures being built in primary and secondary cities across the Initiative, the focus is really on the tertiary cities – creating multiple areas that can then be used to feed into final assemblies in primary and secondary cities.

In terms of jobs, many are services oriented. However, much of the new industrial construction is also located in these areas, with for example, Gary, Indiana being slated for a number of the auxiliary systems used in Initiative electric vehicles, including the now standard two way radios, antennas, and a number of the external coatings. Similarly, many of the new kudzu plantations are based out of these new, and newly expanded, facilities.

On the other side, there are cities where Initiative industry has not yet expanded into the area, and significant parts of the city are set aside for private concerns. To take Madrid for example, it is one of the newly built tertiary cities. Wracked by urban fighting in the Regency War, nearly every building has seen extensive reconstruction, if not total replacement. Allotments of cotton, mulberry bushes and hemp are already growing in preparation for a new clothing industry. Community Thread, one of the many cooperatives that have gone from proposal to practice in the months since the Initiative began its loan program, has established its first facilities in the old capital city of Spain. The vertically integrated systems that would allow them to grow the allotments are something that needed massed start up funds, and with the tertiary cities being some of the cheapest urban and suburban land in the Initiative, Community Thread is only one of the many success stories being written outside of the core urban environments that have been the traditional core of Initiative industrial capabilities.

[-] 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. Much of the damage has been repaired by now, but still more remains.
(Progress 0/0: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter)

The reconstruction of Tokyo has taken nearly two years. While the damage was extensive, both to the port facilities and other militarily critical facilities, much has been rebuilt and replaced. Craters have been filled, tank farms have been rebuilt, dock facilities repaired, and substantial work has been done to the on-base housing and facilities that were damaged by the raid. While mostly just patch jobs and expedient temporary fixes that will be replaced with proper long term repairs as maintenance schedules permit, Tokyo port is effectively back open for business. A pair of Summit-class battleships will be based there for the foreseeable future, as will nine of the new Shark-class frigates as they become available, along with a substantial number of other craft.

The work has been slow, with construction crews cycling in and out. While there was certainly funding for Tokyo, there was also a substantial amount of work to be done elsewhere in Japan, with new factories, maintenance and replacement work on chemical plants, and a multitude of other tasks. Looking towards the longer term, the reconstruction commissions are still a valuable part of the Initiative's preparations for disasters, natural and otherwise.

Now that the big projects caused by the Regency War are done, the commissions are moving towards a more long term view, and plan to shift towards strategic preparedness, readying caches of construction materials and in situ rapid response teams. For example, with spring in the southern hemisphere will come cyclones in the Indian Ocean that will hit Madagascar. While there are likely to be two to four impacts in the coming season, having more resources on hand to more quickly bridge the gaps will significantly help with cutting the initial phase of recovery from weeks to days, and minimize overall disruption.

"The view from three thousand kilometers isn't great, even with the best telescopes on the observation deck of the Philadelphia II. I've spent more time squinting into the optics of those oversized binoculars than I care to admit over the past year, but after all that time spent, I can say that even from up here I can see it happen. The damage-trails of smoke after the strikes-and the restoration. A metaphor for government, I suppose. You can't see individual people from 2 kilometers, individual buildings are invisible at 400 kilometers-all you can see from this lofty perspective is the city and its lights. And light has been my touchstone these past months. Seeing the glow of Akihabara return once the blackouts lifted was a deep relief. Light is life, energy, vitality returning to the city, even though I can't see any of that.
I'm cycling off the station soon and I'm looking forward to seeing my mother, but I think I'll make a trip north to see the city with my own eyes. Look at it as a woman, not as a god."

-Mikoto Arsikawa

[ ] Communal Housing Experiments
While the attempt early in the plan to build a functional communal housing prototype was met with miserable failure, science is not a matter of giving up after the first try, and a second attempt, with a far more rigorous vetting of the potential residents, will likely see better results than the first.
(Progress 239/150: 10 resources per die) (+8 Housing) (-5 PS) [91, 66]
Quality 1d100: [40]

In a second attempt at building communal housing, GDI has found far more success. While not an unqualified success, it is a useful project. With more careful vetting, and a heavy selection bias towards people with strongly pro social attitudes and behaviors, the prototype community is a relatively happy place, if something that is heavily artificially maintained, rather than naturally arising from the design.

The core design is simple, and based on arcology systems. A fully enclosed city block, six stories high, with four primary entrances, one on each side of the building. Over top, an ALON based skylight allows in natural light to reach nearly every room. The top four floors are all habitation, each an independent room, with relatively simple facilities, laundry chutes, and basic hygiene equipment. Nearly everything else is done communally, from cooking and eating, to washing clothes and work. Lean, efficient, and designed with multiple functionalities in mind. The central plaza is key in this, sports in the afternoon, converted to tables in the evening for a meal, and then a movie theater after darkness falls.

[ ] Green Architecture Risk Assessment and Testing
Green architecture, integrating a combination of natural materials and plant life into constructed environments, has been intentionally avoided for decades due to the potential risk of rapidly spreading tiberium infections on the sides of buildings. However, tiberium has mutated since then, and potentially the risks can be mitigated or avoided.
(Progress 92/90: 10 resources per die) [46]
Safety 1d100: [96]
Affordability 1d100: [61]
Effectiveness 1d100: [50]

Risk is a complicated thing to assess. Because not only are there risks to tiberium, there are a wide variety of risks to the buildings themselves. Take a soil roof, for example. On one hand, it is a quite capable passive temperature control mechanism, and reduces runoff. On the other, it adds weight and a significant amount of complexity to the system, as when there is not enough water it may need a drip feed or sprinkler system to maintain its effects.

Returning to the obvious, tiberium in the modern day is both far less bioavailable, and far less mutagenic than it once was. While in the early 21st century policies of mass deforestation were required as part of reducing the overall spread of tiberium (and to this day there are no surviving major forest areas) at this time, testing shows that while tiberium will absolutely convert trees into tiberium, the chances of becoming a spore tree seem to be low to nonexistent. And the same applies to most other plants tested.

As for practicality, that is a different matter entirely. Green architecture was examined for morale effects as well as for the potential to provide supplementary food production in urban areas.

While rooftop gardens and trellises supporting food producing plants can easily support a considerable production of foodstuffs, with only roots and tubers of limited production due to the generally shallow soil, testing the produce revealed a variety of contaminants at levels somewhat higher than what the Food Safety Authority considers permissible. While medically this would likely still be safe to consume, out of an abundance of caution green architecture is not cleared for food production until the cause of the contamination can be determined and addressed, especially since there is no shortage of food at this time.

Green architecture has a notable difference on the morale of people depending on where they were raised. The average reaction of Yellow Zone raised individuals has been noted to be negative, with many expressing unease and anxiety at being around environmentally exposed plants. It is theorized that this is a result of the impact of tiberium on plant life, but further investigation is required to get to the bottom of this. In contrast, Blue Zone raised individuals almost universally find it a pleasing and calming experience.

[ ] 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 550/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
(Progress 52/1100: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods) [40]

Work on Chicago has slowed, with the projects mostly focused on various finishing operations. Factories have whirred, and clanked, and rumbled into productivity, many of them coming into operation days ahead of the surge of incoming tiberium brought by the deep Red Zone glacier mines. The city does not sleep. Its furnaces rage day and night, grand towers pump vast steam clouds into the air as they try desperately to cool down viciously hot processes. And rumbling east are endless trains, carrying raw materials and finished goods to factories across the Initiative. Across the lakes, vast flotillas of barges carry goods to other trains and some even down the St. Lawrence, towards Europe and beyond.

In the city itself, a softer, more civilian side has begun to emerge. While the air tastes of industry, there are cafes, libraries, art museums, and other centers of cultural expression cropping up across the city. From a hard bitten outpost clinging like a tick onto ruined buildings, the city has begun to flower into a functioning metropole, a demonstration that GDI can still reclaim the Earth. But even so, tiberium outbreaks are common, and at any given time, there are a few buildings being demolished for tiberium spikes to be installed, and others going up to try and keep ahead of the underground menace.

[ ] 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 163/120: 15 resources per die) [69]

The practical side of alloy development has gone fairly well. With well over a thousand compounds produced and rigorously tested, many based on spectroscopic analysis of surviving Scrin materials, the results have been published privately as the U-series steels. Most are structural alloys, rust-resistant (and some even relatively corrosion-proof, although far from all), and while dense for steel, they can be significantly thinner than the I-beams and rebar that they are to replace in many cases. The biggest one is U0302, which is a strong, relatively lightweight alloy that can replace A572, A992 and similar structural steels, with a density of approximately 6800 kg per cubic meter, a significant decrease over comparable carbon steels.

A proverb that does not get nearly enough play is that when you give people new material, somebody, somewhere, is going to try to make a blade with it. And the new alloys are no exception. Some are too brittle for good blades. Take U0026, which was used to make a short bowie knife of about 18 centimeters at the New York testing facility, which broke at the grip. The best results have come with U0451, a high carbon and chromium spring steel rich in STUs, especially duranium and adamant, a close relative of 5160 steels. The result is a blade that is dense, but strong and incredibly tough, with the first round of testing using it against a decommissioned drainage pipe, which it survived with no noticeable damage. The blade is a relatively thin, roughly meter long construction, with an hourglass grip, and in-line crossguard, in the style of the old Northeast-African kaskara. Made in the London facility, it has wandered across Europe in the last month. When presented up the chain, the blade itself has been tested against everything from Initiative boron carbide strikeplates, to solid blocks of bar stock. While not all were cut, the blade has survived and required only minimal maintenance, although it did need to be regularly sharpened to keep a cutting edge in the face of the abuse.

While not yet ready, there have also been noises about armor alloys. The visitors used armor schemes not that dissimilar to human composite armor in overall idea. Layers of different materials all packaged together to defeat a wide variety of threat vectors. Spectroscopic analysis of the armor has revealed that it is mostly well known materials, a mix of iron, tungsten, carbon, chromium, boron and a number of STUs, mostly duranium and adamant among others. The trick is actually in the construction, and that is something that Initiative scientists are still quite far from cracking. While mimicking the chemical composition is not particularly difficult, it is quite far from being as efficient as the armor schemes used by the visitors.

[ ] 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 112/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support) [29, 17]

Direct drive electric vehicles are a relatively well mastered technology, especially given that they are not expected to be operating at high speeds where their electric motors become progressively less efficient. GDI generally rates them by carrying capacity, with four, and eight person models being the most common,and an honourable mention for the two person variants. Although the smallest designs are considered less safe, this is a common misunderstanding, as the safety requirements regarding these vehicles are no less rigorous. They are however generally less multipurpose, with little room for anything aside from the main cabin. These are primarily intended to serve as light transport, both for people, and in many cases for smaller industrial operations that do not need full scale trucks, either due to small throughput, or in many more cases, small volume, high value products.

When it comes to vehicles and urban design, the difference between a street and a road is fairly important. A street is a destination. It is a place where you go, an area with low speeds, parking, and are expecting to stay for quite some time, with a substantial number of turns on and off the vehicle path. In contrast, a road is a through route. Higher speeds, with limited on and off routes. When the two of them have a kid, that is called a stroad. Fortunately, GDI does not have to worry about them, because the priority has gone primarily towards segregated streets and roads, with the vast majority of areas being streets. By the standards of 20th century car-centric construction all are relatively slow, with the average speed being between 40 and 60 kilometers per hour, with the streets being on the lower side, and the roads being higher.

Yet the factories are still very far from being able to begin production. A car, even one primarily built with off the shelf components, is a hugely complicated design, between the array of structural components, motors, batteries, and all the other paraphernalia that goes into a proper electronic vehicle, and then there are the safety systems, IR sensors to detect obstructions in the blind spots of the vehicle, parking assistance cameras forward and rear, and a large number of other systems.

[ ] Isolinear Peripherals Development
While Isolinear computers are fast, the human/machine interface, and the interfaces between isolinear and more traditional computers are very slow and currently have to be custom-fitted in most cases. Developing a standard array of systems to allow the computers to effectively talk to humans and each other is an important part of making Isolinear computing practical for the modern age.
(Progress 202/160: 10 resources per die) [Natural 100, 46]

Not long into the quarter, the team working on the isolinear peripherals got a rude shock. They had already laid out and gotten approval for finalization of their design when they received word from the Treasury that the isolinear programming team also got their project funded and they had done what they thought impossible in making a highly viable language to use.

All of the features that were envisioned to be part of the peripherals to interface and make the most of the new tech were no longer necessary. All of it could be run right on the isolinear chip.

Except for one thing. Communicating between conventional devices and the isolinear computer. This one bottleneck would make or break it in the future, advanced xenotech or not. If it can't reach a certain level of data transmission, the whole point would be wasted. Previous attempts to input and output data from isolinear computers have relied on kludged together, custom built, multi stage interfaces between a conventional silicon based computer, and an alien isolinear one.

So the team got to work and when they finished, they came out with something deceptive. A modified GPU, set into a housing meant to encapsulate the isolinear chip, and meant to do one thing in massively parallel processes. Transmit data to and from the isolinear computer. Ironically, by simplifying the design, the peripherals turned out far better than expected from their original design brief, and while the new peripheral chips do have some flaws, such as excessive heat and a bulky design, an isolinear computer using the new peripheral outperforms anything of equivalent size using conventional technology by a significant margin. This, fundamentally, makes the entire process radically simpler, as rather than needing to reinvent every piece of computer auxiliary hardware from scratch, conventional auxiliaries can continue in use, with isolinear converters simply added on.

[ ] 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 315/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice) [10, 32, 57, 48]

With the kudzu plantations being expanded once again, there will soon be enough tea to go around, even if it is actually significantly less caffeine than reference figures. The average American before tiberium consumed about 135 milligrams of caffeine a day in the late 20th and early 21st century, with a safe consumption level capping out around 300 to 400 milligrams. Average Initiative intake per day is between 70 and 90 milligrams, with many people having forgone the beverages for years at this point. While many of the plantations are only partially complete, their primary grow beds and glass roofs are ready for planting, with tending and processing equipment being the largest need.

In the years since it has first been deployed, there have been continued technological investments in the tea, primarily revolving around flavor compounds, and increasing the amount of caffeine in the products. Modifying the plants to introduce new flavor compounds has seen considerable success, with test batches of wadmalaw tea mixed with a vanilla flavored variant being very popular in milk teas, but increasing the caffeine content to the desired level remains an unsolved problem. While some means of increasing caffeine have been found, it is still substantially inefficient compared to the extremely limited production of coffee and tea.

[ ] 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 100/100: 15 resources per die) (small additional income trickle [5 Resources]) (1 point of Yellow Zone Mitigation) (2 Stages available)
(Progress 4/100: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of Yellow Zone Mitigation) (1 Stage available) [16]
Income 1d3: [1] = +5 RpT

Green Zone harvesting has been in the last quarter almost more of an infrastructure project than a tiberium one. One of the greatest challenges in keeping a Green Zone green, and a Blue Zone blue, is response times, and while fast moving airmobile harvesting squadrons such as the 832nd are useful, the problem is that they are fundamentally expensive. Between fuel, skilled operators, and maintenance needs, a single such squadron easily cost as much as ten times their number in ground based containment operations, with high efficiency hybrid and electric vehicles, drawing on a local fusion plant. However, for these teams to get to the tiberium there is a fundamental issue of logistics. They need trains to be sure, but in most cases they are road bound, aiming for a clearing off of one of GDI's highways to establish a base camp from which to erect a new forest of the tiberium spikes that dominate the landscape across much of the world.

Once the spike is erected however, they need to be upkept, with the average spike needing to be emptied once a week, and sees a major service on a sixty and ninety day cycle, and both need roads built right up to the spike for the cranes and other equipment to unload and upkeep the solar panel powered device.

[ ] Red Zone Border Offensives (Stage 2)
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 250/250: 25 resources per die) (Additional income trickle [30 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 250/250: 25 resources per die) (Additional income trickle [25 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 93/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy) [92, 32, 94, 45, 39]
Income 2d5: [4, 3] = +55 RpT

GDI forces, not content with last quarter's drives, have expanded the offensives, pushing hard in California and Europe, while in Australia, preparations have begun, but were held in base, their operations directors calling a halt before the offensive had even begun in a desperate effort to slow the immense bleeding that the widespread offensives were causing, even as tiberium advanced elsewhere.

The work is hard, fighting deep in the blasted plains. Great fissures have cracked open in the earth, spewing forth rains of liquid tiberium, geysers erupt in salvo and serial, some sending sprays a hundred meters into the air as pressurized liquid bursts forth in grand profusion. A squad in a bad place can be showered by liquid tiberium, and even the most tiberium resistant materials known to the Initiative, besides the T-Glass widely used in viewports, is consumed in a matter of hours. Entire platoons at a time are rendered ineffective as they try to push the front, meter by painstaking meter, further down the nearly two thousand kilometer stretch of hell marked to be taken in the offensive.

In the wastes, eruptions of visceroids are not common, but every few days, a roving pod encounters Initiative forces, and in many cases attacks. With over a dozen attacks in the last month of operations at the Chicago front alone, the Deep Red is apparently home to wildlife long thought near extinct, although in nowhere near the numbers indicated by the historical records.

In Europe, the conditions are even worse. The mountainous Balkans are hard terrain, a reason for short barreled mountain guns, not because the guns were good, but because they were the only artillery that could be hauled up sheer mountain faces. Avalanches are common, as mining efforts cause collapse after collapse, especially as the Initiative has to painstakingly reshape the surface for every meter advanced, cutting roads into and through mountains, breaking through into a valley or plain, before having to set forth once more up those harsh faces. Once more, attacks are common, mutated creatures boiling out of holes to attack the miners.

In one instance, the Lupkov pass became a choke point for Initiative operations, with a full battalion of ZOCOM and a substantial force of miners having pushed through, but then collapsing mountains blocked the pass substantially trapping them on the other side. A five day struggle ensued, while the cut off force attempted to mine back through the pass while fighting off tiberium and creatures on every side. Unfortunately, their last transmission was that the final defensive line had fallen and that they were out of ammunition and supplies, even with Pacifiers having maintained a constant barrage in support to their front. A last ditch effort to land supplies via OSRCT drop pods saw the ion storm overhead blow the pods over 20 kilometers off-course, spelling doom for the last survivors.

"Before Granger, we passed through Red Zones, fought them where we could, but mostly it was about recon, security, finding the safe routes and avoiding the worst of it. Now, Intelligence and recon said it was bad, but there is bad, and then there is the Deep Red. It is deeply alien, and angry. I never thought rocks could be angry before."
  • Lt. Harry Sims, ZOCOM


[ ] Deep Red Zone Tiberium Glacier Mining (Stage 1)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 250/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [90 Resources]) (2 points of Red Zone Mitigation)
(Progress 250/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [80 Resources]) (2 points of Red Zone Mitigation)
(Progress 250/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [90 Resources]) (2 points of Red Zone Mitigation)
(Progress 28/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) [93, 53, 48, 58, 93, 34, Natural 1, 3, 53]
Income 3d7: [7, 5, 7] = +260 RpT

The deep glacier mines are alien, alienating places. The bases are set on stilts, jutting out over titanic seas of glowing green. While in many red zones, Tiberium has overtaken the remnants of human settlement, trees and walls still standing, haunting markers of what has been lost, here in the deep red, every trace of civilization, every landmark, every reminder that this had once been a part of earth has been wiped away.

The entire goal of the project has been this: drives to secure and build up mines upon some of the largest and richest Tiberium glaciers in the world. It has paid off magnificently, but the cost has been tremendous. Each such glacier needs a dedicated rail line-and in some cases a highway as well. Each glacier mine is erected in a harsh and alien environment, but new tools claimed from alien claws now claw at the dangers. Spikes earth the energy of Ion Storms, directing it into sonic emitters almost constantly. T-glass gleams upon surfaces, and tendrils pluck the green and blue crystals from the workfaces. MARV chassis are required to support the largest of excavators, removing crumbled overburden and debris, as smaller harvesters drive into the gaps thus opened. Each harvester may have a useful life measured in weeks or even just days, before it must be cut off it's undercarriage and the contaminated bits shipped off to be recycled or scrapped entirely. All of this is underwritten by the tremendous productivity of these mines. Ten point five percent of all of GDI's tiberium income now flows from these three clustered sources in Slovakia, Wyoming, and Iowa.

The glaciers under attack fight back in their own ways. Tiberium intrusions into the Deep Glacier Mining Zones are almost a daily affair, and the glaciers seem to grow back before the eyes of the workers, regenerating fresh cyrstal mass into each opened cut. ZOCOM has been able to trace that some of this mass is pulled from nearby tiberium fields, which in turn slow the growth of other fields in an attempt to replenish themselves via subterranean veins. This effect cascades across hundreds of thousands of kilometers, slowing tiberium growth in a vast area.

But GDI's resources are not so unlimited as those of Tiberium. The Lupkov Pass incident, where ion-storms and rapid Tiberium upheaval trapped a thousand men and women, is the pinnacle of tragedy, and by the time relief forces broke through, there were no survivors. Even if not for Lupkov, replacements for materials in many areas consumed in deep red zones are dangerously lower than the consumption rate. While GDI can up-scale production and has existing stockpiles that can last for up to a year, ZOCOM has sent a hasty message back up the chain calling for a halt to all further Deep Red Zone expansion until they can sort out all the problems.

[-] 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 380/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines) (Will complete Q1 2062)

Over the last months, many of the problems and objections have been worked out. While large sections of the people who will be working with the drones are still not particularly happy with them, the application of strips of multispectral reflective IFF tape are at least a nod to some of those requests. Deployment will for now be limited to more friendly spaces, or at least areas where over eager pilots hunting for kills are uncommon. Among these regions is the European Red Zone, where hundreds of drones have already been lost to avalanches, hollows, the routine ion storms and other misadventures. One of the biggest single losses was at Lupkov Pass, where the forward contingent's drones as well as all that could be rushed in were expended in a desperate attempt to relieve the isolated mining crew.

In the mines, things are less problematic. Preplanning is effectively required, between the need to shore up ceilings and walls, and keep the array of mining drones functional. While losses are still relatively high, most are simply machine losses, with each one producing more than enough tiberium to make it marginally cost efficient.

-[ ] 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 450/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points) [95, 37]

The station bay being constructed has seen significant reformatting occur on the stations yet to be built. Rather than being built in their own orbits, the proposal is simple. Build a component part to the station in the space near Enterprise, using the parts assembled on Enterprise itself for much of the bulk material, from windows to core structural components, while other, high precision parts, such as computers, sensors, or myomer elements for flexible components like docking tubes, can be brought up from Earth's gravity well. This will substantially cut down on the needed lift capacity from Earth, ease the process of construction due to the construction crew being able to operate from Enterprise directly, and when a station part is completed tugs can slowly deliver it to the station under construction, where a crew merely needs to plug the module in.

Construction of the bay has been relatively smooth all things considered, with a substantial number of launches being simply machine parts, and robots, alongside a dedicated complement of construction configured Unions custom built for the station. While larger scale deployment of the Unions will wait for more extensive need for deep space construction, a small number of custom builds will provide a training cadre and begin to work out any kinks in the process.

[ ] 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 413/400: 20 resources per die) (5 point lunar discount, 5 point station discount) [44, 53, 74]

Making a Leopard II flyable by the vast bulk of GDI's launch corps has required a combination of hardware, software, and planning fixes. While no single one is a solution to the overall problem, in combination they have kept the vast majority of the craft effectively unchanged, rather than having to reject it as unsuitable for general use.

On the hardware side, a lot of the fixes are relatively simple. Sturdier wings, a greater allocation of reentry heat shielding, bigger and more responsive control surfaces, extra RCS thrusters. All relatively small and simple things that have made the craft more responsive, and more importantly, far more forgiving of error, although this has meant that it has somewhat shorter legs in terms of high precision maneuver, and is somewhat bulkier overall.

Software comparatively has been a much more thorough rewrite. All modern aircraft and spacecraft are fly by wire, taking complicated mixtures of thrust, reaction wheels, flaps, air brakes, and other interfaces between the craft and the outside world, and simplifying it to a yoke, throttle, and pedals, rather than trying to manually program each step of the process in the way that, for example, the astronauts and cosmonauts of the 20th century space programs had to do. Turning down most of the settings, and moving towards a less permissive flight regime, with overrides has been a significant part of the project, with most lines of code needing at least minor editing. While the Leopard II does maintain an autopilot system, and it is the main means of piloting the craft, with planned burns calculated in hours or days in advance, in many cases it is simpler to manually fly the craft, especially in flight regimes that are not entirely predictable.

Finally, there is planning. And planning is one of the more simple problems. While the sky is large, landing paths are significantly smaller. Take, for example, the landing strip at Santa Barbara, California. To do a safe approach, there is a volume of about three hundred and fifty cubic kilometers in low earth orbit where the maneuver burn can take them on the trajectory over the pacific ocean, without needing to do significant low altitude maneuvers, which are both dangerous and put significant stresses on the airframe. One of the hopes for the Leopard II was to make that area of space significantly less congested, because the danger area behind a Leopard is substantial, especially when burning at full power. However, this will have to wait for future designs, rather than immediately.
While the problems have cut into the advantages of the Leopard II design compared to the older model, it is still a noticeable upgrade in multiple areas. While aerodynes are primarily being used for orbital construction, the expanded capacitor banks on the design allow for an independent relighting of the fusion engine, unlike the Leopard I, which required an external power source for a full relight, being forced to idle its fusion engine, wasting precious fuel keeping the system alight. Additionally, the fusion engine itself has seen a significant redesign, with elements from the CCF plants and experimental work on next generation power plant designs, creating higher energy plasma, for a noticeable increase in ISP. Beyond that, they are simply a larger craft, reaching the safe limits of a number of GDI's launch and landing sites, with future designs either needing significantly greater rough field capability, or major infrastructure upgrades to GDI's spaceports.

[ ] 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.
-[ ] Orbital (Progress 280/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete) [47, 85, 55]

The AEVA units dispatched to the orbitals have been assigned in a wide variety of roles, most prominently, traffic control. Axiomatically, hitting things in space is hard, and in most of space, that is distinctly accurate. For example, even with all of the mass being shuttled back and forth between the Earth's orbitals and the Moon's ground side mining stations, it averages out to being just a small handful of atoms more per cubic meter. However, looking at a smaller space, things become significantly more challenging.

Take a hundred kilometer radius around GDSS Enterprise for example. Navigation is a challenge, between bringing shuttles in from Earth with spare parts, bringing Lunar shuttles in with raw ore, bringing personnel shuttles in from the other stations, maintenance shuttles coming in from doing work on one satellite or another, and then giving all of them routes out as well. This is a complicated dance of thrust vectors, acceleration profiles, and safety margins, with a trio of AEVAs as its conductors. Named Katherine, Mary, and Dorothy, they operate as a team, Katherine managing approaching craft. Mary the docking craft and the near Enterprise vicinity, and Dorothy handling departures. There are other counterparts, with the Moon having one AEVA to manage landing pads, as well as Philadelphia having its own trio. Beyond running traffic control, EVAs have been assigned to hundreds of other roles, ranging from assisting researchers, to running much of the back end calculation work, many named after the human calculators that first put men into space.

[ ] Gene Clinics (New)
While operations are going to be relatively cheap, and the fundamentals are simple, opening a tranche of dedicated gene clinics within the medical system will speed gene therapy rollout, and act as preparation for both the cosmetic and practical gene editing that will come in the future.
(Progress 94/120: 10 resources per die) (-1 Labor) [63]

Much of the work of setting up gene clinics has been completed, with all of the basics more or less ready. PCR machines, genetic sequencers, and vector stockpiles have begun to be laid in. The difficulty has been in extracting enough skilled labor to work the machines. While much of the work is fairly simple, it is still good practice to have fully qualified medical staff on hand, and while many are attached to the hospitals, many more, especially across the newer cities, are not.

Politically, the basic services that the Gene Clinics can provide are popular. These are typically relatively simple, adjusting hormone levels, augmenting telomeres, and a number of other smaller modifications. More radically, there are a number of experiments to create a "superior" man, faster, stronger, less likely to develop keloid scarring that can impair movement or make wearing armor uncomfortable. These proposals have certain segments of the population pushing for regulation or bans, primarily around the cosmetic side of genetic editing. Very few people are willing to push back against, for example curing lactose intolerance, but many are concerned about a beauty and talent arms race developing. While future programs are going to be universal or nearly so, that is not a panacea against systematic biases creeping into Initiative society. Prior to recent years, it would have been possible to dismiss such concerns as something that would only be applicable in the far-off future, and not needing more than cursory regulation and legislation. Thanks to a number of ex-Nod scientists, alongside a significant amount of data on the Brotherhood's work on genetic augmentation (human and otherwise) acquired recently, that supposedly far-off future has come faster than predicted.

These concerns have lead to some odd alliances, with the Initiative First, and United Yellow List parties being among the most worried about the potential of these treatments.

[ ] Specialist Isolinear Programming Development
With Isolinear computers having a fundamentally different structure than all other Initiative computing systems, creating a dedicated set of compilers and other supporting digital infrastructure is a key part of preparing for an even wider adoption profile.
(Progress 136/120: 10 resources per die) [Natural 100]

The Global Defense Initiative's first successful digital interactions with isolinear computing xenotech in 2059 were possible primarily not because of the skill and insight of the research group involved, but rather because of an incredibly convenient confluence of the fundamental structure of the isolinear computing substrate and alien design methodologies. When one of the general purpose computing crystals of a Scrin artifact receives an input datastream sufficiently outside the bounds of what it was designed to expect, it often shifts into what appears to be analogous to a zero-confidence Safe Mode that both locks out existing stored data, possibly irretrievably, and serves as an integral adaptive diagnostics and reprogramming toolset.

One of the features of this Safe Mode is that one region of the surface is isolated by a ring of non-interactive space, endlessly signaling an overwrite sequence that induces other isolinear chips of the same category to enter into what is currently considered a 'factory fresh' state, which appears to be a variant of the original Safe Mode. As of 2062, all successful isolinear device experiments have been produced by using this sequence to instantiate a replica of the original crystal structure. Consequently, the underlying computer architecture model, instruction sets, programming methodologies, and so on utilized by the Scrin remain a mystery[6].

Instead, the various programming efforts operate by taking advantage of various experimentally observed behaviors to formulate Turing-complete libraries of compatible stimuli. Over the course of the past three months, these libraries have been collated and cross-referenced to create a central reference database and decide on two standardized instruction sets for broad-scale utilization. While humanity's collective understanding of this technology remains grossly incomplete, it is, at last, now a coherent field of study that can be taught and discussed with mostly unified terminology rather than a wholly opaque and incomprehensible curiosity.

Aspirationally, the first thesis defense on isolinear computing practices may be held in as few as five years.

[ ] 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 139/350: 5 resources per die) [27, 52]

For most ground vehicles the switch to ferro aluminum armor is a simple matter, just taking the old armor out, putting the new armor in, and then adding significant sections of added protection. For example, on the Pitbull recon vehicle, the armor has been primarily added around the cockpit, with sections of spaced and laminar armor panels to provide protection without harming visibility. In the air however, things are significantly more complicated. The primary limitation on ferro aluminum armors for refits is volume more than weight. Taking, for example, a Firehawk air superiority fighter, by the time a meaningful amount of weight had been added to the already heavy aircraft, the smooth lines and unstable shaping would have been buried under slabs of armor, with the nose, wingroots, and engines all having been slathered in the stuff. However, currently, the refits are small scale, with prototype versions all that have been procured so far.

[ ] 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 86/40: 10 resources per die) [51]

The infantry recon drones are fundamentally simple things. An attachment onto a Zone Armor's backpack, the drone is carried in a compacted state, launched with a command, and then self managing its flight path along a usually predetermined route, either maintaining an orbit around the squad, or, when multiple are being used, sweeping a particular sector at a given range. There are two standard models. A fixed wing pusher design, with wide wings for maximum lift at low velocity, that are packed folded in and then electrified for stiffness during launch. While endurance is not the best, less than an hour in standard regimes, and just over that in power saving mode, it is enough to give Zone Armor a significant overlook capability, being able to find opposition and scout terrain without exposing themselves to unneeded danger. The second design is a quadrotor drone, meant to operate in more vertical environments, such as built up urban fighting, with greater recoverability for short jaunts, rather than extended searches, and capable of docking with the Zone Armor automatically. However, not all Zone Armor has equal room for drones, as they compete with power cells, missile launchers, and jump jets for space on the back. Zone Defenders have the greatest potential, with Captains sitting in the middle, and Zone Raiders and Marauders have the greatest limitations

[ ] 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 142/200: 10 resources per die) (-1 Labor, -1 Energy) [30, 52]

Work on the munitions factories is proceeding apace. While some are either very nearly ready or already in low rate initial production, these are primarily the less complicated inert munitions, essentially a bundle of rounds in a sabot. The problem really comes with the more energetic munitions. Everything has to be right. If there is a flaw in the shielding, the round can explode in the chamber. If there is a gap between the shot and the shielding, the round can explode in the chamber. If any of a half a dozen other issues are not correct, the round at best will hit the target and shatter or penetrate without exploding. At worst, it will, as previously mentioned, detonate inside the barrel or at the muzzle.

[ ] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) (Very High Priority)
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. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
New Sevastopol (Progress 147/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods) [69, 18]

Work on the New Sevastopol plant has gone, if not smoothly, then within expectations. While there have been stumbles as part of assembly, including needing to reposition the cooling arrays to prevent interference with one of the coastal artillery battery's sonar buoy systems, as the hot water current was producing quite a bit of noise. While completion is still months away, it is closing on initial readiness, enough to begin formulating a route for the import of myomer bundles.

The delays with functioning Zone Suits coming out of London have been a critical problem, especially with the sheer aggression GDI has been using against the Red Zones. While there are certainly supplies being made available to other units, many have been forced to resort to various forms of maintenance deferral as new production suits are poured as quickly as they can be produced into fighting the green. Zone Raiders especially are in high demand, as they are being used as rapid response squads. The sonic grenades they carry disrupt tiberium quite effectively, and so can punch holes for cut off or trapped Initiative assets to retreat through.

More broadly however, the program is running into issues, with diverging expectations from Ground Forces, ZOCOM, and other branches requesting training and equipment of their own. ZOCOM's training regime is slow, thorough, and designed for Deep Red operations, meaning that even now, throughput of suits is significantly higher than training capacity. The Ground Forces are especially frustrated by this as they are looking seriously at deploying Zone Armor supported heavy offensives deep into the Brotherhood's positions, and need larger formations quickly, and are willing to push significant amounts of maintenance work much higher up, rather than ZOCOM's doctrine emphasizing the ability of even relatively small formations to maintain their own equipment organically.

[ ] Modular Rapid Assembly System Prototypes (Tech) (High Priority)
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 56/125: 20 resources per die) [21]

The concept of the modular rapid assembly system is relatively simple. A mobile factory, capable of taking raw materials and blank templates and converting them into fully finished ready to use materials. Now, when it comes to this, there is a matter of setting expectations. It is not and is likely never to be a fully featured factory. It is simply not viable to try to make any but the most utterly basic materials from scratch. Most things more complicated than a cartridge cannot be built from scratch in any design, and even the cartridge would need the propellant supplied separately.

The development has been split among three separate design groups.

Based out of Chicago, the largest of the projects takes a MARV chassis as the baseline, and strips out most of the internals for a pass through factory, taking in materials from one side, and rolling finished vehicles out the other side. However, it has three critical flaws. The first is the MARV hull itself. The MARV simply can't operate at long ranges from massive, and expensive, hubs, which require a substantial amount of upkeep themselves. Trying to migrate them from base to base is also excessively problematic, between needing to replace the entire drive train after such a trip, the other component wear issues, and the sheer size of the vehicles, meaning that there is no existing infrastructure capable of holding it. Second, the MARV base puts severe restrictions on both manufacturing speed and the size of what can be handled.

In Oslo, the program is quite a bit different, smaller, lighter, far more compact, something that is more an iterative evolution of the mobile construction vehicles of the current Initiative. A flatpack factory in other words. The problems this one has are more to do with that fragility. The systems don't do well in transit, and when deploying need vast amounts of flat space, while also needing to run extensive calibrations, that, even with the science team, take days between setup beginning, and production starting.

The third design is more revolutionary. Taking an old Orca Command Vehicle schematic from the Second Tiberium War, the team in Seoul is still on the drawing boards, planning on trimming nearly every noncritical system to make space for more factory tooling, and conveyors. The project is rumbling along at a very slow pace, with each step being an intricate balancing act to both make a functional factory, and make it fly.

The problems on the various prototypes cover nearly every word of the title. Some are insufficiently modular, others are far too modular. Some are far too slow and some have limited range of assembly. They are simply not ready, and all will need far more funding and time to make effective progress.

Recruitment Drives [84, 25, 69, 21]
Four years after the last round of major recruitment efforts, a new wave of personnel is available and ready to be recruited for the Treasury's needs. (100/120/140/160/180/200)
( Pick up to Four of:)
[ ] Tabitha Henessey
One of the Initiative's more promising rocket scientists, Tabitha has been one of the major figures in cracking gravitic drives. Promoting her to her own department will substantially increase GDI's ability to conduct research on advanced propulsion systems.
(+1 Orbital Die) (Must complete Gravitic bay by end of plan)

[ ] Michael O'Brian
One of the key figures in the development of the fusion systems currently in use across the Initiative, Michael O'Brian appears to be a strong figure to bring on board for broader development of spaceship classes.
(+1 Orbital Die, +2 to Orbital)

[ ] Dr. Dinesh Bora
One of the scientists seized by InOps from the Bannerjees, Dr. Bora is a genetics specialist, with a focus on plant genetics. While most of his work has been on various forms of tib crops and soil stabilization efforts, which have primarily been deployed in India's river valleys, he has turned his coat and has requested work for the Initiative, "in the common interests of mankind." While he does ask that his creations be made freely available to the Brotherhood as well, it is a relatively small demand for a scientist of his capabilities.
(+2 Agriculture Dice, +5 to Genetically Engineered Plants)

[ ] Dr. Taylor Bernard
A Parisian, Taylor is among GDI's newest leading experts on heavy industrial engineering, and fusion development. In terms of demands, her goals are simple: Ensure that the overwhelming surge of power production that created so many of the problems that she has been working on for the last few years does not happen again in her career.
(+1 Heavy Industry Die, +1 energy from DAE) (Must take Department of Alternative Energy before end of plan)

[ ] Adrian Whittard
A son of a railroad magnate from before the Third Tiberium War, Whittard is obsessed with anything that moves material, and has a near monomaniacal focus on infrastructure and logistics. While actually putting him in charge would be a disaster, he does have a flair for making significant progress on infrastructure work.
(+1 Infrastructure Die)

[ ] Dr. Rima Alcard
A robotics scientist with some radical views on automation, Rima has been sidelined repeatedly for her advocacy of a systematic machine state. However, with some funding, and work on her experimental systems, she may be on to some quite encouraging design work.
(+1 Light Industry Die, -5 to Light Industry) (unlocks automation/robotics projects)

[ ] Adrian Castro
One of the SCED's test pilots, who has flown nearly every spacecraft in current use across the Initiative, hiring Adrian as a consultant on larger spacecraft design and construction may well provide a much better user eye view of how design decisions are interpreted and is likely to speed construction overall.
(+1 Orbital Die, +5 to spacecraft design and deployment projects)

[ ] Graduates
While not the most exciting choice, selecting a number of graduates from various programs around the world will expand GDI's capabilities in the particular area. Although certainly not experienced, they are unlikely to seriously degrade the quality of the department at hand. (Pick 1 of) (+1 Die, -2 bonus for two years)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Orbital
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy

Four hour moratorium for discussion. Please vote by plan.

An/1: Spectrum is terrible. This update has been delayed by the frustrations of actually getting a stable internet connection.
 
Last edited:
Q2 2062
Q2 2062

Rules clarification: A number of military projects now have 'Projected X quarters to begin, Y to complete' markers to indicate how long it is expected for a specific project to start delivering units to the battlefield in numbers that matter, and when it takes full effect. For multiphase projects, like the Ground Forces Zone Armour Factories, every phase is counted separately, the factory in New Sevastopol will start ticking down the timer when it completes, and if Tokyo completes the same or next turn, that is when Tokyo starts ticking.


Resources: 1050 + 100 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 45
SCIENCE Meter: 3/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 59/60

Tiberium Spread
23.57 (+0.15) Blue Zone
0.04 (+0.00) Cyan Zone
0.66 (-0.15) Green Zone
22.46 (-0.11) Yellow Zone (92 points of mitigation)
53.27 (+0.11) Red Zone (80 points of mitigation)

Current Economic Issues:
Housing: +51 (30 population in low quality housing) (+1 high-quality housing per turn)
Energy: +43 (+4 in reserve)
Logistics: +14 (-2 from military activity)
Food: +14 (+24 backed reserve, +5 unbacked reserve) (-3 per turn from increasing population)
(Perennials: +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +14 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +21 (+2 per turn from Distributed Industrial Authority) (+188 in reserve)
STUs: +11
Consumer Goods: +101 (-5 from demand spike) (+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 +8 per turn)
Labor: +45 (+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 ‌(2475/3350)‌ ‌
Taxation Per Turn: +45
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌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 (25; 25; ; 0)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (9; 5; 20; 0)
Reclamation Party: 12 Seats (9; 3; 0; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

Military‌ ‌Confidence‌
Ground‌ ‌Forces‌ ‌:‌ High ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌High
Space‌ ‌Force‌ ‌:‌ Decent ‌
Steel‌ ‌Talons:‌ ‌Low (Trending to Decent)
Navy:‌ Low ‌(Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 112 Consumer Goods points from the Treasury
Provide 40 Consumer Goods from Agriculture
Increase Income by 860
Increase Tiberium Processing limit by 920
Increase population in space by 20k
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn

Projects

Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 8 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Stealth Disruptor Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Preparation
Complete Gravitic Shipyard Bay

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan

Infrastructure (5 dice +36 bonus)

[ ] 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 1/600: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] Yellow Zone Fortress Towns (Phase 7)
The last pair of Fortress Town waves will focus heavily on preparing a more rigid defensive line, although one that is in many cases tens or hundreds of kilometers deep. Positioned to dominate the surrounding areas, these towns are intended to provide the base for future bands of defensive fortifications.
(Supports Green Zone Intensification)
(Progress 93/300: 20 resources per die) (+4 Housing)
(Progress 0/300: 20 resources per die) (+4 Housing)

[ ] Lesser Blue Zone Arcologies (Phase 1)
Built on the pattern of the older style Yellow Zone arcologies, lesser arcologies, designed with practicality rather than luxury in mind will both reduce the number of vehicles on the road, and move more of the Initiative's population into more self sustaining buildings, with inbuilt energy banks and CRP facilities to allow them to go off the grid for days or weeks.
(Progress 0/170: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve)

[ ] Communal Blue Zone Arcologies (New)
While not a universal solution, communally structured arcology buildings will provide some degree of cheap to construct high quality housing for GDI populations. While it is not going to be universally popular, some groups are going to actually be happier built into their own small communal organizations, separated by a degree from the more atomized mainstream.
(progress 0/400: 15 resources per die, +6 High Quality Housing, +2 Consumer Goods, +1 Energy Reserve, -1 Energy)

[ ] Blue Zone Apartment Complexes (Phase 10)
With many of the urban cores now furnished with pods of apartment buildings, expanding them will still be noticeably logistics expensive, but continue to provide additional housing and settlement spaces, leaving GDI in a strong position to fully claim the regions on a more permanent basis.
(Progress 87/160: 10 resources per die) (-3 Logistics, +6 High Quality 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)
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 buses 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 5) (Updated)
With a final push towards completing the planned city, Chicago will be a crowning jewel, and a significant step towards pushing a hole through the North American red zone. Once a dream, now made manifest through the sacrifice of so many brave men and women. Chicago is one of ZOCOM's base camps, a center of industry, and a beating heart to build the network of civilization around.
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 52/1100: 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)

[ ] Emergency Caloric Reclamation Processor Installations (Phase 2)
With a first wave of Caloric Reclamation Processors built and deployed, a second wave will not be too difficult. However, it is likely to result in political pushback, especially without further expansions to strategic food stockpiles.
(Progress 31/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)

[ ] Postwar Housing Refits (Phase 1)
The housing built immediately postwar is generally considered to be of low quality and simply not up to the overall standards of the Initiative. Rebuilding them to be livable rather than merely inhabitable is possible, but requires substantial reworking of the floorplan and facilities to provide the required space needed to meet standards.
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (5 dice +33 bonus)

[ ] U-Series Alloy Foundries (Phase 1) (New)
Large scale use of the STU alloys will affect not only structural work, but a substantial number of other projects, ranging from blades and cutting devices, to various forms of highly conductive wiring. These alloy foundries will be a substantial investment into the future of the Initiative, and a baseline to add additional metallurgical advancements to.
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)

[ ] Continuous Cycle Fusion Plants (Phase 10)
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 0/300: 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) (+33 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (May aid AI research)

[ ] Aberdeen Isolinear Fabricator (Phase 1) (New)
A large scale practical fabricator in Aberdeen is a first step towards large scale conversion from conventional to isolinear computing. While most computing purposes do not need anywhere near the sheer power that isolinear can deploy at human usable scales, there are quite a number that do, and in any case, even slivers of isolinear provide serious power.
(Progress 0/120: 30 resources per die)
(Progress 0/240: 30 resources per die) (+8 Capital Goods, -2 Energy)
(Progress 0/480: 30 resources per die) (+16 Capital goods, -4 Energy)

[ ] 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)

[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhood's 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 112/300: 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 (Updated)
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.
(+4 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)

Light and Chemical Industry (5 dice +23 bonus)

[ ] 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 4)
Scaling up production once more will find its way into a wide array of products, ranging from the ordinary to ones that most people will never see in their lives. Particle accelerators, fusion plants, network interchanges, cogeneration facilities, and a wide array of other elements will be significantly improved by more widespread availability of superconductors.
(Progress 65/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1520: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Civilian Ultralight Factories
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 offers options for long range specialist deliveries, as well as 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 nanotubes 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 Furniture Plants (New)
Wooden furniture was at one point a commonplace feature of homes and kitchens, yet decades of war and the ravages of tiberium have left only carefully guarded antiques and a handful of examples of once common products. While the artificial wood incorporated in these new pieces is only as strong as cheap particle board, replicas of 20th century furniture made with these materials will still be in high demand as ways to demonstrate one's wealth and power, given the extremely high demand for wood.
(Progress 0/100: 10 resources per die) (+4 Consumer Goods)

[ ] Home Robotics Development (New)
While robots in the home are far from a new thing, with the Electrolux Trilobite, the first robotic vacuum cleaner, releasing only a year after the fall of Tiberium to earth, and home mechanization being far older than that, development has in many ways stalled out. While some smart home systems have proliferated, many more failed, as they were in most cases curiosities rather than something intended to practically improve home life. Taking a hard look at home robotics, there is significant potential for new and exciting ways to make life easier for large sections of the initiative population.
(Progress 0/60: 10 resources per die)

[ ] Department of Distributed Manufacturers
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 (6 dice +28 bonus)

[ ] 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 3)
A third wave of facilities – still focused on GDI's secondary cities – will see broad-scale development of additional meat and egg production, but also a selection of consumer and core crops. While the program overall will continue to be expensive, it is a way to increase most significant indicators.
(Progress 74/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)

[ ] Dairy Ranches (Phase 1)
While meat is a key status symbol for many, the sustainable option is actually focusing more heavily on dairy, offering up a suite of cheeses and other milk products that can provide additional protein and significantly expand dietary diversity.
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 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. (Plant Genetics)
(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. (Plant Genetics)
(Progress 315/450: 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. (Plant Genetics)
(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. (Plant Genetics)
(Progress 0/50: 20 resources per die)

[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning, and expansion of existing larger stockpiles are going to be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 78/200: 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
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, the Department 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 +38 bonus)

[ ] 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 [25-35]) (+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 [5-15 Resources]) (3 points of Yellow Zone Mitigation)

[ ] Intensification of Green Zone Harvesting (Stage 8)
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 4/100: 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) (Will unlock Q2 2063)
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 4) (Will unlock Q2 2063)
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 93/250: 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)

[-] Deep Red Zone Tiberium Glacier Mining (Stage 4) (Updated) (Will unlock Q2 2063)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 0/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (0 Stages available)

[-] Red Zone Containment Lines (Stage 6) (Will unlock Q2 2063)
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)
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 3)
While currently additional processing plants are not an immediately pressing need, they will further harden the Initiative's refining capacity. With the Initiative currently pushing the blue zones ever forward, and the likely massive scale offensives against Red Zones, many are likely to be concentrated near those beachheads
(Progress 38/200: 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)
-[ ] Yellow Zone 11 (Progress 0/130: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] 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 3)
For many in the Initiative, liquid tiberium is nearly existentially terrifying. Between the destruction of Central Australia, the consequences of the detonation of Temple Prime, and the ongoing devastation caused by Red Zones around the world, continuing to push Liquid Tiberium energy is likely to be a bridge too far for many in the Initiative, even with the cover of the Director on your side.
(Progress 4/140: 20 resources per die) (-10 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) (MS)

[ ] 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)

[ ] Red Zone Energy Refits (Phase 1)
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 (7 dice +33 bonus)

[ ] GDSS Columbia (Phase 1) (Updated)
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, but any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/65: 20 resources per die) (5 Political Support)
(Progress 0/135: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/275: 20 resources per die) (.5k Permanent residents) (+1 available Bay) (8 Political Support)
(Progress 0/555: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
(Progress 0/1115: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Shala (Phase 1) (Updated)
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 0/65: 20 resources per die) (5 Political Support)
(Progress 0/135: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/275: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (+1 available Bay)
(Progress 0/555: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1115: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

[ ] GDSS Enterprise Bays (2 available)
-[ ] 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)

[ ] 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)

Lunar Operations

[ ] Lunar Regolith Harvesting (Phase 3) (Updated)
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 57/285 20 resources per die) (+15 Resources per turn)

[ ] Lunar Heavy Metals Mines (Phase 4) (Updated)
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 25/340: 20 resources per die) (+20 Resources per turn)
(Progress 0/330: 20 resources per die) (+20 Resources per turn)
(Progress 0/320: 20 resources per die) (+20 Resources per turn)
(Progress 0/310: 20 resources per die) (+20 Resources per turn)
(Progress 0/300: 20 resources per die) (+2 Heavy Metals)
(Progress 0/290: 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 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 +31 bonus)

[ ] 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) (-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)
-[ ] 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)

[ ] Gene Clinics
While operations are going to be relatively cheap, and the fundamentals are simple, opening a tranche of dedicated gene clinics within the medical system will speed gene therapy rollout, and act as preparation for both the cosmetic and practical gene editing that will come in the future.
(Progress 94/120: 10 resources per die) (-1 Labor)

[ ] 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 213/300: 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)

[ ] Kamisuwa Optical Laboratories
While the Model 2061 ocular implants are functional, they are clunky, obviously cybernetic, and highly invasive. However, building a longer term set of specialized laboratories in Nagoya Prefecture will be the first step towards building optical implants that are less invasive and more functional.
(Progress 0/250: 20 resources per die) (-2 Labor, -2 Energy)

[ ] Ocular Implant Deployment
While there are not currently long waiting lists for the new Model 2061 ocular implants, they are still going to be useful as a stopgap between no implants and better ones. With the Initiative working against neuroplasticity, and the need to keep exercising the parts of the brain that deal with vision, small scale production will help the currently blinded keep those parts of the brain functional, rather than having it reallocated to other senses.
(Progress 0/200: 25 resources per die) (+1 Labor, -1 Health)

Military (8 dice +30 bonus)

[ ] Department of Refits
With the military looking towards updating, replacing and refitting much of its equipment there will need to likewise be an update, replacement and refit of the production and handling facilities. Spinning this function off into a dedicated department will increase the efficiency while decreasing the Secretary of the Treasury's workload.
(-1 die) (-30 resources per turn) (30 progress towards each refit project per turn)

[ ] Department of Munitions
The Treasury has run into problems effectively supplying munitions in the appropriate quantity and variety to the troops. Dedicating part of the Procurement office to solving such problems and ensuring it cooperates with the larger Production and Economic Development offices will reduce the need for top level intervention from the Treasury and make sure that any needed munitions will hit the field in a reasonable time frame once certified for deployment.
(-1 die) (-20 resources per turn) (50 progress towards each munitions project per turn)

[ ] Advanced ECCM Development (Tech)
The development of countermeasures to better punch through, (and in certain cases, punch out) 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 combined.
(Progress 0/40: 20 resources per die)

[ ] ASAT Defense System (Phase 5) (Updated)
With the final station of the current pattern deployed, it is high time for diversification. Kinetics, lasers, and tactical ion cannons, among other options, are the future of the global network of missile interception platforms, ones that will be more resilient than ever against the threats of the Brotherhood of Nod, and beyond that, act as a defensive screen against further extraterrestrial invasion. (Station)
(Progress 41/480: 20 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 139/350: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] 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) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/325: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/375: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)

[ ] 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) (St. Petersburg) (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) (Madrid) (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) (Hotan) (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) (Nikolayevsk-on-Amur) (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) (Sorong) (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) (Mazatlán) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 (Progress 0/335) (Montevideo) (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) (Lomé) (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) (Barcelona) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Port Sudan) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/335) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/335) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (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) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/335) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/335) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/335) (Medan) (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

[ ] 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) (High Priority)

[ ] Infantry Recon Support Drone Deployment (New)
While the drones themselves are mostly COTS and cheap and simple to build at that, they still need light industrial buildings, and to be integrated into the military's procurement and logistics systems.
(Progress 0/200: 10 resources per die) (-1 Energy) (3 quarters to begin, 9 to complete)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase the 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) (Projected: 4 quarters to begin, 16 to complete)
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)

[ ] 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) (Projected: 4 quarters to begin, 12 to complete)
(Progress 0/200: 20 resources per die) (-2 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 12 to complete)

[ ] 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) (Projected 6 quarters to begin, 24 to complete)
Maputo (Progress 0/80: 15 resources per die) (-4 Energy) (Projected 6 quarters to begin, 24 to complete)

[ ] 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 Nuclear Caches (Updated)
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. Beyond that, adding and upgrading to the arsenal would be a stage of preparation to actually make them usable in politically acceptable ways.
(Progress 0/160: 20 resources per die) (Station) (MS)

[ ] Low Orbit Support Satellite Constellations
Brotherhood Disruption Towers and other stealth field options leave small ripples in the air and other disturbances, small flaws in their stealth fields. While often invisible from orbit, and only barely visible to the naked eye, extremely low orbit satellites with sufficiently high resolution will be able to pick up such discrepancies to a limited extent. While latency is likely to be higher than desired and will come with many errors, being able to detect the Brotherhood's stealth operations from orbit will provide far greater coverage than patrols alone.
(Progress 0/200: 10 resources per die) (Satellite)

[ ] Transorbital Fighter Development
While GDI does not expect another Scrin attack anytime soon, building prototypes for transorbital capable fighters, able to conduct operations in space and the upper atmosphere, is a relatively high priority as both a line of defense, and beginning to develop tactics and strategies for warfare amid GDI's orbitals.
(Progress 0/60: 20 resources per die)

[ ] Missile Drop Pod Development
While GDI can often rely on flying, naval, and surface artillery support in its operations, the OSRCT are something of an oddity, deployed out of effective range of artillery emplacements, and needing massed fire support, although not necessarily much endurance. A drop pod with a payload of missiles that can be dropped with, ahead or after the OSRCT would easily fill this role, and potentially offer extra options to commanders beyond the Space Force.
(Progress 0/40: 15 resources per die)

Ground Forces

[ ] 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 142/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)

[ ] Next Generation Armored Support Vehicles (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. Its roll will be filled by a mark 2 of the same name, intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system. Additionally, there is need for a second core platform, built with tracks rather than wheels, in order to support much heavier armor and protect troops during direct assault and maneuvers in the face of ever heavier Brotherhood fire.
(Progress 0/80: 25 resources per die)

[ ] Next Generation Armored Fighting Vehicles (Platform) (New)
The Mammoth and Predator are fundamentally old designs at this point, having long reached the limits of what can be managed in terms of design. A fundamental redesign, although still likely to retain many of their features, is required to make space for further upgrade and revision as GDI prepares to fight the next war.
(Progress 0/80: 35 resources per die)

[ ] Ground Forces Zone Armor (Set 1) (Phase 3) (Very High Priority)
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. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
New Sevastopol (Progress 147/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)

[ ] 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) (Projected: 2 quarters to begin, 24 quarters to complete)

[ ] 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 Thunderbolt-based missile launchers.
(Progress 0/40: 15 resource per die)

[ ] Island-Class Assault Ship Deployment
While GDI does not need additional shipyards for these ships, the Island-class will put a significant burden on existing supply lines. Hence, a wave of factory expansions for everything from missile launchers to propellers to radar systems will need to be undertaken to provide the needed equipment.
(Progress 0/180: 25 resources per die) (-2 Labor, -1 Capital Goods) (3 tranches, Projected 16 to complete tranche 1, 24 to complete tranche 2, 32 to complete tranche 3)

[ ] Shark-Class Frigate Shipyards (High Priority)
The Shark is unfortunately 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) (4 Tranches, Projected: 8 quarters to complete tranche 1, 15 quarters to complete tranche 2, 22 quarters to complete Tranche 3, 29 quarters to complete Tranche 4.)

Steel Talons

[ ] 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)

[ ] Combat Laser Development (Tech)
Effectively an Initiative version of the same laser systems found on the Brotherhood's combat vehicles from raider buggies and Venoms to Scorpions and Avatars, this consolidated project aims to roll out lasers in all scales viable for ground and air combat.
(Progress 0/80: 25 resources per die)

[ ] Modular Rapid Assembly System Prototypes (Tech) (High Priority)
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 56/125: 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 Anti-Aircraft 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)

Bureaucracy (4 dice +28 bonus)

[ ] 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)

[ ] Transfer Funding to InOps (New)
InOps has negotiated for a share of the funding, and with the degree of income increases, they have come knocking at your door sooner than originally planned. While they certainly won't oppose the original schedule, it is something where the sooner they get the funding, the more aggressively they can spend, especially in the latter half of the plan.
(-60 Resources per Turn)

[ ] Transfer Funds to the General Pool (New)
Making funding available to the rest of GDI will certainly be politically popular, especially if the Treasury wishes to embark on politically unpopular political lobbying or ensuring that the Treasury's interests are represented.
(-30 Resources per Turn/+5 political support) (Give number of times this is taken in vote)

[ ] Expand Grant Programs (New)
With the Initiative's economy rapidly expanding, more resources is not an immediate need, but at the same time can continue to supercharge growth, as the success of smaller and mid sized companies in expanding their operations has begun to make private careers less of a failure, and creates opportunities outside of the Initiative.
-[ ] 10 resources in grants.
-[ ] 20 resources in grants.
-[ ] 30 resources in grants.

[ ] 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)
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
-[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
-[ ] Air Force: Deploy all Orca Wingman Drones before the end of this plan: +5 Political Support
-[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.

[ ] 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)

[ ] Focus Reallocation
While the existing focuses have served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Tiberium, -1 die to Orbital, and -1 die to Services)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Orbital
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +36
-[] Blue Zone Arcologies (Stage 4) 1/600 6 dice 90R 19%, 7 dice 105R 61%, 8 dice 120R 91%
-[] Blue Zone Arcologies (Stage 4+5) 1/1200 12 dice 180R 7%, 13 dice 195R 29%, 14 dice 210R 60%, 15 dice 225R 84%, 16 dice 240R 96%
-[] Yellow Zone Fortress Towns (Phase 7) 93/300 2 dice 40R 33%, 3 dice 60R 91%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/600 5 dice 100R 19%, 6 dice 120R 65%, 7 dice 140R 93%
-[] Lesser Blue Zone Arcologies (Phase 1) 0/170 2 dice 30R 67%, 3 dice 45R 98%
-[] Lesser Blue Zone Arcologies (Phase 1+2?) 0/340 3 dice 45R 10%, 4 dice 60R 64%, 5 dice 75R 95%
-[] Communal Blue Zone Arcologies (New) 0/400 4 dice 60R 26%, 5 dice 75R 77%, 6 dice 90R 97%
-[] Blue Zone Apartment Complexes (Phase 10) 87/160 1 die 10R 79%, 2 dice 20R 100%

-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 42%, 4 dice 60R 90%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 14%, 7 dice 105R 55%, 8 dice 120R 88%, 9 dice 135R 98%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 5%, 10 dice 150R 27%, 11 dice 165R 63%, 12 dice 180R 88%, 13 dice 195R 98%
-[] Suborbital Shuttle Service (Phase 2) 22/250 2 dice 50R 18%, 3 dice 75R 82%, 4 dice 100R 99%
-[] Suborbital Shuttle Service (Phase 2+3) 22/450 4 dice 100R 13%, 5 dice 125R 62%, 6 dice 150R 93%
-[] Urban Metros (Phase 4) 0/150 1 die 15R 2%, 2 dice 30R 81%, 3 dice 45R 99%

-[] Chicago Planned City (Phase 5) (Updated) 52/1100 10 dice 200R 1%, 11 dice 220R 12%, 12 dice 240R 38%, 13 dice 260R 69%, 14 dice 280R 90%
--Alt: 1 HI 9 Infra dice 200R 3%, 1 HI 10 Infra dice 220R 19%, 1 HI 11 Infra dice 240R 51%, 1 HI 12 Infra dice 260R 80%, 1 HI 13 Infra dice 280R 95%
--Note: Listing all HI/Infra dice combinations would be a massive pain.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 89%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 48%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 7%, 5 Tib dice 100R 52%, 6 Tib dice 120R 90%
--Alt: 1 Tib 6 Infra dice 140R 99%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 dice 180R 3%, 10 dice 200R 21%, 11 dice 220R 56%, 12 dice 240R 85%, 13 dice 260R 97%
--Alt: 3 Tib 6 Infra dice 180R 2%, 4 Tib 6 Infra dice 200R 17%, 5 Tib 6 Infra dice 220R 51%, 6 Tib 6 Infra dice 240R 82%, 7 Tib 6 Infra dice 260R 96%
--Note: Listing all Infra/Tib dice combinations would be a massive pain.

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/80 1 die 10R 100%
-[] Postwar Housing Refits (Phase 1) 0/200 2 dice 20R 39%, 3 dice 30R 93%
-[] Postwar Housing Refits (Phase 1+2) 0/400 4 dice 40R 26%, 5 dice 50R 77%, 6 dice 60R 97%
-[] Postwar Housing Refits (Phase 1+2+3) 0/600 6 dice 60R 18%, 7 dice 70R 61%, 8 dice 80R 90%
Heavy Industry 5 dice +33
-[] U Series Alloy Foundries (Phase 1) (New) 0/600 6 dice 240R 12%, 7 dice 280R 50%, 8 dice 320R 84%, 9 dice 360R 97%
-[] U Series Alloy Foundries (Phase 1+2) (New) 0/1200 12 dice 480R 3%, 13 dice 520R 17%, 14 dice 560R 44%, 15 dice 600R 73%, 16 dice 640R 90%
-[] Continuous Cycle Fusion Plants (Phase 10) 0/300 3 dice 60R 26%, 4 dice 80R 80%, 5 dice 100R 98%
-[] Continuous Cycle Fusion Plants (Phase 10+11) 0/600 6 dice 120R 12%, 7 dice 140R 50%, 8 dice 160R 84%, 9 dice 180R 97%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 25 dice 375R 4%, 26 dice 390R 11%, 27 dice 405R 27%, 28 dice 420R 47%, 29 dice 435R 68%, 30 dice 450R 84%, 31 dice 465R 93%
-[] Aberdeen Isolinear Fabricator (Phase 1) (New) 0/120 1 die 30R 29%, 2 dice 60R 93%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) (New) 0/360 3 dice 90R 3%, 4 dice 120R 43%, 5 dice 150R 87%, 6 dice 180R 99%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) (New) 0/840 8 dice 240R 3%, 9 dice 270R 20%, 10 dice 300R 55%, 11 dice 330R 83%, 12 dice 360R 96%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 10 dice 200R 1%, 11 dice 220R 10%, 12 dice 240R 35%, 13 dice 260R 66%, 14 dice 280R 88%, 15 dice 300R 97%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] Personal Electric Vehicle Plants 112/300 2 dice 20R 45%, 3 dice 30R 94%
-[] Microfusion Cell Development 0/60 1 die 20R 94%
-[] Division of Alternative Energy (Updated) -1 HI die -10RpT Auto
Light and Chemical Industry 5 dice +23
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 4%, 15 dice 300R 16%, 16 dice 320R 37%, 17 dice 340R 61%, 18 dice 360R 81%, 19 dice 380R 93%
-[] Bergen Superconductor Foundry (Phase 4) 65/760 7 dice 210R 1%, 8 dice 240R 13%, 9 dice 270R 42%, 10 dice 300R 73%, 11 dice 330R 91%
-[] Civilian Ultralight Factories 0/190 2 dice 30R 26%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Carbon Nanotube Foundry Expansions 0/300 3 dice 60R 11%, 4 dice 80R 56%, 5 dice 100R 90%
-[] Artificial Wood Furniture Plants (New) 0/100 1 die 10R 39%, 2 dice 20R 93%
-[] Home Robotics Development (New) 0/60 1 die 10R 84%, 2 dice 20R 100%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
Agriculture 6 dice +28
-[] Agriculture Mechanization Projects (Phase 2) 26/250 2 dice 30R 12%, 3 dice 45R 70%, 4 dice 60R 97%
-[] Blue Zone Aquaponics Bays (Phase 5) 18/140 1 die 10R 22%, 2 dice 20R 88%, 3 dice 30R 99%
-[] Blue Zone Aquaponics Bays (Phase 5+6) 18/280 3 dice 30R 42%, 4 dice 40R 87%, 5 dice 50R 99%
-[] Blue Zone Aquaponics Bays (Phase 5+6+7) 18/420 4 dice 40R 11%, 5 dice 50R 54%, 6 dice 60R 88%, 7 dice 70R 98%
-[] Vertical Farming Projects (Stage 3) 74/240 2 dice 30R 56%, 3 dice 45R 95%
-[] Vertical Farming Projects (Stage 3+4) 74/480 4 dice 60R 10%, 5 dice 75R 51%, 6 dice 90R 87%, 7 dice 105R 98%
-[] Vertical Farming Projects (Stage 3+4+5) 74/720 6 dice 90R 1%, 7 dice 105R 15%, 8 dice 120R 49%, 9 dice 135R 81%, 10 dice 150R 95%
-[] Dairy Ranches (Phase 1) 0/200 2 dice 40R 26%, 3 dice 60R 84%, 4 dice 80R 99%
-[] Dairy Ranches (Phase 1+2) 0/400 4 dice 80R 12%, 5 dice 100R 55%, 6 dice 120R 89%, 7 dice 140R 99%
-[] Dairy Ranches (Phase 1+2+3) 0/600 6 dice 120R 5%, 7 dice 140R 33%, 8 dice 160R 70%, 9 dice 180R 92%

-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 40R 62%, 3 dice 60R 97%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 3 dice 45R 5%, 4 dice 60R 50%, 5 dice 75R 90%, 6 dice 90R 99%
-[] Spider Cotton Plantations (Phase 1+2+3+4+5) 0/950 9 dice 135R 2%, 10 dice 150R 14%, 11 dice 165R 43%, 12 dice 180R 75%, 13 dice 195R 93%
-[] Wadmalaw Kudzu Plantations (Phase 3) 315/450 1 die 10R 14%, 2 dice 20R 86%, 3 dice 30R 99%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 100%

-[] Strategic Food Stockpile Construction (Phase 5) 78/200 1 die 10R 22%, 2 dice 20R 88%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/400 3 dice 30R 8%, 4 dice 40R 55%, 5 dice 50R 91%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/600 5 dice 50R 4%, 6 dice 60R 31%, 7 dice 70R 71%, 8 dice 80R 93%
-[] Caloric Reclamation Processor (Phase 1) 0/80 1 die 10R 64%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) 0/160 2 dice 20R 62%, 3 dice 30R 97%
-[] Department of Core Crops -1 Agri die -15 RpT auto
Tiberium 7 dice +38
-[] Tiberium Vein Mines (Stage 2) (Updated) 5/195 2 dice 40R 52%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3?) 5/385 3 dice 60R 2%, 4 dice 80R 43%, 5 dice 100R 88%, 6 dice 120R 99%
-[] Tiberium Vein Mines (Stage 2+3+4?) 5/570 5 dice 100R 5%, 6 dice 120R 40%, 7 dice 140R 82%, 8 dice 160R 97%
-[] Tiberium Vein Mines (Stage 2+3+4+5?) 5/750 7 dice 140R 8%, 8 dice 160R 40%, 9 dice 180R 78%, 10 dice 200R 96%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6?) 5/925 9 dice 180R 11%, 10 dice 200R 42%, 11 dice 220R 76%, 12 dice 240R 94%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6+7?) 5/1095 10 dice 200R 2%, 11 dice 220R 15%, 12 dice 240R 45%, 13 dice 260R 77%, 14 dice 280R 94%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6+7+8?) 5/1260 12 dice 240R 4%, 13 dice 260R 20%, 14 dice 280R 50%, 15 dice 300R 78%, 16 dice 320R 94%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) 0/350 3 dice 60R 9%, 4 dice 80R 63%, 5 dice 100R 95%
-[] Intensification of Green Zone Harvesting (Stage 8) 4/100 1 die 15R 58%, 2 dice 30R 99%
-[-] Intensification of Green Zone Harvesting (Stage 8+9) 4/200 2 dice 30R 47%, 3 dice 45R 95%
-[-] Intensification of Green Zone Harvesting (Stage 8+9+10) 4/300 3 dice 45R 39%, 4 dice 60R 89%, 5 dice 75R 99%

-[-] Red Zone Tiberium Harvesting (Stage 12) 29/150 1 die 25R 33%, 2 dice 50R 96%
-[-] Red Zone Tiberium Harvesting (Stage 12+13) 29/300 2 dice 50R 2%, 3 dice 75R 57%, 4 dice 100R 96%
-[-] Red Zone Border Offensives (Stage 4) 93/250 2 dice 50R 79%, 3 dice 75R 99%
-[-] Red Zone Border Offensives (Stage 4+5) 93/500 4 dice 100R 27%, 5 dice 125R 78%, 6 dice 150R 98%
-[-] Deep Red Zone Tiberium Glacier Mining (Stage 4) (Updated) 0/250 2 dice 60R 9%, 3 dice 90R 72%, 4 dice 120R 98%
-[-] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) (Updated) 0/500 5 dice 150R 26%, 6 dice 180R 74%, 7 dice 210R 96%
-[-] Red Zone Containment Lines (Stage 6) 54/225 2 dice 50R 69%, 3 dice 75R 99%
-[-] Red Zone Containment Lines (Stage 6+7) 54/450 4 dice 100R 33%, 5 dice 125R 83%, 6 dice 150R 98%
-[-] Red Zone Containment Lines (Stage 6+7+8) 54/675 6 dice 150R 15%, 7 dice 175R 57%, 8 dice 200R 89%, 9 dice 225R 99%
-[-] Tiberium Glacier Mining (Stage 13) 38/205 2 dice 60R 72%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/410 3 dice 90R 3%, 4 dice 120R 48%, 5 dice 150R 91%

-[] Tiberium Processing Plants (Stage 3) 38/200 2 dice 60R 76%, 3 dice 90R 99%
-[] Tiberium Processing Plants (Stage 3+4) 38/400 3 dice 90R 5%, 4 dice 120R 55%, 5 dice 150R 93%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 60%, 2 dice 40R 99%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 54%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 24%, 2 dice 60R 93%
-[-] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 34%, 2 dice 60R 96%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/140 1 die 20R 18%, 2 dice 40R 91%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4?) 4/280 2 dice 40R 1%, 3 dice 60R 54%, 4 dice 80R 95%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 70%, 3 dice 60R 99%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 83%, 3 dice 60R 99%
-[] Red Zone Energy Refits (Phase 1) 0/350 3 dice 75R 9%, 4 dice 100R 63%, 5 dice 125R 95%
-[] Red Zone Energy Refits (Phase 1+2) 0/700 6 dice 150R 1%, 7 dice 175R 20%, 8 dice 200R 61%, 9 dice 225R 90%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/1050 10 dice 250R 5%, 11 dice 275R 26%, 12 dice 300R 61%, 13 dice 325R 87%, 14 dice 350R 97%
Orbital 7 dice +33
-[] GDSS Columbia (Phase 1) (Updated) 0/65 1 die 20R 89%, 2 dice 40R 100%
-[] GDSS Columbia (Phase 1+2) (Updated) 0/200 2 dice 40R 43%, 3 dice 60R 95%
-[] GDSS Columbia (Phase 1+2+3) (Updated) 0/475 4 dice 80R 3%, 5 dice 100R 40%, 6 dice 120R 84%, 7 dice 140R 98%
-[] GDSS Columbia (Phase 1+2+3+4) (Updated) 0/1030 10 dice 200R 8%, 11 dice 220R 34%, 12 dice 240R 68%, 13 dice 260R 90%
-[] GDSS Columbia (Phase 1+2+3+4+5) (Updated) 0/2145 21 dice 420R 2%, 22 dice 440R 9%, 23 dice 460R 25%, 24 dice 480R 48%, 25 dice 500R 72%, 26 dice 520R 88%, 27 dice 540R 96%
-[] GDSS Shala - Same as GDSS Columbia.

--GDSS Enterprise Bays (2 available)--
-[] Gravitic Shipyard 0/450 4 dice 80R 8%, 5 dice 100R 55%, 6 dice 120R 91%
-[] Fusion Shipyard 0/500 5 dice 100R 26%, 6 dice 120R 74%, 7 dice 140R 96%

-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 96%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 11%, 2 dice 20R 85%, 3 dice 30R 99%
--Alt: 1 AA/Erewhon die 1 Orb die 20R 61%, 1 AA/Erewhon die 2 Orb dice 30R 97%
-[] Conestoga Class Development 0/60 1 die 30R 94%

-[] Outer System Survey Probes 0/190 2 dice 30R 43%, 3 dice 45R 93%

-[] Lunar Regolith Harvesting (Phase 3) (Updated) 57/285 2 dice 40R 15%, 3 dice 60R 77%, 4 dice 80R 98%
-[] Lunar Regolith Harvesting (Phase 3+4) (Updated) 57/560 5 dice 100R 14%, 6 dice 120R 57%, 7 dice 140R 90%
-[] Lunar Heavy Metals Mines (Phase 4) (Updated) 25/340 3 dice 60R 17%, 4 dice 80R 72%, 5 dice 100R 97%
-[] Lunar Heavy Metals Mines (Phase 4+5) (Updated) 25/670 6 dice 120R 3%, 7 dice 140R 28%, 8 dice 160R 68%, 9 dice 180R 92%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +31
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 31%, 3 dice 60R 88%, 4 dice 80R 99%
--Note: Costs 1 field die and locks it until the project is complete.
-[] Gene Clinics 94/120 1 die 10R 100%
--Alt: 1 AA/Erewhon die 10R 90%
-[] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%, 2 dice 50R 99%
-[] Regional Hospital Expansions (Phase 1+2) 213/600 4 dice 100R 22%, 5 dice 125R 71%, 6 dice 150R 95%
-[] Kamisuwa Optical Laboratories 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Ocular Implant Deployment 0/200 2 dice 50R 31%, 3 dice 75R 88%, 4 dice 100R 99%
Military 8 dice +30
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Department of Munitions -1 Mil die -20 RpT auto
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 5) (Updated) 41/480 4 dice 80R 8%, 5 dice 100R 52%, 6 dice 120R 89%, 7 dice 140R 99%
-[] 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 91%
-[] Military Particle Beam Development 0/100 1 die 20R 51%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/350 2 dice 10R 21%, 3 dice 15R 81%, 4 dice 20R 99%
-[] Strategic Area Defense Networks (Phase 1) 0/275 3 dice 60R 37%, 4 dice 80R 85%, 5 dice 100R 99%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 8%, 7 dice 140R 39%, 8 dice 160R 76%, 9 dice 180R 95%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 5%, 11 dice 220R 22%, 12 dice 240R 53%, 13 dice 260R 80%, 14 dice 280R 94%

--MARVs--
-[] Reclamator Hub 0/335 3 dice 60R 6%, 4 dice 80R 52%, 5 dice 100R 90%
--Alt 1: 2 Mil 1 Tib 60R 9%, 2 Mil 2 Tib dice 80R 62%, 2 Mil 3 Tib dice 100R 95%
--Alt 2: 1 Mil 1 AA 2 Tib 60R 2%, 1 Mil 1 AA 3 Tib dice 80R 42%, 1 Mil 1 AA 4 Tib dice 100R 88%, 1 Mil 1 AA 5 Tib dice 120R 99%
--Alt 3: 2 AA 2 Tib 80R 24%, 2 AA 3 Tib dice 100R 76%, 2 AA 4 Tib dice 120R 97%
-[] Reclamator Hub x2 0/670 7 dice 140R 12%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 26%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 93%
-[] Reclamator Hub x3 0/1005 10 dice 200R 2%, 11 dice 220R 14%, 12 dice 240R 41%, 13 dice 260R 71%, 14 dice 280R 90%
--Alt: 2 Mil 8 Tib dice 200R 9%, 2 Mil 9 Tib dice 220R 37%, 2 Mil 10 Tib dice 240R 71%, 2 Mil 11 Tib dice 260R 92%
-[] Reclamator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 23%, 4 dice 80R 76%, 5 dice 100R 97%
-[] Reclamator Hub BZ-2 (Richmond) 58/335 3 dice 60R 35%, 4 dice 80R 85%, 5 dice 100R 99%
--Alt: 2 Mil 1 Tib dice 60R 41%, 2 Mil 2 Tib dice 80R 90%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 91%
-[] Infantry Recon Support Drone Deployment (New) 0/200 2 dice 20R 29%, 3 dice 30R 87%, 4 dice 40R 99%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 1) 0/275 3 dice 60R 37%, 4 dice 80R 85%, 5 dice 100R 99%
-[] Orca Wingmen Drone Deployment (Phase 1+2) 0/550 5 dice 100R 2%, 6 dice 120R 24%, 7 dice 140R 65%, 8 dice 160R 91%
-[] Hammerhead Wingmen Drone Deployment (Phase 1) 0/200 2 dice 40R 29%, 3 dice 60R 87%, 4 dice 80R 99%
-[] Hammerhead Wingmen Drone Deployment (Phase 1+2) 0/400 4 dice 80R 15%, 5 dice 100R 61%, 6 dice 120R 92%
-[] Apollo Fighter Factories 0/80 1 die 15R 66%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

--Space Force--
-[] Orbital Nuclear Caches (Updated) 0/160 2 dice 40R 73%, 3 dice 60R 99%
-[] Low Orbit Support Satellite Constellations 0/200 2 dice 20R 29%, 3 dice 30R 87%, 4 dice 40R 99%
-[] Transorbital Fighter Development 0/60 1 die 20R 91%
-[] Missile Drop Pod Development 0/40 1 die 15R 100%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 1) 142/200 1 die 10R 88%, 2 dice 20R 100%
-[] Railgun Munitions Factories (Phase 1+2) 142/400 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 91%
-[] Railgun Munitions Factories (Phase 1+2+3) 142/600 4 dice 40R 2%, 5 dice 50R 27%, 6 dice 60R 71%, 7 dice 70R 94%
-[] Railgun Munitions Factories (Phase 1+2+3+4) 142/800 6 dice 60R 1%, 7 dice 70R 15%, 8 dice 80R 51%, 9 dice 90R 83%, 10 dice 100R 96%
-[] Next-Generation Armored Support Vehicles (New) 0/80 1 die 25R 71%, 2 dice 50R 100%
-[] Next-Generation Armored Fighting Vehicles (New) 0/80 1 die 35R 71%, 2 dice 70R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 3) 147/180 1 die 20R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4) 147/360 2 dice 40R 20%, 3 dice 60R 80%, 4 dice 80R 99%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4+5) 147/540 4 dice 80R 18%, 5 dice 100R 65%, 6 dice 120R 93%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4+5+6) 147/720 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 85%, 9 dice 180R 97%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Deployment 0/120 1 die 25R 26%, 2 dice 50R 91%

--Navy--
-[] Infernium Laser Refits 0/450 4 dice 120R 2%, 5 dice 150R 31%, 6 dice 180R 75%, 7 dice 210R 95%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/180 2 dice 50R 47%, 3 dice 75R 94%
-[] Shark Class Frigate Shipyards (Seattle) 0/300 3 dice 60R 20%, 4 dice 80R 73%, 5 dice 100R 97%

--Steel Talons--
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 66%, 2 dice 60R 99%
-[] Combat Laser Development 0/80 1 die 25R 71%, 2 dice 50R 100%
-[] Modular Rapid Assembly System Prototypes 56/125 1 die 20R 82%, 2 dice 40R 100%
-[] Buckler Shield Development 0/100 1 die 20R 51%, 2 dice 40R 99%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%, 2 dice 40R 99%
Bureaucracy 4 dice +28
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 0/50 1 die 94%, 2 dice 100%
-[] Transfer Funding to InOps (New) 1 die -60 RpT auto
-[] Transfer Funds to the General Pool (New) 1 die -30*x RpT auto
-[] Expand Grant Programs (New) 1 die -10/20/30 RpT auto
-[] Interdepartmental Favors (Updated) 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
-[] Focus Reallocation 1 die auto
Last Security Review
Light/Chem 4 turns ago 2061 Q1
Heavy Ind 5 turns ago 2060 Q4
Orbital 5 turns ago 2060 Q4
Bureaucracy 5 turns ago 2060 Q4
Services 8 turns ago 2060 Q1
Infrastructure 9 turns ago 2059 Q4
Tiberium 9 turn ago 2059 Q4
Military 12 turns ago 2059 Q1
Agriculture 13 turns ago 2058 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, +5 to station building, and +5 to Genetically Engineered Plants.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note 4: The most recent version of the Array is most often the Informational threadmarked version.


Sorry this took so long to bring together, There has been some interpersonal drama in my sphere that has been draining my energy.
 
Q2 2062 Results
GDIOnline Q2 2062


Subforum: Nodwatch.

Leadership Changes in the American South.

Alexander McLeod


According to official sources, Gideon, the leader of the Brotherhood in the American south has been deposed in what appears to be a special operation by some party. While nobody has yet come forward declaring their control, I have a set of suspicions and concerns.

First, the heraldry. While nothing from either Osint, Rumint, or Ofint, have published clear pictures of shifting heraldry, there have been changes. From the current images, it looks like there are no longer two scorpion tails on the allegiance, but only one, and the lack of stars, both of which suggest that this is not a domestic coup, and one that has less affiliation with the Black Hand.

Second, the changing tactics. In recent clashes, the Brotherhood has appeared far more willing to give territory, and the new Georgia holdings have not been attacked in over a month, suggesting that the new leadership is not driving on the same force basis as Gideon was.

Third, the propaganda outlets. Gideon preferred to use the symbols of American protestantism and more broadly the patterns of religious text and speech in his propaganda. The new person has shifted tone quite dramatically, offering promises of food, peace, safety, and prosperity. The art style has shifted as well, although I would rather somebody with more of a background in art history tackle that.

Now, between those three, I am guessing that this is probably affiliated to some degree with Stahl, as the only warlord to consistently win victories in the regency war. I would not expect it to be Stahl trying for direct rule from Rio, too far and with too many GDI ships in between.

FloatingWood
Yey?
I mean, the madman who thought it was a good idea to hit Indianapolis Junction with tib missiles is now gone, which is yey. But if Stahl took over? I'm not so sure that's a good thing.

MajorMiner
IF it is Stahl, that's a good thing for our Red Zone abatement operations, since he seems to recognize that "hey, let's not let the green rock eat the whole planet" is an argument with some merit.

LastLizard
On one hand, anyone who replaces Gideon is going to be more sane. On the other hand, anyone who replaces Gideon is going to be more competent. So it's probably going to be a mixed blessing in the long term. In the short term, it's probably a good thing because the stupids seemed to be associated with aggression.

GDIWife
They're both Nod, neither of them are sane. I don't know much about the warlords but if one of them is now dead due to the other I'm hardly going to shed a tear.

AccomplishingProvidence
Dear me, while I suppose it's good to hear that this Gideon fellow is no longer in charge, has Intelligence verified he has no authority or troops any more? It seems worrisome if he tried some sort of suicidal charge just to prove himself to their so-called Messiah.
#GDIWife: It's easy to dismiss people we disagree with, or fight wars with, as "insane", but it's a dangerously casual step to take. I recognize you essentially loathe Nod and dislike non-Blue-Zoners, but try to keep in mind people can have at least generally-rational reasons for choosing that alignment.
At any rate, if Stahl is in charge now, it's highly likely that, direct or indirect, he's going to have orders for people to play things cautious, as #MajorMiner noted.

Solan
I think it would be both easier and harder for the people running operations in the Americas because with how InOps and military intelligence can get tight lipped on any Nod banners and their meanings. It's a given because warlords can have different banners on different occasions and the status of the warlord in question can be implied from this. There are a lot of things those in the field of intelligence would know about but some of the art feel more inspired by critical styles compared to the extremely religious ones Gideon and his ilk preferred. Either way I doubt Stahl can directly rule but the choice of vassals would always be suspect because publically released information about his subordinates consider themselves less as working under him than working to undermine him since he doesn't have the will and position like Krukov and Bintang who lead the more conventional Armies and Navies of Nod.


Living in the Stars: Columbia Resident AMA

Cas Robinson

Hi, Cas here, new resident on GDSS Columbia! Very excited, just moved in a few days ago. So while I can't answer a lot of stuff, come on and ask me just about anything.

JamesandBonesy
Are pets allowed up there? Bonesy wants to know.

Cas Robinson
Not currently. We are still in the process of human proofing the environment, and nobody wants a cat or dog accidentally letting themselves out of an airlock. There are plans for eventually having all kinds of pets in space with us, but that is for the future, not the now.

FloatingWood
… How aren't these things animal-proofed already? I mean, you'd think that airlocks and the like already have physical and electronic locks that make it impossible to accidentally open an airlock on both sides of the lock.

Cas Robinson
Among other things, because the Space Force tends to assume a certain baseline level of competence. We had to talk to them about putting more than a locking wheel on their doors.

FloatingWood
I dunno, that sounds pretty pet safe already.
On a different subject, do you guys have any good restaurants up there?

GDIWife
#FloatingWood As a pet owner you might be surprised at the ingenuity of pets when it comes to getting where you don't want them.
#Cas Robinson, what is the accommodation like compared to various places on earth?

Cas Robinson
#GDIWife
Well, when comparing it to a bunker, it is really pretty similar so far. Rooms are a bit more spacious, but it has not really had the time or the energy invested to make it a home yet. Still a lot of work left to do there.

MistakesWhereMadeForTheUmpteenthTime (Cosmic Plaything)
How are the noise levels? With all the machinery that goes into keeping folk alive up there I can't imagine that it's ever truly quiet.

Cas Robinson
#MistakesWhereMadeForTheUmpteenthTime (Cosmic Plaything)

Well, there is quiet and then there is quiet. A lot of the machinery gets to be background noise. Certainly nothing like you get on Enterprise.

Solan
#Cas Robinson Do you have anyone in Columbia who has experience mining in the Red Zones there? If there are then how is it compared to their previous life by replacing hell on Earth with the unfeeling void? Had a few stints there not something you want unless you're insane like ZOCOM.


Q2 2062 Results

Resources: 1125 + 125 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 2/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 59/60

Tiberium Spread
23.96 (+0.39) Blue Zone
0.04 (+0.00) Cyan Zone
0.27 (-0.39) Green Zone
23.11 (+0.65) Yellow Zone (94 points of mitigation)
52.62 (-0.65) Red Zone (80 points of mitigation)

Current Economic Issues:
Housing: +58 (23 population in low quality housing) (+1 high-quality housing per turn)
Energy: +35 (+4 in reserve)
Logistics: +10 (-2 from military activity)
Food: +17 (+24 backed reserve, +5 unbacked reserve) (-3 per turn from increasing population)
(Perennials: +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +20 (+2 per turn from Distributed Industrial Authority) (+188 in reserve)
STUs: +10
Consumer Goods: +117 (-5 from demand spike) (+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 +8 per turn)
Labor: +43 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-1 per turn from other government) (Net +2)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2535/3350)‌ ‌
Taxation Per Turn: +60
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌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 (25; 25; ; 0)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (9; 5; 20; 0)
Reclamation Party: 12 Seats (9; 3; 0; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(460;‌ ‌278;‌ 250;‌ ‌50)‌ ‌

Military‌ ‌Confidence‌
Ground‌ ‌Forces‌ ‌:‌ High ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌High
Space‌ ‌Force‌ ‌:‌ Decent ‌
Steel‌ ‌Talons:‌ ‌Low (Trending to Decent)
Navy:‌ Low ‌(Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 104 Consumer Goods points from the Treasury
Provide 40 Consumer Goods from Agriculture
Increase Income by 785
Increase Tiberium Processing limit by 920
Increase population in space by 19.25k
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn

Projects

Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 7 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Stealth Disruptor Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Preparation
Complete Gravitic Shipyard Bay

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan


Diplomacy
Negotiations have continued between GDI, Qinglian, Bintang, and the Bannerjees. While currently foundering on mutually incompatible red lines, neither side has walked out of negotiations yet; GDI is demanding verifiability, tonnage restrictions, and a relatively narrow view of civilian goods, while the representatives of the warlords look for guarantees of safety, and transit rights along the GDI controlled straits without needing an Initiative pilot and inspection.

Politics
While currently it is in the lull of the post reallocation period, it has been a time of personal scandal. While the personal lives and values of the politicians are relatively private, the breakdown of a pair of polyamorous relationships in the Developmentalist party has been a serious political drama, or as close as it gets in the Intiative's media environment.

Brotherhood of Nod
In the short, early June night, the moon black, as Gideon's Havana fortress slept, feet crunched over fallen palm fronds, a remnant of an age before as shadows slipped through the darkness. Towering over the city is one of Gideon's temples. Far from being the grandiose affair that Tampa once played host to, this is a much smaller and humbler complex, yet still a symbol of a man who liked the sound of his own voice, and desired a pulpit to preach from.

Havana had been reborn in the last fifty years, from the capital of yet another failed attempt at communism, to a headquarters of the Brotherhood of Nod. Airbases and port facilities ring the urban core, one of the few still beating hearts that allow Gideon to dominate the American south. While Cuba itself is not an industrial powerhouse by any serious metric, it is an entrepot. The last place where Gideon could import goods effectively unharried by GDI, and then carry them in smaller submarines to the Florida ports that he had come to rely on.

The team was small, a mere half dozen, who had snuck across the island from a landing on the southern side. Bypassing Gideon's outer defenses, they had found their way to the central space, and there, below the floor, Gideon's private quarters. Small, but luxurious, they were at the deepest part of the entire facility. The guards outside died quickly by all reports, and then Gideon himself, hauled out into the open, and executed, broadcast live, with a secondary team taking over the broadcast systems Gideon had installed.

Stahl's hold on North America is best thought of as tenuous and kinetic. Operating on a shoestring supply line of many of the same submarines that had been filling Gideon's ports before, they now carry supplies for Stahl's men. For the vassals, there were really only three options. Pledging loyalty to a new overlord, death, or retirement. A wave of leading figures decided that their time was better spent in quiet communion or at some isolated monastery pondering the meaning of the words of Kane, rather than trying to resist the takeover.


Military Priorities
  • Ground Forces
Looking at the next plan, Ground Forces expect to see a general drawdown in direct military investments, with focus shifting to ecological and economic development. With the Brotherhood weakened by war, it is time to focus on developing and iterating new technologies, pushing the material edge, rather than mass deployment of new technologies, especially given the crushing superiority demonstrated a mere year ago.
  • Steel Talons
The Steel Talons are looking to the future, with plasma weaponry and distributed fires being priority actions for them. While the Brotherhood of Nod is currently on the back foot, the Talons are envisioning a radically new way of war, focused on expanding Initiative expeditionary capabilities and leveraging industrial advantages.
  • 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
For the Navy, in preparation for Karachi, ship timelines are simply too long for a serious further expansion. However, the need for escorts will last long after the port is completed, with the near constant threat of Brotherhood air and missile attack from the subcontinent along massive portions of the proposed routes to any other blue zone. Continued work on area defense upgrades, and other programs to improve the availability of shipping will be a significant portion of what is needed not just for the invasion but a significant period afterwards.
  • Space Force
The discovery of Visitor remnants in the Jovians has radically reoriented the Space Force's desires. Preparing trans-orbital 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
At this time, ZOCOM sees no major operational freedom in the immediate future, between the losses incurred during the red zone offensives, and the need to train Ground Forces units in Zone Armor tactics. Currently, the problems are more meat than metal, meaning that while upgraded zone suits, and improved equipment are fundamentally useful, they are not an immediate solution to the command's problems.

[ ] Communal Blue Zone Arcologies (New)
While not a universal solution, communally structured arcology buildings will provide some degree of cheap to construct high quality housing for GDI populations. While it is not going to be universally popular, some groups are going to actually be happier built into their own small communal organizations, separated by a degree from the more atomized mainstream.
(progress 328/400: 15 resources per die, +6 High Quality Housing, +2 Consumer Goods, +1 Energy Reserve, -1 Energy) [67, 43, 56, 18]

Communal arcologies are in many ways fairly similar to the standard models. What they do to make themselves cheaper is centralize. Take water for example. In a high rise apartment building, pumping water to the highest floors requires massive arrays of expensive pumping equipment, and more expensive maintenance. By taking some of the most water expensive elements of cooking and cleaning, and moving them to not only central locations, but central locations down deep in the arcology, it dramatically reduces the overall need for water, especially on the upper floors, where average consumption is under ten liters per person a day, while concentrating the water intensive work on the lower floors, which are radically simpler to manage water systems for. When repeated across many of the other utilities of modern living, a communal style arcology can make substantial savings, while also giving people a small but noticeable increase in space, especially given that they can also increase the amount of open floor planning and unify the space allotted to each individual apartment.

Construction has gone relatively smoothly, with few major hiccups. While recruiting has started, there have been relatively few sign ups, especially due to the stratification of Initiative housing. Many of the people who live in houses that they would rather move out of simply don't have the mental and social qualifications for living in the kind of communal environment that is being created. Curation of the population appears to be a critical element in maintaining effective communal housing arrangements, rather than forcing populations into close quarters with little in the way of connecting principles, values, or lifestyle.

[ ] Blue Zone Apartment Complexes (Phase 10)
With many of the urban cores now furnished with pods of apartment buildings, expanding them will still be noticeably logistics expensive, but continue to provide additional housing and settlement spaces, leaving GDI in a strong position to fully claim the regions on a more permanent basis.
(Progress 201/160: 10 resources per die) (-3 Logistics, +6 High Quality Housing) [78]

This last round of apartment construction is complete, even with its stress on logistics as the new apartments are both further from existing industrial construction, and need significant construction of new amenities to support them. With the flow of refugees all but cut off, despite some last handful coming across the lines during Stahl's seizure of power in the American South, the goal has been to move major populations out of low quality housing. While the buildings will still be upkept, and there are going to be significant populations still living in the buildings for one reason or another, they are no longer housing a significant fraction of the Initiative population. Cheap or negative rents are a significant incentive for populations that either don't need much space, or simply prefer the location to available housing possibilities elsewhere.

Future programs are primarily going to be focused on the arcology model, especially with the revelations of just how bad the situation with subterranean tiberium has become. With outbreaks becoming ever more of a problem, disruptions in global and even regional logistics networks become a near inevitability, which makes growing urban areas problematic, especially with the potential for permanent disruptions to key nodes.

"I think I may have been put up in the most remote town in the world. I was told the rent at Petermann Fjord was cheap, and I expected something in BZ3 or BZ-15. Instead, I found my ticket punched to the far north of BZ-17, further north than Thule! There's nothing out here, nothing at all, except our little row of a single street of apartments and a road running along the cliff edge. Other than that, the only public amenities are a library and a train station."

[ ] U-Series Alloy Foundries (Phase 1) (New)
Large scale use of the STU alloys will affect not only structural work, but a substantial number of other projects, ranging from blades and cutting devices, to various forms of highly conductive wiring. These alloy foundries will be a substantial investment into the future of the Initiative, and a baseline to add additional metallurgical advancements to.
(Progress 600/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 116/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects) [94, 80, 97, 60, 47, 60, 45]

The alloy foundries are massive complexes, using some of the most advanced technologies known to man. While alloy is technically a simple mixing of elements, the U-series alloys require a substantial amount of interference and catalyzing to ensure proper crystal formation, among other features. Properly tempered and treated, U-0451 is a singularly good high tensile steel. Improperly however, and a test billet can be shattered into a thousand pieces by a single strike from a hammer. The same applies to every other line. The microstructures of the materials – often only visible under an electron microscope – fundamentally matter significantly.

It is also far more than just steel. While the vast majority is steel, there are a number of other alloys being produced on a small scale, such as lightweight titanium alloys. While none have the hardness of the steel alloys, they are also noticeably lighter, a significant advantage in areas like aerospace engineering, shipbuilding, and a wide variety of other fields.

The efforts made are a tiny fraction of the Initiative's total need, and are really only a small trickle compared to what is being used every day not just for building new materials, but also upkeep and maintenance. While most versions are incredibly corrosion-resistant, and noticeably tiberium-resistant (especially compared to their STU-free cousins) the overall problem is frankly that there is nowhere near enough production compared to the masses of material required every day for the Initiative to continue functioning. While the impacts overall are small, only about a four percent decrease in the amount of work needed on average, on the scale that the Initiative works at, that represents a significant amount of saved man hours and material.

[ ] 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 175/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer Goods, +4 Logistics) (+10 Political Support) [30]

Progress on electric vehicles has been noticeably slow. While progress has continued to be made, there have been a number of major stumbling blocks, with the most important being with maintaining a steady supply of electric motors in the correct specifications. While they are a standard part, they are not one in sufficient production currently, and the electric vehicle plants will require an increase in production of over one hundred percent.

Beyond that, there is the problem of driver certification. While there are plenty of people with certifications on various commercial and military vehicles, commonplace civil driver certification was last in existence about fifteen years ago. The simple fact of the matter is that large portions of the civilian population, even those few percent which would use these vehicles as personal transportation, have forgotten in many cases how to drive safely, and are running into problems recertifying due to a lack of vehicles. While this is a self fixing problem to some extent, it is not one that will resolve itself quickly.

Politically, personal vehicles represent a degree of symbolic freedom in much of the world. While few seriously consider owning one, and the costs that go with it, the opportunity is what makes it popular. The idea that one can, without putting in the effort to go through the much streamlined request processes to get a ticket on an Initiative train or potentially even a military flight, get in a car, and take off to parts unknown is in and of itself a freeing fantasy, despite only existing in any practical sense for a few short decades in the mid 20th century. Under most circumstances, putting in travel forms needs to be done 24-48 hours ahead of time, especially for long distance routes. Partially this is a holdover from periods where GDI's transit infrastructure was noticeably more irregular, partially, it is to ensure that schedules can be reshuffled without disrupting traffic too much, and part of it is a control mechanism for the overall state.

[ ] 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 offers options for long range specialist deliveries, as well as short ranged vertical delivery capacity. Recreationally, it is a regaining of personal flight.
(progress 244/190: 15 resources per die) (+8 Consumer Goods) (-1 Energy) [71, 91, 13]

The civilian ultralights do make use of the Brotherhood derived electroactive materials, but not as a structural element, unlike the wingsuits and glide packs that are entirely constructed of the material. This is for three simple reasons. A civilian ultralight is likely to be moving significantly faster, for significantly longer, and at significantly greater wing loading. None are particularly confidence inspiring in the structural capacity of the materials. Rather, they are used as a means of efficiently warping and reshaping the wings, offering significantly greater maneuverability, and, depending on the profile, improved performance at certain speed and altitude regimes.

While the aircraft are universally significantly larger and heavier than most previous regimes of ultralight aircraft, primarily due to the need to carry the life support augmentations for a specialized environmental suit, they are simple in design – mostly biplane designs, with a skeletonized tail, a single motor, and (on most designs) a twin prop pusher, primarily to increase maneuverability at low speeds, and to make them harder to modify into high performance units.

There is significant civilian demand for practical uses of the machines. However, one of the first users is actually going to be the Tiberium department, which has placed an order for several thousand units, primarily to serve in survey roles. While much of the work can be handled by satellites and drones, rough terrain, and other features can actually conceal Tiberium outbreaks, and with speed of response being critical, the department wants to be able to put people up anywhere in the world with minimum warnings, and maintain regular patrols in areas like the gullies of Georgia, or the backwater wilds of scandinavia.

[ ] Artificial Wood Furniture Plants (New)
Wooden furniture was at one point a commonplace feature of homes and kitchens, yet decades of war and the ravages of Tiberium have left only carefully guarded antiques and a handful of examples of once common products. While the artificial wood incorporated in these new pieces is only as strong as cheap particle board, replicas of 20th century furniture made with these materials will still be in high demand as ways to demonstrate one's wealth and power, given the extremely high demand for wood.
(Progress 33/100: 10 resources per die) (+4 Consumer Goods) [10]

Artificial wood furniture has run into a number of significant issues, most noticeably with the design. While most natural wood furniture is relatively skeletonized, a combination of attempting to keep weight down, while also working within the confines of the shapes and sizes that natural wood draws on, this makes artificial wood mimics simply too fragile, with multiple breaking at several points when used as test seats. While some of the elements, like picture frames are coming along without too many difficulties, larger pieces are still something of a work in progress.

Another issue that has arisen is the tooling. Take a band saw as a unit of measure. For metal, there is a need for many smaller teeth, while for wood, the band needs to have larger teeth. And GDI simply does not make all that many bands of the proper type. Beyond that, there are also the glues and resins designed to hold pieces of wood together. While the processes used to make the artificial woods mean that these are less needed, as the pressings can make single pieces where traditional wood-shaping would use several, it is not perfect, and most pieces do need to be set and sanded before completion.

[ ] Home Robotics Development (New)
While robots in the home are far from a new thing, with the Electrolux Trilobite, the first robotic vacuum cleaner, releasing only a year after the fall of Tiberium to earth, and home mechanization being far older than that, development has in many ways stalled out. While some smart home systems have proliferated, many more failed, as they were in most cases curiosities rather than something intended to practically improve home life. Taking a hard look at home robotics, there is significant potential for new and exciting ways to make life easier for large sections of the initiative population.
(Progress 70/60: 10 resources per die) [42]

While not quite taking the early 21st century idea of the smart home to its reasonable, or unreasonable conclusions, advances in robotics technology are in many cases relatively simple transfers from other fields, most notably hospitals and military bases. The biggest problems are actually in adapting them to home use. Effectively every GDI hospital is essentially different arrangements of the same set of buildings, and extensively marked. For rough navigation, it is as simple as loading in the right map, and from there, letting the robot follow the indicators laid on the floor and walls. In a family home however, it is a very different matter. Even in the most cookie cutter apartments, there are noticeable differences in internal layout. One family may have arranged a room to focus on a screen or a window, while another may have put things into a rough ring to allow for better interaction, or built around a table. Making robots that can effectively navigate these often chaotic environments, without the standardization that a more institutional setting can provide is in and of itself a challenge, but one that can be understood and overcome.

Beyond the challenges of mobile robotics, there are stationeries, such as autofridges and autofreezers, where the food is stored in standardized bins, and a series of conveyors can present requested foodstuffs quickly, allowing for much deeper and more importantly more preserving fridges and freezers. With a standard upright freezer, the cold air tends to fall out of the front every time it is opened, leading to significant swings in temperature, leading to much quicker food spoilage than is possible with an autofridge that keeps the vast majority of the cold air inside the unit at all times. Similarly, automation of ovens, cooktops, and similar are certainly possible, although there are still noticeable debates over how much of the automation is actually useful and viable.

When it comes to integrating robotics into the home of the available housing pools, it is actually easiest to integrate them into the immediate post war housing blocks, built to an extremely standardized pattern, with little space given to reconfigurable areas. While people still manage to make them more homey, there are significant amounts of fixed areas, where a robot can manage without a significant array of expensive sensors and processing units. The worst are actually the duplex homes, which, while not huge by pre-tiberium standards, have substantial amounts of reconfigurable space, making mobility around the rooms noticeably more difficult.

Looking into the future, the biggest area where further practical development is needed is actually with human interaction robotics, ranging from nurse units, designed to engage with babies and provide general care in assistance of a mother, to elderly assistance robots, which, in many cases, are likely to be more needed, especially with an Initiative population significantly below replacement rates.

[ ] 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. (Plant Genetics)
(Progress 430/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice) (Will Complete Q4 2062) [40, 9]

Completing the Wadmalaw Kudzu plantations has run into a number of complicating factors. While none of them are particularly significant, they do range from Brotherhood infiltration, to hacking attempts, to a failure of containment in multiple experimental crops, leading to a significant amount of crops needing to be destroyed. The Brotherhood introduced an experimental prion based bioweapon to the crops, turning them into a serious threat to any human that consumes them. While the prion itself is relatively harmless to the plant, it would produce lead like effects, and in the macrodoses that the kudzu produced, would be near instantly and surely lethal if ingested.


"Listen, I need you to go down to the vehicle bay, Harls, I need you to get that flame tank that they captured. I need you to fuel it up, drive it over to bay 12, and I need you to light that sucker up. Yes, I know I called the Bay 12 plants my babies hon, just do it. They really didn't like whatever bioweapon the NOD infiltration team released into the fertilizer system. No wait, the other thing. They like it too much. That's why the NOD team are dead.
...
Harleen, if you don't burn that bay, I'm gonna have to cancel our date."
-Doctor P. Isley, containing a prion-bioweapon outbreak.

[ ] 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 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) [15, 69]

The new build aquaponics bays, rather than entirely focusing on producing bulk calories or nutritionally complete meals for humans, are instead far more focused towards dual use crops for the vast array of animals that GDI expects to raise in the near future. Take, for example, the sunflower. While for humans it is a nice snack, and a good source of cooking oils, for animals, especially cattle and chickens, it is a very useful means of providing large amounts of protein in their diets, and serving as a relatively dense food source, especially compared to trying to feed them various human foods as had been done previously. Similar can be said of soy, cottonseed, and other seed-bearing dual use crops, but many of those either do not take well to aquaponic conditions, or are already in such broad use (like soy) that their growth is effectively unremarkable.

While there have been proposals to grow alfalfa, hay, or other such crops in large bulk, there are significant problems with the proposal, most notably the sheer amount of space required. Even though many of them are relatively fast growing, they still require a substantial amount of room in aquaponics bays due to the lack of energy density and the need for drying after harvest.

[ ] 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. (Plant Genetics)
(Progress 69/50: 20 resources per die) [31]

Poultices are some of the oldest known medicines, with many of the earliest ones being little more than a warm, wet mass to apply pressure to a wound, or help relieve aches and pains. However, modern versions are primarily a means of passing medicine into the system, a combination of topical antiseptic, coagulants, and painkillers. The poulticeplant is an attempt to take that core idea, and build it all into a single plant, rather than needing to be compounded in a sterile environment, and then remain sealed until use.

As one of Dr. Bora's first projects with the Initiative, it was a chance for him to demonstrate his skills, and he has substantially succeeded, producing a fast growing, easy to care for plant, that can be turned into useful medicine with nothing more than a blender and some clean water. (distilled is preferable, but nearly anything works, so long as it has even basic filtration applied)

[ ] 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 195/195: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 195/195: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 60/195: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods) [51, 7, 9, 63, 40, 47]
Income 2d3: [2, 2] = +60 RpT

Surging resources into the vein mines has been the Treasury's solution to the need for slack in ZOCOM's forward formations. With many located deep in the blue zones, they simply do not need nearly as much in the way of security, especially with how few entrances there are. While the vast majority of the security can be trusted to Home Guard and Initiative security, due to their strategic nature, some units from InOps or the military are going to be needed as quick response forces for political reasons if nothing else.

Politically, the vein mines are not particularly complicated. While the results are noticeably worrying, the overall response is that it is at least better to know than to suspect. While they do have some problems in terms of tailings, as not even sonics can fully disrupt tiberium all the way through the tons of rock being dug up, and the need to put those tailings somewhere that won't leach into the groundwater too badly, it is more of a concern for observation and ecological study groups, rather than a problem for the treasury to concern itself over. And with the tailings mostly going into pre-designated pooling sites, they can effectively be turned into Tiberium farms – by simply waiting for the crystal to overtake a particular load, and then harvesting it.

In terms of overall conditions underground, it is, in a word, bad. In the last three months, there have been four major collapses, and sixteen minor ones, with significant parts of the mine shafts being cut off from the surface. While the mines are very heavily automated, with each individual having a full suite of life support systems whenever they are down in the mines, there have been over twenty people killed during the initial digs. A significant part of this is Tiberium outbreaks, and Tiberium undermining, where a given crystal vein compromises part of the structural reinforcements in and around the shafts of the vein mines.

[ ] 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 173/160: 20 resources per die) [84, 3]

When it comes to improving the Hewlett-Gardener process and making it produce more stable transuranic materials, much of the problem is not in the actual transformation of the Tiberium, but in the separation of stable materials from their unstable cousins efficiently, especially for the lower end of the spectrum. With Elerium for example, it is relatively simple to get, as the normal form – Moscovium – in its most stable isotope has a half life of merely 0.65 seconds, degrading fast enough that simply isolating it and then reprocessing can allow for a significant amount of material to be procured. On the other hand, Uranium is significantly more problematic, as its primary outputs have both uses of their own, and a decay rate measured in years.

Beyond that there are the problems on the Tiberium end. The Brotherhood has been experimenting with arrays of repulsorplates to manipulate the Tiberium as it is refining, creating vortices and high density masses that seem to produce marginally more STUs. While for the Brotherhood, this is a safety mechanism as opposed to standard APK process approaches, that can be both notoriously volatile and have a number of pressurized containers to produce the large quantities of STUs that the Brotherhood has come to rely on. Adapting the methods are going to be substantially less efficient currently with the limits of GDI's gravitic manipulation technologies, but as progress is made there, much greater efficiencies can be achieved.

[ ] GDSS Columbia (Phase 1) (Updated)
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, but any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 65/65: 20 resources per die) (5 Political Support)
(Progress 135/135: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 275/275: 20 resources per die) (.5k Permanent residents) (+1 available Bay) (8 Political Support)
(Progress 138/555: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support) [47, 37, 24, 92, 59, 20, 68]

Work on the Columbia has been incredibly rapid. Around the clock, the Enterprise's forges have burned, while a constant drumbeat of launches from GDI spaceports. From ground to the heavens, contrails have been a near constant presence, and the vapors of the launches have meant that some settlements see near constant artificial rain as condensation falls from the sky. But the work actually began in many cases nearly a decade ago. Columbia had, for as long as it was conceptualized, been the great shining beacon of hope for humanity.

A key element of preparation has been Project Trailblazer. A secret program – as much as anything with thousands of civilians involved can be called secret, intended to prepare a first wave of candidates for space habitation, it has finally at long last been activated. Many have already passed out of the program, waiting for funding to be available to build the stations.

For most among Project Trailblazer, the last decade had been mostly a series of fun games. Learning the ins and outs of spaceborne living in a safe environment, and learning a wide array of science, technology, engineering and mathematics skills.

In terms of impact however, it has not had the hoped for effects. While part of this may be a matter of time. It is simply not apparently as exciting as many have hoped for. While Starbound affiliated families have been seeing fertility specialists more often, that is the sum of the actual impact so far.

"When you walk the halls of Columbia, it is austere, sterile. A thing of bare walls and brightly lit hallways. The marks of construction work are everywhere. Rushed welds, hammer marks, rivets, and sharp edges. It may be a house, but it has not yet become a home. Our trailblazers, those first brave people to take the steps into space, must not only overcome the difficulties of a new and hostile environment, but take that and make it their own."

[ ] GDSS Shala (Phase 1) (Updated)
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 65/65: 20 resources per die) (5 Political Support)
(Progress 50/135: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support) [17, 60]

Shala has been a fundamentally lower priority project, but one that has made substantial progress. Currently it is a snowflake in space, a nearly flat plane, with hallways to be skeletonized out across a rough circle nearly a kilometer across. While only the very core has begun to be prepared for human habitation, the first bays standing ready for pressurization, and the biocycler hookups standing ready for algae pods to be slotted in for producing oxygen, it is a substantial feat, with the vast majority of the remaining work being simply hauling water up the gravity well in massive quantities. Even at maximal efficiency, it requires a large starting stockpile of water to begin grow operations. Beyond that there are all the other materials needed in much smaller quantities: carbon, nitrogen, phosphates and all of the other elements that allow plants to grow. While these can be found relatively simply, either through processing biomatter, or from Tiberium conversion, it is a serious question for the long term desire to colonize space.

[ ] 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 85/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 109/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites) [21, 75]
Income 2d2: [2, 1] = +25 R

The last stages of cleaning up the orbitals is as much about ensuring sustainable cleanup as it is anything else. While far less dramatic than the vast swarms of debris from the Philadelphia, or the remnants of decades of satellite launches, GDI's attempts to colonize space are fundamentally dirty. Every fusion ship leaves a trail of water molecules that agglomerate and form into ice. Every bolt lost and every chip of paint represents an orbital hazard. While space is mostly empty, as GDI prepares for the long term there has to be a sustainable way to manage the problem. Magnetic and more recently developed gravitic nets are certainly a part of the solution, as are the gravitic drive systems that leave much less in the way of trails of ejecta. But as a whole, space debris is a problem that is going to continue to have to be solved in the long run.

However, at the same time, the near-Earth orbitals are cleaner than they have been since before the Apollo program. Old satellites have been either scrapped or sent to museums. Fragments of the old Philadelphia and Ion Cannons sent to a thousand memorials, or churned into a brighter future. The detritus of the old world converted into the homes of a new one.

[ ] Gene Clinics
While operations are going to be relatively cheap, and the fundamentals are simple, opening a tranche of dedicated gene clinics within the medical system will speed gene therapy rollout, and act as preparation for both the cosmetic and practical gene editing that will come in the future.
(Progress 138/120: 10 resources per die) (-1 Labor) [13]

A safe, reliable, effective genetic therapy is a bit more complicated than any vaccine. Making it safe, reliable, and universal is a step beyond that. For much of the history of genetic editing, the options were simple. Keep to areas where the immune system is effectively inactive like the eyes, use massive doses of immunosuppressants, or kill patients. That has changed.

Most of the work this quarter has been basic. Finding the resources to make genetic treatments available to the masses. While most are still noticeably short staffed, they are opening up more services by the day. While there are still noticeable safety concerns over the long term consequences of human genetic engineering, the limited pace of deployment and limited goals has allayed some fears of attempts to create genetically engineered superpeople, among other fears. On the other side of the discussion however, groups lobbying the research and development of treatments for life threatening or severely debilitating genetic diseases have accused the opposition of slowing down the roll-out towards the finishing line, as in some cases weeks or months can be the difference between life or death for those afflicted by muscles atrophy or Huntington's disease.

Looking into the future, the projects are going to be a combination of cosmetic and practical. While cat ears, functional and otherwise may not do much to aid in humanity's survival, the idea has some noticeable appeal for many. Similarly, on the more practical side, there are proposals to work on various forms of regenerative and reconstructive technologies, leading towards a greater ability to heal people without leaving scar tissue.

[ ] Kamisuwa Optical Laboratories
While the Model 2061 ocular implants are functional, they are clunky, obviously cybernetic, and highly invasive. However, building a longer term set of specialized laboratories in Nagoya Prefecture will be the first step towards building optical implants that are less invasive and more functional.
(Progress 79/250: 20 resources per die) (-2 Labor, -2 Energy) [4, 13]

An optical laboratory begins with a simple bed of concrete. Like most things, it is a foundation, sharing its nature with a thousand other buildings. But this one is special. It will grow to house some of the most precise machines on earth. In an eye, the cornea is a mere five to seven cells thick, approximately fifty micrometers, or about three of the finest hairs on record. Those cells are one part of a machine to create vision. One that can fit inside a human skull, provide information that can be interpolated by a mass of fat and neurons the size of a grapefruit, and provide around a hundred degrees of peripheral vision, and refocus anywhere from a few centimeters in front of it, to the horizon tens of kilometers off. To call the task daunting would be a dramatic understatement.

The mere laying of concrete will not do. Seismic events are common in Japan, and much of this quarter's effort went into surveying fault lines, searching for alternate sites, and ultimately, designing a new foundation. This is no mere 'bed' of concrete, but instead a three-layer cake of seismic dampers that ensure that the laboratories will be in effect permanently suspended.

[ ] Ocular Implant Deployment
While there are not currently long waiting lists for the new Model 2061 ocular implants, they are still going to be useful as a stopgap between no implants and better ones. With the Initiative working against neuroplasticity, and the need to keep exercising the parts of the brain that deal with vision, small scale production will help the currently blinded keep those parts of the brain functional, rather than having it reallocated to other senses.
(Progress 201/200: 25 resources per die) (+1 Labor, -1 Health) [34, Natural 100]

The Initiative always expected backlash from its work on cybernetic eyesight. The scars of CABAL, of the Marked, of Brotherhood cybernetic agents run deep. Beyond that, the helmets themselves are far from perfect. Invasive, scarring, deeply problematic, with a tendency to cause seizures if not properly calibrated, the current generation of implants are very much an absolutely minimum viable product. The thing is that while the first wave of recipients were few and far between, the social backlash has simply not appeared. While there is still likely some level of conscious or unconscious bias, things like complaints to the labor bureaus have, to this point not had a single complaint over a firing due to cybernetics, and no actionable complaint of hiring discrimination.

Looking longer term, there are noticeable problems with the system as implemented. To begin with there are the bolts that will hold the helmet in place, permanently affixed to the skull. Beyond that, the helmets are potentially very problematic for the neck muscles. There are also the long term implications of chronic use of neurohelmets. While Firehawk pilots have been using them for years, the average Firehawk pilot only gets a few hundred hours of active flight time out of the eight thousand, seven hundred and sixty in the year, with the rest of the time allowing their brain to rest. Many, if not nearly all of the recipients are likely to be spending thousands of hours in the helmets, potentially not even taking it off to sleep regularly.

[ ] 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 200/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 89/200: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete) [8, 79]

Some of the first serious deliveries of railgun rounds have begun to be made. So far most of the rounds have been expended in training exercises, with, for example the high explosive rounds offering a very different ballistic trajectory, being both lighter than the fluted dart, and offering significantly more air resistance. Beyond that, it has given tank crews much more of a reason to use the power dials on their vehicles, rather than simply firing at maximum power under nearly all circumstances (to the point where one of the common field modifications was putting a box around the controls so that they could not be accidentally tweaked.) However, some portion of the rounds are already being held back, with about one in twenty being stockpiled in bases around the Indian ocean.

[ ] 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.
(46/40: 15 resources per die) [11]

The Stealth Disruptor is designed to create destructive interference with the Brotherhood of Nod's stealth fields. While the description is simple, the execution is anything but. Effectively, it is a multispectral active sensor array, using a combination of radio, infrared, and other forms of active projector to disable and disrupt Brotherhood stealth systems.

While all Brotherhood systems are based on essentially the same lineage, when trying to disrupt them, they actually need a decent range of harmonics options, especially if the goal is to damage the stealth field generators that are being used. And here, the precise nature of the generators is problematic. Take, for example, Mehretu and Stahl. Mehretu's version is designed to deal with significantly higher ambient temperatures, while Stahl's is far more cold-resistant, and has been seen operating in subzero temperature ranges that would make even most stealth tanks show up like brilliant pinpricks on GDI sensors. The differences mean that a different combination of attack vectors are required to disrupt the stealth field that surrounds the target vehicles.

The base of the design is simple enough, as with most other things, cutting open a Guardian APC and using the crew compartment as open space for installing equipment is a practical starting point. The biggest external difference is on the top of the vehicle, a combination of mobile, fixed, stealth sensor, and a folding down pannable dish for the disruptor. While able to detect Brotherhood stealth units on the move, the vehicle will have to be stationary while using its disruptor. While there were proposals for a fixed version, the problem is that the unit only has a maximally effective range of under a kilometer, with the infrared portions of the system beginning to lose effectiveness due to the atmosphere.

[ ] Ground Forces Zone Armor (Set 1) (Phase 3) (Very High Priority)
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. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
New Sevastopol (Progress 180/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Tokyo (Progress 155/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete) [53, 75]

The overall program is still going poorly, even as GDI forces drive deep into the Red Zones, losses have remained far beyond replacement rates, with ZOCOM training cadres stretched to their limits drilling new troops while the existing forces bleed white on the front lines. In many cases, training has been curtailed to reorient those assets towards training more ZOCOM recruits, and getting them into the Red Zones as quickly as possible.

Similarly, the disputes on organization have continued, with the rank and file caught between two doctrines. While the debate over maintenance and upkeep continues, a new front has opened, with the return of tank desant as a proposal. Essentially, rather than needing large formations of APCs, Initiative Ground Forces have proposed new armored infantry formations riding tanks into battle, before dismounting and providing high speed support as the heavy spearhead slams into the enemy.

[ ] 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 110/30: 10 resources per die) [75]

In the decades leading towards the foundation of the Global Defense Initiative the American military was once again looking for a new rifle. Amid the goals was an attempt to find a technological solution to the problems of poor marksmanship under combat conditions. This would lead to a wide array of weapons, ranging from hyperburst weapons like the G11, to extremely high velocity weapons like the Steyr ACR, which fired bursts at such a high velocity so as to nearly eliminate the need for offsetts at practical combat ranges. But the one that is the most important here is actually the Objective Individual Combat Weapon. A combination of a grenade launcher and an assault rifle, it used a sizable computerized sight to attempt to create airbursts from that grenade launcher over enemy positions, while retaining a standard rifle as a personal defense weapon integrated into the system.

This work all died off as GDI standardized around conventional arms and ultimately the Cobretti Raptor, seeing a need for deep magazines and sustained automatic fire, and the need for a weapon simple enough to produce and equip forces of wildly varying levels of professionalism after the First Tiberium War.

In the modern day however, the design has risen once more from the grave, although from a very different direction. Rather than wanting to give soldiers a grenade launcher for its ability to reduce the need for accuracy, it is the ability of the grenade launcher to load armor piercing rounds that is the key element. A weapon that can fight the heavy Afancs, Zone Armor, and other heavy systems, without breaking the user. A 20mm autocannon or heavy rifle can punch through without significant issues, but runs into problems of being thirty to fifty kilograms as a starting point, rather than something that can be fired from the shoulder.

But there is also room for something that weighs considerably more, as the GD-M3 has shown. Building machine guns to match new rifle ammunition is an old tradition, almost as old as machine guns and smokeless powder. The issuing of the GD-3 certification at a time when many infantry are expecting to move into power armor creates a need for a power-armor sized weapon. The -M3 is exactly that weapon, being encased and ruggedized for use by power armor, but retaining the same core mechanisms as it's smaller cousin. Where it is superior is sustained fire, ammo capacity, and rapid selection of alternate ammo.

[ ] Modular Rapid Assembly System Prototypes (Tech) (High Priority)
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 171/125: 20 resources per die) [80]

While none of the three systems have passed their tests with what could be termed flying colors, all have seen significant revision in the past three months and are at least minimally functional.

The Chicago team has focused primarily on mobile organic repair capacity. While still slow and limited, their pass through system has been successfully demonstrated under field conditions, with units south of Chicago being used as test cases as they rotated off the front lines, passed their armored complements through the test crawlers, and then had them checked again by qualified technicians and engineers for faults. While still noticeably slow-working – under half the pace of a fully featured maintenance depot – it is still a maintenance depot that can effectively keep up with advancing forces, at least for the first few hundred kilometers. However, the problems of range and flexibility are still quite distinct, and cannot really be resolved without significant further development away from the MARV baseline. Building a MARV Mark II is one potential outcome of this program, but as things stand, it is an interesting, if not entirely useful, course of events.

The Oslo program has been slower, focusing as much on the platform to be moved as it has the chassis doing the moving. With a more modest set of capabilities than the Chicago team, Oslo has been constantly asked a simple question: Why not use an MCV? In the end, 'go-anywhere' has become the watchword, and as one might expect for the Steel Talons, this has been done with a series of legged mecha that push up right to the very limits and in some cases overload what the design paradigm can bear. Thus, every addition to the cargo to be carried must be carefully weight-balanced and assessed for its utility.

The Seoul program has run into significant issues, primarily with the engines. The Orca command vehicles of the Second Tiberium War ran their engines hot and hard, and even the ones that did get preserved have massive problems, between engine components cracking, and the simple fact that nobody in the Initiative makes those specific parts anymore. The team has stripped every boneyard and storehouse in the circum-Pacific for Orca command vehicle engine components, and has still often been coming up short, leaving the system running well behind schedule. One experimental flight however, has garnered ample interest from the Air and Space force for continued testing, though the Steel Talons are trying to keep the project in house for the moment.

[ ] Security Reviews (Agriculture)
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) (197) [55, 86]

When it comes to agriculture, one of the biggest infiltrators is not so much the Brotherhood, (although there are noticeable traces that Initiative investigators believe to be Brotherhood agents and patsies who have since been pulled out) but rather the various private businesses. Nearly every grain of wheat, corn or rice comes out of the Initiative's field after field of aquaponic farms. Beyond that, while some crops are beginning to come out of private hands, most of these are more in line with cash crops than food. For example, cotton has begun to be grown by a relatively small handful of companies. On the other hand, it will be years before most varieties of berries come from anywhere besides the Global Defense Initiative itself.

One of the more interesting, if not precisely threatening groups trying to gain privileged access to the Agriculture department's information is actually recipe writers, test kitchens, and chefs. All of whom want access to both information on which projects the Initiative is actively funding towards public use, but also keeping tabs on projects that are not yet ready, like the fast growing and nutritious quillar, and more importantly to many, various projects aiming towards lab grown meat. While Entari for example is now a generally well known product, the chefs and recipe writers who got their hands on it first had a usually small, but very significant edge on their competitors, unleashing a swarm of recipes for mock chicken, mock duck, and even mock steak using the product.

[ ] Security Reviews (Military)
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) (52) [24]

The military, on the other hand, has been a chronic target of Brotherhood infiltration. While currently little appears to be actively stolen, (although there are a couple of notable exceptions, such as over a square kilometer of electroactive fabric,) much of the infiltration is actually focused on the Initiative's research projects. In some cases, it is simply keeping an eye on what is being produced, especially from the Steel Talons, or stealing samples, such as the Initiative's various energy shield programs.
While getting access to the programs themselves is difficult, they have to interface significantly with the rest of the Initiative logistical system, and, for example, there are very few processes that take large amounts of gallium nitride outside of sensors and communications work. There are similar compounds across the system that make actually hiding projects difficult, and much of it passes through central clearinghouses, where a simple private can, without too much effort correlate routing numbers and delivery codes. While InOps has maintained a near constant presence at such sites, even their argusian eyes cannot see everything, and in some ways, the practices of a spy make them better at such jobs.
While a number of agents have been caught, InOps believes there are still more in place, with their heads firmly down. While another sweep is unlikely to catch many if any, giving some time may well be enough to get some of the agents to poke their heads out again.
 
Last edited:
Q3 2062
Q3 2062

Resources: 1125 + 125 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 2/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 59/60

Tiberium Spread
23.96 (+0.39) Blue Zone
0.04 (+0.00) Cyan Zone
0.27 (-0.39) Green Zone
23.11 (-0.65) Yellow Zone (94 points of mitigation)
52.62 (+0.65) Red Zone (80 points of mitigation)

Current Economic Issues:
Housing: +58 (23 population in low quality housing) (+1 high-quality housing per turn)
Energy: +35 (+4 in reserve)
Logistics: +10 (-2 from military activity)
Food: +17 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +20 (+2 per turn from Distributed Industrial Authority) (+208 in reserve)
STUs: +10
Consumer Goods: +117 (-5 from demand spike) (+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 +8 per turn)
Labor: +43 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-1 per turn from other government) (Net +2)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2535/3350)‌ ‌
Taxation Per Turn: +60
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌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 (25; 25; ; 0)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (9; 5; 20; 0)
Reclamation Party: 12 Seats (9; 3; 0; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(460;‌ ‌278;‌ 250;‌ ‌50)‌ ‌

Military‌ ‌Confidence‌
Ground‌ ‌Forces‌ ‌:‌ High ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌High
Space‌ ‌Force‌ ‌:‌ Decent ‌
Steel‌ ‌Talons:‌ ‌Low (Trending to Decent)
Navy:‌ Low ‌(Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 104 Consumer Goods points from the Treasury
Provide 40 Consumer Goods from Agriculture
Increase Income by 785
Increase Tiberium Processing limit by 920
Increase population in space by 19.25k
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn

Projects

Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 7 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Complete Gravitic Shipyard Bay

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan


Infrastructure (5 dice +36 bonus)

[ ] 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 1/570: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] Yellow Zone Fortress Towns (Phase 7)
The last pair of Fortress Town waves will focus heavily on preparing a more rigid defensive line, although one that is in many cases tens or hundreds of kilometers deep. Positioned to dominate the surrounding areas, these towns are intended to provide the base for future bands of defensive fortifications.
(Supports Green Zone Intensification)
(Progress 93/290: 20 resources per die) (+4 Housing)
(Progress 0/285: 20 resources per die) (+4 Housing)

[ ] Lesser Blue Zone Arcologies (Phase 1)
Built on the pattern of the older style Yellow Zone arcologies, lesser arcologies, designed with practicality rather than luxury in mind will both reduce the number of vehicles on the road, and move more of the Initiative's population into more self sustaining buildings, with inbuilt energy banks and CRP facilities to allow them to go off the grid for days or weeks.
(Progress 0/160: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve)

[ ] Communal Blue Zone Arcologies
While not a universal solution, communally structured arcology buildings will provide some degree of cheap to construct high quality housing for GDI populations. While it is not going to be universally popular, some groups are going to actually be happier built into their own small communal organizations, separated by a degree from the more atomized mainstream.
(Progress 328/395: 15 resources per die, +6 High Quality Housing, +2 Consumer Goods, +1 Energy Reserve, -1 Energy)

[ ] 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 39/310: 15 resources per die) (+4 Logistics)
(Progress 0/310: 15 resources per die) (+4 Logistics)
(Progress 0/310: 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 22/240: 25 resources per die) (+5 Logistics)
(Progress 0/190: 25 resources per die) (+8 Logistics)

[ ] Urban Metros (Phase 4)
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 buses and trucks as well, especially as the manufacturing base spreads beyond the industries that can be healthily colocated with human habitation.
(Progress 0/145: 15 resources per die) (+3 Logistics, -2 Energy)

[ ] Chicago Planned City (Phase 5)
With a final push towards completing the planned city, Chicago will be a crowning jewel, and a significant step towards pushing a hole through the North American red zone. Once a dream, now made manifest through the sacrifice of so many brave men and women. Chicago is one of ZOCOM's base camps, a center of industry, and a beating heart to build the network of civilization around.
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 52/1050: 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 0/60: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/125: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/245: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/495: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/990: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)

[ ] Emergency Caloric Reclamation Processor Installations (Phase 2)
With a first wave of Caloric Reclamation Processors built and deployed, a second wave will not be too difficult. However, it is likely to result in political pushback, especially without further expansions to strategic food stockpiles.
(Progress 31/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)

[ ] Postwar Housing Refits (Phase 1)
The housing built immediately postwar is generally considered to be of low quality and simply not up to the overall standards of the Initiative. Rebuilding them to be livable rather than merely inhabitable is possible, but requires substantial reworking of the floorplan and facilities to provide the required space needed to meet standards.
(Progress 0/190: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/190: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/190: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (6 dice +33 bonus)

[ ] U-Series Alloy Foundries (Phase 2)
Large scale use of the STU alloys will affect not only structural work, but a substantial number of other projects, ranging from blades and cutting devices, to various forms of highly conductive wiring. These alloy foundries will be a substantial investment into the future of the Initiative, and a baseline to add additional metallurgical advancements to. Demand for these materials is nearly universal, and expanding existing production of them is the best means to satisfy it.
(Progress 116/575: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)

[ ] Continuous Cycle Fusion Plants (Phase 10)
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 0/285: 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 36/2280: 15 resources per die) (+33 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)

[ ] Aberdeen Isolinear Fabricator (Phase 1)
A large scale practical fabricator in Aberdeen is a first step towards large scale conversion from conventional to isolinear computing. While most computing purposes do not need anywhere near the sheer power that isolinear can deploy at human usable scales, there are quite a number that do, and in any case, even slivers of isolinear provide serious power.
(Progress 0/115: 30 resources per die)
(Progress 0/230: 30 resources per die) (+8 Capital Goods, -2 Energy)
(Progress 0/455: 30 resources per die) (+16 Capital goods, -4 Energy)

[ ] 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 143/1145: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2280: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhood's 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 175/295: 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)

[ ] Second Generation Repulsorplate Development (Tech) (New)
While the first generation plates work, they are fundamentally less than useful in the overall scheme of things. Too inefficient, too power intensive, too fragile. However, the program has proven useful, with serious field testing operating in parallel with continued laboratory work, and it appears likely that it is possible to build significantly more effective repulsorplates in the near future.
(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.
(+4 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)

Light and Chemical Industry (5 dice +23 bonus)

[ ] 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 50/1220: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)

[ ] Bergen Superconductor Foundry (Phase 4)
Scaling up production once more will find its way into a wide array of products, ranging from the ordinary to ones that most people will never see in their lives. Particle accelerators, fusion plants, network interchanges, cogeneration facilities, and a wide array of other elements will be significantly improved by more widespread availability of superconductors.
(Progress 65/725: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1445: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Carbon Nanotube Foundry Expansions
While making longer carbon nanotubes is still difficult,manufacturing substantially more carbon nanotubes is relatively easy and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/285: 20 resources per die) (+4 Capital Goods)

[ ] Artificial Wood Furniture Plants
Wooden furniture was at one point a commonplace feature of homes and kitchens, yet decades of war and the ravages of Tiberium have left only carefully guarded antiques and a handful of examples of once common products. While the artificial wood incorporated in these new pieces is only as strong as cheap particle board, replicas of 20th century furniture made with these materials will still be in high demand as ways to demonstrate one's wealth and power, given the extremely high demand for wood.
(Progress 33/95: 10 resources per die) (+4 Consumer Goods)

[ ] Home Robotics Factories (New)
While most of the designs are already in production, bringing them to the masses rather than keeping them for the Initiative proper's use will require a substantial number of new factories, and expansions to already existing facilities.
(Progress 0/145: 15 resources per die) (-1 Energy, -1 Capital Goods, +4 Consumer Goods, +1 Labor)

[ ] Department of Distributed Manufacturers
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 (6 dice +28 bonus)

[ ] Reforestation Campaign Preparations (Phase 1) (New)
While actively regreening the world is certainly premature, between the continued expansion of Tiberium underground and the continued war with the Brotherhood of Nod, some efforts can be taken immediately to stabilize vast amounts of now-barren land reclaimed from Tiberium and begin the long march towards rebuilding functional soils.
(Progress 0/880: 5 resources per die)
(Progress 0/880: 5 resources per die)
(Progress 0/880: 5 resources per die)

[ ] 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 26/245: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 6) (Updated)
Building more aquaponics bays at this point will do little to increase food diversity, instead building up a backlog of dual purpose crops tentatively earmarked for livestock feed.
(Progress 18/135: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/135: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/135: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)

[ ] Vertical Farming Projects (Stage 3)
A third wave of facilities – still focused on GDI's secondary cities – will see broad-scale development of additional meat and egg production, but also a selection of consumer and core crops. While the program overall will continue to be expensive, it is a way to increase most significant indicators.
(Progress 74/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)

[ ] Dairy Ranches (Phase 1)
While meat is a key status symbol for many, the sustainable option is actually focusing more heavily on dairy, offering up a suite of cheeses and other milk products that can provide additional protein and significantly expand dietary diversity.
(Progress 0/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 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. (Plant Genetics)
(Progress 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)
(Progress 0/195: 15 resources per die) (+1 Capital Goods)
(Progress 0/205: 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. (Plant Genetics)
(Progress 430/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice) (Will Complete Q4 2062)

[ ] 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. (Plant Genetics)
(Progress 0/40: 20 resources per die)

[ ] Poulticeplant Deployment (New)
Poulticeplants as a whole are not a revolution in battlefield or civil medicine. However, they are quite useful, both in providing a cheap and easy way to immediately treat wounds and in distributing manufacturing capacity down to the level of individual operating bases and apartments, meaning that the system is noticeably more resilient when it comes to disruption in service. (Plant Genetics)
(Progress 0/150: 15 resources per die) (+1 Health)

[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning, and expansion of existing larger stockpiles are going to be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 78/195: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/190: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/190: 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 0/75: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/75: 10 resources per die) (+6 Food, +2 Food in reserve) (-15 Political Support)

[ ] Department of Core Crops
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, the Department 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 +38 bonus)

[ ] Tiberium Vein Mines (Stage 4) (Updated)
Further progress on vein mines is going to be a fairly intensive program. However, it is also going to be profitable and more importantly increase the safety of the population, with networks of underground tunnels designed to provide containment rings around major urban areas, in an attempt to secure them from large scale Tiberium incursions.
(Progress 60/190: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 0/185: 20 resources per die) (Additional Income Trickle [25-35]) (+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 -/335: 20 resources per die) (small additional income trickle [5-15 Resources]) (3 points of Yellow Zone Mitigation)

[ ] Intensification of Green Zone Harvesting (Stage 8)
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 4/95: 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) (Will unlock Q2 2063)
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 29/145: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[-] Red Zone Border Offensives (Stage 4) (Will unlock Q2 2063)
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 93/240: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/240: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)

[-] Deep Red Zone Tiberium Glacier Mining (Stage 4) (Will unlock Q2 2063)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 0/240: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (0 Stages available)

[-] Red Zone Containment Lines (Stage 6) (Will unlock Q2 2063)
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 54/215: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/215: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/215: 25 resources per die) (additional income trickle (10-20 Resources) (3 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 38/195: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (0 Stages available)

[ ] IHG Tiberium Processing Plants (Stage 1) (New)
Building a first wave of Improved Hewlett Gardener plants will noticeably increase GDI's supply of Stable Trans-Uranic materials. While significantly more expensive to operate, especially as the last of the kinks in the process are worked out, the wonder materials are enough of a priority to make this noticeably effective.
(Progress 0/190: 35 resources per die) (+450 processing capacity) (-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 6/95: 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 0/95: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/95: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/95: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/95: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 11 (Progress 0/125: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] 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 0/115: 20 resources per die) (+500 Tiberium Reserve)

[ ] Liquid Tiberium Power Cell Deployment (Phase 3)
For many in the Initiative, liquid Tiberium is nearly existentially terrifying. Between the destruction of Central Australia, the consequences of the detonation of Temple Prime, and the ongoing devastation caused by Red Zones around the world, continuing to push Liquid Tiberium energy is likely to be a bridge too far for many in the Initiative, even with the cover of the Director on your side.
(Progress 4/135: 20 resources per die) (-10 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) (MS)

[ ] Tiberium Wildlife Experiments (New)
The example of India's Gana represents a starting point for the Initiative to build an attempt at an economic competitor. While current animal stocks are distinctly limited, and a limiting factor on the endeavor, having a set of serious prototypes may well allow for more expansive funding for rough terrain and limited logistics Tiberium harvesting methodologies.
(Progress 0/60: 20 resources per die) (-5 Political Support) (MS)

[ ] Red Zone Energy Refits (Phase 1)
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 0/335: 25 resources per die) (+10 Energy)
(Progress 0/335: 25 resources per die) (+10 Energy)
(Progress 0/335: 25 resources per die) (+10 Energy)

Orbital (7 dice +33 bonus)

[ ] GDSS Columbia (Phase 4) (Updated)
Rapid development of the station has left it with plenty of rough edges. While the habitation spaces will be massively expanded, more than doubling in capacity by the time the next wave completes, there will also be significant effort made towards tuning and refining existing systems.
(Progress 138/545: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
(Progress 0/1085: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Shala (Phase 2) (Updated)
With the core of Shala complete, a steel snowflake in space, it is ready for the first habitants, and more importantly the first of what will become a substantial set of experimental agronomy bays. While most are designated towards short term crops like wheat, rice, and peppers, some handful are planned for longer term options. These range from C. cassia and M. fragrans, to apples, pears, lemons and more. (Station)
(Progress 50/135: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/270: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (+1 available Bay)
(Progress 0/540: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1085: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

[ ] GDSS Enterprise Bays (2 available)
-[ ] 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 0/440: 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 0/490: 20 resources per die)

[ ] 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)

Lunar Operations

[ ] 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 57/275 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 25/325: 20 resources per die) (+20 Resources per turn)
(Progress 0/315: 20 resources per die) (+20 Resources per turn)
(Progress 0/305: 20 resources per die) (+20 Resources per turn)
(Progress 0/295: 20 resources per die) (+20 Resources per turn)
(Progress 0/285: 20 resources per die) (+2 Heavy Metals)
(Progress 0/275: 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 Earth.
(+2 Lunar Water)

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

Services (4 dice +31 bonus)

[ ] 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) (-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)
-[ ] 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)

[ ] 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 213/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/295: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Kamisuwa Optical Laboratories
While the Model 2061 ocular implants are functional, they are clunky, obviously cybernetic, and highly invasive. However, building a longer term set of specialized laboratories in Nagoya Prefecture will be the first step towards building optical implants that are less invasive and more functional.
(Progress 79/245: 20 resources per die) (-2 Labor, -2 Energy)

[ ] Prototype Biosculpt (New)
Ranging from cat ears to enhanced ankle and knee articulation, there are quite a number of soft tissue options found across nature that can be mimicked for human use without requiring special cellular or extracellular structures. While not all are likely to be successful, especially at this early prototype stage, implanting specifically engineered tissue will play a significant role in the broader ability to allow individuals to redefine themselves.
(Progress 0/40: 15 resources per die) (MS)

[ ] Occult Investigations (New)
While likely nothing more than nonsense, especially the parts that have been disproven by the scientific process, taking a good hard look at the records and materials that have been preserved may find some truths, either about the nature of Kane and his history, or possibly even uncover some knowledge about the universe that was previously misunderstood.
(Progress 0/30: 5 resources per die) (-5 Political Support) (MS)

Military (8 dice +30 bonus)

[ ] Department of Refits
With the military looking towards updating, replacing and refitting much of its equipment there will need to likewise be an update, replacement and refit of the production and handling facilities. Spinning this function off into a dedicated department will increase the efficiency while decreasing the Secretary of the Treasury's workload.
(-1 die) (-30 resources per turn) (30 progress towards each refit project per turn)

[ ] Department of Munitions
The Treasury has run into problems effectively supplying munitions in the appropriate quantity and variety to the troops. Dedicating part of the Procurement office to solving such problems and ensuring it cooperates with the larger Production and Economic Development offices will reduce the need for top level intervention from the Treasury and make sure that any needed munitions will hit the field in a reasonable time frame once certified for deployment.
(-1 die) (-20 resources per turn) (50 progress towards each munitions project per turn)

[ ] Advanced ECCM Development (Tech)
The development of countermeasures to better punch through, (and in certain cases, punch out) 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 combined.
(Progress 0/40: 20 resources per die)

[ ] ASAT Defense System (Phase 5)
With the final station of the current pattern deployed, it is high time for diversification. Kinetics, lasers, and tactical ion cannons, among other options, are the future of the global network of missile interception platforms, ones that will be more resilient than ever against the threats of the Brotherhood of Nod, and beyond that, act as a defensive screen against further extraterrestrial invasion. (Station)
(Progress 41/460: 20 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 139/340: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] 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 0/260: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/310: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/355: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)

[ ] 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 39/320) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/320) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/320) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/320) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/320) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/320) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/320) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/320) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/320) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/320) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/320) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/320) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/320) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/320) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/320) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/320) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/320) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/320) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/320) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/320) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/320) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/320) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/320) (Nikolayevsk-on-Amur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/320) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/320) (Sorong) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/320) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/320) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/320) (Mazatlán) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 (Progress 0/320) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/320) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/320) (Lomé) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/320) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/320) (Barcelona) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/320) (Port Sudan) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/320) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/320) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/320) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/320) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/320) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/320) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/320) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/320) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/320) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/320) (Medan) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/320) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/320) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] 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) (High Priority)

[ ] Infantry Recon Support Drone Deployment
While the drones themselves are mostly COTS and cheap and simple to build at that, they still need light industrial buildings, and to be integrated into the military's procurement and logistics systems.
(Progress 0/190: 10 resources per die) (-1 Energy) (3 quarters to begin, 9 to complete)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase the 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 0/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)
(Progress 0/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)

[ ] 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 0/190: 20 resources per die) (-2 Energy) (Projected: 4 quarters to begin, 12 to complete)
(Progress 0/190: 20 resources per die) (-2 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 12 to complete)

[ ] 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 0/75: 15 resources per die) (-4 Energy) (Projected 6 quarters to begin, 24 to complete)
Maputo (Progress 0/75: 15 resources per die) (-4 Energy) (Projected 6 quarters to begin, 24 to complete)

[ ] 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 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. Beyond that, adding and upgrading to the arsenal would be a stage of preparation to actually make them usable in politically acceptable ways.
(Progress 0/155: 20 resources per die) (Station) (MS)

[ ] Low Orbit Support Satellite Constellations
Brotherhood Disruption Towers and other stealth field options leave small ripples in the air and other disturbances, small flaws in their stealth fields. While often invisible from orbit, and only barely visible to the naked eye, extremely low orbit satellites with sufficiently high resolution will be able to pick up such discrepancies to a limited extent. While latency is likely to be higher than desired and will come with many errors, being able to detect the Brotherhood's stealth operations from orbit will provide far greater coverage than patrols alone.
(Progress 0/175: 10 resources per die) (Satellite)

[ ] Transorbital Fighter Development (Platform)
While GDI does not expect another Scrin attack anytime soon, building prototypes for transorbital capable fighters, able to conduct operations in space and the upper atmosphere, is a relatively high priority as both a line of defense, and beginning to develop tactics and strategies for warfare amid GDI's orbitals.
(Progress 0/60: 20 resources per die)

[ ] Missile Drop Pod Development (Platform)
While GDI can often rely on flying, naval, and surface artillery support in its operations, the OSRCT are something of an oddity, deployed out of effective range of artillery emplacements, and needing massed fire support, although not necessarily much endurance. A drop pod with a payload of missiles that can be dropped with, ahead or after the OSRCT would easily fill this role, and potentially offer extra options to commanders beyond the Space Force.
(Progress 0/40: 15 resources per die)

Ground Forces

[ ] Railgun Munitions Factories (Phase 2) (Munitions)
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 89/195: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/190: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/190: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)

[ ] Next Generation Armored Support Vehicles (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. Its roll will be filled by a mark 2 of the same name, intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system. Additionally, there is need for a second core platform, built with tracks rather than wheels, in order to support much heavier armor and protect troops during direct assault and maneuvers in the face of ever heavier Brotherhood fire.
(Progress 0/80: 25 resources per die)

[ ] Next Generation Armored Fighting Vehicles (Platform)
The Mammoth and Predator are fundamentally old designs at this point, having long reached the limits of what can be managed in terms of design. A fundamental redesign, although still likely to retain many of their features, is required to make space for further upgrade and revision as GDI prepares to fight the next war.
(Progress 0/80: 35 resources per die)

[ ] Ground Forces Zone Armor (Set 1) (Phase 4) (Very High Priority)
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. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
Tokyo (Progress 155/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Pyongyang (Progress 0/170: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Santiago (Progress 0/170: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)

[ ] GD-3 Deployment (Phase 1) (New)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most radical proposals include rapidly phasing out the GD-2 within Seo's time in office, more reasonable ones focus on the leading edge of the Initiative's military, and then cycling the production back as GDI deploys ever more units in Zone Armors.
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete)

[ ] 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 0/115: 25 resources per die) (Projected 2 quarters to begin, 6 quarters to complete)

[ ] Stealth Disruptor Deployment (New)
While less overall effective than the still around nine kilometer range of current generation sensors, it is still a potentially useful tool, and one that needs further development as both an attack surface against such targets as stealth tanks and Vertigo bombers, and as a means of ensuring that next generation stealth combats remain in the Initiative's favor.
(Progress 0/200: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete)

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 0/430: 30 resources per die) (-1 STU, -2 Energy) (Projected: 2 quarters to begin, 24 quarters to complete)

[ ] 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 Thunderbolt-based missile launchers.
(Progress 0/40: 15 resource per die)

[ ] Island-Class Assault Ship Deployment
While GDI does not need additional shipyards for these ships, the Island-class will put a significant burden on existing supply lines. Hence, a wave of factory expansions for everything from missile launchers to propellers to radar systems will need to be undertaken to provide the needed equipment.
(Progress 0/170: 25 resources per die) (-2 Labor, -1 Capital Goods) (3 tranches, Projected 16 to complete tranche 1, 24 to complete tranche 2, 32 to complete tranche 3)

[ ] Shark-Class Frigate Shipyards (High Priority)
The Shark is unfortunately 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 0/285: 20 resources per die) (-6 Energy, -2 Capital Goods) (4 Tranches, Projected: 8 quarters to complete tranche 1, 15 quarters to complete tranche 2, 22 quarters to complete Tranche 3, 29 quarters to complete Tranche 4.)

Steel Talons

[ ] 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 0/75: 30 resources per die)

[ ] Combat Laser Development (Tech)
Effectively an Initiative version of the same laser systems found on the Brotherhood's combat vehicles from raider buggies and Venoms to Scorpions and Avatars, this consolidated project aims to roll out lasers in all scales viable for ground and air combat.
(Progress 0/80: 25 resources per die)

[ ] Modular Rapid Assembly Prototype Factory (New)
The Chicago based program has been the overall most successful, and the most straightforward. While the program as a whole will need significant support from MARV hubs for actual functionality, it is primarily components off the shelf, and needs the least technological innovation to begin seeing impact in the field.
(Progress 0/335: 20 resources per die) (-2 Energy, -1 Labor, -1 Capital Goods) (Projected: 3 quarters to begin, 16 quarters to complete, will be extended by further MARV hub construction)

[ ] 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 Anti-Aircraft 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)

Bureaucracy (4 dice +28 bonus)

[ ] 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)

[ ] Transfer Funding to InOps
InOps has negotiated for a share of the funding, and with the degree of income increases, they have come knocking at your door sooner than originally planned. While they certainly won't oppose the original schedule, it is something where the sooner they get the funding, the more aggressively they can spend, especially in the latter half of the plan.
(-60 Resources per Turn)

[ ] Transfer Funds to the General Pool
Making funding available to the rest of GDI will certainly be politically popular, especially if the Treasury wishes to embark on politically unpopular political lobbying or ensuring that the Treasury's interests are represented.
(-30 Resources per Turn/+5 political support) (Give number of times this is taken in vote)

[ ] Expand Grant Programs
With the Initiative's economy rapidly expanding, more resources is not an immediate need, but at the same time can continue to supercharge growth, as the success of smaller and mid sized companies in expanding their operations has begun to make private careers less of a failure, and creates opportunities outside of the Initiative.
-[ ] 10 resources in grants.
-[ ] 20 resources in grants.
-[ ] 30 resources in grants.

[ ] 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.
(Can select multiple)
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
-[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
-[ ] Air Force: Deploy all Orca Wingman Drones before the end of this plan: +5 Political Support
-[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.
-[ ] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.

[ ] 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 +36
-[] Blue Zone Arcologies (Stage 4) 1/570 5 dice 75R 3%, 6 dice 90R 32%, 7 dice 105R 75%, 8 dice 120R 95%
-[] Blue Zone Arcologies (Stage 4+5) 1/1140 11 dice 165R 4%, 12 dice 180R 20%, 13 dice 195R 50%, 14 dice 210R 79%, 15 dice 225R 94%
-[] Yellow Zone Fortress Towns (Phase 7) 93/290 2 dice 40R 42%, 3 dice 60R 94%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/575 4 dice 80R 2%, 5 dice 100R 30%, 6 dice 120R 77%, 7 dice 140R 97%
-[] Lesser Blue Zone Arcologies (Phase 1) 0/160 2 dice 30R 74%, 3 dice 45R 99%
-[] Lesser Blue Zone Arcologies (Phase 1+2?) 0/320 3 dice 45R 19%, 4 dice 60R 76%, 5 dice 75R 98%
-[] Communal Blue Zone Arcologies 328/395 1 die 15R 85%, 2 dice 30R 100%
-[] Rail Network Construction Campaigns (Phase 5) 39/310 2 dice 30R 2%, 3 dice 45R 53%, 4 dice 60R 94%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/620 5 dice 75R 2%, 6 dice 90R 26%, 7 dice 105R 70%, 8 dice 120R 94%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/930 8 dice 120R 1%, 9 dice 135R 13%, 10 dice 150R 45%, 11 dice 165R 78%, 12 dice 180R 95%
-[] Suborbital Shuttle Service (Phase 2) 22/240 2 dice 50R 25%, 3 dice 75R 87%, 4 dice 100R 99%
-[] Suborbital Shuttle Service (Phase 2+3) 22/430 4 dice 100R 22%, 5 dice 125R 73%, 6 dice 150R 96%
-[] Urban Metros (Phase 4) 0/145 1 die 15R 7%, 2 dice 30R 84%, 3 dice 45R 99%

-[] Chicago Planned City (Phase 5) 52/1050 10 dice 200R 5%, 11 dice 220R 25%, 12 dice 240R 58%, 13 dice 260R 84%, 14 dice 280R 96%
--Alt: 1 HI 9 Infra dice 200R 9%, 1 HI 10 Infra dice 220R 36%, 1 HI 11 Infra dice 240R 70%, 1 HI 12 Infra dice 260R 91%
-[] Karachi Planned City (Phase 1) 0/60 1 Tib die 20R 94%
-[] Karachi Planned City (Phase 1+2) 0/185 2 Tib dice 40R 57%, 3 Tib dice 60R 97%
-[] Karachi Planned City (Phase 1+2+3) 0/430 4 Tib dice 80R 15%, 5 Tib dice 100R 66%, 6 Tib dice 120R 95%
-[] Karachi Planned City (Phase 1+2+3+4) 0/925 9 dice 180R 10%, 10 dice 200R 40%, 11 dice 220R 75%, 12 dice 240R 94%
--Alt: 3 Tib 6 Infra dice 180R 8%, 4 Tib 6 Infra dice 200R 35%, 5 Tib 6 Infra dice 220R 70%, 6 Tib 6 Infra dice 240R 92%
--Note: Listing all Infra/Tib dice combinations would be a massive pain.

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/80 1 die 10R 100%
-[] Postwar Housing Refits (Phase 1) 0/190 2 dice 20R 49%, 3 dice 30R 95%
-[] Postwar Housing Refits (Phase 1+2) 0/380 3 dice 30R 2%, 4 dice 40R 38%, 5 dice 50R 85%, 6 dice 60R 99%
-[] Postwar Housing Refits (Phase 1+2+3) 0/570 5 dice 50R 3%, 6 dice 60R 31%, 7 dice 70R 74%, 8 dice 80R 95%
Heavy Industry 6 dice +33
-[] U Series Alloy Foundries (Phase 2) 116/575 4 dice 160R 3%, 5 dice 200R 35%, 6 dice 240R 79%, 7 dice 280R 97%
-[] U Series Alloy Foundries (Phase 2+3) 116/1115 10 dice 400R 5%, 11 dice 440R 25%, 12 dice 480R 57%, 13 dice 520R 83%, 14 dice 560R 96%
--Note: The exact discount for each phase here will vary depending on the amount of roll-over progress.
-[] Continuous Cycle Fusion Plants (Phase 10) 0/285 3 dice 60R 36%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Continuous Cycle Fusion Plants (Phase 10+11) 0/570 5 dice 100R 2%, 6 dice 120R 23%, 7 dice 140R 65%, 8 dice 160R 92%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/2280 24 dice 360R 6%, 25 dice 375R 17%, 26 dice 390R 35%, 27 dice 405R 57%, 28 dice 420smoke weed everydayR 76%, 29 dice 435R 89%, 30 dice 450R 96%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/115 1 die 30R 34%, 2 dice 60R 95%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/345 3 dice 90R 6%, 4 dice 120R 53%, 5 dice 150R 91%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/800 8 dice 240R 8%, 9 dice 270R 35%, 10 dice 300R 71%, 11 dice 330R 92%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1145 10 dice 200R 5%, 11 dice 220R 24%, 12 dice 240R 56%, 13 dice 260R 83%, 14 dice 280R 95%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%, 2 dice 40R 96%
-[] Personal Electric Vehicle Plants 175/295 1 die 10R 29%, 2 dice 20R 93%
-[] Microfusion Cell Development 0/60 1 die 20R 94%
-[] Second Generation Repulsorplate Development (New) 0/60 1 die 20R 94%
-[] Division of Alternative Energy -1 HI die -10RpT Auto
Light and Chemical Industry 5 dice +23
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1220 13 dice 260R 3%, 14 dice 280R 12%, 15 dice 300R 32%
-[] Bergen Superconductor Foundry (Phase 4) 65/725 7 dice 210R 4%, 8 dice 240R 25%, 9 dice 270R 58%, 10 dice 300R 84%, 11 dice 330R 96%
-[] Carbon Nanotube Foundry Expansions 0/285 3 dice 60R 17%, 4 dice 80R 66%, 5 dice 100R 93%
-[] Artificial Wood Furniture Plants 33/95 1 die 10R 77%, 2 dice 20R 99%
-[] Home Robotics Factories (New) 0/145 2 dice 30R 66%, 3 dice 45R 97%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
Agriculture 6 dice +28
-[] Reforestation Campaign Preparations (Phase 1) (New) 0/880 9 dice 45R 3%, 10 dice 50R 19%, 11 dice 55R 50%, 12 dice 60R 78%, 13 dice 65R 93%
-[] Reforestation Campaign Preparations (Phase 1+2) (New) 0/1760 19 dice 95R 2%, 20 dice 100R 9%, 21 dice 105R 24%, 22 dice 110R 45%, 23 dice 115R 67%, 24 dice 120R 84%, 25 dice 125R 93%
-[] Agriculture Mechanization Projects (Phase 2) 26/245 2 dice 30R 14%, 3 dice 45R 73%, 4 dice 60R 97%
-[] Blue Zone Aquaponics Bays (Phase 6) (Updated) 18/135 1 die 10R 27%, 2 dice 20R 90%
-[] Blue Zone Aquaponics Bays (Phase 6+7) (Updated) 18/270 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 91%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) (Updated) 18/405 4 dice 40R 17%, 5 dice 50R 62%, 6 dice 60R 92%
-[] Vertical Farming Projects (Stage 3) 74/235 2 dice 30R 61%, 3 dice 45R 96%
-[] Vertical Farming Projects (Stage 3+4) 74/470 4 dice 60R 13%, 5 dice 75R 57%, 6 dice 90R 90%
-[] Vertical Farming Projects (Stage 3+4+5) 74/705 6 dice 90R 2%, 7 dice 105R 20%, 8 dice 120R 56%, 9 dice 135R 85%, 10 dice 150R 97%
-[] Dairy Ranches (Phase 1) 0/195 2 dice 40R 30%, 3 dice 60R 86%, 4 dice 80R 99%
-[] Dairy Ranches (Phase 1+2) 0/390 4 dice 80R 15%, 5 dice 100R 61%, 6 dice 120R 91%
-[] Dairy Ranches (Phase 1+2+3) 0/585 6 dice 120R 8%, 7 dice 140R 40%, 8 dice 160R 76%, 9 dice 180R 94%

-[] Spider Cotton Plantations (Phase 1) 0/165 2 dice 40R 66%, 3 dice 60R 98%
-[] Spider Cotton Plantations (Phase 1+2) 0/340 3 dice 45R 7%, 4 dice 60R 56%, 5 dice 75R 92%
-[] Spider Cotton Plantations (Phase 1+2+3+4+5) 0/925 9 dice 135R 3%, 10 dice 150R 21%, 11 dice 165R 54%, 12 dice 180R 82%, 13 dice 195R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 430/450 1 die 10R 100% (Autocompletes Q4 2062)
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Deployment (New) 0/150 2 dice 30R 77%, 3 dice 45R 99%

-[] Strategic Food Stockpile Construction (Phase 5) 78/195 1 die 10R 27%, 2 dice 20R 90%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/385 3 dice 30R 14%, 4 dice 40R 65%, 5 dice 50R 94%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/575 5 dice 50R 9%, 6 dice 60R 44%, 7 dice 70R 81%, 8 dice 80R 96%
-[] Caloric Reclamation Processor (Phase 1) 0/75 1 die 10R 69%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) 0/150 2 dice 20R 70%, 3 dice 30R 98%
-[] Department of Core Crops -1 Agri die -15 RpT auto
Tiberium 7 dice +38
-[] Tiberium Vein Mines (Stage 4) (Updated) 60/190 1 die 20R 24%, 2 dice 40R 93%
-[] Tiberium Vein Mines (Stage 4+5) (Updated) 60/375 3 dice 60R 26%, 4 dice 80R 82%, 5 dice 100R 99%
-[] Tiberium Vein Mines (Stage 4+5+6) (Updated) 60/560 5 dice 100R 26%, 6 dice 120R 74%, 7 dice 140R 96%
-[] Tiberium Vein Mines (Stage 4+5+6+7) (Updated) 60/745 6 dice 120R 2%, 7 dice 140R 26%, 8 dice 160R 68%, 9 dice 180R 93%
-[] Tiberium Vein Mines (Stage 4+5+6+7+8) (Updated) 60/930 8 dice 160R 4%, 9 dice 180R 25%, 10 dice 200R 63%, 11 dice 220R 89%, 12 dice 240R 98%
-[] Tiberium Vein Mines (Stage 4+5+6+7+9+9) (Updated) 60/1115 10 dice 200R 5%, 11 dice 220R 25%, 12 dice 240R 59%, 13 dice 260R 86%, 14 dice 280R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 11) 0/335 3 dice 60R 15%, 4 dice 80R 72%, 5 dice 100R 97%
-[] Intensification of Green Zone Harvesting (Stage 8) 4/95 1 die 15R 63%, 2 dice 30R 100%
-[] Intensification of Green Zone Harvesting (Stage 8+9) 4/190 2 dice 30R 56%, 3 dice 45R 97%
-[] Intensification of Green Zone Harvesting (Stage 8+9+10) 4/285 3 dice 45R 50%, 4 dice 60R 94%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/145 1 die 25R 38%, 2 dice 50R 97%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/300 2 dice 50R 2%, 3 dice 75R 57%, 4 dice 100R 96%
-[] Red Zone Border Offensives (Stage 4) 93/240 1 die 25R 7%, 2 dice 50R 85%, 3 dice 75R 99%
-[] Red Zone Border Offensives (Stage 4+5) 93/480 3 dice 75R 1%, 4 dice 100R 38%, 5 dice 125R 86%, 6 dice 150R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/240 2 dice 60R 14%, 3 dice 90R 78%, 4 dice 120R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/480 4 dice 120R 3%, 5 dice 150R 37%, 6 dice 180R 82%, 7 dice 210R 98%
-[] Red Zone Containment Lines (Stage 6) 54/215 2 dice 50R 77%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/430 3 dice 75R 3%, 4 dice 100R 46%, 5 dice 125R 89%, 6 dice 150R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/645 5 dice 125R 2%, 6 dice 150R 27%, 7 dice 175R 71%, 8 dice 200R 95%
-[] Tiberium Glacier Mining (Stage 13) 38/195 2 dice 60R 79%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/390 3 dice 90R 8%, 4 dice 120R 62%, 5 dice 150R 95%

-[] IHG Tiberium Processing Plants (Stage 1) (New) 0/190 2 dice 70R 52%, 3 dice 105R 97%
-[] IHG Tiberium Processing Plants (Stage 1+2) (New) 0/380 3 dice 105R 2%, 4 dice 140R 43%, 5 dice 175R 88%, 6 dice 210R 99%
-[] Tiberium Processing Refits (Phase 5) 6/95 1 die 20R 65%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/95 1 die 30R 59%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/125 1 die 30R 29%, 2 dice 60R 95%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/115 1 die 30R 39%, 2 dice 60R 97%
-[] Improved Tiberium Containment Facilities Construction 0/115 1 die 20R 39%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/135 1 die 20R 23%, 2 dice 40R 93%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4?) 4/270 2 dice 40R 4%, 3 dice 60R 61%, 4 dice 80R 96%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 70%, 3 dice 60R 99%
-[] Tiberium Wildlife Experiments (New) 0/60 1 die 20R 99%
-[] Red Zone Energy Refits (Phase 1) 0/335 3 dice 75R 15%, 4 dice 100R 72%, 5 dice 125R 97%
-[] Red Zone Energy Refits (Phase 1+2) 0/670 6 dice 150R 4%, 7 dice 175R 33%, 8 dice 200R 74%, 9 dice 225R 95%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/1005 9 dice 225R 1%, 10 dice 250R 13%, 11 dice 275R 43%, 12 dice 300R 76%, 13 dice 325R 94%
Orbital 7 dice +33
-[] GDSS Columbia (Phase 4) (Updated) 138/545 4 dice 80R 27%, 5 dice 100R 78%, 6 dice 120R 98%
-[] GDSS Columbia (Phase 4+5) (Updated) 138/1630 14 dice 280R 1%, 15 dice 300R 9%
-[] GDSS Shala (Phase 2) (Updated) 50/135 1 die 20R 69%, 2 dice 40R 100%
-[] GDSS Shala (Phase 2+3) (Updated) 50/405 3 dice 60R 7%, 4 dice 80R 60%, 5 dice 100R 94%
-[] GDSS Shala (Phase 2+3+4) (Updated) 50/945 8 dice 160R 2%, 9 dice 180R 17%, 10 dice 200R 52%, 11 dice 220R 83%, 12 dice 240R 97%
-[] GDSS Shala (Phase 2+3+4+5) (Updated) 50/2030 20 dice 400R 3%, 21 dice 420R 12%, 22 dice 440R 31%, 23 dice 460R 56%, 24 dice 480R 78%, 25 dice 500R 91%

--GDSS Enterprise Bays (2 available)--
-[] Gravitic Shipyard 0/440 4 dice 120R 12%, 5 dice 150R 61%, 6 dice 180R 93%
-[] Fusion Shipyard 0/490 4 dice 80R 2%, 5 dice 100R 31%, 6 dice 120R 78%, 7 dice 140R 97%

-[] Conestoga Class Development 0/60 1 die 30R 94%
-[] Lunar Regolith Harvesting (Phase 3) 57/275 2 dice 40R 21%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/540 5 dice 100R 22%, 6 dice 120R 68%, 7 dice 140R 94%
-[] Lunar Heavy Metals Mines (Phase 4) 25/325 3 dice 60R 26%, 4 dice 80R 80%, 5 dice 100R 98%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/640 6 dice 120R 8%, 7 dice 140R 42%, 8 dice 160R 80%, 9 dice 180R 96%
-[] Lunar Water Mine (Inactive)
-[] Helium 3 Harvesting (Inactive)
Services 4 dice +31
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 31%, 3 dice 60R 88%, 4 dice 80R 99%
--Note: Costs 1 field die and locks it until the project is complete.
-[] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%, 2 dice 50R 99%
-[] Regional Hospital Expansions (Phase 1+2) 213/595 4 dice 100R 25%, 5 dice 125R 73%, 6 dice 150R 96%
-[] Kamisuwa Optical Laboratories 79/245 2 dice 40R 62%, 3 dice 60R 97%
-[] Prototype Biosculpt (New) 0/40 1 die 15R 100%
-[] Occult Investigations (New) 0/30 1 die 5R 100%
Military 8 dice +30
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Department of Munitions -1 Mil die -20 RpT auto
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 5) 41/460 4 dice 80R 15%, 5 dice 100R 64%, 6 dice 120R 94%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 91%
-[] Military Particle Beam Development 0/100 1 die 20R 51%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/340 2 dice 10R 29%, 3 dice 15R 86%, 4 dice 20R 99%
-[] Strategic Area Defense Networks (Phase 1) 0/260 2 dice 40R 1%, 3 dice 60R 48%, 4 dice 80R 91%
-[] Strategic Area Defense Networks (Phase 1+2) 0/570 6 dice 120R 16%, 7 dice 140R 55%, 8 dice 160R 86%, 9 dice 180R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/925 9 dice 180R 2%, 10 dice 200R 13%, 11 dice 220R 40%, 12 dice 240R 71%, 13 dice 260R 90%

--MARVs--
-[] Reclamator Hub 0/320 3 dice 60R 11%, 4 dice 80R 62%, 5 dice 100R 93%
--Alt: 2 Mil 1 Tib dice 60R 14%, 2 Mil 2 Tib dice 80R 71%, 2 Mil 3 Tib dice 100R 97%
-[] Reclamator Hub x2 0/640 6 dice 120R 2%, 7 dice 140R 22%, 8 dice 160R 59%, 9 dice 180R 87%, 10 dice 200R 98%
--Alt: 2 Mil 4 Tib dice 120R 6%, 2 Mil 5 Tib dice 140R 39%, 2 Mil 6 Tib dice 160R 79%, 2 Mil 7 Tib dice 180R 96%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39?/320 3 dice 60R 32%, 4 dice 80R 83%, 5 dice 100R 98%
-[] Reclamator Hub BZ-2 (Richmond) 58/320 2 dice 40R 1%, 3 dice 60R 46%, 4 dice 80R 90%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 91%
-[] Infantry Recon Support Drone Deployment 0/190 2 dice 20R 37%, 3 dice 30R 90%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 1) 0/260 2 dice 40R 1%, 3 dice 60R 48%, 4 dice 80R 91%
-[] Orca Wingmen Drone Deployment (Phase 1+2) 0/520 5 dice 100R 6%, 6 dice 120R 38%, 7 dice 140R 78%, 8 dice 160R 96%
-[] Hammerhead Wingmen Drone Deployment (Phase 1) 0/190 2 dice 40R 37%, 3 dice 60R 90%
-[] Hammerhead Wingmen Drone Deployment (Phase 1+2) 0/380 4 dice 80R 24%, 5 dice 100R 72%, 6 dice 120R 95%
-[] Apollo Fighter Factories 0/75 1 die 15R 71%, 2 dice 30R 100%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/155 2 dice 40R 77%, 3 dice 60R 99%
-[] Low Orbit Support Satellite Constellations 0/175 2 dice 20R 51%, 3 dice 30R 95%
-[] Transorbital Fighter Development 0/60 1 die 20R 91%
-[] Missile Drop Pod Development 0/40 1 die 15R 100%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 2) 89/195 1 die 10R 40%, 2 dice 20R 96%
-[] Railgun Munitions Factories (Phase 2+3) 89/385 3 dice 30R 23%, 4 dice 40R 76%, 5 dice 50R 97%
-[] Railgun Munitions Factories (Phase 2+3+4) 89/575 5 dice 50R 15%, 6 dice 60R 57%, 7 dice 70R 89%, 8 dice 80R 98%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 71%, 2 dice 50R 99%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 71%, 2 dice 70R 99%
-[] Ground Forces Zone Armor (Set 1) (Phase 4) 155/180 1 die 20R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/350 2 dice 40R 33%, 3 dice 60R 89%, 4 dice 80R 99%
-[] Ground Forces Zone Armor (Set 1) (Phase 4+5+6) 155/520 3 dice 60R 1%, 4 dice 80R 32%, 5 dice 100R 79%, 6 dice 120R 97%
-[] GD-3 Deployment (Phase 1) (New) 0/350 3 dice 30R 3%, 4 dice 40R 42%, 5 dice 50R 85%, 6 dice 60R 98%
-[] GD-3 Deployment (Phase 1+2) (New) 0/700 7 dice 70R 6%, 8 dice 80R 31%, 9 dice 90R 68%, 10 dice 100R 91%
-[] GD-3 Deployment (Phase 1+2+3) (New) 0/1050 11 dice 110R 6%, 12 dice 120R 25%, 13 dice 130R 55%, 14 dice 140R 80%, 15 dice 150R 94%
-[] Hallucinogen Countermeasures Deployment 0/115 1 die 25R 31%, 2 dice 50R 93%
-[] Stealth Disruptor Deployment (New) 0/200 2 dice 30R 29%, 3 dice 45R 87%, 4 dice 60R 99%

--Navy--
-[] Infernium Laser Refits 0/430 4 dice 120R 6%, 5 dice 150R 43%, 6 dice 180R 83%, 7 dice 210R 98%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 20R 100%
-[] Island Class Assault Ship Deployment 0/170 2 dice 50R 56%, 3 dice 75R 96%
-[] Shark Class Frigate Shipyards (Seattle) 0/285 3 dice 60R 30%, 4 dice 80R 81%, 5 dice 100R 98%

--Steel Talons--
-[] Medium Tactical Plasma Weapon Deployment 0/75 1 die 30R 71%, 2 dice 60R 100%
-[] Combat Laser Development 0/80 1 die 25R 71%, 2 dice 50R 100%
-[] Modular Rapid Assembly Prototype Factory (New) 0/335 3 dice 60R 6%, 4 dice 80R 52%, 5 dice 100R 90%
-[] Buckler Shield Development 0/100 1 die 20R 51%, 2 dice 40R 99%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%, 2 dice 40R 100%
Bureaucracy 4 dice +28
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 1 die 94%, 2 dice 100%
-[] Transfer Funding to InOps 1 die -60 RpT auto
-[] Transfer funds to the General Pool 1 die -30*x RpT auto
-[] Expand Grants Programs 1 die -10/-20/-30 RpT auto
-[] Interdepartmental Favors 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
Last Security Review
Agriculture 1 turn ago 2062 Q2
Military 1 turn ago 2062 Q2
--Note: Not fully cleared, but InOps suggests waiting a bit first.
Light/Chem 6 turns ago 2061 Q1
Heavy Ind 7 turns ago 2060 Q4
Orbital 7 turns ago 2060 Q4
Bureaucracy 7 turns ago 2060 Q4
Services 10 turns ago 2060 Q1
Infrastructure 11 turns ago 2059 Q4
Tiberium 11 turn ago 2059 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, +5 to station building, and +5 to Genetically Engineered Plants.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note 4: The most recent version of the Array is most often the Informational threadmarked version.
--Note 5: Thanks to @Vehrec for assistance with a few of the really big projects this turn.
 
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