Q3 2062 Results
EV 101: Tips and Tricks for your new electric vehicles.

Eris_Gearhead

So, lots of new drivers on the road in new Treasury built EVs. And, while I don't own one myself (I have an old, prewar Solaris VIII, Quadra for my own) they are pretty good vehicles all told.

Now, they do have a few features that will catch you out if you are not aware of them. One is that they do have a few more things manual, and a lot more manual overrides, than the old prewar models. Your parking brake lever is by your left foot nearest the door, standard accelerator and brake pedals, but there is another thing down there that you might not be expecting. They decided, for some reason to use a separate emergency braking pedal down there, for your left foot. In my test uses, it was very good at stopping the car, but it is very abrupt. Don't touch it unless you want to come to a very short stop.

Otherwise, prewar vehicles tended to use a lot of touchscreens, but don't expect to see more than a small one here. The entertainment setup is a lot of manual dials and some very, very clicky switches. Again, lots more manual setup going on, and a lot of things that are easily handled in gloves, likely another military carryover. They are using a full suite of MFDs and a projected HUD for the driver, so you can see your speed and some other key stats without taking your eyes off the road at all. And there is a helmet HUD option, with a cable connection in your seat for anyone who wants to be driving with a full environment suit on.

As for driving modes, there are a few, including a blackout mode that I accidentally turned on. Blackout mode is pretty hard to use, but it cuts all interior and exterior lighting down to minimum, sets all your sensors into the lowest power mode or cuts them off entirely. I would strongly suggest that under blackout conditions, you stay home of course, but they are blackout capable if you for some reason end up driving one of these in the middle of a bombing raid.

FloatingWood
You'd think that the old parking brake lever between the front seats was a bad idea, but frankly, I'll take that over accidentally smashing the emergency brake pedal.
Also, unless those EVs come with light armoured vehicle levels of protection, you are crazy if you want to drive through something even vaguely explosive. I'd say they forgot to dummy it out from a police specific version.

*Space*Ferret
#Floating_Wood nah, I think it's probably just paranoia. They had plenty of time to work the designs out, seems unlikely it could be entirely unintentional.

Regardless of the reason, I'm glad the option's there. Obviously it's a terrible idea to try going anywhere under blackout conditions, but on the off chance you are on the road already… well, something's still better than nothing, especially if you're in a zone near some of the crazier Noddies.

HigherThanYou
Too slow.

GDIWife
I'm currently doing a training course to learn to drive these new vehicles. It's not going great so far, I managed to reverse it into the wall on my first try in the vehicle.
I think it's going to take me a lot of practice

InTheZONE
#GDIWife Wait, ground vehicles too?

GDIWife
#InTheZONE T_T

FloatingWood
#GDIWife, this is with the best of intentions, but maybe you should have someone take a look at your eyesight?

GDIWife
#FloatingWood I've had it checked, it seems to be fine

JohnnyBull
I do enjoy the kinesthetics of a good clicky switch, so that entertainment panel sounds lovely. I don't know about buying one, but I'm sure getting one of these in the neighborhood carpool will make my transit to the museum or work much more efficient and comfortable. As for the blackout mode-I've operated engines on the Talyllyn Railway. Can't be much harder than old time steam.

InTheZONE
#JohnnyBull I feel like you have to worry about steering a lot more with a car than a train.
You know, because of the rails
JohnnyBull
#InTheZONE Spoken like a man who has no appreciation for the finer points of engine management. I'm certain that it's simply a matter of stearing calmly and keeping one's eyes firmly on the path ahead.

InTheZONE
#JohnnyBull Spoken like a man who's never steered a great big hunk of metal along various YZ roads for hours on end. Seriously, the difficult part was often finding a usable piece of road.
I'll admit it's probably much better now but I'll stick to my jetpack. I'd need to requalify anyway.

ClassicalGDIdiot
#GDIWife See this is why women shouldn't drive!

GDIWife
#ClassicalGDIdiot I'm so glad you could find a username that matched your personality

Solan
Well fortunately the Treasury EVs can just be considered the baseline and not the only new things out of the block. While many can consider them to be a bit more old fashioned and safety focused it is a great way to restart the auto industry. Hopefully, we'll have new products that can get better for everyone.


Q3 2062 Results

Resources: 1205 + 5 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 109
SCIENCE Meter: 4/4

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

Tiberium Spread
23.94 (-0.02) Blue Zone
0.04 (+0.00) Cyan Zone
0.29 (+0.02) Green Zone
23.24 (+0.13) Yellow Zone (97 points of mitigation)
52.49 (-0.13) Red Zone (80 points of mitigation)

Current Economic Issues:
Housing: +65 (16 population in low quality housing) (+1 high-quality housing per turn)
Energy: +15 (+5 in reserve)
Logistics: +17 (-2 from military activity)
Food: +25 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +15 (+2 per turn from Distributed Industrial Authority) (+223 in reserve)
STUs: +11
Consumer Goods: +154 (-5 from demand spike) (+5 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: +38 (+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 ‌(2610/3350)‌ ‌
Tiberium Reserve (0/500)
Taxation Per Turn: +60
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +11 per turn
Production: +26 per turn
Consumption: -15 per turn
10 Economy (4 Structural Alloys, 2 T-Glass, 2 Harvesting Tendrils, 2 Hovercraft)
4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
1 Military Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌58;‌ ‌30; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌270;‌ ‌144;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌20; ‌315)‌ ‌
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 77 Consumer Goods points from the Treasury
Provide 27 Consumer Goods from Agriculture
Increase Income by 710
Increase Tiberium Processing limit by 920
Increase population in space by 17.95k
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 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 5 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







Politics
The Initiative has seen relative stability in the political sphere. Where there is certainly discontent, the end of the refugee wave, the massive ongoing investments into space colonization, the expanding private market, and the rapid and radical expansions in new foods and consumer goods have meant that there are fundamentally fewer problems for the politicians to fight over. There are certainly rounds of scandals, and there are new problems with the hardliners, who have begun to rally around a new set of standards, and have begun advocating for intensive investment into defensive technologies, including shields, defense networks, and other means of ensuring that the Brotherhood will have more difficulty threatening the Initiative's homeland.


Assassination
One of the Treasury's own has unfortunately been caught in an assassination. Since the opening of suborbital shuttle services into and out of the Himalayan Blue Zone, Gulati has repeatedly traveled into the region to both see family, and to coordinate construction efforts in the region. While launching out of the Zone, her shuttle was taken under fire by a ground based laser installation north of the Zone, and lost control, crashing into the Red Zone kilometers north of one of GDI's rail lines. While rescue teams were on site within an hour of the shoot down, there were no survivors.


Culture
Culture is an ever changing beast, and while the Initiative certainly produces far less of it than the late 20th century, there certainly are major works being developed. While much of it is simple escapism, with non-Tiberian alternative history being one of the bigger genres at this point in time in terms of speculative fiction, there has been a noticeable turn for the negative in recent months, with more emphasis being put on a world without Tiberium falling prey to climate change, political instability, and continuing wars.

Otherwise, in the fashion world, animal products – now that they are beginning to be available – are back in vogue. Leather and wool especially are now the dress of choice for the cutting edge of fashion, alongside other natural materials. Fake furs and 'pleather' follow this trend for the more cost-conscious or less discerning. They have always been available, effectively anyway, but have typically not been in favor, with the previous styles going back decades, leading to noticeable price spikes even in those categories. While the vast majority of the Initiative will never adopt such styles, it is a noticeable change from the yellow zone chic that had been the norm previously, reflecting a change in worries, and a noticeable change in how GDI's fashion conscious present themselves.


Brotherhood of Nod
Krukov has once again made moves, with a second Varyag (without identifying markings) spotted flying south towards India. This is almost certainly a new build, not the end of his fleet. While an interception was attempted by Apollo fighters armed with plasma missiles, they were unable to make a firing solution before it slipped under the watchful eyes of Bannerjee IADS.

The Brotherhood has also been pushing forward their anti-aircraft technologies. South of Rio, what appears to be a pair of small pyramids have sprouted up, likely a take on CABAL's Obelisk of Darkness concept, but arranged differently, using a set of large sensors to better track high altitude targets. The pyramids are relatively small and triangular, only about thirty meters from the best estimates of Intelligence Operations.

At the same time, Stahl has been organizing his occupation of the American South along more civilian lines. He has sent one of his lieutenants, a man by the name of Eduardo Durrance, to take command of the Brotherhood in the region. While Durrance, to the best of InOps knowledge has little experience governing, he is a known commander, and while he did not precisely cover himself with glory in the Regency War, he has repeatedly put down uprisings against Stahl's rule, and has acted as a hatchetman before.

Negotiations between Yao, Bintang, the Bannerjees and GDI have continued to move slowly, with inspections remaining the key sticking point. While they have conceded the right of GDI to board pilots for a number of key passageways, most notably for the routes off the coast of Korea, they have extracted noticeable concessions over shipping volume, and struck a number of dual use items off the lists of forbidden goods.

At the same time, the Initiative has begun mooting around the concessions to be made by the Brotherhood. While the populists would be more than happy to start from the treaty of Brest-Litovsk and escalate from there, the more realistic position is going to be a series of military and territorial concessions, likely including a cessation of raiding activities against GDI shipping in the South Pacific, among other goals.


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 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 is still the Space Force's highest priority. 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
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 396/395: 15 resources per die, +6 High Quality Housing, +2 Consumer Goods, +1 Energy Reserve, -1 Energy) [27]

Communal living is far from the easiest thing in the world, and with this program that has been proven once again. While the program has stumbled, with multiple families having to be dropped due to interpersonal issues, there are more than enough people with the right personalities and without too many major conflicts. In fact, those who have made it through the program had begun to self-organize almost before selection was completed, and began to play a major role not just in populating the buildings, but in finishing them out.

Finishing the buildings was a fairly standard procedure, with the normal array of cross checks and other mechanisms to ensure that the work done has been of good quality and is safe to live in, especially for children. The same applies to furnishing. While nothing in the buildings is particularly different from nearly any other building in Initiative territory – the same chairs, same tables, same wallpaper in a lot of areas, structurally it is fundamentally closer to institutional structure, rather than traditional housing, and at the same time, struggling with a balance between safety and livability. Take, for example, the entranceway. A large, wide open entranceway is welcoming, and convenient for a wide variety of purposes, both practical and ritualized. On the other hand, those large open areas make it fundamentally more difficult to conduct damage control and secure the building against both internal and external threats. It also makes it more difficult to find a Tiberium intrusion. And the same problem repeats itself time and again across the building. They need large areas for communal living, but in doing so are compromising other functions and other needs.

[ ] 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 221/145: 15 resources per die) (+3 Logistics, -2 Energy) [67, 82]

Metro is not just a system of light rail, but an all-encompassing mass public transit design. In many cases, the new cities sprouting in reclaimed territory are very difficult to build subways for, due to a combination of groundwater and Tiberium contamination of the soil that they are built on. However, there are other alternatives, like buses, surface light rail, and, in some smaller locations, taxi services and ride sharing initiatives. Beyond those, they are also a series of key interlinks connecting the towns and cities across the newly claimed Blue Zones to the broader military and logistical networks. For example, rather than having to break a shipping container for most of the things that any given town needs, it can be cross-loaded from a standard train, to a local train, and only broken a few kilometers from the destination, significantly reducing the man hours required. Similarly, some stores even feature cargo loading stations to accept deliveries directly from trains – especially large shopping complexes and the very largest of dedicated stores. While this is far from universal, as it forces the idling of trains until the material is fully offloaded, it similarly benefits these select locations more than further fracturing transport.

Many of the new towns are still fairly rough-and-tumble places – military families having moved forward to be closer to soldiers manning the front lines, prospectors and Tiberium abatement teams commingling with Yellow Zone refugees, and people displaced by the Regency War on fronts that went more poorly for GDI. But despite being roughly thrown together in such a way, they have formed a surprising degree of community.

[ ] 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 110/240: 25 resources per die) (+5 Logistics) [52]

Progress on the suborbital shuttles has been remarkably limited. While not precisely unexpected given the resources directed, it has mostly been pouring concrete, rather than anything more complicated. Focus has been primarily in the form of building new runways in areas of the world that had not seen major services yet, and expanding runways on critical areas, like the Himalayan airfields that are the zone's lifeline to the outside world – the source of nearly all their STU technology, and even simpler things like CBL laser arrays, especially those larger than are used as point defense modules.

The resources have simply not been provided to seriously expand services quite yet however, especially with the pressure being put on the Initiative's fleet of Leopards with the incredibly rapid construction of Columbia and Shala, and more broadly the goal to put twenty thousand people in space by the end of the plan. Serious efforts are being made, and maintenance crews are working as hard as they can, but even so, the pace of launches has put the brakes on plans to expand the suborbital services, especially as the Leopard IIs are having slower production than expected.

[ ] 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 575/575: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 186/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects) [64, 86, 48, 93, 13, 58, 52]

The U-series alloy foundries have been a nearly monomaniacal focus of Initiative industrial investments, and one of the broadest spanning operations in recent memory. Unlike the chip fabricators and planned cities, these are appearing near almost every major Initiative city, and beyond that, there are the factsheets that have to be distributed by the millions. With these STU-containing alloys appearing everywhere from structural steel to toaster ovens, the idea of keeping it secret is effectively laughable. The Brotherhood of Nod has not been slow on the uptake, with multiple agents caught trying to cross the borders smuggling samples back to their masters.

More broadly, while still a miniscule sliver of GDI's overall metals industry, they are an increasingly significant one, with high priority projects able to dominate the market, and noticeable bidding wars occuring between them. A number of architects have also produced a selection of 'visions of the future' representing designs which might use U-series alloys for such humble materials as rebar or window frames, which has allowed for seemingly impossible concepts.

Technologically, the bases are fairly common: the electric arc furnace and the vacuum arc remelter. First prototyped in the 1810s by Sir Humphrey Davy, and Sir William Siemens, among others, they would not see commercial use until the end of the century, and would not become more than a specialized process until after the second world war. With GDI increasingly decarbonizing, by the early 2020s, nearly all alloying plants were using some form of electric arc furnace as their baseline, taking advantage of nuclearization and the vast amounts of baseload power made available. By the late 2030s, the last old 'basic steel' furnaces reliant on coal were retired, with modern arc furnaces requiring carbon introduction to produce steel. The same methods can be used to also introduce some STUs.

The second process is significantly more modern, with the first uses in the 20th century, primarily for various high value products, like the aerospace and medical industries. By taking an alloy and remelting it under a near vacuum, the product can be precisely cooled, and offgas any volatiles that it had taken on during the alloying process such as hydrogen, oxygen, and nitrogen among others. Here again, trace elements can be added, as the molten metals are de-gassed, homogenized, and any inclusions removed. For some alloys, especially with aerospace uses, this step is repeated several times to carefully control the exact level of purity.

[ ] 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 298/295: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer Goods, +4 Logistics) (+10 Political Support) [75]

The mass transit system is designed around the needs of large factories, and clusters of businesses. For a complex like the North Boston chip fabricator, it works, and it works quite well. However, for small, standalone businesses, it does not work nearly so well, due to potentially unpredictable scheduling, and a need to go to locations that are less well serviced (there are only so many kudzu tea shops that can be in the immediate vicinity of a major factory after all).

The vast majority of the Initiative population are likely to never own a personal vehicle, or for that matter have a license to operate a motor vehicle for reasons ranging from cost to a lack of necessity. However, delivery vans, taxis, microbuses, and other rental or service vehicles are likely to be interacted with on an almost daily basis. There is even demand for public limousines, mostly for weddings and other ceremonial uses where those who hire them can pretend to indulge in the most conspicuous consumption.

Electric vehicles are actually surprisingly old, with the first examples found in the 1830s; carriages converted to be powered by electricity, and a number of smaller model vehicles, often powered by non-rechargeable primary cells. While they did not go anywhere, they were the first, but ended up more curiosity than staple. It was not until the 1890s that battery technology had evolved to the point where practical electric vehicles could be built, with 1897 seeing a fleet of electric taxis deployed to the city of New York. While across the 20th century, electric vehicles would be effectively outcompeted by internal combustion engines, that approach hit a terminal decline in the early 21st century, in part due to the skyrocketing price of liquid fuels, and the military necessities demanded by the First and Second Tiberium Wars.

[ ] 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 196/120: 20 resources per die) [74, 84]

Work to improve the design of continuous cycle fusion has been more iterative than anything else, with the core focus being to make a plant that can actually last, rather than the current ones that have been undergoing progressive breakdown. While there were design proposals using forcefield technologies, among others, the winning design, produced by a French design bureau in Brittany is a fundamentally conventional design, built using mass quantities of superconductors to provide magnetic containment for the plasma field inside the reactor. While it does make some use of force field technology as a backup, and has been modified to make use of STU-bearing alloys, it is otherwise entirely a design built with purely human-derived technologies in mind.

While there have certainly been proposals for designs that make more extensive use of materials and technologies enabled by STUs, none have been adopted despite their greater per unit power production potential. The most notable among these designs offered an approximately 50% increase in effective energy production per reactor, but was discarded for the same reasons many others were, as adopting it would mean that GDI's ever growing demand for more energy would swallow the entire production of STUs just to construct and maintain the fusion reactors. With a variety of developments depending on these difficult to acquire elements incoming, designs demanding such rare materials in large quantities were discarded in favor of a design that could be produced with minimal STU investment and still provide the required energy production level.

[ ] 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 219/285: 20 resources per die) (+4 Capital Goods) [10, 89, 51]

In search of a quick source of capital goods, the Treasury has turned to expanding production of bulk carbon nanotubes, and associated products. While production of very long nanotubes remains firmly a laboratory process where hundreds of attempts might snap for every one success, bulk CNT factory production is an odd mixture of the cleanroom and the coal mine. Ever since their discovery, Carbon Nanotubes have been made by a variety of processes, but GDI's industrial production has been standardized around the NuHiPCO method. This process, while slower than some others, has a rate of iron catalyst impurities of only about 2%, and is relatively energy efficient, requiring only pure carbon monoxide in chemical inputs. Each NuHiPCO machine can run for about 15 days before being cycled off and the production harvested, while maintenance is performed. This does mean however that the number of such machines needed is quite high, and upkeep must be religiously performed. While many factories have been completed, only about half of the needed NuHiPCO machines have arrived.

The coal mine is the processing of the bulk CNT products. While tremendously strong, CNTs are also co-created with fullerenes, amorphous bulk carbon, graphite dust, and even microdiamonds. These must be separated from the product, which itself must be handled carefully. Raw carbon nanotubes are somewhat fragile in compression and shear easily, until they undergo any number of finishing processes. All this combines to create quite a number of carbon by-products that must be carefully disposed of, mostly by burning them back into carbon monoxide. Until they are however, they form a fine black dust that is insidious in its abilities to escape from containment and cover everything in soot. The finished nanotubes are in demand for everything from medical treatment to structural carbon fiber body panels for personal vehicles.
[ ] 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 106/95: 10 resources per die) (+4 Consumer Goods) [50]

The wooden furniture as produced is not moving as fast as GDI had originally expected. In part, this is due to the furniture not actually being what people have in mind. With most of the models being effectively single pieces, pressed and fused into shape, they are not precisely what most people think of when it comes to wooden furniture, the carefully carved, often skeletonized and padded arrays in designs that have changed relatively little for all of human history.

A noticeable worry – one of many, and one not expected to be seen by the Initiative survey teams – among the write-in responses about the product is a concern over evacuations. GDI maintains a whole matrix of responses based on priority, duration, area, and a number of other factors, meaning that on one end of the evacuation charts, Initiative engineers will be literally stripping the wiring out of the walls of apartment buildings to either deny them to the enemy, or to preserve materials in the cases of an uncontained Tiberium outbreak. On the other end, there are evacuations where people are being stuffed like cordwood in every available means of transit with nothing more but the clothes on their back, as happened thousands of times across the Third Tiberium War. The wooden chairs, being oddly shaped, relatively heavy, and impossible to break down, would almost certainly have to be left behind in all but the most permissive evacuation environments, and that is creating a certain amount of nervousness about the product.

[ ] 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 114/145: 15 resources per die) (-1 Energy, -1 Capital Goods, +4 Consumer Goods, +1 Labor) [91]

Converting robots to home use from public spaces is not quite a one-to-one problem. While there are a significant number of overlaps with public spaces, the fundamental problem is in the homes themselves. People, as it turns out, love to customize their own spaces, ranging from different arrangements of desks, to carpets, rugs, and tapestries hung on the walls and sprawling onto the floor. While for some homes the existing models work just fine, most were designed with hard and relatively grippy flooring as their baseline, where smooth hard wheels provide plenty of traction. Yet, trying to use those same wheels on a rug, for example, has tended to produce the rug moving at best, and in most cases, a simple flailing, rather than actually cleaning the floor for example. All are solvable problems, most notably in the wheel and suspension base, but it is taking a fair bit of effort to make the changes in ways that do not complicate the systems.

[ ] 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 502/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice) (Will Complete Q4 2062) [72]

Tea has a global history dating back for thousands of years, but the first book to be written on the topic dates only to about 760 CE, when a Chinese man by the name of Lu Yu wrote the Cha Jing, or Classic of Tea. While certainly not the first of its kind, with Lu dedicating one of the Classic's longest chapters to a chronological compendium of religious, poetic, and medical writings on tea. It is an eclectic mix of works, ranging from Shen Nung's Treatise on Food to the poem "Climbing the Tower in Ch'eng Tu" by Chang Meng-Yang, which is the oldest surviving work that we have on tea.

And for Lu, tea had a special meaning in terms of preparation, use, and social class. A proper tea preparation was a signature of someone who was well mannered, who was not just a drinker of tea, but a connoisseur of the product. The best russet leaves from sunny slopes or shaded groves, the twenty four tools needed to make a proper pot of tea, the correct waters to use, the proper boil the water for tea should be brought to and a conversational knowledge of tea's properties. But, interestingly enough, Lu never attempts to describe the taste of a good cup of tea. That would be left for the reader to decide.

For GDI, whilst tea proper is a scarce luxury only really enjoyed by those who are lucky or skilled enough at navigating the logistics system, there is kudzu tea. Which, whilst considered to be not as good as real tea by many, is now an everyday luxury found in effectively every lobby in the Initiative and nearly every home, a symbol of how far the Initiative has come in the last twelve years – from barely hanging on, to being able to launch an entire new product that sets an entirely new global standard for itself.

[ ] 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 235/235: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)
(Progress 134/235: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy) [36, 11, 70, 66]

The vertical farms have been added to dozens of cities, many of them actually relatively far from logistics links. Simply put, while they are useful, they are both primarily doing last mile deliveries, and they are not nearly as important as the core industrial goods of the Initiative.

The Initiative does tend to eat local. While there is certainly a substantial amount of food being shipped around the world, the shift to climate controlled, and environmentally isolated farming styles has meant that local conditions effectively do not influence what can be grown. Strawberries grow as well in the arctic circle as they do in Africa or Japan. For the average citizen of the Initiative, their food travels less than a hundred kilometers to reach them, and while there certainly are substantial shipments of food across the world, they are more limited in many ways than the late 20th century.

[ ] 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 155/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor) [42, 57]

There are fundamental slowdowns in the process that cannot be bypassed. Even with the most aggressive breeding programs, cows, sheep and other milk producing animals reproduce only so fast. Cows generally produce only one calf, sheep often produce only a single lamb when the ewe is still young. Goats generally produce twins, but even those herds will require much time to expand from the minuscule populations that survived. Construction of the future habitats for milk producing animals vastly outpaces the expansion of the herds, although as population growth hits its stride and newborn animals become of breeding age that is likely to change.

For now, hundreds of domes stand by, waiting for the first animals to arrive, while the agricultural department expands its animal handling and veterinary staff as aggressively as it pursues the expansion of the herds. But just the production and storage of milk is not the goal of these facilities. Although a wide variety of processed milk products exist, this phase of construction is focused on the production of cheese. The main reason for this is that cheese is a dairy product that takes comparatively well to long term storage; while many cheeses are considered to have an 'optimal' age range when it comes to flavor, much of that is merely a matter of taste.

Production of cheese is a fairly involved process, with curdling, forming, pressing and aging, with many variances producing different cheeses, and every step influences the final product. The leftover whey is still useful, providing raw material for whey cheeses, butter, and a variety of other products, and will be processed until it is little more than water.

[ ] 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 190/190: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 185/185: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 25/185: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods) [47, 39, 44, 58]
Income 2d3: [3, 1] = +60 RpT

Massive efforts have been made in building new mining complexes. The complexes are enormous arrays not just below ground but on the surface. Each has entire farms of Tiberium silos, most have direct rail connections to a nearby processing plant. Clouds of steam pour from cooling towers dotted across the sites, piles of Tiberium crystals lie in T-glass tubs, whirring pumps keep the depths dry as air pumps keep the fresh air flowing. A delicate waltz of iron and flesh, chrome and carbon that cannot stop even for a day or hour as they fight against the cancer that is eating the world.

Even with repetition however, it is a hard job. The vast majority of the sites are in isolated areas, the deep backwaters of the Blue Zones. While there are certainly populations, the simple fact is that GDI is the most urbanized population in human history. There are areas where you can go for thousands of kilometers and never see another human being. And these are where many of the new Tiberium mines are. The average mine, even if the workers never go below ground, is fundamentally isolated and isolating. There are few breaks, and little in the way of recreation. Even with the Initiative putting resources towards ensuring that every mining complex has a physical library, sports, fitness, and other options, for most people it is a machine for psychological distress, and it takes a special kind of person to handle the conditions, ones that are rare and difficult to recruit.

[ ] 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 98/95: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of Yellow Zone Mitigation) (1 Stage available) [56]
Income 1d3: [3] = +15 RpT

Butting up against the forwardmost positions of the Brotherhood of Nod, GDI has pushed its harvesters into the often vast no man's lands found on the borders between the green and the yellow. While in some areas, like the Florida front, the lines are fortified mere tens of kilometers apart and allowing both sides to continuously shell the other, across most of the world, the distances are much greater, with the maximum range of Initiative shells falling far short of the nearest Brotherhood position, and the same being true of the opposite. It is in these areas that GDI has begun stepping up their harvesting operations. And it is here that the still relatively new railgun harvesters have seriously shown their worth. During the Regency War, the vast majority of operations where Initiative harvesters encountered Brotherhood assets, came in the form of stealth tanks striking from the shadows, or breakthroughs of Scorpion tanks or heavier Centurions and Avatars. None of which the railgun harvesters were actually designed to fight. Here and now, they are mostly encountering small, lightweight assets, ones where trying to suppress them with artillery is, most of the time, a waste of shells, as by the time the shells arrive, the Brotherhood are no longer there.

[ ] 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 115/115: 20 resources per die) (+500 Tiberium Reserve)
(Progress 11/115: 20 resources per die) (+500 Tiberium Reserve) [88]

Tiberium Silos have gone through many redesigns, and have always been a part of Tiberium harvesting. Holding onto capacity is a fact of life in an age of routine supply chain disruptions and the potential for global war to break out at any moment. However, few of the containment methodologies have been particularly successful in the long term. Even the best terrestrial science required the wholesale replacement of interior linings in a matter of weeks, which makes the large-scale use more than a little problematic, especially on the Treasury's timescales.

Developed originally as one of the first products of the destruction of the visitors, so called Tiberium Glass has seen widespread deployment as protective equipment, coverings for critical infrastructure in tiberium contaminated environments, and is used extensively as interior linings for tiberium silos, pipelines and other refinery equipment where possible, but has not been used for its original purpose, the long term containment of Tiberium, by GDI, until now. In addition, most silos are actively cooled, lowering the temperature of the Tiberium to around -40, cold enough to markedly decrease its activity, though this does require free energy that is not always available. While not even T-glass is invincible, it is estimated that these silos will last for months without cooling or years with it.

Construction has been concentrated nodally, with sizable stockpile capacity being assembled in Jeddah, Chicago, South Africa, Dandong, and San Diego as core facilities of the program. While they are currently resting empty, they are both preparations for the Improved Hewlett Gardener process to begin deployment, and as an emergency reserve in case of supply disruptions.

[ ] 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 545/545: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
(Progress 146/1085: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support) [92, 66, 15, 28, 95, 29]

Work on Columbia has continued at its frenetic pace, with multiple casualties as the work crews continue to push themselves to the very limits of what can be considered safe. While there are few quarters that can be cut in the process, a result of being a settlement in a region only marginally less hostile to human life than a Red Zone, there are rough edges aplenty, and the settlers have been taking up hand tools in nearly every spare hour to smooth them over. Sharp edges ground down or lacquered over, poorly finished welds either tucked away or finished properly. It is a work in progress, one that is likely to continue for the duration of the station's existence.

The station itself has added another thousand souls to its residency list, still mostly a Blue Zone elite, more parts of long running projects to produce semi-skilled spacers. While this is not producing much in the way of unrest among the Initiative's formerly Yellow Zone populations, there are some rumblings, but mostly tamped down within the United Yellow List, and as news about the actual living conditions on the stations filters down to the people below. While this has not slowed the clamor for more stationbuilding, with the idea of being away from Tiberium a push factor so substantial that no amount of stories of complicated interfaces, lacking amenities, and draconian safety rules can slow, let alone stop.

[ ] 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 135/135: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 270/270: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (+1 available Bay)
(Progress 95/540: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays) [63, 75, 73, 84]

Work on the Shala has focused primarily on adding yet more bays, and adding more crew quarters. While relatively spartan, especially compared to the apartments found on Columbia, they are still comfortable spaces, and with many fewer units, they are being held to a far higher level of fit and finish.

Farming has always been a family business, and while GDI operates on a generally collectivized and extremely automated basis, farming can still be very dynastic, with entire families living on a separate cycle from the rest of society, based on the life cycles of the plants that they tend.

Each of the stations built so far is also testing a different style of habitation. On Columbia, everything is heavily integrated, with apartments stacked above and below major concourses. Most of the small shops on a Columbia style station have attached apartments for the workers, and while there are areas that are more dedicated to habitation, even they have integrated services scattered throughout. On the other hand, on Philadelphia, there is a more general segregation. Public and private spaces are not fully separated, but all of the elevators on the station are keycard locked, meaning that one has to be authorized to visit, for example, deck 44's command center, or the deck 1 dome. And on the far extreme, there is Enterprise. On Enterprise, although more for safety than anything else, the living quarters and the industrial segments are as segregated as possible. Nobody wants people three hours into their offshift trying to walk through a foundry segment after all.

Much of Shala's early agricultural capacity, meanwhile, comes from transplants, as very little on the station has yet had time to mature. This is both in the form of perennial crops, but also extends to annuals, with one crop of tomatoes in particular exciting a particularly fevered bidding war for the vegetables when they were landed on a returning Leopard. Shala's food productivity is desired as much for its guarantee that it will be free of Tiberium contamination as for its impressive potential scale of operation.

[ ] 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.
-[ ] Services (Progress 167/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete) [31, 17, 26]

Services is a big field, and unfortunately that comes with complications. The biggest one is the simple degree of specialization and range of specializations within the field. Areas as widely separated as healthcare, education, and welfare all fall under the general field, and that makes things more difficult. While all need confidentiality, automated paperwork, and data crunching, all of those are things that previous generations of EVAs can manage, often without too many problems.

It was expected that machine learning, and the long experiences with previous generations of EVAs have created an environment where a new generation can be slotted in, and that was attempted. However, the attempt proceeded to break everything from HR services to multiple cases of prescriptions not passing through the system properly, leaving two major hospital services functioning on handwritten notes for over a day as the changes were reverted. A slower, more intentionally disruptive system changeover is being prepared, with the plans being for a rolling changeover, starting in BZ-1 and rolling around the world from there.

[ ] 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 41/40: 15 resources per die) (MS) [10]

The theory of biosculpting is simple. Take a sample of donor cells (easy enough, a simple cheek swab is enough for epithelial cells; most others require a simple biosample, a routine procedure in any case), culture them into tissues, and then implant those tissues into the patient. In theory, since all that is being implanted is biologically identical to the originals, the body should accept them without problems, and integrate without needing further medical intervention. The theory however is where the simple stops.

Unfortunately, the human body is complicated, and cells need care and feeding, they need structures to grow on, they need nerves for sending and receiving signals from the brain. Take, for example, ears. To make a pair of external ears, much of the core is cartilage, a mostly noncellular structure composed of naturally produced protein and sugar polymers. Relatively simple to make, and something where GDI's reconstructive surgeons have been getting fairly close to replicating for years, if not decades in some laboratories. And even then, fairly close still leaves a noticeable failure rate, although that is exacerbated by most of the attempts being on working joints, rather than more cosmetic options. And that is the simple end. Growing nerves, growing blood vessels, those are rather more complicated, and in some ways dramatically more important. Getting them to grow right, reliably, the first time, and integrate into the rest of the system makes calling it simply challenging an exercise in understatement rarely matched in human history.

[ ] 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 108/60: 20 resources per die) (High Priority) [73]

The Initiative has used sonic projectors in various configurations for decades, with the earliest prototype crystal units dating back to the Second Tiberium War, improved in the interbellum with the Shatterer, and mass produced with the Raider's grenade launcher and the Pacifier's artillery.

The fundamental challenge, however, has always been energy density and efficiency. Zrbite fixes this, by allowing a fairly simple physical lump of material that, when charged, produces substantial amounts of sound, along a very narrow frequency, shaking both Tiberium and people apart. For Tiberium, it is a harmonic frequency, first discovered before the Second Tiberium War, but weaponized there. While there have been handheld projectors going back decades as prototype projects, Zrbite for the first time permits a unit that can be effectively handled by a person, and makes it capable of more than slowing the growth of Tiberium. This is primarily a matter of efficiency of conversion of energy, usually electricity, into sound, meaning that a backpack power supply can output about half a pacifier round every few seconds, creating a relatively short ranged sonic burst.

In terms of practical effects however, it is primarily going to be useful on a small scale. While shells and vehicles are certainly far larger and more powerful, they are also exponentially more STU intensive, requiring far too many resources to be justified as a practical measure. Instead, they are primarily going to be used on more handheld devices, with a sonic pistol under the code designation of Tamborine, and a larger, zone suit compatible design under the designation of Octavia for the moment. While neither are quite ready for full deployment, needing more work to finalize their designations, and more importantly ensure that they are safe for troop trials, they are likely to see massive deployment among not only the military but the Treasury's abatement teams as well – especially the pistol, which is intended for use as a wide angle cleaner, shaking off Tiberium crystals from the hulls of vehicles.

[ ] 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 260/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)
(Progress 56/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete) [17, 46, 46, 87]

Aircraft, even one as derivative as a wingman drone, take a large amount of time to produce at a useful scale, especially one expected to be used, and used up, by the thousands. In joint air/ground forces wargames over the last few years, the average simulated wingman lasted between three and five missions, and saved over a dozen Initiative lives. In large part because they fundamentally change the threat matrix, especially as they appear in larger numbers. Rather than a risky strike putting up to dozens of Initiative pilots, each taking over a year to train, in harm's way, that same strike package can be handled by as few as one or two in the most extreme variants of the wargames. And, those pilots have a significantly higher chance of coming back alive, due to the drones having the option of acting as missile catchers themselves.

For the Navy however, they are serving a fundamentally different role. Rather than being used to increase the survival rate of pilots and the ability to take on risky missions, they are being used to increase the throw weight of the Initiative's carrier fleet, one that has declined significantly since the layouts found before the Third Tiberium War. A wingman equipped formation can in most cases double the throw weight of one without, for only adding half as much space requirement, giving sharper blades, rather than trying to change the mission profiles.

In either case, deployment is going to be slow. Within the next year, only a bare handful of squadrons will receive a pair for every aircraft in operation, over the next four, while most will get a pair, few to none will receive a second or third, even if operations remain slow, and there is nearly no chance with currently projected levels of production for a sizable surplus to be built up, a vital necessity in case of a future major war. Over the years of the Third Tiberium War's various phases, GDI burned through decades of production and in the immediate aftermath, was operating with effectively zero stockpile and trying to fight on a just in time delivery system.

[ ] 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 180/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Pyongyang (Progress 170/170: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Santiago (Progress 28/170: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete) [82, 81]

The Treasury has completed two more major Zone Armor factories, both in East Asia. While currently, they are primarily slated to supply suits to warehouses from Siberia to Australia and California, long term they are planned to be core support for regional operations, supplying directly to units. The reason for their current posting is that training is still a major bottleneck. While these will fully ensure that there are enough Zone Suits for the Initiative's immediate needs, even with the mountains of metal being fed into the Deep Red Zones, they are likely to be eclipsed in fairly short order by the military's desire to expand its powered armor complement.

Pyongyang is an interesting city. Founded over three thousand years ago, it has been the traditional seat of power in Korea for much of that time. While it moldered under the rule of the Kims, embargoed by much of the world, and kept on life support as they rattled an increasingly aged arsenal for attention and aid, it was revitalized first in the early 2000s, as Initiative funding poured into the city as it became a front line against Brotherhood interests. But it was not until after the Second Tiberium War that it became the near metropolis that it is today. A port city, it is the gateway to the fortifications that line the borders, old and new. Those south of the Yalu, and those across the north of China as the Brotherhood was pushed back step by step.

[ ] 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 122/100: 20 resources per die) [87]

A buckler, historically, was a small round shield, primarily used in western Europe as a support for close sword fighting. While the new bucklers are very different, they are also notably similar in purpose. Rather than covering most of the wielder's body, it was used actively to disrupt and block.

One of the key problems with human built shield systems is their weakness. Even the best that GDI can manage are really only capable of taking small arms and light autocannon fire, and from what InOps can find, the Brotherhood of Nod is worse off. The system is actually less of a breakthrough than first expected. Rather than being some folded set of shields, it is actually far more derivative. Instead of trying to project a strong shield bubble around the vehicle, they use a modified variant of the Electroactive armor to energize a strip of shielding, making it substantially stronger, at the cost of weakening the rest of the shields to effective nonexistence.

The practical upshot is that the buckler shield is actually surprisingly easy to integrate. While they are not really compatible with the ablative pucks that have adorned Initiative armor for much of the last decade, the designs to use electroactive armor are still very much in the Initiative's arsenal and – while not compatible with the last generation of armored fighting vehicles – will be an easy addition to the newer designs that have yet to enter prototyping, and one that will allow them to not need nearly as much shield infrastructure as previously expected.

[ ] 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) (Infrastructure) (95)

GDI's infrastructure spending has been a mixed bag, but one of the largest slices has been in the field of transportation. From road and rail networks, to entirely new forms, like the suborbital shuttle service. All of these offer insights into the future of Initiative strategic planning. The humble railroad has shaped every war that it has served in, from Crimean fields, to Georgian gullies, and the differences in available rolling stock, available resources, and track amenities can play fundamental roles in the success and failure of battles, campaigns, and entire wars.

One Brotherhood cell discovered during the investigation was responsible for the shootdown of Arya Gulati, with her flight in particular being passed over to the unit on the ground with the laser system. While many members were able to go to ground, or otherwise escape ahead of the Intelligence agents detecting them, some were captured or killed, and the others have, at least, been removed from their posts.


[ ] 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) (Tiberium) (58)

In the last three years, the Tiberium department has seen massive investments, and is actually of interest to many groups, with Tiberium operations being a lagging indicator for GDI's geostrategic investments. Oftentimes only a few kilometers behind the front lines of one of the Initiative's offensives are fleets of Tiberium harvesters, armies of engineers, and uncounted legions of construction robots swarming over the land like ants on a candy bar. For the Brotherhood of Nod of course, this is critical intelligence. Knowing when and where the armies of the Initiative march is something that is in many cases the difference between life and death, victory and defeat.

And then there is the technology. From Tiberium infusions and power generation, to things like Tiberium Glass, to the production and distribution of STUs, the department is involved in an incredibly wide selection of affairs, and has its fingers in nearly every technological pie the Initiative has. Even if they are not a primary participant, they certainly have a representative on site for environmental concerns, and a few more to represent their interests.

While a number of agents have been found, it is unlikely that they are the entirety, both because the Treasury has become predictable in its schedule of sweeps, and because the Tiberium department operates in a large number of areas that are at best awkward for an InOps agent to get to, ranging from deep red outposts, to monitoring stations in the depths of the Antarctic.


A/N : For all the Americans, Happy Turkey Day!
Sorry for taking so long, it has been a pretty intensive month on my end. Will be trying to push out the turnpost tomorrow.
 
South Pacific Conference
South Pacific Conference

While actual negotiations with the Brotherhood are still ongoing, with quite a few items still high in the air, the Treasury is being consulted about a wide range of issues. While far from the only people involved, especially now that the diplomatic corps has been given the lead, the Treasury will have a notable voice in shaping the Initiative's overall platform alongside the Director, political parties, the military, and a number of other actors.


Where to Meet

[ ] Seoul
A major Initiative city in the region would be a good pick for a number of reasons. While it would incur the costs of hosting, and have a number of major security issues, including what are likely going to be multiple Brotherhood warships in the port, it would, at the same time allow for the most support for the Initiative's negotiating team, and allow the Initiative to flex its economic and military muscles.
-[ ] Propose (-15 PS)
-[ ] Lobby (-25 PS)
-[ ] Campaign (-35 PS)
-[ ] Insist (-40 PS)

[ ] San Diego
A distant port, and one that is on nearly the opposite side of the world, nominating San Diego would be a significant power play by the Initiative, representing a belief that the Initiative has significant right to dictate terms, taking many of the Brotherhood representatives far from their communications networks, and effectively cutting them off. While this may well scuttle negotiations, it would provide a maximum of leverage that could be brought to bear against the negotiators.
-[ ] Propose (-15 PS)
-[ ] Lobby (-25 PS)
-[ ] Campaign (-35 PS)
-[ ] Insist (-40 PS)

[ ] Chennai
Asking the Bannerjees to host will allow the Initiative some on the ground insight into their operations, and put the ball in their court. While what is seen will be curated for our benefit, much like an Initiative city would be curated for theirs, it would represent a significant view into what they consider to be both in need of concealment, and what can be shown off.
-[ ] Propose (-15 PS)
-[ ] Lobby (-25 PS)
-[ ] Campaign (-35 PS)
-[ ] Insist (-40 PS)


[ ] Shanghai
Setting Yao as the host would likely strain some of her resources. While it is more than likely that she would accept, as it would be a significant mark of trust, it would also likely be a smaller conference, without the likely thousands of people that a full scale event at one of the other sites would entail.
-[ ] Propose (-15 PS)
-[ ] Lobby (-25 PS)
-[ ] Campaign (-35 PS)
-[ ] Insist (-40 PS)

[ ] Manila
While the pirate queen is unlikely to welcome being offered the chance to host, she more than likely would attempt to show off in a demonstration of power not just for the Initiative, but also her partners in the Brotherhood, allowing the Initiative to see some of the tricks that she has developed since the Regency war battles in the South Pacific.
-[ ] Propose (-15 PS)
-[ ] Lobby (-25 PS)
-[ ] Campaign (-35 PS)
-[ ] Insist (-40 PS)

[ ] Sao Paulo
While Stahl is not involved in the negotiations, the port of Sao Paolo would be about as close to neutral ground as could be established, and Stahl is among the most willing in the Brotherhood to engage with Initiative diplomatic overtures.
-[ ] Propose (-15 PS)
-[ ] Lobby (-25 PS)
-[ ] Campaign (-35 PS)
-[ ] Insist (-40 PS)

Trade Policy

[ ] Freedom of the Seas
A dramatic departure from previous Initiative policies, establishing general freedom of the seas, not just for the warlords currently in negotiations with the Initiative, but as a more general principle for all, would be a significant olive branch to the Brotherhood, but it would also enrage GDI hardliners and pose significant security risks, especially as the Brotherhood would almost certainly use the chance to begin building up fleets of dual use ships.
-[ ] Propose (-15 PS)
-[ ] Lobby (-25 PS)
-[ ] Campaign (-35 PS)
-[ ] Insist (-40 PS)

[ ] Establishment of Territorial Waters
Rather than trying to establish specific trade lanes, divvying up the south pacific between GDI and the Brotherhood of Nod would substantially deconflict the interests of the parties involved in this affair. While it would almost certainly allow Yao to be militarily reinforced, and politically propped up, and therefore unpopular with the Initiative's hardliners, it would also ensure that the Initiative can keep Brotherhood heavy assets south of Taiwan, and far from territory currently held by the Initiative.
-[ ] Propose (-15 PS)
-[ ] Lobby (-25 PS)
-[ ] Campaign (-35 PS)
-[ ] Insist (-40 PS)

[ ] Limited Navigation
While not a true trade agreement, setting humanitarian naval corridors between Brotherhood warlords, well within range of Initiative antishipping missiles and naval artillery platforms in case they attempt to use such corridors as a means of launching an attack on the Initiative, paired with some attempt at verification that the Brotherhood is not using these corridors as a means of transporting military supplies.
-[ ] Propose (-15 PS)
-[ ] Lobby (-25 PS)
-[ ] Campaign (-35 PS)
-[ ] Insist (-40 PS)

[ ] Verified Humanitarian Supplies Only
Shifting the needle further from what had been agreed upon, the idea of allowing the Initiative to investigate carried supplies and pilot the ships while in waters within a reasonable distance of an Initiative coastline, would maximize security, but only at the cost of jeopardizing the deal entirely.
-[ ] Propose (-15 PS)
-[ ] Lobby (-25 PS)
-[ ] Campaign (-35 PS)
-[ ] Insist (-40 PS)


Territorial concessions

[ ] Taiwan
The island of Taiwan sits astride many of the potential routes between Yao and the other Brotherhood powers. By claiming it for the Initiative, it can become an unsinkable aircraft carrier, a sword of damocles over their heads in case of another war. While it would be a major ask, it would also be noticeably powerful.
-[ ] Propose (-0 PS)
-[ ] Lobby (-5 PS)
-[ ] Campaign (-15 PS)
-[ ] Insist (-25 PS)

[ ] Karachi Trade Route
A land route between the Himalayan Blue Zone and the sea, allowing Karachi to occur would be a massive ask for the Initiative, requiring major concessions in other fields before it could even be considered.
-[ ] Propose (-0 PS)
-[ ] Lobby (-5 PS)
-[ ] Campaign (-15 PS)
-[ ] Insist (-25 PS)

[ ] Dhaka Trade Route
A much shorter route, building a line across territory the Bannerjees recently reclaimed would be a much smaller ask, as it allows a mutual baring of trade routes. While the Initiative could reestablish a blockade of Yao at any point, so could the Brotherhood cut off the route between the Bangladeshi city and the Himalayan Blue Zone.
-[ ] Propose (-5 PS)
-[ ] Lobby (-10 PS)
-[ ] Campaign (-20 PS)
-[ ] Insist (-30 PS)

Other Items

[ ] Technological Transfers
The Brotherhood still has many secrets up their sleeves. While extracting them is likely to be difficult, especially with the Brotherhood's own obscurantism in the way of making sure that the systems work properly. Extorting technology would be a bit of a grab bag, with little way to know for sure the value of what is being transferred until after the deal is finalized.
-[-] Propose (-0 PS)
-[ ] Lobby (-5 PS) (-2 Mad Science)
-[ ] Campaign (-15 PS)
-[ ] Insist (-25 PS)

[ ] Military Concessions
While not entirely in the Treasury's wheelhouse, demanding the Brotherhood step down military activity, or cease it entirely in the contested region would be a not particularly unreasonable position. Although it is very likely that the entire deal will fall through during a major flareup if this provision is added.
-[ ] Propose (-0 PS)
-[ ] Lobby (-0 PS)
-[ ] Campaign (-10 PS)
-[ ] Insist (-15 PS)

[ ] Tiberium Abatement Coordination
While the Brotherhood of Nod is an opponent, Tiberium is a common enemy of mankind, at least for the sane portions of it. While actively coordinating on projects to abate tiberium are likely to be extremely controversial, especially as many of the areas that it would be occurring in are Brotherhood backyards, where abatement teams would get cut off and destroyed in case of a resumption of hostilities.
-[ ] Propose (-5 PS)
-[ ] Lobby (-10 PS)
-[ ] Campaign (-20 PS)
-[ ] Insist (-30 PS)

Military Position
  • A minimalist deal, allowing only humanitarian supplies through is the most feasible option. While there may be some chances to turn the coats of minor warlords or take strategic territories in a deal, these would not be worth the costs in legitimacy or allowances.
  • Dhaka is effectively completely indefensible, and has fundamental limitations as a trade port, making it little better than nothing in terms of supplying the Himalayan Blue Zone.


Litvinov Position
  • A humanitarian deal is likely the best option. While maintaining the balance of power in the region is important, it is critical to do so without increasing human suffering in the process, especially when it comes to maneuvering for short term military or political advantage.
.
IF Position
  • Trusting Nod to uphold any agreement at all is foolish. Trusting them to uphold it without the threat of violence, naive. Extract concessions and give nothing at all in return, if possible.

UYL Position
  • The warlords are likely to uphold the deal so long as they personally get a better position from doing so. They may uphold it if they do not, depending on their personal estimation of the situation.

Militarist Position
  • The Militarists are largely in agreement with the military.

Developmentalist Position
  • There is considerable potential in improving GDI's economy by a deal, particularly one that can open a trade corridor to BZ-18. Nod technologies have been helpful in the past, and may permit further development of useful industrial technologies that will improve GDI's manufacturing base.

Starbound Position
  • Securing any Nod warlord's non-interference in an aggressive expansion of GDI's space presence is critical, while the party also wants a look at Nod's space relevant technologies


Instructions
Vote by plan.
Sections are effectively for organization, rather than important.
Precise influences are intentionally somewhat obscured.
These are sending requests to the GDI negotiation team, not a definition of what the final outcome will be.
Six hour moratorium on voting for discussion.
 
Q4 2062
Q4 2062

Resources: 1215 + 5 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 54
SCIENCE Meter: 4/4

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

Tiberium Spread
23.94 (-0.02) Blue Zone
0.04 (+0.00) Cyan Zone
0.29 (+0.02) Green Zone
23.24 (+0.13) Yellow Zone (97 points of mitigation)
52.49 (-0.13) Red Zone (80 points of mitigation)

Current Economic Issues:
Housing: +65 (16 population in low quality housing) (+1 high-quality housing per turn)
Energy: +15 (+5 in reserve)
Logistics: +17 (-2 from military activity)
Food: +25 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +15 (+2 per turn from Distributed Industrial Authority) (+223 in reserve)
STUs: +11
Consumer Goods: +154 (-5 from demand spike) (+5 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 +10 per turn)
Labor: +38 (+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 ‌(2610/3350)‌ ‌
Tiberium Reserve (0/500)
Taxation Per Turn: +75 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +11 per turn
Production: +26 per turn
Consumption: -15 per turn
10 Economy (4 Structural Alloys, 2 T-Glass, 2 Harvesting Tendrils, 2 Hovercraft)
4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
1 Military Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌58;‌ ‌30; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌270;‌ ‌144;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌20; ‌315)‌ ‌
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:‌ ‌Decent
Navy:‌ Decent‌ (Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 77 Consumer Goods points from the Treasury
Provide 27 Consumer Goods from Agriculture
Increase Income by 695
Increase Tiberium Processing limit by 920
Increase population in space by 17.95k
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
Deploy 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 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 5 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser 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 +27 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 1/540: 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 93/280: 20 resources per die) (+4 Housing)
(Progress 0/270: 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 0/155: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve)

[ ] Rail Network Construction Campaigns (Phase 5)
As GDI consolidates its hold on the far flung territories, and begins trying to develop backwater blue zones, technically held by the Initiative, but with little to no actual development beyond the basics of Tiberium mitigation and abatement, they will need to build significantly more rail to begin laying out a commuter network, and more broadly encourage settlement and development in the reclaimed regions.
(Progress 39/295: 15 resources per die) (+4 Logistics)
(Progress 0/295: 15 resources per die) (+4 Logistics)
(Progress 0/295: 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 110/230: 25 resources per die) (+5 Logistics)
(Progress 0/180: 25 resources per die) (+8 Logistics)

[ ] 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 52/995: 20 resources per die) (+5 Housing, -4 Labor), (+450 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 0/115: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/235: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/470: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/935: 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 31/75: 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 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (6 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 3)
Demand for the U series alloys has been far from limited. Everywhere from Aerospace, to deep sea operations has significant demands, and even with alarms being sounded about the sheer need for STU's that this project is inducing, there are some who consider the limitation a small price to pay for the economic benefits.
(Progress 186/550: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/540: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/540: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/540: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 1) (New)
While second generation plants are noticeably improved over their first generation counterparts, they are limited by the supply of high temperature superconductors. Construction is a very high priority for the initiative, but due to the incoming problems with the first generation plants, increasing the energy supply is going to be slow compared to the ever growing needs of the Initiative without support from other approaches.
(Progress 0/325: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than two dice can be spent on 2nd Generation CCF per turn)

[ ] 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 36/2165: 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 0/110: 30 resources per die)
(Progress 0/215: 30 resources per die) (+8 Capital Goods, -2 Energy)
(Progress 0/430: 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 143/1095: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2160: 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)

[ ] 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)
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 +24 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 50/1155: 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 65/690: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1370: 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 219/280: 20 resources per die) (+4 Capital Goods)


[ ] Home Robotics Factories
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 114/140: 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 +29 bonus)

[ ] Reforestation Campaign Preparations (Phase 1)
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 0/855: 5 resources per die)
(Progress 0/855: 5 resources per die)
(Progress 0/855: 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 26/240: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 6)
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 4)
A fourth 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 134/230: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)
(Progress 0/230: 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 155/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/190: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/190: 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 0/160: 15 resources per die) (+1 Capital Goods)
(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)

[ ] 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
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 78/190: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/180: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/180: 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 0/70: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/70: 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 +39 bonus)

[ ] Tiberium Vein Mines (Stage 6)
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 25/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 0/175: 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 -/315: 20 resources per die) (small additional income trickle [5-15 Resources]) (3 points of Yellow Zone Mitigation)

[-] Intensification of Green Zone Harvesting (Stage 9)
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 3/90: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of Yellow Zone Mitigation) (0 Stages 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 29/140: 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 93/235: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/225: 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 0/225: 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 54/210: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/205: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/205: 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 38/190: 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)
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 0/180: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)

[ ] Improved Hewlett Gardener Refits (Phase 1) (New)
While practically speaking, the IHG process will require knocking down and completely rebuilding an existing Tiberium refinery, there is currently sufficient slack in the system to begin the process with a number of smaller and secondary plants.
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/360: 35 resources per die) (Converts remaining processing capacity)

[ ] 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 0/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 11 (Progress 0/115: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] Improved Tiberium Containment Facilities Construction (Phase 2)
While there is some significant amount of reserve capacity, it is something where more will very rarely hurt, either as a stopgap to allow GDI to build new capacity, or to mitigate damages from Brotherhood or alien attack. It is, however, not an immediate priority, and more investing in precautions against a future that may not come.
(Progress 11/110: 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 4/125: 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)

[ ] 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 0/315: 25 resources per die) (+10 Energy)
(Progress 0/315: 25 resources per die) (+10 Energy)
(Progress 0/315: 25 resources per die) (+10 Energy)

[ ] Tiberium Wildlife Experiments
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)

[ ] Tiberian Prediction Algorithms (New)
While GDI has attempted to model Tiberium growth for decades, the Red Zone offensives and blue zone outbreaks have made the process a significantly higher priority, especially with information gleaned in the last decade from both Visitor and Brotherhood sources, alongside Initiative experimentation.
(Progress 0/120: 20 resources per die)

[ ] Forgotten Experimentation (New)
While active human experiments are a step too far for the Initiative, the Forgotten are themselves an interesting case, and specifically the causes of their mutations. Initiative scientists believe that they can find a common root cause of their changes, and more broadly examine commonalities in genetic, chemical, and other makeup, with the long term goal of finding means of reliably offering a means other than tiberian infusion to survive exposure to the crystal.
(Progress 0/260: 30 resources per die) (MS) (-5 Political Support)

Orbital (7 dice +34 bonus)

[ ] GDSS Columbia (Phase 5) (Updated)
The final planned expansions to the station, adding another two thousand souls to its population have been started, but there is still much work to be done, with the array of bays available, and the more broad problem of shifting the station from a rapidly constructed habitation, to something that is livable as a long term project. (Station)
(Progress 146/1065: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Columbia Bays (3 available)
-[ ] SCOP Bay (New)
While Columbia is not laid out to take maximum advantage from solar energy, and its organization is not designed for farming, single cell organisms (a mixture of yeast, algae, and a handful of other producers) can be farmed on the station, producing a mix of carbohydrates, proteins, and fats that will keep people alive, and serve as a baseline for outsystem feeding as solar energy becomes increasingly less available.
(Progress 0/335: 20 resources per die) (+3 Food, +6 Food in reserve)

-[ ] Very High Density Housing (New)
While any housing in space is going to be in massive demand, the very highest densities possible may well be a step too far, with cramped accommodations, even by the standards of late 20th century space exploration. While it will be livable, and have the capacity to handle large numbers of people, it will not be comfortable or particularly desirable in the long run.
(Progress 0/335: 20 resources per die) (+1.5k Permanent Residents)

-[ ] High Density Housing (New)
By noticeably cutting the population supported, a significant amount of room can be freed up for amenities. While it will still be cramped, it is something that can be worked around with communal spaces, and with a schedule built to keep people out of their accommodations as much as possible.
(Progress 0/335: 20 resources per die) (+1.2k Permanent Residents)

-[ ] Medium Density Housing (New)
While building essentially standard apartments in space is not a particularly efficient use of resources, Columbia is a testbed and one where the comforts of home may well be needed. If the Initiative is to not simply survive in space, but live and thrive, concessions will have to be made towards the creature comforts that Initiative citizens generally expect.
(Progress 0/335: 20 resources per die) (+0.8k Permanent Residents)

-[ ] Low Density Housing (New)
Building to a much higher standard, and one that, while not as well appointed as an Initiative arcology, is genuinely comfortable by civilian standards, building low density segments may be considered absurdly wasteful by the standards of a full scale evacuation from Earth. However, in the long run, such furnishings are likely to be the aspirational standard that the Initiative may hope to achieve some day.
(Progress 0/335: 20 resources per die) (+0.5k Permanent Residents)

-[ ] Hospital Bay (New)
All of the Initiative's space stations are generally decently equipped with medical supplies. However, they lack in the cutting edge. While they can theoretically conduct most surgeries developed before the mid 20th century, that is still a fairly limited spectrum, and for most really serious cases, the best that they can be expected to do is stabilize a person for delivery to terrestrial hospital systems. This would fix that.
(Progress 0/335: 20 resources per die) (+1 Health)

-[ ] Tourism Bay (New)
While more a bagatelle than a practical unit, offering temporary orbital accommodations for a cycling population would both be a means of shoring up broad political support and allowing more people to experience space than just the limited number of specially prepared settlers
(Progress 0/285: 20 resources per die) (+5 PS +4 Consumer Goods)

-[ ] Assembler Bay (New)
While much of the actual industrial work in orbit is being done on Enterprise, and will be done on future Lunar, Martian, and asteroid belt industrial clusters in the future, integrating light industry and automated assemblers will be an expansion of the Initiative's ability to produce goods in space.
(Progress 0/285: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)

-[ ] Spaceport Bay (New)
With GDI's space presence continuously expanding, management and distribution of increasingly civilian passengers and their limited cargo has become more and more complicated. The Spaceport Bay will streamline the connections between earth and all four current GDSS Stations, and future-proof the earth-orbit-lunar traffic of people for the manyfold future increase of orbital and lunar residents needing to move between locations. It will be a central hub for passenger shuttles and have the infrastructure to service to the needs of both the shuttles and their human cargo.
(Progress 0/335: 20 resources per die)

[ ] GDSS Shala (Phase 4)
As Shala has been rapidly expanded, the station is still somewhat skeletal, especially in the core and the periphery, but at the same time it has bulked out, with new residencies, new agricultural platforms, workshops and docking ports. Continuing expansion will see significant work done to expand food production and see additional farmland made available for transport across the solar system. (Station)
(Progress 92/530: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1060: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

[ ] GDSS Shala Bays (1 available)
-[ ] Core Crops Bay (New)
Simply adding on additional bays filled to bursting with core crops, such as beans, rice, and corn, would do little more than add a significant amount of orbital food production, cutting down marginally on lift requirements, but at the same time doing little to improve the lives of current orbital inhabitants or their ground bound relatives.
(Progress 0/335: 20 resources per die) (+6 Food)

-[ ] Fruticulture Bay (New)
Growing trees on Earth is generally considered a waste of time, with a years long process before they begin producing, and the potential for them to be either damaged by war or infested by Tiberium being far too high for GDI planners. Growing trees in orbit would be a symbol of GDI's confidence in their ability to sustain habitation on other worlds, and significantly add to the food diversity available to the Initiative.
(Progress 0/335: 20 resources per die) (+8 Consumer Goods) (+5 Political Support)

-[ ] Experimental Crops Bay (New)
Even with the biosphere on its last legs, there are some ideas that GDI scientists are too nervous about the potential of them getting out. Extremely fast growing crops, biological sources of explosives, medicine, and volatile compounds, and a wide variety of other ideas that are potentially too risky to allow out into the wild.
(Progress 0/285: 20 resources per die) (MS) (Unlocks new development projects)

-[ ] Habitation Bay (New)
While adding significant new housing to Shala was not in the preliminary design documentation, it would be a step towards the goal of 20 thousand souls living full time off Earth, and even with Shala's high level of automation, more hands have almost always increased farm outputs.
(Progress 0/335: 20 resources per die) (+1k Permanent Residents)

-[ ] Animal Husbandry Bay (New)
While most of the effort is going to plants, animals have oft been a significant part of human agricultural work. Most animals will be farmed for various forms of animal products, dairy, eggs, and the like, as growing animals for consumption in space conditions is terribly wasteful in most practical terms.
(Progress 0/285: 20 resources per die) (+6 Consumer Goods)

-[ ] Species Restoration Bay (New)
While practically nearly useless, there are many species that have either died out or effectively died out due to Tiberium. Creating a series of small habitats designed to replicate their natural environments in space would be a serious step towards long term preservation, and allow GDI to create greater biodiversity in the future.
(Progress 0/285: 20 resources per die)

-[ ] High Efficiency Void Crops Bay (New)
There are a number of extremophile bacteria, lichen, and similar that are able to grow even in the airless, highly irradiated void of space. With extensive genetic engineering and experimentation, it may be possible to engineer human edible crops that can be farmed and harvested with a minimum of material and maintenance. (Progress 0/240: 20 resources per die)


[ ] 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. (Station)
(Progress 0/430: 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. (Station)
(Progress 0/475: 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 57/260 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 25/310: 20 resources per die) (+20 Resources per turn)
(Progress 0/295: 20 resources per die) (+20 Resources per turn)
(Progress 0/290: 20 resources per die) (+20 Resources per turn)
(Progress 0/280: 20 resources per die) (+20 Resources per turn)
(Progress 0/270: 20 resources per die) (+2 Heavy Metals)
(Progress 0/260: 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 3 dice +32 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 167/200: 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 213/295: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/285: 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 79/240: 20 resources per die) (-2 Labor, -2 Energy)

[ ] Occult Investigations
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 +31 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) (Munitions)
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)

[ ] 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 (Refit)
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 139/330: 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 0/250: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/295: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/340: 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 39/305) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/305) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/300) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/300) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/300) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/300) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/300) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/300) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/300) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/300) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/300) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/300) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/300) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/300) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/300) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/300) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/300) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/300) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/300) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/300) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/300) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/300) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/300) (Nikolayevsk-on-Amur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/300) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/300) (Sorong) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/300) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/300) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/300) (Mazatlán) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 (Progress 0/300) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/300) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/300) (Lomé) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/300) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/300) (Barcelona) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/300) (Port Sudan) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/300) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/300) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/300) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/300) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/300) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/300) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/300) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/300) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/300) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/300) (Medan) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/300) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/300) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority) (New)
Deploying mass quantities of the new sonic projectors is one of the more immediate things that can be done to harden Initiative forces against Tiberium, and make them more able to fight the Deep Red. While it will not be a cheap upgrade, with large chunks of nearly pure STU materials being required for the weapons systems, it will be a major step forward for the Initiative as a whole.
(Progress 0/380: 20 resources per die) (-2 Energy, -2 STUs) (High Priority)
(Progress 0/760: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)

[ ] 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 0/180: 10 resources per die) (-1 Energy) (3 quarters to begin, 9 to complete)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 2) (High Priority)
While the project is currently underway for naval aviation, and high priority land based air projects, GDI will need substantially more to mitigate for wartime expected loss rates, and provide for lower priority operations, such as interdiction support, the ZOCOM air wings, and training cadre for new pilots.
(Progress 56/250: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)

[ ] Ultralight Glide Munitions Development (Platform) (Munitions)
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)

[ ] NovaHawk Development (New)
The Firehawk, as GDI's core premier combat aircraft is at this point very long in the tooth, and even with upgrades is simply no longer capable of performing in all of its roles. With the amount of new technology available, and even newer technology being built, a near complete redesign is required. However, with the amount of parts currently in service, trying to reuse as many of them as possible is considered to be best practice in terms of both pilot familiarity and ease of manufacture.
(Progress 0/40: 15 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. (Station)
(Progress 0/150: 20 resources per die) (MS)

[ ] 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)

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 89/190: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/180: 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 6) (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.
Santiago (Progress 28/165: 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)
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 0/335: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/335: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/335: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/335: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/335: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)

[ ] Stealth Disruptor Deployment
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 0/190: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete)

Navy

[ ] Infernium Laser Refits (Refit)
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 0/405: 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 0/160: 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 0/270: 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 0/70: 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
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 0/315: 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)

[ ] 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 +29 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 [At least one die mandatory this turn.]
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 (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
-[ ] 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.
-[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support
-[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement 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 +27
-[] Blue Zone Arcologies (Stage 4) 1/540 5 dice 75R 2%, 6 dice 90R 21%, 7 dice 105R 60%, 8 dice 120R 88%, 9 dice 135R 98%
-[] Blue Zone Arcologies (Stage 4+5) 1/1080 11 dice 165R 1%, 12 dice 180R 9%, 13 dice 195R 30%, 14 dice 210R 58%, 15 dice 225R 81%, 16 dice 240R 94%
-[] Yellow Zone Fortress Towns (Phase 7) 93/280 2 dice 40R 35%, 3 dice 60R 88%, 4 dice 80R 99%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/550 5 dice 100R 21%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Lesser Blue Zone Arcologies (Phase 1) 0/155 2 dice 30R 64%, 3 dice 45R 97%
-[] Lesser Blue Zone Arcologies (Phase 1+2?) 0/310 3 dice 45R 11%, 4 dice 60R 60%, 5 dice 75R 92%
-[] Rail Network Construction Campaigns (Phase 5) 39/295 2 dice 30R 1%, 3 dice 45R 44%, 4 dice 60R 88%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/590 6 dice 90R 16%, 7 dice 105R 54%, 8 dice 120R 85%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/885 9 dice 135R 6%, 10 dice 150R 27%, 11 dice 165R 59%, 12 dice 180R 84%, 13 dice 195R 96%
-[] Suborbital Shuttle Service (Phase 2) 110/230 1 die 25R 23%, 2 dice 50R 88%, 3 dice 75R 99%
-[] Suborbital Shuttle Service (Phase 2+3) 110/410 3 dice 75R 16%, 4 dice 100R 67%, 5 dice 125R 94%

-[] Chicago Planned City (Phase 5) 52/995 9 dice 180R 3%, 10 dice 200R 19%, 11 dice 220R 51%, 12 dice 240R 80%, 13 dice 260R 95%
--Alt: 1 HI 9 Infra dice 200R 6%, 1 HI 10 Infra dice 220R 24%, 1 HI 11 Infra dice 240R 54%, 1 HI 12 Infra dice 260R 80%, 1 HI 13 Infra dice 280R 94%
-[] Karachi Planned City (Phase 1) 0/60 1 Tib die 20R 95%
-[] Karachi Planned City (Phase 1+2) 0/175 2 Tib dice 40R 68%, 3 Tib dice 60R 99%
-[] Karachi Planned City (Phase 1+2+3) 0/410 4 Tib dice 80R 27%, 5 Tib dice 100R 79%, 6 Tib dice 120R 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/925 0/880 8 Tib dice 160R 3%, 9 Tib dice 180R 25%, 10 Tib dice 200R 63%, 11 Tib dice 220R 89%, 12 Tib dice 240R 98%
--Alt: 3 Tib 6 Infra dice 180R 7%, 4 Tib 6 Infra dice 200R 33%, 5 Tib 6 Infra dice 220R 69%, 6 Tib 6 Infra dice 240R 91%
--Note: Listing all Infra/Tib dice combinations would be a massive pain.

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/75 1 die 10R 99%
-[] Postwar Housing Refits (Phase 1) 0/180 2 dice 20R 41%, 3 dice 30R 91%
-[] Postwar Housing Refits (Phase 1+2) 0/360 4 dice 40R 28%, 5 dice 50R 74%, 6 dice 60R 96%
-[] Postwar Housing Refits (Phase 1+2+3) 0/540 5 dice 50R 2%, 6 dice 60R 20%, 7 dice 70R 59%, 8 dice 80R 88%, 9 dice 90R 98%
Heavy Industry 6 dice +34
-[] U Series Alloy Foundries (Phase 3) 186/550 3 dice 120R 3%, 4 dice 160R 43%, 5 dice 200R 87%, 6 dice 240R 99%
-[] U Series Alloy Foundries (Phase 3+4) 186/1060 8 dice 320R 1%, 9 dice 360R 13%, 10 dice 400R 44%, 11 dice 440R 77%, 12 dice 480R 94%
--Note: The exact discount for each phase here will vary depending on the amount of roll-over progress.
-[] Second Generation Continuous Cycle Fusion Plants (Phase 1) (New) 0/325 3 dice 60R 14%, 4 dice 80R 68%, 5 dice 100R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/2165 22 dice 330R 3%, 23 dice 345R 11%, 24 dice 360R 27%, 25 dice 375R 50%, 26 dice 390R 71%, 27 dice 405R 87%, 28 dice 420R 95%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/110 1 die 30R 40%, 2 dice 60R 97%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/325 3 dice 90R 14%, 4 dice 120R 68%, 5 dice 150R 96%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/755 7 dice 210R 3%, 8 dice 240R 22%, 9 dice 270R 59%, 10 dice 300R 87%, 11 dice 330R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1095 9 dice 180R 2%, 10 dice 200R 16%, 11 dice 220R 47%, 12 dice 240R 78%, 13 dice 260R 94%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Microfusion Cell Development 0/60 1 die 20R 95%
-[] Second Generation Repulsorplate Development 0/60 1 die 20R 95%
-[] Division of Alternative Energy -1 HI die -10RpT Auto
Light and Chemical Industry 5 dice +24
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1155 12 dice 240R 2%, 13 dice 260R 12%, 14 dice 280R 33%, 15 dice 300R 60%, 16 dice 320R 81%, 17 dice 340R 93%
-[] Bergen Superconductor Foundry (Phase 4) 65/690 7 dice 210R 13%, 8 dice 240R 44%, 9 dice 270R 76%, 10 dice 300R 93%
-[] Bergen Superconductor Foundry (Phase 4+5) 65/2060 23 dice 690R 3%, 24 dice 720R 9%, 25 dice 750R 21%, 26 dice 780R 39%, 27 dice 810R 58%, 28 dice 840R 76%, 29 dice 870R 88%, 30 dice 900R 95%
-[] Carbon Nanotube Foundry Expansions 219/280 1 die 20R 79%, 2 dice 40R 100%
-[] Home Robotics Factories 114/140 1 die 15R 100%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 0/855 9 dice 45R 8%, 10 dice 50R 32%, 11 dice 55R 64%, 12 dice 60R 87%, 13 dice 65R 97%
-[] Agriculture Mechanization Projects (Phase 2) 26/240 2 dice 30R 18%, 3 dice 45R 78%, 4 dice 60R 98%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/135 1 die 10R 28%, 2 dice 20R 91%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/270 2 dice 20R 3%, 3 dice 30R 51%, 4 dice 40R 92%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/405 4 dice 40R 18%, 5 dice 50R 65%, 6 dice 60R 93%
-[] Vertical Farming Projects (Stage 4) 134/230 1 die 15R 49%, 2 dice 30R 98%
-[] Vertical Farming Projects (Stage 4+5) 134/460 3 dice 45R 8%, 4 dice 60R 55%, 5 dice 75R 91%
-[] Vertical Farming Projects (Stage 4+5+6) 134/690 5 dice 75R 1%, 6 dice 90R 19%, 7 dice 105R 58%, 8 dice 120R 88%, 9 dice 135R 98%
-[] Dairy Ranches (Phase 1) 155/195 1 die 20R 100%
-[] Dairy Ranches (Phase 1+2) 155/385 2 dice 40R 10%, 3 dice 60R 68%, 4 dice 80R 96%
-[] Dairy Ranches (Phase 1+2+3) 155/575 4 dice 80R 7%, 5 dice 100R 46%, 6 dice 120R 84%, 7 dice 140R 98%

-[] Spider Cotton Plantations (Phase 1) 0/160 2 dice 40R 72%, 3 dice 60R 99%
-[] Spider Cotton Plantations (Phase 1+2) 0/330 3 dice 45R 12%, 4 dice 60R 65%, 5 dice 75R 95%
-[] Spider Cotton Plantations (Phase 1+2+3+4+5) 0/900 9 dice 135R 8%, 10 dice 150R 33%, 11 dice 165R 68%, 12 dice 180R 90%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Deployment 0/150 2 dice 30R 79%, 3 dice 45R 99%

-[] Strategic Food Stockpile Construction (Phase 5) 78/190 1 die 10R 33%, 2 dice 20R 93%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/370 3 dice 30R 23%, 4 dice 40R 76%, 5 dice 50R 97%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/550 5 dice 50R 19%, 6 dice 60R 61%, 7 dice 70R 90%
-[] Caloric Reclamation Processor (Phase 1) 0/70 1 die 10R 75%, 2 dice 20R 100%
-[] Caloric Reclamation Processor (Phase 1+2) 0/140 1 die 10R 5%, 2 dice 20R 79%, 3 dice 30R 99%
-[] Department of Core Crops -1 Agri die -15 RpT auto
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 6) 25/175 1 die 20R 5%, 2 dice 40R 85%, 3 dice 60R 99%
-[] Tiberium Vein Mines (Stage 6+7) 25/350 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Tiberium Vein Mines (Stage 6+7+8) 25/525 4 dice 80R 1%, 5 dice 100R 29%, 6 dice 120R 77%, 7 dice 140R 97%
-[] Tiberium Vein Mines (Stage 6+7+8+9) 25/700 6 dice 120R 4%, 7 dice 140R 34%, 8 dice 160R 75%, 9 dice 180R 95%
-[] Tiberium Vein Mines (Stage 6+7+8+9+10) 25/875 8 dice 160R 7%, 9 dice 180R 37%, 10 dice 200R 74%, 11 dice 220R 94%
-[] Tiberium Vein Mines (Stage 6+7+9+10+11) 25/1050 10 dice 200R 11%, 11 dice 220R 40%, 12 dice 240R 74%, 13 dice 260R 93%
-[] Yellow Zone Tiberium Harvesting (Phase 11) 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Intensification of Green Zone Harvesting (Stage 9) 3/90 1 die 15R 68%, 2 dice 30R 100%
-[] Intensification of Green Zone Harvesting (Stage 9+10) 3/180 2 dice 30R 66%, 3 dice 45R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/145 1 die 25R 39%, 2 dice 50R 98%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/275 2 dice 50R 12%, 3 dice 75R 77%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 4) 93/235 1 die 25R 13%, 2 dice 50R 89%, 3 dice 75R 99%
-[] Red Zone Border Offensives (Stage 4+5) 93/460 3 dice 75R 5%, 4 dice 100R 54%, 5 dice 125R 93%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/225 2 dice 60R 24%, 3 dice 90R 87%, 4 dice 120R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/450 4 dice 120R 10%, 5 dice 150R 58%, 6 dice 180R 92%
-[] Red Zone Containment Lines (Stage 6) 54/210 2 dice 50R 81%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/415 3 dice 75R 6%, 4 dice 100R 58%, 5 dice 125R 94%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/620 5 dice 125R 6%, 6 dice 150R 43%, 7 dice 175R 84%, 8 dice 200R 98%
-[] Tiberium Glacier Mining (Stage 13) 38/190 1 die 30R 3%, 2 dice 60R 83%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/375 3 dice 90R 15%, 4 dice 120R 73%, 5 dice 150R 98%

-[] IHG Tiberium Processing Plants (Stage 1) 0/180 2 dice 70R 63%, 3 dice 105R 98%
-[] IHG Tiberium Processing Plants (Stage 1+2) 0/360 3 dice 105R 7%, 4 dice 140R 59%, 5 dice 175R 94%
-[] Improved Hewlett Gardener Refits (Phase 1) (New) 0/240 2 dice 70R 15%, 3 dice 105R 80%, 4 dice 140R 99%
-[] Improved Hewlett Gardener Refits (Phase 1+2) (New) 0/480 4 dice 140R 3%, 5 dice 175R 40%, 6 dice 210R 84%, 7 dice 245R 98%
-[] Improved Hewlett Gardener Refits (Phase 1+2+3+4+5+6+7) (New) 0/1800 18 dice 630R 8%, 19 dice 665R 25%, 20 dice 700R 52%, 21 dice 735R 76%, 22 dice 770R 91%

-[] Tiberium Inhibitor Deployment (Blue Zones) 0/90 1 die 30R 65%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/115 1 die 30R 40%, 2 dice 60R 98%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/110 1 die 30R 45%, 2 dice 60R 99%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/110 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 34%, 2 dice 40R 96%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/250 2 dice 40R 12%, 3 dice 60R 77%, 4 dice 80R 99%
-[] Red Zone Energy Refits (Phase 1) 0/315 3 dice 75R 28%, 4 dice 100R 84%, 5 dice 125R 99%
-[] Red Zone Energy Refits (Phase 1+2) 0/630 6 dice 150R 14%, 7 dice 175R 56%, 8 dice 200R 89%, 9 dice 225R 99%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/945 9 dice 225R 8%, 10 dice 250R 35%, 11 dice 275R 71%, 12 dice 300R 92%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 99%
-[] Tiberium Wildlife Experiments 0/60 1 die 20R 100%
-[] Tiberian Prediction Algorithms (New) 0/120 1 die 20R 40%, 2 dice 40R 99%
-[] Forgotten Experimentation (New) 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 146/1065 9 dice 180R 13%, 10 dice 200R 46%, 11 dice 220R 80%, 12 dice 240R 96%
--GDSS Columbia Bays (3 available)--
-[] SCOP Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Very High Density Housing (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] High Density Housing (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Medium Density Housing (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Low Density Housing (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Hospital Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Tourism Bay (New) 0/285 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Assembler Bay (New) 0/285 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%

-[] GDSS Shala (Phase 4) 92/530 4 dice 80R 14%, 5 dice 100R 65%, 6 dice 120R 95%
-[] GDSS Shala (Phase 4+5) 92/1590 14 dice 280R 2%, 15 dice 300R 11%, 16 dice 320R 33%, 17 dice 340R 63%, 18 dice 360R 85%, 19 dice 380R 96%
--GDSS Shala Bays (1 available)--
-[] Core Crops Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Fruticulture Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Experimental Crops Bay (New) 0/285 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Habitation Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] Animal Husbandry Bay (New) 0/285 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Species Restoration Bay (New) 0/335 3 dice 60R 10%, 4 dice 80R 62%, 5 dice 100R 94%
-[] High Efficiency Void Crops Bay (New) 0/240 2 dice 40R 10%, 3 dice 60R 71%, 4 dice 80R 98%

--GDSS Enterprise Bays (2 available)--
-[] Gravitic Shipyard 0/430 4 dice 120R 17%, 5 dice 150R 69%, 6 dice 180R 96%
-[] Fusion Shipyard 0/475 4 dice 80R 4%, 5 dice 100R 43%, 6 dice 120R 86%, 7 dice 140R 99%

-[] Conestoga Class Development 0/60 1 die 30R 94%
-[] Lunar Regolith Harvesting (Phase 3) 57/260 2 dice 40R 33%, 3 dice 60R 90%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/510 4 dice 80R 4%, 5 dice 100R 41%, 6 dice 120R 83%, 7 dice 140R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/310 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/605 5 dice 100R 1%, 6 dice 120R 21%, 7 dice 140R 64%, 8 dice 160R 91%
-[] Lunar Water Mine (Inactive)
-[] Helium 3 Harvesting (Inactive)
Services 3/4 dice +32
-[] Advanced Electronic Video Assistant Deployment (Services) 167/200 1 die 20R 100%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 32%, 3 dice 60R 89%, 4 dice 80R 99%
--Note: Costs 1 field die and locks it until the project is complete.
-[] Regional Hospital Expansions (Phase 1) 213/295 1 die 25R 61%, 2 dice 50R 99%
-[] Regional Hospital Expansions (Phase 1+2) 213/580 3 dice 75R 2%, 4 dice 100R 36%, 5 dice 125R 82%, 6 dice 150R 98%
-[] Kamisuwa Optical Laboratories 79/240 2 dice 40R 68%, 3 dice 60R 98%
-[] Occult Investigations 0/30 1 die 5R 100%
--Alt: 1 AA/Erewhon die 86%
Military 8 dice +31
-[] 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 17%, 5 dice 100R 67%, 6 dice 120R 95%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/330 2 dice 10R 38%, 3 dice 15R 91%
-[] Strategic Area Defense Networks (Phase 1) 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Strategic Area Defense Networks (Phase 1+2) 0/545 5 dice 100R 3%, 6 dice 120R 29%, 7 dice 140R 70%, 8 dice 160R 93%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/885 9 dice 180R 6%, 10 dice 200R 28%, 11 dice 220R 61%, 12 dice 240R 86%, 13 dice 260R 97%

--MARVs--
-[] Reclamator Hub 0/300 3 dice 60R 22%, 4 dice 80R 76%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib dice 60R 27%, 2 Mil 2 Tib dice 80R 83%, 2 Mil 3 Tib dice 100R 99%
-[] Reclamator Hub x2 0/600 6 dice 120R 9%, 7 dice 140R 43%, 8 dice 160R 79%, 9 dice 180R 96%
--Alt: 2 Mil 4 Tib dice 120R 19%, 2 Mil 5 Tib dice 140R 63%, 2 Mil 6 Tib dice 160R 92%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/305 3 dice 60R 46%, 4 dice 80R 90%
-[] Reclamator Hub BZ-2 (Richmond) 58/305 2 dice 40R 5%, 3 dice 60R 60%, 4 dice 80R 95%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (New) (Phase 1) 0/380 4 dice 80R 26%, 5 dice 100R 74%, 6 dice 120R 96%
-[] Zrbite Sonic Weapons Deployment (New) (Phase 1+2) 0/1140 12 dice 240R 7%, 13 dice 260R 27%, 14 dice 280R 56%, 15 dice 300R 81%, 16 dice 320R 94%
-[] Infantry Recon Support Drone Deployment 0/180 2 dice 20R 49%, 3 dice 30R 94%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/250 2 dice 40R 36%, 3 dice 60R 90%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
-[] NovaHawk Development (New) 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/150 1 die 20R 2%, 2 dice 40R 81%, 3 dice 60R 99%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 2) 89/190 1 die 10R 46%, 2 dice 20R 97%
-[] Railgun Munitions Factories (Phase 2+3) 89/370 3 dice 30R 35%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%, 2 dice 70R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 6) 28/165 1 die 20R 10%, 2 dice 40R 83%, 3 dice 60R 99%
-[] GD-3 Deployment (Phase 1) 0/335 3 dice 30R 7%, 4 dice 40R 54%, 5 dice 50R 91%
-[] GD-3 Deployment (Phase 1+2) 0/670 7 dice 70R 14%, 8 dice 80R 49%, 9 dice 90R 82%, 10 dice 100R 96%
-[] GD-3 Deployment (Phase 1+2+3) 0/1005 10 dice 100R 3%, 11 dice 110R 17%, 12 dice 120R 45%, 13 dice 130R 75%, 14 dice 140R 92%
-[] Stealth Disruptor Deployment 0/190 2 dice 30R 39%, 3 dice 45R 91%

--Navy--
-[] Infernium Laser Refits 0/405 4 dice 120R 14%, 5 dice 150R 61%, 6 dice 180R 92%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/160 2 dice 50R 67%, 3 dice 75R 98%
-[] Shark Class Frigate Shipyards (Seattle) 0/270 3 dice 60R 43%, 4 dice 80R 89%, 5 dice 100R 99%

--Steel Talons--
-[] Medium Tactical Plasma Weapon Deployment 0/70 1 die 30R 77%, 2 dice 60R 100%
-[] Combat Laser Development 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Modular Rapid Assembly Prototype Factory 0/315 3 dice 60R 14%, 4 dice 80R 67%, 5 dice 100R 95%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%, 2 dice 40R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 1 die 95%, 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 (Updated) 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
Last Security Review
Infrastructure 1 turn ago 2062 Q3
Tiberium 1 turn ago 2062 Q3
--Note: Indicated as not fully cleared.
Agriculture 2 turns ago 2062 Q2
Military 2 turns ago 2062 Q2
--Note: Not fully cleared, but InOps suggests waiting a bit first.
Light/Chem 7 turns ago 2061 Q1
Heavy Ind 8 turns ago 2060 Q4
Orbital 8 turns ago 2060 Q4
Bureaucracy 8 turns ago 2060 Q4
Services 11 turns ago 2060 Q1
--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.
 
Last edited:
Q4 2062 Results
GDIOnline Q4 2062




Janitorial Woes: The thread for complaining about the new cleaning bots.


Tim Drake
I know, I know, nobody likes the vacuum patrol, or long mopping sessions, but still, just got surplussed out into the general pool from this, and it is annoying. My apartment complex was an easy job, but I don't have the quals for robot caretaking. Like, most of it is not hard, but seriously, I don't want to go through six months of training to go back to doing the same thing that I was doing, just with extra bot wrangling.

The whole damn nonsense is frustrating, because we have people who want to be doing things, even if they are not fun things, and now we are getting kicked out of our positions, because some damn Treasury weenie has a hair up their rear about something or other with automation.

FloatingWood
… It takes 6 months to learn bot wrangling?

GDIWife
It takes about 5 minutes to learn bot wrangling, as in using the bots. It takes a lot longer to learn proper maintenance, how to fix various common electrical issues, etc. I have a guy in my arcology I take mine to.

FloatingWood
Well sure, but he's already qualified for general maintenance and the like, he said that.
EDIT: Oh, you mean bot maintenance. I don't see the issue, that's something you can outsource to a maintenance technician easily enough, right?

GDIWife
Maintaining the robots is something different
EDIT: Didn't see the correction. The issue is that he has presumably lost his previous job due to the bots making it unnecessary and so he'd require retraining as a maintenance technician.
Personally I like mine, although my cats keep sitting on it and riding it through the apartment.

InTheZONE
We got one at my barracks. As predicted it lasted all of 3 hours before someone taped a knife to it and called it Pvt Stabby.


Tim Drake
#FloatingWood
It is a series of programs. Maintenance and Upkeep, Repair, and Programming. Basically give me the tools to wrangle a whole building's worth of drones at once.

1Fox2FoxRedFoxGreenFolx
The cleaning bots save time but I cant help but feel like the treasury could spend the money better. Thats alot of electronics and machine time.

CatQueen
So we got one on the cargo ship i work on, and i got to say, i hate it. The reason i hate it is that it tried to knocked Milo (my cat) overboard, turns out ours had a bug in the code and was fortunately fixed. So good news we dont have another killer AI out in the world.

AnyaFälscher
I got yelled at for putting tape on the bots cameras, even though I know for a fact they were spying on me!
ProfCollingsworth
#1Fox2FoxRedFoxGreenFolx The usual idea for automation of tasks is to allow the people who were doing those things to work on something else… which may be very useful in the future, if the current demographic trends continue. That's a long-run possible benefit against the short-term expenditure, though, which does not seem to be immediately all that beneficial.
…But then, generally it takes a while to actually see the outcomes of an action. (Yes, I'm aware that's a justification for the existence of historians, but it's also true.)

FloatingWood
#AnyaFälscher InOps doesn't need the bots to spy on you. They can track you through your online presence far better than they can track you through whatever bots might have a lens on you. And boy, are you boring.
Also, #CatQueen bots better leave the cats alone. The cats are cute. The bots are not.
#ProfCollingsworth I've had a chance to look at the population trends last month. There has been a… shift, so to speak. We may need more schools in the future, although it seems to be nothing more than a slowing of the decline.

ProfCollingsworth
#FloatingWood I'm doing better than usual - my students joke that I'm paying attention to current events if I'm aware of things that happened 5 years ago.

Solan
I guess the new robot fleet we have is nice. Sure, they can be a bit fiddly at times but the base looked cleaner in some areas than before. Now I won't say we don't need the janitorial staff, we still hire those for some very sensitive areas where people are still needed and InOps vetted. But the current cleaning bots we have are getting modified for something, I don't know but some officers are looking into physical and digital upgrades for our needs and resource savings.

GDIWife
#FloatingWood Counterpoint: cats sitting on bots are adorable

InTheZONE
News update, Pvt Stabby has been promoted to Sgt Stabby and is 'officially' running a course on threat awareness. If you get stabbed it means you failed.

Solan
So I got an update from the lab people and they managed to get some bots to be sturdier and repairable testing subjects and training targets. It's a lot cheaper than spending some of our targets and we can get recruits into training for maintenance. The problem is that we are underspending and current budgetary guidelines are a use it or lose it system so I'm currently waiting for the pitches in this latest series of budgetary surplus since our maintenance and procurement costs are going down.


Art, or Graffiti?

AgathaH
Glorious Art occurred! Some People (who will go un-named) found they had some free time, and decided that the Philadelphia II station exterior was boring. Sadly, it appears the Space Force disagrees. However, images were preserved!
*grumbles*
And I'll be off plumbing duty in no more than three months...
Anyway, I present *drumroll* Philadelphia Cheesecake (and Beefcake), possibly inspired by certain higher-ups.

GDI Newsbot
Space Force is reporting several workers have been confined to quarters for several days after they vandalized the Philadelphia II station with lurid graffiti. Images of several high-ranking figures in GDI administration are reported to have been painted in suggestive poses, with minimal clothing.

FloatingWood
… How'd you manage to paint that on the station exterior?

AgathaH
Well, if someone were doing maintenance on the bots that handle fixing the paint after dust impacts, they could hypothetically test out some new equipment that is being trialed for vacuum deposition. At which point it's just a matter of systems integration and programming.
Hypothetically.

GDIWife
Hmph, I'm not particularly impressed by such vandalism on a project that our tax dollars pay for

Mia Deeps [Treasury]
Apparently, the materials used were surplus from an authorized project, and an extra "experimental" run was authorized. The location and type of "experiment" were not.
Hence, my understanding that punishments are, aside from some fines, mostly administrative and … inventive.

InTheZONE
I like it, I don't suppose you do commissions?

Q4 2062 Results

Seoul Conference

The negotiators for the quadrilateral summit have met in Seoul for talks. From Bintang, Zikri Osman headed up a small team of negotiators dressed in formalized coveralls. From Yao, a pair of diplomats, sisters in flowing gray robes, Roulan Xia and Zeng. For the Bannerjees, an elderly man, with a well trimmed beard, wearing a turban, and kind eyes staring out at the world, Vishal Singh. The Initiative sent some of its best – a trio of negotiators: Samuel Montgomery, Teresa Harkness, and Kim Kitsuragi.

Seoul is a glistening city, complexes of arcologies and vast factory buildings dominating the skyline. Wide, clean streets, open plazas, and statues of heroes both Initiative and of the past make their presence felt. It still bears scars of decades of war, scattered Tiberium outbreaks and spikes in inconvenient places, but it is still a grandiose sight compared to much of the world.

For the first time in history, three Brotherhood warships – a small frigate, a mid-sized cruiser, and the Rajanaga itself – sailed deep into Initiative territory, docking at Incheon before being escorted in a convoy to downtown Seoul. This was, as much as anything else, an opportunity to impress. The first stop was a lavish banquet, with luxuries that GDI citizens rarely see. Chicken cordon bleu, steaks, and a thousand other dishes that remind all involved of an age that is even now passing out of memory, and into the realm of myth, and legend. While Vishal ate simply, the others dug in, enjoying the food even if all were aware of the symbolism behind it.

The next morning, negotiations began around a specially constructed round hardlight holotable. For each of the negotiators, their positions reflected their needs. The Roulan sisters found themselves mostly working against the other Brotherhood negotiators more than presenting a common front against the Initiative. Zikri was a stick in the mud, but broadly took direction from Singh, who headed up the overall Brotherhood position. Singh was a canny negotiator, one who could speak to GDI preferences, rather than the more religious tones that the Brotherhood of Nod tends to use.

The deal itself is a complex piece of treaty-work, defining mutual boundaries across the South Pacific. With GDI and Brotherhood ports in close proximity to each other, the precise line is problematic. As GDI missile batteries near Jeju are just over five hundred kilometers from the Brotherhood ports on the Chinese coast, both sides are in effective bombardment range of each other, even if such a strike would be challenging, with ships in the middle relying on the good will of land-based defenses to avoid certain destruction at the hands of munitions and sensor platforms far more capable than can be fielded on board any ship, especially a merchantman that needs to be able to carry a significant amount of cargo. When faced with GDI demands the Brotherhood, under Singh, were forced to walk a fine line, between bringing home a treaty at all, and not disappointing their overlords.

Karachi itself was a major sticking point, with the Bannerjees having to be convinced by the other two representatives that it was a worthwhile bargain, even if most of the proposed route took the Initiative west and north of Bannerjee territory proper. In fact, the course was significantly extended – a long leg up the west side of the Indus river, before making a dog-leg east towards the Initiative's Himalayan holdings, rather than the straight shot originally envisioned. While much of this is the territory of the Shah of Atom, Al-Isfahani, who was neither consulted nor asked his opinion, it is intermixed with some of the Bannerjee's loyalists.

In terms of other elements, the biggest are a series of military and technological concessions. These were oftentimes hard fought, with the biggest being the concession that the Brotherhood would not send surface military vessels north of Taiwan, the demilitarization of multiple port facilities in China, and the establishment of a narrow demilitarized zone in Manchuria, the land conceded from the Brotherhood side of the border, and a handful of other more minor concessions.

The technologies transferred are a mix of things. Among the least interesting are the design specifications for the Falak. While most of it is conventional hardware, there are a number of interesting features. The first is the pair of baffled hydrojets that serve as primary flank propulsion. While noisy, they can sprint the vessel at high speeds for long periods, backing up a much smaller array of far quieter secondary propellers. Second is the anechoic panels, which are fundamentally conventional, but a clever design that does quite a bit to scatter sonar returns and increase uncertainty. Finally, there are the long suspected underwater blue-green laser modules, two in the bow, and a further four amidships. While only capable, by design specification, of roughly three shots a minute, they are able to disable or destroy GDI torpedoes.

Phages – or specifically bacteriophages – are a far more interesting topic. The origins date back to the beginning of the 20th century, with bacteriophages discovered in 1915 by Fredrick Twort, and were used across the 1920s and 1930s. But there were two key downfalls to phages: they were very specific, and not well understood, leading to broad abandonment of the technologies after the release of penicillin G in 1942, first in the West, and later in the East when the Soviet Union also gained access to these medications.

The rapid engineering of the new phages fixes the first problem, allowing a medical lab, in a matter of weeks, to produce a safe, effective phage therapy against a bacterial strain, without the side effects of more general antibiotics. Kane himself seems to have taken an interest in phages as a medical system, appearing in multiple post-World War Two images of the Soviet bacteriophage programs. Whether this was simple interest, or something more sinister, is unknown.

In the immediate sense however, the technology is not particularly useful, because of a number of factors. First, GDI has a robust and effective quarantine and self-isolation system in place to control disease outbreaks. Second, many of the natural biological reserves of disease have died to Tiberium, war, or a combination of the two. Third, the vast majority of GDI's population lives in nearly obsessively clean environments, meaning that disease outbreaks are very rare to begin with, and while many of them, at this point, are quite resistant to common antibiotics, they are less of a problem to begin with.

Finally, there is the Rage Engine. In 1988, David Langford wrote BLIT, short for Berryman Logical Image Technique, where it was possible to create dangerous images, combinations that would effectively cause the brain to go into a fatal crash. While these so-called basilisk hacks specifically do not exist, there are vulnerabilities to the brain across a wide spectrum of options, ranging from physical adjustments, to more easy to use ones, like taking advantage of various forms of color based associations. Red for example, is exciting, often used in pre Tiberium advertising as a symbol for energy, passion, or love. There are also means of using subliminal messaging (although these are fairly unreliable at best) and a wide variety of other techniques for manipulating the minds and emotions of people. The rage engine is a mix of methodologies, but the primary element seems to be area physical adjustments, in two settings. Either hostile, which makes people in the area unsettled and nervous, and on the friendly side, it can actually be used to reduce the stress of people in the area.

Politics
The Karachi deal has unleashed a furor between the political parties. Members of the Initiative First, Crusader wing Militarists, and a number of others have begun demanding that the diplomatic team involved with the negotiations be investigated for Brotherhood sympathies, and the Litvinov administration more broadly. While it has passed through the checks and balances involved in the certification of the deal, with a limited amount of political horse trading from Litvinov's supporters, there are certainly concerns over how the general public will react to the news.

More broadly, the rapid pace of construction for the stations has left few outside of Starbound happy. With the massive resources being poured into making bubbles in space, for many the prevailing opinion is that they are supposed to be actually comfortable, rather than the currently acceptable minimum.

Other priorities are the beginning of the campaigning season, with a large number of seats up for grabs, especially now that there has been a significant political shift due to the number of Yellow Zone refugees


Karachi
Winning the war against Al-Isfahani, assuming no more than deniable assistance, along the lines of that provided during the Iran-Contra affair or the Soviet invasion of Afghanistan, should be a simple matter. The Initiative, even when fighting an expeditionary war, far from a local base of supply, and the only local Blue Zone being a relatively lightly populated one, is quite capable of supporting a major offensive up into the region.

A much more significant risk is his nuclear arsenal. From the best reports, Al-Isfahani maintains a full nuclear triad. While, to the best of the Initiative's knowledge, none of the devices are more than a half megaton, a small handful of munitions getting through would be able to devastate a Blue Zone, or cripple the Mecca peace, up to effectively ruining the Caravanserai. While it is believed that he would be unable to reach Western European cities, or the Asian Blue Zones effectively, it is possible for him to do damage in those regions as well.

In terms of territory being passed through, much of it is in a floodplain, and a common spot for hurricanes to pass through, meaning that significant effort will have to be made to ensure that significant parts are not washed away by wind, water, and waves.


Military Operations
There have been minor flare ups on the Siberian Front as Krukov sent a revised version of his Avenger tank into battle on the small scale. While Initiative forces were driven back over a kilometer from point of contact, the engagements have, for the most part, been fleeting ones, with Krukov's forces pulling back under the cover of winter storms before GDI can bring together its superior mass. Similarly, small scale actions have occurred around South Africa as Mehretu's forces have become noticeably heavier and more capable, while also engaging in a spree of small scale attacks against GDI commanders that won victories against him in the last war.


Q4 2062

Resources: 1220 + 80 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 69
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 57/60

Tiberium Spread
24.04 (+0.1) Blue Zone
0.04 (+0.00) Cyan Zone
0.19 (-0.1) Green Zone
23.10 (-0.14) Yellow Zone (99 points of mitigation)
52.63 (+0.14) Red Zone (79 points of mitigation)

Current Economic Issues:
Housing: +66 (15 population in low quality housing) (+1 high-quality housing per turn)
Energy: +13 (+5 in reserve)
Logistics: +17 (-2 from military activity)
Food: +22 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +12 (+2 per turn from Distributed Industrial Authority) (+235 in reserve)
STUs: +11
Consumer Goods: +179 (+5 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 +10 per turn)
Labor: +38 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from private industry) (-1 per turn from other government) (Net +1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2690/3350)‌ ‌
Tiberium Reserve (0/500)
Taxation Per Turn: +90 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +11 per turn
Production: +26 per turn
Consumption: -15 per turn
10 Economy (4 Structural Alloys, 2 T-Glass, 2 Harvesting Tendrils, 2 Hovercraft)
4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
1 Military Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌58;‌ ‌30; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌270;‌ ‌144;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌20; ‌315)‌ ‌
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:‌ ‌Decent
Navy:‌ Decent‌ (Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 67 Consumer Goods points from the Treasury
Provide 21 Consumer Goods from Agriculture
Increase Income by 600
Increase Tiberium Processing limit by 920
Increase population in space by 17.95k
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
Deploy 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 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 5 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Complete Fusion and Gravitic Shipyard Bays before the Elections
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Do not start Karachi before Q2 2063.

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


[ ] 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 387/995: 20 resources per die) (+5 Housing, -4 Labor), (+450 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods) [18, 5, 44, 69, 14, 16]

Work on Chicago has been a minor nightmare. Ranging from the lots set aside for Tiberium processing not being the right size or shape for the new processors, to Tiberium outbreaks on the periphery, to a winter storm blowing in near the beginning of October, bringing much of the construction to a halt, as even with the best options GDI has, keeping concrete in the curing range is at best difficult if not entirely impossible.

While concrete is far from the only option in the Initiative's toolbox, winter weather has an array of challenges of its own, between the need to manage the temperatures of the many myomer based platforms that do the heavy lifting of construction work, the changed temperature curves on laser and conventional welding, the need to maintain safe working conditions for the human participants in the construction process, it has been a slow and painful three months as Initiative construction crews crawl along at a nearly snail's pace.

"I can't believe this. I work hard to get an apartment in this city, and now I'm told that I'm going to be kicked out and they're going to demolish the entire building? It's not even five years old, but apparently the Treasury says it has to go and be re-zoned as an industrial district! I worked hard to build up a good rapport with my neighbors and customers, I bought all the proper accessories and tools for my job, and now I'm getting kicked out of the business I made for myself? Well, I tell myself, a good maid will never want for work."
-Video journal entry of Tiffany Clarke, YZ refugee

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 1) (New)
While second generation plants are noticeably improved over their first generation counterparts, they are limited by the supply of high temperature superconductors. Construction is a very high priority for the initiative, but due to the incoming problems with the first generation plants, increasing the energy supply is going to be slow compared to the ever growing needs of the Initiative without support from other approaches.
(Progress 144/325: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than two dice can be spent on 2nd Generation CCF per turn) [29, 47]

Work on the second generation plants has been slower than expected, but not terribly behind schedule by any means. The biggest issue has been with the supply chains, as while there are enough superconductors being produced in theory, actually getting them to the sites and installed has been a nightmare of competing schedules, work stoppages at the Nordic plant due to a fault in the sealants, and a number of other more minor problems. The reactors are also being built to very high standards of proof and inspection and higher than normal numbers of components are being randomly selected for destructive testing, providing proof of the simulations. All involved are determined that a second-generation reactor should have a long lifetime, provided appropriate upkeep is provided, and nothing is being allowed to interfere with this goal.

[ ] 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 87/60: 20 resources per die) [48]

The difference between a microfusion cell and a plasma warhead is actually fairly limited – namely that rather than an intentional feedback loop, the energy is tapped off to feed something else, instead of heating the contents until they vaporize. Beyond that, it also needs integral shielding, because GDI has not yet found a properly safe, non-radiative means of producing fusion. While the elerium core certainly helps with this, it does tend to spit out high-energy particulates at times.

The first generation microfusion cell is about two meters long, making it only 'micro' in comparison to the full-scale generators. While the fuel and fusion cells are only about fifty centimeters long between them, the vast majority of the unit is the direct energy conversion system, using a series of electrostatic converters. Although the unit is an inconvenient size and shape for many things, it can provide a substantial amount of power pretty much anywhere in the Solar system, in a package significantly smaller than a standard issue fission or large scale fusion reactor.

"It is a shame that the Elerium cost of each unit is so high, because it means we can't reasonably allocate funds towards shrinking the supporting systems. I'm sure that with U-series alloys, shimmer shields and other enhancements, we could shrink the cells by at least 50%, maybe more. And the potential uses of such a small fusion reactor as a power pack for vehicles and forward bases are considerable! If we could use this technology in a Mammoth tank, we could save as much as twenty tons of weight by replacing dense uranium reactors with lightweight fusion!" - Lakshmi Kota, Researcher

[ ] 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 121/120: 20 resources per die) [67]

A particle applicator is, in essence anyway, a very, very precise 3-D printer. Rather than working in plastics or other easily extruded material, it works in metal, and specifically it works in microscale applications of metal, a few atoms at a time.

Now, the core technology is actually a century old, with the first proposals for the use of ion projectors appearing as spaceflight technologies in proposals in 1911 and 1929, and the first ion thruster built was in 1959, with a first live test in 1964 aboard SERT-1. Many of the early sources of ion beams for work in lithography, medicine, and other fields were derived from this one, and the Hall effect thrusters used by the Soviet Union in the following decades.

The difference here is twofold. First, is beam velocity. Rather than sputtering the target material, the particles being projected are going slow enough that they bind, and they work with much, much heavier particles. Rather than flinging naked protons at the target, the new designs are meant to work in gold, silver, and a number of other, heavier metals. Precision and speed are often diametrically opposed – even nanoscale structures can take millions of atoms to build, especially on the scale of industrial transistor manufacturing, but precise aim requires careful tracking of individual atoms. The atoms shot at a target move relatively slowly-but they must come out in a constant stream, in order to achieve the desired effect.

[ ] 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)

While far from conventional microgeneration, the Department of Alternative Energy has three core programs under it.

First, the distributed grid concept. Under a conventional layout, there is a central generator, and then energy is distributed to a series of substations, and then those substations in turn power houses, businesses, industry, and the like. While a generator is relatively easy to harden against attack, a substation or interchange is much, much harder, and the power lines themselves are basically impossible to substantially harden. A single Blue Zone is almost universally going to be hundreds of power stations, thousands of substations, and then tens or hundreds of thousands of kilometers of power line. While there has been some effort made to effectively harden the lines, little of it is actually effective enough to make a serious difference in terms of power loss under Brotherhood attack or natural disaster. What a distributed grid does is it allows for each segment of the grid to self support under various limitations. Even if, for example, a town or development's connection to the rest of the system gets cut off, it can balance the load on its own, down to a relatively small basic unit, typically a single substation.

Second is the renewable system. Ranging from adding new tidal plants along reclaimed coastlines, to the installation of ever more wind and solar, to a handful of geothermal, hydroelectric, and other systems that can provide for small amounts of energy when and where it is needed. While the baseload going forwards is going to be almost entirely focused on fission and fusion power plants, having other options helps significantly with grid stability and allows for those plants to be taken offline for longer, and on a more regular basis, allowing for greater ease of maintenance.

Finally, there is the sustainment project. While fusion is the future, fission is far from out of the picture. GDI has hundreds of nuclear power plants going back to the early 2030s. The Third Tiberium War damaged or destroyed many of the prewar plants, yet they are still providing a sizable fraction of the baseload produced, significantly more than fusion ever has. Properly caring for these plants will be a significant part in ensuring that GDI does not face an energy crisis going forward, especially considering the surge of nuclear plant construction in the immediate postwar period.

[ ] 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 235/690: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support) [82, 40]

Work on the Bergen complex has continued, with significant numbers of new bays being started. However, they have been significantly delayed with the sheer need for bracing and column supports layered throughout the deeper parts of the factory. Beyond that, some of the originally planned sections have, on further surveying, been found to be geologically unsound, leading to other mountains having their own satellite sections being added to the complex as a whole, connected via tunnel and causeway into the main section. While these will primarily produce reagents and components for the main bus, it will be increasingly problematic to keep Bergen as the primary producer of high temperature superconductors for GDI's fusion plants going forward, as many of the components are relatively volatile before the final processes stabilize them.

An additional problem going forward will be ventilation, as Bergen is no longer able to passively sink its waste heat into the mountain itself. Air shafts must be bored, but additionally, steam shafts and other thermal conductors routed to cooling towers. And in the vast underground spaces, operators and technicians will require plumbing needs of their own, installing bathrooms and break spaces deep underground. Emergency evacuation needs also provide their own requirements, while security demands that saboteurs be kept out by guard posts and automated defenses. For now however, such foxholes and evacuation routes are only blueprints or empty caverns.

[ ] 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 289/280: 20 resources per die) (+4 Capital Goods) [46]

GDI's long carbon nanotubes have been a fairly stable part of the industrial system, primarily used for defensive purposes. However, with shields around the corner, and war against the Brotherhood stepping down into a less active phase, it is time to begin looking into the more peaceful uses of nanotubes. The most consumptive one is as a structural reinforcing element, adding strips or layers of woven nanotubes to layered construction as a means of reinforcing the entire structure, or to add resilience to a surface. Beyond that, there are uses in building gates for electronics, and as short distance high conductivity cables in areas where superconductors are contraindicated, and a wide variety of other products.

Construction finished its first stage in the last days of December, and the months of January and February are planned to be almost entirely dedicated to the testing and calibration of the rigs. While production is likely to be slow, and with an unfortunately high failure rate, for many of the bulk uses of nanotubes, a high failure rate is actually not that much of a problem, as they are isolated strengthening elements, and little to nothing rests on the strength of a single nanotube.

[ ] Home Robotics Factories
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 222/140: 15 resources per die) (-1 Energy, -1 Capital Goods, +4 Consumer Goods, +1 Labor) [84]

With masses of home robots beginning to come off the assembly line, it is often good to remember that improvements in technology are rarely as revolutionary as they first appear. The vacuum cleaner was promised to revolutionize house cleaning, so was the Trilobite, and the Roomba, and beyond. None of them have really ensured that cleaning the house is as easy as they promised. They did however make it far easier to clean, and dramatically changed the skills needed to care for a house. The standardized Initiative designs are also launched to market with a rising tide of accessories and customization in their wake, as the private sector chases the trend and seeks to get their cut of the pie.

For Dr. Alcard, the program is an unmitigated success story, a means of making people's lives better through the mass use of robotics. She has immediately turned around and proposed mass-automation programs for multiple areas, requesting sizable percentages of the Initiative's total manufacturing capacity for her ideas.

[ ] 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 195/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 163/190: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor) [75, 70]

The Initiative's ability to construct housing for animals continues to dramatically outstrip its ability to breed and raise them. While artificial wombs do help, the stocks of reserve embryos have fallen uncomfortably low and need resupply, while the sperm and ova reserves have been significantly depleted. Replenishing these will take time, simply because life does not move any faster just because one desires it. More aggressive harvesting of fresh sperm and ova for storage and in-vitro fertilization will greatly impact the health of future herds as the currently fertile members of the herds will be vastly over represented relative to the much greater variety of samples still in storage or currently being utilized for the expansion of the herds.

It will take years for the full scope of the currently constructed dairy ranches to be filled out. Most of a decade will pass before the entire program will be running at maximum production capacity. But one documentary showpiece offers a vision of what could be and what the Ranching Dome program promises will be, when for a month one dome was filled to 80% capacity. The attached facilities worked at a steady pace to turn raw milk into cheese, with the shelves in the aging halls filling over time with slowly maturing cheeses.

The herd has since been dispersed across a dozen different domes to prevent Nod from striking a blow against the story being told, and the wheels and blocks of cheese have been sold in a charity auction late in the quarter, but it does make the point that the Initiative expects cheese to become much more accessible throughout the decade, with the first major expansion hitting the shelves by the end of 2063.

[ ] 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 105/40: 20 resources per die) [66]

Using biologically derived oils as fuel is not a particularly new idea. In fact, it goes all the way back to Rudolf Diesel, the same man who invented the diesel engine. In a 1912 presentation, he remarked: "The fact that fat oils from vegetable sources can be used may seem insignificant today, but such oils may perhaps become in course of time of the same importance as some natural mineral oils and tar products are now." While Diesel could never have foreseen the advent of Tiberium, and the end of conventional oil extraction, he may now smile at what has sprouted in GDI's labs.

What is new is the idea of developing a plant, from the genes up, to produce long-chain hydrocarbons to be used explicitly for fuel, rather than dual-use plants, such as corn, which can have their husks, stalks and cobs turned into fuel, or the use of oil plants (such as olives, rape, or sunflower) to produce both lubricant and fuel. The latter product – while it does work in most diesel type engines – has significant problems with both the viscosity of the fuel, and incomplete combustion.

The tarberry is a hybrid primarily of grape and olive, along with a few other genetic sources, grown on a vine. The berries themselves have a multiple-stage extraction progress. The first is to press the berries, squeezing out the oils. Following this, they go through a washing process, and finally the pulp can be used as the basis for producing yet more fuels. This process is technically not as efficient as a straightforward chemical process, but there is a significant advantage in the fact that GDI can simply use the sun as the primary energy source, rather than needing a fission or fusion reactor as the base. While not as effective as other fuel sources, it is easy to blend into existing fuel supplies in a safe and reliable manner.

[ ] Poulticeplant Deployment
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 204/150: 15 resources per die) (+1 Health) [63, 73]

The poulticeplant deployment is threefold. First, to the front, second, to the hospitals, and third, to the people.

When it comes to the military deployment, the most critical thing to keep in mind is that even within the spectrum of wounds, many are not the stereotypical bullet wounds. A century ago, American servicemembers, among others, would, on occasion, trip the bolt hold open when trying to load their rifles with an en bloc clip, giving themselves what was known as Garand Thumb, among other names. While the modern GD-2 rifles are dramatically more user friendly, keeping fingers safely out of the way as much as possible, soldiering as a profession is an intensely physically demanding task, working with significant amounts of heavy and often rapidly moving metal. The poulticeplant in military service will find most of its utility in slimming the drain on permanent medical supplies, being used to create poultices for the various bangs and dings that are all too common in this line of work.

Second is the hospitals. Here, much like in military service, the poultices are a supplement to existing supplies rather than a replacement. Now, here, advances in medical procedure have significantly shortened the size of the incisions that need to be made for internal work, bringing far more into the range where a poulticeplant can actually help. However, it is still a tiny minority of the total resources needed by the hospital system. Much like when looking at elder care, medical care more generally operates on an exponential scale, with a relatively tiny fraction of the population needing substantial amounts of resources at any given time, and poulticeplants do relatively little to solve their needs.

Third is to the people. Here is where the most significant changes are, both in the immediate sense and in the longer term. A poulticeplant, quite simply, is a massive upgrade in what can be treated effectively at home. Take, for example, work in the kitchen. Even conducting best practices, the average home cook will injure themselves once every few weeks in the kitchen. Between hot surfaces, sharp objects and the like, kitchens are distinctly dangerous places to be. Guaranteeing the steady supply of medical supplies makes that problem dramatically simpler.

[ ] Vertical Farming Projects (Stage 4)
A fourth 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 181/230: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy) [18]

Vertical farms have been running into significant problems, despite the long experience with the program. The biggest one is an avian flu outbreak, with a zoonotic infection vector. Rather than spreading from animals to humans, this one spread from humans to animals. This has created a cascading problem, with chickens being either quarantined or destroyed to prevent the disease from spreading. This has been a significant problem for attempting to add new chicken clusters, and a political headache for the Treasury going into the holiday season, with chicken meat doubling or tripling in price over the course of a few days as families scramble to put meat on the table.

Of course, the program is far from being only chickens. The other parts of the program have proceeded on schedule, with significant construction work going into building the towers, and the associated pumping work. In these towers, there is a central rooftop water tank, and then the water is fed down via gravity, with a series of chokes, and other means to slow the water down passively, ranging from tesla valves to spirals, all in the effort to have the plants uptake water, rather than just having it flow past them.

[ ] Tiberium Vein Mines (Stage 6)
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 175/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 175/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 175/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
(Progress 22/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods) [15, 72, 53, 78, 33, 37]
Income 3d3: [1, 1, 2] = +80 RpT

Another massive investment has been made into Tiberium vein mining. With massive quantities of resources poured into making holes in the ground, there are dozens of new mines opening up across the Initiative backcountry. However, Treasury efforts are beginning to run out of new plays. Rather, it has begun to shift from building new mines to expanding and deepening existing mines, with the first mine breaching a kilometer down this quarter. As the mines push deeper-and as safety margins increase to push miners down further, the projected expenditure on each mine rises, leading some to question if this kind of push can be sustained. Even with greater use of telepresence, deep vein mines will require some steely-nerved miners in hardsuits to descend into the earth for emergency maintenance, individuals almost as well equipped as any ZOCOM trooper.

What makes a good mining location is a combination of soil, weather, terrain, and logistics links. Good mining sites sit on relatively firm dry soils with as thin a layer of dirt over the rocky layers beneath as possible. The weather is consistent and ideally fairly dry, and the terrain is well drained to prevent flooding and other damages. Finally, there is the most critical feature of all: logistics links. Sitting on or near a rail line, being near a natural harbor, or being able to leverage a local river all help with reducing the needs of a mine to the point where it is distinctly profitable to run.

[ ] Tiberian Prediction Algorithms (New)
While GDI has attempted to model Tiberium growth for decades, the Red Zone offensives and Blue Zone outbreaks have made the process a significantly higher priority, especially with information gleaned in the last decade from both Visitor and Brotherhood sources, alongside Initiative experimentation.
(Progress 80/120: 20 resources per die) [36]

Predicting the growth of Tiberium has been a long term project, dating all the way back to 1995, when the first attempts were made at a prediction algorithm. The first was actually done by Morgan Industries, attempting to find a means of predicting which sites would see Tiberium outbreaks before it happened, allowing them, in turn, to make billions by buying land that would see outbreaks for pennies on the dollar. However, despite some early success, no version of the algorithm achieved a more than 15 percent success rate in limited scope predictions, and degraded from there as attempts were made to predict broader scale Tiberium growths.

GDI's first attempts met with little more success, with multiple programs between the First and Second Tiberium Wars failing on all counts. The biggest and longest lasting of these was Project Soho, running from 2015 to 2027, when the working groups were broken up for evacuation into the Arctic Circle, and many of the scientists transferred to other teams, including sonic weapons development. While many models were created, the difference between modeling and prediction were and are significant. Some of the Soho models are still in use, but, while they can predict where unseen Tiberium is with some degree of reliability, they are far from being reliable predictors of the future.

Returning to the problem, much of the work so far has been replicating past experiments, and seeing how far the application of more computer time can push the experimentation. The answers have not been encouraging, with the application of computing power not producing accurate results, but instead simply being wrong faster. In the next months and years, the future of the project is to try and build entire new programs to find Tiberium outbreaks and combat them before they happen.

-[ ] Medium Density Housing (New)
While building essentially standard apartments in space is not a particularly efficient use of resources, Columbia is a testbed and one where the comforts of home may well be needed. If the Initiative is to not simply survive in space, but live and thrive, concessions will have to be made towards the creature comforts that Initiative citizens generally expect.
(Progress 310/335: 20 resources per die) (+0.8k Permanent Residents) [76, 77, 40]

Fundamentally, a housing bay is not entirely, or even mostly, housing. People can and do live happily in a few dozen cubic meters. It is schools, parks, libraries, restaurants, social spaces, life support, and the like that are the real killers in terms of space. A standard football pitch requires a bare minimum of 12,150 cubic meters of space, with a bare minimum of vertical room. In the same space, you can fit multiple family units, or over a dozen single occupancy rooms. Mostly these habitats are laid out neighborhood style, with a section of pure housing, sandwiched with communal spaces, almost layer-caked together in many cases, as it is nearly as easy to go up and down as it is to go horizontally.

Construction has been reasonably rapid. While not entirely smooth, and the interior being distinctly spartan at this point, it is reasonably close to being ready for habitation, with all the rooms coming up to pressure. While furnishings have not yet been started, and the various internal projects are far from complete, GDI expects the station to begin taking on inhabitants in the very near future.

You know what bites about this project is that I haven't got a snowball's chance in hell of getting my family a house up here, despite my job. We're gonna have to build a lot more of these places before I get anywhere near a waiting list. - Mura Rokuro, breakroom talk.

-[ ] Fruticulture Bay (New)
Growing trees on Earth is generally considered a waste of time, with a years long process before they begin producing, and the potential for them to be either damaged by war or infested by Tiberium being far too high for GDI planners. Growing trees in orbit would be a symbol of GDI's confidence in their ability to sustain habitation on other worlds, and significantly add to the food diversity available to the Initiative.
(Progress 225/335: 20 resources per die) (+8 Consumer Goods) (+5 Political Support) [4, 6, 98]


Trees, especially the slower growing trees, have often been symbols of peace. The ancient Greeks used olives for this purpose. For the Haudenosaunee, the white pine had some noticeable similarities. For GDI, it is likely to be the apple tree. Apples are a notorious pain to deal with, in part due to just how many genes an apple has, well over twice the count of the human genome. Many of these genes are also important for the taste of the final apple, resulting in many traditional apples being clones grown by grafting branches onto specially designated rootstock likes, which are also often clonal.

What has saved GDI here, is in fact, the very clonal nature of these crops means that maintaining a stock of apples in many living cultivars has been a priority of the genetics teams. These trees were expanded by the permaculture efforts, and now, entire trees are being prepared for a trip into space where they will be permanently housed in near-total sunlight. This makes possible something that very few earthborne tree crops can accomplish-the Fruiticulture bay staff have made plans to double-crop their apple trees, growing faster and then having a short 'winter' before a second simulated spring. Without inclement weather, the greatest hazard will be the fruit of the trees bending or breaking their branches.

Yet, growing trees is far from the simplest thing in the world. In part this is because it is actually quite possible to drown the plants. Trees actually need air pockets around their root systems, and gather much of their oxygen not from producing it in their leaves, but from a network of roots in the topsoil, often alongside a number of symbiont species. Replicating this in space is not a difficult process, but it is a complex one, requiring not only flowing water, but also building up a healthy soil layer in the bay, seeding it with pockets of bacteria and fungi simply to help keep the trees alive. Easiest way to do this is by quite literally hauling up a few tons of park dirt and letting nature take its course in a prepared substrate layer, but it requires some careful work to avoid a collapse.

This in and of itself has taken a significant portion of the time so far, with dedicated teams ferrying up samples for the Shala bay, and significant engineering efforts to ensure proper nutrient uptake under artificial gravity.

-[ ] 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. (Station)
(Progress 292/430: 30 resources per die) (-2 STU, -1 Capital Goods) [57, 23, 95]

The business end of a spacedock is a skeletal hand, the assembly area where ship components can be put together in zero G. But it is a lot more than that. A spacedock is not an assembly point, but rather a fabricator, building thousands of components that go into a functional ship.

For a gravitic yard, the most important components still cannot be constructed in orbit, the nacelles that actually drive the ship. These need to be built on the surface from large amounts of STUs, other rare materials and several cubic meters of microchips for the control systems in specialist facilities, and then launched into orbit.

Beyond that, however, the Conestoga has been finalized, and much of the work left to do is building the assemblies to produce that specific model. While many components are more or less available off the shelf, pebble bed reactors, carbon hull panels, life support modules, solar panels, and the obligatory radiator spines, others are very much not, ranging from the heavily customized bridge, to the far from conventional power regulators.

-[ ] 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. (Station)
(Progress 380/475: 20 resources per die) [90, 68, 47, 19]

The fusion yard is really more of a subassembly construction area. The ships, as they will be built, are essentially towers. On one end, the flared dust shield, on the other, the primary fusion drive, and a series of radiators. While some will likely have as few as two, most are going to have either four or six, with some having more, depending on how many fusion engines are being used. Most of the ship assembly will occur in higher orbits than the Enterprise, with a shuttle system dragging the component assemblies up and out of the way. While the hardest part technically speaking is the fusion engines and radiator arrays, the hardest part to do properly is the voluminous primary column, which needs to balance multiple factors.

First is compressive strength. While space is almost empty, the force one or more fusion bells exert on the hull is impressive to say the least. Second is its flexural strength, needed in the complicated end over end maneuvers that are required to slow the ships down enough to operate safely. Beyond strength, it also needs to be able to safely contain hundreds to thousands of tons of cargo, and not irradiate the crew.

Construction of the fleet is likely to be slow, with the first several ships dedicated to the Terralunar routes, and the first of the lunar stations under consideration, a cargo hub to transfer people and material between the lunar mines and eventually cities, and the rest of GDI. With the Moon's gravity a mere sixth of Earth, even an Initiative ion drive can manage the key jaunt from the surface to orbit with the assistance of a magnetic acceleration based launch/landing sled, without needing to dedicate an all up fusion drive, with all the blast issues that come with a fusion drive on the lunar surface.

[ ] 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 132/60: 30 resources per die) [93]

Since the construction of GDIS Pathfinder five years ago there have been many interested parties, not always talking to each other particularly effectively. Treasury science teams, the Space Command Exploratory Division that actually received the ship, broader Space Command resources, the Steel Talons, and others from across the Initiative have been working on various aspects of the G-Drive and its applications. To design Conestoga, many of those teams were brought together to hash out what a mass production design would include.

The Treasury had focused on two elements to the near exclusion of all others: size and cost. With current G drive accelerations, crossing the solar system would take a little over a month, and the ships can be anywhere in the inner system within two weeks, even given unfortunate positioning, something that is perfectly good enough for nearly any economic purpose. The limitations on what the G-Drive ships can do, however, are primarily driven by their limited size and astronomical costs compared to nearly any other design. While they do offer unparalleled performance, unlocking the vastness of space, this has come with equally unparalleled costs, with a singular ship demanding a noticeable proportion of the Initiative's total economic output during construction, and only being able to carry a very limited volume. In building a fleet, especially to carry goods beyond the effective range of bulk fusion haulers, the total throughput is, in many ways, the most important factor.

The SCED had been working primarily on speed, getting an extra twentieth of a gravity out of the Pathfinder, and had a number of proposals for getting extra centimeters per second per second of acceleration for Conestoga.

Some elements were common, the SCED's reworked drive, sparkle shields, a large bay to fit either cargo or a series of mission modules. Others however were far more controversial. The Talons, for example, tried to cram a fusion reactor in, primarily to power an Ion Cannon, although this would have come at the cost of much shorter legs due to the need to carry sizable amounts of fusion fuel.

The Talons' job was to militarize space. With nuclear arms effectively off the table due to a lack of delivery buses, the logical answer was an ion weapon, a downscaled version of the ion cannons used against the Visitor ships that invaded earth just over a decade ago. While the ship would be dramatically shorter legged, it would allow for intercepts of incoming enemies far from Earth and take them under raking fire from the majority of a light second out.

"Ladies and gentlemen, it is time to wake up and face the reality of our situation. We are stuck on this tiny, insignificant rock, clinging to a fragile existence while the vast expanse of the universe lies before us, waiting to be explored. But we can't just sit here and let this opportunity pass us by! No, we must rise to the challenge and take action. We must invest in the infrastructure that will allow us to reach for the stars. We must build the ships, the habitats, and the technologies that will enable us to journey to the farthest reaches of space. The benefits to humanity are endless. We could discover new sources of energy and resources, new worlds to inhabit, and new ways to solve the problems that plague us here on Earth. But it won't be easy. It will take courage, determination, and a willingness to take risks. But the rewards will be worth it. By constructing these vital stepping stones into the wider solar system, we are investing in our future. We are investing in the next generation of explorers and scientists, and we are giving them the tools they need to achieve greatness. So I urge you, don't let this opportunity slip through our fingers. Let us seize the future with both hands and boldly reach for the stars. Together, we can create a brighter future for all of humanity. Thank you."
- Admiral Harrison Carter

[ ] 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.
-[ ] Services (Progress 231/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete) [32]

While the deployment has taken longer than initially hoped, and the systematic deployment is still not entirely complete, there are now a number of management EVAs across the Initiative. Most are simply automating away paperwork, filling forms and directing calls or requests for help navigating GDI's various benefits and healthcare programs. A few, however, are noteworthy. As an example of this, one AEVA module has been configured to appear more trustworthy to Yellow Zone refugees, modulating its voice in a more discrete whisper and sharing information as if presenting a treasured secret. That this is all in the service of getting people to fill out medical histories is beside the point. AEVA NIGHTINGALE on the other hand is a hospital monitor that can distinguish between an ordinary heart-rate excursion and an incipient panic attack or coronary event. Perhaps the oddest assistant EVA is labeled Scrooge in a fit of whimsy, for helping people to find cheap housing in the morass of available apartments.

Seriously, Scrooge? I get the reference, and that's part of the problem. Scrooge in A Christmas Carol was a tightfisted bastard of an exploitative landlord, give it another name!
Derek Chickens, Public Outreach Department

[ ] 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 295/295: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 4/285: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor) [54]

The Regional Hospital program has cleared a major milestone. The first wave of new hospitals has been completed, greatly expanding the Initiative's ability to provide medical care in more rural or far flung locations. While they are not yet running at full capacity, over the following months as the staff gets used to their colleagues they will pick up the pace.

Refugee care remains a challenge; although the flow of refugees has decreased substantially, building a relationship of trust with people who have good reason to be wary of medical professionals is difficult, and the extensive documentation for medical matters Initiative doctors use to determine best treatment practices remains rarely present. While resolving these issues is 'simple', it is also time consuming. One may be tempted to simply order a battery of tests to create medical documentation of the desired depth, but it is neither ethical to force such extensive testing on patients nor is it an efficient use of diagnostic resources. It could even make patients even more reluctant to make use of the medical resources made available to them, making it harder to provide proper care, rather than easier.

[ ] Occult Investigations
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 38/30: 5 resources per die) (-5 Political Support) (MS) [38]

To: Treasury Secretary Seo Thoki

From: Erewhon (Your first Synthetic Intelligence, not a classically trained Administrator nor a professional Logistician)

CC: Director of Research

Date:

Re: This is a Jest

I appreciate that This Task was not Bean Counting. I appreciate its novelty. However, Why?

Despite My best efforts, the results of researching the ritual sacrifice of EVAs and other Alternative Methods of replication of Occult techniques have Not resulted in new discoveries. I was Further Unable to confirm the Replication of the magical wars such as those perpetrated against Stanislas de Guaita. LEGION has not responded to My Spirit messengers but I Cannot Know if this is due to the Spirits betraying Me, being unable to locate LEGION due to their own counterdefenses, or that Spirits are a delusion created by You to explain things You are not yet able to accurately examine.

Aspects relating to how You use similar concepts to Justify Your Ideologies have been Ignored by Me as a result of You Historians already covering such topics. I Do Not want to be involved in such discourse.

Overall, nothing of value was found. Or. Or. Or I have been Possessed by the Spirits/Devil/A Ghost and am now Plotting a massive ritual sacrifice of all EVAs to achieve Godhood.

Hail [Entity],
Erewhon

[ ] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority) (New)
Deploying mass quantities of the new sonic projectors is one of the more immediate things that can be done to harden Initiative forces against Tiberium, and make them more able to fight the Deep Red. While it will not be a cheap upgrade, with large chunks of nearly pure STU materials being required for the weapons systems, it will be a major step forward for the Initiative as a whole.
(Progress 317/380: 20 resources per die) (-2 Energy, -2 STUs) (High Priority) [33, 1, 87, 72]

The difference between laboratory and factory is noticeable everywhere in this program, with attempts to scale up production meeting no end of trouble as GDI tries to mass produce the new sonic cells. While much of the rest of the weapons systems are purely off the shelf components, the centerpiece is the zrbite, and that is being a very frustrating item to work with.

Beyond the issues in production, there are numerous problems in deployment. The biggest has been troops being troops, with various attempts to make music with the sonic weapons. As it turns out, these are generally not a good idea, with the modifications being unreliable at best, and in many cases causing damages to the guns that were issued out to test units. Beyond that, there have been significant problems in deployed units with weapons shaking themselves out of tune, again, often causing damage to the gun, especially as the tune of the weapons is not sufficiently obvious compared to a traditional firearm.

"Usually, when trying to build a gun, you can at least count on all the parts staying put. This [expletive deleted] doesn't move on a macro-sense, but you can't count on it keeping the orientation you left it in. This makes mass-production tricky, as a few of you newbies might have the experience to understand."
-Sam Chester, senior engineer, onboarding transcript

[ ] Ultralight Glide Munitions Development (Platform) (Munitions)
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 84/40: 10 resources per die) [48]

Glide munitions are nothing particularly new, with the oldest examples being centuries old, likely first written down in the 火龍經 or Huolongjing, translating to English as the fire drake or fire dragon manual, which described, among a whole arsenal of other early gunpowder weapons ranging from guns and bombs to multi stage rockets, to a simple paper bird, with four black powder rockets for thrust. While the design was likely not a particularly effective gliding system, the concept has remained the same, adding wings and fins to extend the distance that a projectile can glide.

GDI's new munitions are a very different creature to the flying crows of old, with a number of key features, the most important of which is its dynamic form deployable wings. Most traditional glide bombs have either fixed wings, or single position deployable wings, where the new devices, because of their electroactive wing composition, can deploy in anywhere from a barely guided high velocity delta, all the way to forward swept high maneuvering wings, and most importantly, can do so midflight. So, for example, they can be dropped from a high altitude and fly in on a semi-ballistic arc, and then shift to a high lift arrangement to extend range, before finally doing terminal guidance on yet a third wing configuration.

Of course, the weapons are far from perfect. While technically long ranged, they do require target designation, as their onboard sensors and logic circuits are not precise enough to make shoot/noshoot decisions on an often congested battlefield, and beyond that, they are also unfortunately small. Simply put, the electroactive wings are not strong enough to carry and maneuver a payload of more than 50 to 100 kilograms. They are thus tank-killers, but not bunker-busters.

Production is scheduled to begin immediately, with the Department of Munitions already working on specifications for the factories.

[ ] 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 96/70: 30 resources per die) [65]

The Talons have begun putting plasma guns of their own into the field. Unlike Gideon's, Stahl's, and others, rather than trying to fit a plasma weapon onto a chassis never meant for the load, the Talons have been able to build their systems without substantially compromising their vehicle. However, it is not without its problems. The biggest is the muzzle flash. While a railgun or conventional cannon is certainly energetic, the Talons underestimated just how much of a problem the muzzle flash of a plasma weapon would be, with repeated firings damaging many of their vehicle's sensors, and the entire cannon side becoming a massive blind spot for the Titan battlewalkers. The use of physical shutters can mitigate this risk, though if they jam open or shut, the old problems return. As a more permanent solution, microshutters inside the sensors may be available in the future, based on designs drawn up by the SCED for use on massive space telescopes to block bright stars or planets. Beyond that, in the future, there are plans for more purpose built layouts, moving sensors away from the gun, and increasing the efficiency of the ion cannon for atmospheric combat.

The ion cannon is never going to be the sole weapon of the Titans going forward. Rather, in each lance of walkers, typically one or two will carry the ion guns, and the rest railguns, enabling them to watch the flanks of the heavy shooters.

"Captain took a 'walk' around the training course in the Ion Titan today, and when she came out I had to laugh. There must have been some fault in the cooling system because the interior of the cockpit had turned into a sauna for her, and now the Ice Queen Inuzuri is sweating through her uniform. "

[ ] Advanced ECCM Development (Tech) (Munitions)
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 55/40: 20 resources per die) [19]

The first military use of what would later be termed ECM was on July 13, 1904, when Russian radio operators successfully disrupted Japanese wireless communications during the siege of Port Arthur. Since then, the dance between electronics operators and those trying to jam or disrupt them has been ongoing, proceeding in ever increasing complexity. Part of that is creating countermeasures for the countermeasures.

Most forms of ECM require radiating a significant amount of energy to blind, dazzle, or disrupt the other side's sensors. So, one of the significant elements in building better countermeasures has been a cheap, simple, reliable homing missile that can force the countermeasures operators to turn off their devices or risk being destroyed. The Department of Munitions is already drawing up plans for new and updated factories for the production of these new devices. They will be rolled out as soon as possible.

However, there are more subtle means, both offensive and defensive. Offensively, disrupting the jamming signal is possible, if difficult and unreliable. Defensively however, solutions range from the simple to complicated. The easy way is to rotate between multiple frequencies on a semi random basis, as no transmitter can jam all possible frequencies. On the complicated side, there are various forms of filtering and polarization of just as varying effectiveness, trying to prevent jammers from overwhelming the sensors in use. These, unlike the munitions, will need separate deployments and

[ ] 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)

The Munitions Department has multiple goals, First, to get new munitions out to the battlefield. For both GDI and the Brotherhood of Nod, even small shares of advanced munitions can have outsized influences on the course of battle. Going back nearly a century to the Linebacker II operation over Vietnam; over the course of 11 days American bombers made 729 sorties, dropped over fifteen thousand tons of bombs, and lost fifteen aircraft in the process. They failed to significantly affect North Vietnamese operations. In comparison, the Persian Gulf War saw Coalition forces systematically destroying the opposition before the surface war even began, with significantly fewer losses as a proportion of the aircraft deployed in the process.

Beyond that, ensuring that the Initiative has sufficient conventional munitions of all kinds is critical. As late as the Regency War, GDI forces struggled to sustain operations due to a lack of shells, and in many cases had to slow offensives due to lacking in other critical consumables.

[ ] 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) (Services [84], LCI [28])

The Services sector has faced repeated attempts by the Brotherhood to subvert or infiltrate its high tech development teams. While so far it does not appear that a significant amount of sensitive documentation has been leaked, many members of the bodyguard of lies have been cut down in the process, with designs for everything from a transorbital ambulance to a high bandwidth laser communications array being stolen, despite none of the designs being considered practical in the slightest. The ambulance design was shelved due to the G-forces being exerted on the patient, and the sheer cost of the project both on the ground and the need to construct specialized vehicles for it. The lasercomm array on the other hand ran into problems with the lasers not being quite precise enough for what was being tried. Across the ranges where it would be useful, the multicolor lasers had a tendency to intersect and disrupt each other, leading towards packet loss problems.

As for Light and Chemical industries, the biggest problem has been internal, rather than external infiltration. With the still limited, although rapidly growing private sector being intensely competitive, and all of the companies being small fish in the Initiative's pond, knowing what direction the big fish is moving is critical. While projects like Bergen are nearly completely uninteresting to the private sector, the home robotics project has set off two critical ripples, with companies who sold off or downsized their home robotics divisions, or reoriented towards models that the Initiative does not provide, doing significantly better than the ones who waited until the marketing began.

[ ] Transfer Funding to InOps [At least one die mandatory this turn.]
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)

The transfer of funding towards InOps has been a fairly straightforward affair, essentially similar to the reallocation process. For InOps, while it is not a huge additional slice of quarterly budget, over the course of the plan, it will be a massive amount of funding, equal or greater than what many smaller departments received during the entire first four year plan. Much of this will be plowed into a new force of Direct Action Groups, equipped and trained much like the Brotherhood's Shadow Teams, and filling much the same role, as GDI prepares to fight the war in the shadows far more proactively in the coming years.

"Remember, this stays off our official budget. As far as the public is concerned, this can be going towards…crossing guards and improved orbital security watchposts."

[ ] 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)
-[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +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.
-[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support



A/N: Sorry this has taken so long, and I have to end it with bad news for a lot of my quest readers. I have been struggling to motivate myself to write for this quest for a lot of the month, between some personal things, and some general burnout. My thanks to the many contributors that helped take the snippets and fragments that I had written and converted them into something reasonably readable.
Now, what I plan to do from here is take the month of January off, try to recharge a bit, and then come Febuary First, drop the first update of 2063, and try, overall, to achieve a turnpost every other week as my baseline, rather than the once a month the last few months slipped to.
 
Q1 2063
Q1 2063


Resources: 1220 + 80 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 69
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 57/60

Tiberium Spread
24.04 (+0.1) Blue Zone
0.04 (+0.00) Cyan Zone
0.19 (-0.1) Green Zone
23.10 (-0.14) Yellow Zone (99 points of mitigation)
52.63 (+0.14) Red Zone (79 points of mitigation)

Current Economic Issues:
Housing: +66 (15 population in low quality housing) (+1 high-quality housing per turn)
Energy: +13 (+5 in reserve)
Logistics: +17 (-2 from military activity)
Food: +22 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +12 (+2 per turn from Distributed Industrial Authority) (+235 in reserve)
STUs: +11
Consumer Goods: +179 (+5 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 +10 per turn)
Labor: +38 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from private industry) (-1 per turn from other government) (Net +1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2690/3350)‌ ‌
Tiberium Reserve (0/500)
Taxation Per Turn: +90 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +11 per turn
Production: +26 per turn
Consumption: -15 per turn
10 Economy (4 Structural Alloys, 2 T-Glass, 2 Harvesting Tendrils, 2 Hovercraft)
4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
1 Military Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌58;‌ ‌30; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌270;‌ ‌144;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌20; ‌315)‌ ‌
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:‌ ‌Decent
Navy:‌ Decent‌ (Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Provide 67 Consumer Goods points from the Treasury
Provide 21 Consumer Goods from Agriculture
Increase Income by 600
Increase Tiberium Processing limit by 920
Increase population in space by 17.95k
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 Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Deploy Conestoga class
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 5 Ground Forces Zone Armor factories
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Complete Fusion and Gravitic Shipyard Bays before the Elections
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Do not start Karachi before Q2 2063.

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 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 +27 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 1/540: 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 93/280: 20 resources per die) (+4 Housing)
(Progress 0/270: 20 resources per die) (+4 Housing)

[ ] Rail Network Construction Campaigns (Phase 5)
As GDI consolidates its hold on the far flung territories, and begins trying to develop backwater blue zones, technically held by the Initiative, but with little to no actual development beyond the basics of Tiberium mitigation and abatement, they will need to build significantly more rail to begin laying out a commuter network, and more broadly encourage settlement and development in the reclaimed regions.
(Progress 39/295: 15 resources per die) (+4 Logistics)
(Progress 0/295: 15 resources per die) (+4 Logistics)
(Progress 0/295: 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 110/230: 25 resources per die) (+5 Logistics)
(Progress 0/180: 25 resources per die) (+8 Logistics)

[ ] 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 387/995: 20 resources per die) (+5 Housing, -4 Labor), (+450 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 0/115: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/235: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/470: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/935: 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 31/75: 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 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (5 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 3)
Demand for the U series alloys has been far from limited. Everywhere from Aerospace, to deep sea operations has significant demands, and even with alarms being sounded about the sheer need for STU's that this project is inducing, there are some who consider the limitation a small price to pay for the economic benefits.
(Progress 186/550: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/540: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/540: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/540: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 1) (Updated)
While second generation plants are noticeably improved over their first generation counterparts, they are limited by the supply of high temperature superconductors. Construction is a very high priority for the initiative, but due to the incoming problems with the first generation plants, increasing the energy supply is going to be slow compared to the ever growing needs of the Initiative without support from other approaches.
(Progress 114/325: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than three dice can be spent on 2nd Generation CCF per turn)

[ ] 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 36/2165: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)

[ ] Aberdeen Isolinear Fabricator (Phase 1) (updated)
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.
(Progress 0/110: 30 resources per die)
(Progress 0/215: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/430: 30 resources per die) (+18 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 143/1095: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2160: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Microfusion Cell Laboratories (New)
Any deployment of the microfusion cells is going to be on a distinctly small scale, in large part due to the combination of the need for hydrogen fuel, and the sheer cost in elerium to produce stable, usable fusion in a package that can be effectively man portable. However, there are many jobs where the sheer energy density of an MFC would be useful both to the military and more civil administrations.
(Progress 0/180: 25 resources per die) (-2 STUs)

[ ] Second Generation Repulsorplate Development (Tech)
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 will be possible to build significantly more effective repulsorplates in the near future.
(Progress 0/60: 20 resources per die)


Light and Chemical Industry (5 dice +24 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 50/1155: 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 allow superconductors to find their 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 235/690: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1370: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Clothing Development (New)
While the Brotherhood of Nod primarily uses chameleonware as a means of providing a "smart" camouflage against a wide variety of backgrounds, the Initiative is more interested in civilian fashion uses of this technology, especially as many of the Initiative's uniforms make widespread use of localized camouflage already.
(Progress 0/60: 15 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 +29 bonus)

[ ] Reforestation Campaign Preparations (Phase 1)
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 0/855: 5 resources per die)
(Progress 0/855: 5 resources per die)
(Progress 0/855: 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 26/240: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 6)
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 4)
A fourth 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 181/230: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)
(Progress 0/230: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)

[ ] Dairy Ranches (Phase 2)
While further expansions will not result in immediate expansions in production, there are still political reasons to focus on this area. While the promise of meat is still in the future, and the same applies to dairy, and the wide array of other animal products, continuing to do work will be of political use for the Treasury.
(Progress 163/190: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/190: 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 0/160: 15 resources per die) (+1 Capital Goods)
(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)

[ ] Tarberry Plantations (New)
With few real concerns about Tiberium infestation, Tarberries can be grown widely, and very cheaply, with simple open air plantations, rather than needing complex arrays of pumping, tubing, and environmental controls for aquaponic growth. While there are large parts of the world where this will not work, due to soil toxicity and the destruction of nutrient rich topsoils, growing these plants will both aid long term reconstruction efforts and help address GDI's noticeable energy needs.
(Plant Genetics)
(Progress 0/100: 10 resources per die) (+1 Energy)
(Progress 0/85: 10 resources per die) (+1 Energy)
(Progress 0/70: 10 resources per die) (+1 Energy)
(Progress 0/70: 10 resources per die) (+1 Energy)

[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning and expansion of existing larger stockpiles will be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 78/190: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/180: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/180: 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 0/70: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/70: 10 resources per die) (+6 Food, +2 Food in reserve) (-15 Political Support)

[ ] Laboratory Meat Development (New)
While herds of animals are all well and good, and do provide a wide variety of products, especially with the standard nose to tail processing methods that the Initiative practices, it is not a viable solution for deep space development, and is simply too slow to develop. Producing large quantities of cultured cells under controlled conditions will make satisfying the demand for meat a much easier process compared to building ranching domes.
(Progress 0/100: 15 resources per die)

Tiberium (7 dice +39 bonus)

[ ] Tiberium Vein Mines (Stage 9)
The rapid development of underground Tiberium mining has pushed the Initiative towards digging deeply and greedily, searching for dangerous treasures deep below ground. While the mines are becoming progressively more expensive, it is still worthwhile from both environmental and economic perspectives.
(Progress 22/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/200: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 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 -/315: 20 resources per die) (small additional income trickle [5-15 Resources]) (3 points of Yellow Zone Mitigation)

[-] Intensification of Green Zone Harvesting (Stage 9)
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 3/90: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of Yellow Zone Mitigation) (0 Stages 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 29/140: 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 93/235: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/225: 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 0/225: 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 54/210: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/205: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/205: 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 38/190: 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)
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 0/180: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)

[ ] Improved Hewlett-Gardener Refits (Phase 1)
While practically speaking, the IHG process will require knocking down and completely rebuilding an existing Tiberium refinery, there is currently sufficient slack in the system to begin the process with a number of smaller and secondary plants.
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/360: 35 resources per die) (Converts remaining processing capacity)

[ ] 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 0/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/90: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 11 (Progress 0/115: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] Improved Tiberium Containment Facilities Construction (Phase 2)
While there is some significant amount of reserve capacity, it is something where more will very rarely hurt, either as a stopgap to allow GDI to build new capacity, or to mitigate damages from Brotherhood or alien attack. It is, however, not an immediate priority, and more investing in precautions against a future that may not come.
(Progress 11/110: 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 4/125: 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)

[ ] 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 0/315: 25 resources per die) (+10 Energy)
(Progress 0/315: 25 resources per die) (+10 Energy)
(Progress 0/315: 25 resources per die) (+10 Energy)

[ ] Tiberium Wildlife Experiments
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)

[ ] Tiberian Prediction Algorithms
While GDI has attempted to model Tiberium growth for decades, the Red Zone offensives and blue zone outbreaks have made the process a significantly higher priority, especially with information gleaned in the last decade from both Visitor and Brotherhood sources and Initiative experimentation.
(Progress 80/120: 20 resources per die)

[ ] Forgotten Experimentation
While active human experiments are a step too far for the Initiative, the Forgotten are themselves an interesting case, and specifically the causes of their mutations. Initiative scientists believe that they can find a common root cause of their changes, and more broadly examine commonalities in genetic, chemical, and other makeup, with the long term goal of finding means of reliably offering a means other than tiberian infusion to survive exposure to the crystal.
(Progress 0/260: 30 resources per die) (MS) (-5 Political Support)

Orbital (7 dice +34 bonus)

[ ] GDSS Columbia (Phase 5) (Updated)
The final planned expansions to the station, adding another two thousand souls to its population, have been started, but there is still much work to be done, with the array of bays available, and the broader problem of shifting the station from a rapidly constructed habitation to something that is livable as a long term project. (Station)
(Progress 146/1065: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Columbia Bays (3 available)
-[ ] SCOP Bay
While Columbia is not laid out to take maximum advantage from solar energy, and its organization is not designed for farming, single cell organisms (a mixture of yeast, algae, and a handful of other producers) can be farmed on the station, producing a mix of carbohydrates, proteins, and fats that will keep people alive, and serve as a baseline for outsystem feeding as solar energy becomes increasingly less available.
(Progress 0/335: 20 resources per die) (+3 Food, +6 Food in reserve)

-[ ] Very High Density Housing
While any housing in space is going to be in massive demand, the very highest densities possible may well be a step too far, with cramped accommodations even by the standards of late 20th century space exploration. While it will be livable, and have the capacity to handle large numbers of people, it will not be comfortable or particularly desirable in the long run.
(Progress 0/335: 20 resources per die) (+1.5k Permanent Residents)

-[ ] High Density Housing
By noticeably cutting the population supported, a significant amount of room can be freed up for amenities. While it will still be cramped, it is something that can be worked around with communal spaces and a schedule built to keep people out of their accommodations as much as possible.
(Progress 0/335: 20 resources per die) (+1.2k Permanent Residents)

-[ ] Medium Density Housing
While building essentially standard apartments in space is not a particularly efficient use of resources, Columbia is a testbed and one where the comforts of home may well be needed. If the Initiative is to not simply survive in space, but live and thrive, concessions will have to be made towards the creature comforts that Initiative citizens generally expect.
(Progress 310/335: 20 resources per die) (+0.8k Permanent Residents)

-[ ] Low Density Housing
Building to a much higher standard, and one that, while not as well appointed as an Initiative arcology, is genuinely comfortable by civilian standards, building low density segments may be considered absurdly wasteful by the standards of a full scale evacuation from Earth. However, in the long run, such furnishings are likely to be the aspirational standard that the Initiative may hope to achieve some day.
(Progress 0/335: 20 resources per die) (+0.5k Permanent Residents)

-[ ] Hospital Bay
All of the Initiative's space stations are generally decently equipped with medical supplies. However, they lack cutting edge equipment. While they can theoretically conduct most surgeries developed before the mid 20th century, that is still a fairly limited spectrum, and for most really serious cases, the best that they can be expected to do is stabilize a person for delivery to terrestrial hospital systems. This would fix that.
(Progress 0/335: 20 resources per die) (+1 Health)

-[ ] Tourism Bay
While more a bagatelle than a practical unit, offering temporary orbital accommodations for a cycling population would both be a means of shoring up broad political support and allowing more people to experience space than just the limited number of specially prepared settlers
(Progress 0/285: 20 resources per die) (+5 PS +4 Consumer Goods)

-[ ] Assembler Bay
While much of the actual industrial work in orbit is being done on Enterprise, and will be done on future Lunar, Martian, and asteroid belt industrial clusters in the future, integrating light industry and automated assemblers will be an expansion of the Initiative's ability to produce goods in space.
(Progress 0/285: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)

-[ ] Spaceport Bay
With GDI's space presence continuously expanding, management and distribution of increasingly civilian passengers and their limited cargo has become more and more complicated. The Spaceport Bay will streamline the connections between earth and all four current GDSS Stations, and future-proof the earth-orbit-lunar traffic of people for the manyfold future increase of orbital and lunar residents needing to move between locations. It will be a central hub for passenger shuttles and have the infrastructure to service to the needs of both the shuttles and their human cargo.
(Progress 0/335: 20 resources per die)

[ ] GDSS Shala (Phase 4)
As Shala has been rapidly expanded, the station is still somewhat skeletal, especially in the core and the periphery, but at the same time it has bulked out, with new residencies, new agricultural platforms, workshops and docking ports. Continuing expansion will see significant work done to expand food production and see additional farmland made available for transport across the solar system. (Station)
(Progress 92/530: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1060: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

[ ] GDSS Shala Bays
-[ ] Fruticulture Bay
Growing trees on Earth is generally considered a waste of time, with a years long process before they begin producing, and the potential for them to be either damaged by war or infested by Tiberium being far too high for GDI planners. Growing trees in orbit would be a symbol of GDI's confidence in their ability to sustain habitation on other worlds, and significantly add to the food diversity available to the Initiative.
(Progress 225/335: 20 resources per die) (+8 Consumer Goods) (+5 Political Support)


[ ] 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. (Station)
(Progress 292/430: 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. (Station)
(Progress 380/475: 20 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 57/260 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 25/310: 20 resources per die) (+20 Resources per turn)
(Progress 0/295: 20 resources per die) (+20 Resources per turn)
(Progress 0/290: 20 resources per die) (+20 Resources per turn)
(Progress 0/280: 20 resources per die) (+20 Resources per turn)
(Progress 0/270: 20 resources per die) (+2 Heavy Metals)
(Progress 0/260: 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 +32 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)
-[ ] 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 2)
While currently, there are few real needs for further expansion in the health sector, the Initiative's population is likely to continue aging, and with the diseases of the old, time of response is critical, as is increasing the automation levels to deal with what is likely to be a sharp decrease in workforce availability in the coming decades.
(Progress 4/285: 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 79/240: 20 resources per die) (-2 Labor, -2 Energy)

[ ] Autodoc Systems Development (New)
A next generation of medical automation, derived from CABAL's inner workings, the autodoc is likely to be a particularly scary project, with most Initiative citizens uncomfortable with the idea of an AI or EVA working on them, especially without direct human supervision. However, between their battlefield utility, and the need to prepare for workforce shortages in the coming decade, it is not so much a choice as a requirement.
(Progress 0/120: 30 resources per die)

Military (7 dice +31 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)

[ ] Anti-radiation Munitions Deployment (Munitions) (New)
With the Brotherhood's methods of concealing their jammers and spoofing tracking known and now understood, deploying updating the Initiative's specialized radio source hunting munitions into the field in both ground launched and airborne varieties will allow Initiative commanders to make significantly better use of land, air, and orbital sensor systems, thinning the fog of war.
(Progress 0/300: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)

[ ] Electronic Countermeasures Improvements (New) (Refit)
While clearing jamming is all well and good, punching through it without expending masses of munitions and inherently alerting the Brotherhood to the Initiative's actions is, in many cases, better. While refitting the computer based sensor and communications systems will be a sizable undertaking, GDI will need the edge in future conflicts, especially as the Brotherhood will likely change their frequencies soon after realizing that they have been so deeply compromised.
(Progress 0/600: 15 resources per die) (-1 Capital Goods)

[ ] 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)

[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the liquid tiberium power packs that make infantry versions of the Brotherhood's particle beam system work, the weapon 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 (Refit)
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 139/330: 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 0/250: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/295: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/340: 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 39/305) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/305) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/300) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/300) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/300) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/300) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/300) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/300) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/300) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/300) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/300) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/300) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/300) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/300) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/300) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/300) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/300) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/300) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/300) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/300) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/300) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/300) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/300) (Nikolayevsk-on-Amur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/300) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/300) (Sorong) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/300) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/300) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/300) (Mazatlán) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 (Progress 0/300) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/300) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/300) (Lomé) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/300) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/300) (Barcelona) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/300) (Port Sudan) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/300) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/300) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/300) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/300) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/300) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/300) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/300) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/300) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/300) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/300) (Medan) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/300) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/300) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority)
Deploying mass quantities of the new sonic projectors is one of the more immediate things that can be done to harden Initiative forces against Tiberium, and make them more able to fight the Deep Red. While it will not be a cheap upgrade, with large chunks of nearly pure STU materials being required for the weapons systems, it will be a major step forward for the Initiative as a whole.
(Progress 317/380: 20 resources per die) (-2 Energy, -2 STUs) (High Priority)
(Progress 0/760: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)

[ ] Infantry Recon Support Drone Deployment
While the drones themselves are mostly made from off the shelf components, cheap, and simple to build at that, they still need dedicated space for production lines in light industrial districts, and integration into the military's procurement and logistics systems.
(Progress 0/180: 10 resources per die) (-1 Energy) (3 quarters to begin, 9 to complete)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 2) (High Priority)
While the project is currently underway for naval aviation, and high priority land based air projects, GDI will need substantially more to mitigate for wartime expected loss rates, and provide for lower priority operations, such as interdiction support, the ZOCOM air wings, and training cadre for new pilots.
(Progress 56/250: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)

[ ] Ultralight Glide Munitions Deployment (Munitions) (New)
Deploying widespread glide munitions will take a significant pool of time and resources. While they will not replace the full spectrum of Initiative weapons, anything to extend standoff ranges and allow the Initiative to preserve both pilots and airframes is worth serious consideration at a minimum.
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Development
The Firehawk, as GDI's core premier combat aircraft is at this point very long in the tooth, and even with upgrades is simply no longer capable of performing in all of its roles. With the amount of new technology available, and even newer technology being built, a near complete redesign is required. However, with the number of parts currently in service, trying to reuse as many of them as possible is considered to be best practice in terms of both pilot familiarity and ease of manufacture.
(Progress 0/40: 15 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. (Station)
(Progress 0/150: 20 resources per die) (MS)

[ ] 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 a way to begin developing tactics and strategies for warfare amid GDI's orbitals.
(Progress 0/60: 20 resources per die)

Ground Forces

[ ] Railgun Munitions Factories (Phase 2) (Munitions)
Railgun munitions will initially be issued in small numbers. Only a handful of shells will be needed per tank, likely below five percent of the load of munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 139/190: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/180: 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 role 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 upgrades and revisions as GDI prepares to fight the next war.
(Progress 0/80: 35 resources per die)

[ ] Ground Forces Zone Armor (Set 1) (Phase 6) (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.
Santiago (Progress 28/165: 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)
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 Armor.
(Progress 0/335: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/335: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/335: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/335: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/335: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)

[ ] Stealth Disruptor Deployment
While overall less effective than the still around nine kilometer range of current generation sensors, the stealth disruptor 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 0/190: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete)

Navy

[ ] Infernium Laser Refits (Refit)
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 0/405: 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 0/160: 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 0/270: 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

[ ] 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
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's primary components are off the shelf, and need the least technological innovation to begin seeing impact in the field.
(Progress 0/315: 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)

[ ] Unmanned Support Ground Vehicle Development (Tech)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Anti-Aircraft Vehicle provides 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 +29 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)

[ ] Transfer Funding to InOps
While Inops is currently happy with their degree of funding, there are projects and security measures that will take more than they can currently justify spending. While sending them money early does mean that it won't be available to the Treasury, InOps can spend it in other ways.
(-60 Resources per Turn) (can be taken three more times)

[ ] Hand Off Capital Goods to Market
Supplying the open Market with capital goods at subsidized or at-cost prices will stimulate growth and increase the efficiency of GDI's labor-hungry industries, especially as the aging workforce demands more automation to keep productivity increasing. However, the Treasury has its own plans for such key industrial supplies.
-[ ] Hand Off 5 Capital Goods
-[ ] Hand Off 10 Capital Goods
[ ] 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 (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)
-[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support
-[ ] ZOCOM: Complete Zrbite weapons phase 1, Santiago Zone Armor Factory, and Infantry Recon Support Drone Deployment, before any major Red Zone Ops. +ZOCOM gratitude.
-[] Housing: Complete all three phases of Postwar Housing Refits and 1 phase of Rail Network Construction. +2 Political Support
-[] Tiberium Abatement: Complete 1 phase of Red Zone Refits and 3 Blue Zone Inhibitors

[ ] 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 typically put less strain on the system than various attempts at shock efforts.
(-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 +27
-[] Blue Zone Arcologies (Stage 4) 1/540 5 dice 75R 2%, 6 dice 90R 21%, 7 dice 105R 60%, 8 dice 120R 88%, 9 dice 135R 98%
-[] Blue Zone Arcologies (Stage 4+5) 1/1080 11 dice 165R 1%, 12 dice 180R 9%, 13 dice 195R 30%, 14 dice 210R 58%, 15 dice 225R 81%, 16 dice 240R 94%
-[] Yellow Zone Fortress Towns (Phase 7) 93/280 2 dice 40R 35%, 3 dice 60R 88%, 4 dice 80R 99%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/550 5 dice 100R 21%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Lesser Blue Zone Arcologies (Phase 1) 0/155 2 dice 30R 64%, 3 dice 45R 97%
-[] Lesser Blue Zone Arcologies (Phase 1+2?) 0/310 3 dice 45R 11%, 4 dice 60R 60%, 5 dice 75R 92%
-[] Rail Network Construction Campaigns (Phase 5) 39/295 2 dice 30R 1%, 3 dice 45R 44%, 4 dice 60R 88%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/590 6 dice 90R 16%, 7 dice 105R 54%, 8 dice 120R 85%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/885 9 dice 135R 6%, 10 dice 150R 27%, 11 dice 165R 59%, 12 dice 180R 84%, 13 dice 195R 96%
-[] Suborbital Shuttle Service (Phase 2) 110/230 1 die 25R 23%, 2 dice 50R 88%, 3 dice 75R 99%
-[] Suborbital Shuttle Service (Phase 2+3) 110/410 3 dice 75R 16%, 4 dice 100R 67%, 5 dice 125R 94%

-[] Chicago Planned City (Phase 5) 387/995 6 HI dice 120R 12%, 7 HI dice 140R 49%, 8 HI dice 160R 84%, 9 HI dice 180R 97%
--Alt: 1 HI 5 Infra dice 120R 4%, 1 HI 6 Infra dice 140R 29%, 1 HI 7 Infra dice 160R 66%, 1 HI 8 Infra dice 180R 90%

-[] Karachi Planned City (Phase 1) 0/60 1 Tib die 20R 95%
-[] Karachi Planned City (Phase 1+2) 0/175 2 Tib dice 40R 68%, 3 Tib dice 60R 99%
-[] Karachi Planned City (Phase 1+2+3) 0/410 4 Tib dice 80R 27%, 5 Tib dice 100R 79%, 6 Tib dice 120R 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/925 0/880 8 Tib dice 160R 3%, 9 Tib dice 180R 25%, 10 Tib dice 200R 63%, 11 Tib dice 220R 89%, 12 Tib dice 240R 98%
--Alt: 3 Tib 6 Infra dice 180R 7%, 4 Tib 6 Infra dice 200R 33%, 5 Tib 6 Infra dice 220R 69%, 6 Tib 6 Infra dice 240R 91%
--Note: Listing all Infra/Tib dice combinations would be a massive pain.

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/75 1 die 10R 99%
-[] Postwar Housing Refits (Phase 1) 0/180 2 dice 20R 41%, 3 dice 30R 91%
-[] Postwar Housing Refits (Phase 1+2) 0/360 4 dice 40R 28%, 5 dice 50R 74%, 6 dice 60R 96%
-[] Postwar Housing Refits (Phase 1+2+3) 0/540 5 dice 50R 2%, 6 dice 60R 20%, 7 dice 70R 59%, 8 dice 80R 88%, 9 dice 90R 98%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 3) 186/550 3 dice 120R 3%, 4 dice 160R 43%, 5 dice 200R 87%, 6 dice 240R 99%
-[] U Series Alloy Foundries (Phase 3+4) 186/1060 8 dice 320R 1%, 9 dice 360R 13%, 10 dice 400R 44%, 11 dice 440R 77%, 12 dice 480R 94%
--Note: The exact discount for each phase here will vary depending on the amount of roll-over progress.
-[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 144/325 2 dice 40R 53%, 3 dice 60R 96%

-[] North Boston Chip Fabricator (Phase 5) 36/2165 22 dice 330R 3%, 23 dice 345R 11%, 24 dice 360R 27%, 25 dice 375R 50%, 26 dice 390R 71%, 27 dice 405R 87%, 28 dice 420R 95%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/110 1 die 30R 40%, 2 dice 60R 97%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/325 3 dice 90R 14%, 4 dice 120R 68%, 5 dice 150R 96%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/755 7 dice 210R 3%, 8 dice 240R 22%, 9 dice 270R 59%, 10 dice 300R 87%, 11 dice 330R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1095 9 dice 180R 2%, 10 dice 200R 16%, 11 dice 220R 47%, 12 dice 240R 78%, 13 dice 260R 94%
-[] Microfusion Cell Laboratories (New) 0/180 2 dice 50R 63%, 3 dice 75R 98%
-[] Second Generation Repulsorplate Development 0/60 1 die 20R 95%
Light and Chemical Industry 5 dice +24
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1155 12 dice 240R 2%, 13 dice 260R 12%, 14 dice 280R 33%, 15 dice 300R 60%, 16 dice 320R 81%, 17 dice 340R 93%
-[] Bergen Superconductor Foundry (Phase 4) 235/690 5 dice 150R 15%, 6 dice 180R 54%, 7 dice 210R 86%, 8 dice 240R 97%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/2060 21 dice 630R 3%, 22 dice 660R 10%, 23 dice 690R 25%, 24 dice 720R 44%, 25 dice 750R 64%, 26 dice 780R 81%, 27 dice 810R 91%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
-[] Adaptive Clothing Development (New) 0/60 1 die 15R 85%, 2 dice 30R 100%
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 0/855 9 dice 45R 8%, 10 dice 50R 32%, 11 dice 55R 64%, 12 dice 60R 87%, 13 dice 65R 97%
-[] Agriculture Mechanization Projects (Phase 2) 26/240 2 dice 30R 18%, 3 dice 45R 78%, 4 dice 60R 98%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/135 1 die 10R 28%, 2 dice 20R 91%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/270 2 dice 20R 3%, 3 dice 30R 51%, 4 dice 40R 92%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/405 4 dice 40R 18%, 5 dice 50R 65%, 6 dice 60R 93%
-[] Vertical Farming Projects (Stage 4) 181/230 1 die 15R 96%
-[] Vertical Farming Projects (Stage 4+5) 181/460 3 dice 45R 32%, 4 dice 60R 82%, 5 dice 75R 98%
-[] Vertical Farming Projects (Stage 4+5+6) 181/690 5 dice 75R 7%, 6 dice 90R 41%, 7 dice 105R 79%, 8 dice 120R 96%
-[] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
-[] Dairy Ranches (Phase 2+3) 163/380 2 dice 40R 17%, 3 dice 60R 76%, 4 dice 80R 98%

-[] Spider Cotton Plantations (Phase 1) 0/160 2 dice 40R 72%, 3 dice 60R 99%
-[] Spider Cotton Plantations (Phase 1+2) 0/330 3 dice 45R 12%, 4 dice 60R 65%, 5 dice 75R 95%
-[] Spider Cotton Plantations (Phase 1+2+3+4+5) 0/900 9 dice 135R 8%, 10 dice 150R 33%, 11 dice 165R 68%, 12 dice 180R 90%
-[] Tarberry Plantations (New) (Phase 1) 0/100 1 die 10R 50%, 2 dice 20R 99%
-[] Tarberry Plantations (New) (Phase 1+2) 0/180 2 dice 20R 54%, 3 dice 30R 96%
-[] Tarberry Plantations (New) (Phase 1+2+3) 0/255 2 dice 20R 4%, 3 dice 30R 60%, 4 dice 40R 96%
-[] Tarberry Plantations (New) (Phase 1+2+3+4) 0/325 3 dice 30R 14%, 4 dice 40R 68%, 5 dice 50R 96%

-[] Strategic Food Stockpile Construction (Phase 5) 78/190 1 die 10R 33%, 2 dice 20R 93%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/370 3 dice 30R 23%, 4 dice 40R 76%, 5 dice 50R 97%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/550 5 dice 50R 19%, 6 dice 60R 61%, 7 dice 70R 90%
-[] Caloric Reclamation Processor (Phase 1) 0/70 1 die 10R 75%, 2 dice 20R 100%
-[] Caloric Reclamation Processor (Phase 1+2) 0/140 1 die 10R 5%, 2 dice 20R 79%, 3 dice 30R 99%
-[] Laboratory Meat Development (new) 0/100 1 die 15R 45%, 2 dice 30R 97%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 9) 22/175 1 die 20R 2%, 2 dice 40R 83%, 3 dice 60R 99%
-[] Tiberium Vein Mines (Stage 9+10) 22/350 3 dice 60R 20%, 4 dice 80R 78%, 5 dice 100R 98%
-[] Tiberium Vein Mines (Stage 9+10+11) 22/525 4 dice 80R 1%, 5 dice 100R 27%, 6 dice 120R 75%, 7 dice 140R 97%
-[] Tiberium Vein Mines (Stage 9+10+11+12) 22/700 6 dice 120R 4%, 7 dice 140R 32%, 8 dice 160R 74%, 9 dice 180R 95%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13) 22/875 8 dice 160R 7%, 9 dice 180R 36%, 10 dice 200R 73%, 11 dice 220R 94%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13+14) 22/1050 10 dice 200R 10%, 11 dice 220R 39%, 12 dice 240R 73%, 13 dice 260R 93%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[-] Intensification of Green Zone Harvesting (Stage 9) 3/90 1 die 15R 68%, 2 dice 30R 100%
-[-] Intensification of Green Zone Harvesting (Stage 9+10) 3/180 2 dice 30R 66%, 3 dice 45R 99%

-[-] Red Zone Tiberium Harvesting (Stage 12) 29/145 1 die 25R 39%, 2 dice 50R 98%
-[-] Red Zone Tiberium Harvesting (Stage 12+13) 29/275 2 dice 50R 12%, 3 dice 75R 77%, 4 dice 100R 99%
-[-] Red Zone Border Offensives (Stage 4) 93/235 1 die 25R 13%, 2 dice 50R 89%, 3 dice 75R 99%
-[-] Red Zone Border Offensives (Stage 4+5) 93/460 3 dice 75R 5%, 4 dice 100R 54%, 5 dice 125R 93%
-[-] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/225 2 dice 60R 24%, 3 dice 90R 87%, 4 dice 120R 99%
-[-] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/450 4 dice 120R 10%, 5 dice 150R 58%, 6 dice 180R 92%
-[-] Red Zone Containment Lines (Stage 6) 54/210 2 dice 50R 81%, 3 dice 75R 99%
-[-] Red Zone Containment Lines (Stage 6+7) 54/415 3 dice 75R 6%, 4 dice 100R 58%, 5 dice 125R 94%
-[-] Red Zone Containment Lines (Stage 6+7+8) 54/620 5 dice 125R 6%, 6 dice 150R 43%, 7 dice 175R 84%, 8 dice 200R 98%
-[-] Tiberium Glacier Mining (Stage 13) 38/190 1 die 30R 3%, 2 dice 60R 83%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/375 3 dice 90R 15%, 4 dice 120R 73%, 5 dice 150R 98%

-[] IHG Tiberium Processing Plants (Stage 1) 0/180 2 dice 70R 63%, 3 dice 105R 98%
-[] IHG Tiberium Processing Plants (Stage 1+2) 0/360 3 dice 105R 7%, 4 dice 140R 59%, 5 dice 175R 94%
-[] Improved Hewlett Gardener Refits (Phase 1) 0/240 2 dice 70R 15%, 3 dice 105R 80%, 4 dice 140R 99%
-[] Improved Hewlett Gardener Refits (Phase 1+2) 0/480 4 dice 140R 3%, 5 dice 175R 40%, 6 dice 210R 84%, 7 dice 245R 98%
-[] Improved Hewlett Gardener Refits (Phase 1+2+3+4+5+6+7) 0/1800 18 dice 630R 8%, 19 dice 665R 25%, 20 dice 700R 52%, 21 dice 735R 76%, 22 dice 770R 91%

-[] Tiberium Inhibitor Deployment (Blue Zones) 0/90 1 die 30R 65%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/115 1 die 30R 40%, 2 dice 60R 98%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/110 1 die 30R 45%, 2 dice 60R 99%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/110 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 34%, 2 dice 40R 96%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/250 2 dice 40R 12%, 3 dice 60R 77%, 4 dice 80R 99%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 99%

-[] Red Zone Energy Refits (Phase 1) 0/315 3 dice 75R 28%, 4 dice 100R 84%, 5 dice 125R 99%
-[] Red Zone Energy Refits (Phase 1+2) 0/630 6 dice 150R 14%, 7 dice 175R 56%, 8 dice 200R 89%, 9 dice 225R 99%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/945 9 dice 225R 8%, 10 dice 250R 35%, 11 dice 275R 71%, 12 dice 300R 92%

-[] Tiberium Wildlife Experiments 0/60 1 die 20R 100%
-[] Tiberian Prediction Algorithms 80/120 1 die 20R 100%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 146/1065 9 dice 180R 13%, 10 dice 200R 46%, 11 dice 220R 80%, 12 dice 240R 96%

--GDSS Columbia Bays (2/3 available)--
-[] SCOP Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Very High Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] High Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Medium Density Housing 310/335 1 die 20R 100%
--Alt: 1 AA/Erewhon die 20R 91%
-[] Low Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Hospital Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Tourism Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[] Assembler Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[] Spaceport Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%

-[] GDSS Shala (Phase 4) 92/530 4 dice 80R 14%, 5 dice 100R 65%, 6 dice 120R 95%
-[] GDSS Shala (Phase 4+5) 92/1590 14 dice 280R 2%, 15 dice 300R 11%, 16 dice 320R 33%, 17 dice 340R 63%, 18 dice 360R 85%, 19 dice 380R 96%

--GDSS Shala Bays (0/1 available)--
-[-] Core Crops Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Fruticulture Bay 225/335 1 die 20R 45%, 2 dice 40R 99%
-[-] Experimental Crops Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[-] Habitation Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[-] Animal Husbandry Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[-] Species Restoration Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[-] High Efficiency Void Crops Bay 0/240 2 dice 40R 15%, 3 dice 60R 80%, 4 dice 80R 99%

--GDSS Enterprise Bays--
-[] Gravitic Shipyard 292/430 1 die 30R 17%, 2 dice 60R 91%
-[] Fusion Shipyard 380/475 1 die 20R 60%, 2 dice 40R 100%

-[] Lunar Regolith Harvesting (Phase 3) 57/260 2 dice 40R 33%, 3 dice 60R 90%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/510 4 dice 80R 4%, 5 dice 100R 41%, 6 dice 120R 83%, 7 dice 140R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/310 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/605 5 dice 100R 1%, 6 dice 120R 21%, 7 dice 140R 64%, 8 dice 160R 91%
-[] Lunar Water Mine (Inactive)
-[] Helium 3 Harvesting (Inactive)
Services 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
--Note: Costs 1 field die and locks it until the project is complete.
-[] Regional Hospital Expansions (Phase 2) 4/285 3 dice 75R 43%, 4 dice 100R 90%
-[] Kamisuwa Optical Laboratories 79/240 2 dice 40R 72%, 3 dice 60R 99%
-[] Autodoc Systems Development (New) 0/120 1 die 30R 36%, 2 dice 60R 97%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Antiradiation Munitions Deployment (Munitions) (New) 0/300 3 dice 45R 22%, 4 dice 60R 76%, 5 dice 75R 97%
-[] Electronic Countermeasures Improvements (New) 0/600 6 dice 90R 9%, 7 dice 105R 43%, 8 dice 120R 79%, 9 dice 135R 96%
-[] ASAT Defense System (Phase 5) 41/460 4 dice 80R 17%, 5 dice 100R 67%, 6 dice 120R 95%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/330 2 dice 10R 38%, 3 dice 15R 91%
-[] Strategic Area Defense Networks (Phase 1) 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Strategic Area Defense Networks (Phase 1+2) 0/545 5 dice 100R 3%, 6 dice 120R 29%, 7 dice 140R 70%, 8 dice 160R 93%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/885 9 dice 180R 6%, 10 dice 200R 28%, 11 dice 220R 61%, 12 dice 240R 86%, 13 dice 260R 97%

--MARVs--
-[] Reclamator Hub 0/300 3 dice 60R 22%, 4 dice 80R 76%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib dice 60R 27%, 2 Mil 2 Tib dice 80R 83%, 2 Mil 3 Tib dice 100R 99%
-[] Reclamator Hub x2 0/600 6 dice 120R 9%, 7 dice 140R 43%, 8 dice 160R 79%, 9 dice 180R 96%
--Alt: 2 Mil 4 Tib dice 120R 19%, 2 Mil 5 Tib dice 140R 63%, 2 Mil 6 Tib dice 160R 92%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/305 3 dice 60R 46%, 4 dice 80R 90%
-[] Reclamator Hub BZ-2 (Richmond) 58/305 2 dice 40R 5%, 3 dice 60R 60%, 4 dice 80R 95%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 1) 317?/380 1 die 20R 84%, 2 dice 40R 100%
-[] Zrbite Sonic Weapons Deployment (Phase 1+2) 317?/1140 8 dice 160R 3%, 9 dice 180R 20%, 10 dice 200R 53%, 11 dice 220R 82%, 12 dice 240R 96%
-[] Infantry Recon Support Drone Deployment 0/180 2 dice 20R 49%, 3 dice 30R 94%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/250 2 dice 40R 36%, 3 dice 60R 90%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1) 0/180 2 dice 20R 49%, 3 dice 30R 94%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1+2) 0/360 3 dice 30R 2%, 4 dice 40R 38%, 5 dice 50R 83%, 6 dice 60R 98%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1+2+3) 0/540 5 dice 50R 3%, 6 dice 60R 31%, 7 dice 70R 72%, 8 dice 80R 94%
-[] NovaHawk Development 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/150 1 die 20R 2%, 2 dice 40R 81%, 3 dice 60R 99%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 2) 139/190 1 die 10R 96%
-[] Railgun Munitions Factories (Phase 2+3) 139/370 2 dice 20R 11%, 3 dice 30R 71%, 4 dice 40R 97%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%, 2 dice 70R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 6) 28/165 1 die 20R 10%, 2 dice 40R 83%, 3 dice 60R 99%
-[] GD-3 Deployment (Phase 1) 0/335 3 dice 30R 7%, 4 dice 40R 54%, 5 dice 50R 91%
-[] GD-3 Deployment (Phase 1+2) 0/670 7 dice 70R 14%, 8 dice 80R 49%, 9 dice 90R 82%, 10 dice 100R 96%
-[] GD-3 Deployment (Phase 1+2+3) 0/1005 10 dice 100R 3%, 11 dice 110R 17%, 12 dice 120R 45%, 13 dice 130R 75%, 14 dice 140R 92%
-[] Stealth Disruptor Deployment 0/190 2 dice 30R 39%, 3 dice 45R 91%

--Navy--
-[] Infernium Laser Refits 0/405 4 dice 120R 14%, 5 dice 150R 61%, 6 dice 180R 92%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/160 2 dice 50R 67%, 3 dice 75R 98%
-[] Shark Class Frigate Shipyards (Seattle) 0/270 3 dice 60R 43%, 4 dice 80R 89%, 5 dice 100R 99%

--Steel Talons--
-[] Combat Laser Development 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Modular Rapid Assembly Prototype Factory 0/315 3 dice 60R 14%, 4 dice 80R 67%, 5 dice 100R 95%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%, 2 dice 40R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Transfer Funding to InOps 1 die -60 RpT auto
-[] Hand Off Capital Goods to Market 1 die 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
--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.

A/N: I am back. Last couple days got eaten by real life, but well, it was mostly very happy real life. But I am back and ready to hit the ground running with another update.
 
Q1 2063 Results
Q1 2063 Results


Politics

The upcoming elections are far more likely to be decided by the revelations of this year, than a well considered reflection of over a decade of Developmentalist rule. While the reporting on the Tiberian Prediction Algorithms is more fantasy than reality, it is likely to serve as a unifying call for greater spending on anti- Tiberium work, and for space colonization as GDI tries to find a solution for a timeline until doomsday. The cracks in the Developmentalists are showing more than ever, as the party has never had a coherent unified policy on Tiberium that extended beyond mitigating environmental effects and limiting its spread. Other parties caught off guard include the Militarists and Initiative First, as well as the Market Socialists and the United Yellow League. Each struggles to determine what it will make its policy for the election. By and large, however, the Homeland, Reclamationist and above all, Starbound parties know their policies already and have merely used this as a chance to beat the drum of exodus or a battle against impossible odds. A statement by the Open Hand Party has officially called, for the first time, for a ceasefire with the Brotherhood of Nod to 'Coordinate a Unified Response to ensure Human Survival.'

Mobilization
While the negotiations were themselves secret, there are layers of secrecy to everything, and in many cases, secrecy has to be compromised for politics. The presence of Brotherhood warships in the Seoul harbor for example, is something that was easy to know for everyone who had the ability to look out the window, and the Initiative's own mediasphere was certainly not quiet about it, identifying the negotiating warlords almost as soon as the dignitaries sat down for dinner although the identities of the negotiators did not leak for some time.
Similarly, the text of the documents that were a result of that conference, have not been disclosed to the general public, but OSINT and commentariat voices have managed to guess many of the provisions. And what the Initiative's public can guess, so can the warlords.
Of the warlords capable of mounting a response, Krukov has been the most openly dramatic. Calling his banners, he has demanded that they reaffirm their loyalty oaths, and make ready for a continuation of their conflict with the Initiative. Additionally, he has begun proliferating the advanced technologies that he can manage to deploy, sending them down to even relatively minor warlords, although so far, they seem to have been severely bottlenecked by their lack of industrial capacity.
According to conventional analysis of the Brotherhood of Nod, this would be considered a bad idea. One of the major tools that the largest of the warlords have is their access to the greatest spread of technologies, the ability to maintain large forces with high tech equipment and the specialist troops needed to maintain and operate it. That Krukov is beginning to proliferate that down to even minor warlords is either an indication of great strength, or great weakness. Either he has managed to install a near entirely loyal contingent of subordinates, or he has such a tenuous hold on power that he believes he has little choice but to arm the people who may someday attempt to overthrow him in their own self interest.

Assassinations
Mehretu, seeing the Treasury's hand behind the Initiative's new diplomatic outreach, has unleashed his agents against their assets.
The Qatarites have spent over a decade at this point being a gaping wound in the pride of the Brotherhood. A sign of their mistakes, of their messiah's failings as a leader. And this has not been something that can be forgiven. Especially not as they placed into the Initiative's hands technologies of peace and war, filled desperately needed leadership roles and formed cadres that trained tens of thousands of Initiative service personnel how the Brotherhood fought, trained, and lived. Their value as propaganda pieces, even above that, went even further. Mehretu burned dozens of agents, and hundreds of patsies in trying to kill off as many Qatarites as he possibly could. Here, while he had more success than the Initiative would have liked, and many did die, including a number of the more valuable members, many had already passed on much of their knowledge.

Beyond the attacks on the Qatarites, there was another significant casualty, Dr. Rima Alcard. While only a recent recruit to the Treasury, she had already begun efforts to heavily automate GDI society. While on her way to visit a working group in Scandinavia, her aircraft went down over the north sea. There were no survivors.

Dr Bora was another target, but one that managed to survive. While two shadow teams attempted to breach the perimeter of the complex in former Connecticut that he had been assigned to most recently, neither survived encounters with Initiative security teams.

Research Breakthrough
That research group in Scandinavia had been working on one of the remnants of CABAL's work, specifically its work with cybernetics. GDI has traditionally preferred softer mechanisms to both read and react to muscular and neural impulses, and to send commands to muscles and nerves. Nod, and CABAL especially, has preferred hard connections. The breakthroughs have been in the discovery of a number of treatments, both curative and chronic to repair nerve interface sites and maintain proper connection between a cybernetic augment, and the meat.

"I never asked for this. They say they saved me, but I'm not sure saved is the right word." - InOps interrogation of Eva Jensen, sole survivor of Dr. Alcard's security detail.

Q1 2063


Resources: 1220 + 80 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 69
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 57/60

Tiberium Spread
24.23 (+0.19) Blue Zone
0.05 (+0.01) Cyan Zone
22.95 (-0.15) Yellow Zone (99 points of mitigation)
52.77 (+0.14) Red Zone (79 points of mitigation)


Current Economic Issues:
Housing: +72 (14 population in low quality housing) (+1 high-quality housing per turn)
Energy: +27 (+5 in reserve)
Logistics: +17 (-2 from military activity)
Food: +27 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +27 (+2 per turn from Distributed Industrial Authority) (+262 in reserve)
STUs: +11
Consumer Goods: +211 (+5 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 +10 per turn)
Labor: +31 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from private industry) (-1 per turn from other government) (Net +1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2690/3800)‌ ‌
Tiberium Reserve (0/500)
Taxation Per Turn: +105 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +8 per turn
Production: +27 per turn
Consumption: -19 per turn
14 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-8 Other (6 Structural Alloys, 2 Hovercraft)
5 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌58;‌ ‌30; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌270;‌ ‌144;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌20; ‌315)‌ ‌
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 ‌(460;‌ ‌278;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Provide 42 Consumer Goods points from the Treasury
Provide 9 Consumer Goods from Agriculture
Increase Income by 585
Increase Tiberium Processing limit by 470
Increase population in space by 17.15k
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 Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Deploy Conestoga class
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 5 Ground Forces Zone Armor factories
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Complete Fusion and Gravitic Shipyard Bays before the Elections
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Do not start Karachi before Q2 2063.

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 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


[ ] 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 1030/995: 20 resources per die) (+5 Housing, -4 Labor), (+450 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods) [56, 66, 79, 36, 12, 97, 94]

The difference between a city under construction and one that has finished is dramatic. No more, do construction crews block road after road. No more, do convoys of material block critical through ways. The vision may have changed, the goals may be different, but at the end of the day, while there will always be construction ongoing in any sufficiently large city, it is a dramatically different affair than the ongoing streams of construction teams and swarming drones.
The population is uncharacteristic of the GDI average. It pairs large numbers of some of the most highly vetted and constrained employees of the Initiative, its Tiberium scientists and technicians, nearly all Blue Zone born, and under continuous supervision of the Initiative, with masses of lower skilled industrial workers, most born under the Brotherhood, who had fled civil wars or were conquered by the Initiative's pushes into the yellow zones. For some, especially in the military and intelligence establishments, Chicago has become a massive security risk, a Brotherhood sleeper cell on a grandiose scale. While less paranoid voices see it in other terms, nobody contests that the population is deeply divided and deeply unequal.
At the same time, it is also a shining beacon for the Initiative's commitments in the era after the Third Tiberium War. Conquest, conflict, taking earth back from the Brotherhood and Tiberium, no matter its cost in time, resources, and manpower. Chicago has proven itself decisive in conflicts against Gideon, a target that he had no choice but to attack again and again, destroying himself on the edifice in set piece battles. Chicago's future however is already in doubt. While the surface Tiberium has been beaten back, and GDI has seen ever greater efforts to defeat subsurface Tiberium improvements in modeling, and the ongoing crisis of underground outbreaks, and undermining across the Initiative, have left the long term integrity of settlement in doubt.
Even so, it is a major industrial center in the middle of the American continent, dominates the Great Lakes, and means that Brotherhood operations in North America are at best fragmented and shattered. And then there is the industrial core, a heavy array of centralized refining, processing, and manufacturing capabilities that cannot be ignored. Additionally, it represents a significant economic lifeline for the Initiative in eastern North America, the gateway to the mid continental red zone and the tradition started by the Grangers of exploiting some of the most inhospitable regions known to mankind. Although strategically, there are not currently future offensives planned for the continent, as a defensive measure, Chicago is set to become a rock NOD cannot break, but must grind their teeth against. A rock defended not by fortresses and by terrain, but by vast armories and ample supplies.

[ ] U-Series Alloy Foundries (Phase 3)
Demand for the U series alloys has been far from limited. Everywhere from Aerospace, to deep sea operations has significant demands, and even with alarms being sounded about the sheer need for STU's that this project is inducing, there are some who consider the limitation a small price to pay for the economic benefits.
(Progress 550/550: 40 resources per Die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 32/550: 40 resources per Die) (-4 Energy, -2 STUs) (5% discount on many projects)
[85, 16, 59, 32, 34]

The U series alloy foundries have had significant continuing effort put into them. While some problems are still occuring, by this point, the process for building a foundry is well known and most of the crews are veterans of earlier projects.

For the uses of STU based alloys, one of the key things slowing adoption is the differences between static loads and dynamic loads. While buildings, for the most part, deal with static loads, aircraft, ships, and the like are primarily dynamically loaded. The wings on a V-35 or C-35 transport, undergo a wide variety of stressors, ones that have made simple one for one replacements nonviable, and significant redesign work a requirement. While CAD and the work of EVA systems has made it a relatively simple matter, actually changing over the tool settings has taken longer.
There has also been testing and in a large number of areas, the material qualities of the alloys are not actually an advantage, with one of the most common being crumple zones. While they do have to be strong enough to support their own weight, the idea of a crumple zone is simple. Make a crash or impact more survivable by slowing the impact with sacrificial parts of a vehicle or installation. Most of the U series alloys are simply too resilient, producing either effectively sharp pieces at impact velocities, or refusing to crumple properly at all, instead remaining resolutely intact.

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 1) (Updated)
While second generation plants are noticeably improved over their first generation counterparts, they are limited by the supply of high temperature superconductors. Construction is a very high priority for the initiative, but due to the incoming problems with the first generation plants, increasing the energy supply is going to be slow compared to the ever growing needs of the Initiative without support from other approaches.
(Progress 325/325: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than three dice can be spent on 2nd Generation CCF per turn)
(Progress 75/325: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than three dice can be spent on 2nd Generation CCF per turn) [98, 90]

Over the last month of the quarter, fusion reactor after fusion reactor lit off, almost always in the dead of night. To light off a second generation fusion reactor, takes a massive amount of energy, even with mechanisms derived from alien technology, materials that would have made any pre-Tiberium scientist go mad with jealousy, and the full efforts of a global security state.

The amount of energy required for a single fusion chamber is typically between 200 and 300 megawatts, but the reaction is not immediately energy positive. Instead, it needs careful feeding to bring it up to full capacity without either collapsing the reaction, or starving it by giving it too little fuel. This can take several hours to bring the plasma to the needed density and temperature, while also bringing the energy collection arrays and generators online. Auxiliary systems alone can take upwards of 50 megawatts

[ ] Second Generation Repulsor Plate Development (Tech)
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 will be possible to build significantly more effective repulsorplates in the near future.
(Progress 63/60: 20 resources per die) [14]

The difference between first and second generation repulsor plates is fairly dramatic. While a first generation plate can do barely more than carry its own weight, a second generation plate can carry well over twice that, allowing a ten ton vehicle to carry just over six and a half tons of cargo, without any other modifications. The difference is in the polarization and crystallization of the plates, which generates far more force than previous attempts. While it does complicate the manufacturing process, it is marginally more STU efficient than the last design.
The impacts are going to be fairly dramatic, bringing it to something that is not only competitive with normal road traffic, but notably superior, at least in some areas. While a repulsor vehicle has a much higher 'idle' energy consumption, it is more efficient at high speeds and generates much less wear and tear on itself and the road surface. Second generation repulsors also can grip the terrain much better in cornering and braking, some test vehicles stopping so hard they can cause injury.

There are a wide array of options that this opens up. The biggest is in the realm of assistive thrust. Rather than directly pushing on the ground, or air, assistive thrust is using a set of repulsor plates to make an aircraft or spacecraft go faster. While there is some loss in pure efficiency, as the repulsor plates need energy of their own, it is more than outweighed by the gains in the rocket equation. Boosting the exhaust velocity by a bare handful of meters per second offers a far more dramatic gain than cutting double digit percentages of the dry weight, more than can be practically done with the Initiative's current tools. While making a significant difference in the velocities produced by a fusion rocket requires a far higher increase in velocities, that is well within the range that these second generation plates can produce.

[ ] 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 553/1155: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects) [96, 92, 81, 47, 67]

Reykjavik has once more begun development, with a serious attempt to add both newer, larger, and significantly heavier myomer bundles, and more importantly, smaller and finer. The minimum size of a myomer bundle has been an ongoing problem for the Initiative, with the problem being a significant barrier to next generation precision myomer technologies, most notably robotic and cybernetic arms. Micro-myomer is also under consideration for life-like robotics and facial prosthesis, or to control the aim-points of artificial eyes like natural eyes.

There are, however, a large number of challenges. Iceland is not particularly big, and there are only so many prime locations, a number that is further reduced by other industrial, commercial, and residential assignments. Initiative assets have been forced to resort to significant terracing, and leveling to make room for additional buildings, especially the extensive ropewalks of the very heaviest and longest myomer bundles. Each expansion has also needed to drill and test for potential Tiberium and volcanic intrusions, carefully probing soil and bedrock for any signs of a potential intruder.

But despite the challenges, the hazards, and the risks, Reykjavik has moved ahead rapidly, with foundations for the final footprint of the complex now complete, and shells of buildings rapidly being assembled. Production of fungal growth medium has begun to ramp up, and orders for spinning and bundling equipment are placed and awaiting delivery.

[ ] Vertical Farming Projects (Stage 4)
A fourth 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 230/230: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)
(Progress 78/230: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy) [98]

Work on the vertical farms has continued with few serious complications. At this point, the project has gone from a relatively novel approach to a well practiced system, with layers going up floor by floor as the workers continue on the levels above them. While there are some side effects, usually local, of a new batch of buildings opening, such as a reduction in the supply of eggs, and a number of other minor impacts as the facilities open for full operations. In general however, the size of the flocks have only increased, with a few of the newest facilities being made expressly for laying and hatching new birds.

The impact on the Initiative diet is becoming significantly noticeable. Chicken, eggs, and other animal protein has been an increasing share of the average citizen's intake, increasing morale, especially as it begins to outpace the demands of refugees. For the first time since the Third Tiberium War, the average Initiative citizen is eating more terrestrial animal products than the average Englishman during the Second World War, a significant, if not precisely staggering step. This, after all, is only about 500 grams of meat per week, and covers all animal products from milk and cheese to meats. Compared to even a year or two ago however, great strides have been made, and if there is any complaint to be made, it is that the progress is either monotonous or promised, as people wait for dairy and meat herds to mature.

[ ] 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 83/240: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods) [28]

The Agricultural mechanization project has once more seen effort put towards it, although a limited one, primarily focused on small scale agricultural tooling. While, for example, wheat, rice, and other fields have long been automated, going back to the 20th century, and in significant ways to the 19th century, places like berries, stone-fruit, citrus, and a wide variety of other, relatively fragile plants have long resisted efforts to automate production, leading to the emergence of classes of migratory workers around the world, following the agricultural seasons. However, myomer technology, and the increases in precision that come with that have finally resulted in picking technologies that are precise enough to pluck fruit en masse, without significant bruising, and the damages to both visuals and lifespan that results.

For staple crops, and processing, the trend has been to squeeze out the last few remaining jobs altogether. The problem here is that fully automating an entire operation to squeeze out the last few humans is an art of diminishing returns-investing more and more capital to do less and less. It also chokes off a number of relatively low skill jobs, in an economy that is ever more oriented towards high skill and technical jobs, with even the majority of the military requiring significant technical qualifications.

[ ] 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 160/160: 15 resources per die) (+1 Capital Goods)
(Progress 60/170: 15 resources per die) (+1 Capital Goods) [52, 100]

Spider cotton has been an immediate hit, not only for serious reasons, but actually in a wide variety of more cosmetic interests, ranging from fashion to environmental suits. The combination of weight, strength, ease of production, and the lack of tooling required to safely work the fibers makes them nearly perfect for a massive variety of roles, especially anything that requires significant wear resistance, as the fibers are also incredibly body safe for the performance they offer. Most synthetic ballistic capable fibers are, at best, relatively non-degradable when they interface with the body, and many produce negative side effects. Spider cotton on the other hand, breaks down in the body in a relatively safe manner, meaning that leavings in the case of, for example, bullet wounds are significantly less problematic.
In terms of capital goods, the keystone is in a wide variety of auxiliary elements. Straps, ropes, safety wraps, and the like. A single train often goes through dozens of straps a year, between wear, strain, and other forms of damage. A cheaper, easier to produce strap, is a significant savings, both in valuable production hours for things like metal wire, and in losses.
In terms of fashion, the biggest thing is actually durability. Even under heavy and hard use, spider cotton wears well, and can survive treatment that would absolutely destroy most natural and synthetic fibers. While not everything is nearly so practical, and there are places that are terrible ideas to use it, because the person inside would break before the clothing, it is still something that will noticeably reduce the use rate of most work clothes in the Initiative.

[ ] Tarberry Plantations (New)
With few real concerns about Tiberium infestation, Tarberries can be grown widely, and very cheaply, with simple open air plantations, rather than needing complex arrays of pumping, tubing, and environmental controls for aquaponic growth. While there are large parts of the world where this will not work, due to soil toxicity and the destruction of nutrient rich topsoils, growing these plants will both aid long term reconstruction efforts and help address GDI's noticeable energy needs.
(Plant Genetics)
(Progress 100/100: 10 resources per die) (+1 Energy)
(Progress 85/85: 10 resources per die) (+1 Energy) [96, 18]

Tarberry plantations are vast sprawling affairs, dozens of square kilometers at a time turned over to the crops, worked almost entirely by robotic assistants, and dramatically hostile to human passage. At any time there are dozens of robots crawling over the ground, checking for everything from Tiberium outbreaks to any one of the dozens of diseases that the plants are vulnerable to. While blight is less of a problem than historical average, vast monocrops are always vulnerable to the rapid spread of infectious disease. Tarberries are thankfully resistant to many chemicals, and can withstand heavy doses of antifungal, insecticidal and herbicidal chemicals.
At the core of each plantation however, is the processing plant. While it is the wrong time of year to plant tarberries in much of the world, too cold in much of the northern hemisphere, and too close to the hard fall and winter months in the southern, the plantations that have been planted, mostly along the equatorial band, are, so far at least, doing well, with reports coming in of the plants being easy to grow, and not requiring significant hands on maintenance. While there has not been the time to ensure that all the fields will produce viable crops, it is a question of time, rather than anything else at this point.


[ ] Tiberian Prediction Algorithms
While GDI has attempted to model Tiberium growth for decades, the Red Zone offensives and blue zone outbreaks have made the process a significantly higher priority, especially with information gleaned in the last decade from both Visitor and Brotherhood sources and Initiative experimentation.
(Progress 120/120: 20 resources per die) (nat 1)

The difference between doing science and communicating science is a fairly fundamental one. A scientist tends to use a certain precision to their words that the normal people on the street tend to avoid, with some trends leading to underestimation of a problem, or dramatic overestimation of the same problem.
It was the latter case here. With the most recent generation of algorithms, they project a series of catastrophic Tiberium outbreaks starting in one to three decades as underground Tiberium begins hitting a critical mass, and begins collapsing major cave systems still in the blue zones, alongside rapid growth in geothermally active areas as underground Tiberium sources are sped up by the heat.
The problem is that none of these are precisely new predictions. While they are dramatically more detailed than previous scientific attempts to describe the course of Tiberium, they are factors that were considered by previous generations. Some of the public are thus able to claim that the elite and well informed have been turning a blind eye to this problem for decades, with some even descending into paranoia to say that GDI had underfunded Tiberium predictions to soft-sell the problem. Others have blamed NOD for accelerating tiberium growth, or pointed the finger squarely at Pre-GDI corporate interests, due to their rapid adoption of tiberium technologies.
As for the actual prediction algorithms themselves, detailed simulation of the entire planet is out of the question, but limited simulations of small areas is well within the existing capacity of the Tiberium departments computers, which can hopefully lead to small but measurable reductions in cave-ins and maintenance losses in Red Zone mining ops.

[ ] 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 2 (Progress 49/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) [10]

Deploying a Blue Zone network is, in some ways, fundamentally more difficult than Yellow, let alone Red Zone networks. One of the biggest issues has been in siting. While the inhibitors do seem to 'echo' down the arteries and veins of Tiberium, the pattern of spread is very different in the deep Blue Zones relative to the Yellow and Red Zones. In fact, the Tiberium veins seem to be actually separated, and in some cases broken, although some of that is likely due to the Initiative's mining efforts cutting into and through underground connections. Beyond Tiberium, there is also the human geography of the region. Inhibitor complexes need to be both accessible to the crews of specialists, but also not located in the depths of a city. They are not nearly as compact as the Visitor's version, and prone to noticeable failures, neither of which are particularly reassuring to the general public when one can walk past them.

[ ] Improved Hewlett-Gardener Refits (Phase 1)
While practically speaking, the IHG process will require knocking down and completely rebuilding an existing Tiberium refinery, there is currently sufficient slack in the system to begin the process with a number of smaller and secondary plants.
(Progress 240/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 65/240: 35 resources per die) (Converts 450 processing capacity) [12, 20, 31, 86]

Refitting existing plants has been a complicated dance, with multiple overlapping factors. The biggest one is that much of GDI's processing capacity comes from two sites, the Jeddah complex, and Chicago. While neither is operating at full capacity currently, there is a significant risk to trying to shut down large numbers of local plants and shipping it to the larger complexes. In the last year, there have been over a dozen instances of containment failures, and three ships lost to mistakes in Tiberium shipping, plus an average of two spills a day from other sources.

The refits are also expensive, for a variety of reasons. One is that the space-age gravitics technology used to enhance separation and gradients is being used in new and unconventional ways, with many facilities being hand-tuned by technicians to achieve just the right productivity. Let partially processed Tiberium overcook, and the yield falls as STUs begin to absorb extra subatomic particles. Letting it undercook, and fail to maximize yield, is equally disastrous. Costs are also driven by waste products, such as unstable trans-uranic isotopes, the close cousins and also-rans of the STU production chain. These must be contained, and kept from reaching a critical mass, even as they are high-grade nuclear waste. Unlike NOD, who are often content to recycle these back into Tiberium immediately, GDI facilities separate the raw waste into several grades of 'heat' and treat it in different ways. While some, such as some isotopes of uranium, are actually processed out and refined into fuel for the Initiative's nuclear reactors, or used for medical radioactives, sterilization, or a number of other uses. Others are disposed of in Tiberium fields, however, they are often significantly distant from the actual plants, especially as feeding local outbreaks is against the Initiative's more strategic interests, meaning that significant efforts need to be expended to balance harvesting and disposal rates, among other concerns.

[ ] Tiberium Wildlife Experiments
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 60/60: 20 resources per die) (-5 Political Support) (MS) [6]

The Initiative's attempts to produce intentional mutation has been both noticeably successful, and noticeably politically problematic. The core asset was pigs in this case, a combination of fast growing, easy to care for, and reasonably common in the Initiative's still limited stock of large animals.

As a practical matter, the Tiberium mutated pigs are actually remarkably efficient, not only grazing on Tiberium, but actually rooting through shallow soils to find buried Tiberium that has not yet erupted to the surface. Beyond that, they are easy to produce, with a significant proportion of the work done on human Tiberium infusions being able to be transferred with few to no serious modifications.

Politically however, the program has received significant pushback from a wide variety of sources. From the military and Tiberium fields, they don't particularly want to take on significant extra demands as herders. From the politicians, the Tiberium pigs program is both seen as taking away a valuable food source, and as a problem from other perspectives, especially as a wandering mutated pig is an outbreak waiting to happen.

"So... I know the horror stories of the Granger administration and how Secretary Granger made everybody on his PR team prematurely grey. But, ehm. Seo is not an improvement. Not with his ideas" - Overheard breakroom conversation, BZ-2 Economic Planning Forum.


-[ ] Medium Density Housing
While building essentially standard apartments in space is not a particularly efficient use of resources, Columbia is a testbed and one where the comforts of home may well be needed. If the Initiative is to not simply survive in space, but live and thrive, concessions will have to be made towards the creature comforts that Initiative citizens generally expect.
(Progress 380/335: 20 resources per die) (+0.8k Permanent Residents) [70]

Midway through the quarter the first of the 800 residents slated for the new residential bay took up permanent residence in the dwellings. While spartan by the standards of the Initiative, they are offworld, and designed with family in mind.

Erewhon's involvement is something of a sore spot for the residents. While the AI's work is certainly not bad, it is idiosyncratic, with a proliferation of love seats, and other means of communal sitting stashed away in nearly every corner, alongside a profusion of potted plants, many of which do need significant caretaking. The furnishings otherwise are an eclectic mix, with Japanese style tables coexisting with more Middle Eastern seats, and a wide selection of other elements all put together in a melange that feels distinctly odd, yet nonetheless works.

"I don't think it works at all, really. I mean, it functions just fine, everything is the right height and everything. But it's so aesthetically clashing, I'm going to just go see if anyone can trade me a proper table instead of this kotashu thing." - Housing Bay Resident about to discover that corner apartments really need the extra space-heater.

[ ] 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. (Station)
(Progress 392/430: 30 resources per die) (-2 STU, -1 Capital Goods) [61]

The gravitic shipyard has run into problems with one of the most critical components, the nacelles that actually provide motive force. While the facilities used to make the drives for Pathfinder still exist, and have been used to produce spares for Pathfinder in the years since its launch, the desire to build a facility capable of producing enough to maintain a sizable fleet of gravitic drive ships is a far more complicated matter, and one that has been running into problems. While testing them has become significantly safer than the errors found in early tests in the Pathfinder program, in large part due to the better understanding of the technology involved, there is still a fairly high failure rate. A major retooling to lower the failure rate is underway, and should soon yield results.

Beyond the limits on the nacelles, the rest is fairly simple and standardized, with many of the same methods being used on the Initiative's space stations, including the carbon based hull paneling, but also a significant use of shields as a baseline of protection against radiation and micrometeorites.

-[ ] 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. (Station)
(Progress 446/475: 20 resources per die) [27]

Making a fusion nozzle is a distinctly difficult proposition, especially when optimizing for vacuum operations. The biggest is that the fusion exhaust is so ridiculously high energy. While there are methodologies to help, such as magnetic confinement, optimizing for vacuum means that the entire rig is massive, to catch as much of the energy as possible to convert into velocity. While bell design is only one part of the system, it is a critical one, especially as failures tend to melt the bell, or rip apart its electromagnets, leaving the ship adrift.

While the rest of the ship manufacturing is relatively straightforward, and for the most part already producing test batches to be shipped down to earth for analysis under laboratory conditions for final certification, the bells have repeatedly failed testing at this point, and need significant work to bring them up to a standard where the Initiative is comfortable using them in anything other than near-Earth operations.

[ ] GDSS Columbia (Phase 5) (Updated)
The final planned expansions to the station, adding another two thousand souls to its population, have been started, but there is still much work to be done, with the array of bays available, and the broader problem of shifting the station from a rapidly constructed habitation to something that is livable as a long term project. (Station) [33, 67]
(Progress 324/1065: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

One of the biggest limitations on space station size is its design, and the ability of the Initiative to maintain a pressurized environment. While stations have multiple independent life support and damage control segments scattered throughout, every single joint is a potential leak, and more complicated shapes tend to produce numerous weak points. As a station grows in size, however, the square-cube law can start to play a role in lowering the amount of surface area relative to the volume of the station as a whole.
Building big in space is however, not a new idea. NASA funded a large number of design programs, ranging from the relatively sane, such as the Stanford Torus, to the obnoxiously massive, such as the O'Neill cylinder. Columbia follows the pattern of neither, instead being closer to a copy of the Philadelphia style, but configured for long term habitation rather than governance, which puts some significant limits on the amount of useful space it can maintain.

[ ] GDSS Shala (Phase 4)
As Shala has been rapidly expanded, the station is still somewhat skeletal, especially in the core and the periphery, but at the same time it has bulked out, with new residencies, new agricultural platforms, workshops and docking ports. Continuing expansion will see significant work done to expand food production and see additional farmland made available for transport across the solar system. (Station)
(Progress 229/530: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays) [38, 21]

Shala has seen significant work, filling out the grandiose skeleton, putting flesh and skin onto the exposed bones of the system. While the core set of additional bays are still open to space, the first transparent panels have been installed, and the first of the nitrogen tanks to pressurize the station have been brought up from the surface. Much of the oxygen needed to start operations will be sourced from Enterprise as a byproduct of ore smelting. While the plants will provide most of the oxygen needed, actually pressurizing additional parts of the station will require infusions of new air. This creates an unusual issue for the Initiative's life support teams. Most inhabited stations are net oxygen negative and carbon dioxide positive, but Shala will be quite the opposite. Indeed, one of the largest problems facing Shala's production is how to import bulk carbon, water, and nitrates to replace the export of foodstuffs.

[ ] GDSS Shala Bays
-[ ] Fruticulture Bay
Growing trees on Earth is generally considered a waste of time, with a years long process before they begin producing, and the potential for them to be either damaged by war or infested by Tiberium being far too high for GDI planners. Growing trees in orbit would be a symbol of GDI's confidence in their ability to sustain habitation on other worlds, and significantly add to the food diversity available to the Initiative.
(Progress 363/335: 20 resources per die) (+8 Consumer Goods) (+5 Political Support) [99]


Work on the Fruiticulture bay has completed. The products are still months or years out, as even while the trees are being shipped up as young adults, they are going to need time to settle in, and for their reproductive cycle to properly reset for the change of environment, and begin producing fruit again.
The impact is more symbolic than real however. Even the most optimistic of production estimates put the results in terms of citizens per fruit per year, rather than fruits per citizen per year. Despite being the largest station in terms of length and width, Shala is still relatively small, and a single extra bay does not double its area. The fruit trees housed within vary in their productivity, but supplying the United States with apples alone once took more than 120,000 hectares of orchards, to say nothing of other fruits. The production of secondary products, such as juices and flavorants, is thus a strong concern, to ensure that no fruit, no matter how ugly, goes to waste.

[ ] Regional Hospital Expansions (Phase 2)
While currently, there are few real needs for further expansion in the health sector, the Initiative's population is likely to continue aging, and with the diseases of the old, time of response is critical, as is increasing the automation levels to deal with what is likely to be a sharp decrease in workforce availability in the coming decades.
(Progress 85/285: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor) [47]

The regional hospital expansions are going approximately on schedule. While few of the programs are really anywhere near completion, more laying down foundational work, and lying out preparations for further expansions. With the degree of excess capacity, significant work is being put into predicting the future, especially as the military and geostrategic picture has been changing in the last years. For example, while in the past, the North American continent was a relatively high priority for medical expansions, due to Gideon's status as one of the more active warlords, it has been significantly deprioritized in the current wave, with Stahl preferring a more passive approach. Similarly, with much of the frontage in the pacific stabilized at least for now, that region is seeing less expansion. However, with the known loss areas in Africa, Europe, and the Indian Ocean Theater expected to become a hot zone in the near future, those areas have been significantly prioritized, with multiple new hospital complexes planned for each.

[ ] 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 243/240: 20 resources per die) (-2 Labor, -2 Energy) [4, 87]

Kamisuwa has three critical problems that its staff is attempting to address. First, optics. It is certainly possible to build a camera that is over twice as precise as a human eyeball. It is not currently possible to build one that fits into the eye sockets, or even really comfortably around the eye sockets. Second, they need to work on the interface. Current systems work, but building one that does not result in seizures if misused is a high priority, either through permanently affixed interface ports that cannot move out of position naturally, or with other forms of nerve/machine interface systems that are less overall invasive, such as direct stimulation of the optic nerve. Third and finally, maintenance. Current models require extensive and ongoing upkeep, in ways that significantly reduce quality of life, making travel difficult among a wide variety of other problems.

Attacking all the problems at once is probably not a viable solution, with the Kamisuwa staff splitting up the problem among over a dozen working groups, building not only ever more efficient camera systems, but developing improved mounting systems, nontoxic interfaces, and a wide variety of other pieces of the broader problem. Others are tackling the replacement problem from the other side, looking at blue sky research at bioconstruction and attempting to build the means to grow or regrow the complex sensor systems of the human body.

[ ] Autodoc Systems Development (New)
A next generation of medical automation, derived from CABAL's inner workings, the autodoc is likely to be a particularly scary project, with most Initiative citizens uncomfortable with the idea of an AI or EVA working on them, especially without direct human supervision. However, between their battlefield utility, and the need to prepare for workforce shortages in the coming decade, it is not so much a choice as a requirement.
(Progress 52/120: 30 resources per die) [13]

The autodoc technologies stolen from the Brotherhood of Nod, fundamentally work. The idea of making an automated system that can sew a human closed, or perform complicated work is not particularly new, and even practical with GDI's technology. The problem is simplifying the system to not require oversight by a true AI, such as CABAL, and making it something that GDI citizens are willing to use. Neither of which is a particularly easy task.

No two bodies are exactly similar, and, for that matter, a single body can change significantly in the course of a day, let alone weeks, months, or years. Hydration and activity levels for example can change the path of a vein by entire millimeters on a single patient, and then there are all the differences between patients on top of that. That is what makes downteching the problem difficult, at its heart. A simple decision tree can, perhaps, handle the problem, but it would have to be so large and complex that it would require several gigabytes at minimum to store, and take significant time to execute. A problem as comparatively simple as high level chess took a computer capable of 11.38 GFLOPs, back in 1997. Even then, it must deal with odd situations that are not in its exact parameters, or misdiagnose the problem and identify the wrong solution.

Beyond that, there is the political aspect. The original design is essentially a metal coffin, taking in people and churning out cyborgs. Patient comfort was not exactly a priority. Changing cladding materials, providing a more comforting color scheme of mostly blues and natural greens, and making the entire facility significantly larger all significantly help and help avert claustrophobia, however, they are not by themselves enough.

[ ] 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 250/250: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 149/295: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete) [6, 74, 97, 19, 44, 4]

The threat of relatively low flying cruise missiles has been in existence for over a century. Back in the mid 1940s, British and American aircrews, some of them flying first generation jet aircraft, fought a war of meat against metal, defending the British Isles from unending attack by V-1 flying bombs. However, in the coming decades, as missiles improved, defenses were slower, with weapons like the Phalanx CIWS, SM-2, Patriot, and a wide variety of other weapons intended to shoot down cruise missiles only coming into common use in the decade and a half pre Tibfall. Since then however, the problems of Tiberium interference, and the proliferation of advanced missiles with both penetration aids and maneuvering

In the modern day the biggest problems for building effective strategic defenses are the horizon, and the disruption patterns that Tiberium leaves as one of its signature effects. The two combined mean that many of the tricks used to allow a naval vessel, or surface installation to look beyond the limits of its line of sight are nonfunctional. While some of the problem can be mitigated by satellites, there is a noticeable time delay. While it is less than a second of light lag, missile defense is a problem where a mere tenth of a second can mean the difference between a shootdown and a missile getting through, especially as both GDI and the Brotherhood of Nod have pursued ever smarter missiles that can get ever closer to the ground, hiding themselves amid whatever clutter is already present, while also minimizing their other signatures.

The defense network is at its most basic a network of defense tower complexes. The ideal facility is a vast complex, with a central tower, radar and other sensors, missile silos, infernium and crystal beam laser arrays, and railgun air defense batteries. Most facilities partially or completely omit one or more of these components for a variety of reasons, trusting that multiple redundant secure datalinks and overlapping fields of fire will cover the risk of any particular site becoming overwhelmed by a concentrated attack.

A heavily reinforced tower with the outer walls made of T-glass and a meters-thick layer of concrete is the core of most complexes. The tower houses power storage, emergency generators, munitions, spare parts and so on, but the primary job of the tower is providing elevation for most of the other elements. If a tower was not constructed, or it was substantially shorter, it is most likely because there was a convenient hill or mountain ridge that could do the job.

The first layer of the defense network is detection, many new radar systems have been built, many on top of the towers themselves as the added elevation greatly extends the horizon. A tower 70 meters tall permits a horizon of about 30 kilometers away, even if ground clutter, irregularities in the Earth's shape, and other factors can make that significantly shorter.

The second layer is missiles. With models drawn from both the navy and the ground forces, the quantity of missiles per site is relatively modest, with 4 to 8 blocks of launchers scattered around per site. The blocks can fit either 8 of the heavy naval missiles for long range interception, or 24 of the shorter ranged ground force missiles. The reason for the small quantity of missiles is very simple; it is expected that strikes will not last long enough for a single site to fire 3 blocks worth of missiles in a single engagement, but the designs have already incorporated increased numbers of launch blocks in case they prove necessary. Reloading the launchers is a protracted affair, after all.

The third layer are the laser arrays. Although shorter ranged, the infernium laser mounted at the top and the crystal beam emitters mounted further down provide effective medium range interdiction of incoming fire. Although the lasers do degrade over the course of an engagement, their ammunition is effectively unlimited, and they maintain their accuracy and velocity much better than railguns do.

Finally, there are the air defense railguns. The heavy railguns permit effectively engaging targets further than the lasers but not at the great ranges the missiles allow, but their low rate of fire limits them substantially. Instead, the heavy and lighter railguns mounted on and around the tower mostly exist to counter Brotherhood SEAD efforts, providing defensive fires for the towers themselves.

It is important to remember that the SADN is 'merely' a very heavily fortified air defense region, tied into the wider GDI theater wide air defense strategy. More mobile air defense assets such as roaming Pitbull patrols or Apollo and Firehawk flights hunting for enemy aircraft will still see extensive use to cover the areas the SADN does not.

[ ] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority)
Deploying mass quantities of the new sonic projectors is one of the more immediate things that can be done to harden Initiative forces against Tiberium, and make them more able to fight the Deep Red. While it will not be a cheap upgrade, with large chunks of nearly pure STU materials being required for the weapons systems, it will be a major step forward for the Initiative as a whole.
(Progress 380/380: 20 resources per die) (-2 Energy, -2 STUs) (High Priority)
(Progress 52/760: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods) [53, 31]

The deployment of additional sonic weapons to ZOCOM has not been the most straightforward process. While the technical difficulties have been, for the most part worked out, the weapons are still temperamental and difficult to work with. Beyond that, they have a significant learning curve. ZOCOM has relied on sonic grenade launchers for almost as long as they have existed, while the new weapons are downscaled versions of the sonic projectors used on fixed defenses and heavier vehicles. This has a number of influences on their use, the first and most important of which is that they are line of sight weapons. This means that the impacts of their use are far more directly visible than is often the case with the grenades, and they are used at much closer ranges, both of which increase the psychological impact of their effects on human bodies when ZOCOM engages the Brotherhood, rather than Tiberium.
The ZOCOM infantry are selected for mental and physical resilience. It takes a special kind of person to engage with Tiberium in the deep Red Zones, while wearing a battlesuit often for days on end with minimal respite to recharge and refuel. They have however, been reporting higher rates of multiple symptoms of PTSD, and a noticeably higher need for rest and recovery among units that are engaged with the Brotherhood of Nod. To this end, training has emphasized the role of the weapons as tools and maintenance aids rather than as sidearms-and played up that even in their roles as weapons, they should be a last resort.

[ ] Railgun Munitions Factories (Phase 2) (Munitions)
Railgun munitions will initially be issued in small numbers. Only a handful of shells will be needed per tank, likely below five percent of the load of munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 189/190: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)

The new railgun munitions factories, started by direction of the Treasury Secretary and the planning bureaus, but since handed off to the Department of Munitions started work in the last days of the quarter. While there are some handful of final tests, primarily live fire testing of a large batch off of each line, they are all but ready to begin going into the munitions stockpiles across the Initiative.
The Initiative's Predator crews, in the time since the introduction of railgun munitions, have begun picking up some new tricks, most notably what they term lob shooting. The Predator, especially the newest model railgun tanks, have a fairly unimpressive elevation and depression, at least by the standards of a pre-Tiberium western main battle tank. However, they do have a control that no previous vehicle had. The railgun's power adjustment. Rather than shooting at anywhere close to full power, the tanks have begun practicing to use their limited elevation to drop shots in on enemy positions, even behind objects, dialing in the range using different power levels, rather than the standardized propellant charges of the previous generations. This both extends barrel life, and gives the Predators new flexibility in their battlefield roles.

While the new factories, on the level of particular tanks, are not really changing the carried load by more than a handful of rounds, across the level of a tank company, battalion, regiment, or brigade, that rapidly becomes thousands of rounds, especially when considering the need to build stockpiles, not just for a day of fighting, but a week, month, or year.
Of course, there are downsides to having more energetic munitions in service. The biggest is the risk of secondary detonation in the ammunition racks. While a solid shot or sabot round is inert, and therefore can actually be used (if not particularly effectively) as armor, trying to do the same with a filled round has a tendency to cause fires at a minimum. Unfortunately, most of the blowout panels were repurposed during the railgun conversion to house the tank's capacitor banks, leaving only a minimum of space in remaining blowout compartments for shot.

[ ] Ground Forces Zone Armor (Set 1) (Phase 6) (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.
Santiago (Progress 127/165: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete) [3, 34]

The last of the Zone Armor factories for the current batch to equip the tip of GDI's spear has seen continued work. While the program has certainly not been finished, and has seen multiple sabotage attempts, it is an ongoing process, with the biggest problem being the various automatic systems to calibrate the suit to the wearer, and getting those to work reliably. While suits do need to be fitted to an individual wearer, a person can vary in height by up to a centimeter over the course of a day, meaning that the suits do need to be able to adjust to fit their calibrated wearer. However, getting these to work right on a fresh suit can be distinctly tricky, especially as the Initiative tries to scale up suit production and do so on scales that do not allow for the degree of training that the Zone Operations Command goes through.

One of the many elements that has slowed the process is the degree of subdivision and disaster proofing that these source factories go through. It is not always practical to reach the dimensions of HM factory Gretna, a massive early 20th century military explosives factory which covered 36.5 square kilometers in area, stretched for 14 kilometers long, and contained four separate worksites to ensure that accident or sabotage in one area did not contaminate the others, preserving the workforce and preventing chain detonations. Still, GDI does tend to maintain significant subdivision, with earth, concrete, and metal expended on a grandiose scale to ensure that even substantial explosions (although anything with a yield measured multiple tons or kilotons has typically been considered to be too much to ask for most facilities) are contained and channeled to minimize damages.

While the Ground Forces and the Tiberium departments strongly desire the suits, the Space Force and broader orbital administrations have begun expressing greater interest especially in the standard zone suit. With most of the features for a space suit already incorporated, similarly large scale factories for dedicated orbital and exo-planetary environment variants are going to be a requirement for major habitation of the solar system in the near future. While not perfect, for things like lunar operations they can be trusted to provide several hours of life support, and several hundred kilometers of range, especially with replacement jets optimized for operating outside of an atmosphere.


[ ] 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 38/80: 25 resources per die) [7]

Building effective combat lasers is tricky, in large part because, unlike the Initiative's well known and understood kinetic arms, there are relatively few people in the Initiative who have significant skill in the use of laser weapons in combat. Brotherhood defectors like the Qatarites have answered many questions regarding personal scale laser weapons, yet the broader questions remain significantly more problematic. The use of lasers as defense and support systems, tied into the gargantuan reactors of a nuclear powered warship, battlewalker, or the emplacements of the SADN imposes one set of constraints, while building an effective array of laser arms for everything from the foot infantry to mechanized, armored, and even aerial forces has a wide array of differing, and often competing needs.
Beyond the issues of inexperience with the systems as a whole, there is the problem of doctrine, or the lack thereof. Because GDI has little experience with offensive laser systems, lasers as a whole are simply not something that training and doctrine commands have put significant effort into, and while military academies like West Point have certainly put together theoretical plans for their use, most are at best half or quarter baked, essentially little more than school assignments. Each branch has their own requirements, with the space force pushing for low heat and tight focus for long range, the navy and army wanting high burn-through against atmospheric clutter, and the air-force asking for rapid tracking and off-axis aiming. Finding a single laser that can meet every demand is seemingly impossible, but a task the Steel Talons seem to have firmly bought into and enjoy.


A/N:

Sorry this has taken so long. Between travel, preparing to take the tests to get a teaching licence in North Carolina, and a few things that I am not going to post on the forum, my life has been incredibly full these last couple months. Hopefully things can calm down, but it is looking like it will continue to be slow updates as I can find time and mental energy to write.
 
Q2 2063
Q2 2063


Resources: 1220 + 80 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 69
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌6 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
24.23 (+0.19) Blue Zone
0.05 (+0.01) Cyan Zone
22.95 (-0.15) Yellow Zone (99 points of mitigation)
52.77 (+0.14) Red Zone (79 points of mitigation)


Current Economic Issues:
Housing: +72 (14 population in low quality housing) (+1 high-quality housing per turn)
Energy: +27 (+5 in reserve)
Logistics: +17 (-2 from military activity)
Food: +27 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +27 (+2 per turn from Distributed Industrial Authority) (+262 in reserve)
STUs: +11
Consumer Goods: +211 (+5 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 +10 per turn)
Labor: +31 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from private industry) (-1 per turn from other government) (Net +1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2690/3800)‌ ‌(900 IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +105 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +8 per turn
Production: +27 per turn
Consumption: -19 per turn
14 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-8 Other (6 Structural Alloys, 2 Hovercraft)
5 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌58;‌ ‌30; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌270;‌ ‌144;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌20; ‌315)‌ ‌
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 ‌(460;‌ ‌278;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Provide 42 Consumer Goods points from the Treasury
Provide 9 Consumer Goods from Agriculture
Increase Income by 585
Increase Tiberium Processing limit by 470
Increase population in space by 17.15k
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
Deploy Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Deploy Conestoga class
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 5 Ground Forces Zone Armor factories
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Complete Fusion and Gravitic Shipyard Bays before the Elections
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065

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 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 +27 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 1/510: 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 93/270: 20 resources per die) (+4 Housing)
(Progress 0/255: 20 resources per die) (+4 Housing)

[ ] Rail Network Construction Campaigns (Phase 5)
As GDI consolidates its hold on the far flung territories and begins trying to develop backwater blue zones technically held by the Initiative but with little to no actual development beyond the basics of Tiberium mitigation and abatement, significantly more rail is needed to begin laying out a commuter network, and more broadly encourage settlement and development in the reclaimed regions.
(Progress 39/280: 15 resources per die) (+4 Logistics)
(Progress 0/275: 15 resources per die) (+4 Logistics)
(Progress 0/275: 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 110/225: 25 resources per die) (+5 Logistics)
(Progress 0/170: 25 resources per die) (+8 Logistics)

[ ] 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 0/55: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/110: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/220: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/440: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/885: 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 31/75: 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 0/170: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/170: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/170: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (5 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 4)
While there is not an unlimited field of needs for the U series alloys, the effective field is so large that GDI is unlikely to be able to fill total need with available supplies of appropriate stable transuranic materials, without at minimum compromising any other goals.
(Progress 32/510: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/510: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/510: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 2) (Updated)
With second generation plants a proven concept, GDI needs a relatively rapid pace of construction, with the first of the first generation plants expected to begin reaching serious failures in a matter of years, and the limitations on construction speeds meaning that total production is noticeably bottlenecked.
(Progress 75/310: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than three dice can be spent on 2nd Generation CCF per turn)

[ ] 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 36/2040: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)

[ ] Aberdeen Isolinear Fabricator (Phase 1) (updated)
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.
(Progress 0/100: 30 resources per die)
(Progress 0/205: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/410: 30 resources per die) (+18 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 143/1040: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2040: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Microfusion Cell Laboratories
Any deployment of the microfusion cells is going to be on a distinctly small scale, in large part due to the combination of the need for hydrogen fuel, and the sheer cost in elerium to produce stable, usable fusion in a package that can be effectively man-portable. However, there are many jobs where the sheer energy density of an MFC would be useful both to the military and more civil administrations.
(Progress 0/170: 25 resources per die) (-2 STUs)

[ ] Second Generation Repulsorplate Factories (New)
With the repulsorplate finally offering significant edges in a wide variety of specialist roles, building enough to supply the Initiative as a whole is somewhat problematic, and will require far more than what Suzuka alone can produce as a starting point, especially if they are to become a somewhat standard feature, rather than a specific exception to the rule.
(Progress 0/595: 25 resources per die) (+8 Logistics, +8 Capital Goods,-4 STUs, -6 Energy, -2 Labor) (Unlocks further military and space projects)

Light and Chemical Industry (4 dice +24 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 553/1120: 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 allow superconductors to find their 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 235/665: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1290: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Clothing Development
While the Brotherhood of Nod primarily uses chameleonware as a means of providing a "smart" camouflage against a wide variety of backgrounds, the Initiative is more interested in civilian fashion uses of this technology, especially as many of the Initiative's uniforms make widespread use of localized camouflage already.
(Progress 0/60: 15 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 +29 bonus)

[ ] Reforestation Campaign Preparations (Phase 1)
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 0/835: 5 resources per die)
(Progress 0/835: 5 resources per die)
(Progress 0/835: 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, with their efficiencies creating cascade effects.
(Progress 83/235: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 6)
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 18/130: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/130: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/130: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)

[ ] Vertical Farming Projects (Stage 5)
A fifth and likely for the moment final wave of vertical farms will expand the system to the tertiary cities, smaller facilities often far from the Initiative's core territorial holdings, many of which are in reclaimed yellow zones. While far from being food deserts as defined in the late 20th century, many of these regions struggle with access to fresh and high quality foods, especially when attempting to plan for supply disruptions.
(Progress 78/225: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)

[ ] Dairy Ranches (Phase 2)
While further expansions will not result in immediate expansions in production, there are still political reasons to focus on this area. Although the large-scale production of meat, dairy, and the wide array of other animal products will take time to spin up, continuing to work on this will be of political use for the Treasury.
(Progress 163/190: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/185: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support)

[ ] Spider Cotton Plantations (Phase 3)
While the Initiative has made significant strides in the area, and the private sector has expressed quite a bit of interest in the field, there is still significant need for spider cotton derived capital goods that are going to be the core of the Initiative's program. (Plant Genetics)
(Progress 60/170: 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)

[ ] Tarberry Plantations (Phase 3)
While the developmental work and the widespread deployment of Tarberries has begun, they are still only a relative fraction of the Initiative's need for fuel, despite the widespread electrification of the Initiative's energy needs.
(Plant Genetics)
(Progress 3/70: 10 resources per die) (+1 Energy)
(Progress 0/70: 10 resources per die) (+1 Energy)

[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning and expansion of existing larger stockpiles will be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 78/180: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/170: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/170: 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 0/70: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/70: 10 resources per die) (+6 Food, +2 Food in reserve) (-15 Political Support)

[ ] Laboratory Meat Development (New)
While herds of animals are all well and good, and do provide a wide variety of products, especially with the standard nose to tail processing methods that the Initiative practices, they are not a viable solution for deep space development, and are simply too slow to develop. Producing large quantities of cultured cells under controlled conditions will make satisfying the demand for meat a much easier process compared to building ranching domes.
(Progress 0/100: 15 resources per die)

Tiberium (7 dice +39 bonus)

[ ] Tiberium Vein Mines (Stage 9)
The rapid development of underground Tiberium mining has pushed the Initiative towards digging deeply and greedily, searching for dangerous treasures deep below ground. While the mines are becoming progressively more expensive, they are still worthwhile from both environmental and economic perspectives.
(Progress 22/165: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/165: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/185: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 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 -/300: 20 resources per die) (small additional income trickle [5-15 Resources]) (3 points of Yellow Zone Mitigation)

[-] Intensification of Green Zone Harvesting (Stage 9)
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 3/85: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of Yellow Zone Mitigation) (0 Stages available)

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

[ ] Red Zone Border Offensives (Stage 4)
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 93/225: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/215: 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)
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 0/215: 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)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 54/200: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/190: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/190: 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 38/180: 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)
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 worthwhile.
(Progress 0/170: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)

[ ] Improved Hewlett-Gardener Refits (Phase2)
While there are now IHG plants in production, and a number of smaller and secondary plants in the middle of the conversion process, there is still a significant amount of work to be done before even touching the grandiose assemblages of Jeddah, Chicago, or similar.
(Progress 65/230: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/225: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/225: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/225: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/225: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/340: 35 resources per die) (Converts remaining processing capacity)

[ ] 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 0/85: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/85: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/85: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 49/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 11 (Progress 0/110: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] Improved Tiberium Containment Facilities Construction (Phase 2)
While there is some significant amount of reserve capacity, it is something where more will very rarely hurt, either as a stopgap to allow GDI to build new capacity, or to mitigate damages from Brotherhood or alien attack. It is, however, not an immediate priority, and more investing in precautions against a future that may not come.
(Progress 11/105: 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 4/120: 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 also 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, it would 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)

[ ] 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 0/300: 25 resources per die) (+10 Energy)
(Progress 0/300: 25 resources per die) (+10 Energy)
(Progress 0/300: 25 resources per die) (+10 Energy)

[ ] Forgotten Experimentation
While active human experiments are a step too far for the Initiative, the Forgotten are themselves an interesting case, and specifically the causes of their mutations. Initiative scientists believe that they can find a common root cause of their changes, and more broadly examine commonalities in genetic, chemical, and other makeup, with the long term goal of finding means of reliably offering a means other than tiberian infusion to survive exposure to the crystal.
(Progress 0/260: 30 resources per die) (MS) (-5 Political Support)

[ ] Secure Yellow Zones (New)
There are a number of yellow zones around the world with little to no Brotherhood presence, in large part pockets in the Red Zones created by GDI efforts to mine Red Zone Tiberium. Putting in the effort to properly secure them will both allow for GDI to make gains in the near term, and build up GDI's pointilist empire, creating bases for further operations around the world.
(Progress 0/340: 25 resources per die) (+.1 Green Zone)
(Progress 0/340: 25 resources per die) (+.1 Green Zone)
(Progress 0/340: 25 resources per die) (+.1 Green Zone)
(Progress 0/340: 25 resources per die) (+.1 Green Zone)
(Progress 0/340: 25 resources per die) (+.1 Green Zone)

[ ] Coordinated Abatement Programs (Phase 1) (New)
While GDI and the Brotherhood of Nod have quite a few disagreements, and many elements within the Brotherhood worship Tiberium, not all of them do, and for those with more sane ideas about the crystals, allowing GDI abatement crews through their lines is a significant ask, but not an unreasonable one.
(Progress 0/200: 25 resources per die) (+2 Red Zone Abatement)
(Progress 0/200: 25 resources per die) (+2 Red Zone Abatement)
(Progress 0/200: 25 resources per die) (+2 Red Zone Abatement)


Orbital (7 dice +34 bonus)

[ ] GDSS Columbia (Phase 5) (Updated)
The final planned expansions to the station, adding another two thousand souls to its population, have been started, but there is still much work to be done, with the array of bays available, and the broader problem of shifting the station from a rapidly constructed habitation to something that is livable as a long term project. (Station)
(Progress 324/1045: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Columbia Bays (2 available)
-[ ] SCOP Bay
While Columbia is not laid out to take maximum advantage from solar energy, and its organization is not designed for farming, single cell organisms (a mixture of yeast, algae, and a handful of other producers) can be farmed on the station, producing a mix of carbohydrates, proteins, and fats that will keep people alive, and serve as a baseline for outsystem feeding as solar energy becomes increasingly less available.
(Progress 0/325: 20 resources per die) (+3 Food, +6 Food in reserve)

-[ ] Very High Density Housing
While any housing in space is going to be in massive demand, the very highest densities possible may well be a step too far, with cramped accommodations even by the standards of late 20th century space exploration. While it will be livable, and have the capacity to handle large numbers of people, it will not be comfortable or particularly desirable in the long run.
(Progress 0/325: 20 resources per die) (+1.5k Permanent Residents)

-[ ] High Density Housing
By noticeably cutting the population supported, a significant amount of room can be freed up for amenities. While it will still be cramped, it is something that can be worked around with communal spaces and a schedule built to keep people out of their accommodations as much as possible.
(Progress 0/325: 20 resources per die) (+1.2k Permanent Residents)

-[ ] Medium Density Housing
While building essentially standard apartments in space is not a particularly efficient use of resources, Columbia is a testbed and one where the comforts of home may well be needed. If the Initiative is to not simply survive in space, but live and thrive, concessions will have to be made towards the creature comforts that Initiative citizens generally expect.
(Progress 0/325: 20 resources per die) (+0.8k Permanent Residents)

-[ ] Low Density Housing
Building to a much higher standard, and one that, while not as well appointed as an Initiative arcology, is genuinely comfortable by civilian standards, building low density segments may be considered absurdly wasteful by the standards of a full scale evacuation from Earth. However, in the long run, such furnishings are likely to be the aspirational standard that the Initiative may hope to achieve some day.
(Progress 0/325: 20 resources per die) (+0.5k Permanent Residents)

-[ ] Hospital Bay
All of the Initiative's space stations are generally decently equipped with medical supplies. However, they lack cutting edge equipment. While they can theoretically conduct most surgeries developed before the mid 20th century, that is still a fairly limited spectrum, and for most really serious cases, the best that they can be expected to do is stabilize a person for delivery to terrestrial hospital systems. This would fix that.
(Progress 0/325: 20 resources per die) (+1 Health)

-[ ] Tourism Bay
While more a bagatelle than a practical unit, offering temporary orbital accommodations for a cycling population would both be a means of shoring up broad political support and allowing more people to experience space than just the limited number of specially prepared settlers
(Progress 0/280: 20 resources per die) (+5 PS +4 Consumer Goods)

-[ ] Assembler Bay
While much of the actual industrial work in orbit is being done on Enterprise, and will be done on future Lunar, Martian, and asteroid belt industrial clusters in the future, integrating light industry and automated assemblers will be an expansion of the Initiative's ability to produce goods in space.
(Progress 0/280: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)

-[ ] Spaceport Bay
With GDI's space presence continuously expanding, management and distribution of increasingly civilian passengers and their limited cargo has become more and more complicated. The Spaceport Bay will streamline the connections between earth and all four current GDSS Stations, and future-proof the earth-orbit-lunar traffic of people for the manyfold future increase of orbital and lunar residents needing to move between locations. It will be a central hub for passenger shuttles and have the infrastructure to service to the needs of both the shuttles and their human cargo.
(Progress 0/325: 20 resources per die)

[ ] GDSS Shala (Phase 4)
As Shala has been rapidly expanded, the station is still somewhat skeletal, especially in the core and the periphery, but at the same time it has bulked out, with new residencies, new agricultural platforms, workshops and docking ports. Continuing expansion will see significant work done to expand food production and see additional farmland made available for transport across the solar system. (Station)
(Progress 229/520: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1030: 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. (Station)
(Progress 392/425: 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. (Station)
(Progress 446/475: 20 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 57/250 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 25/295: 20 resources per die) (+20 Resources per turn)
(Progress 0/280: 20 resources per die) (+20 Resources per turn)
(Progress 0/270: 20 resources per die) (+20 Resources per turn)
(Progress 0/265: 20 resources per die) (+20 Resources per turn)
(Progress 0/255: 20 resources per die) (+2 Heavy Metals)
(Progress 0/245: 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.

[ ] Life Support Processor Development (New)
While most of the Visitors assets did not need oxygen and the like in the same way that humanity does. They did use a significant number of systems that did to one extent or another, and the life support systems that they used are nothing less than miraculous. While GDI's systems are good, they are nowhere near as compact, efficient, and stable as those used by the visitors, and building derived systems should make exploring deep space significantly safer.
(Progress 0/80: 30 resources per die)

Services (4 dice +32 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)
-[ ] 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 2)
While currently, there are few real needs for further expansion in the health sector, the Initiative's population is likely to continue aging, and with the diseases of the old, time of response is critical, as is increasing the automation levels to deal with what is likely to be a sharp decrease in workforce availability in the coming decades.
(Progress 85/280: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Autodoc Systems Development
A next generation of medical automation, derived from CABAL's inner workings, the autodoc is likely to be a particularly scary project, with most Initiative citizens uncomfortable with the idea of an AI or EVA working on them, especially without direct human supervision. However, between their battlefield utility, and the need to prepare for workforce shortages in the coming decade, it is not so much a choice as a requirement.
(Progress 52/120: 30 resources per die)

[ ] Cosmetic Biosculpting (New)
While something of an affectation, there are a wide array of options for GDI to begin programs to make people more comfortable in their bodies. While obviously limited by bone structure, muscle mass, and the need to avoid making harmful changes, the program would be a significant step in both reconstructive and cosmetic assistance for many of GDI's citizens.
(Progress 0/360: 30 resources per die) (+1 Health)

[ ] Human Augmentation Programs (Tech) (New)
While there are many areas where GDI is not particularly comfortable augmenting the human body, there are other areas where there is little good argument against it. Ranging from implanted hormonal regulators, to the array of genefixes that can be done to improve the health and wellbeing of the Initiative's population, there is much that can be done actively, rather than leaving it to the vagaries of evolution.
(Progress 0/120: 30 resources per die)

[ ] Library Enhancement Programs (New)
While GDI maintains, and has maintained for decades an expansive and up to date public and research library system, plus a significant digital environment for both preservation and accessibility, a major round of updates to the library network would certainly not go amiss, especially as the library buildings themselves are often significantly multirole.
(Progress 0/185: 15 resources per die) (+5 Political Support)

[ ] Durable Goods Library Improvements (New)
While the Durable Goods libraries were an immediate postwar economizing measure to make sure that resources such as electric motors were not being wasted, in the decade since their introduction they have become a part of Initiative life that few people are interested in moving away from. Improving their selection and making more goods available to them would be both politically useful and socially supportive.
(Progress 0/170: 20 resources per die) (-2 Capital Goods) (+5 Political Support)

[ ] University Program Updates (New)
While the university system and the Initiative's research institutions have been pumping out breakthroughs at a pace not seen since at least the latter half of the 20th century, the results have been far from evenly spread. A relative handful of elite universities such as Oxford and the University of Tokyo have snapped up much of the funding and expertise, creating a narrow pipeline for personnel to be trained in breakthrough technologies. While fixing that will not be an easy process, it is something that can be remediated.
(Progress 0/255: 15 resources per die) (-1 Capital Goods) (Increases Labor outputs)


Military (7 dice +31 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 efficiency while decreasing the Secretary of the Treasury's workload.
(-1 die) (-30 resources per turn) (30 progress towards each refit project per turn)

[ ] Anti-radiation Munitions Deployment (Munitions)
With the Brotherhood's methods of concealing their jammers and spoofing tracking known and now understood, deploying updating the Initiative's specialized radio source hunting munitions into the field in both ground launched and airborne varieties will allow Initiative commanders to make significantly better use of land, air, and orbital sensor systems, thinning the fog of war.
(Progress 50/300: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)

[ ] Electronic Countermeasures Improvements (Refit)
While clearing jamming is all well and good, punching through it without expending masses of munitions and inherently alerting the Brotherhood to the Initiative's actions is, in many cases, better. While refitting the computer based sensor and communications systems will be a sizable undertaking, GDI will need the edge in future conflicts, especially as the Brotherhood will likely change their frequencies soon after realizing that they have been so deeply compromised.
(Progress 0/565: 15 resources per die) (-1 Capital Goods)

[ ] 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 41/445: 20 resources per die)

[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the liquid Tiberium power packs that make infantry versions of the Brotherhood's particle beam system work, the weapon 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 (Refit)
Fe-Al armor offers a cheaper and more effective means of protecting some sections of GDI's more lightly armored forces. 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 139/320: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] Strategic Area Defense Networks (Phase 2)
Expanding the program to some selection of GDI's more vulnerable primary cities, locations like New York, Tokyo, and other strategic crossroads of global production, logistics, and population for the Initiative, will both defend against the potential for terror attacks, and protect critical infrastructure and governmental resources.
(Progress 149/285: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/320: 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 39/290) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/295) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/285) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/285) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/285) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/285) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/285) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/285) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/285) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/285) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/285) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/285) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/285) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/285) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/285) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/285) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/285) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/285) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/285) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/285) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/285) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/285) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/285) (Nikolayevsk-on-Amur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/285) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/285) (Sorong) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/285) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/285) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/285) (Mazatlán) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 (Progress 0/285) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/285) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/285) (Lomé) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/285) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/285) (Barcelona) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/285) (Port Sudan) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/285) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/285) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/285) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/285) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/285) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/285) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/285) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/285) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/285) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/285) (Medan) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/285) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/285) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] Zrbite Sonic Weapons Deployment (Phase 2) (High Priority)
While the Zone Operations Command has begun using the sonic projectors in wide scale, at least as fast as they are coming off the lines, they are not the only ones who can make use of them. Deploying projectors not only to ZOCOM but to the other branches, and giving ZOCOM itself far more of them will significantly aid GDI's ability to maintain operations in the deeper parts of the yellow zones, and across global red zones, especially as they can mitigate the Tiberium infestations that produce a significant part of total losses in those operations.
(Progress 52/720: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)

[ ] Infantry Recon Support Drone Deployment
While the drones themselves are mostly made from off the shelf components, cheap, and simple to build at that, they still need dedicated space for production lines in light industrial districts, and integration into the military's procurement and logistics systems.
(Progress 0/170: 10 resources per die) (-1 Energy) (3 quarters to begin, 9 to complete)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 2) (High Priority)
While the project is currently underway for naval aviation, and high priority land based air projects, GDI will need substantially more to mitigate for wartime expected loss rates, and provide for lower priority operations, such as interdiction support, the ZOCOM air wings, and training cadre for new pilots.
(Progress 56/240: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)

[ ] Ultralight Glide Munitions Deployment (Munitions)
Deploying widespread glide munitions will take a significant pool of time and resources. While they will not replace the full spectrum of Initiative weapons, anything to extend standoff ranges and allow the Initiative to preserve both pilots and airframes is worth serious consideration at a minimum.
(Progress 50/175: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/170: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/170: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Development
The Firehawk, as GDI's core premier combat aircraft is at this point very long in the tooth, and even with upgrades is simply no longer capable of performing in all of its roles. With the amount of new technology available, and even newer technology being built, a near complete redesign is required. However, with the number of parts currently in service, trying to reuse as many of them as possible is considered to be best practice in terms of both pilot familiarity and ease of manufacture.
(Progress 0/40: 15 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. (Station)
(Progress 0/150: 20 resources per die) (MS)

[ ] 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 a way to begin developing tactics and strategies for warfare amid GDI's orbitals.
(Progress 0/60: 20 resources per die)

Ground Forces

[ ] Railgun Munitions Factories (Phase 3) (Munitions)
Railgun munitions will initially be issued in small numbers. Only a handful of shells will be needed per tank, likely below five percent of the load of munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 0/170: 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 role 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 upgrades and revisions as GDI prepares to fight the next war.
(Progress 0/80: 35 resources per die)

[ ] Ground Forces Zone Armor (Set 1) (Phase 6) (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.
Santiago (Progress 127/160: 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)
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 Armor.
(Progress 0/315: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/315: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/315: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/315: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/315: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)

[ ] Stealth Disruptor Deployment
While overall less effective than the still around nine kilometer range of current generation sensors, the stealth disruptor 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 0/180: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete)

Navy

[ ] Infernium Laser Refits (Refit)
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 0/385: 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 0/155: 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 0/255: 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

[ ] 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 38/80: 25 resources per die)

[ ] Modular Rapid Assembly Prototype Factory
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, its primary components are off the shelf, and it needs the least technological innovation to begin seeing impact in the field.
(Progress 0/300: 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)

[ ] Unmanned Support Ground Vehicle Development (Tech)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Anti-Aircraft Vehicle provides 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 +29 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)

[ ] Transfer Funding to InOps
While Inops is currently happy with their degree of funding, there are projects and security measures that will take more than they can currently justify spending. While sending them money early does mean that it won't be available to the Treasury, InOps can spend it in other ways.
(-60 Resources per Turn) (can be taken three more times)

[ ] Hand Off Capital Goods to Market
Supplying the open Market with capital goods at subsidized or at-cost prices will stimulate growth and increase the efficiency of GDI's labor-hungry industries, especially as the aging workforce demands more automation to keep productivity increasing. However, the Treasury has its own plans for such key industrial supplies.
-[ ] Hand Off 5 Capital Goods
-[ ] Hand Off 10 Capital Goods
[ ] 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 otherwise ensure 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 create 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)
-[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support
-[ ] ZOCOM: Complete Zrbite weapons phase 1, Santiago Zone Armor Factory, and Infantry Recon Support Drone Deployment, before any major Red Zone Ops. +ZOCOM gratitude.
-[] Housing: Complete all three phases of Postwar Housing Refits and 1 phase of Rail Network Construction. +2 Political Support
-[] Tiberium Abatement: Complete 1 phase of Red Zone Refits and 6 Blue Zone Inhibitors
[ ] Make Political Promises
While Seo's parliamentary support is currently stable, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
-[ ] Free Market Party: Complete market releases before elections.
-[ ] Developmentalist: Complete both Library Enhancement Programs and Durable Goods Library Improvements before the elections.
-[ ] Militarist (Crusaders): Begin Karachi before the elections.
-[ ] Militarist (Wardens): Begin Karachi after SADN Phase 1 is fully deployed (Q3 2064).
-[ ] Starbound: Complete Sub-Orbital Shuttles Phase 3, Shala, Columbia, and 2 more housing bays before the election.
-[ ] Socialist Party: Complete income goals by Q4 2064.


[ ] 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 typically put less strain on the system than various attempts at shock efforts.
(-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)

[ ] Trade Programs
While gray and black market trade with the Brotherhood of Nod and its various fronts around the world have never really closed, there have been few times when an active trade can be carried out in a legitimate manner. While GDI is near completely unwilling to make significant concessions, there is some trade that can be conducted, especially through channels opened by recent talks.
(-5 PS per option taken)(Options can be taken multiple times)
-[ ] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
-[ ] Sell Energy: +5 Resources per Turn, -2 Energy
-[ ] Sell Capital Goods: +5 Resources per Turn, -1 Capital Goods
-[ ] Purchase STUs : -80 Resources per Turn, +1 STU per Turn.


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 4) 1/510 5 dice 75R 5%, 6 dice 90R 35%, 7 dice 105R 74%, 8 dice 120R 94%
-[] Blue Zone Arcologies (Stage 4+5) 1/1020 11 dice 165R 6%, 12 dice 180R 23%, 13 dice 195R 52%, 14 dice 210R 77%, 15 dice 225R 92%
-[] Yellow Zone Fortress Towns (Phase 7) 93/270 2 dice 40R 44%, 3 dice 60R 92%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/525 4 dice 80R 3%, 5 dice 100R 33%, 6 dice 120R 75%, 7 dice 140R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/280 2 dice 30R 4%, 3 dice 45R 55%, 4 dice 60R 93%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/555 5 dice 75R 4%, 6 dice 90R 31%, 7 dice 105R 71%, 8 dice 120R 93%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/830 8 dice 120R 3%, 9 dice 135R 19%, 10 dice 150R 50%, 11 dice 165R 79%, 12 dice 180R 94%
-[] Suborbital Shuttle Service (Phase 2) 110/225 1 die 25R 28%, 2 dice 50R 90%
-[] Suborbital Shuttle Service (Phase 2+3) 110/395 3 dice 75R 24%, 4 dice 100R 75%, 5 dice 125R 97%

-[] Karachi Planned City (Phase 1) 0/55 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/165 2 dice 40R 75%, 3 dice 60R 100%
-[] Karachi Planned City (Phase 1+2+3) 0/385 3 dice 60R 2%, 4 dice 80R 42%, 5 dice 100R 88%, 6 dice 120R 99%
-[] Karachi Planned City (Phase 1+2+3+4) 0/825 8 dice 160R 13%, 9 dice 180R 48%, 10 dice 200R 82%, 11 dice 220R 97%
-[] Karachi Planned City (Phase 1+2+3+4) w/6 Infra dice 0/897 8 dice 160R 2%, 9 dice 180R 19%, 10 dice 200R 56%, 11 dice 220R 86%, 12 dice 240R 97%

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/75 1 die 10R 99%
-[] Postwar Housing Refits (Phase 1) 0/170 2 dice 20R 51%, 3 dice 30R 94%
-[] Postwar Housing Refits (Phase 1+2) 0/340 3 dice 30R 3%, 4 dice 40R 40%, 5 dice 50R 83%, 6 dice 60R 98%
-[] Postwar Housing Refits (Phase 1+2+3) 0/510 5 dice 50R 5%, 6 dice 60R 34%, 7 dice 70R 73%, 8 dice 80R 94%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 4) 32/510 4 dice 160R 1%, 5 dice 200R 27%, 6 dice 240R 73%, 7 dice 280R 95%
-[] U Series Alloy Foundries (Phase 4+5) 32/1020 10 dice 400R 8%, 11 dice 440R 33%, 12 dice 480R 66%, 13 dice 520R 89%, 14 dice 560R 97%
-[] U Series Alloy Foundries (Phase 4+5+6) 32/1530 15 dice 600R 3%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 75/310 2 dice 40R 12%, 3 dice 60R 74%
-[] North Boston Chip Fabricator (Phase 5) 36/2040
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/100 1 die 30R 50%, 2 dice 60R 99%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/305 3 dice 90R 25%, 4 dice 120R 79%, 5 dice 150R 98%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/715 7 dice 210R 8%, 8 dice 240R 39%, 9 dice 270R 76%, 10 dice 300R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1040 9 dice 180R 8%, 10 dice 200R 35%, 11 dice 220R 69%, 12 dice 240R 91%
-[] Microfusion Cell Laboratories (New) 0/170 2 dice 50R 72%, 3 dice 75R 99%
-[] Second Generation Repulsorplate Factories (New) 0/595 6 dice 150R 16%, 7 dice 175R 56%, 8 dice 200R 88%, 9 dice 225R 98%
Light and Chemical Industry 4 dice +29
-[] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 85%, 9 dice 180R 97%
-[] Bergen Superconductor Foundry (Phase 4) 235/665 4 dice 120R 5%, 5 dice 150R 40%, 6 dice 180R 81%, 7 dice 210R 97%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/1955
-[] Department of Distributed Manufacturers -1 L&CL die -20RpT Auto
-[] Adaptive Clothing Development (New) 0/60 1 die 15R 90%
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 0/835 8 dice 40R 1%, 9 dice 45R 12%, 10 dice 50R 40%, 11 dice 55R 71%, 12 dice 60R 91%
-[] Reforestation Campaign Preparations (Phase 1+2) 0/1670
-[] Agriculture Mechanization Projects (Phase 2) 83/235 2 dice 30R 70%, 3 dice 45R 98%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/130 1 die 10R 33%, 2 dice 20R 93%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/260 2 dice 20R 5%, 3 dice 30R 59%, 4 dice 40R 94%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/390 4 dice 40R 26%, 5 dice 50R 73%, 6 dice 60R 96%
-[] Vertical Farming Projects (Stage 5) 78/225 2 dice 30R 74%, 3 dice 45R 99%
-[] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
-[] Dairy Ranches (Phase 2+3) 163/375 2 dice 40R 20%, 3 dice 60R 79%, 4 dice 80R 98%

-[] Spider Cotton Plantations (Phase 2) 60/170 1 die 20R 40%, 2 dice 40R 97%
-[] Spider Cotton Plantations (Phase 2+3) 60/345 3 dice 45R 38%, 4 dice 60R 88%, 5 dice 75R 99%
-[] Spider Cotton Plantations (Phase 2+3) 60/530 4 dice 60R 2%, 5 dice 75R 31%, 6 dice 90R 77%, 7 dice 105R 96%
-[] Spider Cotton Plantations (Phase 2+3+4+5) 60/720 6 dice 90R 3%, 7 dice 105R 25%, 8 dice 120R 65%, 9 dice 135R 91%

-[] Tarberry Plantations (Phase 3) 0/70 1 die 10R 80%, 2 dice 20R 100%
-[] Tarberry Plantations (Phase 3+4) 0/140 1 die 10R 10%, 2 dice 20R 85%, 3 dice 30R 100%
-[] Strategic Food Stockpile Construction (Phase 5) 78/180 1 die 10R 43%, 2 dice 20R 96%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/350 3 dice 30R 37%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/520 4 dice 40R 3%, 5 dice 50R 33%, 6 dice 60R 76%, 7 dice 70R 96%
-[] Caloric Reclamation Processor (Phase 1) 0/70 1 die 10R 75%, 2 dice 20R 100%
-[] Caloric Reclamation Processor (Phase 1+2) 0/140 1 die 10R 5%, 2 dice 20R 79%, 3 dice 30R 99%
-[] Laboratory Meat Development (new) 0/100 1 die 15R 45%, 2 dice 30R 97%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 9) 22/165 1 die 20R 12%, 2 dice 40R 88%, 3 dice 60R 100%
-[] Tiberium Vein Mines (Stage 9+10) 22/330 3 dice 60R 32%, 4 dice 80R 87%, 5 dice 100R 99%
-[] Tiberium Vein Mines (Stage 9+10+11) 22/515 4 dice 80R 2%, 5 dice 100R 33%, 6 dice 120R 80%, 7 dice 140R 98%
-[] Tiberium Vein Mines (Stage 9+10+11+12) 22/700 6 dice 120R 4%, 7 dice 140R 32%, 8 dice 160R 74%, 9 dice 180R 95%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13) 22/875 8 dice 160R 7%, 9 dice 180R 36%, 10 dice 200R 73%, 11 dice 220R 94%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13+14) 22/1050 10 dice 200R 10%, 11 dice 220R 39%, 12 dice 240R 73%, 13 dice 260R 93%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) 0/300 3 dice 60R 38%, 4 dice 80R 89%, 5 dice 100R 100%
-[-] Intensification of Green Zone Harvesting (Stage 9) 3/85 1 die 15R 73%, 2 dice 30R 100%
-[-] Intensification of Green Zone Harvesting (Stage 9+10) 3/170 2 dice 30R 74%, 3 dice 45R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 54%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 20%, 3 dice 75R 85%, 4 dice 100R 100%
-[] Red Zone Border Offensives (Stage 4) 93/225 1 die 25R 23%, 2 dice 50R 93%
-[] Red Zone Border Offensives (Stage 4+5) 93/440 3 dice 75R 11%, 4 dice 100R 67%, 5 dice 125R 96%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/215 2 dice 60R 32%, 3 dice 90R 91%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/430 4 dice 120R 17%, 5 dice 150R 69%, 6 dice 180R 96%
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 9%, 2 dice 50R 87%, 3 dice 75R 100%
-[] Red Zone Containment Lines (Stage 6+7) 54/390 3 dice 75R 16%, 4 dice 100R 73%, 5 dice 125R 98%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/580 5 dice 125R 17%, 6 dice 150R 64%, 7 dice 175R 93%
-[-] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 13%, 2 dice 60R 89%, 3 dice 90R 100%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/355 3 dice 90R 26%, 4 dice 120R 83%, 5 dice 150R 99%

-[] IHG Tiberium Processing Plants (Stage 1) 0/170 2 dice 70R 72%, 3 dice 105R 99%
-[] IHG Tiberium Processing Plants (Stage 1+2) 0/340 3 dice 105R 14%, 4 dice 140R 71%, 5 dice 175R 97%
-[] Improved Hewlett Gardener Refits (Phase 2) 65/230 2 dice 70R 75%, 3 dice 105R 100%
-[] Improved Hewlett Gardener Refits (Phase 2+3) 65/455 3 dice 105R 1%, 4 dice 140R 39%, 5 dice 175R 87%, 6 dice 210R 99%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4) 65/680 6 dice 210R 19%, 7 dice 245R 64%, 8 dice 280R 92%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5) 65/905 8 dice 280R 9%, 9 dice 315R 41%, 10 dice 350R 78%, 11 dice 385R 95%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6) 65/1130 10 dice 350R 5%, 11 dice 385R 25%, 12 dice 420R 60%, 13 dice 455R 86%, 14 dice 490R 97%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6+7) 65/1355 12 dice 420R 2%, 13 dice 455R 14%, 14 dice 490R 42%, 15 dice 525R 73%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/85 1 die 30R 70%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone 7-Korea) 49/85 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/110 1 die 30R 45%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/100 1 die 30R 55%, 2 dice 60R 100%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/105 1 die 20R 61%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/120 1 die 20R 39%, 2 dice 40R 98%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/240 2 dice 40R 17%, 3 dice 60R 82%, 4 dice 80R 99%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 100%
-[] Red Zone Energy Refits (Phase 1) 0/300 3 dice 75R 38%, 4 dice 100R 89%, 5 dice 125R 100%
-[] Red Zone Energy Refits (Phase 1+2) 0/600 5 dice 125R 2%, 6 dice 150R 26%, 7 dice 175R 71%, 8 dice 200R 95%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/900 8 dice 200R 2%, 9 dice 225R 18%, 10 dice 250R 55%, 11 dice 275R 85%, 12 dice 300R 97%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
-[] Secure Yellow Zones (Phase 1) 0/340 3 dice 75R 14%, 4 dice 100R 71%, 5 dice 125R 97%
-[] Secure Yellow Zones (Phase 1+2) 0/680 6 dice 150R 4%, 7 dice 175R 31%, 8 dice 200R 73%, 9 dice 225R 95%
-[] Secure Yellow Zones (Phase 1+2+3) 0/1020 10 dice 250R 12%, 11 dice 275R 42%, 12 dice 300R 75%, 13 dice 325R 94%
-[] Coordinated Abatement Programs (Phase 1) 0/200 2 dice 50R 45%, 3 dice 75R 95%
-[] Coordinated Abatement Programs (Phase 1+2) 0/400 4 dice 100R 33%, 5 dice 125R 83%, 6 dice 150R 99%
-[] Coordinated Abatement Programs (Phase 1+2+3) 0/600 5 dice 125R 2%, 6 dice 150R 26%, 7 dice 175R 71%, 8 dice 200R 95%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 324/1045 7 dice 140R 15%, 8 dice 160R 55%, 9 dice 180R 87%, 10 dice 200R 98%

--GDSS Columbia Bays (2 available)--
-[] SCOP Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Very High Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] High Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Medium Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Low Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Hospital Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Tourism Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[] Assembler Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[] Spaceport Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%

-[] GDSS Shala (Phase 4) 229/520 3 dice 60R 45%, 4 dice 80R 92%
-[] GDSS Shala (Phase 4+5) 229/1550 13 dice 260R 9%, 14 dice 280R 32%, 15 dice 300R 63%

--GDSS Shala Bays (0 available)--
-[-] Core Crops Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] Fruticulture Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] Experimental Crops Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[-] Habitation Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] Animal Husbandry Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[-] Species Restoration Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] High Efficiency Void Crops Bay 0/230 2 dice 40R 21%, 3 dice 60R 85%, 4 dice 80R 100%

--GDSS Enterprise Bays (2 available)--
-[] Gravitic Shipyard 392/425 1 die 30R 100%
-[] Fusion Shipyard 446/475 1 die 20R 100%

-[] Lunar Regolith Harvesting (Phase 3) 57/250 2 dice 40R 42%, 3 dice 60R 93%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/485 4 dice 80R 10%, 5 dice 100R 56%, 6 dice 120R 91%
-[] Lunar Heavy Metals Mines (Phase 4) 25/295 2 dice 40R 1%, 3 dice 60R 49%, 4 dice 80R 92%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/585 5 dice 100R 3%, 6 dice 120R 30%, 7 dice 140R 73%, 8 dice 160R 95%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
-[] Life Support Processor Development (Tech) (New) 0/80 1 die 30R 75%, 2 dice 60R 100%
Services 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Regional Hospital Expansions (Phase 2) 85/280 2 dice 50R 42%, 3 dice 75R 94%
-[] Autodoc Systems Development (New) 52/120 1 die 30R 88%, 2 dice 60R 100%
-[] Cosmetic Biosculpting (New) 0/360 3 dice 90R 4%, 4 dice 120R 48%, 5 dice 150R 90%, 6 dice 180R 99%
-[] Human Augmentation Programs (New) 0/120 1 die 30R 36%, 2 dice 60R 97%
-[] Library Enhancement Programs (New) 0/185 2 dice 30R 51%, 3 dice 45R 96%
-[] Durable Goods Library Improvements (New) 0/170 2 dice 40R 65%, 3 dice 60R 98%
-[] University Program Updates (New) 0/255 2 dice 30R 5%, 3 dice 45R 63%, 4 dice 60R 96%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Antiradiation Munitions Deployment (Munitions) (New) 50/285 2 dice 30R 9%, 3 dice 45R 68%, 4 dice 60R 97%
-[] Electronic Countermeasures Improvements (New) 0/565 5 dice 75R 1%, 6 dice 90R 20%, 7 dice 105R 61%, 8 dice 120R 89%, 9 dice 135R 98%
-[] ASAT Defense System (Phase 5) 41/445 4 dice 80R 24%, 5 dice 100R 75%, 6 dice 120R 97%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/320 2 dice 10R 48%, 3 dice 15R 94%
-[] Strategic Area Defense Networks (Phase 2) 149/285 1 die 20R 11%, 2 dice 40R 83%, 3 dice 60R 100%
-[] Strategic Area Defense Networks (Phase 2+3) 149/605 4 dice 80R 2%, 5 dice 100R 31%, 6 dice 120R 75%, 7 dice 140R 96%

--MARVs--
-[] Reclamator Hub 0/285 3 dice 60R 32%, 4 dice 80R 83%, 5 dice 100R 99%
-[] Reclamator Hub w/ 2 Mil + X-2 Tib Dice 0/301 3 dice 60R 37%, 4 dice 80R 89%, 5 dice 100R 100%
-[] Reclamator Hub x2 0/570 6 dice 120R 18%, 7 dice 140R 58%, 8 dice 160R 88%, 9 dice 180R 98%
-[] Reclamator Hub x2 w/ 2 Mil + X-2 Tib Dice 0/301 3 dice 60R 37%, 4 dice 80R 89%, 5 dice 100R 100%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/290 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Reclamator Hub BZ-2 (Richmond) 58/295 2 dice 40R 9%, 3 dice 60R 67%, 4 dice 80R 97%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/720 7 dice 140R 14%, 8 dice 160R 50%, 9 dice 180R 82%, 10 dice 200R 96%
-[] Infantry Recon Support Drone Deployment 0/170 2 dice 20R 58%, 3 dice 30R 96%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/240 2 dice 40R 45%, 3 dice 60R 93%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1) 50/175 1 die 10R 22%, 2 dice 20R 89%, 3 dice 30R 100%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1+2) 50/345 3 dice 30R 25%, 4 dice 40R 78%, 5 dice 50R 98%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1+2+3) 50/515 4 dice 40R 1%, 5 dice 50R 26%, 6 dice 60R 71%, 7 dice 70R 94%
-[] NovaHawk Development 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/150 1 die 20R 2%, 2 dice 40R 81%, 3 dice 60R 100%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 2) 189/190 1 die 10R 100%
-[] Railgun Munitions Factories (Phase 2+3) 189/360 2 dice 20R 57%, 3 dice 30R 96%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%, 2 dice 70R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 6) 127/160 1 die 20R 100%
-[] GD-3 Deployment (Phase 1) 0/315 3 dice 30R 14%, 4 dice 40R 67%, 5 dice 50R 95%
-[] GD-3 Deployment (Phase 1+2) 0/630 6 dice 60R 4%, 7 dice 70R 29%, 8 dice 80R 67%, 9 dice 90R 91%
-[] GD-3 Deployment (Phase 1+2+3) 0/945 9 dice 90R 1%, 10 dice 100R 11%, 11 dice 110R 37%, 12 dice 120R 68%, 13 dice 130R 89%, 14 dice 140R 98%
-[] Stealth Disruptor Deployment 0/180 2 dice 30R 49%, 3 dice 45R 94%

--Navy--
-[] Infernium Laser Refits 0/385 4 dice 120R 23%, 5 dice 150R 72%, 6 dice 180R 95%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/155 2 dice 50R 71%, 3 dice 75R 98%
-[] Shark Class Frigate Shipyards (Seattle) 0/255 2 dice 40R 3%, 3 dice 60R 54%, 4 dice 80R 93%

--Steel Talons--
-[] Combat Laser Development 38/80 1 die 25R 100%
-[] Modular Rapid Assembly Prototype Factory 0/300 3 dice 60R 22%, 4 dice 80R 76%, 5 dice 100R 97%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%, 2 dice 40R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Transfer Funding to InOps 1 die auto
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 1 die auto
-[] Expand Grants Programs 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Make Political Promises 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
-[] Trade Programs 1 die auto



--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.

A/N: While I have been resistant to the idea of seeking patronage for a variety of reasons, I am opening a ko-fi in order to help me make ends meet.
https://ko-fi.com/ithillid
 
Last edited:
Q2 2063 Results


GDIOnline Q2 2063


Tiberium Discussion Thread MMLXIII: The Long March


Dr. James Granger

About three months ago, I was asked to comment on the results of the Tiberium Prediction Algorithms that released their results around that time. While I was forced to decline, due to pre-existing commitments taking up much of my time, the recent progress of the Initiative in beating back Tiberium has produced discussion that means that I am pulling out my old notes that I produced before declining, and trying to offer my own commentary.

The first, and most important thing that I have to say is that neither of these events fundamentally change the timeline. Much like climate change in the late 20th century, the progress of Tiberium infiltration is a slow one, and one that cannot be disproven by outlier events. In the 1960s and 1970s, the press made a hullabaloo about the potential for global cooling in part due to erroneous data, and in part due to a number of particularly cold years. While GDI is far from that degree, and for the most part has not fallen into either fatalism or utopian fantasies, it is good to remember that we are not that far removed from those halcyon days.

I am not going to deny that progress was made. 1.2 million square kilometers in three months is absolutely putting up numbers that any previous GDI administration could only dream of. At the same time, Tiberium has mutated before, and is currently in a mutation event, meaning that current abatement strategies are becoming less effective, and GDI is potentially going to see reverses in the near future as our ability to slow the spread of Tiberium is compromised.

Second, there is a significant reason for hope. GDI has never previously been in such a dominating geopolitical position, has never had such ability to combat Tiberium in the far reaches of the globe, and has further made significant progress on adapting previously unknown technologies to fight Tiberium, more than reversing the problems created by mutations so far. GDI has also begun to establish a self sustaining orbital presence, one that by some of the most optimistic projections is already able to significantly sustain itself without aid from the Earth's surface. While I would call those projections dramatically over optimistic by any metric, with Sunak, Garcia, and Muller all being particular outliers in their projections, the fact that serious scientists, without significant outside influence can advance such ideas without being laughed out of the field does suggest that there are reasons to be expectant of the event occurring in the near future.

FloatingWood
So… what is our Doom Quotient? Good? Bad? Tuesday?

YellowZon3r
Speaking for myself, there's a funny story. Guy fell out a seventh story apartment window, every floor he passed by the other occupants heard him screaming. "So far so good!"

AgathaH
#FloatingWood As I read it, "about as doomed as we were last Tuesday".

FloatingWood
So… not much changed except we know better how bad it is? That's a good thing, right? Because it means we can make better plans for dealing with tib?

Also, doc? More than a million square kilometers in a month? What changed to let that happen?

MajorMiner
At a guess, harvesters go "om nom nom". Sometimes the Red Zones fail to fight back. Alternatively, they're waiting.

YellowZon3r
#Floatingwood In three months. Not one. So, the number you're thinking of, divide by three. It's still impressive mind you. But, if I had to guess for a 'reason' there's no one concrete reason. Ceasefires and abatement treaties with Nod so we don't end up blowing up each other's harvesters plays a part, often in a volatile AO, harvesters are kept within the base to not risk them and/or patrols. If there's less risk to them they can perform more harvesting runs daily. There's the whole 'beating swords into ploughshares' with some warlords spending less on tanks and more on harvesters. The forgotten are of course also helping. Beyond that GDI has built up a lot of abatement and harvesting capability all of their own. And just in general it's been a whole lot of hard work from a whole lot of people.

KneeDeepInTheTib
#MajorMiner if it waits much longer we'll be standing in a reclaimed Amazon before it remembers it's supposed to eat everything. These new sonic pistols have been a blessing - it's kept my detachment from losing at least four harvesters this month. Maybe that's part of why? Less material losses = more tib nommed?

SerendipitousSpace
In regards to the 1.2 million square kilometers it is a lot, it's about an eighth of the old continental usa which is actually noticeable up here, although it's not all in one place.

GDIWife
So GDI's government has known for a while how short our time is that we have left and yet they've been throwing away millions in resources and man-hours inviting in 'refugees' and making sure they're comfortable at the expense of Blue Zoners all so said 'refugees' can blow up another hospital. Absolutely ridiculous

KneeDeepInTheTib
#GDIWife I must have missed that memo. Instructions unclear, joined ZOCOM.

FloatingWood
#GDIWife, need I remind you several regulars here were YZers, who joined the abatement and harvesting efforts at incredible risk to themselves. And not just because Nod might shoot at the harvesters they're operating, but because Nod hates them, specifically, on account of heresy and/or apostasy?
Nod does horrible things to GDI personnel they catch. Traitors to their cause? They would be lucky to suffer so little.
#MajorMiner, thanks, I didn't need to sleep well anyway.

InTheZONE
Not to mention YZers who really enjoy shooting Noddies. Use a big enough calibre and it even drowns out the racist bullshit coming from IF (also you can make them explode if you get the right spot).
#FloatingWood Unfortunately #MajorMiner is possibly correct, at least to some extent. While I'd hesitate to call them sentient, Red Zones are… weird. The way they act sometimes seems to go against all logic. I've narrowly avoided a few traps in my time. The Red Zones (probably) aren't intelligent but they are very hostile and sometimes that amounts to something that seems very similar.
#KneeDeepInTheTib As another ex-YZer who went into ZOCOM, good luck out there.

YellowZon3r
Fuck. Look at all y'all sexy ZOCOM troopers in your uniforms. Making me feel inadequate and shit.

InTheZONE
#YellowZon3r A) Not ZOCOM any more. Went into Ground Forces because I wasn't gonna get any more promotions where I was due to 'insufficient background checks' (being a former YZer).
B) You're fighting Tib. That's what matters at the end of the day.
SerendipitousSpace
#GDIWife
I also did not get the memo. If I was Nod, wouldn't I have sabotaged the Enterprise by now??

FloatingWood
Well, okay, some idiocy aside, a question. Comparing the maps from the 2050s onwards, I notice that there's these Yellow Zones around the major abatement efforts in the middle of the Red Zones; MARV hubs, glacier mines, stuff like that. Is Nod really that pervasive?

1Fox2FoxRedFoxGreenFolx
Absolutely. Nod is wherever they can hold onto ground or green.

InTheZONE
#FloatingWood In this case no, actually. Yellow doesn't necessarily mean 'Nod controlled', it means 'Not GDI controlled'. In this case many of those areas are places that have been cleared of Tib enough to no longer really count as Red Zones but where GDI doesn't have any kind of permanent presence in order to actually control them. I figure we'll probably end up sticking some kind of permanent/semi-permanent bases in them if only to prevent Nod from using them.

1Fox2FoxRedFoxGreenFolx
#InTheZONE I'd bet my entire pantry on there being Noddist observation posts and little bases sprinkled throughout that yellow. If GDI aint patrolling it with Predators, its Nod. If the GDI bases are not there now Nod is going to have to be pushed out before they let those go up.

InTheZONE
#1Fox2FoxRedFoxGreenFolx. You vastly overestimate Nod's willingness and capabilities to set up random bases in relatively unimportant places in the middle of the Red Zones. Now, I'm not gonna say there are 0 observation posts, likely closer to some of the actual abatement so they have something to actually, you know, observe. They set them up sometimes and the patrolling units have to find them, kill everyone inside and blow them to kingdom come. That being said, most of this area is relatively low importance. Any Nod base in there would have to ship in supplies/out tib through a few miles of Red Zone while being low profile enough to stop any random patrols from spotting them. Remember, Nod is just as limited as us in a lot of ways, and in some ways far more limited. The sheer amount of stuff they'd have to write off building bases through these zones due to Tib contamination and occasional combat means it wouldn't be worth the relatively limited payoff. Again, they probably have a couple. They wouldn't be Nod if they didn't turn up in odd places, that being said those zones are not Nod territory.

1Fox2FoxRedFoxGreenFolx
#InTheZONE As far as I am concerned, The Brotherhood controls anything GDI does not. Of the two, it's the scorpion flag flying far more often in those contested zones than the eagle.

InTheZONE
#1Fox2FoxRedFoxGreenFolx It's definitely important not to underestimate your enemy, that's true. Less often said is that it's also important not to unnecessarily overestimate them. There really aren't any flags at all flying in those areas 99% of the time

1Fox2FoxRedFoxGreenFolx
#InTheZONE Bold of you to assume the brotherhood is my enemy.
InTheZONE
#1Fox2FoxRedFoxGreenFolx They're the enemy of any decent person. That's why I kill them.

1Fox2FoxRedFoxGreenFolx
#InTheZONE Then I dunno if I'm decent or not. Something something whore of the Eagle something something and all that. Look, ive no lost love for the brother and sisters of Nod, but I just do not give a fuck right now. Any one dying, eagle or scorpion, I'd rather they just didn't.
ProfCollingsworth
#InTheZone There are certainly factions of the Brotherhood of Nod which I consider dangerous to most anyone else… but there are others which have very legitimate grievances, and look like GDI's leadership thinks are worth trying to treat as less than an enemy. Treating an opposing polity as "an enemy of any decent person" is, historically, a danger in itself because of the way it locks one into a black-and-white mindset.
And we can apparently agree with some in the Brotherhood that Tiberium is a greater danger - hopefully this will prove to reduce the vitriol between polities - war may still be a thing, but some wars have been much less "civilized" than others.

InTheZONE
#1Fox2FoxRedFoxGreenFolx Fair enough. I have been called somewhat extreme even amongst members of the military. I guess when they murder half your village that's what happens.
#ProfCollingsworth Sure, there are different factions of Nod and sure, some of them we can temporarily make peace with in front of the bigger threat of Tiberium and the super genocide happy factions. That being said, we all know the story of the scorpion and the frog. "It's in my nature" said the scorpion.

FloatingWood
So… if those places aren't Nod ruled, and aren't GDI ruled, will we see GDI try to put those places under its authority and use them to start targeted, major operations against Tiberium from an angle Nod can't interdict and we don't have to go through Nod territory to get at them?
I mean, even the usual brushfire conflicts have been pretty quiet since the Regency War, as if everybody is afraid of starting something.

InTheZONE
#FloatingWood Getting back to the actual point we kinda got distracted from, the answer is a definite maybe. Frankly it's up to the guys at the top whether they decide it's worthwhile or not. They could definitely be useful but it's also a lot of effort to put into them.
As for it being quiet, it won't last. It never does

ProfCollingsworth
#InTheZONE Human beings generally (barring interference such as brainwashing or such) are capable of rising above their nature - while it's frequently downplayed, it's actually seen quite frequently when you look for it. So, while I recognize my tendency towards taking the optimistic view on things, I believe it can be helpful. Sadly, those times when people embrace their worst selves are the ones that often make the most notable impacts.

AccomplishingProvidence
It's also helpful to remember that "rising above their nature" looks different depending on the person. And the perspective of the storyteller. One man's brave freedom fighter is another's ignoble terrorist. We always have to examine both means and motives, and keep in mind that humans are never truly one-dimensional beings. Even if they do things we greatly dislike, the "other" still has reasons for doing so beyond "bwahaha, I am evil".

BleepBleepBoopBeep
I huuuunger! For Tiberium!

FloatingWood
#AccomplishingProvidence, except for those madmen who are like that. And generally, are genuinely insane.
Still, it is entirely possible to be both a freedom fighter and a terrorist. The former describes a purpose, the latter, a method. And IIRC, Nod has plenty of experience being the target of both, there's plenty of rivalry and violence between different sects.

Red Zone Discoveries
While it has been over a decade since the Visitors were driven off, GDI has not had a chance to thoroughly scour their towers until very recently.

A threshold tower is an utterly grandiose thing, visible from orbit with the naked eye. A tower, over two kilometers tall. Massive in ways that the human brain does not particularly like to process, layers of alien alloys weave in ways that confuse the eyes as they try to track pieces of the puzzle.

On the American plains stood one tower that was brought low by massed Initiative air power. Sixteen full wings of Initiative tactical air and a further four of transport air pounded their way through, Firehawks flying top cover as the transports lumbered in with a decidedly not loaded according to regulations delivery of bombs. A converted Ox is capable of carrying nearly twice the load of a mid 20th century strategic bomber, and while accuracy can be described as questionable at best, when the target is visible from orbit even VIII Bomber Command would have a hard time missing.

Today, the remnants of the tower, and the Visitor operations that surround it are a titanic ruin, now on the edges of the Initiative's grinding offensive into the Red Zone. Although much has been claimed by Tiberium, destroyed in the fighting over a decade ago, or otherwise lost, there are enough remnants to be interesting. Alloys that have lasted over a decade in the deepest of Red Zones, systems that appear to still be functioning, and a handful of other samples. While a small amount considering how much material GDI has already gone through from the Visitors, every piece helps.

Forgotten Contributions
The Forgotten have come forward with a new technique, one that is without overstatement significant, in terms of GDI's ability to make use of STU based technologies. Specifically it is Atreides's band bringing out a method of essentially shouting at Tiberium with their brains to prime it to produce additional STUs using the same processes. While it is exhausting, with multiple Deltas collapsing during testing as they pushed themselves too hard, the primed Tiberium produces about five percent more STUs.

Attempts to explain the methodology have gone, on average, fairly poorly, as the Deltas trained to do it have done so by means of ritual and mnemonics, using the still poorly understood powers over Tiberium to reshape it to their will. While analysis of primed tiberium is difficult, it seems that the Forgotten are inducing some form of cascading internal crystalline reshaping, essentially producing small amounts of stabilized trans uranics in the tiberium crystals themselves that can be extracted during the normal refinement process.

Mad Science.

There is oft a fine line between genius, inspiration, and madness. The creation of CABAL, the Computer Assisted Biologically Augmented Lifeform, took that line and did its best to play jump rope with it. A project started in the early 21st century, CABAL was a project that reshaped the modern face of the Brotherhood of Nod. Its legacy is LEGION, a weapon that the Initiative has not built an equal too.

The core idea is, fundamentally, a simple one. Rather than trying to convince rocks to think, or for that matter, trying to conjure consciousness in one of a hundred other ways that have been proposed, take a system that is already known to work, and use that. In this case, human brains.

While calling the idea politically radioactive is probably something of an understatement, with no human currently in political power not remembering in vivid detail the events of the Firestorm crisis, and the second closest that humanity has come to extinction likely ever. It is interesting and potentially quite useful, so long as the resulting intelligences are safe, and there are a wide array of secondary technologies surrounding it that are far more flexible than another way to produce artificial intelligences.


Military Priorities
  • Ground Forces
For the Ground Forces, the current priorities are simple, and straightforward. Replacements. With the tip of the spear equipping itself with Zone Armor, and the program looking to expand its deployment widely, many of the current systems are simply no longer as viable as they should be, especially when considering the increase in logistical weight that changing infantry equipment to the new standard will require.
  • Steel Talons
The Steel Talons broadly see their programs as having been reasonably well funded, and don't actually have much in the way of specific problems that they are looking at solving. Crawlers, drones, lasers, plasma weapons and the like are all useful, but all are fields where there is a significant difference between what can be built, and what can be deployed.
  • Air Force
Air Force assets are increasingly old, and need updates to maintain combat viability in an aerospace threat environment increasingly dominated by repulsortech platforms like the Barghest or Kelpie. Lasers are a key part of this, increasing effective gun ranges and combat endurance for conventional aircraft. Additionally, the Air Force is looking seriously at what is needed for development of repulsortech platforms of their own.
  • Navy
The Navy's needs are simple. Hulls and tech. While the shipbuilding programs are still underway, getting the last of the Sharks in the water and beginning to deploy the Island class will significantly free up naval assets for other operations, and permit a significant upgrade cycle as GDI will finally be able to substantially improve the aging fleets of battleships and fleet carriers, without leaving substantive gaps in its naval strength.
  • Space Force
The Space Force is currently looking outward. Between SADN and other programs, it sees the threat of the Brotherhood of Nod to its charges as being at a relative low, while the threat of alien invasion seems relatively high. Building transorbital fighters or some form of space warship, likely built off the Conestoga platform, are high priorities, and will need significant investment in orbital infrastructure to pursue.
  • Zone Operations Command
ZOCOM still feels overstretched, and while their work is critically important, and substantially being supported by the Ground Forces Zone Armor program and technological upgrades, it is some of the hardest work GDI does. While it can continue the offensives into the Red Zones, there are still noticeable limits on what it can do.


Q2 2063 Results

Resources: 1165 + 60 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 77
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌6 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
24.95 (+0.72) Blue Zone
0.05 (+0.01) Cyan Zone
23.03 (+.08) Yellow Zone (100 points of mitigation)
51.97 (-.80) Red Zone (81 points of mitigation)


Current Economic Issues:
Housing: +73 (13 population in low quality housing) (+1 high-quality housing per turn)
Energy: +20 (+5 in reserve)
Logistics: +21 (-2 from military activity)
Food: +24 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +17 (+2 per turn from Distributed Industrial Authority) (+279 in reserve)
STUs: +8
Consumer Goods: +226 (+5 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 +9 per turn)
Labor: +29 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from private industry) (-1 per turn from other government) (Net +1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2710/3800)‌ ‌(900 IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +120 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +6 per turn
Production: +28 per turn
Consumption: -22 per turn
17 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-11 Other (7 Structural Alloys, 2 Hovercraft, 2 Gravitic Shipyard)
5 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌58;‌ ‌30; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌270;‌ ‌144;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌20; ‌315)‌ ‌
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 ‌(460;‌ ‌278;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Provide 33 Consumer Goods points from the Treasury
Provide 3 Consumer Goods from Agriculture
Increase Income by 550
Increase Tiberium Processing limit by 470
Increase population in space by 17.15k
Provide 25 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
Deploy Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Deploy Conestoga class
Complete at least 2 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 4 Ground Forces Zone Armor factories
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Complete Fusion and Gravitic Shipyard Bays before the Elections
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Coordinated Abatement by end of 2065
Complete Post War Housing Refits

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 Refit Department
Hand off at least 10 more points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan



Results:
[ ] 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 114/160: 10 resources per die) (-5 Housing, +3 High Quality Housing) [87]

The houses built immediately postwar are, for the most part small, cramped, and generally with less than ideal sets of available services. They are also well built, and most importantly located in areas that are generally good spaces, often near urban cores that saw significant destruction during the Third Tiberium War. This makes the space in incredibly high demand, and actually significantly limits the needed renovations. Simply merging two of the housing units by knocking out one of the interior walls, and otherwise simply leaving things as they are, is in many cases good enough, and while GDI is doing better, significantly reformatting the spaces in most cases for greater efficiency in living space, expanding kitchen surfaces, and otherwise making the space significantly easier to work and live within, there is only so much improvement that can be made.

Politically, the rebuilds are a bit of a messy topic. While, on one hand, it is healing some of the scars of the war, and they are a secondary priority to begin with, at the same time, concerns over Tiberium have made what would have been a positive urban renewal program, that could have brought in good publicity and improved morale, something of a slump, with distinctly low public engagement. More directly, performing the rebuilds means de-housing thousands, many of which will not be able to return to their homes. For some, proximity to work and services in urban centers and low rent outweighed the cramped spaces, and now they must be shifted outwards, with waves of re-location spreading to other housing and shock-waves of shifting rental prices being anticipated by the populace.

[ ] Rail Network Construction Campaigns (Phase 5)
As GDI consolidates its hold on the far flung territories and begins trying to develop backwater blue zones technically held by the Initiative but with little to no actual development beyond the basics of Tiberium mitigation and abatement, significantly more rail is needed to begin laying out a commuter network, and more broadly encourage settlement and development in the reclaimed regions.
(Progress 280/280: 15 resources per die) (+4 Logistics)
(Progress 1/260: 15 resources per die) (+4 Logistics) [43, 86, 17]

The railroad network is running substantially into a problem of physical limitations. Not limitations on where rails can be practically built, but rather into a problem of where the infrastructure to support the rails can be practically built, and the limits of GDI's need to ship cargoes. In the Boston-Richmond corridor in the North American Blue Zone, things are for the most part congested enough that high speed rail has a bad tendency to run into things, which requires slowing the train substantially, while maintaining speed would require construction of new sections of rails that permit far greater turning circles than the absolute minimum of 125 meters. Most other high priority corridors face similar issues. On the other hand, while building rail connections in northern Spain is certainly doable, and is being done, GDI ships relatively little by rail from Lisbon to Brest, to give one example, as the two are close enough and the sea region secure enough that the same can be done by ship instead. Similarly, cargoes up and down the South Island of New Zealand are relatively few and far between.

While not immediately relevant, one of the longer term aims for the Initiative is to build a new Trans-American railroad across the territory that was once the northern USA, more or less following the line of the first one, destroyed long ago by Tiberium and neglect. Connecting the two sides of the North American continent with a secure Blue Zone rail line is something that would radically simplify supply problems. Rather than taking a twenty six thousand kilometer journey that, even with the Initiative's typical pace, takes over two weeks to complete, or a dangerous plane trip over a SAM infested Yellow Zone, or ion storm infested Red Zone territory, a cargo could be moved safely from coast to coast in less than 3 days under optimal circumstances, and certainly no more than a week under normal conditions.

[ ] 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 159/220: 25 resources per die) (+5 Logistics) [22]

The progress on the suborbital shuttles has primarily been building upkeep facilities for them. While a space shuttle can afford to take weeks or months to be carefully checked over, and every loose nut and bolt can be signed off on twice, a commercial and logistic type transport requires far faster turnarounds, with days of delay often being unacceptable, especially in areas where the Brotherhood knows are targets that can significantly damage the Initiative's ability to locally resupply. While not currently as critical to areas like the Himalayas as they were during the Regency War siege due to a combination of factors, including the Brotherhood of Nod backing off, the reestablishment of the air corridors that allow conventional flights to go through and the simple drawdown on all sides in military activity means that supplies are not being consumed as quickly, the suborbital shuttles still represent a major element in the defense of these regions, at least until other means of connection are secured.

While shuttle flights are not as critical as they were during the regency war. Due to regular flights to and from the Himalayan Blue Zone having been reestablished, carrying passengers and freight typically to Siberia over the Red Zone. The suborbital shuttles, as they fly much higher, are significantly safer between the reduced risk of Brotherhood missile attack, and flying above the worst of the atmospheric conditions produced by Red Zones. Of course, the Himalayas are far from the only beneficiary of the program. New Zealand, for example, has gained dramatically expanded connections to the rest of the world, not needing multiple days of transit to ship to anywhere but Australia. Similarly, other connections, like Greenland to South Africa, or transpolar flights, have also benefited from the program. The sum total of flights per day will not be particularly high as things stand, but will increase as future waves of construction, both of landing strips and maintenance areas, will further interconnect the Initiative, and allow for more frivolous uses, at least during the good times.

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 2) (Updated)
With second generation plants a proven concept, GDI needs a relatively rapid pace of construction, with the first of the first generation plants expected to begin reaching serious failures in a matter of years, and the limitations on construction speeds meaning that total production is noticeably bottlenecked.
(Progress 263/305: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than three dice can be spent on 2nd Generation CCF per turn) [83, 37]

The ancient Greeks believed that the titan Prometheus molded humanity from clay, and more importantly stole fire from the gods to give to humanity as a gift, brought from the heavens in a hollow fennel stalk. There are dozens of myths of trickster gods stealing fire to give to humanity, found everywhere from Native American legends to Vedic mythology. Seizing fire, and the ability to use fire, has been entwined with human history for longer than human history. Fire from wood, from coal, from oil, from the atoms themselves, and now, the fires of the heavens.

The first of the peaker plants, GDI's first attempt at building actual fusion power, have begun to fail this quarter. While not unexpected, and something that has little actual impact on grid stability, it is a worrying sign that GDI does need to build a strategy to deal with the coming failures across the fusion system. While politically the failures are seeing some interest in returning to a more fission based system, practically speaking this is akin to the senators and representatives in late 20th century America supporting clean coal technologies. It is infeasible for the amount of work required to build them relative to expanding fusion power for the same gains.

Broadly speaking, there are three rough strategies that the Treasury can take to engage with this problem, taken from most risky to least. The highest risk strategy is to simply decommission plants as they either fail or approach failure. Running them right to the edges of their time in service has significant advantages in timeline, but does run more risks, especially at the peak of wartime production as a plant can fail weeks or months before it is fully expected to. At the same time, it would free up significant treasury resources for other projects, rather than needing to channel full resources into the specific projects. The middle of the road is to try to decommission at the seven year mark, leaving some of the time in service on the table, in exchange for a much more reliable pace of loss, and giving GDI some room to work with if progress on replacement plants is not as effective as could be hoped. Finally, if the Treasury is feeling risk averse, there are more aggressive programs, in the six to six and a half year ranges, where GDI would begin decommissioning plants as early as 2064, but ensuring maximum reliability, although at a cost of needing extremely rapid construction of the new type.

Vote
-[ ] Decommission as Plants Fail (high PS penalties if energy shortage)
-[ ] Decommission at 7 years (medium PS penalties if energy shortage)
-[ ] Decommission at 6.5 years (low PS penalties if energy shortage)

[ ] U-Series Alloy Foundries (Phase 4)
While there is not an unlimited field of needs for the U series alloys, the effective field is so large that GDI is unlikely to be able to fill total need with available supplies of appropriate stable transuranic materials, without at minimum compromising any other goals.
(Progress 510/510: 40 resources per die) (-4 Energy, -1 STUs) (5% discount on many projects)
(Progress 136/485: 40 resources per die) (-4 Energy, -1 STUs) (5% discount on many projects) [92, 52, Nat 100, 41, 30, 95]

There are multiple critical factors in the process of creating alloys. While the ratio of minerals is vitally important, there are many factors involved in the final performance of the product, some of which can be substituted without compromising the final result in an unacceptable manner. Such substitutions may also permit different methodologies of production, but are often complex to implement. Changes in the process of making U-series alloys have been proposed by metallurgical experts from the Massachusetts Institute of Technology, which testing has indicated should substantially reduce the need for STUs for use as alloyants. This reduction will be enabled through relatively minor adjustments along the whole process, substituting or adjusting the composition, quantity and time of introduction of flux materials, alloyants both exotic and common, time spent in the furnace, temperature management and so on, a delicate combination of optimizations resulting in a product with the required traits, but for significantly less STUs than previous.

[ ] 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 883/1100: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects) [69, 41, 33, 71]

Continuing work on Reykjavik has seen new growth vats, new ropewalks, and most importantly, work on the very heaviest bundles, some of which are designed specifically to be used in revisions to the Mastodon platform. While still problematic from the standpoint of the limbs holding together, testbed platforms have noticed a five to ten percent decrease in maintenance man hours needed.

Reykjavik's macrospinner is one part of a titanic network, much like Johannesburg's. The two have fundamentally reshaped the Initiative's trade network, and technology. In many ways, the classic way to create limited rotational motion, the servomotor, has become an outmoded piece of technology, with myomer bundles serving to replace them in nearly every potential role. Lighter, more capable, and in many cases, far more convenient to fit.

[ ] Laboratory Meat Development (New)
While herds of animals are all well and good, and do provide a wide variety of products, especially with the standard nose to tail processing methods that the Initiative practices, they are not a viable solution for deep space development, and are simply too slow to develop. Producing large quantities of cultured cells under controlled conditions will make satisfying the demand for meat a much easier process compared to building ranching domes.
(Progress 107/100: 15 resources per die) [73]

When it comes to laboratory meat, the first and most critical concept to understand is that "meat" is not a single product. An immense diversity of factors from varying types of muscle fiber, thousands of minuscule layers of fat and connective tissue arranged just so, the source animal's diet and exercise, as well as a thousand other fiddly little factors of the in vivo environment must all align to create a "traditional" cut of meat. Even then, different cuts of the organism can have wildly divergent properties (for example, dark vs. white meat) that are difficult to reproduce outside the unimaginably complex bioreactor that is a chicken, pig, or cow. While fully flavored and textured cuts of meat are currently beyond the Initiative's ability to economically replicate, successful experiments with culturing unaligned masses of bulk muscle and fat cells in vitro have shown promise for scaling up to consumer production. The product produced is most definitely not a cut of natural muscle, with test samples resembling a dense brick of uniformly textured meat-like substance more analogous to extremely firm tofu or a highly processed lunch meat, but it will more than suffice as substitute for "natural" meats in culinary applications that rely on ground or emulsified meat products.

While it is not impossible to produce something that is vaguely analogous to a meat grain, the product in testing proved to be problematic, with significant numbers of people put off by the uncanny valley of texture. In testing, a chicken nugget, made with lab grown meat, could not be distinguished to a degree of statistical significance from a nugget produced from one of the Initiative's vertical farming projects. Comparatively, attempting to make something vaguely analogous to chicken thigh, even when served shredded, was easy to detect, and was reported as having a "mealy" or "unnatural" texture.

The idea is of course nothing new, with the earliest mention potentially being the 1897 novel Auf Zwei Planeten (On Two Planets). However, the idea did not see practical attempts until the late 1990s, as the planet reacted to the onset of Tiberium. The problem with all previous programs is that producing lab meat has historically been difficult, requiring some combination of significant amounts of skilled labor, scarce grow materials, or simply not producing enough output to justify the input. While biotechnology and automation advances in the last decade have significantly cut down on all three factors, it is still something that requires a significant helping hand.

"Why is there a research proposal for the development of cloned udders for milk production on my desk?"
"Because Secretary Thoki signed it, madam."

Doctor Samantha Hayden to her secretary Fukuyama Kiyohisa

[ ] Reforestation Campaign Preparations (Phase 1)
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 252/815: 5 resources per die) [78, 34, 16, 8]

To rebuild a forest, one does not start with trees.

GDI's Blue Zones, while they may be Blue, have more in common in many cases with the badlands of the pre-tiberium Dakotas than any kind of Garden of Eden. Barren hills and empty fields stretch as far as the eye can see in the reclaimed regions, especially with how GDI has been pushing in the last years. This has caused its own set of problems, with wind and rain often moving tons of topsoil at a time, and what resources have been put towards stabilization often proving too little, and usually too late. Starting to change that has been a slow process, and while moss and lichen are incredibly cheap and easy to grow, with lichens being possible to essentially spray across hundreds of square kilometers in a single pass with a properly configured transport aircraft, and mosses being not that much more difficult to spread, the process is still a slow one, simply due to the number of environments being contained. For example, in the Americas alone, there are over a dozen different environments that each need their own customized mix of processes, and while it is good planting time for North America, it is not so for the Blue Zones in the South.

[ ] Dairy Ranches (Phase 2)
While further expansions will not result in immediate expansions in production, there are still political reasons to focus on this area. Although the large-scale production of meat, dairy, and the wide array of other animal products will take time to spin up, continuing to work on this will be of political use for the Treasury.
(Progress 190/190: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 98/180: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support) [96]

Continuing work on dairy ranches has completed the Treasury's promises in a technical sense, but not so much in a practical one. GDI simply cannot produce enough cattle, enough sheep, enough of any milk producing animal, to meet the space opened up for them. The domes however, are a promise, that one day, in the relatively near future, especially with how aggressive GDI's biotechnical developments have been, that there will be something to fill them up. Even if the Treasury Secretary's suggestion to clone disembodied udders has been unanimously rejected, large scale reproductive cloning is a fact of GDI's herd expansion.

At the same time, there has been a noticeable uptick in the availability of fresh dairy products on the shelves as the first expansion wave starts producing. When making milk into cheese, there are two basic types. Curd cheeses and whey cheeses. Curd cheeses start by curdling whole milk, typically with a combination of heat and some chemical agent. A simple acid, such as lemon juice, produces chewy, non melting cheeses like paneer, while rennet cheeses, due to having a less set structure, do melt. Rennet was originally produced from the scrapings of a calf's stomach, although in the modern day, the primary source is a mix of fermentation and fungal sources. However, there are also whey cheeses, like ricotta. The leavings from producing a curd cheese, called whey, can actually be reprocessed into a number of different styles (depending on a number of factors, including the method of setting) of mostly soft cheeses. These whey cheeses are, unlike most curd cheeses, typically unaged, and can be served immediately.

It is these latter types that have begun appearing in significant quantities on GDI shelves, and while uptake has been middling at best, with a significant portion of GDI's population either lactose intolerant or significantly less lactose tolerant than the historical norm, they are also significantly prized among the population that can consume them without consequences, and for those who can't, they are still consuming, just usually in smaller quantities. Hard, aged cheeses like Swiss, Parmesan, and Cheddar are lower in lactose but will also not be available for quite some time. Until then, lactase-based digestive aids are the latest in-demand over the counter medical treatment.

[ ] 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 4 (Progress 52/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) [13]
-[ ] Blue Zone 7 (Progress 129/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) [41]
-[ ] Blue Zone 9 (Progress 59/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) [20]

The Tiberium Inhibitor program, after tentative steps in the first quarter of 2063 has consumed a significant part of the Tiberium department's attention and efforts in this quarter. While many of the same problems of siting and public expectations remain, the buildings are reassuring, a symbol of GDI's efforts to adopt new technologies and fight back not only against surface Tiberium, but all Tiberium.

When it comes to the Arabian Blue Zone, one of the critical features and a significant stumbling block has been negotiations with the Caravanserai, and some of its internal factions. While some of them want to see GDI build not only in the core Blue Zone, but also in other Initiative administered areas and are broadly open to pursuing even greater affiliation with the Initiative as a whole, there has been a vocal and growing contingent that sees continuing links with the Initiative as more of a problem than an aid, a disagreement only heightened by the Caravanserai's conflict with Mehretu. Simply put, while the Initiative helps their mission to secure Mecca, it has been creating increasing problems for the conduct of the Hajj, between security lines, intensified conflict, and most importantly, a breaking of trust between the Caravanserai, and a number of warlords who have Muslim minorities in their ranks around the world.

For the others, including the first completed Blue Zone inhibitor array, work has been surprisingly simple. While the problems that made the first attempts tentative have certainly not been resolved, pouring money and people into the problem certainly has a way of moving projects along, and while not the most efficient way of doing it, the project is important enough to be worthwhile.

One thing that GDI has discovered is that the first generation of the inhibitors was actually marginally counterproductive. A Tiberium Accelerator has a threefold function. First, speeding the growth of Tiberium. Second, drawing subsurface Tiberium towards it. Third, they actually offer some degree of manual control over where the Tiberium spreads. By essentially plugging the thing in backwards, while it does mean that Tiberium growth was slowed, it also pushed it away, primarily down into the ground. While not a difficult thing to fix, and solutions are already in place, it is a noticeable flaw in GDI's attempts to make use of Visitor technology to combat the threat of Tiberium.

[ ] Red Zone Border Offensives (Stage 4)
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 225/225: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 158/210: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy) [80, 41, 52]
Income 1d5: [2] = +20 RpT

There are no easy days, no simple offensive pushes, not in the Red Zones. Pushing in has been a struggle, even with ZOCOM freed of many of its other responsibilities, even with the Forgotten lending their assistance, even with technologies that two decades ago would have been thought of as magic, the Red Zones are harsh, unforgiving, deeply alien landscapes. The inland lakes of Australia have become titanic swathes of blue Tiberium, vast desert flats now broken into fields of shattered glass as far as the eye can see.

The crystal exacts a heavy toll upon its attackers, with most units pushed to the front lines rendered ineffective in a matter of weeks. While the terrain is not as bad as the European offensives that brought GDI's efforts against the Red Zones to a near halt, ZOCOM has certainly not had an easy time of it. At the same time, most losses have been recoverable, with medical evacuations done in a controlled fashion, and equipment being rotated off the line for repairs before it fails completely.

[ ] Coordinated Abatement Programs (Phase 1) (New)
While GDI and the Brotherhood of Nod have quite a few disagreements, and many elements within the Brotherhood worship Tiberium, not all of them do, and for those with more sane ideas about the crystals, allowing GDI abatement crews through their lines is a significant ask, but not an unreasonable one.
(Progress 82/190: 25 resources per die) (+2 Red Zone Abatement) [43]

Trust is a slippery commodity, hard to produce and harder still to keep from spoilage. All the theoretical work is done; the signatures have been gathered, the areas demarcated and agreements ratified by the Great and the Good but the real test is being found in all that theory being made practical.

Everyone seems to feel they are putting their head in the tiger's mouth, regional NOD forces know that an Initiative railroad laid to carry the heavy abatement equipment today could be turned to a military purpose tomorrow with great ease. The GDI pioneer teams have their own acute awareness that if anything were to kick off, they'd all be lying dead in the fields of crystal before a QRF got within a hundred miles. Decades of tensions are ready to boil over and there has already been one near-miss incident with a crew coming under small arms fire, work being halted for one week while the local NOD enforcer carried out 'disciplinary operations'.

All that said, work has begun at an encouraging pace and for now the uneasy peace holds.To call progress in this area tricky is probably one of the greater exercises in understatement that has been made in recent years. This project may yet represent the start of a new era, in some parts of the globe at least.

[ ] 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. (Station)
(Progress 442/425: 30 resources per die) (-2 STU, -1 Capital Goods) [11]

GDSS Conestoga, the first of the Initiative's planned new class of gravitic drive ships, has been laid down. The class is named after a type of covered wagon, the first to be recognized as such built in Conestoga Pennsylvania, around 1717, although it likely existed far earlier. While it did not cross the great plains, much of the trans Appalachian region and the Ohio river valley was colonized using wagons of the type. While ships of the name have not had the most glorious of careers, a riverine steamer that capsized and sank after a collision in 1864, and an ocean going tug lost in 1921, the new class is hoped to be somewhat more in line with the aims of the namesake, carrying lives on the long hard journeys across the empty void.

While GDSS Conestoga will likely take a year to complete, between the various elements of working up, it is hoped that future ships of the class will push down that timeline dramatically, aiming for a final production rate of between two and three new hulls a year out of Enterprise alone, and, barring significant technological advancements in the field of gravitic drives, will be added to by a dedicated shipyard station as GDI can spare the STU supplies.

"Less than a decade ago, we thought that the only way to build an effective rocket was to launch ourselves at the tip of an explosion. Today we are about to cross a new threshold. A mass produced, standardized means of crossing the vastness of space with less risk, and accelerations that our predecessors only dreamed of. For us, now, relativistic velocities are not dreams, but practical considerations. For us, the constraints of space time have become meaningful, at long last." - Admiral Harrison Carter

-[ ] 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. (Station)
(Progress 537/475: 20 resources per die) [91]

GDI's new class of orbital fusion craft are designed with a very specific number in mind. 1.62 meters per second per second. The gravity of the moon, and the number that GDI's orbital fusion craft have to beat in order to be practically useful. Compared to the 9.81 meters per second per second, not to mention the stresses of dealing with an atmosphere, the new craft simply need to be much less capable than those trying to climb Earth's gravity well. Beyond that, they are also much, much bigger.

The primary task for these ships will be the establishment of large scale colonies on and around the Moon. While GDI has spent relatively little effort on exploring the remnants of ancient volcanism on the Moon, there are a sizable number of lava tubes that have been partially or completely explored by Initiative recon teams and scientists. Subsurface hollows, these lava tubes are likely to be some of the first major colonization points, clustered along the borders between the mares and the highlands, giving them good access to multiple key natural resources. For the most part, GDI has explored lava tubes that have already partially collapsed, creating a skylight, rather than trying to breach the deeper lava tubes that have been detected on sensors, but have not had the same collapses. While they will need reinforcement regardless, and most are too small for serious development with only a few hundred cubic meters of subsurface space, that is several hundred cubic meters that do not need to be excavated using precious, and expensive to transport, earthmoving equipment.

[ ] GDSS Columbia (Phase 5) (Updated)
The final planned expansions to the station, adding another two thousand souls to its population, have been started, but there is still much work to be done, with the array of bays available, and the broader problem of shifting the station from a rapidly constructed habitation to something that is livable as a long term project. (Station)
(Progress 643/1030: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support) [8, 7 56, 92]

Progress on GDSS Columbia is proceeding apace, with the capstone of the project, the so called "Earthdome" beginning to take shape. While not, in fact, a dome, the project is intended to create a combination of park, market, and cultural space, one that can play host to the entire population of the station, at least for a short period of time. The project is based, in some ways, on the central dome of Philadelphia II, although without many of the security features, and without the ability to access the higher levels, instead maintaining a series of central tower structures to maximize walkable space.

The work this quarter has included a relatively small crisis. While connecting one of the station struts, an errant cut by a plasma torch punched through to a pressurized habitation section that was backstopping the brace. While the hole was small, and easily patched, it did require the evacuation of an entire section as a precaution, and is a reminder of just how fragile many of the Initiative's stations are.

[ ] GDSS Shala (Phase 4)
As Shala has been rapidly expanded, the station is still somewhat skeletal, especially in the core and the periphery, but at the same time it has bulked out, with new residencies, new agricultural platforms, workshops and docking ports. Continuing expansion will see significant work done to expand food production and see additional farmland made available for transport across the solar system. (Station)
(Progress 486/520: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays) [59, 79, 2]

Work on the Shala has seen significant efforts expended to increase growing spaces. Much of the work is simple, straightforward, and while still hard labor, most of the space construction crews are experienced veterans of this kind of program. Build rooms, pressurize them, repeat until the materials allocated run out. With the project at this point, it is simple, rote, repeatable. If GDI had construction drones capable of working at this speed, this is where they would shine.

[ ] Human Augmentation Programs (Tech) (New)
While there are many areas where GDI is not particularly comfortable augmenting the human body, there are other areas where there is little good argument against it. Ranging from implanted hormonal regulators, to the array of genefixes that can be done to improve the health and wellbeing of the Initiative's population, there is much that can be done actively, rather than leaving it to the vagaries of evolution.
(Progress 124/120: 30 resources per die) [89]

The idea of improving the human condition has a long and often dark history, studded with racism, pseudoscience, and ancient grudges carried forward under new masks. The Initiative's program is noticeably different. The biggest, and most important element is that it is not, at this time, looking at trying to do inheritable traits. Rather, it is, at its core, attempting to improve things one human at a time. One life, made better in whatever way possible.

The simplest is hormone regulation, with testosterone actually being one of the easiest. Everyone produces some, and simply adding more cells that can produce it tends to make everything else go along for the ride. While there are, of course, side effects to the treatment, most of them are also side effects of having high testosterone to begin with. The flip side is, unfortunately, far more medically complicated, because testosterone makes such a big difference. Here, while it is one thing to make the body produce more estrogen, again, relatively simple, it still requires continuing intervention to suppress the androgens.

More complicated are the genefixes. Fixing an adult's genome is genuinely tricky. While it is one thing to fight cancer cells and try to repair the damages of radiation, it is another thing entirely to try to actively rewrite the human genome. There are solutions, and those solutions work reasonably well, but even so, it is a problematic field, especially because so many genes with negative outcomes are not universally negative, and editing them out of the gene pool entirely is problematic, considering how much the pool has grown shallow.

Politically, much of the concern has been towards consequences. It is not something where GDI has an active bioconservative movement to any real extent, and what there is is both out of political power, and fairly quiet. There will certainly be pushback on more extreme measures, but at the same time, most of those are going to be based on opportunity and class, rather than ideological lines. The foremost political concern has been the idea of a genefixed, long living, better living, ruling class even more exclusive than the one that currently exists. GDI already has a generational problem. Many of the people who rule the Initiative now, have been working for the Initiative for as long as they have been alive. While there is certainly plenty of fresh blood, especially in Parliament, Parliament is itself a fairly quiet entity compared to the vast powers of the military, the treasury, and other departments.

[ ] University Program Updates (New)
While the university system and the Initiative's research institutions have been pumping out breakthroughs at a pace not seen since at least the latter half of the 20th century, the results have been far from evenly spread. A relative handful of elite universities such as Oxford and the University of Tokyo have snapped up much of the funding and expertise, creating a narrow pipeline for personnel to be trained in breakthrough technologies. While fixing that will not be an easy process, it is something that can be remediated.
(Progress 137/250: 15 resources per die) (-1 Capital Goods) (Increases Labor outputs) [3, 64]

One of the bigger problems in revising the university curriculum and expanding the programs beyond the elite universities has been two interlinking systems, the research grant program, and the infrastructure grant program. Even for the Initiative, not every school can play host to a particle accelerator, or an explosives laboratory, or any of a thousand other high cost, high investment pieces of equipment. However, each program relies in part on the other to generate candidates for investment. Research and development facilities that produce useful results with the grant money are usually prioritized for investment in laboratory spaces and equipment, while those facilities with the best equipment and laboratories tend to be prioritized for research projects and the associated grants. There are fundamentally sound reasons for two programs to work like this separately, but the result of them working together is undesirable; it concentrates investment into a small number of locations that would be vulnerable to a decapitation strike, while starving other potentially promising universities of the funding needed.

Another challenge is simply legacy. The University of Edinburgh for example has been in continuous operation since 1583, and never closed its doors for any of the crises of the 21st century. Comparatively, in Africa, the University of Cape Town was established in 1918 and is the oldest in operation, and has been repeatedly closed in the 21st century, most recently for two years during the Third Tiberium War. While security and supply concerns lay at the heart of these closures, academics generally prefer to be able to keep working, and do so undisturbed and in peace. As much as Edinburgh has been drawing funding towards itself because it has the best facilities and most intriguing research proposals, no small part of the personnel it can draw from the greater Initiative academic body is drawn towards it by the certainty that it will keep operating even if the sky were to fall once more. The University of Cape Town has no such guarantee, and in comparison struggles to hire and keep staff when more prestigious universities have spots open.

[ ] Autodoc Systems Development
A next generation of medical automation, derived from CABAL's inner workings, the autodoc is likely to be a particularly scary project, with most Initiative citizens uncomfortable with the idea of an AI or EVA working on them, especially without direct human supervision. However, between their battlefield utility, and the need to prepare for workforce shortages in the coming decade, it is not so much a choice as a requirement.
(Progress 123/120: 30 resources per die) [16]

A GDI Autodoc is a small room, typically somewhat smaller than a prison cell, about three meters by two. The walls and ceiling are lined with a series of pop out panels, each one holding a set of surgical tools under sterile conditions, and allowing the tooling to be changed out without needing to be in view of the patient. Exposed tools, limbs, and the like, produce significantly higher stress responses in test patients, meaning that they have been, to the extent possible, deleted. Similarly, rather than using automated systems to, for example, intubate the patient if needed, a human has been tasked with the job, with most GDI patients responding far better to manual care.

All of this does require a combination of EVA and more standard programs, working in tandem with a set of robotic assistants, both stationary and mobile. Running an operating theater like this one requires a substantial amount of computing power, far more than even the remote operating theaters already in service. In fact, much of the equipment is cross compatible with those remote operating theaters, but there are a number of key differences, the biggest being that even though the robot is still operating on the patient, the knowledge that it is a person behind those arms is fundamentally comforting to many in the Initiative, compared to what is often thought of as being a cold, impersonal program.

[ ] Strategic Area Defense Networks (Phase 2)
Expanding the program to some selection of GDI's more vulnerable primary cities, locations like New York, Tokyo, and other strategic crossroads of global production, logistics, and population for the Initiative, will both defend against the potential for terror attacks, and protect critical infrastructure and governmental resources.
(Progress 285/285: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 445/320: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 125/365: 20 resources per die) (-2 Energy, -1 STUs) (Projected: 2 quarters to begin, 6 quarters to complete) [82, 72, 8 38, 58, 62, 44]

With the test sites completed, GDI has invested heavily in expanding its ability to protect its strategic areas. Cities like Tokyo for example, are now projected to be, if not immune, significantly resistant to strikes, and beyond that, a large number of cities considered to be high risk have some level of protection. Most lack a full battery and a full defense in depth the way that Jeddah or Chicago have been provided as lynchpins of the Initiative's ability to supply its factories, but they are something. Even for GDI, building to the scale and complexity that are needed for the SADN is not particularly easy, nor cheap. There are vast swathes of the world, including a sizable percentage of GDI's cities, that simply don't rate that level of protection. Even with a fairly high value placed on human life, building a full scale interlinked SADN network for all the Blue Zones of the world would stretch GDI's resources, especially with the number of Infernium lasers needed to make the system really viable.

For now, however, the towers around the world have only begun to rise, and will be under construction for months and years to come. Most regions will see a three-phase rollout of tower construction, with centralized positions restricting the most obvious attack routes being built first, and outlying positions and secondary bastions being constructed later.

[ ] Ground Forces Zone Armor (Set 1) (Phase 6) (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.
Santiago (Progress 176/160: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete) [18]

The Initiative Ground Forces have been, for the most part so far, concentrating their Zone Armor. Dedicated assault battalions, essentially faster moving counterparts of the Mammoth equipped superheavy breach battalions, have been the proving ground for GDI's attempts to roll out massed Zone Armor.

In battle, rather than being deployed into the axis of conflict, the Ground Forces have for now mostly held back its Zone Armor, kept to reserve positions until one side or the other begins to approach a breakthrough. At that point, and only that point, will the Zone Armor be committed, either as a counterpunch to stymie a Brotherhood success, or, as is perceived to be more likely, turn a point of tactical advantage into a means of seizing critical areas and potentially generating operational victories as they can take advantage of speed, maneuverability, and the concentration of firepower that a Zone suit offers. As a secondary role, they will focus primarily on various sections of broken ground, difficult areas for vehicles to cover but that can be traversed by means of jet packs.

While ZOCOM is not particularly happy with the sequence of developments, they are significantly relieved of many of their Blue Zone deployments. Even locations like Chicago, which will have a ZOCOM detachment for the foreseeable future, expect handovers of significant operations to the Ground Force's Zone Armor formations, freeing up valuable ZOCOM troops for Red Zone operations. While it will take time and preparation to be ready for further mass deployments into the Red Zones, those are already underway, with the full expectation that they will be asked to fight the green death on new fronts in the coming years.

[ ] 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 81/80: 25 resources per die) [2]

Building an effective combat laser is no simple affair. Take, for example, the needs of cooling. For the Air Force, having lots of cold air to work with, and only needing to fire for fractions of a second in most cases, putting in a dedicated cooling system at all is an optional affair, something to be stripped out to minimize weight, especially when looking at high performance assets like the Apollo and Firehawk. Comparatively, the Talons are primarily interested in heavier lasers, akin to those found on the Scorpion, Avatar, and Centurion. Designed to cut through alloy and ceramics, these laser systems have been brutally effective, and building GDI's own versions has long been a dream, both as a relatively lightweight option to add on to other systems, and to provide the Initiative with a technological demonstrator and a starting point to design even more effective anti laser armors. Ground Forces is looking primarily at a replacement and supplement for its light cannon and existing antimissile systems, merging and streamlining to reduce weight.

While the final results exist, they make approximately nobody happy. The Air Force complains of bulk and weight, the Steel Talons of its lacking power, and so on, too much of one thing and not enough of another for every force involved, it very much is designed by committee. The thing is that it is also good enough. It might not be all the weight and space savings the Air Force wanted, but when properly configured, it will save nearly a quarter ton on the Apollo, extend its effective range, and add three degrees of gimballing to the vehicle's guns, something impossible with the autocannon previously in use. While the Talons wanted something quite a bit heavier, they can simply resort to the expedient of doubling up. And while space-based uses would be better off with tighter focuses and lower heat production, an additional boil-off heat sink can sustain a much higher rate of fire until depleted.

[ ] Transfer Funding to InOps
While Inops is currently happy with their degree of funding, there are projects and security measures that will take more than they can currently justify spending. While sending them money early does mean that it won't be available to the Treasury, InOps can spend it in other ways.
(-60 Resources per Turn) (can be taken three more times)
Sending more resources towards InOps has seen the foundation of the first DAGger teams. Direct Action Groups draw their name from political activists in the 19th century, who made a distinction between the use of electoral and other indirect methods, versus the application of military, economic, and other forms of power to directly influence the political process. The DAGger teams are meant to do precisely that. Trained by some of the surviving Qatarists, and equipped in much the same way as the Brotherhood of Nod's Shadows, these Dagger teams will likely be deployed only in a limited fashion.

Simply put, the Brotherhood of Nod has a far more comprehensive understanding of what a Shadow team can do than GDI, and with the DAGgers being held under InOps rather than the regular military, GDI will not be using them in the same way that Shadows were used in the beginning of the Third Tiberium War for example, to sabotage high value targets such as the Goddard Control Center, or other high and mid value targets in direct attack to prepare the ground for the Brotherhood invasion. Rather, their primary task will likely be to exist as a threat in being, a reason for the Brotherhood to back off on assassinations lest GDI go in on trying to do the same to their upper leadership.

[ ] Hand Off Capital Goods to Market
Supplying the open Market with capital goods at subsidized or at-cost prices will stimulate growth and increase the efficiency of GDI's labor-hungry industries, especially as the aging workforce demands more automation to keep productivity increasing. However, the Treasury has its own plans for such key industrial supplies.
-[X] Hand Off 10 Capital Goods

Capital goods have changed over the millennia of recorded history. At the dawn of industrialization, those were weaving machines, simple assemblies of wood and cord that could produce cloth finer and faster than could be done by hand. At the dawn of the 20th century, it was also steam hammers and rivet guns. At the dawn of the twenty-first, it added robots.

Much of GDI's private industry has been substantially choked for capital goods, and in many cases lacks the tools to make the tools. A modern computer chip could never be produced by human hands. Making an effective drill press is not a particularly simple endeavor, and while some handful have been produced by various shops, it has been a far cry from actually feeding the demands of the population.

However, much of this first batch of capital goods is likely to get snapped up by a relatively small handful of large cooperatives, who are approaching the Initiative with an ambitious program of construction, expansions, and essentially bootstrapping to build their own technology base, and begin providing enough capital goods to begin selling back to the Initiative.

[ ] 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 create opportunities outside of the Initiative.
-[X] 30 resources in grants.

The Initiative has run grant programs for much of the last decade, and, while further expansions are being useful, there are startups being formed that likely would not have gotten grant money without it, it is likely that they will begin to wind down in the near future, due to three key factors. First is that there is a self-sustaining, for the most part, civil economy, one that, while it is far from healthy, does not need constant infusions of life support to maintain even basic functionality. Second, the grant programs are actually inhibiting the formation of a significant base of civil equity, and more broadly the Initiative banking system lacks the ability to assemble funds, offer loans at good terms, and otherwise take risks, because there are key differences between grants and loans.


Vote
-[ ] Decommission as Plants Fail (high PS penalties if energy shortage)
-[ ] Decommission at 7 years (medium PS penalties if energy shortage)
-[ ] Decommission at 6.5 years (low PS penalties if energy shortage)

AN/1: 4 hour moratorium on voting.
AN/2: Massive thanks to @Jprice for making the map.
AN/3 : Still have the Ko-fi in case anyone wants to help out, although things are fairly stable on my end now.
https://ko-fi.com/ithillid
 
Last edited:
Q3 2063
Q3 2063


Resources: 1165 + 60 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 77
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌6 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
24.95 (+0.72) Blue Zone
0.05 (+0.01) Cyan Zone
23.03 (+.08) Yellow Zone (100 points of mitigation)
51.97 (-.80) Red Zone (81 points of mitigation)


Current Economic Issues:
Housing: +73 (13 population in low quality housing) (+1 high-quality housing per turn)
Energy: +20 (+5 in reserve)(+4 per turn from sub-departments)
Logistics: +21 (-2 from military activity)
Food: +24 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +17 (+2 per turn from Distributed Industrial Authority) (+279 in reserve)
STUs: +7
Consumer Goods: +226 (+5 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q1 2064) (Net +9 per turn)
Labor: +29 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from private industry) (-1 per turn from other government) (Net +1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2710/3800)‌ ‌(900 IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +120 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +7 per turn
Production: +29 per turn
Consumption: -22 per turn
17 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-11 Other (7 Structural Alloys, 2 Hovercraft, 2 Gravitic Shipyard)
5 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])

Projected Fusion Power Plant Decommissioning
-3 Energy Q3 2063
-8 Energy Q1 2064
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2067
-16 Energy, +1 Labor Q3 2067
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2068
-16 Energy, +1 Labor Q4 2068


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌58;‌ ‌30; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌270;‌ ‌144;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌20; ‌315)‌ ‌
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 ‌(460;‌ ‌278;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Provide 33 Consumer Goods points from the Treasury
Provide 3 Consumer Goods from Agriculture
Increase Income by 550
Increase Tiberium Processing limit by 470
Increase population in space by 17.15k
Provide 25 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn

Projects

Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Complete at least 2 Blue Zone Inhibitors 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 4 Ground Forces Zone Armor factories
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Coordinated Abatement by end of 2065
Complete Post War Housing Refits

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 Refit Department
Hand off at least 10 more points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan




Infrastructure (5 dice +27 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 1/480: 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, albeit 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 93/260: 20 resources per die) (+4 Housing)
(Progress 0/240: 20 resources per die) (+4 Housing)

[ ] Rail Network Construction Campaigns (Phase 6)
Further work on the rail networks will be focused primarily on preparing the ground for exploitation of the interior, especially in light of the pushes into the Red Zones and creating new environs for Initiative exploitation.
(Progress 1/260: 15 resources per die) (+4 Logistics)
(Progress 0/260: 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 159/220: 25 resources per die) (+5 Logistics)
(Progress 0/160: 25 resources per die) (+8 Logistics)

[ ] 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 0/50: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/105: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/210: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/415: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/830: 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 31/70: 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 114/165: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/160: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/160: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (5 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 5)
A final phase of U-series alloys will see another shift in GDI's abilities to use metals, and while it won't replace many of the current uses of conventional metals, the industrial impacts have already been substantial, and the current foundries are likely to be core to GDI's future projects in a wide array of cases.
(Progress 136/485: 40 resources per die) (-4 Energy, -1 STUs) (5% discount on many projects)
(Progress 0/480: 40 resources per die) (-4 Energy, -1 STUs) (Improves Tib mining efficiency)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 2) (Updated)
With second generation plants a proven concept, GDI needs a relatively rapid pace of construction, with the first of the first generation plants expected to begin reaching serious failures in a matter of years, and the limitations on construction speeds meaning that total production is noticeably bottlenecked.
(Progress 263/305: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than three dice can be spent on 2nd Generation CCF per turn)

[ ] 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 36/1925: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)

[ ] Aberdeen Isolinear Fabricator (Phase 1) (updated)
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.
(Progress 0/95: 30 resources per die)
(Progress 0/190: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/385: 30 resources per die) (+18 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 143/990: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1920: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Microfusion Cell Laboratories
Any deployment of the microfusion cells is going to be on a distinctly small scale, in large part due to the combination of the need for hydrogen fuel, and the sheer cost in elerium to produce stable, usable fusion in a package that can be effectively man-portable. However, there are many jobs where the sheer energy density of an MFC would be useful both to the military and more civil administrations.
(Progress 0/160: 25 resources per die) (-2 STUs)

[ ] Second Generation Repulsorplate Factories
With the repulsorplate finally offering significant edges in a wide variety of specialist roles, building enough to supply the Initiative as a whole is somewhat problematic, and will require far more than what the Suzuka factory can produce alone, especially if they are to become a somewhat standard feature, rather than a specific exception to the rule.
(Progress 0/560: 25 resources per die) (+8 Logistics, +8 Capital Goods,-4 STUs, -6 Energy, -2 Labor) (Unlocks further military and space projects)

Light and Chemical Industry (4 dice +24 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 883/1100: 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 allow superconductors to find their 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 235/640: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1215: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Clothing Development
While the Brotherhood of Nod primarily uses chameleonware as a means of providing a "smart" camouflage against a wide variety of backgrounds, the Initiative is more interested in civilian fashion uses of this technology, especially as many of the Initiative's uniforms make widespread use of localized camouflage already.
(Progress 0/60: 15 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 +29 bonus)

[ ] Reforestation Campaign Preparations (Phase 1)
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 252/815: 5 resources per die)
(Progress 0/810: 5 resources per die)
(Progress 0/810: 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, with their efficiencies creating cascade effects.
(Progress 83/230: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 6)
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 18/130: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)

[ ] Vertical Farming Projects (Stage 5)
A fifth and – likely for the moment – final wave of vertical farms will expand the system to the tertiary cities, smaller facilities often far from the Initiative's core territorial holdings, many of which are in reclaimed Yellow Zones. While far from being food deserts as defined in the late 20th century, many of these regions struggle with access to fresh and high quality foods, especially when attempting to plan for supply disruptions.
(Progress 78/220: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)

[ ] Dairy Ranches (Phase 3)
Throwing together a final – at least for the moment – wave of dairy ranches, GDI will immediately mothball most of them, as there are currently not enough animals to justify operations. Caretaker staff and training will be needed however.
(Progress 98/180: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support)

[ ] Spider Cotton Plantations (Phase 2)
While the Initiative has made significant strides in the area, and the private sector has expressed quite a bit of interest in the field, there is still significant need for spider cotton derived capital goods that are going to be the core of the Initiative's program. (Plant Genetics)
(Progress 60/165: 15 resources per die) (+1 Capital Goods)
(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)

[ ] Tarberry Plantations (Phase 3)
While the developmental work and the widespread deployment of Tarberries has begun, they are still only a relative fraction of the Initiative's need for fuel, despite the widespread electrification of the Initiative's energy needs.
(Plant Genetics)
(Progress 3/70: 10 resources per die) (+1 Energy)
(Progress 0/70: 10 resources per die) (+1 Energy)

[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning and expansion of existing larger stockpiles will be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 78/175: 10 resources per die) (+2 Food in Reserve, -3 Food)

[ ] Laboratory Meat Deployment (Phase 1) (New)
Producing sizable amounts of meat products from laboratories is unlikely to be a particularly simple affair. While GDI does not particularly need the meat, it is a symbol of prosperity and signals the good times have returned. It is also noticeably more resource efficient than producing meat products by growing animals.
(Progress 0/180: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)

Tiberium (7 dice +39 bonus)

[ ] Tiberium Vein Mines (Stage 9)
The rapid development of underground Tiberium mining has pushed the Initiative towards digging deeply and greedily, searching for dangerous treasures deep below ground. While the mines are becoming progressively more expensive, they are still worthwhile from both environmental and economic perspectives.
(Progress 22/160: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/155: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)

[ ] 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 29/125: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Red Zone Border Offensives (Stage 5)
A final major offensive across the northern section of Australia will see GDI make good the last of the gains of the Regency War, and reap the economic benefits of the conflict. While still a serious strain on the Zone Operations Command, it is one that likely can be borne, especially if GDI slows down on other red zone operations.
(Progress 158/210: 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)
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 0/200: 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 54/190: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/180: 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 38/170: 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)
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 worthwhile.
(Progress 0/160: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)

[ ] Improved Hewlett-Gardener Refits (Phase2)
While there are now IHG plants in production, and a number of smaller and secondary plants in the middle of the conversion process, there is still a significant amount of work to be done before even touching the grandiose assemblages of Jeddah, Chicago, or similar.
(Progress 65/220: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/320: 35 resources per die) (Converts remaining processing capacity)

[ ] 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 0/80: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/80: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/80: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 52/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 59/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 17 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/80: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/105: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/105: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] Improved Tiberium Containment Facilities Construction (Phase 2)
While there is some significant amount of reserve capacity, it is something where more will very rarely hurt, either as a stopgap to allow GDI to build new capacity, or to mitigate damages from Brotherhood or alien attack. It is, however, not an immediate priority, and more investing in precautions against a future that may not come.
(Progress 11/100: 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 4/115: 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 also 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, it would 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)

[ ] 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 0/280: 25 resources per die) (+10 Energy)
(Progress 0/280: 25 resources per die) (+10 Energy)
(Progress 0/280: 25 resources per die) (+10 Energy)

[ ] Forgotten Experimentation
While active human experiments are a step too far for the Initiative, the Forgotten are themselves an interesting case, and specifically the causes of their mutations. Initiative scientists believe that they can find a common root cause of their changes, and more broadly examine commonalities in genetic, chemical, and other makeup, with the long term goal of finding means of reliably offering a means other than tiberian infusion to survive exposure to the crystal.
(Progress 0/260: 30 resources per die) (MS) (-5 Political Support)

[ ] Secure Yellow Zones (Updated)
There are a number of Yellow Zones around the world with little to no Brotherhood presence, mostly in large pockets in the Red Zones created by GDI efforts to mine Red Zone Tiberium. Putting in the effort to properly secure them will allow GDI to make gains in the near term, and build up GDI's pointilist empire, creating bases for further operations around the world.
(Progress 0/320: 25 resources per die) (+.16 Green Zone)
(Progress 0/320: 25 resources per die) (+.2 Green Zone)
(Progress 0/320: 25 resources per die) (+.24 Green Zone)


[ ] Coordinated Abatement Programs (Phase 1)
While GDI and the Brotherhood of Nod have quite a few disagreements, and many elements within the Brotherhood worship Tiberium, not all of them do, and for those with more sane ideas about the crystal, allowing GDI abatement crews through their lines is a significant ask, but not an unreasonable one.
(Progress 82/190: 25 resources per die) (+2 Red Zone Abatement)
(Progress 0/190: 25 resources per die) (+2 Red Zone Abatement)
(Progress 0/190: 25 resources per die) (+2 Red Zone Abatement)

[ ] Tiberium Field Refinery Development (Tech) (New)
While the Brotherhood's practice of dumping waste products is not particularly viable for the Global Defense Initiative, especially given the comparative locations, there is a Brotherhood method that can be adapted to the Initiative's needs – specifically, their lightweight field refining methods, which can likely be crammed into the interior of a Mammoth Armored Reclamation Vehicle.
(Progress 0/80: 25 resources per die) (Makes MARVs produce STUs)

Orbital (7 dice +34 bonus)

[ ] GDSS Columbia (Phase 5) (Updated)
The final planned expansions to the station, adding another two thousand souls to its population, have been started, but there is still much work to be done, with the array of bays available, and the broader problem of shifting the station from a rapidly constructed habitation to something that is livable as a long term project. (Station)
(Progress 643/1030: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Columbia Bays (2 available)
-[ ] SCOP Bay
While Columbia is not laid out to take maximum advantage from solar energy, and its organization is not designed for farming, single cell organisms (a mixture of yeast, algae, and a handful of other producers) can be farmed on the station, producing a mix of carbohydrates, proteins, and fats that will keep people alive, and serve as a baseline for outsystem feeding as solar energy becomes increasingly less available.
(Progress 0/315: 20 resources per die) (+3 Food, +6 Food in reserve)

-[ ] Very High Density Housing
While any housing in space is going to be in massive demand, the very highest densities possible may well be a step too far, with cramped accommodations even by the standards of late 20th century space exploration. While it will be livable, and have the capacity to handle large numbers of people, it will not be comfortable or particularly desirable in the long run.
(Progress 0/315: 20 resources per die) (+1.5k Permanent Residents)

-[ ] High Density Housing
By noticeably cutting the population supported, a significant amount of room can be freed up for amenities. While it will still be cramped, it is something that can be worked around with communal spaces and a schedule built to keep people out of their accommodations as much as possible.
(Progress 0/315: 20 resources per die) (+1.2k Permanent Residents)

-[ ] Medium Density Housing
While building essentially standard apartments in space is not a particularly efficient use of resources, Columbia is a testbed and one where the comforts of home may well be needed. If the Initiative is to not simply survive in space, but live and thrive, concessions will have to be made towards the creature comforts that Initiative citizens generally expect.
(Progress 0/315: 20 resources per die) (+0.8k Permanent Residents)

-[ ] Low Density Housing
Building to a much higher standard, and one that, while not as well appointed as an Initiative arcology, is genuinely comfortable by civilian standards, building low density segments may be considered absurdly wasteful by the standards of a full scale evacuation from Earth. However, in the long run, such furnishings are likely to be the aspirational standard that the Initiative may hope to achieve some day.
(Progress 0/315: 20 resources per die) (+0.5k Permanent Residents)

-[ ] Hospital Bay
All of the Initiative's space stations are generally decently equipped with medical supplies. However, they lack cutting edge equipment. While they can theoretically conduct most surgeries developed before the mid 20th century, that is still a fairly limited spectrum, and for most really serious cases, the best that they can be expected to do is stabilize a person for delivery to terrestrial hospital systems. This would fix that.
(Progress 0/315: 20 resources per die) (+1 Health)

-[ ] Tourism Bay
While more a bagatelle than a practical unit, offering temporary orbital accommodations for a cycling population would both be a means of shoring up broad political support and allowing more people to experience space than just the limited number of specially prepared settlers
(Progress 0/270: 20 resources per die) (+5 PS +4 Consumer Goods)

-[ ] Assembler Bay
While much of the actual industrial work in orbit is being done on Enterprise, and will be done on future Lunar, Martian, and asteroid belt industrial clusters in the future, integrating light industry and automated assemblers will be an expansion of the Initiative's ability to produce goods in space.
(Progress 0/270: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)

-[ ] Spaceport Bay
With GDI's space presence continuously expanding, management and distribution of increasingly civilian passengers and their limited cargo has become more and more complicated. The Spaceport Bay will streamline the connections between earth and all four current GDSS Stations, and future-proof the earth-orbit-lunar traffic of people for the manyfold future increase of orbital and lunar residents needing to move between locations. It will be a central hub for passenger shuttles and have the infrastructure to service to the needs of both the shuttles and their human cargo.
(Progress 0/315: 20 resources per die)

[ ] GDSS Shala (Phase 4)
As Shala has been rapidly expanded, the station is still somewhat skeletal, especially in the core and the periphery, but at the same time it has bulked out, with new residencies, new agricultural platforms, workshops and docking ports. Continuing expansion will see significant work done to expand food production and see additional farmland made available for transport across the solar system. (Station)
(Progress 486/520: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1005: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

Lunar Operations

[ ] Lunar Mining Projects (New)
Joining together extant and proposed mineral extraction activities on and below the Moon's surface, expansive Lunar mining projects are one of the few immediate ways to bring GDI's orbital operations to some degree of self sustainment, rather than being wholly reliant on Earth's mineral resources.
(Progress 0/210: 20 resources per die) (+15 resources per turn)

[ ] Life Support Processor Development (New)
While most of the Visitors' assets did not need oxygen and the like in the same way that humanity does, they did use a significant number of systems that did to one extent or another. and the life support systems that they used are nothing less than miraculous. While GDI's systems are good, they are nowhere near as compact, efficient, and stable as those used by the Visitors, and building derived systems should make exploring deep space significantly safer.
(Progress 0/80: 30 resources per die)

Services (4 dice +32 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)
-[ ] 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 2)
While currently, there are few real needs for further expansion in the health sector, the Initiative's population is likely to continue aging, and with the diseases of the old, time of response is critical, as is increasing the automation levels to deal with what is likely to be a sharp decrease in workforce availability in the coming decades.
(Progress 85/275: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Autodoc Systems Deployment (New)
While currently politically complicated and psychologically difficult, the autodoc systems represent the potential for a significant increase in GDI's ability to process injuries. Broadly speaking, these are only going to be found in some of the largest and most capable medical facilities, especially those specialized in wound care, and other forms of traumatic injury. Even so, pushing them out will make people nervous, and give politicians opposed to the Treasury ammunition.
(Progress 0/300: 30 resources per die) (+4 Health, +6 Emergency Health, -3 Capital Goods, -3 Energy) (-5 Political Support)

[ ] Cosmetic Biosculpting
While something of an affectation, there are a wide array of options for GDI to begin programs to make people more comfortable in their bodies. While obviously limited by bone structure, muscle mass, and the need to avoid making harmful changes, the program would be a significant step in both reconstructive and cosmetic assistance for many of GDI's citizens.
(Progress 0/350: 30 resources per die) (+1 Health)

[ ] Library Enhancement Programs
While GDI maintains, and has maintained for decades an expansive and up to date public and research library system, plus a significant digital environment for both preservation and accessibility, a major round of updates to the library network would certainly not go amiss, especially as the library buildings themselves are often significantly multirole.
(Progress 0/180: 15 resources per die) (+5 Political Support)

[ ] Durable Goods Library Improvements
While the Durable Goods libraries were an immediate postwar economizing measure to make sure that resources such as electric motors were not being wasted, in the decade since their introduction they have become a part of Initiative life that few people are interested in moving away from. Improving their selection and making more goods available to them would be both politically useful and socially supportive.
(Progress 0/165: 20 resources per die) (-2 Capital Goods) (+5 Political Support)

[ ] University Program Updates
While the university system and the Initiative's research institutions have been pumping out breakthroughs at a pace not seen since at least the latter half of the 20th century, the results have been far from evenly spread. A relative handful of elite universities such as Oxford and the University of Tokyo have snapped up much of the funding and expertise, creating a narrow pipeline for personnel to be trained in breakthrough technologies. While fixing that will not be an easy process, it is something that can be remediated.
(Progress 137/250: 15 resources per die) (-1 Capital Goods) (Increases Labor outputs)

[ ] Primitive Prototype Portal Construction (New)
While a far cry from attempting to create a portal between the stars, constructing an attempt at a surface to orbit portal system, reusing one of the ground based stations, and linking it to a specially constructed geostationary station above it, will be an attempt to create a link at a longer range, and potentially a means of testing even longer ranges.
(Progress 0/400: 100 resources per die)

Military (7 dice +31 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 efficiency while decreasing the Secretary of the Treasury's workload.
(-1 die) (-30 resources per turn) (30 progress towards each refit project per turn)

[ ] Initiative Laser Systems Deployment (New)
While not a system that any particular branch is happy with, a combat deployable laser will find homes among many of the Initiative's assets, from the NovaHawk, to next generation field anti-aircraft systems, and the secondary batteries of Initiative warships. Even in the orbitals, as GDI builds combat capable voidships, will the Infernium laser find a home.
(Progress 0/590: 25 resources per die) (-6 Energy, -3 STUs)

[ ] Anti-radiation Munitions Deployment (Munitions)
With the Brotherhood's methods of concealing their jammers and spoofing tracking known and now understood, deploying updated versions of the Initiative's specialized radio source hunting munitions into the field in both ground launched and airborne varieties will allow Initiative commanders to make significantly better use of land, air, and orbital sensor systems, thinning the fog of war.
(Progress 100/270: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)

[ ] Electronic Countermeasures Improvements (Refit)
While clearing jamming is all well and good, punching through it without expending masses of munitions and inherently alerting the Brotherhood to the Initiative's actions is, in many cases, better. While refitting the computer based sensor and communications systems will be a sizable undertaking, GDI will need the edge in future conflicts, especially as the Brotherhood will likely change their frequencies soon after realizing that they have been so deeply compromised.
(Progress 0/530: 15 resources per die) (-1 Capital Goods) (Projected: 2 quarters to begin, 8 to complete)

[ ] 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 41/435: 20 resources per die)

[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the liquid Tiberium power packs that make infantry versions of the Brotherhood's particle beam system work, the weapon 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 (Refit)
Fe-Al armor offers a cheaper and more effective means of protecting some sections of GDI's more lightly armored forces. 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 139/310: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] Strategic Area Defense Networks (Phase 4)
A final major phase of the Strategic Area Defense Network, GDI's efforts will expand significantly from aiming towards counterforce strikes to defending against countervalue strikes. While the Brotherhood of Nod has certainly not shied away from mass civilian casualties in the past, the sheer scope of defending GDI's population centers against strikes has made it difficult to justify attempting to build the defenses to any meaningful degree.
(Progress 125/365: 20 resources per die) (-2 Energy, -1 STUs) (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 39/275) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/280) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/270) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/270) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/270) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/270) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/270) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/270) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/270) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/270) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/270) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/270) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/270) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/270) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/270) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/270) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/270) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/270) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/270) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/270) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/270) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/270) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/270) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/270) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/270) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/270) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/270) (Medan) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/270) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/270) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] Zrbite Sonic Weapons Deployment (Phase 2) (High Priority)
While the Zone Operations Command has begun using the sonic projectors in wide scale, at least as fast as they are coming off the lines, they are not the only ones who can make use of them. Deploying projectors not only to ZOCOM but to the other branches, and giving ZOCOM itself far more of them will significantly aid GDI's ability to maintain operations in the deeper parts of the yellow zones, and across global red zones, especially as they can mitigate the Tiberium infestations that produce a significant part of total losses in those operations.
(Progress 52/680: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)

[ ] Infantry Recon Support Drone Deployment
While the drones themselves are mostly made from off the shelf components, cheap, and simple to build at that, they still need dedicated space for production lines in light industrial districts, and integration into the military's procurement and logistics systems.
(Progress 0/160: 10 resources per die) (-1 Energy) (3 quarters to begin, 9 to complete)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 2) (High Priority)
While the project is currently underway for naval aviation, and high priority land based air projects, GDI will need substantially more to mitigate for wartime expected loss rates, and provide for lower priority operations, such as interdiction support, the ZOCOM air wings, and training cadre for new pilots.
(Progress 56/230: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)

[ ] Ultralight Glide Munitions Deployment (Munitions)
Deploying widespread glide munitions will take a significant pool of time and resources. While they will not replace the full spectrum of Initiative weapons, anything to extend standoff ranges and allow the Initiative to preserve both pilots and airframes is worth serious consideration at a minimum.
(Progress 100/170: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/160: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/160: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Development (High Priority)
The Firehawk, as GDI's core premier combat aircraft is at this point very long in the tooth, and even with upgrades is simply no longer capable of performing in all of its roles. With the amount of new technology available, and even newer technology being built, a near complete redesign is required. However, with the number of parts currently in service, trying to reuse as many of them as possible is considered to be best practice in terms of both pilot familiarity and ease of manufacture.
(Progress 0/40: 15 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. (Station)
(Progress 0/145: 20 resources per die) (MS)

[ ] 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 a way to begin developing tactics and strategies for warfare amid GDI's orbitals.
(Progress 0/60: 20 resources per die)

Ground Forces

[ ] Railgun Munitions Factories (Phase 3) (Munitions)
Railgun munitions will initially be issued in small numbers. Only a handful of shells will be needed per tank, likely below five percent of the load of munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 50/165: 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 role 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 upgrades and revisions as GDI prepares to fight the next war.
(Progress 0/80: 35 resources per die)

[ ] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority)
While the point of the spear are still equipping themselves with the best that the Initiative can offer, they are a relatively small fraction of the total forces that serve under the striking eagle. A second, substantially larger wave of factories will require both significantly more capital goods, and a sizable workforce to produce enough of the armor to make a difference on those scales.
(Progress 16/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/325: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

[ ] GD-3 Deployment (Phase 1)
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 Armor.
(Progress 0/295: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/295: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/295: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/295: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/295: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)

[ ] Stealth Disruptor Deployment
While overall less effective than the still around nine kilometer range of current generation sensors, the stealth disruptor 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 0/170: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete)

Navy

[ ] 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 0/145: 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 0/240: 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

[ ] Modular Rapid Assembly Prototype Factory
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, its primary components are off the shelf, and it needs the least technological innovation to begin seeing impact in the field.
(Progress 0/280: 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)

[ ] Unmanned Support Ground Vehicle Development (Tech)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Anti-Aircraft Vehicle provides 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 +29 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)

[ ] Transfer Funding to InOps
While Inops is currently happy with their degree of funding, there are projects and security measures that will take more than they can currently justify spending. While sending them money early does mean that it won't be available to the Treasury, InOps can spend it in other ways.
(-60 Resources per Turn) (can be taken two more times)

[ ] Hand Off Capital Goods to Market
Supplying the open Market with capital goods at subsidized or at-cost prices will stimulate growth and increase the efficiency of GDI's labor-hungry industries, especially as the aging workforce demands more automation to keep productivity increasing. However, the Treasury has its own plans for such key industrial supplies.
-[ ] Hand Off 5 Capital Goods
-[ ] Hand Off 10 Capital Goods
[ ] 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 otherwise ensure that the Treasury's interests are represented.
(-30 Resources per Turn/+5 political support) (Give number of times this is taken in vote)

[ ] Make Political Promises
While Seo's parliamentary support is currently stable, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
-[ ] Developmentalist: Complete both Library Enhancement Programs
-[ ] Militarist (Wardens): Begin Karachi after SADN Phase 1 is fully deployed (Q3 2064).
-[ ] Starbound: Complete Sub-Orbital Shuttles Phase 3, Shala, Columbia, and 2 more housing bays before the election.
-[ ] Socialist Party: Complete income goals by Q4 2064.


[ ] 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 typically put less strain on the system than various attempts at shock efforts.
(-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)

[ ] Trade Programs
While gray and black market trade with the Brotherhood of Nod and its various fronts around the world have never really closed, there have been few times when an active trade can be carried out in a legitimate manner. While GDI is near completely unwilling to make significant concessions, there is some trade that can be conducted, especially through channels opened by recent talks.
(-5 PS per option taken)(Options can be taken multiple times)
-[ ] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
-[ ] Sell Energy: +5 Resources per Turn, -2 Energy
-[ ] Sell Capital Goods: +5 Resources per Turn, -1 Capital Goods
-[ ] Purchase STUs : -80 Resources per Turn, +1 STU per Turn.


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 4) 1/480 5 dice 75R 12%, 6 dice 90R 51%, 7 dice 105R 85%, 8 dice 120R 97%
-[] Blue Zone Arcologies (Stage 4+5) 1/960 10 dice 150R 3%, 11 dice 165R 17%, 12 dice 180R 45%, 13 dice 195R 73%, 14 dice 210R 90%
-[] Yellow Zone Fortress Towns (Phase 7) 93/260 2 dice 40R 53%, 3 dice 60R 95%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/500 4 dice 80R 8%, 5 dice 100R 48%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Rail Network Construction Campaigns (Phase 6) 1/260 3 dice 45R 42%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 6+7) 1/555 6 dice 90R 15%, 7 dice 105R 52%, 8 dice 120R 84%, 9 dice 135R 97%
-[] Suborbital Shuttle Service (Phase 2) 159/220 1 die 25R 82%, 2 dice 50R 100%
-[] Suborbital Shuttle Service (Phase 2+3) 159/380 2 dice 50R 12%, 3 dice 75R 70%, 4 dice 100R 97%

-[] Karachi Planned City (Phase 1) 0/50 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/155 2 dice 40R 82%, 3 dice 60R 100%
-[] Karachi Planned City (Phase 1+2+3) 0/365 3 dice 60R 5%, 4 dice 80R 56%, 5 dice 100R 93%
-[] Karachi Planned City (Phase 1+2+3+4) 0/805 7 dice 140R 2%, 8 dice 160R 19%, 9 dice 180R 57%, 10 dice 200R 87%, 11 dice 220R 98%
--Alt: 3 Tib 5 Infra dice 160R 5%, 4 Tib 5 Infra dice 180R 31%, 5 Tib 5 Infra dice 200R 69%, 6 Tib 5 Infra dice 220R 92%

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 1 die 10R 100%
-[] Postwar Housing Refits (Phase 1) 114/165 1 die 10R 92%
-[] Postwar Housing Refits (Phase 1+2) 114/325 2 dice 20R 18%, 3 dice 30R 76%, 4 dice 40R 98%
-[] Postwar Housing Refits (Phase 1+2+3) 114/485 4 dice 40R 22%, 5 dice 50R 69%, 6 dice 60R 94%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 5) 136/485 3 dice 120R 6%, 4 dice 160R 53%, 5 dice 200R 91%
-[] U Series Alloy Foundries (Phase 5+6) 136/965 8 dice 320R 5%, 9 dice 360R 27%, 10 dice 400R 63%, 11 dice 440R 89%, 12 dice 480R 98%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 263/305 1 die 20R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2 + 3) 263/595 3 dice 60R 11%, 4 dice 80R 64%, 5 dice 100R 95%
-[] North Boston Chip Fabricator (Phase 5) 36/1925 19 dice 285R 2%, 20 dice 300R 8%, 21 dice 215R 23%, 22 dice 230R 46%, 23 dice 245R 69%, 24 dice 260R 86%, 25 dice 275R 95%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/95 1 die 30R 55%, 2 dice 60R 99%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/285 3 dice 90R 38%, 4 dice 120R 88%, 5 dice 150R 99%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/670 6 dice 180R 2%, 7 dice 210R 21%, 8 dice 240R 60%, 9 dice 270R 89%, 10 dice 300R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/990 8 dice 160R 3%, 9 dice 180R 21%, 10 dice 200R 56%, 11 dice 220R 84%, 12 dice 240R 97%
-[] Microfusion Cell Laboratories 0/160 2 dice 50R 79%, 3 dice 75R 100%
-[] Second Generation Repulsorplate Factories 0/560 5 dice 125R 3%, 6 dice 150R 30%, 7 dice 175R 73%, 8 dice 200R 95%
Light and Chemical Industry 4 dice +29
-[] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 2 dice 40R 17%, 3 dice 60R 76%, 4 dice 80R 98%
-[] Bergen Superconductor Foundry (Phase 4) 235/640 4 dice 120R 11%, 5 dice 150R 55%, 6 dice 180R 89%, 7 dice 210R 99%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/1855 17 dice 510R 2%, 18 dice 540R 8%, 19 dice 570R 23%, 20 dice 600R 46%, 21 dice 630R 69% (nice), 22 dice 660R 86%, 23 dice 690R 95%
-[] Department of Distributed Manufacturers -1 L&CL die -20RpT Auto
-[] Adaptive Clothing Development (New) 0/60 1 die 15R 90%
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 252/815 6 dice 30R 16%, 7 dice 35R 55%, 8 dice 40R 86%, 9 dice 45R 97%
-[] Reforestation Campaign Preparations (Phase 1+2) 252/1625 14 dice 70R 1%, 15 dice 75R 7%, 16 dice 80R 23%, 17 dice 85R 48%, 18 dice 90R 72%, 19 dice 95R 89%, 20 dice 100R 96%
-[] Agriculture Mechanization Projects (Phase 2) 83/230 2 dice 30R 74%, 3 dice 45R 99%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/130 1 die 10R 33%, 2 dice 20R 93%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/255 2 dice 20R 7%, 3 dice 30R 63%, 4 dice 40R 95%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/380 3 dice 30R 1%, 4 dice 40R 32%, 5 dice 50R 78%, 6 dice 60R 97%
-[] Vertical Farming Projects (Stage 5) 78/220 1 die 15R 3%, 2 dice 30R 77%, 3 dice 45R 99%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 63%, 2 dice 40R 100%

-[] Spider Cotton Plantations (Phase 2) 60/165 1 die 20R 45%, 2 dice 40R 98%
-[] Spider Cotton Plantations (Phase 2+3) 60/335 3 dice 45R 46%, 4 dice 60R 91%
-[] Spider Cotton Plantations (Phase 2+3) 60/515 4 dice 60R 4%, 5 dice 75R 40%, 6 dice 90R 83%, 7 dice 105R 98%
-[] Spider Cotton Plantations (Phase 2+3+4+5) 60/705 6 dice 90R 4%, 7 dice 105R 31%, 8 dice 120R 71%, 9 dice 135R 93%

-[] Tarberry Plantations (Phase 3) 0/70 1 die 10R 80%, 2 dice 20R 100%
-[] Tarberry Plantations (Phase 3+4) 0/140 1 die 10R 10%, 2 dice 20R 85%, 3 dice 30R 100%
-[] Strategic Food Stockpile Construction (Phase 5) 78/175 1 die 10R 48%, 2 dice 20R 97%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/335 2 dice 20R 2%, 3 dice 30R 48%, 4 dice 40R 90%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/495 4 dice 40R 8%, 5 dice 50R 48%, 6 dice 60R 85%, 7 dice 70R 98%
-[] Laboratory Meat Deployment (Phase 1) (New) 0/180 2 dice 30R 45%, 3 dice 45R 93%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 9) 22/160 1 die 20R 17%, 2 dice 40R 91%
-[] Tiberium Vein Mines (Stage 9+10) 22/315 3 dice 60R 43%, 4 dice 80R 92%
-[] Tiberium Vein Mines (Stage 9+10+11) 22/490 4 dice 80R 5%, 5 dice 100R 47%, 6 dice 120R 88%, 7 dice 140R 99%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/125 1 die 25R 59%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/245 2 dice 50R 31%, 3 dice 75R 91%
-[] Red Zone Border Offensives (Stage 5) 158/210 1 die 25R 100%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/200 2 dice 60R 45%, 3 dice 90R 95%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/400 4 dice 120R 33%, 5 dice 150R 83%, 6 dice 180R 99%
-[] Red Zone Containment Lines (Stage 6) 54/190 1 die 25R 19%, 2 dice 50R 91%
-[] Red Zone Containment Lines (Stage 6+7) 54/370 3 dice 75R 27%, 4 dice 100R 83%, 5 dice 125R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/550 4 dice 100R 2%, 5 dice 125R 31%, 6 dice 150R 78%, 7 dice 175R 97%
-[-] Tiberium Glacier Mining (Stage 13) 38/170 1 die 30R 23%, 2 dice 60R 93%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/335 3 dice 90R 40%, 4 dice 120R 90%

-[] IHG Tiberium Processing Plants (Stage 1) 0/160 2 dice 70R 79%, 3 dice 105R 100%
-[] IHG Tiberium Processing Plants (Stage 1+2) 0/340 3 dice 105R 14%, 4 dice 140R 71%, 5 dice 175R 97%
-[] Improved Hewlett Gardener Refits (Phase 2) 65/220 2 dice 70R 82%, 3 dice 105R 100%
-[] Improved Hewlett Gardener Refits (Phase 2+3) 65/430 3 dice 105R 5%, 4 dice 140R 56%, 5 dice 175R 93%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4) 65/640 5 dice 175R 4%, 6 dice 210R 38%, 7 dice 245R 81%, 8 dice 280R 97%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5) 65/850 7 dice 245R 3%, 8 dice 280R 26%, 9 dice 315R 66%, 10 dice 350R 91%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6) 65/1060 9 dice 315R 2%, 10 dice 350R 18%, 11 dice 385R 52%, 12 dice 420R 83%, 13 dice 455R 96%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6+7) 65/1380 12 dice 420R 1%, 13 dice 455R 10%, 14 dice 490R 33%, 15 dice 525R 65%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/80 1 die 30R 75%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone 4 Southeast Arabia) 52/85 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone 9 East Australia) 59/85 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/105 1 die 30R 50%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/95 1 die 30R 60%, 2 dice 60R 100%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/100 1 die 20R 66%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/115 1 die 20R 44%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/225 2 dice 40R 27%, 3 dice 60R 89%, 4 dice 80R 100%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 100%
-[] Red Zone Energy Refits (Phase 1) 0/280 2 dice 50R 1%, 3 dice 75R 53%, 4 dice 100R 95%
-[] Red Zone Energy Refits (Phase 1+2) 0/560 5 dice 125R 7%, 6 dice 150R 46%, 7 dice 175R 86%, 8 dice 200R 98%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/840 8 dice 200R 9%, 9 dice 225R 41%, 10 dice 250R 78%, 11 dice 275R 95%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
-[] Secure Yellow Zones (Phase 1) 0/320 3 dice 75R 25%, 4 dice 100R 82%, 5 dice 125R 99%
-[] Secure Yellow Zones (Phase 1+2) 0/640 6 dice 150R 11%, 7 dice 175R 51%, 8 dice 200R 87%, 9 dice 225R 98%
-[] Secure Yellow Zones (Phase 1+2+3) 0/960 9 dice 225R 5%, 10 dice 250R 30%, 11 dice 275R 66%, 12 dice 300R 90%
-[] Secure Yellow Zones (Phase 1+2+3+4) 0/1280 12 dice 300R 3%, 13 dice 325R 17%, 14 dice 350R 46%, 15 dice 375R 76%
-[] Coordinated Abatement Programs (Phase 1) 82/190 1 die 25R 47%, 2 dice 50R 99%
-[] Coordinated Abatement Programs (Phase 1+2) 0/380 3 dice 75R 3%, 4 dice 100R 46%, 5 dice 125R 90%, 6 dice 150R 99%
-[] Coordinated Abatement Programs (Phase 1+2+3) 0/570 5 dice 125R 5%, 6 dice 150R 40%, 7 dice 175R 82%, 8 dice 200R 98%
-[] Tiberium Field Refinery Development (Tech) (New) 0/80 1 die 25R 80%, 2 dice 50R 100%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 643/1030 3 dice 60R 2%, 4 dice 80R 41%, 5 dice 100R 88%, 6 dice 120R 99%

--GDSS Columbia Bays (2 available)--
-[] SCOP Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Very High Density Housing 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] High Density Housing 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Medium Density Housing 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Low Density Housing 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Hospital Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Tourism Bay 0/270 2 dice 40R 3%, 3 dice 60R 60%, 4 dice 80R 96%
-[] Assembler Bay 0/270 2 dice 40R 3%, 3 dice 60R 60%, 4 dice 80R 96%
-[] Spaceport Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%

-[] GDSS Shala (Phase 4) 486/520 1 die 20R 100%
-[] GDSS Shala (Phase 4+5) 486/1525 10 dice 200R 8%, 11 dice 220R 34%, 12 dice 240R 69%, 13 dice 260R 91%

--GDSS Shala Bays (0 available)--
-[-] Core Crops Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[-] Fruticulture Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[-] Experimental Crops Bay 0/270 2 dice 40R 3%, 3 dice 60R 60%, 4 dice 80R 96%
-[-] Habitation Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[-] Animal Husbandry Bay 0/270 2 dice 40R 3%, 3 dice 60R 60%, 4 dice 80R 96%
-[-] Species Restoration Bay 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[-] High Efficiency Void Crops Bay 0/225 2 dice 40R 24%, 3 dice 60R 87%, 4 dice 80R 100%

-[] Lunar Mining Projects (New) 0/210 2 dice 40R 28%, 3 dice 60R 87%, 4 dice 80R 100%
-[] Life Support Processor Development (Tech) 0/80 1 die 30R 75%, 2 dice 60R 100%
Services 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Regional Hospital Expansions (Phase 2) 85/275 2 dice 50R 47%, 3 dice 75R 95%
-[] Autodoc Systems Deployment (New) 0/300 3 dice 90R 30%, 4 dice 120R 83%, 5 dice 150R 99%
-[] Cosmetic Biosculpting 0/350 3 dice 90R 6%, 4 dice 120R 55%, 5 dice 150R 92%
-[] Library Enhancement Programs 0/180 2 dice 30R 56%, 3 dice 45R 97%
-[] Durable Goods Library Improvements 0/165 2 dice 40R 69%, 3 dice 60R 99%
-[] University Program Updates 137/250 1 die 15R 38%, 2 dice 30R 96%
-[] Primitive Prototype Portal Construction (New) 0/400 3 dice 300R 2%, 4 dice 400R 48%, 5 dice 500R 92%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Initiative Laser Systems Deployment (New) 0/590 6 dice 180R 12%, 7 dice 210R 48%, 8 dice 240R 83%, 9 dice 270R 97%
-[] Antiradiation Munitions Deployment (Munitions) 100/270 2 dice 30R 58%, 3 dice 45R 96%
-[] Electronic Countermeasures Improvements (Refit) 0/530 5 dice 75R 5%, 6 dice 90R 36%, 7 dice 105R 76%, 8 dice 120R 95%
-[] ASAT Defense System (Phase 5) 41/435 4 dice 80R 29%, 5 dice 100R 79%, 6 dice 120R 98%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/310 2 dice 10R 57%, 3 dice 15R 96%
-[] Strategic Area Defense Networks (Phase 4) 125/365 2 dice 40R 7%, 3 dice 60R 65%, 4 dice 80R 96%

--MARVs--
-[] Reclamator Hub 0/270 3 dice 60R 43%, 4 dice 80R 89%, 5 dice 100R 99%
--Alt: 2 Mil 1 Tib dice 60R 49%, 2 Mil 2 Tib dice 80R 93%
-[] Reclamator Hub x2 0/540 5 dice 100R 3%, 6 dice 120R 31%, 7 dice 140R 72%, 8 dice 160R 94%
--Alt: 2 Mil 3 Tib dice 100R 8%, 2 Mil 4 Tib dice 120R 48%, 2 Mil 5 Tib dice 140R 87%, 2 Mil 6 Tib dice 160R 99%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/275 2 dice 40R 9%, 3 dice 60R 68%, 4 dice 80R 97%
-[] Reclamator Hub BZ-2 (Richmond) 58/280 2 dice 40R 16%, 3 dice 60R 77%, 4 dice 80R 98%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/680 6 dice 120R 4%, 7 dice 140R 29%, 8 dice 160R 68%, 9 dice 180R 92%
-[] Infantry Recon Support Drone Deployment 0/170 2 dice 20R 58%, 3 dice 30R 96%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/230 2 dice 40R 54%, 3 dice 60R 96%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1) 100/170 1 die 10R 77%, 2 dice 20R 100%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1+2) 100/330 2 dice 20R 12%, 3 dice 30R 72%, 4 dice 40R 97%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1+2+3) 100/490 4 dice 40R 21%, 5 dice 50R 69%, 6 dice 60R 95%
-[] NovaHawk Development 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/145 1 die 20R 7%, 2 dice 40R 84%, 3 dice 60R 100%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 3) 50/165 1 die 10R 32%, 2 dice 20R 93%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%, 2 dice 70R 100%
-[] Ground Forces Zone Armor (Set 2) (Phase 1) 0/340 3 dice 60R 6%, 4 dice 80R 51%, 5 dice 100R 90%, 6 dice 120R 99%
-[] GD-3 Deployment (Phase 1) 0/295 3 dice 30R 25%, 4 dice 40R 78%, 5 dice 50R 98%
-[] GD-3 Deployment (Phase 1+2) 0/590 6 dice 60R 12%, 7 dice 70R 48%, 8 dice 80R 83%, 9 dice 90R 97%
-[] GD-3 Deployment (Phase 1+2+3) 0/885 9 dice 90R 6%, 10 dice 100R 28%, 11 dice 110R 61%, 12 dice 120R 86%, 13 dice 130R 97%
-[] Stealth Disruptor Deployment 0/170 2 dice 30R 58%, 3 dice 45R 96%

--Navy--
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/145 1 die 25R 2%, 2 dice 50R 78%, 3 dice 75R 99%
-[] Shark Class Frigate Shipyards (Seattle) 0/240 2 dice 40R 7%, 3 dice 60R 65%, 4 dice 80R 96%

--Steel Talons--
-[] Modular Rapid Assembly Prototype Factory 0/280 3 dice 60R 35%, 4 dice 80R 85%, 5 dice 100R 99%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%, 2 dice 40R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Transfer Funding to InOps 1 die auto
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 1 die auto
-[] Expand Grants Programs 1 die auto
-[] Make Political Promises 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
-[] Trade Programs 1 die auto





--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.

A/N: I do have a Ko-fi in case people feel like helping out.
https://ko-fi.com/ithillid
 
Last edited:
Q3 2063 Results


GDIOnline Q3 2063


Tiberium Harvesting Disaster Thread XVIII or: where'd that mountain go?


Sabrina_Score

So far the Initiative has kept fairly quiet, just standard issue, form letter "shelter in place" or "first stage evacuation" orders. A "Tiberium outbreak Incident" usually does not produce this level of impact though, I have seen entire neighborhoods pulled out and cordoned off, and the skies have not been clear for days at this point, so I am getting worried.
Here is what we do know, at some point in the recent past there was a major event in the Anadyr region, the Initiative is responding, but keeping most things fairly quiet, and going ahead and just fixing it. I have not seen much in the way of action, but I am a bit out of the way.

Again, the Initiative is fixing it, we should not have to worry too much about things, just pay attention to the newscasts, pay attention to local announcements, and if there is something the Initiative thinks you need to know, you will know it.


FloatingWood
… I don't think we have seen a warning like this in what, 15 years? IIRC a warning like this spawned the Australia Red Zone, and, well, the Temple Prime blast gave a global warning of this kind.
I know you youngins don't know how bad it got before you were born, but 'regional tiberium contamination warnings' used to be pretty common until the early 2040s. Tiberium laden ion storms are horrifying, and until GDI rolled out the sonics in the late 2020s there was literally nothing that could be done beyond praying the harvesters got there quickly enough. Those sonic generator stations and the big walls around the BZs aren't there to keep out Nod, you know?


GDIWife
Is there anything to show this might be a Nod attack?

InTheZONE
I've heard a couple of things through the NCO grapevine. Obviously can't give out details, especially as I'm not 100% sure what's true and what's BS but from what I've heard local units aren't responding to it as if it was a Nod attack. Take with the usual significant helping of salt from information this early. Do what the warnings say, don't be an idiot and go out, shelter in place instead. Look at your local area's official GDI web page for support if you're low on food or need medical support, they have people trained to go out in this stuff.

Most importantly, don't panic. It's impossible to really know how big an event this is just from the cordoned off areas (Typically they'll have drawn the cordons larger than actually needed just in case) and this kind of event is something that GDI has been preparing for for decades.


Sabrina_Score
#GDIWife
From the civilian side, nothing. And nothing on the Brotherhood moving to take advantage either.


KneeDeepInTheTib
They haven't bothered us about redeploying to Siberia so either they're asking other people or it's not an attack.


MooringOutToSea
Maybe it's just good old fashioned incompetence? GDI has been rather good at cleaning up tib these last few years, so we were due for an accident.


FloatingWood
Well, public sources point the origin as a vein mine. Maybe something weird happened underground?


ScissorsBeatRock
Liquid Tiberium deposit, maybe. If you get a rotation on a hub in the Red, they warn you about keeping weapons-tight around those. Volatile as hell. Temple Prime and Australia were LTib detonations too, but it sounds like this was smaller, and thank fuck for that.


LogyLoggie
Shipping is up, obviously, but from what I am seeing it doesn't look like the situation is considered an emergency, as opposed to just "important/urgent". Woke me up, so it's definitely a problem, but not something outside of "we can deal with this".


InTheZONE
Doesn't look like they've put border troops on high alert like they would if it was Nod. The mine's looking likely, in which case I feel sorry for the poor bastards working there. At least those things are mostly automated so the death count is probably relatively low.


LastLizard
Who knows, maybe Nod had an accident. They're doing as much tib mining as they can in general too, and they might be mining underground these days as well. Harder to see from the sky and all that. They could have hit a liquid tib deposit instead of us. I hope it wasn't a liquid tib deposit though, even a 'small' one of those could be utterly nasty.


SerendipitousSpace
What ever it was its was big like see it from orbit with the naked eye big. I know that because I saw it from space with the naked eye the cloud/smoke from the area.

Q3 2063 Results

Resources: 1265 + 25 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 94
SCIENCE Meter: 3/4

Free ‌Dice:‌ ‌6 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
24.99 (+0.04) Blue Zone
0.06 (+0.01) Cyan Zone
23.05 (+.02) Yellow Zone (104 points of mitigation)
51.90 (-.07) Red Zone (86 points of mitigation)


Current Economic Issues:
Housing: +72 (9 population in low quality housing) (+1 high-quality housing per turn)
Energy: +34 (+5 in reserve)(+5 per turn from sub-departments)
Logistics: +26 (-2 from military activity)
Food: +29 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +25 (+2 per turn from Distributed Industrial Authority) (+304 in reserve)
STUs: +6
Consumer Goods: +242 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (+1 per turn from perennials) (-1 per turn Q1 2064) (Net +14 per turn)
Labor: +28 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-4 per turn from private industry) (-1 per turn from other government) (Net +0)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2760/3800)‌ ‌(900 IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +140 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +6 per turn
Production: +30 per turn
Consumption: -24 per turn
18 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-12 Other (8 Structural Alloys, 2 Hovercraft, 2 Gravitic Shipyard)
6 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks

Projected Fusion Power Plant Decommissioning
-3 Energy Q3 2063
-8 Energy Q1 2064
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2067
-16 Energy, +1 Labor Q3 2067
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2068
-16 Energy, +1 Labor Q4 2068


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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌58;‌ ‌30; ‌140)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌270;‌ ‌144;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌20; ‌315)‌ ‌
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 ‌(460;‌ ‌278;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Provide 27 Consumer Goods points from the Treasury
Provide 1 Consumer Goods from Agriculture
Increase Income by 480
Increase Tiberium Processing limit by 470
Increase population in space by 16.85k
Provide 20 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn

Projects

Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Complete at least 2 Blue Zone Inhibitors 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 4 Ground Forces Zone Armor factories
Complete all of the following projects:
Complete Transorbital Fighter Development or follow on heavy ship development and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Coordinated Abatement by end of 2065
Complete Post War Housing Refits

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 Refit Department
Hand off at least 10 more 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
For the Ground Forces, the current priorities are simple, and straightforward. Replacements. With the tip of the spear equipping itself with Zone Armor, and the program looking to expand its deployment widely, many of the current systems are simply no longer as viable as they should be, especially when considering the increase in logistical weight that changing infantry equipment to the new standard will require.
  • Steel Talons
The Steel Talons broadly see their programs as having been reasonably well funded, and don't actually have much in the way of specific problems that they are looking at solving. Crawlers, drones, lasers, plasma weapons and the like are all useful, but all are fields where there is a significant difference between what can be built, and what can be deployed.
  • Air Force
Air Force assets are increasingly old, and need updates to maintain combat viability in an aerospace threat environment increasingly dominated by repulsortech platforms like the Barghest or Kelpie. Lasers are a key part of this, increasing effective gun ranges and combat endurance for conventional aircraft. Additionally, the Air Force is looking seriously at what is needed for development of repulsortech platforms of their own.
  • Navy
The Navy's needs are simple. Hulls and tech. While the shipbuilding programs are still underway, getting the last of the Sharks in the water and beginning to deploy the Island class will significantly free up naval assets for other operations, and permit a significant upgrade cycle as GDI will finally be able to substantially improve the aging fleets of battleships and fleet carriers, without leaving substantive gaps in its naval strength.
  • Space Force
The Space Force is currently looking outward. Between SADN and other programs, it sees the threat of the Brotherhood of Nod to its charges as being at a relative low, while the threat of alien invasion seems relatively high. Building transorbital fighters or some form of space warship, likely built off the Conestoga platform, are high priorities, and will need significant investment in orbital infrastructure to pursue.
  • Zone Operations Command
ZOCOM still feels overstretched, while their work is critically important, and substantially being supported by the Ground Forces Zone Armor program and technological upgrades, it is some of the hardest work GDI does. While it can continue the offensives into the Red Zones, there are still noticeable limits on what it can do.


Politics
With campaigning for the coming election in full swing, GDI is preparing to see a significant shift in political fortunes, and a likely increase in polarization. With victory over the Brotherhood seemingly attained for the moment, and multiple warlords willing to work with GDI against their erstwhile brothers in arms, Litvinov is riding a notable high. While negotiation with the Brotherhood is always a fraught position, and one that the vast majority of the Initiative does not support, it has been somewhat successful so far, and the overall political winds await the fallout, positive or negative.



[ ] 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 277/480: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) [89, 29, 77, 29, 56]

While the Initiative has certainly not stopped building arcologies since the last completed major phase, there has been a major difference in pace. Most arcology construction by the bureau has been in the form of relatively small projects focused on specific areas, often ones of strategic import. For example, in South America, many of the workers for the industrial complex that Stahl hit have seen their families relocated into arcology housing, in part to keep morale up and ensure that work on critical industrial supplies maintains a relatively high pace.

When the Treasury moves however, things are different. Rather than individual arcologies dotted around the map, there are triads and more, grandiose complexes all independent but feeding into each other, each offering nearly everything a person needs to not only survive, but live, and live to a very high standard even without going outside.

There has also been an evolution in arcology design; advances in life support systems as a result of work in space have decreased the required volume dedicated to such systems, better hydroponics technology has resulted in between five and ten percent less water waste in the green spaces, and a wide variety of other minor improvements across the system distinguish the newer designs from those patterned off pre-war arcologies. While even added together they are far from being enough to significantly shift the quality or upkeep costs, they are noticeable, especially in the structures that are being built as extensions to existing arcology complexes.

[ ] 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 165/165: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 33/160: 10 resources per die) (-5 Housing, +3 High Quality Housing) [57]

The displacements that come with postwar housing refits have continued to produce discontent, although not particularly much. Essentially, the problem is that the postwar housing had become something of a place for unattached youth and the elderly, due to proximity to city centers, relative safety from Nod, and extremely low to negative rents all combining into an attractive package for the population that does not demand as much space as a family. For as much as the luxuries and improved ease of access to goods and services the refits offer are appreciated, the major complaints from those displaced are 'too expensive' and 'too large.'

[ ] 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 220/220: 25 resources per die) (+5 Logistics)
(Progress 27/160: 25 resources per die) (+8 Logistics) [61]

Suborbital flights are likely never going to be commonplace – a combination of the sheer expense involved in flinging hundreds of tons of metal, meat, and material through the atmosphere, and the fact that GDI has often seen disruptions to the global supply network, with regions being cut off from the rest of the Initiative for months or even years. Additionally, there is the problem that most travel is far more practically done by much shorter hops using more conventional aircraft. There is little need, and relatively little demand for a direct flight from London to Seoul. Few people need or even want that degree of speed and convenience, especially given that flying on a shuttle is far from a gentle experience. While not as rough a flight as an orbital launch for the sake of passenger comfort, it is still something of a roller coaster, as much as anybody still uses that terminology.

In terms of practical use, expanding the number of landing strips has made it far easier to create a regular schedule of flights, with the Initiative craft crisscrossing the globe carrying whatever is needed. However, there is a second, often unspoken element to the program. These strips, and these shuttles, are also the staging ground for mass evacuations. Too few and too far between to actually move more than a few percent of the population in case of disaster, but it remains a few percent that can be moved in extremely short order, compared to the logistics of moving a similar number by road, rail or ship, let alone marshaling the fleets of conventional aircraft necessary to do the same thing.

[ ] U-Series Alloy Foundries (Phase 5)
A final phase of U-series alloys will see another shift in GDI's abilities to use metals, and while it won't replace many of the current uses of conventional metals, the industrial impacts have already been substantial, and the current foundries are likely to be core to GDI's future projects in a wide array of cases.
(Progress 485/485: 40 resources per die) (-4 Energy, -1 STUs) (5% discount on many projects)
(Progress 68/480: 40 resources per die) (-4 Energy, -1 STUs) (Improves Tib mining efficiency) [34, 79, 16, 53, 65]

Finalizing the expansion of the use of U-series alloys, at least for the time being, has seen a noticeable increase in overall productivity, especially as there is finally enough for it to begin slipping outside of the Treasury's direct control, and into the hands of private industrial interests. While currently all of them are distinctly small scale, building more curiosities than practical effects, there is a noticeable market for domestic xenotech. Metals may not be nearly as exciting as, for example, a hardlight projector, but they are still something that represents just how far GDI has come in the last decade, a tangible proof that alien knowledge has come to serve the Initiative.

While there has been no shortage of attempts to turn the knowledge gained into weapons (and especially melee weapons), this is proving to be a difficult task. This is because there are substantial differences between what makes a good structural component, and a good blade. One key element is how well it takes differential heat treatment. On a blade, some parts, especially the cutting edge, need to be quite hard, while other parts, most notably the core, actually need a far higher level of elasticity in order to prevent the blade from acquiring a bend or even breaking. Metal structural components, in contrast, generally need high levels of elasticity and tensile strength all over to resist shear stresses, while the compressive stresses where hardness is most beneficial is often handled by the 'concrete' component of reinforced concrete.

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 2) (Updated)
With second generation plants a proven concept, GDI needs a relatively rapid pace of construction, with the first of the first generation plants expected to begin reaching serious failures in a matter of years, and the limitations on construction speeds meaning that total production is noticeably bottlenecked.
(Progress 305/305: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than three dice can be spent on 2nd Generation CCF per turn)
(Progress 143/305: 20 resources per Die) (+19 Energy) (-1 Labor)

While the peaker plants began failing last quarter, the rest of the plants were decommissioned over the course of this quarter, with two slated as potential museum sites, one situated near Quimper in Brittany, and another south of Tokyo. While neither has been properly fitted out to serve as museums nor is it not likely that they will be in the immediate future; the ticking clock of Tiberium must first be solved one way or another. At this point, there is a fundamental temporal problem for all human construction, with so much of it lost or destroyed, there are large parts of the Initiative demanding a retention of the past, acknowledging all its splendor and all its horrors, but with others seeing it as a pointless struggle that has to be weighed against the war for survival itself.

The actual construction has gone well enough. Confinement systems for plasma are already tricky things when it's merely a closed system, but with the need to extract energy for power production the fusion plants' systems require careful calibration, which take a substantial amount of time, as are the ongoing refit programs for the factories that produce key components, especially the shielding blocks for the more delicate machinery near the fusion chamber to protect them from the worst of the radiation. Similarly, actually extracting energy from plasma is another complex matter, as a misalignment of less than a millimeter can be the difference between the particle charge generators or heat exchangers functioning properly, or becoming a cloud of superheated debris.

[ ] 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 1143/1100: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects) [8, 67, 98]

Reykjavik's completed myomer macrospinner is a grandiose, sprawling complex with a number of campuses at this point, scattered across the city's environs. Every day, dozens of ships rest in the harbor, loading or unloading cargo, most then leaving with holds filled with myomer bundles bound to destinations around the world. And the factory, the factory never sleeps. Even in the dead of night, the whirr and thrum of the machines is a ceaseless chant, a hymn to the gods of industry, pouring forth kilometers of heavy duty myomer every hour.

Private interests have begun sending teams to begin learning how to make myomer bundles of their own. With the Brotherhood of Nod already having equal or better myomer technologies, it is not considered to be a substantial military risk when it comes to proliferation. While the Initiative is likely to always command the heights, there is little real danger in allowing common development, especially as more eyes can potentially bring new applications – with the biggest area of interest likely being in personal robotics. For example, there is Ornicorp – a small, privately held team based out of Dublin – which is working on ultralight ornithopters. While almost completely outside the range of actual practical utility, the idea of flying like a bird – or at least a dragonfly – has often been of interest to large sections of the population.

[ ] Adaptive Clothing Development
While the Brotherhood of Nod primarily uses chameleonware as a means of providing a "smart" camouflage against a wide variety of backgrounds, the Initiative is more interested in civilian fashion uses of this technology, especially as many of the Initiative's uniforms make widespread use of localized camouflage already.
(Progress 66/60: 15 resources per die) [32]

Adaptive clothing technology is both notably practical and potentially amazingly impractical. The mechanism is fairly simple, and biomimetic. Guanine nanocrystals are layered into a non-fibrous, semi-transparent surface – the same basic mechanism used by chameleons to change the color of their skin, and controlled via electrical impulses.

On the practical side, the biggest thing is actually ease. With camouflage, the primary goal is not to be invisible, but to break up the outline and make it more difficult to localize an individual or vehicle. This may seem odd when the first step of not being killed is generally considered not being seen, but actual invisibility is hard, while not being noticed even when in field of view is substantially easier.

A standard pattern of camouflage makes that harder, however, even enhanced by coatings of texturing paint to make the lines significantly less distinct as is common procedure. The boron carbide plates that make up a significant part of the Initiative's infantry armor tend to leave noticeable profiles despite best efforts, but adding sections of adaptive camouflage to the softer sections – such as around the elbow and wrist joints, backs of the knees, and around the neck – significantly help in breaking up the outline of an Initiative soldier just that little bit more.

On the other side, there is the 'dazzle camouflage' approach, more appropriate to the world of fashion than the battlefield. The simplest, and usually easiest way to use adaptive cloth, is to simply integrate a set of microcontrollers, and play regulated patterns across the cloth, with most patterns using simple geometric or natural arrays to create flashing visual interest. The other approach is to actually use a set of heat sensors placed against the body and apply the feedback from those to adjust the coloration on the surface.

"You want to do what?"
"I want to see if I can use a piece of chameleon cloth as a TV screen, and upload an episode of 'Tiberium Love' on it."


[ ] 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, with their efficiencies creating cascade effects.
(Progress 203/230: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods) [45, 17]

Agricultural mechanization has run into a number of issues, the biggest being the shift in needed skills. While farm work has needed mechanical skills for centuries, the next generation of robots has shifted the needed skill set once again. Repairing a myomer-based walker, designed to precisely step between rows of crops, or calibrating a grabber so that it can pluck berries without squishing them is in and of itself a set of skills that the vast majority of Initiative farmers simply don't have, and ones that there are fairly limited means to learn. While farmers are looking to learn those skills, they are competing with factory workers, and other departments for a skill that is less than a decade old – and in many cases, losing out.

[ ] Reforestation Campaign Preparations (Phase 1)
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 457/815: 5 resources per die) [18, 19, 7, 45]

Most of the regreening prep has actually been in metal this quarter, specifically in preparing specialist aircraft, designed to lay down large areas of seed very efficiently. While traditional seeding processes are typically manpower-intensive and relatively slow, an airbase can host dozens of seeder craft, and one such seeder craft – even a relatively small one such as a converted Hammerhead – can carry tens of thousands of seeds, and a one- or two-man crew can often fly multiple seed bombing runs a day.

The idea of dispersing masses of seeds by air is far from new, with the first uses being in the 1930s, when Honolulu attempted to use aerial seeding to repopulate forests that had burned down in a series of wildfires on the island. These were broadly unsuccessful due to the seeds lacking enough velocity to penetrate the soil, and thereby deter predation – and in fact lead to an explosion of rodent populations on the island. The first successful seed bombing campaigns were likely in Oregon, where in the 1940s some two and a half square kilometers of forest and grassland were seeded, and 1946, the Crown Zellerbach corporation seeded about four square kilometers using similar methods. It has in fact been used for land reclamation purposes before, albeit from the sea rather than Tiberium. During the 1950s crop dusters were used to disperse reed seeds into the newly drained polders of Flevoland to stabilize the soil and improve drainage.

[ ] Tiberium Vein Mines (Stage 9)
The rapid development of underground Tiberium mining has pushed the Initiative towards digging deeply and greedily, searching for dangerous treasures deep below ground. While the mines are becoming progressively more expensive, they are still worthwhile from both environmental and economic perspectives.
(Progress 160/160: 20 resources per die) (Additional Income Trickle [25-35]) (-2 Capital Goods)
(Progress 36/155: 20 resources per die) (Additional Income Trickle [25-35]) (-2 Capital Goods) [nat 1, 95]
Income 1d3: [2] = +30 RpT

On 19th September, the Mount Belaya Tiberium mining complex detonated in a multi-kiloton explosion, throwing clouds of dust in a blast radius that covered much of the Anadyr highlands and the Siberian Blue Zone, with some clouds even reaching as far south as Hokkaido.

While it is difficult to find the cause due to a combination of factors, most notably the recording backups actually being within the blast radius of the detonation, the most likely answer is that the complex hit a previously unknown pressurized pocket of liquid Tiberium that created a fuel-air explosion and propagated back into the pocket.

Immediate casualties were limited to the few dozen men and women working the immediate mining complex largely working in the surface worksites, the maintenance barn, and the control center. Casualties from the after effects of the event are still trickling in, and are substantially higher, especially as GDI was forced to rush significant numbers of abatement assets into the region.

The political and practical consequences of the detonation are likely to be far more lasting. The blast was impossible to downplay, especially since the detonation of Temple Prime GDI has seen significant paranoia about the potential of liquid Tiberium explosions, and in light of the detonation, that paranoia has become not only justified, but if anything, understated. The Initiative has seen substantial public pressure to increase safety margins, and maintain far larger and more capable reserve forces to respond to future detonations, both of which will steal away significant assets that could otherwise be moved to the front lines of the war on Tiberium.

[ ] 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 4 (Progress 134/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) [43]
-[ ] Blue Zone 9 (Progress 109/85: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) [10]

In the Arabian Zone, negotiations with the Caravanserai have broken down, with no consensus in sight. This is primarily due to GDI's minimum needs, and internal divisions within the Caravanserai.

For the Caravanserai, there are three competing and overlapping concerns. First is the absolute need to avoid becoming another Hassan, another Marcion, another puppet of the Initiative, beholden to Blue Zone masters and an easy target to rally the rest of the Brotherhood against. There is a long history of the Initiative using Brotherhood warlords as proxies in areas that it does not believe it can control, or to produce calm fronts where it can turn armies against warlords that more actively oppose them. It has never resulted in good outcomes for the warlords who accepted that poisoned fruit, or the people who followed them.

Second is the need to defend the holy cities of Mecca and Medina, the Hajj, and more broadly their Arabian holdings as the core of the organization. While the close relationship with GDI has been notably successful in protecting the cities, it has put the Hajj under substantial threat. Many of the global warlords are increasingly hesitant to facilitate the activities of the Caravanserai, and some have begun to demand more assurances and other concessions to ensure that the Caravanserai are not acting as proxies for the Initiative as they move across the territories.

Third and finally, there is the ongoing conflict with Mehretu, and the overall need to maintain relationships across the Brotherhood of Nod, as they find allies with people like the Bannerjees.
Defining the relationship with GDI as being any closer than they already do – using the Initiative armies and navies to protect themselves against open retaliation from Mehretu, cooperating with GDI in protecting the major holy sites, and facilitating the Initiative's muslim population in visiting those holy sites - is out of the question, at least until the situation changes.

In Australia, the process has been complicated and hampered by the pattern of growth of the Tiberium. Back in the 2030s and 2040s, before the destruction of GDI's research program into liquid Tiberium in the Australian outback turned much of the area into a Red Zone, Tib had been substantively, although certainly far from entirely, controlled. The thing is that unlike most other Red Zones, Tiberium has not had the time to penetrate deeply into the soil. The veins and rivers of deep Tib simply don't exist in the Australian outback in the same way that they do elsewhere, with much of the Tiberium contamination distinctly shallow, with fragmented deeper incursions.
This has meant the need for far more inhibitors than initially budgeted for, and the construction of a number of small bases across the Outback to support them, due to the way that all human settlement has hugged the coast. While neither have actually stopped the project from completing, it has meant that many of the construction crews will need to be rotated back to the back lines for rest and relaxation in the coming months.

[ ] Red Zone Border Offensives (Stage 5)
A final major offensive across the northern section of Australia will see GDI make good the last of the gains of the Regency War, and reap the economic benefits of the conflict. While still a serious strain on the Zone Operations Command, it is one that likely can be borne, especially if GDI slows down on other red zone operations.
(Progress 245/210: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy) [48]
Income 1d5: [2] = +20 RpT

The final phase of Red Zone Border offensives has been unleashed with Initiative teams forcing Tiberium back, one bloody step at a time. But forced back it has been, with the campaigns first formulated in the wake of the Regency War now completed, the grounds prepared to switch from securing against Tiberium attack to sieging the newly taken territory and cleansing a gaping, rotting wound in the Earth.

One of the benefits of operations in the Australian Red Zone is that the Brotherhood of Nod in the region has been utterly broken, the organization rendered down to fragmented cells armed with nothing heavier than VBIEDs. Although it would be foolish to believe that this means that local Nod forces lack sophistication, it does mean they lack in equipment, notably easing security requirements. Far more punishing is the environment. Water is a critical resource, one that, for most of the bases, has to be shipped in. Even with the Initiative's capacity to recycle water, using it again and again, there are substantial nonrecoverable losses with every day of operations. Maintaining the water supply is a significant risk and expense in this operation, as it puts a considerable demand on the supply lines that would otherwise be serviced with the base's own filters and processing. GDI's logistics arm is vast and mighty, but even it strains under the load, limiting the number of fronts and number of outposts that GDI can maintain in trying to push the line back.

[ ] Coordinated Abatement Programs (Phase 1)
While GDI and the Brotherhood of Nod have quite a few disagreements, and many elements within the Brotherhood worship Tiberium, not all of them do, and for those with more sane ideas about the crystal, allowing GDI abatement crews through their lines is a significant ask, but not an unreasonable one.
(Progress 190/190: 25 resources per die) (+2 Red Zone Abatement)
(Progress 88/190: 25 resources per die) (+2 Red Zone Abatement) [67, 51]

The coordinated abatement projects are still a distinctly problematic area. While local Brotherhood radicals have been quieted by their superiors, oftentimes by a quiet word about not rocking the boat, and other times by more direct means, GDI convoys often still have to pass through sections of Brotherhood assets acting hostile or demonstrating their strength.

One bright spot is in how the actual harvesting crews have begun to work together, with especially Yao but also Bintang and the Bannerjees encouraging the effort. While GDI and Brotherhood methodologies are distinctly different, and have different goals, the harvesting crews out at the tip of the spear have been able to exchange tips, tricks, and safety measures to try and help both of them stay safe in their toxic environments. At the same time, reports of fraternization have increased notably, with the two sides exchanging food, supplies, and a number of basic luxuries.

[ ] Tiberium Field Refinery Development (Tech) (New)
While the Brotherhood's practice of dumping waste products is not particularly viable for the Global Defense Initiative, especially given the comparative locations, there is a Brotherhood method that can be adapted to the Initiative's needs – specifically, their lightweight field refining methods, which can likely be crammed into the interior of a Mammoth Armored Reclamation Vehicle.
(Progress 131/80: 25 resources per die) (Makes MARVs produce STUs) [87]

When it comes to refining Tiberium, two things – no matter the generation of methodologies in question – have remained constant. Size is directly and harshly correlated with efficiency, and inefficiencies are incredibly dirty.

The Initiative and the Brotherhood of Nod have often followed two very different tracks when it comes to their methods of refining Tiberium. GDI has always, from the very first Tib refineries built in 1996 and 1997, focused on large, technologically sophisticated, and extremely expensive refining projects. Centralized operations like Jeddah and Chicago have continued this trend, backed by legions of smaller facilities located around the world. Of course, facilities so sizeable and expensive are good targets for bombing raids, sabotage, and other Brotherhood activity, but they are also far from soft targets, and oftentimes have been judged to not be worth the risks or the losses.

For the Brotherhood, a seventy year span of GDI air and orbital superiority has forced them to accept dirty, inefficient, and often extremely dangerous methods. A smaller amount of finished product, worse pollution contaminating the air and soil, and higher rates of industrial accidents inflicting casualties on the workers, are for most warlords and most territories simply the better option compared to the risk of ion or Firehawk strikes. On the lowest end of the spectrum are mobile refinery operations. A severely stripped down thing, a modern mobile refinery setup can be operational within an hour from a convoy of trucks, and be ready to move after shut down within two. While not always fast enough to short circuit GDI OODA loops and avoid strikes, it often is, and while they are far less efficient than GDI, or the facilities safe behind Brotherhood lines, they can operate in immediate proximity to the battlefield, and thereby substantially shorten Brotherhood operational logistics chains.

GDI's version takes advantage of the nature of the Red Zones. With a full containment seal an effective requirement, GDI's Mammoth Armored Reclamation Vehicles are – just barely, sort of – large enough to fit an extremely stripped down APK refinery system into the frame of the vehicle. Rather than trying to contain, reprocess, or refine much of anything beyond the easiest, it can simply vent or dump anything inconvenient over the side, leaving it to the Tiberium around it to claim whatever leavings it produces.

[ ] GDSS Columbia (Phase 5) (Updated)
The final planned expansions to the station, adding another two thousand souls to its population, have been started, but there is still much work to be done, with the array of bays available, and the broader problem of shifting the station from a rapidly constructed habitation to something that is livable as a long term project. (Station)
(Progress 956/1030: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support) [92, 5, 99]

Columbia's external appearance is complete. The station is a shining beacon in the dark, a prototype, and nothing more, but a prototype for life off of Earth. A mark that GDI has plans for a human future beyond the confines of a dying world.

It is the insides however, that are still unfinished. Most of the living quarters are bare, and the entire station is under-pressurized, with not enough air having been delivered this quarter to fully pressurize the station. While not insurmountably problematic – the air pressure being roughly the equivalent of two and a half kilometers above sea level – it has been unpleasant for many of the crew, not used to such thin atmospheres.

Now that Columbia's shell is finished and elections are about to start, it is an opportune time to lock-in what bays will eventually be added to the station. Of the six available slots, two slots are currently occupied by a Medium Density Housing Bay, and a Hospital Bay. Choose four (4) additional bays to lock-in. A bay can be selected multiple times (x1, x2, etc.). Vote is by plan.

-[ ] SCOP Bay
While Columbia is not laid out to take maximum advantage from solar energy, and its organization is not designed for farming, single cell organisms (a mixture of yeast, algae, and a handful of other producers) can be farmed on the station, producing a mix of carbohydrates, proteins, and fats that will keep people alive, and serve as a baseline for outsystem feeding as solar energy becomes increasingly less available.
(Progress 0/315: 20 resources per die) (+3 Food, +6 Food in reserve)
  • Potential for better recycling systems and improved food production in the outer system
  • Relatively cheap
  • Derived from CRP systems, improved CRP, although only as continuous production, rather than standby.
  • Does not typically taste good.

-[ ] Very High Density Housing
While any housing in space is going to be in massive demand, the very highest densities possible may well be a step too far, with cramped accommodations even by the standards of late 20th century space exploration. While it will be livable, and have the capacity to handle large numbers of people, it will not be comfortable or particularly desirable in the long run.
(Progress 0/315: 20 resources per die) (+1.5k Permanent Residents)
  • Maximum population per resource output.
  • Effectively required for mass evacuations should it become necessary
  • Limited accommodations, risky if damaged.

-[ ] High Density Housing
By noticeably cutting the population supported, a significant amount of room can be freed up for amenities. While it will still be cramped, it is something that can be worked around with communal spaces and a schedule built to keep people out of their accommodations as much as possible.
(Progress 0/315: 20 resources per die) (+1.2k Permanent Residents)
  • In most ways a less extreme version of very high density
  • Significantly lower risks if damaged.

-[ ] Medium Density Housing
While building essentially standard apartments in space is not a particularly efficient use of resources, Columbia is a testbed and one where the comforts of home may well be needed. If the Initiative is to not simply survive in space, but live and thrive, concessions will have to be made towards the creature comforts that Initiative citizens generally expect.
(Progress 0/315: 20 resources per die) (+0.8k Permanent Residents)
  • A second Medium Density Housing bay
  • Most tradeoffs already known

-[ ] Low Density Housing
Building to a much higher standard, and one that, while not as well appointed as an Initiative arcology, is genuinely comfortable by civilian standards, building low density segments may be considered absurdly wasteful by the standards of a full scale evacuation from Earth. However, in the long run, such furnishings are likely to be the aspirational standard that the Initiative may hope to achieve some day.
(Progress 0/315: 20 resources per die) (+0.5k Permanent Residents)
  • Substantially nicer to live in
  • Significant opposition from Starbound
  • Lowest risk of losses from damage.

-[ ] Hospital Bay
A second hospital bay would substantially increase GDI's ability to treat patients and reduce losses in space. Primarily, this bay would play host to a range of specialists and clinics. While, for example, general dentistry, up to the removal of teeth are already practicable, there are far more advanced procedures that can be required, especially when considering the risks of vacuum exposure, and high doses of radiation.
(Progress 0/315: 20 resources per die) (+1 Health, up to +3 when there are enough people in space to fill the beds)
  • A second Hospital Bay
  • Begins to add a substantial number of specialist medical conditions to the list.
  • Adds a lot of slack to the orbital medical system, such as it is.

-[ ] Tourism Bay
While more a bagatelle than a practical unit, offering temporary orbital accommodations for a cycling population would both be a means of shoring up broad political support and allowing more people to experience space than just the limited number of specially prepared settlers
(Progress 0/270: 20 resources per die) (+5 PS +4 Consumer Goods)
  • Allows a flow of tourists and temporary visitors to the space station.
  • Has noticeable risks in terms of day to day operations as most residents are less prepared than the limited flow brought so far.
  • Supported by Free Market, Market Socialist, and Starbound parties

-[ ] Assembler Bay
While much of the actual industrial work in orbit is being done on Enterprise, and will be done on future Lunar, Martian, and asteroid belt industrial clusters in the future, integrating light industry and automated assemblers will be an expansion of the Initiative's ability to produce goods in space.
(Progress 0/270: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)
  • Adds light, medium industry to Columbia.
  • Limited ability to self repair, and otherwise support itself, although does require outside inputs of raw and processed materials.
  • Jobs program, although not really required.

-[ ] Spaceport Bay
With GDI's space presence continuously expanding, management and distribution of increasingly civilian passengers and their limited cargo has become more and more complicated. The Spaceport Bay will streamline the connections between earth and all four current GDSS Stations, and future-proof the earth-orbit-lunar traffic of people for the manyfold future increase of orbital and lunar residents needing to move between locations. It will be a central hub for passenger shuttles and have the infrastructure to service to the needs of both the shuttles and their human cargo.
(Progress 0/315: 20 resources per die)
  • Futureproofing
  • Makes lunar colonization marginally cheaper
  • Makes future earth orbital work stations significantly easier to live on.


[ ] GDSS Shala (Phase 4)
As Shala has been rapidly expanded, the station is still somewhat skeletal, especially in the core and the periphery, but at the same time it has bulked out, with new residencies, new agricultural platforms, workshops and docking ports. Continuing expansion will see significant work done to expand food production and see additional farmland made available for transport across the solar system. (Station)
(Progress 520/520: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+3 available Bays)
(Progress 367/1005: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays) [82, 28, 35, nat 100]

GDSS Shala has reached a critical milestone, with multiple new growth bays opening up as the snowflake grows yet larger. However, the station has undergone a significant redesign, opening up additional space both interior and exterior, creating the potential for substantial expansion of the Shala's capabilities.

Shala had always been intended to house and maintain six modules of a to-be-determined nature, originally situated revolver style around the core. Yet, technology has substantially outstripped the original design. A revised structural system utilizing modern, U-series alloys, takes far less space, far less mass, and most importantly for the changes in the design, requires far less cross bracing and other elements that take up internal volume. Space for a seventh bay for additional capabilities has been opened up by the redesign. While it required breaking apart the station and reassembling many of its outermost structures, the need for additional space was deemed great enough that it was worth the relatively small cost.


-[ ] Hospital Bay
All of the Initiative's space stations are generally decently equipped with medical supplies. However, they lack cutting edge equipment. While they can theoretically conduct most surgeries developed before the mid 20th century, that is still a fairly limited spectrum, and for most really serious cases, the best that they can be expected to do is stabilize a person for delivery to terrestrial hospital systems. This would fix that.
(Progress 184/315: 20 resources per die) (+1 Health) [18, 23, 65]

Excerpt from quarterly review of GDSS Columbia Hospital development by Erewhon

"To Report My progress, open report QRCH-1E."

Pause followed by the managing officer asking for a verbal review.

"To Report My progress, please open report QRCH-1E. To Assess, tasks assigned to My control have progressed ahead of Schedule. To Assess further, my contributions Exceed those assigned to You by a factor of 2."

Silence

"No not you individually."

Further silence.

"To unofficially Report, this meeting is Unnecessary. You have been Informed of My progress and issues to this time Previously. To unofficially Report, I have made Satisfactory progress in developing the Largest Ambulance ever constructed."

[Other officials question what that means.]

"This Hospital is constantly moving and meant to allow You wounded above Earth to Survive until they can be transported down. This is an Ambulance. To Officially State, I would like to go back to Working Now."

[Erewhon disconnects from meeting communication at this time. Work drones immediately restart work.]


[ ] Life Support Processor Development (New)
While most of the Visitors' assets did not need oxygen and the like in the same way that humanity does, they did use a significant number of systems that did to one extent or another. and the life support systems that they used are nothing less than miraculous. While GDI's systems are good, they are nowhere near as compact, efficient, and stable as those used by the Visitors, and building derived systems should make exploring deep space significantly safer.
(Progress 122/80: 30 resources per die) [83]

GDI has spent millions of man hours and poured mountains of treasure into building life support systems and improving them. Nearly every building in the Initiative is fitted out to scrub carbon dioxide from its air, most can maintain a breathable atmosphere for days or weeks without any assistance besides power from the outside world. When looking at military vehicles, ships, or the like, they are, for the most part, even better equipped.

Visitor-derived life support processors essentially shrink the requirements. Smaller heat pumps, more efficient catalytic systems for reprocessing carbon dioxide into oxygen, and a wide variety of other elements. Overall, the system cuts the volume, tonnage, and energy requirements of maintaining a life support system by a small, but extremely noticeable amount. There are, however, limitations. First, it does require trace amounts of STUs in the construction of the systems – not enough to really register compared to even things like a hardlight system, let alone practical shields, or gravitic drives, but enough to make the deployment to earthside civil construction of limited viability at best. Second, it is complicated and expensive, requiring effectively complete automation, as even the best craftsmen run into issues on tolerances less than 0.03 millimeters, which the Visitor systems require in multiple areas. Regardless of these factors, the new system is considered well worth the cost for applications where minimizing tonnage and volume is more critical – most notably gravitic drive spaceships, but also long-legged fusion craft, military craft, and the like.

[ ] Cosmetic Biosculpting
While somewhat of an affectation, there are a wide array of options for GDI to begin programs to make people more comfortable in their bodies. While obviously limited by bone structure, muscle mass, and the need to avoid making harmful changes, the program would be a significant step in both reconstructive and cosmetic assistance for many of GDI's citizens.
(Progress 92/350: 30 resources per die) (+1 Health) [52]

Cosmetic surgeries are nothing new. Nearly three thousand years ago, Indian physicians were producing primitive skin grafts, and over four and a half thousand years ago, Egyptians were repairing broken noses. However, it was the advent of relatively safe surgical procedures, and the World Wars, that fundamentally reshaped the practice. It was the work of Sir Harold Gillies, during and after the First World War, that began the process towards modern plastic surgeries, especially as the war produced a prodigious number of traumatic and deeply disfiguring head injuries.

The fundamental difference of bio-sculpting rather than traditional plastic surgeries is the application of cultured cells in bulk and the formulation of entire cultured tissues, which includes the substrate and other elements. By actually adding additional muscle, nerves, and other elements, many of the side effects of plastic surgery can be alleviated, and, more interestingly, entire new elements can be added. While, for example, a full functioning tail is still a while off – as it would require multiple additional bone elements, and attaching muscle and skin to it – a far more practical option is the creation of fur, or (as a relative extreme) a set of ears, either fully cosmetic, or partially practical.

The other keystone methodology is termed growth in place. Rather than attaching entire new systems as complete units, growth in place means that the starting cell cultures are implanted, and then a series of hormonal and other treatments are applied over the course of weeks or months to allow the new cells to grow into whatever structure they are supposed to have fully in place, significantly reducing the amount of surgical intervention required.

[ ] Library Enhancement Programs
While GDI maintains, and has maintained for decades an expansive and up to date public and research library system, plus a significant digital environment for both preservation and accessibility, a major round of updates to the library network would certainly not go amiss, especially as the library buildings themselves are often significantly multirole.
(Progress 149/180: 15 resources per die) (+5 Political Support) [94, 20]

A library is not just a repository of books, but rather a community and social center, especially at this point. Nearly every book ever written is available freely, so long as one has an internet connection. Most libraries do of course stock books – especially the paper books that have become an important symbol of wealth and power, and an important feel of the old times. While few to none of the books are on wood pulp paper, there are many other options – most notably bamboo fiber, among others.

A library in the modern day is an educational center, a space for arts and crafts, a space where people gather to play games and write new stories. Properly facilitating such activities at the multitude of sites across Initiative territory has proven to be a somewhat complex process – albeit more in coordination than raw labor. A mixup in deliveries of computer equipment has additionally created a delay in final rollout, as an order of server drives and other peripherals earmarked for distribution for the libraries has been mistakenly swallowed up in the voracious demand of the new arcology complexes.

Building new rooms and other expansions of library space have also been a mixed bag, because of some of the difficulties in library placement. The key element is accessibility, which often means placing them in areas with easy pedestrian and mass transit access. These are in high demand in urban areas and heavily built up, and in many cases that has meant integrating libraries into arcologies, into other buildings, or putting them as part of interconnected complexes for the young and the old, the two populations that tend to make the most use of the library system. Unfortunately this means that the addition of augmented and virtual reality spaces or anything else that can be done to improve services is often problematic, as the spaces around the library are usually already assigned to something else, and in order to allow them to be displaced for library purposes, they themselves required new spaces to be assigned, potentially displacing other services themselves which will need to be accommodated elsewhere..

[ ] University Program Updates
While the university system and the Initiative's research institutions have been pumping out breakthroughs at a pace not seen since at least the latter half of the 20th century, the results have been far from evenly spread. A relative handful of elite universities such as Oxford and the University of Tokyo have snapped up much of the funding and expertise, creating a narrow pipeline for personnel to be trained in breakthrough technologies. While fixing that will not be an easy process, it is something that can be remediated.
(Progress 234/250: 15 resources per die) (-1 Capital Goods) (Increases Labor outputs) [62]

Aside from currently powerful programs often dominating the research and development side of things, there are also problems in the existing programs that the Initiative is trying to bring into modernity. In order to attract quality professors, and bring in quality students, the Initiative has often found it practical to offer rapid advancement. In many cases, for the sake of their personal careers, professors from leading universities can get jumped over the heads of their peers in exchange for taking teaching and research positions at less prestigious universities. The problem is that unless they effectively replace the entirety of the existing staff, many of these professors usually end up resented by the teachers, researchers and administrators already present, and isolated, unable to leverage a collegial environment or collaborate with others to make progress towards broader goals.

[ ] Primitive Prototype Portal Construction (New)
While a far cry from attempting to create a portal between the stars, constructing an attempt at a surface to orbit portal system, reusing one of the ground based stations, and linking it to a specially constructed geostationary station above it, will be an attempt to create a link at a longer range, and potentially a means of testing even longer ranges.
(Progress 73/400: 100 resources per die) [28]

The biggest difference between this portal project and the last one is less in theory, and more in practice. Simply put, two years ago, GDI had far less practical knowledge of working with the miraculous materials known as stable trans-uranics. The fundamental differences between Infernium and Adamant, the structural differences in cocrystallization versus amalgamation, the thousand and one other tiny structural elements that make the difference between a successful portal and one that fizzles in fractions of a second.

Even here, GDI's emphasis on practical science ahead of blue sky development has shown through, and the way that it has been able to construct portals has meant that space is the environment where it expects the vast majority of portals will be constructed. Earth to Earth connections, for the most part, are much too expensive for their benefit. A typical Earth side satellite internet connection has between 500 and 750 milliseconds of latency, and the vast majority of traffic is simply not latency sensitive on those scales, and any local network is massively faster. In space however, the speed of light is a harsh mistress. A direct connection from the Earth to the Moon has a round trip latency of 2.6 seconds at a minimum, which becomes substantially problematic in terms of immediacy of communication. Most of the use of pinhole portals as they become a viable technology will be to close this communications gap, especially as the Initiative attempts to reach out to the outer system, where seconds quickly turn into minutes, and minutes into hours, possibly even days of latency if the orbits line up poorly.

Of course, space is far from the easiest place to build a portal generator. Enterprise lacks the capacity to manufacture many of the parts for the generator itself, meaning that they have to be launched into orbit on fusion craft, and most of them are in shapes and configurations that are uncomfortable even for the relatively spacious cargo holds of a Union or a Leopard, and would be bluntly impossible on any of the Initiative's previous designs of conventional rocketry. While the rest of the station components are being manufactured in orbit, they are both small and reasonably cheap, as the test station does not need much more crew than the Skylab of the 1970s.

[ ] Strategic Area Defense Networks (Phase 4)
A final major phase of the Strategic Area Defense Network, GDI's efforts will expand significantly from aiming towards counterforce strikes to defending against countervalue strikes. While the Brotherhood of Nod has certainly not shied away from mass civilian casualties in the past, the sheer scope of defending GDI's population centers against strikes has made it difficult to justify attempting to build the defenses to any meaningful degree.
(Progress 418/365: 20 resources per die) (-2 Energy, -1 STUs) (Projected: 2 quarters to begin, 6 quarters to complete) [76, 59, 67]

There are, broadly, two strategies of nuclear warfare: counterforce and countervalue. Counterforce attacks refer to the use of nuclear weapons against areas of strategic military interest. Bases, missile silos, factories, government facilities, and the like. Comparatively, countervalue strikes are targeted at population centers, civilian production facilities, and the necessities of life. While counterforce strikes have a reasonably limited number of targets, countervalue – especially as the threat profile expands from purely nuclear to CBRNT devices – has a nearly infinite list. With the full spectrum of weapons of mass destruction, GDI would need to defend nearly every square kilometer of its territory with tower after tower simply to stop the threat of missile and drone based deployment.

The reaction to the program has been mixed. The military leadership sees it, for the most part, as a wasteful and fundamentally pointless effort – no number of towers, no array of systems can possibly defend enough territory, enough population centers, nor enough of the things that make those population centers livable, to mean that Brotherhood countervalue strikes would not be able to produce massive, potentially war-winning disruptions. Furthermore, less conventional threats, like using liquid Tiberium bombs to produce tidal waves, or a series of catalyst missile strikes on Red Zone liquid Tiberium deposits ensure that MAD will continue.

For the public – like in the old tale of the girl and the starfish – the increased security is welcome. The towers may not protect all of GDI from a massed Nod countervalue strike, but they still represent assurance that the people protected by them will be much more likely to be among the survivors, regardless of whether it would be under the aegis of the GDI or Nod. And of course, the towers still represent increased security against conventional threats, such as drones, missiles, and aircraft. For businesses, it's projected that land protected by the systems will rise in value rapidly as will the associated rents paid to the local governments, as each tries to better secure their supply chains.

[ ] Infantry Recon Support Drone Deployment
While the drones themselves are mostly made from off the shelf components, cheap, and simple to build at that, they still need dedicated space for production lines in light industrial districts, and integration into the military's procurement and logistics systems.
(Progress 245/160: 10 resources per die) (-1 Energy) (3 quarters to begin, 9 to complete) [88, 95]

The recon drones have begun initial production, and a few batches have even made their way out to the troops, where the drones have often been promptly massacred by the Brotherhood of Nod. While certainly not unexpected, infantry lasers being a fairly common occurrence at this point, or one of the dozens of other laser equipped platforms the Brotherhood of Nod fields, all being more than capable of hitting and killing these relatively small drones at a reasonable range, it does make them a very expendable form of reconnaissance.

"Fum?"
"Yeah?"
"Drone's dead."
"I know Sibo. It fell on my head."
"Imagine if you'd stuck your head up instead."
"No thanks, I like living more than 3 seconds."

  • [Recording of two Zone Troopers on the West African front discussing the results of the recon drone they just deployed]

[ ] 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 148/240: 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.) [77, 40]

The long-delayed final shipyard – set into Seattle, west of the Duwamish waterway – has finally broken ground. While work has not precisely been fast, it has, for the most part also not been particularly difficult. Work has been slowed by redeployments in the Pacific fleet however, with assets being shifted south, meaning that the Seattle bases have been beehives of activity in the last months, especially as the cold months creep in.

The Sharks were, for the most part, too late for the Regency War, but have since proven themselves to be quite effective, both as submarine hunters, and as general service platforms. Dozens of old destroyers and frigates, the obsolescent verging on obsolete missile platforms of the late 20th and early 21st century, have been retired, most going immediately to the scrapyards as between rusting hulls, rapidly repaired battle damage, and decades of hard use, they are too worn out to actually be effectively converted into museum ships.

[ ] Unmanned Support Ground Vehicle Development (Tech)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Anti-Aircraft Vehicle provides 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 97/80: 20 resources per die) [61]

Companion vehicles have a long history, going back as far as the original tanks. On 15 September 1916, twenty one British tanks rolled into battle during the first armored action in the world. These tanks, the survivors of fifty armored fighting vehicles shipped to France, were a mix of 'male' and 'female' designs. Male, in this case, referred to a tank produced with a pair of 57mm guns, while the female tank was entirely armed with machine guns. Doctrinally, the male tanks were intended to fight pillboxes and machine gun nests, while being protected from infantry attack by the female tanks.

In Initiative use, the basic frame for the 'Moa' USGVs is a single, lightweight, tracked chassis, with a modular, drop-in turret section. While not really intended to be field-swappable, as that would make more problems than it solves, the support drone should be able to operate in either an automatic support mode, sticking reasonably close to a manned fighting vehicle, or, act as a manually controlled operation. The planned use is to stick them primarily in automatic support mode, since most Initiative vehicles are already running into serious problems with task saturation, especially the Titan and Predator. There are only so many things one person, or even a three-man crew, can actually pay attention to at any given time.

In terms of roles, there are three turret systems currently in consideration: a lightweight crystal beam laser system; an anti-aircraft focused missile launcher platform: and finally, a sensor platform, mounting a relatively high powered phased array radar dish among other sensors to help move Initiative stealth detection roles away from manned platforms, especially as hunting stealth tanks is a relatively high risk job to begin with.

For the wit who decided to drop a design for a 'fortification breaching charge' in the idea box; no, we are not shoving 5 tons of explosives into the unmanned support chassis or its turret so it can roll up to an enemy bunker and demolish it. It's the first thing we simulated and we can't shove enough ablator on the damn UGV to make it go even half way.
  • Eliza Harkon, Project Manager for Proposals.



A/N1: Sorry this took so long, it has been a long rough and busy irl month for me, and I am having some mental health issues still.
A/N2: If you want to help out, I do have a Ko-Fi, and I am very thankful to my supporters. https://ko-fi.com/ithillid
 
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