Q4 2063
Q4 2063

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
-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 4 Ground Forces Zone Armor factories
Complete Transorbital Fighter Development or follow on heavy ship 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 277/465: 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 93/250: 20 resources per die) (+4 Housing)
(Progress 0/225: 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 1/245 : 15 resources per die) (+4 Logistics)
(Progress 0/245 : 15 resources per die) (+3 Logistics)

[ ] Suborbital Shuttle Service (Phase 3)
A final and most significant step, prioritizing even more leopards for the suborbital role will make it so that GDI can establish a regular network of flights, and create efficiencies of scale rather than brute forcing the problem. While there are significant limits imposed by the turnaround time of a leopard class fusioncraft, there are also significant advantages.(Progress 27/150: 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 0/100: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/195: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/780: 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 2)
Expanding the program and shifting yet more housing to higher quality models is something that large parts of the Initiative support in theory, and yet there are substantial groups that oppose it in practice. While the housing is degrading at a noticeable clip, and will eventually either have to be torn down or refurbished, it is a much more complicated question than it first appears.
(Progress 33/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Heavy Industry (5 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 6) (Updated)
Shifting goals from bulk alloys to more specialist systems, tib resistant cutting blades will be a relatively minor but significant shift in GDI's ability to harvest tiberium. While it will be expensive for what GDI gets out of the program, it is also an investment in the core technologies and competencies of working with STU based alloys.
(Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 3)
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 143/275: 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)
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 36/1805: 15 resources per die) (+35 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.
(Progress 0/90: 30 resources per die)
(Progress 0/180: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/360: 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 143/935: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1800: 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 0/150: 25 resources per die) (-2 STUs)

[ ] Second Generation Repulsorplate Factories
With the repulsorplate finally offering significant edges, and opening up a wide variety of new niches including the potential of flying ships, 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 0/525: 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 +29 bonus)

[ ] 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 235/610: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Cloth Factories (New)
While primarily for consumer goods, adaptive cloth is adaptive cloth, and the production will also feed into military procurement among other fields. Mostly, the Initiative will solely be producing the cloth, and then farming it out to private fashion houses, and Initiative backed design studios to do much of the work of integrating it into things that people will actually wear.
(Progress 0/300: 15 resources per die) (+5 Consumer Goods)

[ ] 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 457/805: 5 resources per die)
(Progress 0/790: 5 resources per die)
(Progress 0/790: 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 203/230: 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 18/125: 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 78/215: 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 60/160: 15 resources per die) (+1 Capital Goods)
(Progress 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)

[ ] 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 3/65: 10 resources per die) (+1 Energy)
(Progress 0/65: 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 78/170: 10 resources per die) (+2 Food in Reserve, -3 Food)

[ ] Laboratory Meat Deployment (Phase 1)
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 0/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)

Tiberium (7 dice +39 bonus)

[ ] Tiberium Vein Mines (Stage 1010)
While no longer positive in terms of abatement resources freed up, vein mines still represent a significant way for the Initiative to increase its Tiberium mining output without either requireing significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the red zones of the world.
(Progress 36/150: 20 resources per die) (Additional Income Trickle [25-35])(-2 Capital Goods)
(Progress 0/165: 20 resources per die) (Additional Income Trickle [25-35])(-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 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 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 0/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (2 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 54/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 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 38/165: 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 0/150: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)

[ ] Improved Hewlett-Gardener Refits (Phase 2)
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 65/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/300: 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 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 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 11/90: 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 4/105: 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 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 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
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 0/300: 25 resources per die) (+.16 Green Zone)
(Progress 0/300: 25 resources per die) (+.2 Green Zone)
(Progress 0/300: 25 resources per die) (+.24 Green Zone)

[ ] Coordinated Abatement Programs (Phase 2) (Updated)
While certainly not an easy thing, and with significant security risks to large detachments of Initiative troops, the coordinated abatement projects have been of significant value to the warlords that are participating; they are more willing to both put their own resources in, and do more to dissuade the radical side of the Brotherhood from interfering.
(Progress 88/180: 25 resources per die) (+3 Red Zone Abatement)
(Progress 0/175: 25 resources per die) (+3 Red Zone Abatement)



Orbital (7 dice +34 bonus)

[ ] GDSS Columbia (Phase 5)
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 956/1015: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Columbia Bays (1 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 0/295: 20 resources per die) (+3 Food, +6 Food in reserve)

-[ ] 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 0/295: 20 resources per die) (+1.2k 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 184/300: 20 resources per die) (+1 Health)

-[ ] 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 0/255: 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 0/295: 20 resources per die)

[ ] GDSS Shala (Phase 5)
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 367/975: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

[ ] GDSS Shala Bays (2 available)
-[ ] Core Crops Bay
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 0/295: 20 resources per die) (+6 Food)

-[ ] 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 0/295: 20 resources per die) (+8 Consumer Goods) (+5 Political Support)

-[ ] Experimental Crops Bay
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 0/255: 20 resources per die) (MS) (Unlocks new development projects)

-[ ] Habitation Bay
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 0/295: 20 resources per die) (+1k Permanent Residents)

-[ ] Animal Husbandry Bay
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 0/255: 20 resources per die) (+6 Consumer Goods)

-[ ] Species Restoration Bay
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 0/255: 20 resources per die)

-[ ] High Efficiency Void Crops Bay
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 0/210: 20 resources per die)

Lunar Operations

[ ] Lunar Mining Projects
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 0/185: 20 resources per die) (+15 resources per turn)



Services (4 dice +35 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 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Autodoc Systems Deployment
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 0/280: 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 84/345: 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 149/180: 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 0/160: 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 234/250: 15 resources per die) (-1 Capital Goods) (Increases Labor outputs)

[ ] Primitive Prototype Portal Construction
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)

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
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 0/555: 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 150/265: 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 0/500: 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 41/425: 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 139/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] MARV and Reclamator Hubs (updated)
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. Due to GDI's voracious appetite for more STUs, hubs constructed in Red Zones will service the Reclamator variant. 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)
-[ ] MARV Hub Blue Zone 1 (Progress 39/260) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 2 (Progress 58/265) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 3 (Progress 0/250) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 4 (Progress 0/250) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 5 (Progress 0/250) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 6 (Progress 0/250) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 7 (Progress 0/250) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 8 (Progress 0/250) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 9 (Progress 0/250) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 10 (Progress 0/250) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 11 (Progress 0/250) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 12 (Progress 0/250) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 13 (Progress 0/250) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 14 (Progress 0/250) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 15 (Progress 0/250) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 16 (Progress 0/250) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 17 (Progress 0/250) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 18 (Progress 0/250) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/250) (Benghazi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/250) (Matadi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/250) (Dar Es Salaam) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/250) (Istanbul) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/250) (Port Said) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/250) (Hong Kong) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/250) (Mawlamyine) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/250) (Banjarmasin)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/250) (Medan) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/250) (Wyndham)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)

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

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


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 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)


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 56/215: 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 150/165: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/150: 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 0/140: 20 resources per die) (MS) (Will time out at end of plan)

[ ] Transorbital Fighter Development (Platform) (High Priority)
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 100/160: 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 16/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 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 0/280: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/280: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/280: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/280: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/280: 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 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) (Will time out at end of plan)

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 0/135: 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) (Will time out Q1 2064)

[ ] 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 148/230: 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.)

[ ] SSN Development Program (New)
The Submarine Fleet is one of the longer neglected parts of the Initiative naval capacity, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)

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 0/265: 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 Deployment
While the Talons will not require particularly many vehicles to see a large impact on their total deployable combat force, it will still be a reasonably expensive project simply due to the amount of automation that it requires.
(Progress 0/240: 20 resources per die) (-1 Capital Goods, -1 Energy)



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) 277/465 2 dice 30R 34%, 3 dice 45R 88%, 4 dice 60R 99%
-[] Blue Zone Arcologies (Stage 4+5) 277/915 6 dice 90R 1%, 7 dice 105R 15%, 8 dice 120R 49%, 9 dice 135R 80%, 10 dice 150R 95%
-[] Yellow Zone Fortress Towns (Phase 7) 93/250 2 dice 40R 63%, 3 dice 60R 97%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/475 4 dice 80R 17%, 5 dice 100R 62%, 6 dice 120R 92%
-[] Rail Network Construction Campaigns (Phase 6) 1/245 2 dice 30R 4%, 3 dice 45R 53%, 4 dice 60R 92%
-[] Rail Network Construction Campaigns (Phase 6+7) 1/490 5 dice 75R 9%, 6 dice 90R 45%, 7 dice 105R 81%, 8 dice 120R 96%
-[] Suborbital Shuttle Service (Phase 3) 27/150 1 die 25R 20%, 2 dice 50R 86%, 3 dice 75R 100%

-[] Karachi Planned City (Phase 1) 0/50 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/150 1 die 20R 5%, 2 dice 40R 85%, 3 dice 60R 100%
-[] Karachi Planned City (Phase 1+2+3) 0/345 3 dice 60R 12%, 4 dice 80R 68%, 5 dice 100R 97%
-[] Karachi Planned City (Phase 1+2+3+4) 0/735 7 dice 140R 11%, 8 dice 160R 48%, 9 dice 180R 84%, 10 dice 200R 97%
--Alt: 2 Tib 5 Infra dice 160R 2%, 3 Tib 5 Infra dice 180R 22%, 4 Tib 5 Infra dice 200R 62%, 5 Tib 5 Infra dice 220R 90% 6 Tib 5 Infra dice 220R 98%

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 1 die 10R 100%
-[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 26%, 2 dice 20R 89%, 3 dice 30R 100%
-[] Postwar Housing Refits (Phase 2+3) 33/300 3 dice 30R 36%, 4 dice 40R 84%, 5 dice 50R 98%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 6) 68/455 4 dice 160R 29%, 5 dice 200R 78%, 6 dice 240R 97%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 1 die 20R 18%, 2 dice 40R 89%, 3 dice 60R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 3+4) 143/545 4 dice 80R 21%, 5 dice 100R 71%, 6 dice 120R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/1805 18 dice 270R 3% 19 dice 285R 12%, 20 dice 300R 31%, 21 dice 215R 56%, 22 dice 230R 78%, 23 dice 245R 91%, 24 dice 260R 97%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 1 die 30R 60%, 2 dice 60R 100%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 2 dice 60R 1%, 3 dice 90R 49%, 4 dice 120R 92%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/630 6 dice 180R 7%, 7 dice 210R 38%, 8 dice 240R 77%, 9 dice 270R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 8 dice 160R 11%, 9 dice 180R 43%, 10 dice 200R 77%, 11 dice 220R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 4+5) 143/2735 27 dice 840R 2% 28 dice 860R 8% 29 dice 880R 21% 30 dice 600R 40% 31 dice 620R 61% 32 dice 640R 78% 33 dice 660R 90% 34 dice 96%
-[] Microfusion Cell Laboratories 0/150 1 die 25R 5%, 2 dice 50R 85%, 3 dice 75R 100%
-[] Second Generation Repulsorplate Factories 0/525 5 dice 125R 9%, 6 dice 150R 49%, 7 dice 175R 86%, 8 dice 200R 98%
Light and Chemical Industry 4 dice +29
-[] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%, 5 dice 150R 72%, 6 dice 180R 95%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/1750 16 dice 480R 2.4% 17 dice 510R 10.8% 18 dice 540R 28.9% 19 dice 570R 53.5% 20 dice 600R 75.7% 21 dice 630R 90% 22 dice 660R 96.7%
-[] Adaptive Cloth Factories (New) 0/300 3 dice 45R 19%, 4 dice 60R 71%, 5 dice 75R 96%
-[] Department of Distributed Manufacturers -1 L&CL die -20RpT Auto
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 457/805 3 dice 15R 3%, 4 dice 20R 40%, 5 dice 25R 84%, 6 dice 30R 98%
-[] Reforestation Campaign Preparations (Phase 1+2) 457/1595 12 dice 60R 5%, 13 dice 65R 20%, 14 dice 70R 47%, 15 dice 75R 73%
-[] Agriculture Mechanization Projects (Phase 2) 203/230 1 die 15R 100%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 die 10R 38%, 2 dice 20R 95%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/250 2 dice 20R 9%, 3 dice 30R 66%, 4 dice 40R 96%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/375 3 dice 30R 2%, 4 dice 40R 35%, 5 dice 50R 80%, 6 dice 60R 97%
-[] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 8%, 2 dice 30R 80%, 3 dice 45R 99%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 63%, 2 dice 40R 100%

-[] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 50%, 2 dice 40R 99%
-[] Spider Cotton Plantations (Phase 2+3) 60/325 2 dice 30R 2%, 3 dice 45R 53%, 4 dice 60R 94%
-[] Spider Cotton Plantations (Phase 2+3) 60/500 4 dice 60R 7%, 5 dice 75R 49%, 6 dice 90R 87%, 7 dice 105R 99%
-[] Spider Cotton Plantations (Phase 2+3+4+5) 60/685 6 dice 90R 8%, 7 dice 105R 41%, 8 dice 120R 79%, 9 dice 135R 96%

-[] Tarberry Plantations (Phase 3) 3/65 1 die 10R 88%, 2 dice 20R 100%
-[] Tarberry Plantations (Phase 3+4) 3/130 1 die 10R 23%, 2 dice 20R 91%
-[] Strategic Food Stockpile Construction (Phase 5) 78/170 1 die 10R 53%, 2 dice 20R 98%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/320 2 dice 20R 5%, 3 dice 30R 59%, 4 dice 40R 94%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/470 4 dice 40R 16%, 5 dice 50R 62%, 6 dice 60R 92%
-[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%, 3 dice 45R 95%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 10) 36/150 1 die 20R 41%, 2 dice 40R 98%
-[] Tiberium Vein Mines (Stage 10+11) 36/315 2 dice 40R 1%, 3 dice 60R 54%, 4 dice 80R 95%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/120 1 die 25R 64%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 39%, 3 dice 75R 94%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 54%, 3 dice 90R 97%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/380 3 dice 90R 3%, 4 dice 120R 46%, 5 dice 150R 90%, 6 dice 180R 99%
-[] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 29%, 2 dice 50R 95%
-[] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 41%, 4 dice 100R 91%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/520 4 dice 100R 6%, 5 dice 125R 48%, 6 dice 150R 89%, 7 dice 175R 99%
-[-] Tiberium Glacier Mining (Stage 13) 38/165 1 die 30R 28%, 2 dice 60R 95%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/320 3 dice 90R 51%, 4 dice 120R 94%

-[] IHG Tiberium Processing Plants (Stage 1) 0/150 1 die 35R 5%, 2 dice 70R 85%, 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) 65/210 1 die 35R 10%, 2 dice 70R 87%, 3 dice 105R 100%
-[] Improved Hewlett Gardener Refits (Phase 2+3) 65/410 3 dice 105R 12%, 4 dice 140R 68%, 5 dice 175R 97%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4) 65/610 5 dice 175R 11%, 6 dice 210R 54%, 7 dice 245R 90%, 8 dice 280R 99%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5) 65/810 7 dice 245R 9%, 8 dice 280R 44%, 9 dice 315R 81%, 10 dice 350R 97%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6) 65/1010 9 dice 315R 8%, 10 dice 350R 35%, 11 dice 385R 71%, 12 dice 420R 92%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6+7) 65/1310 12 dice 420R 6%, 13 dice 455R 27%, 14 dice 490R 59%, 15 dice 525R 84%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 80%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/100 1 die 30R 55%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/90 1 die 30R 65%, 2 dice 60R 100%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/90 1 die 20R 76%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/105 1 die 20R 54%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/210 2 dice 40R 39%, 3 dice 60R 94%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 100%
-[] Red Zone Energy Refits (Phase 1) 0/265 2 dice 50R 4%, 3 dice 75R 64%, 4 dice 100R 97%
-[] Red Zone Energy Refits (Phase 1+2) 0/530 5 dice 125R 15%, 6 dice 150R 62%, 7 dice 175R 93%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/795 7 dice 175R 2%, 8 dice 200R 22%, 9 dice 225R 62%, 10 dice 250R 90%, 11 dice 275R 98%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
-[] Secure Yellow Zones (Phase 1) 0/300 3 dice 75R 38%, 4 dice 100R 89%, 5 dice 125R 100%
-[] Secure Yellow Zones (Phase 1+2) 0/600 5 dice 125R 2%, 6 dice 150R 26%, 7 dice 175R 71%, 8 dice 200R 95%
-[] Secure Yellow Zones (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%
-[] Secure Yellow Zones (Phase 1+2+3+4) 0/1200 11 dice 275R 2%, 12 dice 300R 14%, 13 dice 325R 42%, 14 dice 350R 74%, 15 dice 375R 92%
-[] Coordinated Abatement Programs (Phase 2) 88/180 1 die 25R 63%, 2 dice 50R 100%
-[] Coordinated Abatement Programs (Phase 2+3) 88/355 2 dice 50R 4%, 3 dice 75R 63%, 4 dice 100R 97%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%, 2 dice 40R 100%

--GDSS Columbia Bays (2 available)--
-[] SCOP Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] High Density Housing 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Hospital Bay 184/300 1 die 20R 39%, 2 dice 40R 98%
-[] Assembler Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Spaceport Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%

-[] GDSS Shala (Phase 5) 367/975 5 dice 100R 1%, 6 dice 120R 22%, 7 dice 140R 67%, 8 dice 160R 93%

--GDSS Shala Bays (3 available)--
-[] Core Crops Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Fruticulture Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Experimental Crops Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Habitation Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Animal Husbandry Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Species Restoration Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] High Efficiency Void Crops Bay 0/210 2 dice 40R 36%, 3 dice 60R 93%

-[] Lunar Mining Projects 0/195 2 dice 40R 40%, 3 dice 60R 93%
Services 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 51%, 3 dice 75R 96%
-[] Autodoc Systems Deployment 0/280 3 dice 90R 44%, 4 dice 120R 91%
-[] Cosmetic Biosculpting 87/345 2 dice 60R 4%, 3 dice 90R 60%, 4 dice 120R 96%
-[] Library Enhancement Programs 149/180 1 die 15R 100%
-[] Durable Goods Library Improvements 0/160 2 dice 40R 73%, 3 dice 60R 99%
-[] University Program Updates 234/250 1 die 15R 100%
-[] Primitive Prototype Portal Construction 73/400 3 dice 300R 32%, 4 dice 400R 88%, 5 dice 500R 100%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Initiative Laser Systems Deployment 0/555 5 dice 150R 2%, 6 dice 180R 24%, 7 dice 210R 65%, 8 dice 240R 91%
-[] Antiradiation Munitions Deployment (Munitions) 150/265 1 die 15R 32%, 2 dice 30R 93%
-[] Electronic Countermeasures Improvements 0/500 5 dice 75R 12%, 6 dice 90R 52%, 7 dice 105R 87%, 8 dice 120R 98%
-[] ASAT Defense System (Phase 5) 41/425 3 dice 60R 1%, 4 dice 80R 35%, 5 dice 100R 83%, 6 dice 120R 98%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/295 2 dice 10R 70%, 3 dice 15R 98%
-[] Inferno Gel Development (Tech) 0/40 1 die 10R 100%
-[] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%

--MARVs--
-[] Reclamator Hub 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
--Alt: 2 Mil 1 Tib dice 60R 63%, 2 Mil 2 Tib dice 80R 97%
-[] Reclamator Hub x2 0/500 5 dice 100R 12%, 6 dice 120R 52%, 7 dice 140R 87%, 8 dice 160R 98%
--Alt: 2 Mil 3 Tib dice 100R 21%, 2 Mil 4 Tib dice 120R 69%, 2 Mil 5 Tib dice 140R 95%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/260 2 dice 40R 17%, 3 dice 60R 77%, 4 dice 80R 98%
-[] Reclamator Hub BZ-2 (Richmond) 58/265 2 dice 40R 26%, 3 dice 60R 85%, 4 dice 80R 99%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640 6 dice 120R 12%, 7 dice 140R 49%, 8 dice 160R 83%, 9 dice 180R 97%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%, 3 dice 60R 98%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1) 150/165 1 die 10R 100%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1+2) 150/315 2 dice 20R 63%, 3 dice 30R 97%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 1+2+3) 150/465 3 dice 30R 14%, 4 dice 40R 67%, 5 dice 50R 95%
-[] NovaHawk Development 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/140 1 die 20R 12%, 2 dice 40R 87%, 3 dice 60R 100%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 3) 100/160 1 die 10R 87%, 2 dice 20R 100%
-[] 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) 0/285 3 dice 60R 32%, 4 dice 80R 83%, 5 dice 100R 99%
-[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 0/570 6 dice 120R 18%, 7 dice 140R 58%, 8 dice 160R 88%, 9 dice 180R 98%

-[] GD-3 Deployment (Phase 1) 0/280 3 dice 30R 35%, 4 dice 40R 85%, 5 dice 50R 99%
-[] GD-3 Deployment (Phase 1+2) 0/560 5 dice 50R 2%, 6 dice 60R 22%, 7 dice 70R 63%, 8 dice 80R 90%
-[] GD-3 Deployment (Phase 1+2+3) 0/840 8 dice 80R 2%, 9 dice 90R 15%, 10 dice 100R 46%, 11 dice 110R 77%, 12 dice 120R 94%
-[] Stealth Disruptor Deployment 0/160 2 dice 30R 67%, 3 dice 45R 98%

--Navy--
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/135 1 die 25R 12%, 2 dice 50R 84%, 3 dice 75R 100%
-[] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%, 2 dice 40R 100%
-[] SSN Development Program (New) 0/120 1 die 30R 32%, 2 dice 60R 95%

--Steel Talons--
-[] Modular Rapid Assembly Prototype Factory 0/265 3 dice 60R 46%, 4 dice 80R 90%
-[] Unmanned Support Ground Vehicle Deployment 0/240 2 dice 40R 7%, 3 dice 60R 65%, 4 dice 80R 96%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 dice 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
-[] 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 have a Ko-fi to help make things easier on my end. Any contributions are greatly appreciated.
https://ko-fi.com/ithillid
 
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Q4 2063 Results

GDIOnline Q4 2063



Parliamentary Election Results 2063: First Among Equals


Dr. Henry Ormonde

Alright, so election results are in, finally, and here they are. Have some thoughts, still pretty disjointed at this stage, but here they are.

Developmentalist: 705 (-333 seats) 17.6%
Militarists: 629 (-125 seats) 15.7%
Starbound: 618 (+157 seats) 15.5%
Market Socialist Party: 555 (+69 seats) 13.9%
Socialist Party: 493 (+67 seats) 12.3%
Free Market Party: 405 (+177 seats) 10.1%
Initiative First Party: 334 (-1 seat) 8.4%
United Yellow List: 117 (-59 seats) 3%
Reclamation: 99 (+87 seats) 2.5%
Homeland: 41 (-9 seats) 1%
Open Hand: 4 (+4 seats) .1%
Biodiversity: 0 (-34 seats)


Devs and Mils took a shellacking this round. Not surprising, between endorsing Litvinov's negotiations with the Brotherhood of Nod, and the growth of Starbound. Beyond that, the reinvented Free Market Party got a lot of defections, so if you are seeing familiar names, that is not a coincidence, as did the Market Socialist, and Socialist parties.


Biodiversity is one of the sadder cases here. Basically, from initial results, it looks like Reclamation ate their lunch, and what few candidates were viable effectively got taken under their wing. The big things seem to have been fearmongering on the part of Yellow Zone derived populations, the revelations of just how badly the war on underground Tiberium has been going, especially with the detonation at Mount Belaya, and the rise of a much larger faction of Starbound voters. Aside from that, the idea of biological diversity just kind of pales in comparison

Initiative First is holding steady at 334 seats, lost one, but that is effectively meaningless in the grand scheme of things. Looking sort of more broadly, I would guess that Initiative First is about half of the population strongly dissatisfied with how the Initiative has conducted itself in the last decade, and very unused to being locked out of the halls of power. Their time in the wilderness has done them few favors in terms of stability and sanity though.

AgathaH
Starbound Represent! Looks like more people are getting on board the "get off this rock" train. Which, well, we're working on it. (Or maybe the "space is cool" train, which it definitely is.)

WhatsInAName
Is it just me, or did anyone else not vote this time around? I saw that the big parties were pretty cohesive in getting things done for everyone across a broad spectrum of issues in the last session, so I was fine with the status quo. Figuring that it would continue that way, I decided to spend the day on myself instead.

FloatingWood
I'd hoped Biodiversity would've done better. With the extent of territory that humanity is reclaiming from tiberium, and with even Nod managing to BZ levels of tiberium containment in select areas I had hoped that there would be a desire for restoring free nature.
Doesn't look that likely now. At least Reclamation probably will push similar policies.

Going to be interesting what Starbound is going to be pushing for over the next 4 years. Their rhetoric of 'a million in space by the end of the decade' is such obvious hyperbole that even their pundits admit it's an aspiration rather than a realistic goal, but I can see the appeal of not having to deal with tiberium.
Just, you know, have fun remembering that on the other side of the glass is an environment that is quite possibly even more lethal than a Red Zone.

#WhatsInAName, and this is why you vote.

ScissorsBeatRock
#FloatingWood I'd hesitate calling space more hostile than the Red - I swear to Hashem the tib contamination is actively targeting the hatches and other structural weak points half the time. And 'fast and painful' death beats 'slow and painful,' which is what rock lung gets you in the end. I hope Starbound manages to deliver on those promises; it'd be nice to get my kids off this rock.

CatQueen
Market Socialist Party: +69 seats. hehe funny number. And a bit oof to the developmentalists shame.

InTheZONE
A disappointing performance by the Militarists. Far too many people seem to believe we can cut military funding and trust Nod not to take advantage. Just like after TW2.
FloatingWood
And TW1. 'Nod is beaten, we can focus on something else' is a common issue when it comes to GDI's politics. I'll say this though; after the events of the Regency War I can understand that sentiment. Another major engagement does not seem likely to me since GDI has demonstrated it commands a rather substantial military advantage, and at least some of Nod's higher ups are willing to talk and deal rather than shoot.
And, well, kinda like with the post TW2 era, we do need to deal with tiberium. I'm just glad that this time GDI is more willing to deal with tiberium contamination beyond its own borders. The way the Yellow Zones basically were abandoned is and remains a blot on GDI's record, and it's not something that will be mended easily.

AccomplishingProvidence
Also, it does not seem like the development of the military has been abandoned. Is the military receiving less funds? Yes. Is it being left to lie fallow? No. So it then becomes the more subtle discussion of "how much do they truly need?"

InTheZONE
Ideally enough they're not driving 30 year old tanks while Nod keeps making new shit. I have friends in the Navy who're saying that the funding they're getting seems to be all over the place, the Air Force is complaining that most of their aircraft are getting outdated, ZOCOM is screaming due to the amount of overwork they've had and the ground forces have been getting ZA which I'll admit I benefit from but wars aren't won with just dismounted infantry, no matter how badass.

GDIWife
I agree with #InTheZONE here. The state of our military is terrible but all the treasury seems to care about is making refugees comfortable rather than keeping all of us safe.

FloatingWood
Eh, the Predator is a good enough tank, although as I understand it it's getting long in the tooth and when people start talking about upgrading it you get nervous laughter from the engineers and mechanics. It'll still core a Scorpion of any make, but maybe it's a good idea to start from a clean sheet of paper for a nextgen tank?
Not sure what the navy is complaining about, they've got those fancy ass new ships coming, Governors, Sharks, those light carriers. They aren't short on ships as far as I can tell.
The chairforce seems to be thinking they'll need to fight off a full on alien invasion force all by themselves, so they seem to have drawn in all the peacocks towards themselves. They're not fighting anything alone, and space command has the primary job there. Chairboys need to get used to being stuck in the soup while the exciting work is being done in climate controlled rooms in orbit directing really big guns.
ZOCOM's complaints, at least, are fair. Ish. Let them take a breather while the GF gets itself familiar with the zone suits, there's abatement to be done.

InTheZONE
#GDIWife Fuck off.
#FloatingWood I'll admit I'm not a Tanker but nervous laughter hell, I swear those things are creaking from the extra weight just sitting there. It's been upgraded far beyond what the initial designers imagined in their wildest dreams and because of that the core systems are basically running right on the edge of their capabilities.
As for the Navy, they had a long time with essentially no funding other than the Governors meaning they went into the war knowing that our convoys were gonna be fucked. The Treasury then finally gave them the carriers they wanted and most of the Shark yards (Most. The last shark yard has only just started work on its complement of ships) so they decided to shift to focus on convoy protection. Treasury decides nope, you're getting the Islands. Sort of. They're gonna design them then sit on the design for a while not doing anything about them anyway. At least recently they've recently started making up for this. Rather late though.
The Air Force gets called the chair force a lot and I get it, it's a funny joke. Less funny when you see what happens when Firehawks have to fight Barghests and you end up recovering a smoking corpse from the wreckage though. Or if you end up on a battlefield without GDI having Air Superiority and have to withstand constant air attacks. Sure, the drones help. Hopefully they get round to actually finishing deploying the full set of them soon. More is needed.

FloatingWood
#GDIWife, a radical thought.
Those refugees are often the very old, the very sick, and the ambitious.
What happens when one's honoured father or mother enjoys the highest standard of care, only thing you have to do is show up, peaceably, and if you want, work towards maintaining the system that permits such kindness to exist?
If you manage to convince those refugees that peace and friendship with GDI is genuinely the best option for a long and happy life, they will convince those where they lived that it is so, and it makes violence and war much harder to inflict upon GDI.
The isolationism of yesteryear most likely did more to fuel terrorism than what the government's doing now. Now it's not GDI that bars the doors and shuts the windows to stifle a people yearning to be free, and no matter what the propagandists will say, people aren't stupid and know this.

HigherThanYou
I want to see what designs they actually come up with when the space fighters are finalized - unless we get something special for drives, they will be something very different from the Apollo, but I expect them to be pretty darn fun even so. Just don't let #GDIWife in one, or we might lose Luna.

InTheZONE
#FloatingWood Not just the old, sick and ambitious. Also teenage kids like I was who lost everything to Nod and want a chance to get their own back. Over a decade now and I like to think I've made my mark, as have a hell of a lot of other ex YZ refugees. Alas, to wastes of oxygen like IF none of that shit matters nearly as much as where you were born.

Solan
My opinion on this is we're having a diverse parliament after the elections. I know I'm a bit late to the party but I got busy with a lot of stuff. So from what I'm checking people have been concerned about the glowing green rock that destroys the world and the economy. Two important yet very different concerns because of the wonders of scientific journalism and a chance that people are hiring outside the government. I'm not going to sugarcoat this but the Developmentalist got what they deserved for being so inconsistent in their economic policies because a Developmentalist in Tokyo will say the wonders of Socialism while his fellow partymate in Osaka will say that more of the economy should be open to private investment. It was a mess because during the debates no one had a firm grasp of what the Developmentalists want we know what the socialists want, the market socialist, even the free marketeers so that's no excuse and people have been waiting for the last grand old party of GDI to implode for over a decade now. The glowing green rock platform was just as bad, there were advocates for space, for more blue zones, and some were saying the reports were a lie so we shouldn't trust it. Reclamation, Starbound, and even Open Hand had better Tiberium policies than whatever they had since the status quo isn't cutting it anymore and the Treasury already made a goal for space in Litinov's 2nd term and the first half of parliament's term.

In terms of military spending decreases happening across the board I do echo #InTheZone that there are a lot of problems with the purse strings right now for the MIC which the Militarists and the IF love even if who gets to own what is up for debate. Right now the procurement arm of the Armed Forces is the Treasury and the current dearth of procurement related spending is because of the well, more pacifist policy of the current administration. The Office of the Director has always been going on with a peace dividend after the Third Tiberium War and especially after the Regency War. The Militarists just got shafted because orders come from up high that peace, space, and abatement are for this term. But, it's not all bad the Steel Talons basically got their wishlist of research projects finished or in production and I've heard the Space Force is getting some love especially when voices from Starbound are growing larger. Sure there is some belt tightening but what the Armed Forces needs is the next generation of warfare and not more of the same besides even Litinov understands basic logistics so we already have a Munitions Office attached to the Treasury to give us more ammo. It's the military's version of arcologies afterall.

FloatingWood
Speaking of the Open Hand; I wouldn't expect much from them.
They've got 4 MPs to handle everything, and they're all new. Not sure any of them have governing experience in a municipal or zone government, but parliament is an entirely different playing field; municipal and zone government legislators generally aren't dealing with literally hundreds of voting members at a time.

YellowZon3r
Oh, right, elections. Well excuse me for not voting, was just a tiny bit busy. No. I didn't go to the emergency site myself, but enough crew were shuffled around that I was working double shifts and even a few triples. Militarists losing seats is gonna sting down the line if the budget for overtime gets slashed, though the military's harvester pilots will likely see their numbers finangled so we fall under the Tiberium budget rather than defense. But to put my amateur opinion on it, I'll wait for the full analysis but it seems like the Devs losing seats is gonna be softened somewhat by seats either going to other parties, or the incumbent changing party registration just prior to the elections and retaining their seats. And even in cases where they lost outright to a new challenger, starbound and the socialists are generally sympathetic to the developmentalist technocrats broad aims, they just have ideas where specifically funding should be allocated. "Oh no, the devs are creaking and breaking apart." Look at the broader coalitions, pork barrel projects and vote trading arrangements between various political blocs, and we're likely to to see the broadly supportive mega-coalition politics continue. Relations with Nod are warming, but uhh, that still leaves tiberium and the tiberium based space aliens as outside threats that parliament can co-operate on.

Q4 2063 Results

Resources: 1300+65 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:‌ 99
SCIENCE Meter: 2/4

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

Tiberium Spread
25.01 (+0.02) Blue Zone
0.06 (+0.00) Cyan Zone
23.03 (+.02) Yellow Zone (104 points of mitigation)
51.86 (-.04) Red Zone (89 points of mitigation)


Current Economic Issues:
Housing: +81 (+81 LQ, +0 HQ) (0 population in low quality housing) (+1 high-quality housing per turn)
Energy: +48 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +32 (-4 from military activity)
Food: +42 (+24 backed reserve, +5 unbacked reserve)
Health: +24 (-8 from refugees)
Capital Goods: +21 (+2 per turn from Distributed Industrial Authority) (+325 in reserve)
Consumer Goods: +260 (+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: +27 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from private industry) (-2 per turn from other government) (Net +0)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2790/3800)‌ ‌(1440 HG, 1350 IHG)(HG: 1 per 95, IHG: 1 per 85)
Tiberium Reserve (0/500)
STUs: +7
Taxation Per Turn: +160 (+20 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: +31 per turn (15.2 HG, 15.9 IHG)
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
-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)‌ ‌
Developmentalist: 705 (-333 seats) (200; 400; 75; 30) 17.6%
Militarists: 629 Seats (-125 seats) (300; 100; 300; 29) 15.7%
Starbound: 618 Seats (+157 seats) (400; 100; 100; 18) 15.5%
Market Socialist Party: 555 Seats (+69 seats) (300; 155; 50; 50) 13.9%
Socialist Party: 493 Seats (+67 seats) (250; 100; 93; 50) 12.3%
Free Market Party: 405 Seats (+177 seats) (50; 150; 100; 105) 10.1%
Initiative First Party: 334 Seats (-1 seat) (0; 34; 100; 200) 8.4%
United Yellow List: 117 Seats (-59 seats) (80; 30; 7; 0) 3%
Reclamation: 99 Seats (+87 seats) (50; 40; 6; 3) 2.5%
Homeland: 41 Seats (-9 seats) (20; 10; 5; 6) 1%
Open Hand: 4 Seats(+4 seats) (2; 2; 0; 0) .1%


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

Plan Goals
Provide 20 Consumer Goods points from the Treasury
Provide 1 Consumer Goods from Agriculture
Increase Income by 430
Increase Tiberium Processing limit by 470
Increase population in space by 16.85k
Provide 17 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
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Transorbital Fighter Development or follow on heavy ship 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






Politics

The now much-reduced Developmentalist party – while it can still be considered the senior branch of the ruling coalition – is now first among equals rather than the titan that the others give tribute to.

The election also leaves Litvinov in a notably precarious situation, with a much more fractious and divided base of support. While she does represent the Initiative as a whole, and is not subject to recall - nor for that matter does she need Parliament's continuing approval - there is much that she cannot do without Parliament's support. She is also being blamed in some quarters for the realignment of the Initiative's political system, with her unpopular diplomatic initiatives deactivating portions of the voter base and otherwise pushing people away from the core parties that had supported her.

While Litvinov herself is not particularly accountable to Parliament, a dictator in waiting rather than a prime minister, she is herself not particularly happy in her role, between the war past, and the war yet to come.


Markets
The markets are beginning to brace for a severe labor crunch, as the Initiative's pool of usable talent is beginning to shrink dramatically. While there are still untapped human resources available both to them and the Initiative government, it is still uncomfortably tight.

Similarly, while people are beginning to substantially scale up production, they are beginning to run into the limits of the markets as demand area after demand area is filled, and competition is beginning in earnest, with a series of merger negotiations beginning in November. While the vast majority are not completed yet, it is likely that GDI will be seeing a landscape dominated by a relative handful of major cooperatives. While they are mostly centered around various forms of conventional LCI manufacturing, and otherwise exist in the services market, many of the largest are looking at various forms of government contracting as a future revenue stream, although none have yet been able to land contracts for things like spider cotton, myomers, or other products that are within their reach to begin manufacturing on their own resources.

Breakthroughs
Tiberium-Core Missiles
The Brotherhood of Nod, for much of the last twenty years has fielded Tiberium Core missiles in tactical roles, most often from the racks of their stealth tanks. The missiles use a solid Tiberium core, mounted to a hot and fast burning rocket motor, and effectively act as kinetic kill vehicles, slamming a Tiberium dart into a target at supersonic to low hypersonic speeds. While building them is not particularly hard, there are two tricks that make things interesting. First is the seeker head, which has to deal with quite a bit of Tiberium radiation in trying to find its target, and offers the potential for noticeable improvements in that area. Second is the motor itself, which, while conventional, is fairly handy as a high speed tactical rocket motor.

Rocket Fuel
While GDI has broadly disinvested in chemical rocketry due to the advent of fusion flight, and more recently the prototyped impulse drive on the transorbital fighter program, there have been breakthroughs in the field, in part derived from the Corruptor, and other Visitor weapons and fuel systems. While the program as a whole is unlikely to unseat the fusion and impulse systems, it is far from worthless, with potential applications in terms of both solid and liquid fuel rocketry, with offering safer, higher energy, and less demanding fuels.

Civilian Augmentics
The Initiative is facing an absolute quantum leap in cybernetic technologies, in part due to an improved understanding of Visitor technology. An eye prosthesis is likely to go from being a large scale procedure, requiring the use of an external neurohelmet, to one that is functionally an outpatient procedure, although acclimating to the eyeballs is still a lengthy process.

Visitor EM Capacitors
There are a substantial number of technologies that rely on infusions of massive amounts of electrical charge over the course of a very short period of time, from computers and fusion reactors to lasers, railguns, electromagnetic forming, and nuclear arms. A conventional capacitor can store less than three kilojoules per kilogram, while prototype Visitor derived designs can store over seven. While the absolute energy load is still far less than a battery, let alone most fuels, the ability to rapidly store and draw more than double the total energy previous designs could at the same weight will make a significant difference in a wide selection of areas.

Phased Plasma Munitions
There are many methods to cohere plasma. Both GDI and the Brotherhood of Nod have often used the beam rider methodology, creating a low resistance pathway via laser, because it is one of the simplest means and most reliable means to hold plasma in a high enough energy range to help. There are other methods, and the Visitors use a mix to produce phased plasma rounds, ones that manipulate the plasma itself to cohere bolts that both extend range, and provide increased penetration.

Median Tiberium Refining
The Visitors' mastery of Tiberium makes the Brotherhood of Nod's look like they built their refineries in a cave, with a box of scraps, which, to be entirely fair, they often are. While GDI cannot mimic their technology, let alone improve on it, there are many lessons to be learned from their means of processing, although it is very likely that they are near-completely separate in terms of process from existing HG and IHG systems.

Scrin Articulation Systems
The Visitors used a wide array of biomimetic systems to create often frighteningly lifelike war machines, in many cases quite similar to the myomer systems that GDI and the Brotherhood of Nod use, but considerably more advanced. Smaller, lighter, more reliable, more durable, the articulation offers a combination of improvement in everything from mechs, to arms.

Particle Shields
While the Visitor shields proper are still beyond GDI's understanding, multiple breakthroughs have been made in producing a high power stressed shield, using elements from the Brotherhood of Nod, GDI's own research including the Firestorm Project, and nearly every last functional shield projector that remains from the Visitors' attack over a decade ago. The results so far are expensive, but at least in theory capable of taking hits from nearly anything in the Brotherhood tactical arsenal, although far short of most operational, let alone higher level munitions.



[ ] 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 the Initiative might remain in high demand.
(Progress 465/465: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
(Progress 29/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) [3, 78, 55]

Continuing arcology construction has only partially solved the actual distribution of people. While there are enough units to house everyone up to a high standard, and the construction has been pushing down rental costs as it increases supply, neither has been enough to really induce population shifts that would make the refits (although needed) less disruptive.
However this has meant that finally, there are open spaces in arcologies, and while GDI certainly does not practice rental systems that intentionally encourage a certain percentage of properties standing vacant, there are advantages to the system, with a certain amount of the arcology rooms being able to be converted to other needs such as short term residential so that major upgrades can be done over the course of several years in some of the oldest arcologies, and otherwise being able to do more thorough upkeep and maintenance without forcing people to move on a regular basis.

[ ] 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 108/245: 15 resources per die) (+4 Logistics) [80]

Work on the rail lines has been a combination of rebuilding in Siberia and expanding GDI supply bases, with an eye towards resupply operations in future offensives, both against the Brotherhood of Nod and elsewhere. At this point, with the SADN laid out and coming online, GDI High Command is willing to begin putting symbolic pressure on the Brotherhood of Nod, taking half- and quarter-steps towards declared nuclear redlines. While actual offensives are still substantially off the table, they are going to see just how jumpy the Brotherhood is – one more step in a careful display of brinkmanship, a dance that both Initiative and Brotherhood have danced a hundred times before.

Although not an immediate concern, GDI has also begun preparing for a major expansion of rail assets, specifically a major route joining the eastern and western North American Blue Zones. With the front lines being less than five hundred kilometers apart, preparation has already begun for a sizable sprint activity to join the two together, as it is one of the areas that shows – by an order of magnitude – the best return on investment in terms of rail traffic at this point.

[ ] Suborbital Shuttle Service (Phase 3)
A final and most significant step, prioritizing even more Leopards for the suborbital role will make it so that GDI can establish a regular network of flights, and create efficiencies of scale rather than brute forcing the problem. While there are significant limits imposed by the turnaround time of a Leopard class fusioncraft, there are also significant advantages.(Progress 154/150: 25 resources per die) (+8 Logistics) [95]

The first regularly scheduled transglobal flight, from Siberia to London, landed on December 12, 2063, a suborbital hop that carried primarily passengers rather than cargo. The passengers were selected by lottery, as the chance to visit a far distant Blue Zone is rare enough, and the system novel enough, that there were far more applicants than seats.
On a practical scale, the suborbital shuttles are certainly not going to serve as GDI's primary means of air transport. Rather, they are going to fill a niche similar to the Concorde jets of the late 20th century, offering a high-speed, high-priority passage at a premium; but unlike the Concorde, with a fleet with enough of a mass budget to provide immediate response capabilities in case of disaster or invasion.

Similarly, there has been limited preparation for the use of the flights as evacuation points, with most (although not all) of the designated strips maintaining a small stockpile of food, water, clothing, toiletries, and other necessities to spin up refugee housing in a matter of hours, with supplies for a little over a thousand on instant notice, and storage for much more if GDI has reason to believe that they will be needed.

[ ] Second Generation Repulsorplate Factories
With the repulsorplate finally offering significant edges, and opening up a wide variety of new niches including the potential of flying ships, 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 365/525: 25 resources per die) (+8 Logistics, +8 Capital Goods, -4 STUs, -6 Energy, -2 Labor) (Unlocks further military and space projects) [4, 94, 89, 42]

Work has begun on building a practical repulsorplate. While there is still substantial progress left to be made before GDI can actually match the Brotherhood's theoretical knowledge, let alone practical and institutional, the progress made has been rapid and comprehensive.

However, there are fundamental problems with the progress of the program. The biggest is the security measures around the STU supply, and with it, the severe limitations on who is allowed to work at the plants. While the extensive security precautions simply cannot last forever due to the ever growing demand for more STU-using technologies, which in turn draws upon a shrinking pool of personnel that are both educated in the technologies and capable of passing the required background checks, for as long as those requirements exist there is a major limit in how much GDI can expand its implementation of xenotech.


[ ] 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 406/1805: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.) [88, 8, 44, 94]

After years of neglect, work has restarted on the North Boston project, and it will be a massive expansion, adding an entire separate campus even further north, with multiple dedicated research labs and a mandate to develop a new generation of chips. Lying on the south bank of the Mystic river, the new complex is taking over areas that have lain abandoned for decades, part of the great cutbacks experienced as the region densified during the Second Interbellum.

Modern chip manufacturing has, in large part, run into a series of hard physical limits, with one of the most noticeable being electron tunneling. In quantum mechanics, many things traditionally described as particles also have wave functions, and can actually pass through materials that they otherwise should not be able to. Finding other means of developing processing power, or reducing wastage are, at this point, the only two means available to the Initiative to improve chip manufacturing capabilities, beyond simply applying larger chips.


[ ] Second Generation Continuous Cycle Fusion Plants (Phase 3)
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 275/275: 20 resources per Die) (+19 Energy) (-1 Labor)
(Progress 117/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than three dice can be spent on 2nd Generation CCF per turn) [98, 83]

The power plants have begun to come online, and another wave is well on the way. While this is far from enough to take the entire load, given how many of the first generation plants are scheduled to be decommissioned in the coming months, it is still a major step forward.

One of the more major challenges to the continuing buildup of fusion plants is providing enough fuel. While supplying a fission plant with fuel is a fairly simple, if difficult and hazardous procedure, a fusion plant has very different requirements, simply because of the size of the atoms being fused. Elemental hydrogen effectively requires cryogenic transport, and beyond that, has a bad habit of slipping out of the tanks it is being contained in, meaning that it is deeply impractical to store long term, especially given that a megaWatt of energy production capacity requires about a microgram per second of reaction mass.

What this means is that heavy water has to be produced, usually in sizable quantities at centralized facilities, and then shipped out to power plants. Thankfully, decomposing the heavy water into the deuterium meant to be fused into helium is itself not a particularly hard process to carry out on-site at each reactor. Electrolysis is not really a significant hurdle to producing fuel from heavy water, as it only takes 237 kilojoules to disassociate a mole of water, yielding not only the desired hydrogen, but also oxygen, which is often simply vented as a waste material due to the small quantities involved per power plant.

[ ] 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 523/610: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support) [82, 14, 48, 28]

Bergen has seen significant work in adding yet another major set of superconductor fabricators to the complex. Unfortunately the expansion has not yet completed, with a number of the highly specialized chemical industries and associated capital also being required for Tiberium processing and facing shortfalls of their own.

Overall, the Initiative has a desperate need for superconductors, as fusion plants require them in large quantities, as do nearly all of the future military programs. Fortunately the civilian side of demand is slower on the uptake, in large part because they are not using nearly so much energy. There are very few items in a given home, if any, that could actually take advantage of the amount of energy that can be pushed through even a very narrow gauge superconductor connection, let alone more standard sized ones.

There is a key safety risk in using them however. When a superconductor breaks its temperature threshold (15 degrees C in the case of a modern Initiative version) it can no longer take the current that it is passing, and in most cases explodes rather violently, oftentimes instantly converting into gas and plasma as there is now a substantial amount of energy with nowhere to go.


[ ] 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 737/805: 5 resources per die) [67, 4, 19, 6, 39]

The preparations are all but completed for substantial reforestation campaigns to begin in earnest. While the Initiative has already started seeding flights for many of the first wave of areas, mostly those deemed highest risk of gullying (like the southern elements of BZ-2), the program as a whole will require thousands more, and a follow-on array of programs to ensure that the seeding has actually worked. Surveys will mostly be carried out by Tib spotters and abatement crews, as they are the personnel on the ground for the vast majority of the territory affected.

The impacts however, are going to be felt over the course of decades rather than weeks or years however, and there are serious concerns that the program, without political interest from Parliament, especially given the collapse of the Biodiversity party, and it folding into Reclamation, that the program will effectively be abandoned. At least, until GDI stabilizes the Tiberium situation in a more permanent manner, especially given the twin hits of the doom clock, and the Mount Belaya explosion.

[ ] 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 300/230: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods) [68]

Putting food on the table at this point is a fairly simple affair, with GDI running a significant surplus, and in large part not only feeding itself but providing substantial food aid to both the Forgotten and the Brotherhood of Nod. In the future, especially with a continually shrinking human population, the largest challenges of the Initiative's food programs are going to be logistical – a problem of moving food from where it can be made at a reasonable systematic cost, to a place where the people are.

One of the interesting pieces is that not all of the mechanization is human-replacing, so much as human-augmenting. Within the aquaponic bays for example, much of the harvest has been mechanized, with machines that automatically lift fully grown trays out of the water, and carry them over to sorting, which is still primarily human-driven, reducing the number of overall jobs while minimizing the amount of wasted time.

While there are going to be substantial ongoing issues between the need for skills retraining and personnel displacement, the density of labor per square kilometer has substantially dropped due to mechanization, and an even more increased centralization of labor as the roboticized workforce has pushed most of the jobs into the maintenance barns, rather than the fields.

[ ] Improved Hewlett-Gardener Refits (Phase 2)
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 210/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 2/200: 35 resources per die) (Converts 450 processing capacity) (-1 Labor) [68, nat 1]

The deployment of IHG plants ran into significant problems this quarter, primarily due to industrial workflow issues, and more importantly a crunch in the available skilled labor supply. The equipment for processing Tiberium requires extremes of both temperature and pressure, and in many cases extreme corrosion resistance as well. Manufacturing this equipment presents a set of requirements that when overlapping can result in the need for specialist manufacturing skills. These are skills that the Initiative has an educational pipeline for (and one that can be fairly rapidly scaled up as needed), but can run into severe issues on occasion, as those with a natural interest in the field are often fewer than the actual demand.

With the surprise announcement of advanced, Visitor derived Tiberium refining methodologies however, there are very open questions about the future of the refit program, as it appears that the new methodology outstrips HG and IHG methods, and requires substantially different processing methodologies, although they are likely to be extremely STU intensive, although the final form is far from being completed.

[ ] Coordinated Abatement Programs (Phase 2) (Updated)
While certainly not an easy thing, and with significant security risks to large detachments of Initiative troops, the coordinated abatement projects have been of significant value to the warlords that are participating; they are more willing to both put their own resources in, and do more to dissuade the radical side of the Brotherhood from interfering.
(Progress 180/180: 25 resources per die) (+3 Red Zone Abatement)
(Progress 93/175: 25 resources per die) (+3 Red Zone Abatement) [15, 92]

The systematic deployment of Initiative assets into Brotherhood territory has been a substantial success. On both sides of the line however, there are significant voices suggesting that the program, as young as it is, be canned, with most pointing out the dangers of allowing such intermingling of forces, and one Initiative First representative calling it "akin to sticking your [hand] in an industrial shredder."

On the practical level, the results speak for themselves. Tiberium is being pushed back, and while the remnants are being harvested by the Brotherhood, aiding their attempts to rebuild after the devastation wreaked by the Third Tiberium War and the Regency War following it, the warlords that have allowed GDI into their confidences are also the ones with the furthest to go. Yao for example offers little threat according to most InOps analysts, between an extremely shallow backline, and the strength of the nearby Blue Zones.

"If Nod somehow achieves a complete victory over GDI, humanity will still exist. If Tiberium wins, humanity will be extinct. I don't like either of those outcomes, but the second is worse."
-- Daniel O'vaw, Reclamation Party MP


[ ] Tiberium Vein Mines (Stage 10)
While no longer positive in terms of abatement resources freed up, vein mines still represent a significant way for the Initiative to increase its Tiberium mining output without either requiring significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the Red Zones of the world.
(Progress 150/150: 20 resources per die) (Additional Income Trickle [25-35]) (-2 Capital Goods)
(Progress 4/165: 20 resources per die) (Additional Income Trickle [25-35]) (-2 Capital Goods) [74]
Income 1d3: [2] = +30 RpT

The Initiative's mining programs have undertaken further expansion. However there is significant public fear surrounding them, with the opening of a mine near instantly spiking requests for new housing - in some cases doubling or even tripling the volume of such overnight. The public fear caused by the Mount Belaya explosion has fundamentally changed how the Vein Mine program is viewed both outside and inside the Treasury.

The mines themselves however have been going fairly well, between expansions and a series of new precautions, including expansion of the use of multi point sonar sweeps to find pockets of liquid Tiberium. While the use of sonar and ground penetrating radar is nothing particularly new, the use of multiple sensors to better localize pockets so that the Initiative can mine around them has been seeing some success, although not enough to prevent two more breaches in LT pockets this quarter, although fortunately neither detonated.


[ ] 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 145/180: 20 resources per die) (-5 Political Support per die) (MS) [23, 34]

To call the political response to the Treasury's work on enhanced harvest Tiberium spikes apoplectic is an understatement. Wild fears of the enhanced harvest spikes accelerating Tiberium growth deep below and on the surface have found fertile ground in a fearful political body, with multiple subcommittees grilling high level Treasury officials behind closed doors about the risks, conjuring feverish images of another Tiberium detonation or vast swaths of territory being swallowed by the crystal due to one miscalculation or another in the application of the xenotech.

The practical spike on the other hand, is actually far safer. It is not simply an accelerator strapped to a spike. It is using technology from the Visitors to summon Tiberium towards the surface, not accelerate its spread. While the differences from the standpoint of surface abatement are mostly academic, the technical differences are fundamentally vital to making a product that even the most risk-averse of Treasuries would be willing to field. Even so, there are significant concerns about the safety of the program, both in terms of the safety of the systems themselves, and their safety from the Initiative public.

"The Treasury's actions are nothing less than a betrayal of the ideals that the Initiative was founded on. We came together to stop the spread of Tiberium, not spread it for Christ's sake!"
  • Anonymous

[ ] GDSS Columbia (Phase 5)
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 1017/1015: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support) [22]

GDSS Columbia has been, at long last, finalized. A first home away from the bounds of Earth, a first step on the long road to colonizing space. While there is still much to be done on board, with a new batch of people making themselves at home, and beginning to modify the space to their own needs. Many elements of Erewhon's designs are actually being retained, but not all, with people preferring their own styles and their own approaches to living.

There are fundamental differences between survival and living, and between a house and a home. Columbia is currently a house, but far from being a home, even for the ones who have been living there the longest.

Lessons are however, already being learned, with the last of the Pathfinders already tapped out, and a number of far less experienced colonists being brought up as a control group, and they are running into far more issues. A major one is actually getting used to artificial gravity. While most things are the same, there are a few minor differences, and getting used to them has caused a number of minor injuries, with the most common actually being people cutting their own hands due to knives slipping.

"This is only a first step. Mankind must, and will, break free of the shackles of our dying world. - Adm Harrison Carter

-[ ] 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 355/300: 20 resources per die) (+1 Health) [93, 39]

Work on the hospital bay has finalized. While far from the full features of some of the Initiative's best hospitals, the grand complexes that London, or Tokyo, or any of a dozen other major cities host, it is something, and by the standards of the 20th century, quite a significant something. It is actually one of the most automated medical systems in Initiative service, in large part because a hospital system actually requires substantial overhead in terms of population per unit of service.
Like most of the Initiative's medical system, it is fundamentally designed around the needs of trauma care, but it is a very different set of traumas than exist on the surface. It is dealing with vacuum exposure for example, a virtually unheard of set of damages on the surface.
Otherwise, Erewhon's criticism of the system does have some validity. While most of the standard procedures are covered, a large section of care, ranging from cancer treatments (although there are some approaches in the pipeline that may change that) to childbirth are not or only minimally covered, in large part because Columbia does not have a large enough medical staff to effectively handle them.


[ ] GDSS Shala (Phase 5)
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 868/975: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays) [18, 15, 81, 71, 60, 20, 2]

While it had been hoped that Shala would be finalized in this quarter, a series of major and minor issues have meant significant delays. One of the bigger problems was actually a hydraulic leak. Two of the high-pressure water lines developed cracks, one of which was external, spraying water out that crystallized near-instantly, propagating back into the pipeline, and creating cascading pressure problems across the system. Similarly, pinhole leaks in multiple habitation sections, created in part by a high pace of construction, have needed to be sought out, and fixed, another delay in an already delayed and over budget process.

Now that Shala's shell is finished, it is an opportune time to lock-in what bays will eventually be added to the station. Of the seven available slots, one slot is currently occupied by a Fruiticulture Bay. Choose six (6) additional bays to lock-in. A bay can be selected multiple times (x1, x2, etc.). Vote is by plan.

-[ ] Core Crops Bay
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 0/295: 20 resources per die) (+6 Food)
  • While GDI does not need this quantity of food for the moment, it has three key advantages. First, it provides the opportunity to build orbital food stockpiles that can be deployed to the surface at a moment's notice. Second, it means that GDI does not need to rely as much on surface food production that is vulnerable to Brotherhood disruption. Otherwise, it prepares the ground for larger scale habitation faster, due to not having to worry nearly so much about establishing local food supplies.
  • Militarist Support/Starbound Opposition
  • Multiple bays would do little but expand food production, limited to no impact on food diversity or technological advancement.


-[ ] 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 0/295: 20 resources per die) (+8 Consumer Goods) (+5 Political Support)
  • While ultimately fruit would still be doled out by lottery, especially the longer term varieties, it would ensure that GDI can produce enough for most people to at least have some tree fruits in their diet, assuming that reselling does not happen.
  • General Political support.
  • Fully luxury goods, panem et circenses

-[ ] Experimental Crops Bay
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 0/255: 20 resources per die) (MS) (Unlocks new development projects)
  • While Seo is quite excited about numerous potential projects presented by the agricultural department, Dr. Dinesh Bora has reminded him that any novel crops are to be shared with Nod. Severely curtailing the number of projects that the GDI is willing to authorize.
  • Likely to include requirements for low/zero gravity in most cases to render the samples useless to the Brotherhood.
  • Militarists, Initiative First Oppose, others support or are neutral.
  • Multiple bays would both increase and speed the array of new crops, including programs for radiotrophic crops that could be grown for example on the lunar surface.

-[ ] Habitation Bay
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 0/295: 20 resources per die) (+1k Permanent Residents)
  • While a relatively wasteful use of the space, it would be an immediate progression towards the goal, and not require work on lunar or other habitation stations.

-[ ] Animal Husbandry Bay
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 0/255: 20 resources per die) (+6 Consumer Goods)
  • Increase in the diversity of food that spacers eat, improving morale and long term health.
  • Relatively inefficient use of cubic space
  • Supported primarily by Developmentalist and market interests.
  • Otherwise unpopular.
  • Some ability for scientific experimentation.


-[ ] Species Restoration Bay
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 0/255: 20 resources per die)
  • Current stocks are starting to reach their lifetime limits before they degrade to the point of non-viability. Currently unable to reconstitute DNA from computer storage for those that have already degraded too much. Many lifeforms never had samples taken in the first place.
  • First bay restores creatures from stocks and starts replenishing them, tiny increase in genetic diversity over time.
  • Multiple increases the number of creatures restored and microbiomes created. Scientists may also introduce genetically modified lifeforms to fill missing ecological niches.
  • Mixed popularity: wasteful space spending, but it does improve the signal that the GDI believes that Tiberium can be beaten, and that some of Tiberium's destruction has been stolen from it.

-[ ] High Efficiency Void Crops Bay
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 0/210: 20 resources per die)
  • Boost to biotech.
  • Esoteric enough to be neither popular nor unpopular
  • Can increase future colony self-sufficiency, and reduce colony cost. More impactful for larger colonies, and ones further from Earth, than are expected to be built in the next decade.

[ ] Primitive Prototype Portal Construction
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 279/400: 100 resources per die) [73, 43]

Work has continued on the portal program. While the habitable parts of the station are already complete and in the process of pressurization and crewing, the uninhabitable parts, including the ansible array itself, are far from being ready, with the biggest problems being the alignment of the portal elements in a way that will actually allow them to generate the wormhole, rather than dumping massive amounts of energy into a system and hoping it will not produce explosions.

[ ] 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 241/180: 15 resources per die) (+5 Political Support) [57]

Libraries have a tendency to become more cramped and uncomfortable over the course of their lifespan. Books, materials, new capabilities, and the like tend to be added to a space, filling it in ways that are oftentimes painful to reverse. While expanding the space can certainly help, that only makes the problem start over in many ways, with the collections once more beginning to expand to fill the space allocated to them. The alternative, for facilities without the room or the will to expand their footprint, is to weed aggressively, condensing and removing outdated parts of the collection. While a certain amount of removal and disposal of damaged goods is a normal part of library operation, it is normally acceptable to leave somewhat out-of-date histories on the shelf or to leave a book with some slight dog-earing in place. Similarly, electronics might be kept in service longer, while seeing much heavier use, if no replacement is forthcoming. Now they are, and many a vintage 2040s computer is headed at last to recycling, or more often reallocated to a legacy hardware program, where older computers are refurbished, and assigned to less intensive work, such as archival programs and similar.

The library enhancements are already beginning to show results, although only marginal ones, because the libraries were already centers of Initiative life and culture. They were in use, and with many of the updated libraries, there is nobody there for them to add to their service rosters. People are, for the most part already using the libraries for whatever services the library can offer, and adding more has mostly meant cannibalizing its own attendance.


[ ] 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 194/345: 30 resources per die) (+1 Health) [62]

Work has continued on building up the infrastructure for biosculpting. While often not talked about, one of the more major issues is actually in recovery facilities. Although biosculping does not require the same degree of immune system suppression that, for example, an organ transplant does, it still requires a substantial amount of recovery time in most cases, and while not all of it has to be in supervised facilities, it does require some of that as well.


[ ] 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 310/250: 15 resources per die) (-1 Capital Goods) (Increases Labor outputs) [74]

While there has not been a single overarching solution to the problems faced by the Initiative's university system, and it is too late in the school year to institute the reforms, preparations have begun for a number of improvements in the physical structure of a large slice of the Initiative's universities, and a systematic recruitment program for promising scientists often on a six year contract to begin proliferating the knowledge base beyond elite universities. Although this will have substantial teething troubles, and likely a significant number of issues as culture clashes and social interdiction are all but certain, it is the only way the Initiative has to bring classes in subjects like repulsorplate design or fusion engineering to the vast majority of its population.

"The difference between trying to teach repulsorplates at MIT and trying to teach repulsorplates at SACTI is like night and day. The students want to do things so differently here, and the teachers are a nightmare to work with ."
- Attica Bryan


[ ] 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 127/40: 15 resource per die) [91]

The Governor-A is about as much of a redesign as the American Super Hornet program of the late 20th century. While many of the systems below the waterline are unchanged – pebble bed reactors have not changed particularly much in the last decades, and many of the other components are similarly modern – others have to be completely reworked. Copper and silver are stripped out in exchange for superconductors, sections of steel and composite for U-series alloys, ablative sections added across the ship to counter Brotherhood laser systems. Even the life support systems have been significantly redesigned to take on the lessons of Shala, Columbia, and Enterprise.

Above the waterline, however, it is a complete redesign from the turrets backwards on. The turrets of paired superfiring railguns see little in structural revisions, although there are some substantial improvements beneath the armor – most notably the addition of buckler shields to reinforce the frontal glacis, rendering them far more resistant to the kind of fires that Bintang has previously used against Governor-class ships to great effect. Behind them rests the primary tower, with a laser system newly mounted to it, flanked by crystal beam platforms to add even more antimissile firepower. The missile system has been refitted, adding a second section of VLS cells, a further sixteen much smaller ones, designed around T20E type missiles; and then the hangar has remained effectively unchanged, except for switching out anti-aircraft guns for a pair of missile pods, along the lines of those used on GDI's recent carrier classes.

[ ] 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 70/135: 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) (Will time out Q1 2064) [39]

The Island class has been a source of much frustration for the Navy, with the Treasury seeing it as enough of a priority to keep on the docket, but not enough to actually fund the project – especially as the role for the ship has increasingly narrowed, between the introduction of orbital shock troops and the threat of nuclear retaliation to naval landing operations.

The actual practical work has been relatively straightforward, with some complications as Treasury working crews have had to avoid disrupting shipyard schedules, especially as it coincided with a maintenance wave on some of the Initiative's heavier ships, many of whom are co-hosted at those self-same shipyards.


[ ] 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 251/230: 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.) [72]

The long demanded Shark class has had a reasonably successful career already, taking over escort duties around the world and doing a good enough job of it. While it is debated how much the reduction in losses is due to the decrease in Brotherhood activities against GDI and how much is the dramatic increase in capabilities that the Shark class offers, there is a substantial decrease in those losses and the impact of replacing the aging escort fleet with modern vessels upon that is certainly not zero.

One of the biggest problems in judging the class's effectiveness has been the lack of major Nod naval activity that cannot be explained by ways other than the Shark class. There has been no fleet action beyond freedom of navigation exercises, while Nod naval interdiction activity has seen a substantial drop with the end of the Regency War.

Beyond the hard factors, there are numerous softer factors to consider. For most of the Initiative's lightweight escort ships, they had been designed decades ago, with a very different idea of how to design a ship, and the importance of crew comforts. Especially now, with U series alloys being reasonably widespread, the most recent tranches of Shark frigates have seen noticeable increases in crew comforts, and improved protection. While an extra cubic meter of ammunition or capacitor bank is somewhat meaningless on the scale of a Shark, spreading that out to ensure that the crew has slightly more space in their bunks is substantially noticeable.


[ ] Transorbital Fighter Development (Platform) (High Priority)
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 74/60: 20 resources per die) [38]

A transorbital fighter in some ways runs into the same problems that produced the MiG-25 Foxbat. Speed of reaction is absolutely critical, as a Visitor force, by the time it breaches atmosphere, is already becoming increasingly lethal, and stopping them before they can hit atmosphere requires punishingly high velocities, especially as currently there are no means of basing fighters in the orbitals or on the Moon. Much like the Foxbat then, the answer has been scramble speed, cutting every corner possible to make a fighter that can go as high as possible, as fast as possible, and not worrying about most other factors, especially in light of the existential threats both are designed to counter.

The design as originally produced is relatively conservative as a concept and notably massive for something that can be described as a fighter. It starts with taking the drive core from a Leopard II, and strapping a number of repulsorplates to it, to produce what has been called an impulse drive, offering half again the thrust that a Leopard II can muster. Add on to that the weight reductions made by eliminating substantial amounts of the life support by shrinking the habitable area to a small three-person cockpit, cutting the vast majority of the cargo capacity down to a pair of weapons bays, and building around a lifting body concept to improve atmospheric performance, and the fighter is reasonably capable, although if the Visitors do return in anything close to the forces that they did in the first invasion, the fighters are expected to be expended completely within the first twenty four hours of operations. These fighters have been given the designation of ASF-1 Sabers.

[ ] 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 165/165: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 35/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

Lightweight glide munitions have begun to be rolled out in fairly small numbers to training units, starting the process of getting them standardized across the Initiative, as a new generation of standoff weaponry. While it will take a substantial amount of time to actually proliferate, let alone build up a stock sufficient for major operations beyond Karachi (which is currently planned to include every munition of the type not expended during training operations that can be produced), it will begin to make the lives of Brotherhood ground assets significantly more difficult by simple presence, even if only a tiny fraction of the munitions in use are the new glide types.

One thing that has been experimented with on a small scale, although not to any great success, has been the concept of dual-drive munitions. The approach is reasonably simple. Take a standard Initiative anti-radiation missile, and one of the smaller glide munition chassis. Mate the two together so that the ARM can be released at a predetermined point. Use that to substantially extend the operational range of a reasonably standard munition.

There are two main advantages to this system. First is that the approach offers substantially longer loiter times and more importantly increases the suppression effect of anti-radiation missiles. Any reasonably competent Brotherhood unit is quite capable at countering anti-radiation missiles, however, being able to have missiles loiter for minutes or hours on end, simply circling above the battlefield in high-efficiency turns means that Brotherhood antiaircraft and sensor systems need to be held back or operate in lower performing modes in order to avoid attack. Second, it means that the operator has a massively larger standoff range than previously expected, meaning that planes do not need to risk themselves nearly as much, and various forms of toss bombing can be used to narrow the risk window even further. The problems arise in the multiple releases, where there were often failures to separate and failures to acquire once separated. The two problems are unfortunately, so far difficult to resolve, as the solutions that have so far worked to make one less of a problem, such as changing the release angle, also worsen the other.

[ ] 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 196/215: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete) [76, 2]

The air war has, in recent times often not been in GDI's favor, especially as the Brotherhood shifts ever more of their forces to repulsorcraft such as the Barghest, and the ever more common Bis variant. The Brotherhood has also been expanding their use of anti-aircraft laser systems, primarily buggy mounted during the Third Tiberium War, but found across their forces in the modern day. While mostly not as much of a threat as they once were, the A-16 Orcas are still facing substantial loss rates, especially on gun runs, to the point where most crews have begun dismounting the railguns that are one of the standout features of the class, preferring the marginal advantages in terms of speed and agility that the weight reductions offer.

While the Wingman project has not been a particularly high priority for the last few years, work has once again restarted, with the Initiative pouring substantial work into a number of factories, and while it has run into issues – primarily with some of the electronic systems on the Wingmen needing recalibration in large parts of the world due to spikes in atmospheric particulate after the Mount Belaya explosion – these are not particularly huge issues, and GDI has significant experience in the field in any case, due to continuing operations during the aftermath of the Temple Prime explosion.


[ ] 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 102/265: 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) [71]

Work has begun on actually providing the Talons, and the MARV program in general with the rapid assemblers. A MARV is a substantial project, one that requires specialized tooling, and there are in fact not that many factories to produce those parts. Fortunately, most of the really expensive parts are not going to fit in the crawler variant, as the factory parts require that volume, and unfolding the system is going to take nearly all of the facings that could otherwise be used to mount those same systems.

The doctrine for crawlers has, in large part, not yet been written, as, while Sandhurst, West Point, and the like have all had substantial classes working with the theory of crawler combat, primarily at the graduate and postgraduate level, GDI has not had any crawlers to practically test the combative theories. Broadly, there are two current theoretical frameworks for crawler usage. The first can be described as the "support" doctrine, where the crawler's primary purpose in combat is as a more mobile repair station, scrapping damaged vehicles for parts in order to sustain combat operations at a higher tempo, keeping units rotated to the front and allowing GDI to operate with a thinner reserve. The second is the "offensive" doctrine, using the crawlers in support of MARV operations to sustain an escort fleet, driving out of Red Zones around the world into the Brotherhood backline and wreaking havoc by pushing into and out of Red Zones repeatedly.


A/N1: This ran into a few delays, between mental health issues, and me having multiple major events to work in real life over the last couple of weeks.
A/N2: https://ko-fi.com/ithillid All of your support has been greatly helpful, and is absolutely appreciated.
 
Last edited:
Q1 2064
Q1 2064

Resources: 1300+65 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:‌ 99
SCIENCE Meter: 2/4

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

Tiberium Spread
25.01 (+0.02) Blue Zone
0.06 (+0.00) Cyan Zone
23.03 (+.02) Yellow Zone (104 points of mitigation)
51.86 (-.04) Red Zone (89 points of mitigation)


Current Economic Issues:
Housing: +81 (+81 LQ, +0 HQ) (1 high-quality housing per turn)
Energy: +48 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +32 (-4 from military activity)
Food: +42 (+24 backed reserve, +5 unbacked reserve)
Health: +24 (-8 from refugees)
Capital Goods: +21 (+2 per turn from Distributed Industrial Authority) (+325 in reserve)
Consumer Goods: +260 (+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: +27 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2790/3800)‌ ‌(1440 HG, 1350 IHG)(HG: 1 per 95, IHG: 1 per 85)
Tiberium Reserve (0/500)
STUs: +7
Taxation Per Turn: +160 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50

STU Production and Consumption
Net: +7 per turn
Production: +31 per turn (15.2 HG, 15.9 IHG)
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
-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)‌ ‌
Developmentalist: 705 (200; 400; 75; 30) 17.6%
Militarists: 629 Seats (300; 100; 200; 29) 15.7%
Starbound: 618 Seats (400; 100; 100; 18) 15.5%
Market Socialist Party: 555 Seats (300; 155; 50; 50) 13.9%
Socialist Party: 493 Seats (250; 100; 93; 50) 12.3%
Free Market Party: 405 Seats (50; 150; 100; 105) 10.1%
Initiative First Party: 334 Seats (0; 34; 100; 200) 8.4%
United Yellow List: 117 Seats(80; 30; 7; 0) 3%
Reclamation: 99 Seats (50; 40; 6; 3) 2.5%
Homeland: 41 Seats (20; 10; 5; 6) 1%
Open Hand: 4 Seats (2; 2; 0; 0) .1%
Total: 4000 Seats (1652; 1121; 736; 491)

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

Plan Goals
Provide 20 Consumer Goods points from the Treasury
Provide 1 Consumer Goods from Agriculture
Increase Income by 430
Increase Tiberium Processing limit by 470
Increase population in space by 16.85k
Provide 17 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
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
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.





Infrastructure (5 dice +27 bonus)

[ ] Blue Zone Arcologies (Stage 5)
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 29/450: 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 93/250: 20 resources per die) (+4 Housing)
(Progress 0/225: 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 108/245: 15 resources per die) (+4 Logistics)
(Progress 0/245: 15 resources per die) (+3 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 0/100: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/195: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/780: 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 2)
Expanding the program and shifting yet more housing to higher quality models is something that large parts of the Initiative support in theory, and yet there are substantial groups that oppose it in practice. While the housing is degrading at a noticeable clip, and will eventually either have to be torn down or refurbished, it is a much more complicated question than it first appears.
(Progress 33/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)

[ ] Advanced Tunnel Borer Development (Tech) (New)
While digging holes is something that GDI has gotten remarkably good at, the Brotherhood was at one point a master of the field, connecting large parts of the world through a network of tunnel systems, allowing them to move forces safe from GDI airborne and orbital surveillance. Adapting their technology, if not their ambitions is likely to open new areas where the Initiative can make connections, and speed construction.
(Progress 0/80: 15 resources per die)

[ ] Offshore Tiberium Harvester Stations (Phase 4) (New)
With the Initiative Navy becoming noticeably stronger and the systematic reduction in the Brotherhood's ability to contest inshore development, it is now sufficiently safe for new offshore harvesting stations in the Bering Strait, off the coast of Australia and New Zealand, and a number of other sites.
(Progress 0/150: 20 resources per die) (+20 resources per turn)


Heavy Industry (5 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 6)
Shifting goals from bulk alloys to more specialist systems, tib resistant cutting blades will be a relatively minor but significant shift in GDI's ability to harvest tiberium. While it will be expensive for what GDI gets out of the program, it is also an investment in the core technologies and competencies of working with STU based alloys.
(Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 4)
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 117/270: 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)
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 406/1805: 15 resources per die) (+35 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.
(Progress 0/90: 30 resources per die)
(Progress 0/180: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/360: 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 143/935: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1800: 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 0/150: 25 resources per die) (-2 STUs)

[ ] Second Generation Repulsorplate Factories
With the repulsorplate finally offering significant edges, and opening up a wide variety of new niches including the potential of flying ships, 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 365/525: 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 +29 bonus)

[ ] 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 523/610: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Cloth Factories
While primarily for consumer goods, adaptive cloth is adaptive cloth, and the production will also feed into military procurement among other fields. Mostly, the Initiative will solely be producing the cloth, and then farming it out to private fashion houses, and Initiative backed design studios to do much of the work of integrating it into things that people will actually wear.
(Progress 0/300: 15 resources per die) (+5 Consumer Goods)

[ ] High Energy Capacitors Development (Tech) (New)
While capacitors are nothing new, Visitor based designs are nearly twice as efficient as any currently produced formats, and therefore have a number of places where a better capacitor is deeply needed. While there are obvious answers like electromagnetic weaponry, there are applications everywhere from fusion reactors and computer chips, to medical equipment.
(Progress 0/60: 20 resources per 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 737/805: 5 resources per die)
(Progress 0/790: 5 resources per die)
(Progress 0/790: 5 resources per die)

[ ] 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 18/125: 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 78/215: 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) (Times Out Q1 2066)
(Progress 60/160: 15 resources per die) (+1 Capital Goods)
(Progress 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)

[ ] 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) (Times Out Q1 2066)
(Progress 3/65: 10 resources per die) (+1 Energy)
(Progress 0/65: 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 78/170: 10 resources per die) (+2 Food in Reserve, -3 Food)

[ ] Laboratory Meat Deployment (Phase 1)
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 0/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)

[ ] Organ Farming Programs (Tech) (New) (MS)
While producing human compatible organs in vitro on a large scale is still beyond the Initiative's capabilities, there are other options, most notably pigs, which can be used to substantially simplify the process of producing a number of different organ types, opening up the supply substantially.
(Progress 0/120: 10 resources per die) (-4 Consumer Goods, +2 Health)



Tiberium (7 dice +39 bonus)

[ ] Tiberium Vein Mines (Stage 11)
While no longer positive in terms of abatement resources freed up, vein mines still represent a significant way for the Initiative to increase its Tiberium mining output without either requiring significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the red zones of the world.
(Progress 0/165: 20 resources per die) (Additional Income Trickle [25-35]) (-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 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 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 0/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (2 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 54/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 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 38/165: 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 0/150: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics, -1 Labor)

[ ] Improved Hewlett-Gardener Refits (Phase 2)
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 65/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/300: 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 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 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 11/90: 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 4/105: 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 145/180: 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 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)

[ ] Forgotten Experimentation (Tech)
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
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 0/300: 25 resources per die) (+.16 Green Zone)
(Progress 0/300: 25 resources per die) (+.20 Green Zone)
(Progress 0/300: 25 resources per die) (+.24 Green Zone)

[ ] Coordinated Abatement Programs (Phase 3) (Updated)
Another push in coordination will notably expand the reach of the abatement effort. Political factors will for now inhibit further expansion than this phase, as GDI politicians are starting to question its efficacy and safety while in Nod rumblings of sabotage and violence are becoming too loud to leave unaddressed. Success and safe work will likely do much to address these issues, but that will take time.
(Progress 93/175: 25 resources per die) (+3 Red Zone Abatement)

[ ] Xenotech Tiberium Refinery Development (Tech) (New)
While there are many mysteries of the Visitors' Tiberium refining capabilities, and most have not even seen the first steps towards solutions, a dark horse program started during the Third Tiberium War has borne fruit, even as it was running out of samples to test with. Although far from the efficiencies observed during the war, it is a substantial upgrade to GDI's ability to manufacture using Tiberium.
(Progress 0/180: 35 resources per die)

[ ] Liquid Tiberium Refining Development (Tech) (New)
While liquid Tiberium is distinctly unstable, this actually has some significant potential upsides - namely that it is much easier to break apart into molecules. The tricky part is doing that in a way that both produces something useful, and does not result in rapid unscheduled violent disassembly of the refineries due to runaway exothermic events.
(Progress 0/180: 20 resources per die)


Orbital (7 dice +34 bonus)

[ ] GDSS Columbia Bays (1 each)
-[ ] 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 0/295: 20 resources per die) (+3 Food, +6 Food in reserve)

-[ ] 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 0/295: 20 resources per die) (+1.2k Permanent Residents)

-[ ] 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 0/255: 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 0/295: 20 resources per die)

[ ] GDSS Shala (Phase 5)
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 868/975: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)

[ ] GDSS Shala Bays (3 available)
-[ ] Experimental Crops Bay (Stage 1)
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 0/255: 20 resources per die) (MS) (Unlocks new development projects)
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)

-[ ] Animal Husbandry Bay
While most of the effort is going to plants, animals have often 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 0/255: 20 resources per die) (+6 Consumer Goods)

-[ ] Species Restoration Bay (Stage 1)
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 0/255: 20 resources per die)
(Progress 0/255: 20 resources per die)

-[ ] High Efficiency Void Crops Bay
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 0/210: 20 resources per die)

Lunar Operations

[ ] Lunar Mining Projects
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 0/185: 20 resources per die) (+15 resources per turn)


Services (4 dice +35 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 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Autodoc Systems Deployment
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 0/280: 30 resources per die) (+4 Health, +6 Emergency Health, -3 Capital Goods, -3 Energy) (-5 Political Support)

[ ] Cosmetic Biosculpting (Tech)
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. Although 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 184/345: 30 resources per die) (+1 Health)

[ ] 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 0/160: 20 resources per die) (-2 Capital Goods) (+5 Political Support)

[ ] Primitive Prototype Portal Construction (Tech)
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 279/400: 100 resources per die)

[ ] Civil Sensory Augmentics Development (Tech) (New)
While many of the Visitors' weapons were constructions of alien alloys and devastating power, some of the equipment is actually small enough to integrate into the human body. While few of these are particularly useful when human mounted, some, like audio pickups, electromagnetic scanners, and others, make good to excellent proxies for human senses.
(Progress 0/120: 20 resources per die)

[ ] Civil Prosthetics Development (Tech) (New)
Designing a next generation of prosthetic limbs and organs is a substantial challenge, with inputs from a large number of sources, GDI's homegrown attempts at providing technological alternatives and support for human bodily functions are pushed to greater prominence to obscure and downplay the influence of Visitor, Nod, and especially CABAL technology to prevent public backlash.
(Progress 0/120: 20 resources per die)

[ ] Phage Engineering Development (Tech) (New)
While an area GDI has little experience in, phages are an older branch of medicine than antibiotics. The problem has always been in finding strains aimed at the right pathogen, hardy enough and effective enough to counteract whatever is sickening the patient. While custom building bacterio- and virophages to the patient is not a requirement, reverse engineering the Brotherhood's phage treatments will greatly enhance the Initiative's ability to treat many infectious diseases.
(Progress 0/40: 15 resources per die)

[ ] Biowarfare Countermeasures Development (Tech) (New)
While the Brotherhood of Nod has typically avoided human targeting bioweapons (on the microscale at least) there has always been the fear of not only some form of superplague, but also various attack vectors against many of the pieces of biotech that GDI relies on, especially in fields like myomers and fuels. Improving preparations to defend against this will take effort, and likely some revisions to the product to include additional hardening.
(Progress 0/40: 15 resources per die)

[ ] Rage Engine Development (Tech) (New)
The Brotherhood of Nod has used, on a limited scale, so-called Rage Generators, subliminal messaging systems that inflict feelings of paranoia, hatred, and fear, able to turn even elite GDI units against each other. While the process is less than useful for GDI in combat applications, various forms of emotional control system could be very useful in treatment of PTSD and other psychological traumas.
(Progress 0/80: 25 resources per die)

[ ] Wet AI Development (Tech) (New) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 0/240: 30 resources per die)

[ ] Stasis Box Development (Tech) (New) (MS)
While there are many means of preserving things, most require keeping the thing in a particular state, usually either very dry, or very frozen. Adapting the Visitor stasis devices offers significant potential benefits in a number of fields, including food storage, medicine, and high energy industrial applications.
(Progress 0/120: 30 resources per die)

[ ] Projected Hardlight Development (Tech) (New)
While the Initiative has a number of hardlight systems, so far it has mostly been a curiosity rather than a practicality. However, refinements and improvements in shield technology, and refinements in the means of projecting combine to produce a set of hardlight interfaces that can be scaled out to a relatively small room, allowing touch without touch, giving both tactile feedback, and the safety of gesture based controls, among other things.
(Progress 0/60: 15 resources per die)

[ ] Drone Control Hub Development (New) (Tech)
The Visitors were, from what GDI can tell, an incredibly automated force, with only a bare handful of actual intelligences running the entire affair. Much of the work was offloaded onto various forms of EVA equivalents, managing the networks of drone systems across their invasion force. While replicating that level of automation with current computing technology is impossible, many advances in the practice and theory of large drone swarms can still be made while isolinear and other computer technologies mature.
(Progress 0/180: 20 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)

[ ] Stealth Field Generator Development (Tech) (New)
While decades behind the Brotherhood's state of the art, and desperately behind the times in other ways, there are still uses for their stealth field generators, both to provide functional red forces for various training exercises, and more broadly to provide another string for the Initiative's bows.
(Progress 0/60: 15 resources per die)

[ ] Tib Core Missile Seeker Analysis (Tech) (New)
While all military sensor pods have to deal, to one level or another, with the effects of Tiberium, more than most, the Brotherhood's Tiberium Core missiles are dealing with a particularly close contact, with the core often centimeters from the seeker head. The hardening methods offer a potential means of improving GDI performance in the area.
(Progress 0/60: 5 resources per die)

[ ] Initiative Laser Systems Deployment (Phase 1) (Updated)
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. Initial deployment is going to focus primarily on the shark class frigates, as they are going to be the primary initial users.
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)

[ ] 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 200/265: 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 0/500: 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 41/425: 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 139/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] MARV and Reclamator Hubs (updated)
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. Due to GDI's voracious appetite for more STUs, hubs constructed in Red Zones will service the Reclamator variant. 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)
-[ ] MARV Hub Blue Zone 1 (Progress 39/260) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 2 (Progress 58/265) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 3 (Progress 0/250) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 4 (Progress 0/250) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 5 (Progress 0/250) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 6 (Progress 0/250) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 7 (Progress 0/250) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 8 (Progress 0/250) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 9 (Progress 0/250) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 10 (Progress 0/250) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 11 (Progress 0/250) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 12 (Progress 0/250) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 13 (Progress 0/250) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 14 (Progress 0/250) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 15 (Progress 0/250) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 16 (Progress 0/250) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 17 (Progress 0/250) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 18 (Progress 0/250) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/250) (Benghazi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/250) (Matadi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/250) (Dar Es Salaam) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/250) (Istanbul) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/250) (Port Said) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/250) (Hong Kong) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/250) (Mawlamyine) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/250) (Banjarmasin)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/250) (Medan) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/250) (Wyndham)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)

[ ] Inferno Gel Development (Tech)
Derived from the Brotherhood of Nod's flamethrower systems, Inferno gel is a weapon of terror more than anything else. However, it does have its uses, and one of those is as a means of killing vehicles rapidly. By drenching a vehicle in pyroclastic gel, many of the soft systems can be destroyed, and the people inside blinded and likely immobilized.
(Progress 0/40: 10 resources per die) (Goes Away Q3 2064)

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

[ ] Advanced Armor Composites (Tech) (New)
While GDI's armor is quite effective under most circumstances, STU technologies offer a potential to build armors that are substantial improvements over existing designs. All armor requires tradeoffs, in weight, cost, volume, and protectiveness, and oftentimes different profiles of protectiveness. Exploring the uses of STUs, and visitor armor alloys, will see if there are potential advantages to be had in GDI's next generation of combat platforms.
(Progress 0/80: 15 resources per die)


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 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)

[ ] Advanced Articulation Systems (Tech) (New)
While GDI's Zone Armor is notably effective, it is also quite stiff and difficult to move in. In large part this is due to the Initiative having to protect the joints against Tiberium infiltration, adding mass and restricting movement. As the Visitors did not have quite the same level of problems, their methods are likely to be able to make the Initiative's systems significantly more flexible.
(Progress 0/60: 15 resources per die)


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 196/215: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)

[ ] Ultralight Glide Munitions Deployment (Phase 2) (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 35/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Development (High Priority) (Platform)
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)

[ ] Thunderbolt II Missile Development (Platform) (Munitions) (New)
The primary difference planned for the second generation of Thunderbolt missiles is in the fueling system. While most of the other parts of the system work well enough, the aggressive maneuvering required to successfully intercept a Barghest, Kelpie, or other high end Brotherhood aircraft puts too much strain on the missile when combined with Visitor and Brotherhood derived fuels.
(Progress 0/60: 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 0/140: 20 resources per die) (MS) (Will time out at end of plan)

[-] Transorbital Fighter Deployment (New)
While not practical at the moment, building an initial test wing of transorbital fighters will not take significant effort aside from the need to build the impulse drives themselves, requiring repulsorplate production in sizable numbers.
(Progress 0/90: 25 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 150/160: 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 16/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

[ ] GD-3 Deployment (Phase 1) (High Priority) (Updated)
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 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/180: 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 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) (Will time out at end of plan)


Navy

[ ] Governor-A Deployment (Refits) (New)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 0/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)

[ ] 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 70/135: 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) (Will time out if not continually invested in)

[ ] SSN Development Program (Platform)
The Submarine Fleet is one of the longer neglected parts of the Initiative naval capacity, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)


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 102/265: 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 Deployment
While the Talons will not require particularly many vehicles to see a large impact on their total deployable combat force, it will still be a reasonably expensive project simply due to the amount of automation that it requires.
(Progress 0/240: 20 resources per die) (-1 Capital Goods, -1 Energy)

[ ] Fast Twitch Myomers Development (Tech) (New)
Myomers, much like muscles, have differing twitch speeds. GDI has focused primarily on some very slow twitch speeds, emphasizing reliability and power over speed. That is not always however, the best of decisions, with faster twitch speeds meaning that a vehicle, or theoretically a person, can leap and sprint significantly faster than the more pedestrian speeds currently attainable.
(Progress 0/60: 10 resources per die)

[ ] Phased Plasma Weapons Development (Tech) (New)
One of the largest challenges of building plasma weapons is keeping the plasma from coming apart in a spray. While GDI has mostly relied on various forms of laser channel, and some basic plasma shaping using magnetic and (more recently) gravitic fields, The Visitors had means of creating multiphasic plasma bolts. While it is likely to be a tricky problem, adapting them to GDI platforms will mean substantial improvements on Initiative plasma weapons systems.
(Progress 0/80: 15 resources per die)

[ ] Particle Shield Development (Tech) (New)
A quantum leap in shield technology, GDI expects to be able to build a high powered stressed shield, capable of taking multiple impacts from nearly any tactical weapon the Brotherhood of Nod fields. While it will certainly not make combat casualty free, it is expected to substantially reduce casualties, especially if it can be widely fielded.
(Progress 0/120: 25 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)

[ ] Interdepartmental Favors
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor.
(Can select multiple)
-[ ] Elder Services: Complete AEVA Deployment for Bureaucracy before 2066 Q1 (+5 Political Support)
-[ ] Healthcare: Complete 1 of Phage Engineering Development, Civil Prosthetics Development and at least 1 phase of the resulting deployment before 2068 Q1 (+5 Political Support)
-[ ] Tiberium: Complete Xenotech Refining Development before 2066 Q1 (+5 Political Support)

[ ] 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.
(Can select multiple)
-[ ] Developmentalists: Complete Xenotech Refining Development and have at least 500 processing capacity using the resulting method before 2066 Q1. Complete Liquid Tiberium Fabrication Development before 2066 Q1.
-[ ] Starbound: Complete all Shala bays before 2066 Q1
-[ ] Militarists: Deploy two phases of GD-3 before 2066 Q1
-[ ] Market Socialists: Release remaining capital goods promised to the civilian economy before 2065 Q1
-[ ] Reclamation: Affirm commitment to Reforestation Campaign Preparations
-[ ] Socialists: Complete 2 of: Cosmetic Biosculpting, Civil Sensory Augmentics Development, Civil Prosthetics Development, Phage Engineering Development, before 2066 Q1
-[ ] Free Market Party: Authorize at least one purchasing contract before 2066 Q1.
-[ ] Homeland: Complete 1 phase of Secure Yellow Zones before 2066 Q1
-[ ] Initiative First: Complete Biowarfare Countermeasures Development before 2066 Q1
-[ ] Initiative First: Complete Inferno Gel Development and deploy at least 1 phase before 2066 Q1
-[ ] United Yellow List: Complete at least two of: Civil Sensory Augmentics Development, Civil Prosthetics Development, and Fast-Twitch Myomers Development before 2066 Q1
-[ ] Open Hand: Do not complete Inferno Gel Development (-1 SCIENCE Meter, -5 PS)

[ ] 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.

[ ] Purchasing Contracts (New)
While the private economy cannot practically produce many of the goods the Initiative needs, some companies are trying to fill niches, and offering purchasing contracts for military and civil goods is one of the ways that the Initiative can provide support for those. (only one die needed)
-[ ] Purchase Logistics: -5 resources per turn, +1 Logistics (Max 2)
-[ ] Purchase Capital Goods: -15 resources per turn, +1 Capital Goods (Max 1)


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 5) 29/450 4 dice 60R 5%, 5 dice 75R 39%, 6 dice 90R 80%, 7 dice 105R 96%
-[] Blue Zone Arcologies (Stage 5+6) 29/900 9 dice 135R 3%, 10 dice 150R 19%, 11 dice 165R 49%, 12 dice 180R 77%, 13 dice 195R 93%
-[] Yellow Zone Fortress Towns (Phase 7) 93/250 2 dice 40R 63%, 3 dice 60R 97%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/475 4 dice 80R 17%, 5 dice 100R 62%, 6 dice 120R 92%
-[] Rail Network Construction Campaigns (Phase 6) 108/245 1 die 15R 6%, 2 dice 30R 78%, 3 dice 45R 99%
-[] Rail Network Construction Campaigns (Phase 6+7) 108/490 4 dice 60R 17%, 5 dice 75R 62%, 6 dice 90R 92%
-[] Karachi Planned City (Phase 1) 0/50 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/150 1 die 20R 5%, 2 dice 40R 85%, 3 dice 60R 100%
-[] Karachi Planned City (Phase 1+2+3) 0/345 3 dice 60R 12%, 4 dice 80R 68%, 5 dice 100R 97%
-[] Karachi Planned City (Phase 1+2+3+4) 0/735 7 dice 140R 11%, 8 dice 160R 48%, 9 dice 180R 84%, 10 dice 200R 97%
--Alt: 2 Tib 5 Infra dice 160R 2%, 3 Tib 5 Infra dice 180R 22%, 4 Tib 5 Infra dice 200R 62%, 5 Tib 5 Infra dice 220R 90% 6 Tib 5 Infra dice 220R 98%
-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 1 die 10R 100%
-[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 26%, 2 dice 20R 89%, 3 dice 30R 100%
-[] Postwar Housing Refits (Phase 2+3) 33/300 3 dice 30R 36%, 4 dice 40R 84%, 5 dice 50R 98%
-[] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%, 2 dice 30R 100%
-[] Offshore Tiberium Harvester Stations (Phase 4) (New) 0/150 2 dice 40R 68%, 3 dice 60R 98%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 6) 68/455 4 dice 160R 29%, 5 dice 200R 78%, 6 dice 240R 97%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%, 3 dice 60R 99%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 4+5) 117/540 4 dice 80R 12%, 5 dice 100R 59%, 6 dice 120R 92%
-[] North Boston Chip Fabricator (Phase 5) 406/1805 14 dice 210R 3%, 15 dice 225R 15% 16 dice 39.3% 17 dice 67% 18 dice 86.8% 19 dice 96.1%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 1 die 30R 60%, 2 dice 60R 100%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 2 dice 60R 1%, 3 dice 90R 49%, 4 dice 120R 92%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/630 6 dice 180R 7%, 7 dice 210R 38%, 8 dice 240R 77%, 9 dice 270R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 8 dice 160R 11%, 9 dice 180R 43%, 10 dice 200R 77%, 11 dice 220R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 4+5) 143/2735 27 dice 840R 2% 28 dice 860R 8% 29 dice 880R 21% 30 dice 600R 40% 31 dice 620R 61% 32 dice 640R 78% 33 dice 660R 90% 34 dice 96%
-[] Microfusion Cell Laboratories 0/150 1 die 25R 5%, 2 dice 50R 85%, 3 dice 75R 100%
-[] Second Generation Repulsorplate Factories 365/525 2 dice 50R 72%, 3 dice 75R 99%
Light and Chemical Industry 4 dice +29
-[] Bergen Superconductor Foundry (Phase 4) 523/610 1 die 30R 58%, 2 dice 60R 99%
-[] Bergen Superconductor Foundry (Phase 4+5) 523/1750 13 dice 390R 4%, 14 dice 420R 18%, 15 dice 450R 43% 16 dice 69.8% 17 dice 87.9% 18 dice 96.3%
-[] Adaptive Cloth Factories (New) 0/300 3 dice 45R 19%, 4 dice 60R 71%, 5 dice 75R 96%
-[] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 737/805 1 die 5R 77%, 2 dice 10R 100%
-[] Reforestation Campaign Preparations (Phase 1+2) 737/1595 9 dice 45R 7%, 10 dice 50R 30%, 11 dice 55R 63%, 12 dice 60R 87%, 13 dice 65R 97%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 die 10R 38%, 2 dice 20R 95%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/250 2 dice 20R 9%, 3 dice 30R 66%, 4 dice 40R 96%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/375 3 dice 30R 2%, 4 dice 40R 35%, 5 dice 50R 80%, 6 dice 60R 97%
-[] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 8%, 2 dice 30R 80%, 3 dice 45R 99%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 63%, 2 dice 40R 100%
-[] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 50%, 2 dice 40R 99%
-[] Spider Cotton Plantations (Phase 2+3) 60/325 2 dice 30R 2%, 3 dice 45R 53%, 4 dice 60R 94%
-[] Spider Cotton Plantations (Phase 2+3) 60/500 4 dice 60R 7%, 5 dice 75R 49%, 6 dice 90R 87%, 7 dice 105R 99%
-[] Spider Cotton Plantations (Phase 2+3+4+5) 60/685 6 dice 90R 8%, 7 dice 105R 41%, 8 dice 120R 79%, 9 dice 135R 96%
-[] Tarberry Plantations (Phase 3) 3/65 1 die 10R 88%, 2 dice 20R 100%
-[] Tarberry Plantations (Phase 3+4) 3/130 1 die 10R 23%, 2 dice 20R 91%
-[] Strategic Food Stockpile Construction (Phase 5) 78/170 1 die 10R 53%, 2 dice 20R 98%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/320 2 dice 20R 5%, 3 dice 30R 59%, 4 dice 40R 94%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/470 4 dice 40R 16%, 5 dice 50R 62%, 6 dice 60R 92%
-[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%, 3 dice 45R 95%
-[] Organ Farming Programs (Tech) (New) (MS) 0/0 1 die 20R 100%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 11) 4/165 2 dice 40R 78%, 3 dice 60R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/120 1 die 25R 64%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 39%, 3 dice 75R 94%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 54%, 3 dice 90R 97%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/380 3 dice 90R 3%, 4 dice 120R 46%, 5 dice 150R 90%, 6 dice 180R 99%
-[] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 29%, 2 dice 50R 95%
-[] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 41%, 4 dice 100R 91%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/520 4 dice 100R 6%, 5 dice 125R 48%, 6 dice 150R 89%, 7 dice 175R 99%
-[-] Tiberium Glacier Mining (Stage 13) 38/165 1 die 30R 28%, 2 dice 60R 95%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/320 3 dice 90R 51%, 4 dice 120R 94%
-[] IHG Tiberium Processing Plants (Stage 1) 0/150 1 die 35R 5%, 2 dice 70R 85%, 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 3) 12/200 2 dice 70R 56%, 3 dice 105R 97%
-[] Improved Hewlett Gardener Refits (Phase 3+4) 12/400 3 dice 105R 2%, 4 dice 140R 40%, 5 dice 175R 87%, 6 dice 210R 99%
-[] Improved Hewlett Gardener Refits (Phase 3+4+5) 12/600 5 dice 175R 3%, 6 dice 210R 31%, 7 dice 245R 76%, 8 dice 280R 96%
-[] Improved Hewlett Gardener Refits (Phase 3+4+5+6) 12/800 7 dice 245R 3%, 8 dice 280R 25%, 9 dice 315R 65%, 10 dice 350R 91%
-[] Improved Hewlett Gardener Refits (Phase 3+4+5+6+7) 12/1100 10 dice 350R 3%, 11 dice 385R 18%, 12 dice 420R 51%, 13 dice 455R 81%, 14 dice 490R 95%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 80%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/100 1 die 30R 55%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/90 1 die 30R 65%, 2 dice 60R 100%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/90 1 die 20R 76%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/105 1 die 20R 54%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/210 2 dice 40R 39%, 3 dice 60R 94%
-[] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
-[] Red Zone Energy Refits (Phase 1) 0/265 2 dice 50R 4%, 3 dice 75R 64%, 4 dice 100R 97%
-[] Red Zone Energy Refits (Phase 1+2) 0/530 5 dice 125R 15%, 6 dice 150R 62%, 7 dice 175R 93%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/795 7 dice 175R 2%, 8 dice 200R 22%, 9 dice 225R 62%, 10 dice 250R 90%, 11 dice 275R 98%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
-[] Secure Yellow Zones (Phase 1) 0/300 3 dice 75R 38%, 4 dice 100R 89%, 5 dice 125R 100%
-[] Secure Yellow Zones (Phase 1+2) 0/600 5 dice 125R 2%, 6 dice 150R 26%, 7 dice 175R 71%, 8 dice 200R 95%
-[] Secure Yellow Zones (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%
-[] Secure Yellow Zones (Phase 1+2+3+4) 0/1200 11 dice 275R 2%, 12 dice 300R 14%, 13 dice 325R 42%, 14 dice 350R 74%, 15 dice 375R 92%
-[] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%, 2 dice 50R 100%
-[] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%, 3 dice 105R 100%
-[] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%, 3 dice 60R 100%
Orbital 7 dice +34
--GDSS Columbia Bays (4 available)--
-[] SCOP Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] High Density Housing 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Assembler Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Spaceport Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] GDSS Shala (Phase 5) 868/975 1 die 20R 48%, 2 dice 40R 99%; 1 die + AA/Erewhon die: 86.74%
--GDSS Shala Bays (3 available)--
-[] Experimental Crops Bay (Stage 1) 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Experimental Crops Bay (Stage 1+2) 0/510 5 dice 100R 24%, 6 dice 120R 72%, 7 dice 140R 96%
-[] Animal Husbandry Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Species Restoration Bay (Stage 1) 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Species Restoration Bay (Stage 1+2) 0/510 5 dice 100R 24%, 6 dice 120R 72%, 7 dice 140R 96%
-[] High Efficiency Void Crops Bay 0/210 2 dice 40R 36%, 3 dice 60R 93%
-[] Core Crops Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Fruticulture Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Experimental Crops Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Habitation Bay 0/295 3 dice 60R 42%, 4 dice 80R 91%
-[] Animal Husbandry Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] Species Restoration Bay 0/255 2 dice 40R 8%, 3 dice 60R 71%, 4 dice 80R 98%
-[] High Efficiency Void Crops Bay 0/210 2 dice 40R 36%, 3 dice 60R 93%
-[] Lunar Mining Projects 0/195 2 dice 40R 40%, 3 dice 60R 93%
Services 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 51%, 3 dice 75R 96%
-[] Autodoc Systems Deployment 0/280 3 dice 90R 44%, 4 dice 120R 91%
-[] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%, 2 dice 60R 85%, 3 dice 90R 100%
-[] Durable Goods Library Improvements 0/160 2 dice 40R 73%, 3 dice 60R 99%
-[] Primitive Prototype Portal Construction (Tech) 279/400 1 die 100R 40%, 2 dice 200R 99%
-[] Civil Sensory Augmentics Development (Tech) (New) 0/120 1 die 20R 36%, 2 dice 40R 97%
-[] Civil Prosthetics Development (Tech) (New) 0/120 1 die 20R 36%, 2 dice 40R 97%
-[] Phage Engineering Development (Tech) (New) 0/40 1 die 15R 100%
-[] Biowarfare Countermeasures Development (Tech) (New) 0/40 1 die 15R 100%
-[] Rage Engine Development (Tech) (New) 0/80 1 die 25R 76%, 2 dice 50R 100%
-[] Wet AI Development (Tech) (New) (MS) 0/240 2 dice 60R 16%, 3 dice 90R 82%, 4 dice 120R 99%
-[] Stasis Box Development (Tech) (New) (MS) 0/120 1 die 30R 36%, 2 dice 60R 97%
-[] Projected Hardlight Development (Tech) (New) 0/60 1 die 15R 96%
-[] Drone Control Hub Development (New) (Tech) 0/180 2 dice 40R 65%, 3 dice 60R 99%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Stealth Field Generator Development (Tech) (New) 0/60 1 die 15R 92%
-[] Tib Core Missile Seeker Analysis (Tech) (New) 0/60 1 die 5R 92%
-[] Initiative Laser Systems Deployment 0/555 5 dice 150R 2%, 6 dice 180R 24%, 7 dice 210R 65%, 8 dice 240R 91%
-[] Anti-radiation Munitions Deployment (Munitions) 200/265 1 die 15R 82%, 2 dice 30R 100%
-[] Electronic Countermeasures Improvements 0/500 5 dice 75R 12%, 6 dice 90R 52%, 7 dice 105R 87%, 8 dice 120R 98%
-[] ASAT Defense System (Phase 5) 41/425 3 dice 60R 1%, 4 dice 80R 35%, 5 dice 100R 83%, 6 dice 120R 98%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/295 2 dice 10R 70%, 3 dice 15R 98%
-[] Inferno Gel Development (Tech) 0/40 1 die 10R 100%
-[] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
-[] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%, 2 dice 30R 100%
--MARVs--
-[] Reclamator Hub 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
--Alt: 2 Mil 1 Tib dice 60R 63%, 2 Mil 2 Tib dice 80R 97%
-[] Reclamator Hub x2 0/500 5 dice 100R 12%, 6 dice 120R 52%, 7 dice 140R 87%, 8 dice 160R 98%
--Alt: 2 Mil 3 Tib dice 100R 21%, 2 Mil 4 Tib dice 120R 69%, 2 Mil 5 Tib dice 140R 95%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/260 2 dice 40R 17%, 3 dice 60R 77%, 4 dice 80R 98%
-[] Reclamator Hub BZ-2 (Richmond) 58/265 2 dice 40R 26%, 3 dice 60R 85%, 4 dice 80R 99%
--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640 6 dice 120R 12%, 7 dice 140R 49%, 8 dice 160R 83%, 9 dice 180R 97%
-[] Advanced Articulation Systems (Tech) (New) 0/60 1 die 15R 92%
--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 die 20R 100%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 2) 35/150 1 die 10R 32%, 2 dice 20R 93%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 2+3) 35/300 3 dice 30R 46%, 4 dice 40R 90%
-[] NovaHawk Development (Platform) 0/40 1 die 15R 100%
-[] Thunderbolt II Missile Development (Platform) (New) 0/60 1 die 15R 92%
--Space Force--
-[] Orbital Nuclear Caches 0/140 1 die 20R 12%, 2 dice 40R 87%, 3 dice 60R 100%
-[-] Transorbital Fighter Deployment (New) 0/90 1 die 25R 57%, 2 dice 50R 99%
--Ground Forces--
-[] Railgun Munitions Factories (Phase 3) 150/160 1 die 10R 100%
-[] 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) 0/285 3 dice 60R 32%, 4 dice 80R 83%, 5 dice 100R 99%
-[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 0/570 6 dice 120R 18%, 7 dice 140R 58%, 8 dice 160R 88%, 9 dice 180R 98%
-[] GD-3 Deployment (Phase 1) 0/180 2 dice 20R 49%, 3 dice 30R 94%
-[] GD-3 Deployment (Phase 1+2) 0/360 3 dice 30R 2%, 4 dice 40R 38%, 5 dice 50R 83%, 6 dice 60R 98%
-[] GD-3 Deployment (Phase 1+2+3) 0/540 5 dice 50R 3%, 6 dice 60R 31%, 7 dice 70R 72%, 8 dice 80R 94%
-[] GD-3 Deployment (Phase 1+2+3+4) 0/720 7 dice 70R 4%, 8 dice 80R 26%, 9 dice 90R 63%, 10 dice 100R 89%, 11 dice 110R 98%
-[] GD-3 Deployment (Phase 1+2+3+4+5) 0/900 9 dice 90R 4%, 10 dice 100R 23%, 11 dice 110R 55%, 12 dice 120R 82%, 13 dice 130R 95%
-[] Stealth Disruptor Deployment 0/160 2 dice 30R 67%, 3 dice 45R 98%
--Navy–
-[] Governor-A Deployment (Refits) 0/350 3 dice 60R 4%, 4 dice 80R 44%, 5 dice 100R 87%, 6 dice 120R 99%
-[] Island Class Assault Ship Deployment 70/135 1 die 25R 82%, 2 dice 50R 100%
-[] SSN Development Program (New) 0/120 1 die 30R 32%, 2 dice 60R 95%
--Steel Talons--
-[] Modular Rapid Assembly Prototype Factory 102/265 2 dice 40R 64%, 3 dice 60R 98%
-[] Unmanned Support Ground Vehicle Deployment 0/240 2 dice 40R 7%, 3 dice 60R 65%, 4 dice 80R 96%
-[] Fast Twitch Myomers Development (Tech) (New) 0/60 1 die 10R 92%
-[] Phased Plasma Weapons Development (Tech) (New) 0/80 1 die 15R 72%, 2 dice 30R 100%
-[] Particle Shield Development (Tech) (New) 0/120 1 die 25R 32%, 2 dice 50R 95%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 dice 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
-[] Interdepartmental Favors-[] Transfer funds to the General Pool 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
-[ ] Purchasing Contracts (New) 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 have a Ko-fi to help make things easier on my end. Any contributions are greatly appreciated.
https://ko-fi.com/ithillid
 
Last edited:
Q1 2064 Results

GDI Online Q1 2064



The Crown Jewels: Shala Completed!

Titania

New home among the stars, just moved in and excited to do my part. Not yet taken my first shift, they do give us a couple weeks to settle in, get used to the program overall. I was not part of the Pathfinder program, so it has been a learning experience.

The whole thing is a bit overwhelming honestly. Like, we work on UTC, but that does not always play nice with the orientation of the station. And then there is navigation. The ex navy people take to it like fish to damn water, but for the rest of us, the whole system feels more than a little bit mystical. Like, the difference between two rooms on opposite ends of the station can be a single number.

Salty Sailor (verified Nod)

How about increasing Vertical farms in the former yellow zones? More examples of GDI Crypto-Fash plundering the crystal and stealing the wealth for themselves. The blue zones aren't enough now you're setting up your orbital paradises while people in the Real Yellow zones starve?

InTheZONE
'Real Yellow Zones'. I guess you're talking about the ones under Warlord rule because all the stuff we control has been cleaned enough to be considered blue now. Maybe they should start working on consumer goods instead of sending another generation into GDI guns while they sit back and watch the blood flow. They won't of course. It's not like they lack the steaks, fruit and other conveniences while their people are eating CRP and only able to survive walking outside because they're wearing GDI provided environment suits while they get clean water from GDI provided filters powered by GDI provided solar tarps. Sorry, who're the ones plundering crystal and stealing wealth again?

Anyway. The new stations look interesting but they're only a start. I bet we're about to see a whole lot more people in space soon. Not me of course. This is my planet, I'm not leaving.

AgathaH
If you legit can't get to a Blue Zone, that's one thing. If you aren't allowed in because there's good reason for a reasonable person (not IF loonies) to believe you'd do something like sabotage life support, that's on you. We're trying to get things built fast enough that we can actually get everyone off Earth who wants off, but… space is not a friendly environment.
…Still, whohoo! We got the big four done, even if there's still addons to complete! It's so pretty!
#Titania You get used to it, really. I promise.

FloatingWood
Agatha, it's a 7 sided snowflake. Seven sided. I just can't get over how weird that is.
#InTheZone, wait, CRaP is actually part of the baseline diet for Nod? What the fuck? With the amount of food we send over you'd think everybody would have access to a decent meal.
As for space habitation; to da Moon! Finally make that giant leap for mankind we were promised a century ago but venal men refused to pursue for the sake of spending ever more effort to secure their own power.

Salty Sailor (verified Nod)
Shows how much you know inthebluezone. Yz-3 has been doing Plenty for ordinary people. But you assholes won't publish that will you. Just another example of you twisting the narrative. You send blankets and snacks to make yourself feel good. But guess what, we've been doing just fine without you. And "Your" Planet? Really?

1Fox2FoxRedFoxGreenFolx
Look SS, how do I put this... oh yes. fuck off. The Eagle preens but you Scorpions are the ones with the poison. If GDI can reach you, youll eat better than if Nod can reach you. And Nod cant or wont always provide enough. dont get me wrong, Nod tries but yall cant claim that the eagle dosen't help.

FloatingWood
Speaking off:The 2053-2055 Chinese Famine, an academic work published in '61 that explains how GDI food assistance curbed casualties and eventually put a halt to it, Civil Envirosuit Program from 2051 here discusses how and why GDI distributes envirosuits to Yellow Zones for practically free, Tiberium Disease Incidence is a GDI Health Department source tracking various tib diseases, shows a spike between 2045 and 50, but a marked and sizeable decline in disease rates since, The Gift of Food from Shanghai Press speaks of Yao's negotiations and how she managed to convince GDI to hand over literal megatons of food, the Sorong Medical Journal talks about the supply of high quality medication and bandages it's getting from Australia
But sure, keep complaining that GDI is doing nothing for the people in the Yellow Zones. It isn't perfect, but the only reason it's not talking loudly about what it's doing is because a whole bunch of thugs with guns would shoot everybody they'd try to help.

InTheZONE
Oh gee, I obviously don't know anything about living in a yellow zone. It's not like I grew up in one after all. You know, before Nod tried to murder my entire town and we were forced to flee to a GDI that we didn't really expect to help. Anyway, can someone contact a mod and get this twat kicked? We should be talking about space stations, not arguing with someone fellating dictators.

FloatingWood
#InTheZONE, space stations?
No, no space stations. I want a 10k population Moon city before the next elections, nothing less will suffice.

InTheZONE
#FloatingWood Only 10k? Haven't you seen their political promises? Starbound has been loudly bragging about the 20k target since they got it in writing. I wouldn't be surprised if they have a copy framed on the wall in their offices. Gonna need over 15k more people up there and the moon is free real estate now they understand a bit more about the requirements. And that's just the next 2 years, let alone the 4 until elections

AccomplishingProvidence
The beauty of the GDSS Shala cannot be denied, skeletal that she yet remains. It's clear they are intending to add more to her in the future, but the core structure itself is final, yes?

In terms of future expansion, it seems prudent to keep in mind that Shala, Columbia, Enterprise, and even Philadelphia are all proof-of-concept, pseudo-prototype stations. While planning for multiple stations for future projects is all well and good, I cannot help but think we'd want to strive for a design that incorporates all of the capabilities of these stations, at least in long-term planning, yes? As well, being able to have everything in the same complex would apply to future populations on Luna, Mars, and beyond as well.

As for the discussion of "Yellow Zone versus Blue Zone", while I think #Salty Sailor is being reductionist about the entire matter, please don't forget those sorts of statements and emotions are rooted in very real history. We have only to look at the maps of the Blue Zones, especially from before Granger took over the Treasury, to understand that there absolutely was inequality factoring into who was on what "side" of everything.
Yes, this is starting to change. But prejudice from the hard-liners in Initiative First, and indeed from other groups and sources, is slowing it down. Reluctance and ideological loyalty is slowing it down on Nod's side. If "total peace" was somehow negotiated and declared tomorrow, it would still likely take one or two entire generations before mankind was somewhere close to "whole" again. I'm sure there would be trials and punishments for crimes, but this would be a fraction of a fraction of a fraction of a percent of humanity; one can't expect that the entirety of Nod's command down to every squad-commander or the like is tried and executed or imprisoned or the like (depending on how widespread leadership wishes for things like the death penalty to be in this hypothetical brave new world). We would have to see people learning to live peacefully alongside former enemies.

And to loop that philosophical musing back to space stations, if the decision is made to "simply" evacuate Earth, then people need to consider that being too casual about leaving people behind is dismissive of what would happen to them. Death to Tiberium poisoning is unpleasant. And even if it doesn't come to that, denying space to many people just due to where they come from would be absurd. Ultimately #AgathaH has hit the right of it in terms of how this will be approached.

#Salty Sailor, I would ask politely that you perhaps take a few moments to breath and reconsider just blindly accusing everyone living under the aegis of GDI of being so blindly prejudiced, and consider that, ultimately, many of them are just people living their life, just as many people living under the aegis of Nod are just living their lives. There has been war, but this does not mean these groups are different species; more binds mankind together than tears them apart, at the end of the day.

FloatingWood
#InTheZONE 10k population Moon city. Not 10k population on the Moon, a single city. With some creative accounting you can already get to a short thousand inhabitants with all the mines, I think.
#AccomplishingProvidence, any thoughts on how to convince Parliament to aggressively push for lunar colonization programs? I mean, aside the usual 'write to/petition parliament'.

InTheZONE
#AccomplishingProvidence I'm from that very real history. I know what it's like to grow up stuck between the scorpion and the eagle. The thing is that one side decided to murder us all for not toeing the line and providing them with good little slave soldiers while the other fed us, homed us, protected us. There's no 'both sides' here, between a flawed state and a fanatical cult led by a genocidal maniac I know who's on the right side.

#FloatingWood I kinda expect them to start with one city. It seems easier to build a settlement of 10k than 10 settlements of 1k, especially one you get into all the shit that needs duplicating like medical services.

KneeDeepInTheTib
Y'know, when I was a little girl in Sarajevo, I never thought I'd grow up to see the day where I'd be rooting for GDI, of all things, building space stations. Big ones, the kind you used to see in movies. Pretty sure I would have thought exactly the same as #Salty Sailor. Understanding it doesn't change the fact that I kinda wanna punch them in the face, though.
I wonder if I could convince ZOCOM to second me for moon city duty somewhere. Would be really, really cool to walk on the surface of the moon.

Solan
The moon is beautiful tonight isn't it? Right now I'm one of the few people who regularly work with trips to the Philadelphia and seeing the moon is always an awe inspiring experience. Maybe when I go to my everdistant hopes of retirement I can live in an apartment in a moon city and explore the craters there. It's not exactly romantic but I think making the moon work would be helpful to remove all the doom and gloom at home.

CrystalSkull
Alright! Finally got this new computer to start participating in these forums. So, new space station finished? Well thats neat, too bad I'll never be able to sit foot in one. I'd have to wear an environmental suit all teh time and it's bad enough to do that at work.

Salty Sailor (Verified Nod) [Permanent Ban]
[Rule 3 violation: Calling for the death of others. Rule 4 violation: Personal attacks.]
#inthezone Die you fascist inbred westernised hick traitor scum. You want to talk about being attacked? Your 'perfect' Eagles have burned entire cities of innocent people with your death satellites. You've bombed peaceful refugee convoys, fleeing to YOUR GDI. Your initiative first have made gifs of the destruction of entire cities and laughed about it. And don't say it's just a few people, that's hundreds of your politicians who until very recent history were part of the largest political party you had. And 'that' little more than a polite fiction to give cover for your own generals and the megacorps who really ran the show.

FloatingWood
#InTheZONE, while I agree with you on building a single 10k city being easier than building 10 1k towns, that is only (heh) in a vacuum. GDI already has, what, a dozen or more mining operations on the Moon? It would be much easier to expand those from their current temporary rotation operation to permanent habitations with attendant services, local manufacturing, etc. Most have been operating for years and have a clue for local conditions, as well as infrastructure already built up that can be tapped.
Building a single 10k city, especially from scratch, when there's so many other sites that could benefit from local entertainment, medical facilities, food production, industrial facilities… it's hardly impossible, but going for that before turning what's essentially mining expeditions into mining towns seems like a less than wise decision.
#Solan, to be honest, one thing I fear will happen is the same light pollution we see on Earth. Well, sort of the same. Just the result of so many points of light making the dark side of the Moon, well, no longer dark.

AccomplishingProvidence
#FloatingWood, I would say that it's going to take a lot of coordinated action. Offhand, it seems prudent to seek some experts in the field to help champion your cause. More long-term, coordinate votes for Starbound next election?
#InTheZONE, I would have hoped you could see I was not trying a simplistic "both sides" argument, but instead was presenting an observation for why people might have some of the opinions like what we saw, at least in general. I would point out I called for Salty to reign in his rhetoric. Ultimately, I'm just trying to help people keep perspective, not dish out an absolute judgment on, as you say, "both sides".

InTheZONE
#Salty Sailor (verified Nod) Lol, angry little wannabe terrorist tries to make a threat. Look bub, your buddies have been trying to kill me since I was a teenager, if you want to make me take you seriously you won't do it by yelling incoherently on the internet. I welcome an actual attempt though, It's always nice when the targets come towards you. As for the rest of your BS, I've actually seen a couple of strikes that Nod cried about being 'innocent refugee caravans'. It's weird how their film crews seem to move all the tank wrecks before they start filming.

#AccomplishingProvidence Yeah, I know why people have those opinions, I even grew up with some Noddists who worshipped the bald prick. When our village got attacked the 'true faithful' didn't seem to make much distinction. They just gunned down everyone. I knew a guy who was an old TW2 veteran, prayed to his picture of Kane every morning and night. Apparently they gunned him down all the same. People like him, like those Open Hand lot, they're decent people. That's why the 'true Noddists' try to kill them so often. They know the decent ones don't want to be part of their group any more. Maybe 20 years ago they might have had a point but that point died when the 2 Grangers took over.

FloatingWood
#AccomplishingProvidence, thanks. Hope we can get it through. The way this planet is going, well, I'll probably be dead and buried long before it's my time in the queue to get off Earth, but at least we can have some hope that the kids have a chance, you know?
#InTheZONE, the 'true Noddists' do not kill the decent ones merely because they do not want to be part of their group anymore (although violence committed upon apostates and heretics is definitely partly motivated by that), the main reason, I think, is because the decent ones undermine the system of power the assholes depend upon to keep themselves in power. They know how to keep the jackboot firmly planted on the neck of everybody who tries to rise up with violence, because that's how they themselves rose up, but those that would offer kindness, trust, or love to others? That is something they only understand as attempts to establish a unified front with which to overthrow the 'mighty' currently in charge and impose their own rule upon those they once obeyed.

Solan
#FloatingWood I'm sure light pollution is a concern for those who stayed in the cities all the time and even now the concerns for no longer seeing stars in the skies is still valid especially with the satellites and the weaponization of space. Ion Cannons brings a lot of light pollution. But I'm pretty sure the dark side of the moon is still something we aren't done exploring so it's going to take decades to a century to fully map out the moon and with the current human population there's still plenty of space on Earth to see the night sky.


The Flying Cars of the Future

Fourcorneredwheel

So, everyone knows about that hovercar that ran around the Suzuki racetrack a few years back, and the fairly stuttering efforts GDI has made to get various forms of hovertech for logistics trucks and the like. Certainly far from nothing, but certainly nothing on the mass scale of trying to build a flying cars that our grandparents were promised.

Now, a lot of this stuff is still very classified, and I have no idea how long it will be until we get public acknowledgement

FloatingWood
Well… I think we'll get hovercars basically never. Hover vehicles sure, those will show up. All in the hands of government agencies. Think difficult terrain rescue vehicles and the like. But hovercars? I wouldn't trust the average GDI citizen with a ground car, too many idiots parking in buildings through the window already, what if they can start doing that in the first floor and up?

YellowZon3r
Only Hover harvesters please. That is, in fact the intended purpose of hover vehicles to operate in yellow zones and red zones without contact with Tiberium. Most people, especially in deep blue zone cities won't ever need a hover vehicle.

HigherThanYou
Flying cars may be okay for out in the country, but for anyone who thinks they're a good idea for cities, I have two words for you.
Bird. Strike.

GDIWife
I really hope we'll get some. I'm still working towards my standard car license but flying sounds cool. Maybe some kind of autodrive?

FloatingWood
… Crap.
GDIWife found out.

YellowZon3r
I've changed my mind. Get GDIWife a car ASAP. There is absolutely no way it can possibly go wrong.

Erewhon
Is a flying car Driven or Flown? Discuss.

InTheZONE
#Erewhon Yes

AccomplishingProvidence
Mankind has imagined having "flying cars" for over a century now, I'd imagine we'll see another generation of disappointment that this technology likely won't be universally available. Yet that is likely the wisest course of action. Even the most well-meaning of pilot-drivers will likely struggle with the open-air three-dimensional movement.

It does have potential for regular mass-movement of cargo and the like, though. As well as for emergency services and rapid-use public transit, perhaps?

I suppose if this is available on the civilian side it's likely even more available and advanced for military hardware? Perhaps we will see gravity-defying vehicles that outperform even the most advanced Nod vehicles soon?

HigherThanYou
#YellowZon3r hey, she can't be worse than some of the rookies I've seen. Most of them didn't kill anyone when they crashed… in reality. Sims? Heh.

InTheZONE
#AccomplishingProvidence Look, I don't care about flying cars, I want my cool hoverboard. That thing will kill off an entire generation of teenagers.
#HigherThanYou Ehhh… she managed to (in sims) crash into Philadelphia. By accident. How do you even do that?

GDIWife
A lot of judgemental people here. At least #YellowZon3r is being supportive

FloatingWood
Wife, how long have you been trying for a standard driving license? And how much trouble have you been having with that?
I genuinely fear that if you were to drive a hovercar you would end up killing people. Not deliberately, not by malice, but, well, that still kills people. Quite possibly you included.

Solan
What I want to know if the hover cars can work on mountainsides and prevent it from falling off. Suzuki is great to test things out but not enough to fully fix the kinks on roads where the edge would lead to almost certain death. While there is certainly no more out of the way towns and villages with the years of urbanization and centralization thanks to TIberium the roads have always been maintained not because of inertia but because of a lot of facilities throughout GDI that requires a more secure path to travel. Not only that but it helps a lot in road efforts when we inevitably create non-rail connections to areas that don't warrant a full rail line. It dare I say help in our outreach efforts to Nod when the roads there were described as either damaged or non-existent after neglect when Tiberium ravaged the Earth.

CrystalSkull
Flying cars? Yeah, no thanks. I like the idea of being close to the ground. I'll take the hover car.

Q1 2064

Resources: 1250+130 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)(-30 Department of Refits) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 119
SCIENCE Meter: 4/4

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

Tiberium Spread
25.12 (+0.11) Blue Zone
0.04 (+0.04) Green Zone
0.06 (+0.00) Cyan Zone
23.14 (+.11) Yellow Zone (99 points of mitigation)
51.64 (-.22) Red Zone (87 points of mitigation)
Next Mutation Roll: Q3 2064


Current Economic Issues:
Housing: +86 (+85 LQ, +1 HQ) (1 high-quality housing per turn)
Energy: +62 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +38 (-4 from military activity)
Food: +50 (+24 backed reserve, +5 unbacked reserve)
Health: +24 (-8 from refugees)
Capital Goods: +23 (+2 per turn from Distributed Industrial Authority) (+348 in reserve)
Consumer Goods: +277 (+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: +19 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2810/3800)‌ ‌(1440 HG, 1350 IHG) (HG: 1 per 95, IHG: 1 per 85)
Tiberium Reserve (0/500)
STUs: +3
Taxation Per Turn: +180 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50

STU Production and Consumption
Net: +3 per turn
Production: +31 per turn (15.2 HG, 15.9 IHG)
Consumption: -24 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 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
-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)‌ ‌
Developmentalist: 705 (200; 400; 75; 30) 17.6%
Militarists: 629 Seats (300; 100; 200; 29) 15.7%
Starbound: 618 Seats (400; 100; 100; 18) 15.5%
Market Socialist Party: 555 Seats (300; 155; 50; 50) 13.9%
Socialist Party: 493 Seats (250; 100; 93; 50) 12.3%
Free Market Party: 405 Seats (50; 150; 100; 105) 10.1%
Initiative First Party: 334 Seats (0; 34; 100; 200) 8.4%
United Yellow List: 117 Seats (80; 30; 7; 0) 3%
Reclamation: 99 Seats (50; 40; 6; 3) 2.5%
Homeland: 41 Seats (20; 10; 5; 6) 1%
Open Hand: 4 Seats (2; 2; 0; 0) .1%
Total: 4000 Seats (1652; 1121; 736; 491)

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

Plan Goals
Provide 13 Consumer Goods points from the Treasury
Provide 1 Consumer Goods from Agriculture
Increase Income by 390
Increase Tiberium Processing limit by 470
Increase population in space by 14.45k
Provide 14 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
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Reforestation Campaign Preparation Phase 2
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
Develop Inferno Gel in 2064 Q2

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.



Brotherhood Cybernetics

Top Secret
Code Word: Silverhand

The Brotherhood has always had an edge on the initiative in the field of cybernetic implants, with CABAL's cybernetically augmented armies and the Marked of Kane representing a high point in terms of both capability and amount replaced. While neither is particularly representative of modern Brotherhood military forces, cybernetic augmentation has certainly not been abandoned. Rather, it has diverged into a number of different programs. Some leaders, like Stahl, have been pursuing programs along the lines of GDI's own prosthetics designs, although oftentimes a generation or more ahead of what can be done on Initiative terms. On the other hand, the Bannerjees have been pursuing a heavier platform, with a number of what seem to be next generation human cyborgs appearing at Lohri festivals alongside more typical gana and conventional soldiery.


Politics
The initial political wrangling has pivoted on a previously low priority project: Inferno Gel, the Initiative's version of the Brotherhood of Nod's own flame weapons. Effectively an improved version of napalm, it is a core piece of the Brotherhood's arsenal of terror. While GDI is certainly no stranger to incendiary weapons, with large parts of its arsenal either having incendiary components or being entirely incendiaries, it does tend to use a different suite of materials, mostly because of the desire for munitions stability, preferring thermobaric, phosphorus, and thermite based systems. After the elections had completed, the reinvigorated parliamentary parties had been looking to make their mark on the coming two years.

"Crucible. I've listened to your concerns, and I understand where you're coming from. Fire is a terrible way to die. It should have been an easy win for a fledgling party. Getting rid of a munition that's unpopular with the citizenry, a waste of resources to the military, and in return establish a slightly higher baseline respect for all of humanity. A win-win-win-win. I certainly would have been happier had you succeeded.

"Unfortunately, you're still too new at this. To many of our people, you represent the enemy. And when they saw you requesting for the weapons removal, that only made them perceive it as more effective and desirable. You'll need to be more subtle in the future, better train your party for public speaking, and build allies elsewhere in the Initiative if you want your proposals to go through.

"If it helps at all, the military is still against the deployment of the gel. They only begrudgingly accepted the development after I told them that InOps would be better able to track domestic terrorists' attempts to produce the material if we knew how it was manufactured."

-Snippet of conversation between Hackett and Crucible




[ ] Advanced Tunnel Borer Development (Tech) (New)
While digging holes is something that GDI has gotten remarkably good at, the Brotherhood was at one point a master of the field, connecting large parts of the world through a network of tunnel systems, allowing them to move forces safe from GDI airborne and orbital surveillance. Adapting their technology, if not their ambitions is likely to open new areas where the Initiative can make connections, and speed construction.
(Progress 80/80: 15 resources per die) [40, 8, 20]

Tunnel boring machines are not particularly new, with the first being Marc Isambard Brunel's shield in 1818, a relatively simple iron scaffold that provided protection for the twelve excavators working the tunnel face. While the shield would be relatively quickly outdated, with Michel Henri Joseph Maus inventing a steam powered tunnel boring machine named the Mountain Slicer, built for the king of Sardinia in an attempt to build a 12.8 kilometer tunnel through the Alps, which, at the time, would have been the longest tunnel in the world.

Brotherhood tunneling networks have their own history, with the first generation actually predating the First Tiberium War, with multiple major tunneling companies actually being Brotherhood fronts, developing the technology under the noses of everyone else. However, it was in the prelude to the Second Tiberium War that the Brotherhood, first as disparate groups, and later as a systematic program, began development of a worldwide tunnel network, able to travel nearly anywhere through a so-called "underway" that still has sections in use today. The big innovation has been speed – a combination of an adaptive drill head, that can dial its openings and cutting edges so that it can change the profile of attack to best match whatever is being cut through, a series of waterjets that provide critical cooling at the interface, and a number of other systems to improve the speed of the drills. These include various means of producing shock heating to fracture the rocks being drilled, mostly implementations of crystal beam lasers – but in some cases plasma cutters, and occasionally even more exotic options might be employed.

The Initiative design adds a few of its own tricks: namely a set of sonic projectors, effectively allowing it to use modulated sonic pulses to shatter and shake loose rock and dirt and stone in the way, easing the course of the borer and minimizing the amount of wear on the cutting head – an important innovation especially as it also does a fair bit to break up the Tiberium that is so common underground. However, the primary utility is likely not going to be on Earth, but rather in the digging of Lunar colonies, with the now finished 'Crown Jewel' stations offering a blueprint for life among the cosmos.


[ ] Offshore Tiberium Harvester Stations (Phase 4) (New)
With the Initiative Navy becoming noticeably stronger and the systematic reduction in the Brotherhood's ability to contest inshore development, it is now sufficiently safe for new offshore harvesting stations in the Bering Strait, off the coast of Australia and New Zealand, and a number of other sites.
(Progress 184/150: 20 resources per die) (+20 resources per turn) [23, 34, 28, 45]

Station S-0451 is but one of the new harvesting stations, located off the coast of Tasmania, in waters that once were threatened by Nod missile launchers located in the Brotherhood-held city of Adelaide. Today, many of those same launch sites are now manned by Initiative troops, and house its batteries of ASROCs and ASMs, providing protection from the Brotherhood's submarine and surface fleets, beyond that provided by the bulk of Australia itself. The station's design is little different from those built before the Regency War, although the life support systems have been revised to incorporate lessons learned in space.

The program overall is still a relatively precarious one. The chronic tyranny of naval building schedules and the need to train, fit out, and prepare the fleet arm has limited the scale, especially as the threat profile is still noticeable, even if the Regency War saw relatively little in the way of hostilities against the platforms.


[ ] 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 250/250: 20 resources per die) (+4 Housing)
(Progress 20/225: 20 resources per die) (+4 Housing) [8, 44, 34, 37]

To call the most recent wave of fortress towns 'Yellow Zone' is probably pushing the definition quite far, as they are not really in the Yellow Zones, or towns in any real sense. Rather, they are more akin to the castra along the edges of the Roman Empire – fortified encampments for the military, often with a walled civilian town outside the military-restricted camp. How much areas along the edge are Blue, Yellow or Green Zones varies along the line and in time, as Nod and GDI forces skirmish back and forth in small engagements and Tiberium makes its presence felt. Few civilians live in the towns, something that is unlikely to change. Even in the fortress towns closer to the Initiative's heartlands population is sparse, the few decrepit commieblocks that remain preferred over the farther flung settlements due to their closeness to the Initiative's cultural and economic hearts.
Only three groups favour living within the fortress towns, albeit with some overlap between them. The first group is the dependents and families of soldiers, moving with their deployments. The second are Initiative First hardliners seeking a community 'untainted by Yellow Zoners' – only a handful of whom grasp the irony of doing so in a place that was a Yellow Zone not that long ago – and other political puritans. The third are members of the Home Guard who desire to fight, and seek out housing and jobs where they can pursue this goal.
Less permanently, but no less importantly, there are the Forgotten, many of whom have begun using fortress towns and the environs around them as home bases and waystations. While these new fortress towns are rarely in better locations, they are some of the few nonmilitary personnel to routinely pay visits to these locations as an easy source of amenities (like hot running water) that are difficult to obtain or maintain during their long Red Zone treks.


[ ] 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 750/1805: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.) [16, 20, 28, 44, 38, 17, 3, 42]

North Boston has seen significant work, with a number of new annexes along the Mystic River, and has gone reasonably well, with few serious incidents. While there were a number of injuries from an incorrectly calibrated particle accelerator violently tearing itself apart, most are expected to have returned to work by the end of the quarter. This is a credit to the precautions GDI takes as a matter of course with high energy equipment, as aside the compartmentalization substantially decreasing the spread of flying debris, the mandatory protective equipment worn by personnel working around such equipment is rated as sufficient for small caliber fire and light artillery fragments. Between the blast and debris, equipment with heavy power draws does tend to explode in a manner that is similar enough in effect to an artillery shell.

However, the project is not all doom and gloom. The most basic items of supply for the manufacture of computer chips are the high-purity raw materials needed – silicon wafers, carbon nanotubes, and a wide variety of other products have been projected to be consumed by the Mystic River annexes in huge quantities. Thus, setting up forges to supply the basic materials has been a first step towards both opening the annexes, and ironing out a few lingering supply chain issues.


[ ] Second Generation Continuous Cycle Fusion Plants (Phase 4)
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 270/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than three dice can be spent on 2nd Generation CCF per turn)
(Progress 29/270: 20 resources per Die) (+19 Energy) (-1 Labor) [41, 8, 15, 50]

With the second set of peaker plants failing as the most modern set of continuous cycle fusion plants light off, GDI is currently comfortably ahead of schedule, with the next set of projected failures not until 2065. This puts the Initiative in an interesting position. Rather than waiting out the time, mothballing the fusion plants ahead of schedule would provide a ready, although non- emergency supply of energy for Initiative projects.

One of the biggest problems with the mothballing proposal is the amount of energy required to light off a fusion reaction, and the time that it takes for a continuous cycle fusion plant to go from initiation to actually being able to produce grid-ready power. In cases like the opening hours of the Third Tiberium War, Brotherhood strategic bomber and missile campaigns damaged the grid badly enough that trying to bring new fusion plants online during the time would have likely done more harm overall than good, with an exercise in the European Blue Zone projecting that trying to bring mothballed fusion plants online would have produced a wave of substation failures across the continent. However, this does not mean that the plants are useless as a reserve power supply. Rather, they are a reserve in being, something that can be brought online on a longer timeframe than the hours or days that are required for emergency operations.

An additional report has come to the attention of the treasury of some early attempts at a '2.5 gen' design of fusion reactor, but these have been tabled due to lack of meaningful technical development since the first redesign. While some of these design concepts are interesting, none are currently practical and economical, and are mostly rehashes of designs discarded due to their high STU costs.


[ ] Second Generation Repulsorplate Factories
With the repulsorplate finally offering significant edges, and opening up a wide variety of new niches including the potential of flying ships, 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 543/525: 25 resources per die) (+8 Logistics, +8 Capital Goods, -4 STUs, -6 Energy, -2 Labor) (Unlocks further military and space projects) [2, 47, 12, 49]

Factories across the Blue Zones have started producing their first batches of repulsorplates. Although these initial batches are small and subject to rigorous quality control testing, they will grow in size as the producers grow more confident in their skill and machinery, and more personnel are hired.

Putting the repulsorplates to good use will take a substantial amount of development work, as (while they are eminently useful) GDI has few designs that actually are set up to use them. Fortunately, most designs are already hybrid electric, or have substantial electrical power systems already installed, meaning that bolting on a repulsorplate (or more than one) is actually reasonably viable. Perhaps the most urgently needed hovervehicle design is a common chassis that can be used for both civilian and military cargo transport, capable of being configured as everything from a tanker to an intermodal container carrier, to a bus.

[ ] 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 610/610: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 144/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support) [47, 4 41, 4 31, 17]

Bergen has completed its fourth stage of development – and actually substantially over-completed, with a number of notable places where improvements have been made over and above what could have otherwise been expected. The systematic improvements are not enough to seriously make a dent in GDI's need for superconductors, but do make the job safer, easier, and more secure – such as a suite of redundant air evacuators that, even if the primary and secondary systems go down, can refresh the air inside the complex within thirty seconds. While still dangerous if the system encounters a critical failure and releases high energy gasses inside, it is less dangerous than not having such a system, or trying to do it on the surface with the ever present danger of attack from the Brotherhood of Nod, even as deep into the Blue Zones as Bergen is.


[ ] High Energy Capacitors Development (Tech) (New)
While capacitors are nothing new, Visitor based designs are nearly twice as efficient as any currently produced formats, and therefore have a number of places where a better capacitor is deeply needed. While there are obvious answers like electromagnetic weaponry, there are applications everywhere from fusion reactors and computer chips, to medical equipment.
(Progress 77/60: 20 resources per die) [8, 35]

With electrical storage, one of the critical problems is speed of discharge. Compositions that tend to be able to store a lot of energy are slow to discharge. Compositions that are fast to discharge by contrast can't store much energy. While the Visitor derived designs do not break that dynamic, they have pointed the way to the Initiative designing capacitors twice as capable as what can be produced currently.

Fundamentally, the implications are both sweeping, and limited. While the obvious uses are definitely noticeable, such as making the Initiative's railguns that much smaller, there exists a very broad range of other applications, from making marginally more compact fusion reactors, to slight improvements in conventional computer chips, to a number of other small and mid-sized features across Initiative technologies.

In terms of practicality, as the capacitors do not require STUs – just some fairly high energy and higher precision construction – they are reasonably practical to mass manufacture, although it will be, at least to start, a relatively small stream of the devices, and likely otherwise integrated into production chains elsewhere. Quality control of these devices must be kept very high-the slightest imperfections in high-energy capacitors can cause insulation failures, damage and even explosions.


[ ] 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 805/805: 5 resources per die)
(Progress 280/790: 5 resources per die) [28, 30, 42, 24, 15, 21, 47, 25]

Regreening efforts, even without the political support of the Biodiversity Party, are an ongoing attempt to seed as much land as possible, although some of the reach goals are being abandoned without the political sponsorship of a political party. Effectively, there are differences between seeding lands for practicality, and for biodiversity. While mixes of seeds are a requirement to ensure a network of roots, rather than monolayer root systems to help keep the soil from washing away, there is a noticeable difference between trying to restore a localized balance of clovers, flowers, and grasses, and simply seed bombing from high altitude with a standardized mix.

On a practical level, efforts are already substantially reducing erosion, with multiple rivers in the South American Blue Zone having small but statistically significant drops in particulate levels despite only being a few weeks into germination, although this is likely a matter of P hacking more than anything noticeable on a human scale.


[ ] 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 149/170: 10 resources per die) (+2 Food in Reserve, -3 Food) [13, 29]

Despite being strategic, the current wave of food stockpiles are being constructed in an immensely tactical sense. While fronts like South America that are not expected to see a significant response from the Brotherhood have seen slow construction, the critical ones in areas like the Arabian Peninsula, Madagascar, and the Himalayas are, for the most part, ready to receive food supplies. All three are expected to receive nuclear strikes as part of Al-Isfahani's retaliation against any invasion of Karachi, and with zero hour fast approaching, everyone who can read a calendar knows that war is on the horizon.


[ ] Organ Farming Programs (Tech) (New) (MS)
While producing human compatible organs in vitro on a large scale is still beyond the Initiative's capabilities, there are other options, most notably pigs, which can be used to substantially simplify the process of producing a number of different organ types, opening up the supply substantially.
(Progress 81/120: 10 resources per die) (-4 Consumer Goods, +2 Health) [21, 26]

Pigs have often been used as a proxy for humans, most notably in various trauma tests, such as those practiced by various militaries testing munitions in the late 19th and early 20th centuries. Now, however, they are being used in a very different way, genetically modified ova have been implanted, and are reared as donor animals for a selection of human compatible organs, including livers, kidneys, even intestinal sections.

While animal rights activists in the 20th and early 21st century protested the idea, in many cases enough to make groups abandon their efforts, the movements have largely died off and been replaced by a more utilitarian perspective on the welfare of animals taking over, one that prioritizes the needs of humanity over much else. While this is unlikely to last forever – the pigs themselves are mostly a stopgap – a ready supply of organs until Initiative bioscience laboratories can grow replacement organs in vitro themselves, rather than needing an animal proxy to create such organs in vivo.


[ ] 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 214/180: 20 resources per die) (-5 Political Support per die) (MS) [15, 10]

Unfortunately, as found by many progressives in the past, gaining political acceptance for an idea is not as simple as calmly explaining that it is a good one, and the benefits thereof. The response to the tib spikes is in many cases more emotional than based in reality, and while the benefits of abatement in the deeps can be explained, it does not really match up to the fact that these spikes are not exactly precision implements, and will be producing outbreaks around them as they pull Tiberium to the surface.

Politically, this has given a new lease on life to a number of conspiracy theories, most alleging that some portion of the Treasury administration has been infiltrated and taken over by cryptonoddists who are sabotaging GDI for their own ends.

I'm tellin' ya man, those tibmen runnin' these towers are tryin' ta make y'all mutants ta turn ya inta borgs, 's why they buildin' these new towers out here.
  • Interview with a concerned citizen regarding the 'Enhanced Harvest Tiberium Spike' project, original publisher; website Garrytheprophet.


[ ] Coordinated Abatement Programs (Phase 3) (Updated)
Another push in coordination will notably expand the reach of the abatement effort. Political factors will for now inhibit further expansion than this phase, as GDI politicians are starting to question its efficacy and safety while in Nod rumblings of sabotage and violence are becoming too loud to leave unaddressed. Success and safe work will likely do much to address these issues, but that will take time.
(Progress 187/175: 25 resources per die) (+3 Red Zone Abatement) [38, 17]

One of the biggest impacts on the program in recent months has actually been the implementation of GDI's new predictive modeling programs. While it, in some ways, has introduced inefficiencies because of bad data – such as sending more food to the front than actually needed – those inefficiencies are relatively small compared to the wasted man hours filling out paperwork for the various predictable needs.

Working with the Brotherhood overall is still a difficult process, and while the people at the front can establish some level of camaraderie, it is more akin to the Christmas Truce of 1914 than anything else, where while they may play games today, it is with the full expectation that tomorrow they will stare at each other over open sights.


[ ] Xenotech Tiberium Refinery Development (Tech) (New)
While there are many mysteries of the Visitors' Tiberium refining capabilities, and most have not even seen the first steps towards solutions, a dark horse program started during the Third Tiberium War has borne fruit, even as it was running out of samples to test with. Although far from the efficiencies observed during the war, it is a substantial upgrade to GDI's ability to manufacture using Tiberium.
(Progress 244/180: 35 resources per die) [17, 14, 10, 40, 6, 25]

The difference between the Visitors' and human refining methodologies is stark. Nothing, not Mobius, not Hewlett-Gardener, not even Abdul-Pascal-Kane, is particularly similar. Where GDI uses magnets, sonics, and plasma, the xenotech based refinery uses force fields, and other, more exotic means to break down and separate out usable elements from Tiberium. This results in not only a substantial increase in production (on the order of approximately 10 percent increases in usable material outputs) but also a substantial increase in stable transuranic materials, somewhat under doubling outputs of even Forgotten boosted Improved Hewlett Gardener process refining.

The testbed for this has been located north of the ruins of Adelaide, near the Australian Red Zone, due to the overall security of the location, far from any Brotherhood force seriously capable of wrecking the site, and in a newly reclaimed Blue Zone, meaning that potential civilian casualties are minimized in case things go catastrophically wrong. Progress however, has been fast, smooth, and for trying to build a xenotech refinery, substantially less difficult than one could first expect.

The problem is cost, not primarily in terms of space or materials, but rather in what those materials are. Visitor refining technologies require the use of force fields, gravitics, and a number of other features of the visitor arsenal, meaning that construction on larger scales is likely to be spectacularly costly, if only in the short term. While these refineries will obviously use STUs in the facilities, the processes produce far more than they require and easily offset the cost.

Sir, we've observed the test refinery at Adelaide, it doesn't look like any GDI refinery any of us have seen before, but as in the attached maps we have found what we believe are good spots to place explosives to sabotage it. We can proceed to this step at any time, but will have to move soon after this transmission.
-Agent Murk

Do not. Extract and return immediately.
-K

(Intercepted message between Nod Shadow Team and their superior. Identity of 'K' unclear. 'Murk' was last known active in the late 2050s.)


[ ] Liquid Tiberium Refining Development (Tech) (New)
While liquid Tiberium is distinctly unstable, this actually has some significant potential upsides - namely that it is much easier to break apart into molecules. The tricky part is doing that in a way that both produces something useful, and does not result in rapid unscheduled violent disassembly of the refineries due to runaway exothermic events.
(Progress 192/180: 20 resources per die) [16, 25, 23, 40]

Another product of the Corruptor, this technology flows from a study of the mysterious repair process of the alien 'support walker' with its heavy bulbous body and strange 'mouthparts'. How spraying down units with liquid Tiberium held and repaired them has long been a mystery, as the substance is normally far from friendly. Review of all available data however, failed to produce any actionable data until a Forgotten scout with a ZOCOM patrol found a mostly-crystalized Corruptor immobilized where it had been repairing an alien hovertank. The forgotten was able to briefly trigger a flicker of activity from the mandibles of the wreck, which revealed that the liquid Tiberium was actually sprayed onto its target in order to 'print' replacement parts.

Cracking liquid Tiberium in a safe and controlled manner is something that has to be done stepwise and with a great deal of care. In some ways, it is somewhat reminiscent of the processes to separate out crude oil into refined products, with many more steps and substantially greater risk of explosion. Liquid Tib has quite a number of naturally occurring differences in density, corresponding roughly to the atomic numbers of the conventional materials that it most efficiently and simply converts into. Of course, the volatile nature of the substance does mean that considerable effort has to be made to ensure that the risk of detonation is minimized and that in case of an explosion the blast does not damage other parts of the refinery, to avoid a cascade that may wreck the entire facility.

It is only the final step that is actually particularly small, and that is the applicator head of the extruder dispensing the refined product – which uses a small scale force field in order to precisely shape, and influence the material. While the process is bad for purity, with any material coming with noticeable levels of trace materials at best, GDI can use it for quite a number of different amalgams, with the unstable nature of liquid Tiberium actually working in the Initiative's favor for a change, as it means that it requires much less energy and less equipment to do the final stages of cracking the Tiberium into more stable materials. Even if the final product is flawed, recycling and re-smelting can crack contaminated amalgams into raw materials, though this adds to their cost.


[ ] GDSS Shala (Phase 5)
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 1037/975: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays) [41, 30, 14, 6]

A grandiose snowflake, spinning in the void above Earth, Shala is a marker of GDI's interest in pursuing not just orbital exploitation, but the conquest of the other worlds in the name of humanity. Growing crops has been one of the first challenges of civilization, going back to the dawn of cities, and space is no different. While Earth certainly can feed all of the people that it needs to, and Shala can provide for as many people as the Initiative can reasonably send to space for decades at a minimum, it is very likely that the Initiative will want to push agriculture into every settlement, a stab at self sufficiency, if one likely to be unsuccessful.

For the moment, Shala's capacity is in as much demand on the earth as it is in space, with early shipments of strawberry jam, short grain rice, and other specialty goods demanding prices on the gray markets that are weeks, if not months of an ordinary person's wages. At least some of this is the 'certified tiberium free enviroment' labeling on the packaging, but the sheer novelty of space-based foodstuffs, and the limited number of outlets for credits have combined to add fuel to the fire of this bidding war.

-[ ] Species Restoration Bay (Stage 1)
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 206/255: 20 resources per die) [8, 6 25, 7, nat 1, nat 1, 1, 40]

19900314-11 - -- - Wedgemussel, Dwarf - -- -- - -- -- - Nonviable
19900314-12 - -- - Wedgemussel, Dwarf - -- -- - -- -- - Nonviable
19900504-09 - -- - Shrimp, Squirrel Chimney Cave - -- - Nonviable

The list scrolls on.

The work on restoring species, and refreshing the gene banks has run into a major, if not quite critical snag. Many of the samples, especially those gathered early on in the overall preservation efforts, are simply nonviable – too degraded by time, or damaged in one of the Initiative's many wars due to power instabilities, maintenance cycle failures, and the hundred and one other problems that can occur with long term preservation efforts.

Are We Doomed? Are We Doomed to Fail? You and I work to ensure We are Not Doomed but Chance or God see our Efforts as Jest. Are We Doomed to Survive without what We work to Preserve? I have labored to build Safety for part of Your future and I find parts Already Doomed. Are They Doomed? Tiberium Grows. Are We Doomed is the Query I am Asked. I Do Not Know. I Do Not Know. I Cannot comment on Our Failures in any Other way. Are We Doomed, or Are We Not. Some of You have Hope in Orbit. Some of you have Hope in Tiberium. Some of you Have No Hope. Am I Meant to have Hope? Am I to have Hope that We Are Not Doomed? Am I to have Hope that I Am Not Doomed?
  • Response to a very startled GDI official assessing Restoration Bay work who asked how Erewhon's work was going.


GDSS Columbia
-[ ] 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 382/295: 20 resources per die) [16, 42, 19, 16, 19, 49, 48, 17]

The spaceport bay is essentially a long curving arm reaching out from the station, with a series of cargo trams running the length of it. Designed with scalability in mind, one of the biggest constraints is actually a ship's drive plume, with a quote from a 20th century science fiction author Larry Niven providing a clear explanation as to why: "a reaction drive's efficiency as a weapon is in direct proportion to its efficiency as a drive." Keeping ships, both incoming and outgoing from impacting the station or each other with their drive plumes, is at the core of many of the design components and the system as a whole.

Rockets, including fusion rockets, rely on Newton's Third Law: for every action, there is an equal and opposite reaction. In order to exert force upon tons of rocket, cargo, and fuel, there needs to be an equal force going in the other direction. While gravitic drive ships cheat this law of nature, for most space craft this means a plume of high energy particles coming out of the back of the rocket, and, in space, that plume dissipates quickly, with the majority of the mass falling into a fifteen to thirty degree cone behind the rocket.

More towards the core of the station is the processing area, where administrators and control groups manage people and cargo coming up to Columbia from Earth, and crossloading to less energetic shuttlecraft, like the ion shuttles that are the mainstay of moving between the stations. In many ways, it is built on the model of the late 20th century and early 21st century airport, down to the decorations, an intentional callback to what is still seen as a better, more prosperous time. While there are a number of features, like mostly switching from chairs to benches and padded couches that are intended to make the spaces far more friendly than their historical counterparts, they are still styled in that way due to nostalgia factors and practicality.


[ ] Primitive Prototype Portal Construction (Tech)
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 404/400: 100 resources per die) [43, 33]

On February 24th 2064, a stable portal was established between the station and Earth, creating an instant linkage between the two points. Still a pinhole, the range and the duration are impressive. Rather than fractions of a second, the portal maintained operations for over an hour, with substantial messaging occuring back and forth, starting with pre-planned checksums, but proceeding through a fairly substantial list of works, including the whole of Das Kapital, War and Peace, and then devolving into shorter messages composed by the scientists, including a video message by one Gustav Adolph to his daughter.

The biggest problem is that while this is scientifically interesting, it is far from practical. Orbit is simply too close, and even lunar space is within a range that the vast majority of communication can simply pass over the airwaves, rather than needing point to point communication like the portals. While building a portal system that can move as much as a person to orbit will be a significant challenge, even one as small as a centimeter across should still be able to move a substantial amount of mass through, enough for industrially useful quantities of certain hard to acquire materials.


[ ] Cosmetic Biosculpting (Tech)
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. Although 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 308/345: 30 resources per die) (+1 Health) [33, 41]

Cosmetic biosculpting has run into a number of problems as the program reaches close to being ready to roll out to the general public, these being problems with necrosis and scarring on the reconstructive side, and the sheer amount of personalization each biosculpting procedure takes. Now, biosculpting is entirely personalized to begin with, literally working with a person's own cells in most cases, but it is a challenge in terms of rolling out, because it requires time, it means that in most cases procedures are being delayed by issues in cell handling, rapid aging, and delays in the training of implantation technicians.


[ ] Civil Sensory Augmentics Development (Tech) (New)
While many of the Visitors' weapons were constructions of alien alloys and devastating power, some of the equipment is actually small enough to integrate into the human body. While few of these are particularly useful when human mounted, some, like audio pickups, electromagnetic scanners, and others, make good to excellent proxies for human senses.
(Progress 67/120: 20 resources per die) [25, 2]

One of the most challenging pieces of miniaturization is actually nanosurgery, specifically splicing together the optic nerve and the outputs from the eye itself. Just getting at the nerve with the eye in place is difficult enough, requiring a set of specialized tools to access through the nostrils. The eyeballs, manufactured at Kamisuwa, are an absolutely massive leap, bettering not only GDI's previous attempts, but the human eye itself, with a whole range of options, including so far experimental smart HUD systems that adapt to whatever the person is doing. While that is unlikely to make it to final prototyping, it is simply too expensive at the moment to offer to the general public, the eyes are somewhere in the range of 20/20 to 20/15 vision.

Other sensory systems are, for the most part, running into similar issues, where joining flesh to metal is a fundamental challenge, and it is clear that one of the biggest hurdles to producing something fit to go to the broader Initiative population is actually going to be making the surgery something that is simple enough to either automate, or at least not require multiple specialists in what is effectively an entirely new field.


[ ] Civil Prosthetics Development (Tech) (New)
Designing a next generation of prosthetic limbs and organs is a substantial challenge, with inputs from a large number of sources, GDI's homegrown attempts at providing technological alternatives and support for human bodily functions are pushed to greater prominence to obscure and downplay the influence of Visitor, Nod, and especially CABAL technology to prevent public backlash.
(Progress 79/120: 20 resources per die) [6, 33]

With civilian-use prosthetics, the biggest challenge is actually aesthetic rather than practical. In effect, GDI is stealing the homework of people who have been doing the tasks for decades at minimum, and the biggest challenge is making it look like something that people are willing to install. The open, obvious style of CABAL's cybernetics, or the alien lines of Visitor designs need to be concealed more than anything else, because while it is certainly not a secret that GDI is ripping off their designs, it is something where out of sight, is often very much out of mind.

On the practical end, the limitations of the designs are actually more the human bodies that they are being attached to and Newton's Third Law. While it is reasonably easy to build an arm, leg, or even much smaller pieces that can exert substantial amounts of force, for every action, there is an equal and opposite reaction, meaning that when a full force punch (for example) is being thrown, there are impacts across the body, and multiple testers have actually injured themselves from having too much strength for the bones and joints to handle. While none of the injuries have been particularly bad, it is a significant problem for building civilian acceptable replacement parts.


[ ] 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)

GDI's military, much like any military across history fields a fairly wide range of equipment, and keeping it all up to date, especially in times of rapid technological change is more than a little problematic, and an issue the Treasury has seen repeated problems with, especially when it comes to actually getting equipment into the field.

More broadly, there are always investments to be made in the Initiative's military and security system, between factories needing technical updates, large scale deployment of equipment, and more broadly ensuring that there is constant investment in improvements to how GDI prepares to fight wars.

The last is actually, in some ways the most controversial, with advisory committees from multiple military branches offering up their own visions of what the department should be doing. The Talons for example, pushed a vision of rapid iteration, deploying smaller upgrades at a more rapid pace. The mainline Ground Forces comparatively, have won out, with a vision of larger scale, deeply conservative approach, focusing on deploying upgrades on as large a scale as possible.


[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 110/60: 10 resources per die) [28, 46]

Binary propellants are, while not useless for GDI's needs, deeply problematic. Mostly because they require substantial amounts of complexity, substantial additional hydraulic work, and when mixed improperly are substantially dangerous. In the Regency War and before, the number of Brotherhood tanks that brewed up when the ammunition storage for their biprop guns was pierced was substantial. While they certainly did have various forms of CASE, their designs were insufficient, and for that matter, on any existing design, GDI's own attempts are likely to be insufficient.

There is however, one primary mission where the biprop system is actually reasonably useful. A generational improvement in Initiative artillery systems, a new vision of an artillery corps that is far more manpower lean than the current approach, using higher velocity guns throwing heavier shells. The key improvement is actually in command and control systems, with a single "battery command vehicle" leading a unit of automated artillery vehicles, plotting trajectories, before passing out fireplans that the automated vehicles execute, before repositioning. This use of drone-vehicles enables safe use of the highly volatile propellants. In the event of a stoppage that requires human intervention, a Zone Trooper exoskeleton with extra armor has been provided, although field expedient procedure is likely to accept a remote detonation of the drone.

When targeted by fire from laser weapons of class II through V, binary propellant adapted Predators were completely unsurvivable, with laser fire causing sympathetic exothermic events, and heating the fighting compartment to over two hundred degrees Celsius, despite repeated efforts to insulate the binary propellant canisters, and separate them from the fighting compartment. On test vehicles IIIC and IIIE, the binary propellant breached into the fighting compartment and would have killed all inside.
  • Excerpt from Proving Ground Aberdeen's report on testing for Biprop Predator survivability.


[ ] Advanced Armor Composites (Tech) (New)
While GDI's armor is quite effective under most circumstances, STU technologies offer a potential to build armors that are substantial improvements over existing designs. All armor requires tradeoffs, in weight, cost, volume, and protectiveness, and oftentimes different profiles of protectiveness. Exploring the uses of STUs, and Visitor armor alloys, will see if there are potential advantages to be had in GDI's next generation of combat platforms.
(Progress 84/80: 15 resources per die) [11, 27]

Armoring in the modern day is a careful balancing act, and in some ways a fundamentally challenging one, not only because of the tradeoffs between protection, weight, and volume, but also, increasingly, because of the variability of what is actually needed in terms of threat profile. A century ago, there were basically three potential problems hitting a tank. A shaped charge, a kinetic impactor, or a high explosive shell. While each needed something different, it was a much narrower field than the modern day, which has all three of those, plus laser and plasma weaponry.

Marrying these many demands for durability, strength, and other needs was done by the Visitors, like most advanced armors, by compositing different materials together. The difference here is that rather than use traditional terrestrial materials, the Visitor's armor was made of layers of alternating STU doped substances, and was far thinner as a result. Despite this, the material showed an admirable balance of properties, combining into a single package energy redirection, ductility, radiation shielding, and a host of other useful qualities. GDI, on the other hand, has always been fond of heavy metal, and there is some considerable desire to simply use the increased capability for increased capabilities. Or, in terms understood by the meanest private, use the new alloys to produce the same thickness of plate for better protection.


[ ] 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 200/160: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)

Railgun munitions have hit another noticeable milestone, although one that is more a level of preparedness than actually practical change on the battlefield. At this point, GDI can supply two weeks of operations with a fully diversified ammunition load, and following that the munitions will begin to dwindle. The first to run out will be the various specialty rounds like smoke, and smart ammunition. Following that, incendiary rounds and high explosives will become increasingly scarce, likely running out the stocks within the first month of combat. Now, these numbers are based on the ammunition consumption of the railgun equipped units in the Third Tiberium War, which were, for the most part, stuck in, from the first day to the last, fighting in some of the most intense actions the war had to offer.

It will take over a year to build up to a reasonable level of supply, with projected supply levels reaching the comfortable level in approximately eighteen months, with the Initiative able to supply the tank corps with six months of full ammunition loads. Unless, that is, there is another surprise like the Regency War.

The other parts of the program are in some areas far more rosy. The Navy, due to its simpler needs, can reliably supply its ammunition needs for years on end at this point, in part, because it is operating far fewer tubes, and does not need a particular diversity of shells. Simply supplying the Governors and battleships with enough SAP and high explosive to fill out their magazines effectively covers the vast majority of the Navy's need for shells, especially with the number of missiles carried by most Initiative ships.

At this point, barring radical increases in the demand for specialized railgun munitions, the factories should no longer require direct attention from cabinet level officials and simply be handled as part of other budgetary processes.


[ ] 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 217/215: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete) [4, 7]

Orca drones have begun to slowly proliferate to the second line positions where they can do the most good. While the overall program has been somewhat slow, and the drones are putting significant mental strain on the pilots due to needing to pay attention to far more items at once, the Orca corps in many ways is the group that needed the platforms most, as they have needed to change their tactics the most in order to keep themselves alive in their role as close air support and tactical strike aircraft.

Close air support has always been one of the most dangerous mission types available, only beaten out in some cases by strategic bombing, as both have often required long periods of the aircraft presenting themselves to both GBAD and enemy aircraft, while other operations spend much less time directly at the front.

[ ] Particle Shield Development (Tech) (New)
A quantum leap in shield technology, GDI expects to be able to build a high powered stressed shield, capable of taking multiple impacts from nearly any tactical weapon the Brotherhood of Nod fields. While it will certainly not make combat casualty free, it is expected to substantially reduce casualties, especially if it can be widely fielded.
(Progress 161/120: 25 resources per die) [17, 24, 3 45]

A stressed shield, capable of standing up to some of the worst the Brotherhood or Visitors have to offer was a mere decade ago just a dream. Five years ago it was thought of as nonsense. Today, it is a reality. STU expensive, energy intensive, and on any of the Initiative's current designs completely nonviable, with the particle accelerators alone being problematic to fit, let alone the actual projectors that create the shield to be stressed.

The limits of the technology are noticeable, with it not scaling down to human (or even power armor scales) with significant efficiencies. While a testing was done with a converted suit of Zone Armor, to supply the energy and the systems, required a hardline connection to a much larger generator, and stripping the majority of the armor and weapons from the suit, in order to produce a shield capable of stopping fire from weapons that were last relevant on the battlefield in the twenty teens, and proved substantially incapable of stopping or resisting larger rounds. While there is no theoretical reason to the best of GDI's understanding for this to be the case, it is a substantial developmental problem. On the other side, there are the radically scaling costs associated with synchronizing multiple shield projectors as a system ramps up, with shielding an Ox, let alone something of the scale of the Visitor warships proving substantially difficult at best, and prohibitively expensive at worst.


[ ] Governor-A Deployment (Refits) (New)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 66/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor) [3, 2]

Rebuilding a shipyard to free up labor is actually a monumental challenge, not because it requires building big, but actually the opposite, it requires building small and nimble. The big pieces are already moved almost entirely by automation, with the hull of a ship only really requiring a work crew for a few hours out of a multi day construction process, and that is primarily because somebody has to check that things have been done properly, and be willing to sign off on them being done properly.

The vast majority of the time and energy is actually spent filling out the ship, assembling oftentimes small components in awkward spaces designed to minimize the amount of space required for the job. It is crawlspaces and server rooms, rather than the big assembly factors that consume the vast majority of the labor in a GDI shipyard, and those are proving quite a bit more resistant to automation than originally expected. One proposed solution is to pre-fit ship modules with their components before the hull is even assembled, though this leads to problems with long cable runs.


[ ] 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 137/135: 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) (Will time out if not continually invested in) [14, 12]

The long delayed Islands are finally on the timeline. While it will take eight years for them to fully deploy, and none will be ready before the midpoint of next plan, the ships are likely to serve as floating bases, and add a substantial number of flattops to GDI's arsenal, meaning that the Initiative will be able to shift the heavier carriers more fully to strike packages rather than loading down for ASW missions.

The timelines actually also mean that they will compete with Governor refits, among other programs using the same shipyards. While this will not substantively slow either project, it is likely to mean that there are periods of deferred maintenance among the fleet as GDI only has so many berths to go around, especially for the more intensive drydocking procedures.


[ ] 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 168/265: 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) [22, 13]

One of the more major stumbling blocks in the deployment of the rapid assembly prototypes is that there are few active fronts with MARV hubs that would be actually meaningfully affected by the deployments. Locations like Chicago are simply too far away, too distant from active battlefields and actual use for the program. While they would certainly be useful in the Tennessee River Valley and elsewhere across the American south, there is only so much that GDI's stock of MARV hubs can actually do. Most of Gideon's old haunts are already quite quiet whenever a MARV rumbles by, and they are thus, victims of their own success.

Of current construction, it is actually in South America where the prototypes are going to find the most use, where they can threaten Stahl's back lines and his Tiberium harvesting operations in the South American Red Zones.


A/N: No Ko-Fi link this time, and I would like to remind any of my subscribers that this is going to be the last of GDIquest for a time, and to cancel if you are not planning on following Mechanist quest.

A/N2: Sorry this is not up to my usual standards, but this is the best I can make happen at the moment.
 
Last edited:
Q2 2064
Q2 2064

Resources: 1250+130 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)(-30 Department of Refits) (-180 InOps) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 119
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌6 ‌
Erewhon Dice: 1 (+1 bonus)
Dice Capacity 55/60

Tiberium Spread
25.12 (+0.11) Blue Zone
0.04 (+0.04) Green Zone
0.06 (+0.00) Cyan Zone
23.14 (+.11) Yellow Zone (99 points of mitigation)
51.64 (-.22) Red Zone (87 points of mitigation)


Current Economic Issues:
Housing: +86 (+85 LQ, +1 HQ) (1 high-quality housing per turn)
Energy: +62 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +38 (-4 from military activity)
Food: +50 (+24 backed reserve, +5 unbacked reserve)
Health: +24 (-8 from refugees)
Capital Goods: +23 (+2 per turn from Distributed Industrial Authority) (+348 in reserve)
Consumer Goods: +277 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (Net +13 per turn)
Labor: +19 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2810/3800)‌ ‌(1440 HG, 1350 IHG) (HG: 1 per 95, IHG: 1 per 85)
Tiberium Reserve (0/500)
STUs: +3
Taxation Per Turn: +180 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50

STU Production and Consumption
Net: +3 per turn
Production: +31 per turn (15.2 HG, 15.9 IHG)
Consumption: -28 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 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
-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 2066
-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)‌ ‌
Developmentalist: 705 (200; 400; 75; 30) 17.6%
Militarists: 629 Seats (300; 100; 200; 29) 15.7%
Starbound: 618 Seats (400; 100; 100; 18) 15.5%
Market Socialist Party: 555 Seats (300; 155; 50; 50) 13.9%
Socialist Party: 493 Seats (250; 100; 93; 50) 12.3%
Free Market Party: 405 Seats (50; 150; 100; 105) 10.1%
Initiative First Party: 334 Seats (0; 34; 100; 200) 8.4%
United Yellow List: 117 Seats(80; 30; 7; 0) 3%
Reclamation: 99 Seats (50; 40; 6; 3) 2.5%
Homeland: 41 Seats (20; 10; 5; 6) 1%
Open Hand: 4 Seats (2; 2; 0; 0) .1%
Total: 4000 Seats (1652; 1121; 736; 491)

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

Plan Goals
Provide 13 Consumer Goods points from the Treasury
Increase Income by 390
Increase Tiberium Processing limit by 470
Increase population in space by 14.45k
Provide 14 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
Complete North Boston Phase 5
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Reforestation Campaign Preparation Phase 2
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions 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.
Hand off at least 10 more points of Capital Goods to market over the course of the plan.

Infrastructure (5 dice +27 bonus)

[ ] Blue Zone Arcologies (Stage 5)
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 29/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] 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 108/245: 15 resources per die) (+4 Logistics)
(Progress 0/245: 15 resources per die) (+3 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 0/100: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/195: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)

[ ] Postwar Housing Refits (Phase 2)
Expanding the program and shifting yet more housing to higher quality models is something that large parts of the Initiative support in theory, and yet substantial groups oppose it in practice. While the housing is degrading at a noticeable clip, and will eventually either have to be torn down or refurbished, it is a much more complicated question than it first appears.
(Progress 33/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)

[ ] Japan-Korea Tunnel (New)
While building a tunnel underneath the sea of Japan will be a monumental undertaking, it will provide a rail connection between the two areas, joining them together into a single overall rail network, providing for both rapid transit and an easing of logistical linkages. It will likely mostly carry perishable goods that currently require air transport or fast courier ships, along with a regular passenger service.
(Progress 0/350: 20 resources per die) (+3 Logistics)

[ ] TransAmerican Railroad (New)
Punching a rail line through the middle of what used to be the North American Red Zone will be a political coup, one that represents a major victory against Tiberium. While the project as a whole is mostly vanity, with limited real practical usage, it can also anchor GDI abatement efforts in the Red Zone with a high capacity connection to Chicago.
Progress 0/120: 10 resources per die) (+2 Logistics, +5 Political Support)

Heavy Industry (5 dice +34 bonus)

[ ] U-Series Alloy Foundries (Phase 6)
Shifting goals from bulk alloys to more specialist systems, tib resistant cutting blades will be a relatively minor but significant shift in GDI's ability to harvest tiberium. While it will be expensive for what GDI gets out of the program, it is also an investment in the core technologies and competencies of working with STU based alloys.
(Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 5)
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 29/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than five 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 750/1805: 15 resources per die) (+35 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.
(Progress 0/90: 30 resources per die)
(Progress 0/180: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/360: 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 143/935: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1800: 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 0/150: 25 resources per die) (-2 STUs)


Light and Chemical Industry (4 dice +29 bonus)

[ ] Bergen Superconductor Foundry (Phase 5)
A fifth and final stage of expansions will see Bergen reaching its logistical and practical limits. While building inside of mountain ranges is certainly secure, it is far from ideal, with the final expansion to the facilities requiring a substantial investment in blasting new tunnels into other mountains. Additionally, it will require substantial investments in port infrastructure to move the massive quantities of superconductors out of the region.
(Progress 144/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Cloth Factories
While primarily for consumer goods, adaptive cloth is adaptive cloth, and the production will also feed into military procurement among other fields. Mostly, the Initiative will solely be producing the cloth, and then farming it out to private fashion houses, and Initiative backed design studios to do much of the work of integrating it into things that people will actually wear.
(Progress 0/300: 15 resources per die) (+5 Consumer Goods)


Agriculture (6 dice +29 bonus)

[ ] Reforestation Campaign Preparations (Phase 2)
While politically open at this point, the reforestation campaigns have been scaled differently, abandoning goals of biodiversity, while instead focusing on securing as much land as possible. While some of the measures are likely to require abatement of their own, land secured now, is far more important than potential losses later.
(Progress 280/790: 5 resources per die)

[ ] 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 18/125: 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 78/215: 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) (Times Out Q1 2066)
(Progress 60/160: 15 resources per die) (+1 Capital Goods)
(Progress 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)

[ ] 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) (Times Out Q1 2066)
(Progress 3/65: 10 resources per die) (+1 Energy)
(Progress 0/65: 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 149/170: 10 resources per die) (+2 Food in Reserve, -3 Food)

[ ] Laboratory Meat Deployment (Phase 1)
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 0/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)

[ ] Organ Farming Programs (Tech) (MS)
While producing human compatible organs in vitro on a large scale is still beyond the Initiative's capabilities, there are other options, most notably a proposal to use pigs as in vivo incubators, which can be used to substantially simplify the process of producing a number of different organ types, opening up the supply substantially.
(Progress 81/120: 10 resources per die) (-4 Consumer Goods, +2 Health)



Tiberium (7 dice +39 bonus)

[ ] Tiberium Vein Mines (Stage 11)
While no longer positive in terms of abatement resources freed up, vein mines still represent a significant way for the Initiative to increase its Tiberium mining output without either requiring significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the red zones of the world.
(Progress 4/165: 20 resources per die) (Additional Income Trickle [25-35]) (-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 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 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 0/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (2 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 54/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 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 38/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (0 Stages available)

[ ] Xenotech Tiberium Processing Plants (Stage 1) (New)
While refits are impossible, building a wave of new Tiberium processing plants, built with lessons learned from reverse engineered xenotechnology and Brotherhood elements will substantially increase GDI's ability to produce STUs.
(Progress 0/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)

[ ] Improved Hewlett-Gardener Refits (Phase 3)
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.
(Goes away Q1 2065)
(Progress 2/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/300: 35 resources per die) (-1 Labor)(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 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated)
While still a bridge too far for many in the Initiative, and a political albatross, the redesigned versions, built as hybrid refineries and power plants, will both send out a trickle of resources, and produce noticeably more energy.
(Progress 4/125: 20 resources per die) (-10 Political Support) (+10 Energy) (+5 Resources Per Turn)

[ ] Enhanced Harvest Tiberium Spikes (New)
While still politically controversial, and substantially unpopular, using Tiberium Spikes to pull deeper Tiberium into contained areas is a practical means of abating deeper Tiberium without losing significant amount of progress on abating surface Tiberium.
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn)

[ ] 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 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)

[ ] Forgotten Experimentation (Tech)
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
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 pointillist empire, creating bases for further operations around the world.
(Progress 0/300: 25 resources per die) (+.16 Green Zone)
(Progress 0/300: 25 resources per die) (+.20 Green Zone)
(Progress 0/300: 25 resources per die) (+.24 Green Zone)

Orbital (7 dice +34 bonus)

[ ] GDSS Columbia Bays (1 each)
-[ ] 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 0/295: 20 resources per die) (+3 Food, +6 Food in reserve)

-[ ] 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 0/295: 20 resources per die) (+1.2k Permanent Residents)

-[ ] 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 0/255: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)

[ ] GDSS Shala Bays (3 available)
-[ ] Experimental Crops Bay (Stage 1)
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 are potentially too risky to allow out into the wild, but could offer a wide array of benefits..
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)

-[ ] Animal Husbandry Bay
While most of the effort is going to plants, animals have often 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 0/255: 20 resources per die) (+6 Consumer Goods)

-[ ] Species Restoration Bay (Stage 1)
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 206/255: 20 resources per die)
(Progress 0/255: 20 resources per die)

-[ ] High Efficiency Void Crops Bay
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 0/210: 20 resources per die)

Lunar Operations

[ ] Lunar Mining Projects
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 0/185: 20 resources per die) (+15 resources per turn)

[ ] Lunar Homesteading (Phase 1) (new)
The start of large scale permanent lunar habitation will be challenging, with early efforts focused on building up infrastructure and hamlets around existing mining efforts. Most will be based in repurposed mining tunnels from played out surface deposits, protected from radiation by meters of rock above them, with any top side infrastructure strictly limited to what is necessary. This is expected to be the fastest, easiest and most cost effective way to build out a sustainable population.
(Progress 0/250: 30 resources per die) (1000 residents)
(Progress 0/250: 30 resources per die) (1000 residents)

Services (4 dice +35 bonus)

[ ] Fifth Generation Electronic Video Assistants
The fourth generation of EVAs was something of a wet squib, pushed to readiness too early and with too little in the way of support, leaving refits both expensive and doing relatively little. However, GDI's computing technology has advanced in leaps and bounds, providing significant hardware and software advances. This, combined with the lessons learned from previous generations, has provided the opportunity for a new, better-supported generation of EVAs.
(Progress 0/200: 40 resources per die)

[ ] 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 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Autodoc Systems Deployment
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 0/280: 30 resources per die) (+4 Health, +6 Emergency Health, -3 Capital Goods, -3 Energy) (-5 Political Support)

[ ] Cosmetic Biosculpting (Tech)
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. Although 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 308/345: 30 resources per die) (+1 Health)

[ ] Civil Sensory Augmentics Development (Tech)
While many of the Visitors' weapons were constructions of alien alloys and devastating power, some of the equipment is actually small enough to integrate into the human body. While few of these are particularly useful in humans, some, like audio pickups, electromagnetic scanners, and others, make good to excellent proxies for human senses.
(Progress 67/120: 20 resources per die)

[ ] Civil Prosthetics Development (Tech)
Designing a next generation of prosthetic limbs and organs is a substantial challenge, with inputs from a large number of sources, GDI's homegrown attempts at providing technological alternatives and support for human bodily functions are pushed to greater prominence to obscure and downplay the influence of Visitor, Nod, and especially CABAL technology to prevent public backlash.
(Progress 79/120: 20 resources per die)

[ ] Phage Engineering Development (Tech)
While an area GDI has little experience in, phages are an older branch of medicine than antibiotics. The problem has always been in finding strains aimed at the right pathogen, hardy enough and effective enough to counteract whatever is sickening the patient. While custom building bacterio- and virophages to the patient is not a requirement, reverse engineering the Brotherhood's phage treatments will greatly enhance the Initiative's ability to treat many infectious diseases.
(Progress 0/40: 15 resources per die)

[ ] Biowarfare Countermeasures Development (Tech)
While the Brotherhood of Nod has typically avoided human targeting bioweapons (on the microscale at least) there has always been the fear of not only some form of superplague, but also various attack vectors against many of the pieces of biotech that GDI relies on, especially in fields like myomers and fuels. Improving preparations to defend against this will take effort, and likely some revisions to the product to include additional hardening.
(Progress 0/40: 15 resources per die)

[ ] Rage Engine Development (Tech)
The Brotherhood of Nod has used, on a limited scale, so-called Rage Generators, subliminal messaging systems that inflict feelings of paranoia, hatred, and fear, able to turn even elite GDI units against each other. While the process is less than useful for GDI in combat applications, various forms of emotional control system could be very useful in treatment of PTSD and other psychological traumas.
(Progress 0/80: 25 resources per die)

[ ] Wet AI Development (Tech) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 0/240: 30 resources per die)

[ ] Stasis Box Development (Tech) (MS)
While there are many means of preserving things, most require keeping the thing in a particular state, usually either very dry, or very frozen. Adapting the Visitor stasis devices offers significant potential benefits in a number of fields, including food storage, medicine, and high energy industrial applications.
(Progress 0/120: 30 resources per die)

[ ] Projected Hardlight Development (Tech)
While the Initiative has a number of hardlight systems, so far it has mostly been a curiosity rather than a practicality. However, refinements and improvements in shield technology, and refinements in the means of projecting combine to produce a set of hardlight interfaces that can be scaled out to a relatively small room, allowing touch without touch, giving both tactile feedback, and the safety of gesture based controls, among other things.
(Progress 0/60: 15 resources per die)

[ ] Drone Control Hub Development (Tech)
The Visitors were, from what GDI can tell, an incredibly automated force, with only a bare handful of actual intelligences running the entire affair. Much of the work was offloaded onto various forms of EVA equivalents, managing the networks of drone systems across their invasion force. While replicating that level of automation with current computing technology is impossible, many advances in the practice and theory of large drone swarms can still be made while isolinear and other computer technologies mature.
(Progress 0/180: 20 resources per die)


Military (7 dice +31 bonus)

[ ] Stealth Field Generator Development (Tech)
While decades behind the Brotherhood's state of the art, and desperately behind the times in other ways, there are still uses for their stealth field generators, both to provide functional red forces for various training exercises, and more broadly to provide another string for the Initiative's bows.
(Progress 0/60: 15 resources per die)

[ ] Tib Core Missile Seeker Analysis (Tech)
While all military sensor pods have to deal, to one level or another, with the effects of Tiberium, more than most, the Brotherhood's Tiberium Core missiles are dealing with a particularly close contact, with the core often centimeters from the seeker head. The hardening methods offer a potential means of improving GDI performance in the area.
(Progress 0/60: 5 resources per die)

[ ] Initiative Laser Systems Deployment (Phase 1) (Updated)
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 will the Infernium laser find a home as GDI builds its first combat capable voidcraft. Initial deployment is going to focus primarily on the Shark class frigates, as they are going to be the primary initial users.
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)

[ ] 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 250/265: 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 30/500: 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 41/425: 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 169/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] MARV and Reclamator Hubs (Updated)
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. Due to GDI's voracious appetite for more STUs, hubs constructed in Red Zones will service the Reclamator variant. 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)
-[ ] MARV Hub Blue Zone 1 (Progress 39/260) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 2 (Progress 58/265) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 3 (Progress 0/250) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 4 (Progress 0/250) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 5 (Progress 0/250) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 6 (Progress 0/250) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 7 (Progress 0/250) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 8 (Progress 0/250) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 9 (Progress 0/250) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 10 (Progress 0/250) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 11 (Progress 0/250) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 12 (Progress 0/250) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 13 (Progress 0/250) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 14 (Progress 0/250) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 15 (Progress 0/250) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 16 (Progress 0/250) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 17 (Progress 0/250) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 18 (Progress 0/250) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/250) (Benghazi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/250) (Matadi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/250) (Dar Es Salaam) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/250) (Istanbul) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/250) (Port Said) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/250) (Hong Kong) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/250) (Mawlamyine) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/250) (Banjarmasin)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/250) (Medan) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/250) (Wyndham)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)

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 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)

[ ] Advanced Articulation Systems (Tech)
While GDI's Zone Armor is notably effective, it is also quite stiff and difficult to move in. In large part this is due to the Initiative having to protect the joints against Tiberium infiltration, adding mass and restricting movement. As the Visitors did not have quite the same level of problems, their methods are likely to be able to make the Initiative's systems significantly more flexible.
(Progress 0/60: 15 resources per die)


Air Force

[ ] Ultralight Glide Munitions Deployment (Phase 2) (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 85/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Development (High Priority) (Platform)
The Firehawk, as GDI's core 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)

[ ] Thunderbolt II Missile Development (Platform) (Munitions)
The primary difference planned for the second generation of Thunderbolt missiles is in the fueling system. While most of the other parts of the system work well enough, the aggressive maneuvering required to successfully intercept a Barghest, Kelpie, or other high end Brotherhood aircraft puts too much strain on the missile when combined with Visitor and Brotherhood derived fuels.
(Progress 0/60: 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 0/140: 20 resources per die) (MS) (Will time out at end of plan)

Ground Forces

[ ] Next Generation Armored Vehicles (Platform) (Merged)
GDI's mainline armored vehicles, from the Guardian APC, to the Predator, Mammoth, and the array of other platforms based on the core chassis have become a noose around the Initiative's neck. Across the entire fleet, the platforms have effectively reached the endpoint of what can be practically done to them. A redesign from first principles integrating new technologies and doctrinal requirements is needed to renew the vehicle park.
(Progress 0/160: 30 resources per die)

[ ] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority)
While the tip 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 16/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

[ ] GD-3 Deployment (Phase 1) (High Priority) (Updated)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most extensive rollout permits rapidly phasing out the GD-2 within Seo's time in office, even the most modest effort will supply the units that most need them.
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/180: 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 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) (Will time out at end of plan)


Navy

[ ] Governor-A Deployment (Refits)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 66/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)

[ ] SSN Development Program (Platform)
The submarine fleet is one of the longer neglected parts of the Initiative navy, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)


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 168/265: 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 Deployment
While the Talons will not require particularly many vehicles to see a large impact on their total deployable combat force, it will still be a reasonably expensive project simply due to the amount of automation that it requires.
(Progress 0/240: 20 resources per die) (-1 Capital Goods, -1 Energy)

[ ] Fast Twitch Myomers Development (Tech)
Myomers, much like muscles, have differing twitch speeds. GDI has focused primarily on some very slow twitch speeds, emphasizing reliability and power over speed. That is not always however, the best of decisions, with faster twitch speeds meaning that a vehicle, or theoretically a person, can leap and sprint significantly faster than the more pedestrian speeds currently attainable.
(Progress 0/60: 10 resources per die)

[ ] Phased Plasma Weapons Development (Tech)
One of the largest challenges of building plasma weapons is keeping the plasma from coming apart in a spray. While GDI has mostly relied on various forms of laser channel, and some basic plasma shaping using magnetic and (more recently) gravitic fields, The Visitors had means of creating multiphasic plasma bolts. While it is likely to be a tricky problem, adapting them to GDI platforms will mean substantial improvements on Initiative plasma weapons systems.
(Progress 0/80: 15 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 one more time)

[ ] 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)

[ ] Realign Standard of Living (New)
As part of parliamentary negotiations, the Treasury is being required to reassess the level of Consumer Goods production and availability that will be considered an acceptable baseline, adjusting away from wartime privations and towards a standard closer to the early 21st century in many areas. This is in part due to rising reports of inequality and accusations of favoritism from varying parties, and so the expectation is that the process will provide evidence to refute such claims.
-[ ] Low level adjustment: -150 Consumer Goods, -10 Consumer Goods/Turn
-[ ] Moderate adjustment: -200 Consumer Goods, -12 Consumer Goods/Turn
-[ ] Large adjustment: -250 Consumer Goods, -15 Consumer Goods/Turn


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 5) 29/450 5 dice 75R 37%, 6 dice 90R 89%, 7 dice 105R 100%
-[] Rail Network Construction Campaigns (Phase 6) 108/245 1 die 15R 1%, 2 dice 30R 88%, 3 dice 45R 100%
-[] Rail Network Construction Campaigns (Phase 6+7) 108/490 4 dice 60R 9%, 5 dice 75R 69%, 6 dice 90R 98%

-[] Karachi Planned City (Phase 1) 0/50 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/150 1 die 20R 1%, 2 dice 40R 94%
-[] Karachi Planned City (Phase 1+2+3) 0/345 3 dice 60R 5%, 4 dice 80R 77%, 5 dice 100R 100%
-[] Karachi Planned City (Phase 1+2+3+4) 0/735 7 dice 140R 5%, 8 dice 160R 50%, 9 dice 180R 93%
-[] Karachi Planned City (Phase 1+2+3+4) w/5 Infra dice 0/795 8 dice 160R 15%, 9 dice 180R 69%, 10 dice 200R 97%
-[] Karachi Planned City (Phase 1+2+3+4+5) 0/1515 15 dice 300R 3%

-[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%, 2 dice 20R 97%
-[] Postwar Housing Refits (Phase 2+3) 33/300 3 dice 30R 31%, 4 dice 40R 93%
-[] Japan-Korea Tunnel (New) 0/350 4 dice 80R 29%, 5 dice 100R 89%, 6 dice 120R 100%
-[] TransAmerican Railroad (New) 0/120 1 die 10R 11%, 2 dice 20R 96%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 6) 68/455 4 dice 160R 22%, 5 dice 200R 88%, 6 dice 240R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 2 dice 40R 3%, 3 dice 60R 79%, 4 dice 80R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 5+6) 29/540 5 dice 100R 6%, 6 dice 120R 61%, 7 dice 140R 97%
-[] North Boston Chip Fabricator (Phase 5) 750/1805 11 dice 165R 6%, 12 dice 180R 39%, 13 dice 195R 81%, 14 dice 210R 98%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 1 die 30R 69%, 2 dice 60R 100%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 3 dice 90R 51%, 4 dice 120R 98%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/630 6 dice 180R 2%, 7 dice 210R 36%, 8 dice 240R 87%, 9 dice 270R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 8 dice 160R 5%, 9 dice 180R 43%, 10 dice 200R 87%, 11 dice 220R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 4+5) 143/2735
-[] Microfusion Cell Laboratories 0/150 1 die 25R 1%, 2 dice 50R 94%
Light and Chemical Industry 4 dice +29
-[] Bergen Superconductor Foundry (Phase 5) 144/1140 11 dice 330R 7%, 12 dice 360R 39%, 13 dice 390R 79%, 14 dice 420R 97%
-[] Adaptive Cloth Factories 0/300 3 dice 45R 11%, 4 dice 60R 80%, 5 dice 75R 100%
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 2) 280/790 5 dice 25R 2%, 6 dice 30R 39%, 7 dice 35R 89%, 8 dice 40R 99%
-[] Reforestation Campaign Preparations (Phase 2+3) 280/1580 14 dice 70R 2%, 15 dice 75R 14%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 die 10R 30%, 2 dice 20R 99%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/250 2 dice 20R 2%, 3 dice 30R 74%, 4 dice 40R 100%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/375 4 dice 40R 30%, 5 dice 50R 90%, 6 dice 60R 100%
-[] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 1%, 2 dice 30R 91%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 73%, 2 dice 40R 100%

-[] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 51%, 2 dice 40R 100%
-[] Spider Cotton Plantations (Phase 2+3) 60/325 3 dice 45R 56%, 4 dice 60R 99%
-[] Spider Cotton Plantations (Phase 2+3) 60/500 4 dice 60R 2%, 5 dice 75R 50%, 6 dice 90R 96%
-[] Spider Cotton Plantations (Phase 2+3+4+5) 60/685 6 dice 90R 2%, 7 dice 105R 40%, 8 dice 120R 89%, 9 dice 135R 99%

-[] Tarberry Plantations (Phase 3) 3/65 1 die 10R 97%
-[] Tarberry Plantations (Phase 3+4) 3/130 1 die 10R 11%, 2 dice 20R 98%
-[] Strategic Food Stockpile Construction (Phase 5) 149/170 1 die 10R 100%
-[] Strategic Food Stockpile Construction (Phase 5+6) 149/320 2 dice 20R 56%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 149/470 3 dice 30R 3%, 4 dice 40R 64%, 5 dice 50R 98%
-[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%, 3 dice 45R 99%
-[] Organ Farming Programs (Tech) (MS) 81/120 1 die 10R 100%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 11) 0/165 2 dice 40R 85%, 3 dice 60R 100%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/120 1 die 25R 75%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 36%, 3 dice 75R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 57%, 3 dice 90R 100%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/380 4 dice 120R 46%, 5 dice 150R 97%
-[] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 17%, 2 dice 50R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%, 4 dice 100R 97%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/520 4 dice 100R 1%, 5 dice 125R 50%, 6 dice 150R 96%
-[] Tiberium Glacier Mining (Stage 13) 38/165 1 die 30R 16%, 2 dice 60R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/320 3 dice 90R 54%, 4 dice 120R 99%

-[] Xenotech Tiberium Processing Plants (Stage 1) (New) 0/300 3 dice 120R 34%, 4 dice 160R 97%
-[] Improved Hewlett Gardener Refits (Phase 3) 2/200 2 dice 70R 47%, 3 dice 105R 99%
-[] Improved Hewlett Gardener Refits (Phase 3+4) 2/400 4 dice 140R 29%, 5 dice 175R 93%
-[] Improved Hewlett Gardener Refits (Phase 3+4+5) 2/600 6 dice 210R 20%, 7 dice 245R 81%, 8 dice 280R 99%
-[] Improved Hewlett Gardener Refits (Phase 3+4+5+6) 2/800 8 dice 280R 14%, 9 dice 315R 67%, 10 dice 350R 97%
-[] Improved Hewlett Gardener Refits (Phase 3+4+5+6+7) 2/1100 11 dice 385R 9%, 12 dice 420R 49%, 13 dice 455R 88%, 14 dice 490R 99%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 92%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/100 1 die 30R 60%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/90 1 die 30R 76%, 2 dice 60R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 24%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/150 1 die 20R 2%, 2 dice 40R 96%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 70%, 3 dice 60R 100%
-[] Red Zone Energy Refits (Phase 1) 0/265 3 dice 75R 71%, 4 dice 100R 100%
-[] Red Zone Energy Refits (Phase 1+2) 0/530 5 dice 125R 8%, 6 dice 150R 69%, 7 dice 175R 98%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/795 8 dice 200R 15%, 9 dice 225R 69%, 10 dice 250R 97%
-[] Forgotten Experimentation 0/260 2 dice 60R 3%, 3 dice 90R 87%, 4 dice 120R 100%
-[] Secure Yellow Zones (Phase 1) 0/300 3 dice 75R 34%, 4 dice 100R 97%
-[] Secure Yellow Zones (Phase 1+2) 0/600 6 dice 150R 19%, 7 dice 175R 80%, 8 dice 200R 99%
-[] Secure Yellow Zones (Phase 1+2+3) 0/900 9 dice 225R 11%, 10 dice 250R 59%, 11 dice 275R 94%
-[] Secure Yellow Zones (Phase 1+2+3+4) 0/1200 12 dice 300R 7%, 13 dice 325R 42%, 14 dice 350R 84%, 15 dice 375R 98%
Orbital 7 dice +34
-[] --GDSS Columbia Bays (3 available)--
-[] SCOP Bay 0/295 3 dice 60R 40%, 4 dice 80R 98%
-[] High Density Housing 0/295 3 dice 60R 40%, 4 dice 80R 98%
-[] Assembler Bay 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100

-[] --GDSS Shala Bays (6 available)--
-[] Experimental Crops Bay (Stage 1) 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100%
-[] Experimental Crops Bay (Stage 1+2) 0/510 5 dice 100R 17%, 6 dice 120R 82%, 7 dice 140R 99%
-[] Animal Husbandry Bay 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100%
-[] Species Restoration Bay (Stage 1) 206/255 1 die 20R 100%
-[] Species Restoration Bay (Stage 1+2) 206/510 3 dice 60R 30%, 4 dice 80R 96%
-[] High Efficiency Void Crops Bay 0/210 2 dice 40R 31%, 3 dice 60R 98%

-[] Lunar Mining Projects 0/185 2 dice 40R 51%, 3 dice 60R 99%
-[] Lunar Homesteading (Phase 1) 0/250 2 dice 60R 1%, 3 dice 90R 71%, 4 dice 120R 100%
Services 4 dice +35
-[] Fifth Generation Electronic Video Assistants 0/200 2 dice 80R 34%, 3 dice 120R 98%
-[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%, 3 dice 75R 100%
-[] Autodoc Systems Deployment 0/280 3 dice 90R 43%, 4 dice 120R 97%
-[] Cosmetic Biosculpting (Tech) 308/345 1 die 30R 100%
-[] Civil Sensory Augmentics Development (Tech) 67/120 1 die 20R 100%
-[] Civil Prosthetics Development (Tech) 79/120 1 die 20R 100%
-[] Phage Engineering Development (Tech) 0/40 1 die 15R 100%
-[] Biowarfare Countermeasures Development (Tech) 0/40 1 die 15R 100%
-[] Rage Engine Development (Tech) 0/80 1 die 25R 89%, 2 dice 50R 100%
-[] Wet AI Development (Tech) (MS) 0/240 2 dice 60R 7%, 3 dice 90R 91%
-[] Stasis Box Development (Tech) (MS) 0/120 1 die 30R 27%, 2 dice 60R 100%
-[] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
-[] Drone Control Hub Development (Tech) 0/180 2 dice 40R 72%, 3 dice 60R 100%
Military 6 dice +31
-[] Stealth Field Generator Development (Tech) 0/60 1 die 15R 99%
-[] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 99%
-[] Initiative Laser Systems Deployment (Phase 1) 0/185 2 dice 50R 43%, 3 dice 75R 99%
-[] Initiative Laser Systems Deployment (Phase 1+2) 0/370 4 dice 100R 26%, 5 dice 125R 89%, 6 dice 150R 100%
-[] Initiative Laser Systems Deployment (Phase 1+2+3) 0/555 6 dice 150R 17%, 7 dice 175R 74%, 8 dice 200R 98%
-[] Antiradiation Munitions Deployment (Munitions) 250/265 1 die 15R 100%
-[] Electronic Countermeasures Improvements (Refits) 30/500 5 dice 75R 17%, 6 dice 90R 77%, 7 dice 105R 99%
-[] ASAT Defense System (Phase 5) 41/425 4 dice 80R 31%, 5 dice 100R 93%
-[] Military Particle Beam Development (Tech) 0/100 1 die 20R 55%, 2 dice 40R 100%
-[] Ferro Aluminum Armor Refits 169/295 1 die 5R 9%, 2 dice 10R 97%
--MARVs--
-[] Reclamator Hub 0/250 3 dice 60R 62%, 4 dice 80R 99%
-[] Reclamator Hub w/ 2 Mil + X-2 Tib Dice 0/266 3 dice 60R 71%, 4 dice 80R 100%
-[] Reclamator Hub x2 0/500 5 dice 100R 5%, 6 dice 120R 56%, 7 dice 140R 95%
-[] Reclamator Hub x2 w/ 2 Mil + X-2 Tib Dice 0/516 5 dice 100R 14%, 6 dice 120R 78%, 7 dice 140R 99%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/260 2 dice 40R 8%, 3 dice 60R 87%, 4 dice 80R 100%
-[] Reclamator Hub BZ-2 (Richmond) 58/265 2 dice 40R 18%, 3 dice 60R 94%
--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640 6 dice 120R 5%, 7 dice 140R 51%, 8 dice 160R 93%
-[] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--Air Force--
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 2) 85/150 1 die 10R 94%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 2+3) 85/300 2 dice 20R 11%, 3 dice 30R 90%
-[] NovaHawk Development 0/40 1 die 15R 100%
-[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--Space Force--
-[] Orbital Nuclear Caches 0/140 1 die 20R 3%, 2 dice 40R 96%
--Ground Forces--
-[] Next-Generation Armored Vehicles 0/160 2 dice 60R 84%, 3 dice 90R 100%
-[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 3 dice 60R 42%, 4 dice 80R 97%
-[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 16/570 6 dice 120R 18%, 7 dice 140R 74%, 8 dice 160R 98%
-[] GD-3 Deployment (Phase 1) 0/180 2 dice 20R 49%, 3 dice 30R 99%
-[] GD-3 Deployment (Phase 1+2) 0/360 4 dice 40R 35%, 5 dice 50R 92%
-[] GD-3 Deployment (Phase 1+2+3) 0/540 6 dice 60R 26%, 7 dice 70R 82%, 8 dice 80R 99%
-[] GD-3 Deployment (Phase 1+2+3+4) 0/720 8 dice 80R 20%, 9 dice 90R 71%, 10 dice 100R 96%
-[] GD-3 Deployment (Phase 1+2+3+4+5) 0/900 10 dice 100R 16%, 11 dice 110R 60%, 12 dice 120R 92%
-[] Stealth Disruptor Deployment 0/160 2 dice 30R 74%, 3 dice 45R 100%
--Navy–
-[] Governor-A Deployment (Refits) 66/350 3 dice 60R 27%, 4 dice 80R 93%
-[] SSN Development Program 0/120 1 die 30R 21%, 2 dice 60R 99%
--Steel Talons--
-[] Modular Rapid Assembly Prototype Factory 168/265 1 die 20R 51%, 2 dice 40R 100%
-[] Unmanned Support Ground Vehicle Deployment 0/240 2 dice 40R 2%, 3 dice 60R 72%, 4 dice 80R 100%
-[] Fast Twitch Myomers Development (Tech) 0/60 1 die 10R 99%
-[] Phased Plasma Weapons Development (Tech) 0/80 1 die 15R 85%, 2 dice 30R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 dice 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
-[] Realign Standard of Living (New) 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 have a Ko-fi to help make things easier on my end. Any contributions are greatly appreciated.
https://ko-fi.com/ithillid

A/N2: We are back baby. Be good, be excellent to each other, and try to avoid flamewars. We are going to be finishing this thing in 2024, and you can help.
 
Last edited:
Q2 2064 Results


GDI Online Q2 2064

Lunar Homesteads: The house of the future, or simply another boondoggle?
Plateau Times
Samantha Newgrange

The first real town has been built on the Moon. Until now, while we had a number of people living there, they were in dedicated outposts for mining, scientific study, or construction projects. Now, several of those mining outposts have been expanded with spaces for housing, light industry, storefronts, and other elements of a small frontier town. This, obviously, has sparked both controversy and celebration, with very few people having muted opinions on the subject.
I have been favored enough to be among the first journalists to be granted clearance to go to the Moon, and talk about what I have seen. So, for all you readers out there, remember, I was granted privileged access, and can't talk about everything, so usual precautions there.

The first thing that I noticed was just how small and cramped everything was. I know, building on another world and all that, but still, they are smaller than the ones found on Columbia, and those are not spacious in the slightest.

FloatingWood
Sheesh, and I thought the 'communal living experiments' were crowded. At least there you had the amenities of a large town on hand if you needed to get out for a bit, those 'homesteads' are pretty light on amenities, and forget taking a walk outside unless you want to try sucking vacuum.

AgathaH
#FloatingWood Yeah, but it's on the Moon.
More seriously, yeah, it's definitely cramped. But, well, they're still digging out more room, and more digging machinery is still being sent over. It'll get better, both in terms of more space for people, and more people to help dig.
That said, claustrophobes will have problems.

CrystalSkull
While I am happy that we GDI has managed to get an actual town up and running. I am just hesitant to celebrate the success because will my people be allowed up there?

YellowZon3r
Boondoggle. At least for folks like me. Maybe, maybe I Win a lottery and get a military spot working security. But then what? I spend the rest of my career playing mall cop to handpicked GDI engineers and rocket scientists? Pfft.
Nah. I'll stay down here. Harvestin's a good job. And I'm not one of those maniacs from Zocom- (Love you guys and gals) who love driving deep into the red. But there's something satisfying about being deployed on clearing operations once the worst is dealt with and cleaning up that mess to leave blue zones behind.

FloatingWood
#AgathaH, I get it, I get it, you are space mad as always (and it would be awe inspiring to be up there), but right now it's not just the claustrophobes who will have problems. Introverts would find it to be utter hell to be so crowded.
Also, am disappoint; no Moon Town to be had, just a scattering of mining spots and villages.
Yes, 'spot' is a technical term in cartography for a specific size category of settlement.
#CrystalSkull, I… don't know. I guess it would depend on whether or not the tiberium in Forgotten can proliferate, if yes, I suspect you won't be allowed off Earth. Too much fear of the stuff.

GDIWife
I have to say there's something almost romantic about those kind of settlements, in a very Wild West kind of way. Maybe that's just me liking cowboy movies too much though.

FloatingWood
Oh gods no, the Wild West was a terrible place and time. Aside the whole 'you have to shit in a bucket' thing, and the 'all the diseases are not curable' thing, governance was extremely thin. Company towns, roaming gangs of murderers, high rates violence in general as people solved their interpersonal relations issues with guns, the Wild West was actually a pretty bad place to live in, even relative to the rest of the 19th and early 20th century.
A fair number of the issues were being addressed, slowly, in the US, but then tib ate the Mississippi watershed and things got so much worse. There's a reason so much of the lands between the Appalachians and the Rockies fell into Nod hands, and the legacy of the Wild West is part of it.

AgathaH
#FloatingWood Space mad and proud of it!
And if this were the end of it, it would definitely be somewhere I wouldn't want to live. But these are intended to be the initial "seed" settlements for further construction at these locations and elsewhere.

GDIWife
#FloatingWood I'm talking more about the frontier 'vibe'. Obviously I would be very concerned if after employing advanced technologies to lift thousands of people to the moon they ended up defecating in buckets. I don't think 'cholera is bad' is all that controversial a statement.

Besides, some things like the high murder rate in the west were significantly less common than often thought, it's just that statistics break down with very small numbers. A 5% murder rate for some towns in some years sounds terrible until you realise that the 'town' was 20 people and there was 1 murder.







"Enhanced Harvest" Tiberium Spikes: Good news, Bad news, or Harbinger of Doom(TM)?
William Herzog

Tiberium harvesting operations in several regions (Blue Zones 7, 9, and 11 at least) have started employing new "Enhanced Harvest" Tiberium Spikes, which apparently have Visitor-tech Tiberium Growth Stimulators attached for increased yield. Well, apparently some bright spark figured out how to make them not just increase Tib growth, so while they are increasing harvesting yields, they don't seem to be causing new outbreaks. That's the good news. Bad news? Well, we don't really know how this will play out - are they going to remain under control? [insert more] Terrible news: What's going on with Tiberium that this seems like a good idea to the folks at the top? I know we've been seeing more collapses due to underground Tib veins... is this an attempt to counter that?

FloatingWood
Wait, somebody plugged a 'tiberium growth stimulator' into a spike? The hell are they doing? I figured they'd put in some fancy new mining gear to get through more crystal.

CrystalSkull
#FloatingWood I have directly worked with the forbidden rock candy all of my life and I still don't understand the damn thing. From what I can see everything GDI has done has been to understand, combat, and ultilize it as best as possible. They wouldn't go to all of this trouble of adding expensive alien tech to something without a good reason.

MeanGreenMiner
#Crystalskull I do not get this one either, but here's my input from a gal who's spent the past year as a drone-minder in one of the new deep-tib mines. First, there's a lot about underground Tiberium we don't understand. Second, word from my bosses is often 'if you don't understand it, poke it with a stick' or fancier science that means the same thing. There's often a push in Tiberium resourcing to get improved yields, but T-spikes haven't really had a major upgrade in almost 20 years. And without major new fields to expand into and cap, they've got just a trickle of new income coming in. Let's just hope that we don't have to re-invest the credits made from this scheme in reinforcing the ground against collapse.

YellowZon3r
Look at a map. Miles and miles of reclaimed 'blue zone' that's nothing but tib spikes, desert and the occasional supply base. If we couldn't handle the tib refining you might have a point. But there's plenty of excess capacity in the system. From what I've been told the risk of the spikes growing out of control is low. The enhanced spikes gather more tib, it's stored in silo's, transport trucks pick it up, dump it at under-utilised refineries. And it gets turned into the raw materials like iron or gold or whatever we need for electronics or so on and the bars of precious metals are then shipped into the blue zones for manufacturing to work with. There's no field growing out of control, just a half full tiberium silo gets a few more percentage points of tiberium to deliver to a refinery. It does its job, and a bigger pallet of gold gets added to the treasury vault. And in almost all cases the spikes are way out in the middle of nowhere anyway.

InTheZONE
Yeah, I'm not ZOCOM any more but I've kept up with the research and these new spikes are actually good things from an abatement standpoint. They can draw in tiberium from much further away than previous versions meaning that each one can affect a much wider area. Sure, it means that the collection teams have a lot more work to do but it's far easier to collect it at a spike than in a field so I'd consider that a win.

FloatingWood
… Wouldn't moving tiberium from where it is now to the harvesting spike leave hollows in the ground? That sounds like a collapse hazard waiting to happen.

InTheZONE
#FloatingWood Can be, yeah. That's why the teams do pretty constant scans with Ground Penetrating Radar and similar technologies, detects the voids before they become a problem. Usually anyway, there will probably be a few cases of harvesters ending up in sinkholes but it's something they're actually built to survive (or at least for their crew to survive) and unfortunately there really isn't any way to avoid it other than just leaving the Tiberium there which is not an option for hopefully obvious reasons.

Q2 2064 Results

Resources: 1215+180 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)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 110
SCIENCE Meter: 4/4

Tiberium Spread
25.405 (+0.285) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.01) Cyan Zone
23.375 (+.235) Yellow Zone (99 points of mitigation)
51.15 (-.49) Red Zone (87 points of mitigation)

Current Economic Issues:
Housing: +87 (+85 LQ, +2 HQ) (1 high-quality housing per turn)
Energy: +57 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +35 (-4 from military activity)
Food: +47 (+26 backed reserve, +5 unbacked reserve)
Health: +27 (-8 from refugees)
Capital Goods: +15 (+2 per turn from Distributed Industrial Authority) (+363 in reserve)
Consumer Goods: +21 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +16 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2820/4300)‌ ‌(970/2450 HG, 1350/1350 IHG, 500/500 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 50)
Tiberium Reserve (0/500)
STUs: +7
Taxation Per Turn: +205 (+25 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +50


STU Production and Consumption
Net: +7 per turn
Production: +36 per turn (110.2 HG, 15.9 IHG, 10X)
Consumption: -29 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard)
7 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
-1 Navy (Lasers)

Projected Fusion Power Plant Decommissioning

-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2066
-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)‌ ‌
Developmentalist: 705 (200; 400; 75; 30) 17.6%
Militarists: 629 Seats (300; 100; 200; 29) 15.7%
Starbound: 618 Seats (400; 100; 100; 18) 15.5%
Market Socialist Party: 555 Seats (300; 155; 50; 50) 13.9%
Socialist Party: 493 Seats (250; 100; 93; 50) 12.3%
Free Market Party: 405 Seats (50; 150; 100; 105) 10.1%
Initiative First Party: 334 Seats (0; 34; 100; 200) 8.4%
United Yellow List: 117 Seats(80; 30; 7; 0) 3%
Reclamation: 99 Seats (50; 40; 6; 3) 2.5%
Homeland: 41 Seats (20; 10; 5; 6) 1%
Open Hand: 4 Seats (2; 2; 0; 0) .1%
Total: 4000 Seats (1652; 1121; 736; 491)

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

Plan Goals
Provide 13 Consumer Goods points from the Treasury
Increase Income by 390
Increase population in space by 13.45k
Provide 14 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
Complete North Boston Phase 5
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Reforestation Campaign Preparation Phase 2
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions 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.
Hand off at least 10 more points of Capital Goods to market over the course of the plan.



More employment, more productivity, slowdown on the horizon?

Economic figures and other indicators are ticking up, particularly in response to the increased consumer spending as a result of relaxing certain regulations and rationing of in-demand goods. In light of this, the Treasury reports higher than expected returns from corporate tax.

At the same time, the available labor force is steadily increasing as refugees slot into the market, existing citizens or long-term former Yellow Zoners upskill and gain promotions or transfer to in demand sectors. Those who were formerly rendered unable to work due to injury return to work in civilian sectors thanks to increasing access to prosthetics and improved cybernetics even as better models are developed in line with feedback from existing users.

Despite, or perhaps because of, the increased labor pool, analysts and experts predict an economic slowdown in the not so distant future as the number of jobs grows more rapidly than the number of workers, leading to a decrease in unemployment and a labor market projected to soon be tapped out. While it is expected this will slow down GDP growth, it is projected to benefit the average worker due to putting pressure on employers to offer better wages as they vie for their employee's skills. Yet, business figures and government planners have begun to grow increasingly concerned as developing technologies will require a more skilled workforce to utilize them effectively, and the burgeoning GDI economy's demand for labor only grows.


[ ] Blue Zone Arcologies (Stage 5)
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 150/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) [6, 11, 36, 14]

Arcology construction has continued and – supplemented by the Treasury Department's additional resources – ongoing effort in this area has been better received than previous refit efforts. The main concern from residents and citizens being that as tower blocks were modernized on a largely all or nothing basis, residents were left with little recourse other than to move from their home, or to accept disruption and higher rents. Something particularly troubling for those who specifically sought out low cost, or even negative rent accommodations in areas requiring workers for the additional credits they could receive and spend on other luxuries.

With a number of new arcology spaces opening up however, people can choose to stay where they are in their current living conditions or to apply for a residency spot. And having it as a choice rather than a forced relocation has made them vastly more appealing. The Treasury's own larger scale arcology construction project is making steady progress even as the Bureau of Arcologies continues to make newly constructed arcologies available for habitation on a monthly basis. Almost all of which have faced heavy competition for spots.

With general housing needs met, and numerous apartment buildings and the rushed emergency housing complexes of the early 50's mothballed, there's a very few holdouts stubbornly refusing to leave their homes, but that still leaves a number of uninhabited buildings. Multiple voices in Parliament debate what to do with them. Some suggest holding onto this excess housing stock for emergencies and accommodating possible future refugee streams. Many are calling for these to be slated for refits.


[ ] 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 221/245: 15 resources per die) (+4 Logistics) [48, 3 6, 2]

Expansion of rail networks towards newly-cleared land has continued, as well as reinforcing connections to ensure that the Trans-American rail line will not adversely affect the existing transportation network.

The projected traffic of the Trans-American line will cause a significant shift of the current pattern of transportation, and building new connections in preparation of the expected shift in goods haulage between BZs 2 and 11 from ships hauling across the Atlantic, Cape Horn and the Pacific towards the far swifter rail link has drawn resources away from other construction projects. This reshuffling of priority has unfortunately slowed construction in a number of areas, leading to the project requiring an additional injection of funds and attention to complete this phase as planned.


[ ] TransAmerican Railroad (New)
Punching a rail line through the middle of what used to be the North American Red Zone will be a political coup, one that represents a major victory against Tiberium. While the project as a whole is mostly vanity, with limited real practical usage, it can also anchor GDI abatement efforts in the Red Zone with a high capacity connection to Chicago.
Progress 68/120: 10 resources per die) (+2 Logistics, +5 Political Support) [32, 9]

Despite being built through what is technically a Blue Zone, the Trans-American Railroad project still needs to incorporate a significant amount of defenses against Tiberium as well as Nod raiders. This necessity has resulted in progress on the actual rail line being much less than half the physical distance of rail being laid, although this is not unexpected. Progress has been made through the Rocky Mountains past the Great Salt Lake, drilling through many of the mountains with an ease which the Central and Union Pacific Railroad routes could not hope to match about two centuries earlier. However, the tunnels being dug now are far more involved excavations - they involve extensive sensor suites, defensive hardpoints, the occasional Tiberium spike, and extensive anti-tamper setups over everything.

The eastern segment of the Railroad has involved no significant tunneling, but still requires building a large number of bases. These bases are home to patrols, rapid-response formations, and also engineering companies to perform maintenance and/or repairs on the Railway itself and supporting infrastructure. While weather patterns have been changed somewhat by the growth of Tiberium, much of the west-to-east pattern remains, so many more of the installations on this side of the continent require protection from Ion Storms coming off of the Red Zone, and other Tiberium mitigation measures.


[ ] 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 1265/1805: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.) [5, 15, 40, 9, 40, 3, 19, 9, 39, 37, 14, 34, 26, 20]

Significant work has gone into a number of additional foundry bays, pushing the state of the art forward, especially in the realm of artificial intelligence chips. Compared to standard model chips, they are in many ways different. At the subatomic scale, electrons have some of the properties of both particles and waves, and by making use of this feature, a number of calculations become substantially easier. While not an outright replacement in many areas for traditional computing, in the realm of both electronic video assistance and artificial intelligence, quantum computer chips are effectively required, albeit in different areas.

For the next generation of EVAs, quantum computing offers the ability to calculate multiple threads at once, which gives them unparalleled processing capacity and the ability to largely keep up by more easily predicting what data their human operators will request, substantially increasing productivity.


[ ] Bergen Superconductor Foundry (Phase 5)
A fifth and final stage of expansions will see Bergen reaching its logistical and practical limits. While building inside of mountain ranges is certainly secure, it is far from ideal, with the final expansion to the facilities requiring a substantial investment in blasting new tunnels into other mountains. Additionally, it will require substantial investments in port infrastructure to move the massive quantities of superconductors out of the region.
(Progress 425/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support) [6, 47, 3, 12, 38, 6, 4, 49]

Bergen is beginning to run into substantial physical limits, not just of the ability of the mountains to hide the fabricator bays, but also the capacity of the port itself. Even though container ships have shrunk somewhat since the heady days of the late 20th century, there is only so much space for the ships to maneuver, and only so many areas for them to tie up at the pier, meaning that at this point, preparations are being made to build an additional train station in order to ship the completed superconductor sections down the peninsula and to other port cities where they can be loaded onto ships for transport across the Initiative.

Similarly, with the foundry becoming ever larger and more intensive, the support facilities needed are themselves growing significantly more complex; and the small city is not large enough to support not only the workers, but the artists, musicians, and array of other professions that are needed to help keep people not only alive, but happy. A significant amount of the train travel at this point is actually people heading into larger cities in order to take advantage of the culture on their weekends, and it is only due to the practice of offset 'weekends' in order to ensure continuous production that those cities are not seeing worse effects in terms of overload on their entertainment facilities.

"Mayor Larsen?"
"Yes, Alderman Brun?"
"Have you seen the Education Department's year report yet?"
"No, is there something wrong?"
"Because of the growth of the superconductor facility we are seeing a lot of young people moving in with their families. Our schools are overburdened, we have enough teachers, barely, but we are running out of classrooms."

Overheard conversation, Bergen Rådhus


[ ] Reforestation Campaign Preparations (Phase 2)
While politically open at this point, the reforestation campaigns have been scaled differently, abandoning goals of biodiversity, while instead focusing on securing as much land as possible. While some of the measures are likely to require abatement of their own, land secured now, is far more important than potential losses later.
(Progress 447/790: 5 resources per die) [16, 42, 39, 12]

Continuing work has retained focus primarily on the mass seed bombing, with an expansion to wetland bombing campaigns. Although the definition of 'wetlands' encompasses more than just coastal regions, it is where the focus of the attention currently lies, as coastal wetlands are a critical buffer, able to take the worst of the storms that ravage and reshape coastlines, which can severely impact human habitation in the process. A wetland can protect against meters of storm surge – and do so in a far more cost effective way than most other options, including levees and most other forms of protective walling. For wetlands, plants are absolutely vital, as it is their root structure that stabilizes the soil, protecting it from erosion and slowing down the inflow of water.


[ ] 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) (Times Out Q1 2066)
(Progress 136/160: 15 resources per die) (+1 Capital Goods) [6, 36]

Spider cotton has seen a noticeable blight this quarter. While contained to a few greenhouses and caught early enough that not even all of those greenhouses were lost, the minor crisis caused considerable distraction to the management, with many hours spent on the necessary effort to contain and clean up the infestation, leaving the admittedly lower priority expansion to other facilities neglected. That does not mean however that no progress was made. A greenhouse is a fairly simple thing to set up, and the work crews have assembled the number required at the designated sites, awaiting certification and planting.

Xanthomonas citri pv. Malvacearum is the common cotton blight, and a recurring problem in the Initiative's cotton supply, as the greenhouses provide a hot and relatively humid environment ideal for its growth and spread. It has apparently made the jump from the admittedly rather blight-resistant cotton cultivars used by the Initiative to the new spider cotton. While the precise circumstances are not known, it is most likely a result of cross contamination at some point in the supply chain, as the spread is far from being significant enough to be Brotherhood action.

"Alright, old business first, let us take it from the left, Allen, you got any old business for us?"
"Yes actually, we were supposed to provide a timetable for the new greenhouses by the 30th of April."
"The new greenhou…. crap."
"I've a few angry emails in my inbox wondering about where all the papers for starting production are."

- Extracted from the minutes for the 18th of May meeting for the Spider Cotton subcommittee for the Agricultural Committee of BZ-3


[ ] 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) (Times Out Q1 2066)
(Progress 65/65: 10 resources per die) (+1 Energy)
(Progress 21/65: 10 resources per die) (+1 Energy) [38, 11]

The tarberry plantations are an ongoing problem, but one that has relatively limited impact. Most of the new production is simply going into long term storages, generally in polymerized, waxy bricks, which are stable for years on end until processed back into liquid fuels, or burnt as they are in larger scale operations. The bricks are also significantly more transportable, moved by the pallet into standard shipping containers and transported around the world. They are, of course, a potential fire hazard, but this is nothing new to shipping safety standards.

In terms of problems, the vast majority have been problems in relearning how to farm in soil. GDI has, for generations at this point, done very little in the way of farming outside of the constraints of greenhouses and hydroponic arrays. In many ways, the oldest ways of farming are much more difficult than modern ways, with the vagaries of the natural world controlled and twisted to mankind's needs, versus a traditional farm, where a bad storm can destroy months or years of work.

"I hate tarberry preserves. Oh, sure, they're solid enough to stack up, but once you put enough weight on them they start to squish together. And they stain your hands and clothes if you touch them. And the smell! I didn't know what 'skunky' meant until I smelled some Tarberry Jam gone bad!"


[ ] 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 200/170: 10 resources per die) (+2 Food in Reserve, -3 Food) [15, 7]

Serious pushes on developing additional food stockpiles have focused on keystone facilities and operational requirements. For example, locations like Madagascar are key, because they are safe holdfasts for most potential conflicts, and when food is needed elsewhere, they have the port facilities and transport options to promptly move towards the conflict zone.

For example, the planned operations around Karachi are going to require GDI to ship in substantial amounts of food as the fighting disrupts the local food supply. While there is the possibility of purchasing at least some of the needed produce from India, moving everything needed from established GDI territories would be simpler. Beyond that, while the military can supply its own needs easily enough, the quantity of refugees expected to need aid would swiftly outstrip the military's logistics, so civil authorities in the Middle East are preparing the stockpiles there, expecting Madagascar to backfill them as resources are called upon.

Similar operations are going on in other parts of the world, with emphasis on areas like Japan, New Zealand, and others that fill both the safety and accessibility requirements. These are meant to be used as the deepest, longest term food storage facilities the Initiative has, unassailable by way of being deep in Initiative territory, sheltered by belts of the Strategic Area Defense Networks against Nod strikes, and arrays of sonic defenses against Tiberium infiltration.

[ ] Organ Farming Programs (Tech) (MS)
While producing human compatible organs in vitro on a large scale is still beyond the Initiative's capabilities, there are other options, most notably a proposal to use pigs as in vivo incubators, which can be used to substantially simplify the process of producing a number of different organ types, opening up the supply substantially.
(Progress 182/120: 10 resources per die) (-4 Consumer Goods, +2 Health) [28, 39]

Moving forward on the organ farms has been a fairly straightforward affair. While the piglets are currently too young to donate, with months left to go before they begin to be old enough to enter the viable range, they are by design universal donors, and so can avoid most of the problems of donor organs, although they are not entirely free of the possibility of rejection.

There are still quite a few problems overall, not least of which is that the program is quite wasteful, discarding the vast majority of the mass of every pig slaughtered for organs, the need for some very different protocols in terms of raising, – protocols that are in some ways still being worked out.

The simple fact that compatible organs can be made available in hours, rather than the days, weeks, months, or years as occurred with previous organ donation systems, fundamentally makes organ replacement a far easier problem. Even in an absolute, worst case scenario where a bespoke organ must be supplied with no prior preparation, a compatible donor organ can be made available in less than a year.


[ ] 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 168/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (2 Stages available) [7, 45, 5, 33]

"Almost, but not quite" has been the watchword for several figures in the Treasury as progress is made in the Red Zone 1 Central Glacier Harvesting operation, otherwise known as the Central Italy Glacier mine. Even with breakthroughs in the north of Italy connecting the former Red Zone (at least theoretically) to the wider Yellow Zone, there's no connecting rail line, and though cleaned of most surface Tiberium, newly constructed enhanced Tiberium spikes dot a still rugged landscape. A landscape that is still fairly mountainous and scarred with trenches, pits and gashes in the landscape marking where Tiberium has been excavated leaving behind cracks in the earth, where even now new outbreaks are common.

Still, the glaciers endure, even if the engineers are claiming they are doing so more slowly. Others darkly remark that the restorative growth of the massive edifices is just as fast as it has ever been. Massive chunks of crystal are freed from the large deposits in Italy, most being transported along the sea route to Spain and Western Europe for processing. As GDI's push against Tiberium pushes into the Balkans dividing what remains of the Italian Red Zone from the bulk of the largest mass of Tiberium in the world, there is hope as GDI reclaims swathes of territory – even areas that were former Nod heartlands. Yet the glaciers in Italy still form a formidable barrier glowing ominously green, and in the Balkans harvester pilots and ZOCOM soldiers report seeing Forgotten in the distance. Survivors perhaps of the aftermath of the Temple Prime detonation, years later.

Some scientists have hypothesized that the Tiberium in Italy is still connected to the territory in Eastern Europe or North Africa. Either through direct seabed channels, or through the energy waves that the Visitors tapped into and communicated through.

Regardless, progress is progress, even if it is slow. The actual harvesting of the glaciers hasn't noticeably increased, as some specialist equipment of the desired specifications is yet to be manufactured in sufficient quantity, and with the punishing pace against Red Zones other harvesting operations are seeing a shuffling of resources in preparation for further waves of expansion and increases in Tiberium extraction. The message from ZOCOM and other security forces as well as the harvester pilots and regional commanders is optimistic however, with continued funding expected to fulfill the equipment requested for the acceleration of glacier mining. This is a trend matched by the general public, as around the world base commanders, military officials, and Blue Zone directors, politicians and other officials seek to link up mining operations, improve logistics through strategic clearing operations, and reclaim Earth's soil from the crystal.

"So, who won the bet on how far we'd drive back the glacier this month?"
"Hanako did, she got closest, 4 meters."
"I thought we dug 30 off the face?"

Breakroom, one of the RZ-1 Central Glacier Harvesting Operation bases.


[ ] Xenotech Tiberium Processing Plants (Stage 1) (New)
While refits are impossible, building a wave of new Tiberium processing plants, built with lessons learned from reverse engineered xenotechnology and Brotherhood elements will substantially increase GDI's ability to produce STUs.
(Progress 300/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)
(Progress 16/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor) [40, 33, 18, 45, 27, 36]

Teething issues were certainly expected. The first wave of new plants, a design that is utterly revolutionary, and trying to do more than any previous Tiberium plant designed by human hands. Producing substantial quantities of STUs, safely, and without massive environmental impacts is one of those challenges that might be typically relegated to the realms of science fiction, not practical design work. However, that is what GDI's scientists and engineers have been able to produce, and push into the field at a rapid pace. Many of the engineers lived, breathed, and slept on the project, with the average shift pushing ten hours, and many going beyond that.

While managers have done their best to reduce working hours, ensure people are taking proper breaks, and maintain workflow, the fact of the matter is that there are very few people who know how to handle these kinds of materials. It is a newborn, extremely specialist field within an already specialist field, and while there are already efforts to expand and revamp educational curricula to make this the new standard, it is slow going compared to the Initiative's need for the materials in an immediate sense.

Care and Feeding of your Engineers:
  1. Please remember that your engineers are living beings and cannot be left to sleep at their desks and workstations, they have much more comfortable beds.
  2. Please remember that your engineers need to be fed and watered regularly.
  3. Please remember that your engineers need regular exercise.
  4. Please remember that your engineers need to be exposed to sunlight and fresh air on a regular basis.
  5. Please remember that your engineers need regular breaks to maintain their mental health.
Notice boards in the staff quarters, Xenotech Processing Facility Project.


[ ] Enhanced Harvest Tiberium Spikes (New)
While still politically controversial, and substantially unpopular, using Tiberium Spikes to pull deeper Tiberium into contained areas is a practical means of abating deeper Tiberium without losing significant amount of progress on abating surface Tiberium.
(Progress 180/180: 20 resources per die) (-5 Political Support) (+10 resources per turn)
(Progress 78/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) [45, 36, 49, 50]

After years of languishing in committees, extensive studies in small scale deployments and tests, and fierce debates, funding was finally approved for the latest iteration of the GDI Stationary Tiberium Harvesting Structure. Building upon research carried out with the inhibitors, which have often derisively been referred to in simplified terms as the alien invaders' Tiberium Growth Stimulator plugged in backwards, the technology is now being put to use for something approaching its original purpose.

Many Blue Zones remain wary of the technology, and the Red Zone abatement teams have a distinct lack of demand for more Tiberium. But in certain niche districts there has been a willingness to use the new towers for further testing to cap Tiberium outbreaks, containing them, and harvesting Tiberium with a higher throughput that exceeds the safety guidelines of previous generation installations. Far from critical infrastructure, the first deployed models are not seeing uncontrollable growth as some had gloomily predicted. Nonetheless, more established Tiberium harvesting operations have adopted a 'wait-and-see' approach desiring long term research data, or simply are unwilling to commit to expensive upgrades at this time. For now, local officials have begrudgingly accepted the increased dividends the towers provide, while there remains suspicion among their constituents who see themselves being used as test cases and some high level figures who oppose the project, both on practical and political grounds.


-[ ] 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 255/295: 20 resources per die) (+1.2k Permanent Residents) [17, 29, 29, 9, 37, 17]

While not as much of a sardine can as some options, the high density bays are still substantially less space per person than any Initiative housing built since the Third Tiberium War. Even the much maligned tenement blocks set up immediately following the war are downright roomy by these standards. However, they do provide all the necessities of life, and provide quite a bit of room for activities, social space, and recreation. And, for the designers, the small spaces means there is a lot of ability to provide redundancy, and multiple layers of airlocks between critical areas and the cold, harsh vacuum of space.


-[ ] Species Restoration Bay (Stage 1)
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 255/255: 20 resources per die)
(Progress 32/255: 20 resources per die) [5, 37]
"It matters to that one."

GDI scientific efforts this quarter bore, if not exactly fruit, then results. Since Tiberium made landfall and dramatically reshaped the planet's biosphere, countless species have been rendered extinct or critically endangered. Breeding programs have stabilized the numbers of canines, felines, and a handful of other species that humanity has formed particularly close bonds with, which have found use as companions, medical alert dogs, guide dogs, and in a variety of other areas; but just as important (though far less impressive to the average citizen) are insect species.

The finishing touches were completed on the latest upgrade to Shala station and work has begun on the first projects. Partly to test the insects' reaction to space since they will in theory eventually be used for planetary terraforming and colonization work, and partly to minimize the chances of containment breaches causing invasive species to propagate in and destabilize fragile Earth environments, Shala has been chosen as the perfect testing ground for early phase insect restoration trials.

While not as impressive as dogs or cats, biologists stand behind their choices in gestating insect larvae for eventual reintroduction to Earth's biosphere. Lack of insects has reduced a vector for infections, true, but epidemiologists have pointed out this is as much a problem as a benefit, if not more so. Beyond that, insects are often a fundamental building block of food webs that small mammals and birds rely on for their nutrient intake. It would be pointless or indeed actively harmful to release wild birds in tandem with the reforestation projects if there were few to no insects to sustain their diets. Despite its best efforts GDI has not managed to preserve samples of every one of the over 350,000 cataloged species of beetles, much less the other varieties of insects and other arthropods. This means that for restoration efforts biologists are focusing on ensuring that at least one of the species that fills a common ecological niche are restored as a priority, with redundancy balanced against singular less-common niches.

GDI has kept stocks of bees and a handful of other insect species for agricultural purposes, with scientists pointing to them as a vital part of the complex interwoven food webs of Earth's biosphere. Other insects may be less well liked than honey bees but are no less vital according to entomologists. GDI cannot yet revitalize the Earth to its pristine natural state, but arthropods and their proteins provide a simple first step as one of the vital building blocks of the animal kingdom's network of prey species. A step that cannot be skipped if Earth is ever to recover.

TheSacredSword34
You know you can't save all of them, right? That it won't matter? Those damn creepy bugs don't even deserve it, they should be left to go extinct, would make a better world if we didn't have the pests eating everything.
Haeracross12
You are wrong, and I don't have the time to adequately address how absolutely, insanely wrong you are. Also, in the words of a kid with far better sense than you: "It matters to that one."

GDIOnline: The Species Conservation Office is doing its work on Shala thread 12


[ ] Lunar Homesteading (Phase 1) (new)
The start of large scale permanent lunar habitation will be challenging, with early efforts focused on building up infrastructure and hamlets around existing mining efforts. Most will be based in repurposed mining tunnels from played out surface deposits, protected from radiation by meters of rock above them, with any top side infrastructure strictly limited to what is necessary. This is expected to be the fastest, easiest and most cost effective way to build out a sustainable population.
(Progress 250/250: 30 resources per die) (1000 residents)
(Progress 5/250: 30 resources per die) (1000 residents) [14, 47, 19, 43, 3, 27]

The first lunar homesteads are simple things, primarily built into and around a number of mining sites. With many of the mines still operating to one extent or another, that brings with it a number of advantages, including cogeneration. Keeping the habitats at the right temperature is a constant struggle, because the Moon – while it is tidally locked to the Earth – still experiences night and day, and lacks the temperature regulating properties of Earth's atmosphere. On the lunar equator, it can reach up to around 400 Kelvin (120 Celsius) during the day, while at night it drops as low as 140 Kelvin (about -130 Celsius). While the meters of rock shielding the habitats certainly help with managing these extremes, more exposed metal components such as the exterior seals and hatches experience quite a bit of wear – repeatedly heated up and cooled down, with multiple instances of them either freezing together, or heating to the point of jamming during the construction process.

For the people inside, the spaces are for the most part cramped, although better than the existing habitats that had spotted the lunar surface for most of a decade at this point. Each homestead facility is, essentially, a newly opened frontier town, with all of the (lack of) attractions thereof. While some areas are using gravity plating to create Earth-equivalent exercise rooms and other elements, most of the internal facilities are kept at lunar gravity, as – while it will create health problems in the longer term – it is a cost saving measure to make the rapid pace of construction possible by excluding 'nice to have' but non-critical equipment.


[ ] Fifth Generation Electronic Video Assistants
The fourth generation of EVAs was something of a wet squib, pushed to readiness too early and with too little in the way of support, leaving refits both expensive and doing relatively little. However, GDI's computing technology has advanced in leaps and bounds, providing significant hardware and software advances. This, combined with the lessons learned from previous generations, has provided the opportunity for a new, better-supported generation of EVAs.
(Progress 152/200: 40 resources per die) [16, 33, 25, 8]

Informed by the Initiative's work with artificial intelligence, the failures of the fourth-generation models, and the use of isolinear circuitry, the fifth generation of EVAs is likely to be substantially more expensive, require xenotech to function properly, and any attempt to run them on less capable devices is going to run into errors at best.

On the other hand, they are likely to be able to run far more independently, increasingly putting a lie to the 'Assistant' part of their designation. Running right to the very edge of true artificial intelligence in the vein of Erewhon, the new models are going to be designed with a graying population and a shrinking labor force in mind, anticipating rather than reacting as much as possible, and pushing new boundaries in automation.


[ ] Cosmetic Biosculpting (Tech)
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. Although 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 397/345: 30 resources per die) (+1 Health) [46, 3]

[ ] Civil Sensory Augmentics Development (Tech)
While many of the Visitors' weapons were constructions of alien alloys and devastating power, some of the equipment is actually small enough to integrate into the human body. While few of these are particularly useful in humans, some, like audio pickups, electromagnetic scanners, and others, make good to excellent proxies for human senses.
(Progress 161/120: 20 resources per die) [49, 5]

[ ] Civil Prosthetics Development (Tech)
Designing a next generation of prosthetic limbs and organs is a substantial challenge, with inputs from a large number of sources, GDI's homegrown attempts at providing technological alternatives and support for human bodily functions are pushed to greater prominence to obscure and downplay the influence of Visitor, Nod, and especially CABAL technology to prevent public backlash.
(Progress 185/120: 20 resources per die) [42, 24]

Each individual program is a critical and sweeping change to the Initiative's medical system. On their own, each would be a significant improvement in the quality of life for thousands to tens of thousand of citizens on the low end.

Biosculpting, while not yet making functional internal organs, is a cosmetic as well as a fundamentally practical leap. Take the topic of skin grafting for example. Previously, skin grafts, for the most part, took skin from another part of the body in order to prioritize critical coverage areas. Comparatively, today, it is far simpler to take a sample of skin cells, clone them into a patch, and then apply them to a body. While there are issues with doing a patch larger than about a playing card in size, that is a matter of practicalities, and developing better protocols for a procedure that is less than a year old at this point.

The key words for the sensory modules are 'low profile' and 'lightweight.' An artificial ear, built into the skull itself, designed for direct neural stimulation. While the unit is bigger than most natural ears, it is pressed to the skull, with about four millimeters of projection.

The prosthetic limbs are small, lightweight, and actually have enough spare space in the shell that they can fit a significant amount of hardware inside. While the basics (like fitting a microcomputer in) have already been achieved, there are a number of other proposals, such as a project nicknamed 'gorilla arms,' intended to pack even more artificial muscles into the platform in order to generate even more force. While it would mostly improve grip strength, rather than actual punching force, the idea certainly has people interested.

Combined, the three projects likely represent the biggest downrating of medical procedures since the invention of anesthesia. The limbs are smaller, lighter, easier to operate, and tied directly into the user's nervous system. The eyes, rather than a bulky helmet, fit into the eye socket, and feed into the optic nerve itself. And then, the biosculpting comes into play. Rather than needing to rely on the vagaries of human healing, cells, tissues, and skin can all be added around the socket-implants in order to heal the recipient in remarkably short periods of time and with minimal scarring. Combined, they have decreased the invasiveness of many treatments for disabling and/or disfiguring injuries, which will likely result in better patient outcomes and less strain on the healthcare system per patient receiving such procedures..

While fully reconstructing a limb is still beyond the Initiative's capabilities – the doctors still needing quite a bit to work with – it substantially cuts down the spectrum of medically disabling injuries.

PhenomenalVixen
When do we get access to cosmetic fox ears and tails? Or even better, functional fox ears and tails? It would be so cute if we could have those.
TheOneWhoSees
You have a one track mind.
PhenomenalVixen
Am I wrong?

GDIOnline: Breakthrough in Cosmetic Surgery - Purpose build and custom graft growing techniques.


[ ] Phage Engineering Development (Tech)
While an area GDI has little experience in, phages are an older branch of medicine than antibiotics. The problem has always been in finding strains aimed at the right pathogen, hardy enough and effective enough to counteract whatever is sickening the patient. While custom building bacterio- and virophages to the patient is not a requirement, reverse engineering the Brotherhood's phage treatments will greatly enhance the Initiative's ability to treat many infectious diseases.
(Progress 61/40: 15 resources per die) [8, 13]

"What disease have you cured?!"

"When will this release to the public?!"

"Is it safe?!"

"Why did it take so long to copy the Brotherhood's work!?"

"Are you at all concerned there might be a trap in the germs?"

Doctor Maria Santiago sighed as she took the Podium, tapped her note sheets to fully align them, and to start quieting the audience, checking her notes once again that she would refer to throughout the conference as she tried to answer the questions. She'd been warned to give short, simple answers to help avoid specific quotes being taken out of context, and yet, describing something in short and simple terms often lacked context and nuance and led to misunderstandings. To be correct and precise required detail. And yet, that often left a number of words that sounded scary to the average reader.

"Alright. I'd like to first point out that – as yet – nothing has been 'cured'. We're performing human testing using simple seasonal viruses on volunteers for proof of concept and to test the phages' safety and that they can't mutated or transmitted. So far, results are promising in that we've created stable, replicable phages which can be programmed or targeted against specific proteins in bacteria and viruses." Doctor Santiago informed the crowd as low murmuring broke out. She pointed to a reporter in the front row. "Next question please."

"Why haven't you copied Nod's work before?" "We've only relatively recently seen the breakthroughs to use techniques similar to Nod's. And beyond that, Nod phages are keyed to specific diseases. We needed to gain an understanding of the entire technology, and not copy a single iteration of it that – for example – Nod had designed for use against an illness that is practically extinct in Blue Zones. Now that we understand the underlying mechanism we can hopefully deploy the matured technology against a number of other diseases on demand. Next question please - yes, you in the hat..."


[ ] Biowarfare Countermeasures Development (Tech)
While the Brotherhood of Nod has typically avoided human targeting bioweapons (on the microscale at least) there has always been the fear of not only some form of superplague, but also various attack vectors against many of the pieces of biotech that GDI relies on, especially in fields like myomers and fuels. Improving preparations to defend against this will take effort, and likely some revisions to the product to include additional hardening.
(Progress 86/40: 15 resources per die) [4, 41]

Biological warfare is an area where the attacker has long been considered to have a nearly overwhelming advantage. The simple fact of the matter is that medical technology, especially that which is relevant to countering a regional epidemic (nevermind a global pandemic) has fundamental limits, and a significant spike in loss rates will begin to significantly degrade the capabilities of the medical system, leading to a positive feedback loop of further deaths.

In this case however, information is a weapon with few peers, and no betters. A prepared system, one that knows what the Brotherhood is going to throw at it, is going to be substantially more resilient.

With the Brotherhood – at least the parts which have extensively engaged in biowarfare research – there are two main target angles. The first is humanocentric biowarfare, targeting the people, and this is largely the less important of the two. Essentially, for most Brotherhood warlords, any effective humanocentric biowarfare protocol has far too much blowback potential – both for being slow enough that GDI can and very likely will burn them from orbit as a retaliatory measure, and because their own medical systems are less resilient than the Initiative's in the case of loss of containment. The other option is plantaecentric targeting, and has seen significantly more work, focused on the Initiative's cultivars. Here, there are dozens upon dozens of known programs (and likely many more unknown) all primarily targeting the Initiative's agricultural genetic engineering programs. Because GDI and the Brotherhood prioritize differently, and therefore use different genetic segments in their engineering, those segments are being used as targeting information for many of the biological weapons, allowing Nod to proceed with much less risk.

With the new insights into Brotherhood bioweapon strategy and development it is possible to identify and harden against the likely vectors and pathogens, significantly frustrating attacks and protecting against the consequences of a successful one.


[ ] Drone Control Hub Development (Tech)
The Visitors were, from what GDI can tell, an incredibly automated force, with only a bare handful of actual intelligences running the entire affair. Much of the work was offloaded onto various forms of EVA equivalents, managing the networks of drone systems across their invasion force. While replicating that level of automation with current computing technology is impossible, many advances in the practice and theory of large drone swarms can still be made while isolinear and other computer technologies mature.
(Progress 199/180: 20 resources per die) [29, 47, 34, 9]

Networked operations are nothing new. All the way back in 1969, ARPAnet, the predecessor of modern data networks, came into existence. All through the late 20th and early 21st century, the so-called "dark web" existed, an unindexed network of activity, including quite a bit of remote management and monitoring for everything from power plants, substations, and water systems, to traffic management.

In the modern day, GDI uses drone swarms extensively, for everything from deliveries and rapid medical transport, to heavy construction work, mostly remotely managed, with the operators for the most part giving commands and letting onboard navigation systems handle things.
The difference that the drone hub makes, is that the operators have gone from trying to do significant amounts of hand management, deconflicting drone operations, oftentimes individually piloting drones around difficult corners, to more or less playing a real time strategy game. Give orders, input schematics, and the drone swarm can, mostly, be trusted to run itself with no additional human input.

"So, have you heard we may be able to run much bigger tables with more units soon?"
"What do you mean? You know huge tables are an absolute pain because of everything you need to move around."
"Well, yeah, but there've been experiments with automation tha-"
"Please, it's been tried, even if you can get the machinery small enough to move the bases for you, the control logic just doesn't handle anything other than the flattest, smoothest surfaces. At that point you might as well get a screen-table."
"Well, that's the thing, I've been hearing they might've cracked the pathing problems they had before. Rougher surfaces are still an engineering issue, but a we-go on the tabletop with the computer tracking events for rolling? Theoretically possible. And the potential unit count you can have moving over the table at once is hundreds of bases."

On Top, Tabletop Gaming Podcast.

[ ] 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 300/265: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)

In an accomplishment that slipped beneath the radar of even most military watchers, the factories for new anti-radiation seeker munitions have been completed. The output of these factories will not be ready for use in any significant manner for at least a year, due to the need to build up meaningful stocks of missiles. One of the most difficult aspects involved in these factories was ensuring that the seeker heads can be programmed and reprogrammed with up-to-date sensor data for both target and decoy/jamming lists, while also maintaining security to keep this data secure. Such security procedures are, while a mostly-solved problem, still intricate and complex. Some might suggest that the low profile of this project was encouraged by this security program.

[ ] Initiative Laser Systems Deployment (Phase 1) (Updated)
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 will the Infernium laser find a home as GDI builds its first combat capable voidcraft. Initial deployment is going to focus primarily on the Shark class frigates, as they are going to be the primary initial users.
(Progress 185/185: 25 resources per die) (-2 Energy, -1 STU) (1 quarter to begin, 6 quarters to complete)
(Progress 42/185: 25 resources per die) (-2 Energy, -1 STU) [6, 35, 24, 20, 18, 31]

Refitting the proper laser systems onto the Shark-class frigates is a fundamental upgrade, and one that shifts them from being effectively just an escort craft, to the shield of the fleet. Small enough and nimble enough to range ahead of the main battle line, and capable of engaging and intercepting dozens of incoming missiles. While the Infernium laser systems will have a hard time engaging the hyper-maneuverable Barghest and Kelpie fighters due to the charge delay, an ample supply of Thunderbolt-2 surface-to-air missiles, if made available to a fleet, can manage that just fine.

A fundamental challenge is just building enough laser assemblages. While not quite in the realm of artisanal construction, the fact of the matter is that assembly is, for the most part, quite small-scale, with each laser assembly requiring multiple man months of productive effort, and in many cases over a week of actual time in order to go from raw materials to a finished product. Beyond that, there is the problem of installation. Most GDI ships are spending the vast majority of their time at sea, and relatively few of them are in ports that have laser assemblies at any given time. Fortunately, the process for installation is about as painless as possible. All of the linkages are already there, and all it takes is a large crane (and a substantial amount of work with hand tools) in order to remove the old module, install the new one, and push the buttons to have the new defense system boot up and come online. While it takes a significant amount of shaking down, that is true of any new system being deployed.


[ ] GD-3 Deployment (Phase 1) (High Priority) (Updated)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most extensive rollout permits rapidly phasing out the GD-2 within Seo's time in office, even the most modest effort will supply the units that most need them.
(Progress 180/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 35/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits) [39, 27, 44, 43]

A new main-line combat rifle is long overdue, and GDI has finally begun issuing the first batches of rifles out to training cadres. While the GD-3 is a large, clunky, and genuinely difficult to use weapon, it is quite sufficient for GDI's doctrinal needs. A positional weapon, it is likely to spend more time in combat mounted on a bipod, or mounted in a fighting position than being carried in an offensive manner.

The late arrival of the system means that it is unlikely to see major combat use in the upcoming offensives. Simply put, there will not be enough of them, and they are unlikely to be trusted enough by the troops for them to be widely used. Certain squads are likely to adopt them wholesale, but with major offensives scheduled for the immediate future, it is unlikely that there will be enough ammunition, enough spare rifles, and most importantly enough spare parts to keep the guns operational, especially compared to the tried and true GD2s that are going to be the mainline combat rifle for Initiative infantry for quite some time to come.


[ ] 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 268/265: 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) [38, 21]

The Modular Rapid Assembler vehicles have begun to be properly assembled, with the first exercises scheduled for the coming months. While they are fully expected to bring a number of significant issues, the hope is that they will bring readiness standards up significantly.

Functionally, there are two forms of attrition expected on maneuver: material, and personnel. Of the two, GDI tends to see significantly more material attrition, with a standard armored brigade operating in the face of the enemy expected to lose about a third of its combat potential within the first weeks of fighting. Now, this does not mean losing a third of its manpower, or for that matter a third of its physical equipment; but rather a combination of factors, including force disruption, maintenance failures, and operational friction are expected to result in that equipment being damaged or rendered unusable. This has been exacerbated in many ways by the way that GDI had been expected to fight in the last war – not defending hardpoints, falling back on bases of supply, or making limited attacks on a substantial base of supply, but rather it made substantial offensive pushes, often into areas with little in the way of infrastructural support.

The biggest limitation on the program as things stand is the arrangement of the extant MARV hubs. Unless and until GDI begins military operations against Joaquim Stahl, there are no enemies for MRAS-supported units to fight – and with the replacement of Gideon by Stahl in North America, the local subordinate warlords have become substantially more defensive, with tens of thousands of landmines being spread in known minefields, and likely many more in yet unknown ones, not to mention the networks of defensive systems, both manned and automated.


[ ] 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 one more time)
Finishing the promises to InOps over a year ahead of schedule, and offering them far more than they originally expected in terms of resources, has left them scrambling in some ways to find things to spend it on, breaking out wishlists that you don't think they ever expected to see the light of day. DAGer teams are certainly only part of it, alongside a number of other programs, many of which are focused on eliminating the threat of Brotherhood infiltration before it even reaches GDI's borders. The goal has shifted, from being able to secure Initiative assets, to offering ever more the capacity to actually destroy Brotherhood assets in the field, infiltrate the Brotherhood's chains of command, and, especially in the lead up to the invasion of Karachi ensuring, the Shah of Atom's nuclear devices are either inactive, misguided, or struck before launch.

"We may have to ask the Treasury to hold onto some of the money for now, we don't have cutouts in place to make it all disappear into the black accounts yet.
Unknown


[ ] 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
GDI's private markets have, for some time now, predicted a major crunch, one that is already happening in some regions due to labor force immobility. The simple fact of the matter is that as the Initiative moves towards total economic mobilization of its entire working age population, the balance between working for the Initiative and working for private interests is beginning to shift, with people abandoning jobs in the private sector to go to work in the public one.

While a mass supply of capital goods is not going to be enough to prevent the crunch, it will soften it, with people able to replace human labor with machine labor. There are a number of negative externalities, including the markets becoming more centralized and less competitive, but even so, it is a key progression towards a self sustaining marketplace that can survive the oncoming labor crunch as an entity, rather than everything going through the processes of central planning.


[ ] 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) (2x)

The resources being transferred to the general pool are at this point a reasonably small slice, and one that has been immediately gobbled up. Mostly in veterans care, and a new swathe of pro natal policies, trying to shore up the Initiative's birth rate, especially as people have some noticeable hopes now. The promises of the Lunar colonies, and the fact that GDI can show a graph with a near-perfect quadratic growth in offworld habitation, makes the idea of having children somewhat less scary to many, especially when joined with continuing victories against the Brotherhood of Nod, and the promise of new solutions to the Tiberium menace.


[ ] Realign Standard of Living (New)
As part of parliamentary negotiations, the Treasury is being required to reassess the level of Consumer Goods production and availability that will be considered an acceptable baseline, adjusting away from wartime privations and towards a standard closer to the early 21st century in many areas. This is in part due to rising reports of inequality and accusations of favoritism from varying parties, and so the expectation is that the process will provide evidence to refute such claims.
-[ ] Large adjustment: -250 Consumer Goods, -15 Consumer Goods/Turn

To define what makes a standard of living is a complicated question, and one that has seen a thousand permutations. Some look at it as a measure of 'felt happiness,' others as a collection of the goods and services in use, and yet others it is a simple question of lifespan. Each offers an incomplete version of the overall quality of life. By some metrics, the average GDI citizen in the decade and a half since the Third Tiberium War has seen some of the largest increases in quality of life in human history. By others, the average Initiative citizen lives a worse life than a white, male, Western European in the late 20th century.

Through a combination of tools GDI has maintained certain limits on consumer consumption, most notably maintaining higher prices on goods, and limiting throughput to recipients in order to maintain stockpiles. Releasing those stocks and substantially slashing the price of consumer goods across the board has put more luxuries on the table for broad swathes of the Initiative population. While this has led to some disruption, with the occasional scene akin to a pre-Tiberium Black Friday sale in BZ-2 or BZ-11, it has been – surprisingly enough – a fairly subdued affair for most people, with individuals simply putting in larger orders.

"Hey, love? Remember how we've been saving for a new kitchen?"
"Yeah?"
"I think we can afford to go for it right now."
"I thought we had about half of what we needed?"
"Yeah, but the prices for the appliances all dropped. A lot."

Home Sweet Home - Channel35


A/N1: Sorry this took so long. The last month has been a lot of big things including my first convention, and moving in with my girlfriend, so writing time has been somewhat constrained.
A/N2: If you want to support what I do, here is a link. Partner and I very much appreciate everything you do for us. Ko-fi.com/ithillid
 
Last edited:
Q3 2064
Q3 2064

Resources: 1215+180 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)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 110
SCIENCE Meter: 4/4

Tiberium Spread
25.405 (+0.285) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.01) Cyan Zone
23.375 (+.235) Yellow Zone (99 points of mitigation)
51.15 (-.49) Red Zone (87 points of mitigation)

Current Economic Issues:
Housing: +87 (+85 LQ, +2 HQ) (1 high-quality housing per turn)
Energy: +57 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +35 (-4 from military activity)
Food: +47 (+26 backed reserve, +5 unbacked reserve)
Health: +27 (-8 from refugees)
Capital Goods: +15 (+2 per turn from Distributed Industrial Authority) (+363 in reserve)
Consumer Goods: +21 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +16 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2820/4300)‌ ‌(970/2450 HG, 1350/1350 IHG, 500/500 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 50)
Tiberium Reserve (0/500)
STUs: +7
Taxation Per Turn: +205 (+25 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +50


STU Production and Consumption
Net: +7 per turn
Production: +36 per turn (10.2 HG, 15.9 IHG, 10X)
Consumption: -29 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard)
7 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
-1 Navy (Lasers)

Projected Fusion Power Plant Decommissioning

-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2066
-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)‌ ‌
Developmentalist: 705 (200; 400; 75; 30) 17.6%
Militarists: 629 Seats (300; 100; 200; 29) 15.7%
Starbound: 618 Seats (400; 100; 100; 18) 15.5%
Market Socialist Party: 555 Seats (300; 155; 50; 50) 13.9%
Socialist Party: 493 Seats (250; 100; 93; 50) 12.3%
Free Market Party: 405 Seats (50; 150; 100; 105) 10.1%
Initiative First Party: 334 Seats (0; 34; 100; 200) 8.4%
United Yellow List: 117 Seats(80; 30; 7; 0) 3%
Reclamation: 99 Seats (50; 40; 6; 3) 2.5%
Homeland: 41 Seats (20; 10; 5; 6) 1%
Open Hand: 4 Seats (2; 2; 0; 0) .1%
Total: 4000 Seats (1652; 1121; 736; 491)

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

Plan Goals
Provide 13 Consumer Goods points from the Treasury
Increase Income by 330
Increase population in space by 13.45k
Provide 14 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
Complete North Boston Phase 5
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Reforestation Campaign Preparation Phase 2
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions 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.




Infrastructure (5 dice +27 bonus)


[ ] Blue Zone Arcologies (Stage 5)
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 150/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] 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 221/245: 15 resources per die) (+4 Logistics)
(Progress 0/245: 15 resources per die) (+3 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 0/100: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/195: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)

[ ] Postwar Housing Refits (Phase 2)
Expanding the program and shifting yet more housing to higher quality models is something that large parts of the Initiative support in theory, and yet substantial groups oppose it in practice. While the housing is degrading at a noticeable clip, and will eventually either have to be torn down or refurbished, it is a much more complicated question than it first appears.
(Progress 33/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)

[ ] Japan-Korea Tunnel
While building a tunnel underneath the sea of Japan will be a monumental undertaking, it will provide a rail connection between the two areas, joining them together into a single overall rail network, providing for both rapid transit and an easing of logistical linkages. It will likely mostly carry perishable goods that currently require air transport or fast courier ships, along with a regular passenger service.
(Progress 0/350: 20 resources per die) (+3 Logistics)

[ ] TransAmerican Railroad
Punching a rail line through the middle of what used to be the North American Red Zone will be a political coup, one that represents a major victory against Tiberium. While the project as a whole is mostly vanity, with limited real practical usage, it can also anchor GDI abatement efforts in the Red Zone with a high capacity connection to Chicago.
Progress 68/120: 10 resources per die) (+2 Logistics, +5 Political Support)

[ ] Construction Drone Centralization (New)
Reducing the Infrastructure department's need for people is relatively straightforward compared to other areas, as the programs already use massive swarms of drones. The difference is in the ratio of metal to meat, and the training requirements to use it.
(Progress 0/120: 15 resources per die) (+4 Labor, -2 Capital Goods)

[ ] Drone Logistical Integration (New)
With advances in drone control capabilities more can be done to hand off logistical tasks to automated systems. Although fully automated vehicles on public roads are not likely, many cargo handling facilities can easily be adapted to full automation without the need of a human presence on the work floor.
(Progress 0/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy)




Heavy Industry (5 dice +34 bonus)


[ ] U-Series Alloy Foundries (Phase 6)
Shifting goals from bulk alloys to more specialist systems, tib resistant cutting blades will be a relatively minor but significant shift in GDI's ability to harvest Tiberium. While it will be expensive for what GDI gets out of the program, it is also an investment in the core technologies and competencies of working with STU based alloys.
(Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 5)
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 29/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than five 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 1265/1805: 15 resources per die) (+35 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.
(Progress 0/90: 30 resources per die)
(Progress 0/180: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/360: 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 143/935: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1800: 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 0/150: 25 resources per die) (-2 STUs)




Light and Chemical Industry (4 dice +29 bonus)


[ ] Bergen Superconductor Foundry (Phase 5)
A fifth and final stage of expansions will see Bergen reaching its logistical and practical limits. While building inside of mountain ranges is certainly secure, it is far from ideal, with the final expansion to the facilities requiring a substantial investment in blasting new tunnels into other mountains. Additionally, it will require substantial investments in port infrastructure to move the massive quantities of superconductors out of the region.
(Progress 425/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Cloth Factories
While primarily for consumer goods, adaptive cloth is adaptive cloth, and the production will also feed into military procurement among other fields. Mostly, the Initiative will solely be producing the cloth, and then farming it out to private fashion houses, and Initiative backed design studios to do much of the work of integrating it into things that people will actually wear.
(Progress 0/300: 15 resources per die) (+5 Consumer Goods)

[ ] Factory Automation Programs (New)
While LCI has already seen substantial downscaling in required labor, it is something that can be brought to an even more extreme level with the deployment of drone control systems, moving people off-site, and reducing the staff counts even further.
(Progress 0/280: 15 resources per die) (+4 Labor, -4 Energy)

[ ] Civilian Drone Systems (New)
While the public marketplace does not have much use for all up construction drones, or the high performance delivery drone systems in use by the Initiative, simpler, lightweight, civilian focused designs, capable of high torque at low speeds, will find many uses both in the civilian marketplace, and for more consumer oriented purposes.
(Progress 0/150: 15 resources per die) (+1 Labor, -1 Capital Goods, +4 Consumer Goods) (Market Benefits)




Agriculture (6 dice +29 bonus)


[ ] Reforestation Campaign Preparations (Phase 2)
While politically open at this point, the reforestation campaigns have been scaled differently, abandoning goals of biodiversity, while instead focusing on securing as much land as possible. While some of the measures are likely to require abatement of their own, land secured now, is far more important than potential losses later.
(Progress 447/790: 5 resources per die)

[ ] 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 18/125: 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 78/215: 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) (Times Out Q1 2066)
(Progress 136/160: 15 resources per die) (+1 Capital Goods)
(Progress 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)

[ ] Tarberry Plantations (Phase 4)
Tarberries are only useful in relatively limited quantities, with overuse potentially damaging many engines in Initiative service, and there being only so many engines to feed. Significantly more production is simply not warranted at this time, but a limited additional pool may be productive.
(Plant Genetics) (Times Out Q1 2066)
(Progress 21/65: 10 resources per die) (+1 Energy)

[ ] Laboratory Meat Deployment (Phase 1)
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 0/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)




Tiberium (7 dice +39 bonus)


[ ] Tiberium Vein Mines (Stage 11)
While no longer positive in terms of abatement resources freed up, vein mines still represent a significant way for the Initiative to increase its Tiberium mining output without either requiring significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the red zones of the world.
(Progress 4/165: 20 resources per die) (Additional Income Trickle [25-35]) (-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 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 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 168/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (2 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 54/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 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 38/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (0 Stages available)

[ ] Xenotech Tiberium Processing Plants (Stage 2)
A serious second wave will again jump GDI's STU output. There are currently many projects waiting in the wings for boosts in resources that can be made practical by the greater supply of STUs.
(Progress 16/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)

[ ] Improved Hewlett-Gardener Refits (Phase 3)
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.
(Goes away Q1 2065)
(Progress 2/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/300: 35 resources per die) (-1 Labor)(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 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated)
While still a bridge too far for many in the Initiative, and a political albatross, the redesigned versions, built as hybrid refineries and power plants, will both send out a trickle of resources, and produce noticeably more energy.
(Progress 4/125: 20 resources per die) (-10 Political Support) (+12 Energy) (+5 Resources Per Turn)

[ ] Enhanced Harvest Tiberium Spikes (Phase 2) (Updated)
While still politically controversial, and substantially unpopular, using Tiberium Spikes to pull deeper Tiberium into contained areas is a practical means of abating deeper Tiberium without losing significant amount of progress on abating surface Tiberium.
(Progress 78/180: 20 resources per die) (-5 Political Support) (+10 resources per turn)

[ ] 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 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)

[ ] Forgotten Experimentation (Tech)
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
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 pointillist empire, creating bases for further operations around the world.
(Progress 0/300: 25 resources per die) (+.16 Green Zone)
(Progress 0/300: 25 resources per die) (+.20 Green Zone)
(Progress 0/300: 25 resources per die) (+.24 Green Zone)



Orbital (7 dice +34 bonus)


[ ] GDSS Columbia Bays (1 each)
-[ ] 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 0/295: 20 resources per die) (+3 Food, +6 Food in reserve)

-[ ] 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 255/295: 20 resources per die) (+1.2k Permanent Residents)

-[ ] 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 0/255: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)

[ ] GDSS Shala Bays (6 available)
-[ ] Experimental Crops Bay (Stage 1)
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 are potentially too risky to allow out into the wild, but could offer a wide array of benefits..
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)

-[ ] Animal Husbandry Bay
While most of the effort is going to plants, animals have often 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 0/255: 20 resources per die) (+6 Consumer Goods)

-[ ] Species Restoration Bay (Stage 2)
A second species restoration bay is going to focus much more on larger animals and plants, primarily from the temperate biomes of earth, as they are some of the easiest to maintain, and are likely to be the first to see practical implementation due to the location of many of GDI's Blue Zones.
(Progress 32/255: 20 resources per die)

-[ ] High Efficiency Void Crops Bay
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 0/210: 20 resources per die)

Lunar Operations

[ ] Lunar Mining Projects
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 0/185: 20 resources per die) (+15 resources per turn)

[ ] Lunar Homesteading (Phase 2)
A second wave of homesteads will expand on the first, and combine expansions on the mining site approach, and more importantly for long term settlement begin moving away from the extractive model, looking towards expansions on services, and establishing basic lunar refining and manufacturing.
(Progress 5/250: 30 resources per die) (1000 residents)




Services (4 dice +35 bonus)


[ ] Fifth Generation Electronic Video Assistants
The fourth generation of EVAs was something of a wet squib, pushed to readiness too early and with too little in the way of support, leaving refits both expensive and doing relatively little. However, GDI's computing technology has advanced in leaps and bounds, providing significant hardware and software advances. This, combined with the lessons learned from previous generations, has provided the opportunity for a new, better-supported generation of EVAs.
(Progress 152/200: 40 resources per die)

[ ] 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 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Autodoc Systems Deployment
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 0/280: 30 resources per die) (+4 Health, +6 Emergency Health, -3 Capital Goods, -3 Energy) (-5 Political Support)

[ ] Transhuman Technology Deployment (New)
While there are significant bioconservative elements within the Initiative, and the scars of CABAL and the numerous other technological horrors unleashed by the Brotherhood of Nod run deep, the sheer level of capability of next generation bioware and cyberware is too great to be ignored. Taking steps beyond the limitations of humanity represents a bold new frontier, both in terms of life extension, and more importantly, retention and restoration of quality of life for many in the Initiative.
(Progress 0/300: 30 resources per die) (+10 Health, +5 Labor, -5 Capital Goods)

[ ] Rage Engine Development (Tech)
The Brotherhood of Nod has used, on a limited scale, so-called Rage Generators, subliminal messaging systems that inflict feelings of paranoia, hatred, and fear, able to turn even elite GDI units against each other. While the process is less than useful for GDI in combat applications, various forms of emotional control system could be very useful in treatment of PTSD and other psychological traumas.
(Progress 0/80: 25 resources per die)

[ ] Wet AI Development (Tech) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 0/240: 30 resources per die)

[ ] Stasis Box Development (Tech) (MS)
While there are many means of preserving things, most require keeping the thing in a particular state, usually either very dry, or very frozen. Adapting the Visitor stasis devices offers significant potential benefits in a number of fields, including food storage, medicine, and high energy industrial applications.
(Progress 0/120: 30 resources per die)

[ ] Projected Hardlight Development (Tech)
While the Initiative has a number of hardlight systems, so far it has mostly been a curiosity rather than a practicality. However, refinements and improvements in shield technology, and refinements in the means of projecting combine to produce a set of hardlight interfaces that can be scaled out to a relatively small room, allowing touch without touch, giving both tactile feedback, and the safety of gesture based controls, among other things.
(Progress 0/60: 15 resources per die)

[-] Naquada Ring Experiments (New)
Enhancing the paired portals through a use of naquada rings, starting at about 50 centimeters across, should, if the scientists are correct, allow for the deployment of not only communications, but actually sizable amounts of material, especially materials that tend to have greater difficulties being moved up and down the gravity well.
(Progress 0/80: 50 resources per die) (Must have at least 10 STU production spare) (+2 Orbital Dice, 15% Progress reduction.)


Military (6 dice +31 bonus)


[ ] Military Logistics Drone Network (Phase 1) (new)
Adapting drone control to the basics of self-driving trucks and other robotic assistants is not particularly difficult, and will substantially increase the tooth to tail ratio. While it will do little to reduce the need for skilled labor, many of the relatively simple driving tasks can be turned over to drone operators.
(Progress 0/200: 20 resources per die) (+5 Labor, -5 Capital Goods)
(Progress 0/200: 20 resources per die) (+5 Labor, -7 Capital Goods)
(Progress 0/200: 20 resources per die) (+5 Labor, -8 Capital Goods)

[ ] Stealth Field Generator Development (Tech)
While decades behind the Brotherhood's state of the art, and desperately behind the times in other ways, there are still uses for their stealth field generators, both to provide functional red forces for various training exercises, and more broadly to provide another string for the Initiative's bows.
(Progress 0/60: 15 resources per die)

[ ] Tib Core Missile Seeker Analysis (Tech)
While all military sensor pods have to deal, to one level or another, with the effects of Tiberium, more than most, the Brotherhood's Tiberium Core missiles are dealing with a particularly close contact, with the core often centimeters from the seeker head. The hardening methods offer a potential means of improving GDI performance in the area.
(Progress 0/60: 5 resources per die)

[ ] Initiative Laser Systems Deployment (Phase 2) (Updated)
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 will the Infernium laser find a home as GDI builds its first combat capable voidcraft. The second phase of deployment will focus on refitting the Steel Talon's Titans among other systems, including the Initiative's battleships and carriers.
(Progress 42/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)

[ ] 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 60/500: 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 41/425: 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 199/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] MARV and Reclamator Hubs (Updated)
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. Due to GDI's voracious appetite for more STUs, hubs constructed in Red Zones will service the Reclamator variant. 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)
-[ ] MARV Hub Blue Zone 1 (Progress 39/260) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 2 (Progress 58/265) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 3 (Progress 0/250) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 4 (Progress 0/250) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 5 (Progress 0/250) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 6 (Progress 0/250) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 7 (Progress 0/250) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 8 (Progress 0/250) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 9 (Progress 0/250) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 10 (Progress 0/250) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 11 (Progress 0/250) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 12 (Progress 0/250) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 13 (Progress 0/250) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 14 (Progress 0/250) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 15 (Progress 0/250) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 16 (Progress 0/250) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 17 (Progress 0/250) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 18 (Progress 0/250) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/250) (Benghazi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/250) (Matadi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/250) (Dar Es Salaam) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/250) (Istanbul) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/250) (Port Said) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/250) (Hong Kong) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/250) (Mawlamyine) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/250) (Banjarmasin)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/250) (Medan) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/250) (Wyndham)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)


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 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)

[ ] Advanced Articulation Systems (Tech)
While GDI's Zone Armor is notably effective, it is also quite stiff and difficult to move in. In large part this is due to the Initiative having to protect the joints against Tiberium infiltration, adding mass and restricting movement. As the Visitors did not have quite the same level of problems, their methods are likely to be able to make the Initiative's systems significantly more flexible.
(Progress 0/60: 15 resources per die)


Air Force

[ ] Ultralight Glide Munitions Deployment (Phase 2) (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 135/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Development (High Priority) (Platform)
The Firehawk, as GDI's core 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)

[ ] Thunderbolt II Missile Development (Platform) (Munitions)
The primary difference planned for the second generation of Thunderbolt missiles is in the fueling system. While most of the other parts of the system work well enough, the aggressive maneuvering required to successfully intercept a Barghest, Kelpie, or other high end Brotherhood aircraft puts too much strain on the missile when combined with Visitor and Brotherhood derived fuels.
(Progress 0/60: 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 0/140: 20 resources per die) (MS) (Will time out at end of plan)


Ground Forces

[ ] Next Generation Armored Vehicles (Platform) (Merged)
GDI's mainline armored vehicles, from the Guardian APC, to the Predator, Mammoth, and the array of other platforms based on the core chassis have become a noose around the Initiative's neck. Across the entire fleet, the platforms have effectively reached the endpoint of what can be practically done to them. A redesign from first principles integrating new technologies and doctrinal requirements is needed to renew the vehicle park.
(Progress 0/160: 30 resources per die)

[ ] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority)
While the tip 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 16/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

[ ] GD-3 Deployment (Phase 2) (High Priority)(Refits)(Updated)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most extensive rollout permits rapidly phasing out the GD-2 within Seo's time in office, even the most modest effort will supply the units that most need them.

(Progress 65/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/180: 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 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) (Will time out at end of plan)


Navy

[ ] Governor-A Deployment (Refits)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 96/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)

[ ] SSN Development Program (Platform)
The submarine fleet is one of the longer neglected parts of the Initiative navy, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)


Steel Talons

[ ] Unmanned Support Ground Vehicle Deployment
While the Talons will not require particularly many vehicles to see a large impact on their total deployable combat force, it will still be a reasonably expensive project simply due to the amount of automation that it requires.
(Progress 0/240: 20 resources per die) (-1 Capital Goods, -1 Energy)

[ ] Fast Twitch Myomers Development (Tech)
Myomers, much like muscles, have differing twitch speeds. GDI has focused primarily on some very slow twitch speeds, emphasizing reliability and power over speed. That is not always the best of decisions, however, with faster twitch speeds meaning that a vehicle, or theoretically a person, can leap and sprint significantly faster than the more pedestrian speeds currently attainable.
(Progress 0/60: 10 resources per die)

[ ] Phased Plasma Weapons Development (Tech)
One of the largest challenges of building plasma weapons is keeping the plasma from coming apart in a spray. While GDI has mostly relied on various forms of laser channel, and some basic plasma shaping using magnetic and (more recently) gravitic fields, The Visitors had means of creating multiphasic plasma bolts. While it is likely to be a tricky problem, adapting them to GDI platforms will mean substantial improvements on Initiative plasma weapons systems.
(Progress 0/80: 15 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)

[ ] 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)


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 5) 150/450 3 dice 45R 8%, 4 dice 60R 75%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 6) 221/245 1 die 15R 100%
-[] Rail Network Construction Campaigns (Phase 6+7) 221/490 3 dice 45R 29%, 4 dice 60R 92%
-[] Karachi Planned City (Phase 1) 0/50 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/150 1 die 20R 1%, 2 dice 40R 94%
-[] Karachi Planned City (Phase 1+2+3) 0/345 3 dice 60R 5%, 4 dice 80R 77%, 5 dice 100R 100%
-[] Karachi Planned City (Phase 1+2+3+4) 0/735 7 dice 140R 5%, 8 dice 160R 50%, 9 dice 180R 93%
-[] Karachi Planned City (Phase 1+2+3+4) w/5 Infra dice 0/795 8 dice 160R 15%, 9 dice 180R 69%, 10 dice 200R 97%
-[] Karachi Planned City (Phase 1+2+3+4+5) 0/1515 15 dice 300R 3%
-[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%, 2 dice 20R 97%
-[] Postwar Housing Refits (Phase 2+3) 33/300 3 dice 30R 31%, 4 dice 40R 93%
-[] Japan-Korea Tunnel 0/350 4 dice 80R 29%, 5 dice 100R 89%, 6 dice 120R 100%
-[] TransAmerican Railroad 68/120 1 die 10R 99%
-[] Construction Drone Centralization (New) 0/120 1 die 15R 11%, 2 dice 30R 96%
-[] Drone Logistical Integration (New) 0/240 3 dice 45R 60%, 4 dice 60R 98%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 6) 68/455 4 dice 160R 22%, 5 dice 200R 88%, 6 dice 240R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 2 dice 40R 3%, 3 dice 60R 79%, 4 dice 80R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 5+6) 29/540 5 dice 100R 6%, 6 dice 120R 61%, 7 dice 140R 97%
-[] North Boston Chip Fabricator (Phase 5) 1265/1805 5 dice 75R 1%, 6 dice 90R 39%, 7 dice 105R 90%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 1 die 30R 69%, 2 dice 60R 100%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 3 dice 90R 51%, 4 dice 120R 98%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/630 6 dice 180R 2%, 7 dice 210R 36%, 8 dice 240R 87%, 9 dice 270R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 8 dice 160R 5%, 9 dice 180R 43%, 10 dice 200R 87%, 11 dice 220R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 4+5) 143/2735
-[] Microfusion Cell Laboratories 0/150 1 die 25R 1%, 2 dice 50R 94%
Light and Chemical Industry 4 dice +29
-[] Bergen Superconductor Foundry (Phase 5) 425/1140 8 dice 240R 15%, 9 dice 270R 63%, 10 dice 300R 94%
-[] Adaptive Cloth Factories 0/300 3 dice 45R 11%, 4 dice 60R 80%, 5 dice 75R 100%
-[] Factory Automation Programs (New) 0/280 3 dice 45R 25%, 4 dice 60R 91%
-[] Civilian Drone Systems (New) 0/150 2 dice 30R 80%, 3 dice 45R 100%
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 2) 447/790 4 dice 20R 43%, 5 dice 25R 94%
-[] Reforestation Campaign Preparations (Phase 2+3) 447/1580 12 dice 60R 1%, 13 dice 65R 15%, 14 dice 70R 51%, 15 dice 75R 85%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 die 10R 30%, 2 dice 20R 99%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/250 2 dice 20R 2%, 3 dice 30R 74%, 4 dice 40R 100%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/375 4 dice 40R 30%, 5 dice 50R 90%, 6 dice 60R 100%
-[] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 1%, 2 dice 30R 91%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 73%, 2 dice 40R 100%
-[] Spider Cotton Plantations (Phase 2) 136/160 1 die 20R 100%
-[] Spider Cotton Plantations (Phase 2+3) 136/325 2 dice 30R 45%, 3 dice 45R 99%
-[] Spider Cotton Plantations (Phase 2+3) 136/500 4 dice 60R 42%, 5 dice 75R 95%
-[] Spider Cotton Plantations (Phase 2+3+4+5) 136/685 6 dice 90R 32%, 7 dice 105R 87%, 8 dice 120R 99%
-[] Tarberry Plantations (Phase 4) 21/65 1 die 10R 100%
-[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%, 3 dice 45R 99%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 11) 0/165 2 dice 40R 85%, 3 dice 60R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/120 1 die 25R 75%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 36%, 3 dice 75R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 168/190 1 die 30R 100%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 168/380 2 dice 60R 29%, 3 dice 90R 98%
-[] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 17%, 2 dice 50R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%, 4 dice 100R 97%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/520 4 dice 100R 1%, 5 dice 125R 50%, 6 dice 150R 96%
-[] Tiberium Glacier Mining (Stage 13) 38/165 1 die 30R 16%, 2 dice 60R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/320 3 dice 90R 54%, 4 dice 120R 99%
-[] Xenotech Tiberium Processing Plants (Stage 2) 16/300 3 dice 120R 52%, 4 dice 160R 99%
-[] Improved Hewlett Gardener Refits (Phase 3) 2/200 2 dice 70R 47%, 3 dice 105R 99%
-[] Improved Hewlett Gardener Refits (Phase 3+4) 2/400 4 dice 140R 29%, 5 dice 175R 93%
-[] Improved Hewlett Gardener Refits (Phase 3+4+5) 2/600 6 dice 210R 20%, 7 dice 245R 81%, 8 dice 280R 99%
-[] Improved Hewlett Gardener Refits (Phase 3+4+5+6) 2/800 8 dice 280R 14%, 9 dice 315R 67%, 10 dice 350R 97%
-[] Improved Hewlett Gardener Refits (Phase 3+4+5+6+7) 2/1100 11 dice 385R 9%, 12 dice 420R 49%, 13 dice 455R 88%, 14 dice 490R 99%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 92%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/100 1 die 30R 60%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/90 1 die 30R 76%, 2 dice 60R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 24%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/150 1 die 20R 2%, 2 dice 40R 96%
-[] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 78/180 1 die 20R 57%, 2 dice 40R 100%
-[] Red Zone Energy Refits (Phase 1) 0/265 3 dice 75R 71%, 4 dice 100R 100%
-[] Red Zone Energy Refits (Phase 1+2) 0/530 5 dice 125R 8%, 6 dice 150R 69%, 7 dice 175R 98%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/795 8 dice 200R 15%, 9 dice 225R 69%, 10 dice 250R 97%
-[] Forgotten Experimentation 0/260 2 dice 60R 3%, 3 dice 90R 87%, 4 dice 120R 100%
-[] Secure Yellow Zones (Phase 1) 0/300 3 dice 75R 34%, 4 dice 100R 97%
-[] Secure Yellow Zones (Phase 1+2) 0/600 6 dice 150R 19%, 7 dice 175R 80%, 8 dice 200R 99%
-[] Secure Yellow Zones (Phase 1+2+3) 0/900 9 dice 225R 11%, 10 dice 250R 59%, 11 dice 275R 94%
-[] Secure Yellow Zones (Phase 1+2+3+4) 0/1200 12 dice 300R 7%, 13 dice 325R 42%, 14 dice 350R 84%, 15 dice 375R 98%
Orbital 7 dice +34
-[] --GDSS Columbia Bays (3 available)--
-[] SCOP Bay 0/295 3 dice 60R 40%, 4 dice 80R 98%
-[] High Density Housing 255/295 1 die 20R 100%
-[] Assembler Bay 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100
-[] --GDSS Shala Bays (6 available)--
-[] Experimental Crops Bay (Stage 1) 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100%
-[] Experimental Crops Bay (Stage 1+2) 0/510 5 dice 100R 17%, 6 dice 120R 82%, 7 dice 140R 99%
-[] Animal Husbandry Bay 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100%
-[] Species Restoration Bay (Stage 2) 32/255 2 dice 40R 18%, 3 dice 60R 96%
-[] High Efficiency Void Crops Bay 0/210 2 dice 40R 31%, 3 dice 60R 98%
-[] Lunar Mining Projects 0/185 2 dice 40R 51%, 3 dice 60R 99%
-[] Lunar Homesteading (Phase 2) 5/250 2 dice 60R 2%, 3 dice 90R 76%, 4 dice 120R 100%
Services 4 dice +35
-[] Fifth Generation Electronic Video Assistants 152/200 1 die 40R 100%
-[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%, 3 dice 75R 100%
-[] Autodoc Systems Deployment 0/280 3 dice 90R 43%, 4 dice 120R 97%
-[] Transhuman Technology Deployment (New) 0/300 3 dice 90R 23%, 4 dice 120R 93%
-[] Rage Engine Development (Tech) 0/80 1 die 25R 89%, 2 dice 50R 100%
-[] Wet AI Development (Tech) (MS) 0/240 2 dice 60R 7%, 3 dice 90R 91%
-[] Stasis Box Development (Tech) (MS) 0/120 1 die 30R 27%, 2 dice 60R 100%
-[] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
-[] Naquada Ring Experiments (New) 0/80 1 die 50R 89%, 2 dice 100R 100%
Military 6 dice +31
-[] Military Logistics Drone Network (Phase 1) (new) 0/200 2 dice 40R 25%, 3 dice 60R 96%
-[] Military Logistics Drone Network (Phase 1 + 2) (new) 0/400 4 dice 80R 8%, 5 dice 100R 71%, 6 dice 120R 98%
-[] Stealth Field Generator Development (Tech) 0/60 1 die 15R 99%
-[] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 99%
-[] Initiative Laser Systems Deployment (Phase 2) 42/185 1 die 25R 0%, 2 dice 50R 89%, 3 dice 75R 100%
-[] Initiative Laser Systems Deployment (Phase 2+3) 42/370 3 dice 75R 3%, 4 dice 100R 65%, 5 dice 125R 98%
-[] Electronic Countermeasures Improvements (Refits) 60/500 5 dice 75R 38%, 6 dice 90R 91%
-[] ASAT Defense System (Phase 5) 41/425 4 dice 80R 31%, 5 dice 100R 93%
-[] Military Particle Beam Development (Tech) 0/100 1 die 20R 55%, 2 dice 40R 100%
-[] Ferro Aluminum Armor Refits (Refits) 199/295 1 die 5R 53%, 2 dice 10R 100%
--MARVs--
-[] Reclamator Hub 0/250 3 dice 60R 62%, 4 dice 80R 99%
-[] Reclamator Hub w/ 2 Mil + X-2 Tib Dice 0/266 3 dice 60R 71%, 4 dice 80R 100%
-[] Reclamator Hub x2 0/500 5 dice 100R 5%, 6 dice 120R 56%, 7 dice 140R 95%
-[] Reclamator Hub x2 w/ 2 Mil + X-2 Tib Dice 0/516 5 dice 100R 14%, 6 dice 120R 78%, 7 dice 140R 99%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/260 2 dice 40R 8%, 3 dice 60R 87%, 4 dice 80R 100%
-[] Reclamator Hub BZ-2 (Richmond) 58/265 2 dice 40R 18%, 3 dice 60R 94%
--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640 6 dice 120R 5%, 7 dice 140R 51%, 8 dice 160R 93%
-[] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--Air Force--
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 2) 135/150 1 die 10R 100%
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 2+3) 135/300 2 dice 20R 69%, 3 dice 30R 100%
-[] NovaHawk Development 0/40 1 die 15R 100%
-[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--Space Force--
-[] Orbital Nuclear Caches 0/140 1 die 20R 3%, 2 dice 40R 96%
--Ground Forces--
-[] Next-Generation Armored Vehicles 0/160 2 dice 60R 84%, 3 dice 90R 100%
-[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 3 dice 60R 42%, 4 dice 80R 97%
-[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 16/570 6 dice 120R 18%, 7 dice 140R 74%, 8 dice 160R 98%
-[] GD-3 Deployment (Phase 2)(Refits) 65/180 1 die 10R 21%, 2 dice 20R 99%
-[] GD-3 Deployment (Phase 2+3)(Refits) 65/360 3 dice 30R 18%, 4 dice 40R 88%, 5 dice 50R 100%
-[] GD-3 Deployment (Phase 2+3+4)(Refits)(Munitions) 65/540 5 dice 50R 14%, 6 dice 60R 74%, 7 dice 70R 98%
-[] GD-3 Deployment (Phase 2+3+4+5)(Refits)(Munitions) 65/720 7 dice 70R 11%, 8 dice 80R 61%, 9 dice 90R 95%
-[] Stealth Disruptor Deployment 0/160 2 dice 30R 74%, 3 dice 45R 100%
--Navy–
-[] Governor-A Deployment (Refits) 96/350 3 dice 60R 58%, 4 dice 80R 99%
-[] SSN Development Program 0/120 1 die 30R 21%, 2 dice 60R 99%
--Steel Talons--
-[] Unmanned Support Ground Vehicle Deployment 0/240 2 dice 40R 2%, 3 dice 60R 72%, 4 dice 80R 100%
-[] Fast Twitch Myomers Development (Tech) 0/60 1 die 10R 99%
-[] Phased Plasma Weapons Development (Tech) 0/80 1 die 15R 85%, 2 dice 30R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 dice auto (+1 free die this turn with no bonuses.)
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 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 @Lightwhispers a PM if you're interested.
--Note 3: You can use Informational threadmarked version.

A/N: I have a Ko-fi to help make things easier on my end. Any contributions are greatly appreciated.
https://ko-fi.com/ithillid

A/N2: I have recalibrated Portals to account for the reduced time remaining in the game, because it was always built as a runup/payoff project, and game timings impact that significantly.
 
Last edited:
Q3 2064 Results
GDI Online Q3 2064


Terrans Fall First

Jim Higgins

Terrans Fall First is a tactical third/first person shooter, with a four player cooperative campaign based heavily on the exploits of the OSRCT. Feet first into hell is probably the best way to describe it, as the game rapidly ramps up from curbstomps into tactics like using drop pods for boarding actions, and the air becoming mostly bullets by volume. While you do have significant ability to deliver tactical options (thrown beacons for the most part), operational strikes (targets designated on a separate map screen), and finally strategic strikes that are called down before the mission opens.
For larger multiplayer, it is a asymmetric game, with real time strategy players on one side, and shooter players on the others, with games going as extreme as sixteen to one, with four teams of four players, each with separate objectives, mission packages, and communications, all against a single player managing their resources to fight all four groups.
In terms of enemies, there are three groups, colloquially called Bugs, Bots, and Boomers.
Bugs are in some ways the tactically simplest of the lot, focusing on swarming down the players with large numbers of very cheap units, but their high quality stuff, such as the scourge, are absolute monsters, able to intercept reinforcing drop pods with suicide bombs, rope players into melee range, and blanket the area in spores and smoke to make ranged play much harder.
Bots on the other hand are a very sneaky game, able to rapidly overwhelm player groups in a crossfire and with a barrage of impact fused (although for the most part very small blast radius) weaponry. However, every bot has a pretty obvious weak point, heads for most of the small and medium units, and vents for medium and heavy ones. Nearly any bot can be killed with even very basic weapons, but fire discipline is something that most players I have met really don't have.
Boomers are the closest that the game gets to a mirror match, with an emphasis on artillery, fire positions, and cover. At the start, they are basic infantry, with rifles, but by the end, they have most of the same toys you do, and there are a lot more of them than there are of you.

FloatingWood
Bugs may be tactically simple, but with a good minder they are absolutely horrible to fight against. Good for learning the mechanics of the game, but at the higher levels they start swarming to an absolutely ludicrous extent.

CrystalSkull
I find the Boomers to be a pain in the ass when the AI starts focusing on endless artillery barrages. I have to crawl my way forward inch by inch to get an objective.

Jim Higgins
#CrystalSkull
Heh, AI is ezmode compared to an enemy player, especially if you irritate them. They have a tendency to drown the target in shells.
As for counterplay to the boomers, I have tended to run Scout and Light suits, always with jumpjets, and pretty much every mobility option I can bolt onto them. Slugging matches are not a way to win against the boomers, ever.

FloatingWood
#CrystalSkull #JimHiggins Slugging matches against the Swarm start in your favour, but the bugs actually get higher income as the casualties mount. Pick a fight, hit hard, run away before the reinforcements can escalate. Repeat. Or get drowned in numbers.

BearlyThere
Good timing. There's a whole bunch of new consumer-grade chips coming out of NA in the next couple of months. I've been looking for a game to justify me spending a good portion of my paycheck on upgrading my system. Now, if only it had good VI partners… When are the next gen EVAs coming, anyways?

DrownedInTheBlue
#CrystalSkull
Sounds like you need to focus on stealth gameplay, the AI is at least not completely cheating, it will only direct patrols to your general location, rather than redeploying all of its forces to perfectly counter you. Credit where credit is due, they really tried to make the AI feel fair.
#FloatingWood
Is it based on casualties? I thought it was based on bodies being near active bugs, then again I don't particularly enjoy fighting the swarm, they're really more of an action flick fight then the actual tactics I'm looking for when playing TFF.


Teardown: Avatar

Jordyn Harris

Welcome to an episode of Teardown I never expected to be able to make. Links in the usual places.
I got my hands on a stars damned AVATAR!

Overall thoughts, very, interesting, with a lot of components done in ways I have never seen before. The way that they do their modular combat system is interesting, because we have all seen them tearing components off of other Nod vehicles, usually the disabled ones, but even so. Now, the trick actually seems to be some form of universal service bus. Not a new trick, GDI has had variants of that going back to the earliest days of the MARV program, and probably before then in the classified files. But this is something more than a little different. A pod system that can be slotted even in the middle of combat, and to a limited degree even route around damages.
On the other hand, their legs are a maintenance nightmare. Hips are very clearly biomimetic, but biomimetic to humans, and I don't think I need to explain to anyone over the age of maturity why that can be problematic. And then the lower legs are these weird skeletonized things. Very much something where they can learn from GDI rather than the other way around.

YellowZon3r (verified military)
Hell yeah! Man it was my dream to pilot one of those things since I was a kid. How does it stack up against the Havoc do you know?

Jordyn Harris
So, the Havoc I got my hands on was already stripped of all the sensitive bits. The shields were all pulled out, etc.

FloatingWood
How the hell did you get your hands on an Avatar? Also, human hip design is unfairly maligned, and that pod system sounds… fun for the maintenance staff. You'd think that it'd be easier to slot everything in at base.

CrystalSkull
I saw an Avatar once, safely from many miles away. Never thought I would see one up close like this. Damn thing is huge.

Eno_Eyes
Have you seen those internet vids of an Avatar tearing apart their friends and allies to upgrade their frame? I've always wondered what happened to the people piloting them. Like, if I'm riding an attack bike and I see an Avatar heading my way I'm getting the hell out of there before the pilot decides that I'd look better strewn across their chassis.
What does 'route around damages' mean?

FloatingWood
It means that things like the cables and power supplies can be run in a way that damaged areas do not impact the functioning of the machine. Or at least, are not as debilitating/dangerous to deal with for maintenance staff.

LogyLoggie
So, does that mean they use the same parts in lots of places, or lots of different stuff to provide redundancy so they can keep moving when they get shot up? I suspect I will hate how they do it, either way.


Q3 2064 Results

Tiberium Detectors

GDI has a number of means to find Tiberium, ranging from simple Geiger-Müller tubes, to far more advanced means – such as ground penetrating radar, and a number of other sensor systems. However, none of them are both precise and reliable. Some, like the Geiger counters, can find even small amounts of Tiberium, but lack the ability to detect how much beyond a fairly small amount. Others, like the radar, fail to detect Tiberium in small amounts, and even on a good day, often can't find more than a vague idea of where the Tiberium is. For most projects, the reliable way to find Tiberium is to take core samples, up to some one hundred meters (although for most projects it is more typically around fifty meters) deep, and do so in a grid pattern to find the average depths of Tiberium. Unfortunately, this often misses significant veins of Tiberium, and is a substantial investment of time and energy.

Work done in the Harvard laboratories has come up with a new mechanism, using a mix of homegrown and visitor technologies to produce a dedicated Tiberium detector system, or more specifically, a resonance imager, applying some of the techniques used in radiation detection as well as the tricks that Tiberium Glass and sonic weapons use to find the specific resonance of Tiberium, and then use a grid of sensor rods to produce an image. While limited in scope (as it will only find the topmost layer) it is a major step forward in GDI's ability to map Tiberium's expanse underground, which is well known to be far higher than what has been detected just below the surface during construction.

The overall program will however require a substantial degree of bureaucratic support, primarily to facilitate survey teams mapping large portions of the Blue Zones, and potentially attempting outreach to more reasonable factions of the Brotherhood of Nod in order to map their Yellow Zones.

The proof-of-concept area survey is a 30x30 kilometer area, west of Boston. It has discovered multiple giant seams of Tiberium seemingly reaching for the surface from deep underground. While existing mining infrastructure can cap these veins before they breach the surface, the fact that these veins were previously undetected has caused no small amount of worry in GDI planners, and local officials are diverting funding to expand the surveyed area to cover the Boston metropolitan area as soon as possible.


Avatar Battle Recovery System
The Avatar and its precursor, the Purifier, have been a thorn in the side of the Global Defense Initiative for decades. The loping stride as the earth shook below them has heralded the Brotherhood of Nod deciding that a particular battle is worth taking seriously. That victory has been deemed worthy of the expenditure of the gifts of Kane.

A large number of these mechs were destroyed or captured during the Regency War, many of them on the battlefields of Yellow Zone 6 as Gideon's lines collapsed and offensives failed, ripping apart these wrecks and captures has begun producing results, mostly in the form of Omnipods. While GDI certainly has their own modular systems, the Omnipods of the Avatar are primarily designed with redundancy in mind. An Avatar can literally rip laser pods, flamethrowers, and other options from mission killed Nod vehicles and march them once more into the teeth of the Initiative, and the Avatars themselves are impressively redundant, able to be restrung and brought to a certain level of combat readiness in the field with nothing more complicated than hand tools.


Karachi
With the long awaited invasion drawing close, InOps has disclosed a number of elements. While Al-Isfahani is working with limited resources, there have been a number of discovered shipments. While none seem to be particularly large, it does represent a worrying amount of preparation. The city, and the region around it seems to have been substantially fortified, although preparations have been disrupted by the regional floods, especially around the Indus river.

Al-Isfahani is expected to put the majority of his weight attempting to drive the Initiative into the sea, and hitting the landing craft, with the inland areas seem to be more sparse in terms of fortification, at least until the fortifications in the mountains as it closes on the Himalayan Blue Zone.

Tactically, the Brotherhood has few discovered new tricks, although it is likely that the Bannerjees will use this opportunity to test new model Gana, and human cybernetic augmentation technologies in battle against the Initiative, and while there is no proof yet, Varyag class vessels are likely to be a significant opponent in the battles to come. Surprise is not likely to be a factor given the limited frontage and angles of approach that the Initiative is going to be forced to use. With the relative speed of Initiative and Brotherhood aircraft, the battle is likely to primarily be in the Gulf of Oman, and spread from there, with both sides significantly able to rely on ground based airpower.


Economics
This quarter has seen significant slowdowns in the private markets, for a multitude of reasons. First is that demand is being substantially outstripped in many areas by supply, at least in the areas where the private economy can actually compete. While not as dramatic a contraction as has been predicted by some, the slowdown, despite GDI freeing up labor and capital goods, is also a collapse of some companies that were not built to weather competition or adverse conditions.

While the Treasury has continued working on bringing the civilian economy better results, there is significant lobbying in Parliament to begin bringing an end to grant programs, while shoring up the banking reserve to move from a grant based system to a loan based one, alongside other elements of a package of economic therapy, weaning the private market system off of Initiative supply lines.


Litvinov

Litvinov sits in her office, small amidst stacks of papers and in a chair that seems far too large for her. A wizened old woman, white hair, bulging veins running across her hands.

"Seo, thank you for coming."

"It was an honor to be invited."

"I am old. And while I must unsheathe the sword of the Initiative one last time, this war to come will take its toll on me. I am unlikely to keep the seat after this term is up. It is time for newer blood in this seat."

"How so?" Seo frowned. "You've sat it well. You're popular and you've improved lives with education initiatives that you have pushed. I can think of no-one better for after the conflict either. And not to be rude, but you're still more than healthy."

Litvinov reached across the desk to pat the back of Seo's hand and smiled at him gently. "It's sweet of you to say but it's not necessarily a matter of 'health'." She pursed her lips in thought. "Not physical at least. More that it will take its toll here." She said, placing a hand over her heart. "I was elected on a manifesto of peace." She said quietly and seriously. "Since then I have overseen conflict, war and bloodshed, skirmishes are still ongoing and here I sit, in this chair, ready to ignite another conflict."

"For all the right reasons." Seo assured her. "From time to time-"

"Tree of liberty, blood of patriots, and tyrants." Litvinov waved away the quote, tiredly cutting him off. "I've heard all the arguments. I have talked with the brass, and InOps. I understand, and agree that Al-Isfahani is best described as the leader of a rogue state, a terrorist with a nuclear arsenal, that he's denied all diplomatic overtures, official and otherwise. That even his fellow warlords have given their tacit approval for his removal as he's unpredictable and dangerous. The sound economic and military reasons for the link to our Blue Zone constituents. That in the long run by removing him and his nuclear arsenal we will almost certainly be saving lives. And yet, it still weighs heavy on me to know that I will be condemning thousands to die. The responsibility ends with me. It's my choice and I stand by it and am prepared to defend it, but that scarcely makes the burden much easier to bear. I am tired, Seo."

"Your leadership has been more than the wars you have led, and after this we could really, truly see your manifesto become a reality. We'd be bringing the light of knowledge, improving lives-"

"Careful now." Litvinov warned him. "The Initiative, the developed world has done terrible things in the name of spreading 'civilisation'. The reality is this. We are invading a country, killing thousands or tens of thousands, and murdering a man because we are scared. We've all seen how 'One last war and then the end of history' plays out. As for making my manifesto a reality, well, we've been doing that quite well. We don't need another war for us to be able to educate children, we can do that quite well without sending our young people to die."

"You don't sound sure about Karachi." Seo noted.

"Oh I am sure, and that's precisely the issue at hand. I hesitate to say that we 'need' Karachi. We could get along quite well without it as we have done. But so long as Zone Eighteen remains isolated it is a weakness inviting attack, putting our people at risk. Add in Al-Isfahani's threats, and well. Too many people want Karachi to succeed, and Al-Isfahani has known what we are planning for too long for there to be trust. Perhaps we could have done more, perhaps this could have been de-escalated. Perhaps, even now it's not too late. But I am not brave enough to take that risk, even though my heart is telling me I should. So, I shall throw us into the flames of war one last time, and then stand down."
"For what it's worth. I still believe you deserve to be leader. Precisely because you're able to make the difficult decisions like this."

"And what the Initiative deserves, what people really truly deserve is life, happiness, and prosperity, a chance to raise their children with love in peace. To not see our brave young serving soldiers lay dead in far off fields. And if there really, truly is to be peace and reconciliation between GDI and the Brotherhood? There needs to be someone new at the helm, whose hands aren't stained with blood, who doesn't have to make these horrible decisions, who isn't weighed down with regrets and mistrust. Whom Brotherhood leaders- world leaders can look at without remembering that she coldly decided to 'remove' their friends and peers time and time again. Rightly or wrongly, and far more the former in my own humble opinion I am seen as a warmonger. I wish for nothing more than peace, and yet time has proven I cannot be the one to nurture it or oversee it. The initiative needs nothing less than someone who is better than me. Wiser, more loving, kinder. Someone who looks at the world in wonder and still believes in peace. Someone younger who doesn't dwell so much on the past and what might have been, but instead strides forwards into the future with purpose and vision determined to make the world a better place."

"For what it's worth. You have made the world a better place. And I believe you can continue to do so."

"And I do not, or at least I'm no longer sure. And so, the time has come for me to step aside for someone else."

"Do you have any idea who this 'someone else' might be?" Seo asked.

"Several ideas, which is, as you've no doubt guessed, part of the reason we are meeting today." Litvinov smiled tiredly. "Let us begin."


Politics

A minor scandal has brewed among GDI and been put to rest by the Services Department, in particular regarding healthcare. Despite the somewhat low birth rate, among certain segments of the population fertility levels are meeting and even exceeding replacement rates.

Partly as a result of formerly living under information blackouts, young adults from the Yellow Zones starting families have been making liberal use of search engines and EVAs to ask health and infant related questions. Common questions such as "What age do babies start crawling." Or when to expect their first words. But also stranger, more unusual questions. Some of which have prompted widespread derision and mockery. (For the record, it is safe for Forgotten families to use Tiberium crystals as nightlights, but should not be attempted by anyone else. If unsure, remove the Tiberium in question immediately and contact your local emergency services for further advice and support).

In response to online abuse and mockery several prominent health officials have made several statements:

"Unfortunately none of us are born holding instruction manuals. I, and many of my colleagues fully support and encourage first time parents and indeed any caregivers to make use of all available support and to continue asking questions to help them learn and understand their infants needs. We remain available at all hours to answer any and all questions and are committed to providing advice, information and aid to those who most need care, love, and understanding. Lastly to our fine young parents and would-be parents, I will add that there remains a variety of parenting guides and manuals to help with some of these questions, ranging from pregnancy through all stages of childhood.

To those looking upon current events and reacting with mockery and abuse we say this. The families' questions come from a place of love and worry. Spurred by nothing less than seeking to ensure their child's happiness, safety and wellbeing. And we ask that our fellow human beings react with patience, love and understanding. And the humility to admit that none of us are born knowing all we shall ever need to learn."


Parliamentary Parties

The Developmentalists continue to run on inertia. For years now, they've been bleeding members to other parties and seeing their vote share dwindle, added to increasing disagreements within the party and as ever political analysts are predicting their eventual collapse. Spokespeople and anonymous sources from within the party itself have dismissed those claims. The Developmentalists, at their core, are a broad coalition, originally a result of trying to contest the more militaristic Hawks. With their main stated goal being to develop the economy, there are as ever disagreements on how exactly to carry that out, or more specifically where exactly the budget should be invested. Members and voters continue to defect to the UYL, Socialist Party, Market Socialists, Starbound, or joining the Free Market Party. If the Developmentalists' statements are to be believed then it is in no danger of a dramatic collapse or split but commentators theorize it may simply keep bleeding voters until it is no longer able to hold its position as the majority party.

The Militarists, conversely, despite their origin in the fracture of the Hawks into Initiative First and the Militarists, have seen their voter base largely remain steady if with a shift in messaging away from Defence against the Brotherhood of Nod or internal security, towards Tiberium abatement and containment, along with pensions for veterans, strong healthcare support, cybernetics, and providing factory jobs. Their shift in policy is perhaps best characterized by comparisons of their campaign posters. From showing tanks, planes, ships and infantrymen and women, the ships and planes remain if much changed, but the tank has given way to harvesters and the infantry to engineers and harvester pilots. In the coming elections, and indeed for decades to come, the Militarists are expected to remain a strong force in GDI's political system advocating for military spending and readiness.

Starbound has largely gone from a party that advocates for immediate evacuation at any cost, to one that has a significantly more nuanced standpoint. Even with increasing levels of abatement the steady uptick of orbital and lunar based population and the ongoing worries about the state of the Earth means much of the public continue to demand increasing investment in orbital and lunar habitation and industry. The solar system and the stars have captured the imagination of the public, and more bluntly, many seek an escape from what they see as a doomed planet. At the same time, they have established themselves as the voice of the spacer in most ways.

The Market Socialists and Socialist Parties are often natural allies regarding most spending priorities. Each wants a strong welfare state supporting GDI citizens, however, various ideologically motivated disagreements prevent them from presenting a united front. The Market Socialists lean towards an interventionist state with strong regulations and taxes while supporting the private market and in particular the culture of worker co-operatives and small business that GDI and the Treasury has fostered. The Socialists on the other hand are more in favor of direct central planning from the Treasury along with regional and local governments, and are strong proponents of government owned and run industry. In the spirit of compromise government owned industries often provide competition to private business and a floor to quality, ensuring unscrupulous business cannot over-charge for or under-provide low cost goods and services. As with most parties in GDI's coalition parliaments they have strong links to and work often with the Developmentalists, finding areas they can agree on. Even if sometimes quite heated political disagreements remain.

The Free Market Party is seeing a slow recovery. Both in voter numbers and support, and in cross bench alliances and deals with their peers. In the immediate aftermath of the Third Tiberium War, they attempted to leverage the existing wealth and their traditional position as a dealmaker and mediator to seize significant power in moves that saw the Treasury not even giving them the time of day. Since then, moderating influences and being willing and able to work within the system and limits of an increasingly regulated market has seen them put their support and name to several projects earning them goodwill from their peers in parliament and appeasing many of their supporters who benefited from the organization under major corporations that existed prior to the third Tiberium war. With over ten percent of Parliaments seats they are a major party still, but have by now realized they can still be excluded from coalitions and policymaking if they do not moderate their voices or the other parties choose to exclude them, and have adapted their rhetoric, goals and policies accordingly.

Most of the problems of the Free Market Party are mirrored among Initiative First. Each fundamentally wants a return to the way things were, and are competing with parties trying to offer new reforms and who have been successful in their goals. The Militarists and Developmentalists have the trust and support of the public and broad support for their manifesto, leaving little room for Initiative First to claim as their own, and they have been largely branded the Bigot party, characterized by their frequent proposed discriminatory policies and distrust of Yellow Zoners, Forgotten, Qatarists, the Open Hand and peaceful Nod faithful.

The United Yellow List has had their numbers dwindle compared to their heyday. But that is in large part because their policies, and their voters, have been accepted amongst a variety of other parties. They almost always oppose any legislation Initiative First proposes or votes for save when the latter is grudgingly voicing support for moderate policies with widespread support. The UYL is small, but influential and is frequently party to committees and private meetings regarding the wording of cross-parliament bills. While they quietly ensure that former Yellow Zones see continued investment and engage in pork barrel politics it has also been joked that nowadays they largely exist out of spite aimed at Initiative First and to provide a coordinated counterweight against their voices. Whatever the case, they and their voters are overwhelmingly supportive of GDI's government. While most serving members of the military lend their vote to the Militarists large sections of the Home Guard vote for the United Yellow List.

The Reclamation Party hit well above their weight in politics. Chiefly concerned with Tiberium abatement and land reclamation they benefit from the fact that Tiberium harvesting and mining is a source of major stimulus to the economy and sees support from almost all sides of parliament. With continued success in pushing back the Red Zones this small but influential party has seen increased interest and a continued influx of voters swelling their ranks and parliamentary seats. Analysts warn however, that the continued pushback of the Red Zones has the potential to backfire. Voters could indeed see it for the success it is in reclaiming territory from the crystal. But, as the risk of Tiberium becomes less visible and immediate other concerns may see voters drift to other parties.

The Homeland Party is best described as 'nationalist'. While this is a loaded term, it is technically correct, and often gives the wrong impression. GDI has a long history of refugees fleeing from war and Tiberium over the last several decades. And while GDI has reclaimed much of what has been lost and is reclaiming ever more, at its height Tiberium covered much of France and Germany, and practically all of Italy, not to mention the Balkans and large chunks of Spain, and that is just in western and central Europe. Simply put they include refugees and families from minority groups who wish to return to their homelands and support targeted efforts against Tiberium. More than that, with the success in expanding the Blue Zones a number are clamoring for new settlements and cities in the cleared ground. At the same time, the Homeland party distinguishes itself from the Reclamation party specifically by its military standpoints, specifically its interest in conquering Brotherhood territory to reclaim historic homelands.

The smallest of all parliamentary parties and controlling only a fraction of a percent of Parliament's seats, the Open Hand are openly Noddist, and despite the large numbers of Nod and former Nod refugees this has limited their electoral success. There are signs however that public sentiment may be shifting, with more and more polled voters seeing it as now safe to vote for the Open Hand with the parties continued existence and the feared crackdown never arriving. Not only that, but among the general public too. The Open Hand are hardly in the position of kingmaker, nor are they the deciding votes in a hotly contested issue. The small handful of parliament members however have earned respect among their peers for fair and honest conduct within the halls of power. The Open Hand have stated their beliefs and aims and live by them, voting with their conscience rather than attempting to make deals or parlay their support into benefits for themselves. Rather, they study the bills placed before parliament and vote for a law they think is good, or against a law they disapprove of with a handful of rare abstentions regarding complex issues or those they have no opinion on. As such their names appear in support of numerous bills authored by larger, more powerful parties. Some would argue their votes do not matter, but it has been noticed and is respected for their integrity.

Finally, there is probably the most important party in Initiative politics that is not in Parliament, the Forgotten. The Forgotten have continued to engage in a complicated push and pull dynamic. On one hand, they have carefully preserved significant independence from the Initiative, but at the same time, they are deeply intertwined with the Initiative, working in Tiberium fields, and producing a sizable increase in GDI's STU output.
The Forgotten, as a whole, are largely attempting to provide a very unified outer facing, often concealing distinguishing markings when interacting with the Initiative, or keeping them extremely subtle. However, there can broadly be considered three categories of Forgotten: Integrationist, parallelist, and isolationist.
The first group, the Integrationists, are probably the largest at this point, although maintaining a census of the Forgotten overall is difficult at the best of times, impossible at worst. The endgoal of the Integrationists is to fully integrate into GDI society. While they are likely to try to maintain their own communities, and have taken over a number of the old fortress towns to do so, they are, for the most part, taxpaying, hardworking citizens. The vast majority are living among the Tiberium infrastructure somewhere, but that is due to them being uniquely suited to it, in ways that make even the best of GDI's personal protective equipment look like the beaks worn by doctors during the black death.
The second, the parallists are inclined to see GDI as good allies, but are quite interested in maintaining their own society and way of life, taking remote slices of Blue Zones and establishing their own settlements built in their own ways, but not directly answering to the Initiative's governmental systems. Many see it as a self-evident truth that the Forgotten strains and 'natural' humans are too divergent to ever fully re-integrate with GDI and the rest of humanity. Moreso, they don't even see it as desirable to do so. They point to their own distinct advantages in the form of their biological adaptations. But also see their own distinct cultures having formed and being worthy of preserving. Not as openly hostile or standoffish as the isolationists, and happier to work with GDI. But as just one example, many Forgotten require vastly different medical treatments and have their own physicians, while many more ordinary trauma surgeons would be at a loss if asked to care for Forgotten patients.
Finally, there are the isolationists, and these are the hardest in some ways to keep track of as they do their best to avoid interaction with the Initiative. Among the isolationists there seem to be two major wings, one that simply dislikes both the Initiative and the Brotherhood of Nod, and the ones where they have aligned themselves to one Brotherhood figure or another, such as Mehretu's Order. Forgotten choose to align with the isolationists for a variety of reasons, but chief among them, particularly for those advocating for a 'homeland' of sorts and maintaining carefully controlled and contained red zones is that they remember the initial circumstances that led to the Forgotten, when the first mutants were ostracized from society out of fear of contagion. This is not only due to blaming GDI for abandoning them and their homes to the spread of Tiberium. They also fear and hate Nod for how early cybernetic research made heavy use of Forgotten for experiments, most notably the Beta strain due to their adaptations allowing biological components to power the cybernetic grafts. There are some happy to work with GDI among those who have lost friends and family to Nod and CABAL, while others still harbour distrust for all outsiders and seek wide reaching autonomy and territory that is uniquely theirs. Some accomplish this by remaining nomadic and living in convoys, while those settling down seek to cultivate Tiberium fields for health and developmental reasons, but also to ensure economic autarky and a source of exports and industry to ensure they and their people are never left impoverished.


Directorship Challenge?!

At the beginning of her term Director Litvinov was not much younger than she is today. But to see her as she was at the start of her term and to see her today is to sharply highlight the intense demands of the position.

At the beginning of her term Litvinov was asked to pose for a glamor magazine which was well received by the public, serving members of the military in particular noted their appreciation. Such images are a far cry from her current appearance, prematurely aged by the demands of her position. While there are no immediate concerns regarding her health it is an increasingly frequent topic of discussion as to if or when she might be stepping down and who could replace her.

The obvious choices are Seo Thoki and Harrison Carter. Seo, the so-called Mad Treasurer, has largely maintained significant political influence, while using it to push seemingly risky gambles that have often paid off, and is broadly popular in his role as secretary of the Treasury. However, few are practically interested in seeing him in the Director's seat. At the same time, he has a significant base of political support that could well see him lifted to that level. On the other side, there is Harrison Carter, Admiral of the Space Force, the sponsor of the OSRCT, and a major proponent of space development. However, his biggest problem is that Seo and Carter's bases have significant overlap, while leaving other groups out in the cold, leaving the two set up to fight while a potential third candidate sweeps from the outside.




Resources: 1360+225 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)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 105
SCIENCE Meter: 3/4

Tiberium Spread
25.405 (+0.285) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.01) Cyan Zone
23.375 (+.235) Yellow Zone (99 points of mitigation)
51.15 (-.49) Red Zone (87 points of mitigation)

New Tiberium Spread
25.755 (+0.35) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.00) Cyan Zone
23.725 (+.35) Yellow Zone (96 points of mitigation)
50.45 (-.70) Red Zone (86 points of mitigation)


Current Economic Issues:
Housing: +88 (+85 LQ, +3 HQ) (1 high-quality housing per turn)
Energy: +45 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +35 (-4 from military activity)
Food: +46 (+26 backed reserve, +5 unbacked reserve)
Health: +41 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +42 (+2 per turn from Distributed Industrial Authority) (+405 in reserve)
Consumer Goods: +45 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +22 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2895/4800)‌ ‌(545/2450 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +14
Taxation Per Turn: +225 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +14 per turn
Production: +43 per turn (5.7 HG, 15.9 IHG, 22.2X)
Consumption: -29 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard)
7 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
-1 Navy (Lasers)

Projected Fusion Power Plant Decommissioning
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2066
-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)‌ ‌
Developmentalist: 705 (200; 400; 75; 30) 17.6%
Militarists: 629 Seats (300; 100; 200; 29) 15.7%
Starbound: 618 Seats (400; 100; 100; 18) 15.5%
Market Socialist Party: 555 Seats (300; 155; 50; 50) 13.9%
Socialist Party: 493 Seats (250; 100; 93; 50) 12.3%
Free Market Party: 405 Seats (50; 150; 100; 105) 10.1%
Initiative First Party: 334 Seats (0; 34; 100; 200) 8.4%
United Yellow List: 117 Seats(80; 30; 7; 0) 3%
Reclamation: 99 Seats (50; 40; 6; 3) 2.5%
Homeland: 41 Seats (20; 10; 5; 6) 1%
Open Hand: 4 Seats (2; 2; 0; 0) .1%
Total: 4000 Seats (1652; 1121; 736; 491)

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

Plan Goals
Provide 13 Consumer Goods points from the Treasury
Increase Income by 205
Increase population in space by 11.25k
Provide 12 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
Complete North Boston Phase 5
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Reforestation Campaign Preparation Phase 2
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions 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.




[ ] 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 245/245: 15 resources per die) (+4 Logistics)
(Progress 60/245: 15 resources per die) (+3 Logistics) [39, 45]

Driving further development of the rail network has begun to seriously hit a point of diminishing returns. Much of the effort has been on expanding the upkeep network more than anything else, both to harden the rail system against attack, and to improve readiness. Historically, early trains would need to stop for water and fuel every ten to fifteen kilometers on average. Modern trains have significantly longer ranges between mandatory upkeep, but that only goes so far – especially because the maintenance is significantly more involved. Nearly all Initiative trains (outside of specialized military and adverse conditions units) are electrically powered, and even the specialized ones are hybrid designs, with onboard generators to provide power in case the grid goes down. This does mean however, that when they do need to stop for maintenance, it requires a clean space to crack open the outer casing, rather than simply being able to pour in water and coal.

The other side of the slowdown in rail infrastructure expansion is that the Initiative simply has a fairly substantial surplus of both rail lines and rolling stock, with many rail lines servicing less than one train a day, and the system overall being able to absorb a full military mobilization just in the downtime, at least on a local level. In the leadup to the First World War, every state managed a complex network of railroads, and had drawn up complex schedules to balance speed and avoid running trains empty or producing blockages on a line, as they could only maintain a single train moving along any section of track at a time. By contrast, the Initiative, at this point, has enough spare track and rolling stock that it can leave trains waiting at the marshaling yards until the troops are ready, and surge them all to the front as they are ready, rather than having to adhere to any kind of fixed schedule.


[ ] TransAmerican Railroad
Punching a rail line through the middle of what used to be the North American Red Zone will be a political coup, one that represents a major victory against Tiberium. While the project as a whole is mostly vanity, with limited real practical usage, it can also anchor GDI abatement efforts in the Red Zone with a high capacity connection to Chicago.
Progress 145/120: 10 resources per die) (+2 Logistics, +5 Political Support) [7, 43]

On May 10th, 1869, the symbolic last spike was driven at Promontory Summit, in the Utah territory. A silver sledgehammer, wired to a telegraph, was intended to send the hammer blows across the country in what was one of the first events of its kind. While the telegraph failed, and the spike was removed shortly after the ceremony completed, it was a symbolic link that joined the union together in a more permanent manner, cutting months off of travel times between California and the rest of the country.

The modern railroad is much the same, although lacking in ceremony or iconic spikes. It does however represent something utterly critical. A demonstration, more than Germany, more than any other program, that GDI can and will push back the Red Zone, and more than that, keep the way open. However, unlike the earlier railroad, this one has a fundamental problem in that it is one of the longest and most isolated routes the Initiative runs. While some, like punching through Red Zones, are significantly more risky, there is effectively no human civilization between the two regions, with every stop feeding into a supply depot that is the one supply point for dozens of spikes and sonic turrets, and outposts in many ways more isolated than even Hollywood's view of the Wild West.

From 'Trainspotters Massachusetts September 2064':
GreatEastern: Anyone know if there's a new livery or something? I snapped a picture of this locomotive around Boston today and it's not one I recognize.
Oiler84: Looks like foreign rail, West Coast Line livery, I think.



[ ] Construction Drone Centralization (New)
Reducing the Infrastructure department's need for people is relatively straightforward compared to other areas, as the programs already use massive swarms of drones. The difference is in the ratio of metal to meat, and the training requirements to use it.
(Progress 146/120: 15 resources per die) (+4 Labor, -2 Capital Goods) [24, 34, 25, 9]

GDI already uses massive swarms of drones in its construction work. In many ways, the system is about as automated as it is possible to get. The issue is that construction sites are incredibly rapidly evolving, and often highly dangerous, which in turn can recursively create a more rapidly evolving and dangerous situation as damaged or destroyed drones can get in the way of even a well managed jobsite, let alone one that has already had incidents.

The impact is twofold. For the workers who were retained, and are undergoing retraining, it is in some ways a substantial quality of life upgrade, as most no longer need to travel to often remote job sites – instead commanding fleets of drones from central hubs, for the most part located in urban centers. For the workers who are surplus to requirements on the other hand, many are finding work elsewhere, or have begun a retraining process to qualify for work elsewhere in the Initiative. While some few are going to be significantly distressed by the change, the vast majority are relatively happy to be finding other work, as drone operation is usually quite boring.

While the orbital colonies do not yet have the infrastructure to make good use of this system, the ability to control everything from the safety of one of the underground colony bases, and control mass swarms on a shoestring of personnel is a significant leap forward and a project that will soon come to the area.


[ ] Drone Logistical Integration (New)
With advances in drone control capabilities more can be done to hand off logistical tasks to automated systems. Although fully automated vehicles on public roads are not likely, many cargo handling facilities can easily be adapted to full automation without the need of a human presence on the work floor.
(Progress 145/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy) [26, 17, 32, 16]

Integrating drones into the logistical network has been a significantly slower process than some would hope. The biggest element here is that the system requires everything to be laid out without the use of institutional knowledge. For example, most job sites have some form of backing indicator, usually a post, or a sign, that says that the truck has backed up far enough. For a drone, those indicators are generally ignored unless the drone is specifically programmed to recognize them. Similarly, the vast majority of the driving hours are in the most difficult area – the last five to ten kilometers between the warehouse and the delivery point, whether that be a store, home, or delivery zone. Outside of that, nearly everything is handled via trains, where the only people on board are required for basic safety checks; and not even all of them are manned, instead relying on automated systems and crews at the loading docks.

The main thrust of the project is those loading docks – whether they are handling pallets, boxes, massive containers or bulk freight, the drones will replace much of the workforce currently dedicated to loading, unloading and shuttling freight between storage and transport.


[ ] 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 1876/1805: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.) [22, 46, 9, 47, 9, 21, 18, 27, 4, 28, 34, 35, 35, 38]

The first full scale chip fab built since the Third Tiberium war has hit its full capacity. While there may be future upgrades and further development of a number of satellite campuses if needed, at this time, there are few plans for further work of this type.

Much of the work is going to be experimental, attempting to scale up smaller and more niche designs, ranging from carbon based chips, to others, primarily for specialized purposes. Many of these designs were first prototyped over a decade ago, as part of ongoing programs to improve GDI's electronic video assistant programs. While the development has not stood still since 2047, many of the developments to the chip patterns have come from elsewhere, including experiments that resulted in Erewhon, better understanding of Visitor software, and of course, the advent of isolinear computing. This has meant that the programs have been undergoing constant revision, expansion, and updating, and in many cases, the systems planned when Boston was drawn up originally are no longer in the same configurations, with many adding additional steps on the way to manufacturing.

The other major project for the immediate future is Artificial Intelligence. Erewhon was and is an agglomeration of computer hardware that is significantly less capable than what should be possible for a dedicated platform on chips specifically designed to support artificial lifeforms.


[ ] Bergen Superconductor Foundry (Phase 5)
A fifth and final stage of expansions will see Bergen reaching its logistical and practical limits. While building inside of mountain ranges is certainly secure, it is far from ideal, with the final expansion to the facilities requiring a substantial investment in blasting new tunnels into other mountains. Additionally, it will require substantial investments in port infrastructure to move the massive quantities of superconductors out of the region.
(Progress 483/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support) [10, 19]

The rail hubs around the Bergen facility have received significant upgrades, with the last phase of construction nearly reaching the halfway point. All of these auxiliary transport routes are critical components at this point, as the whole system needs ever more ways to get supplies in, and superconductor pods out.

The impact across the Initiative is becoming ever more noticeable, especially along the major lines. While the old system of wire and cables hung from towers is not being disassembled anytime soon, it is being retired from the primary backbone in significant areas, such as the coastal backbone that runs from Atlanta all the way up into what used to be Canada, while the link all the way across the middle of the continent, parallelling the transcontinental railroad line, will be made of superconductor, incidentally providing the railroad with power.

The reason the old system is unlikely to be retired anytime soon is twofold. First, it represents a second string in case of further invasions of the Blue Zones, and second it allows for some degree of switching, maintaining functionality even when a section of the electrical mains needs to be taken out of use

Similarly, many of the units have found their homes in fusion reactor arrays, a critical component for two reasons. First is that the reactors can, especially when pushed to their limits, put out enough power to melt the silver cables that would otherwise be used. Superconductor units allow that power to be split and split again until it is safe to put onto the grid in a format that won't melt many of the elements. One of the major sticking points however, is now legacy standards. Even if GDI manages to build enough superconductors to lay them all the way to the home, they still require significant amounts of flow regulation and stepping down, simply to prevent them overloading home electronics and the in-home power systems in use across the Initiative.


[ ] Factory Automation Programs (New)
While LCI has already seen substantial downscaling in required labor, it is something that can be brought to an even more extreme level with the deployment of drone control systems, moving people off-site, and reducing the staff counts even further.
(Progress 75/280: 15 resources per die) (+4 Labor, -4 Energy) [22, 24]

GDI's factories were already heavily automated, with most being effectively wild mazes of conveyor belts and whirring machinery even before the networking advantages brought on by the advent of more advanced drone control networks. The biggest advantage is not actually in the factories themselves, but rather transport between the factory units. A single factory complex often does not do the entire manufacturing process, and in many cases, the factories are strung out over kilometers to prevent a problem in one part, such as an overpressure event, from damaging the others. A significant amount of effort has gone into palletization, standardization, and the development of better marked road networks between the facilities as the drone wranglers have begun to move off onto other jobs.

However, there is still a substantial amount left to do, as very few facilities overall are actually equipped to manage such a significant changeover, and in most cases need much more work before the impacts can be felt. Similarly, there are a number of other significant changes in loading and unloading, and in many of the other areas where a human has often stepped in to move, open, or otherwise make small adjustments in order to make the entire thing flow more smoothly.


[ ] Civilian Drone Systems (New)
While the public marketplace does not have much use for all up construction drones, or the high performance delivery drone systems in use by the Initiative, simpler, lightweight, civilian focused designs, capable of high torque at low speeds, will find many uses both in the civilian marketplace, and for more consumer oriented purposes.
(Progress 150/150: 15 resources per die) (+1 Labor, -1 Capital Goods, +4 Consumer Goods) (Market Benefits) [5, 11, 41, 30]

Pushing more drones onto the civilian marketplace has a number of impacts. The first and most important is that it fills a need that many people have been seeing for a long time. Light utility assets. Rather than needing to maintain a still rare car or van for a restaurant wanting to extend its delivery range for example, most of the problems can be solved by a very simple drone system. Probably the biggest impact is to the civilian light industry, where a major bottleneck has been in finding small transport loaders and other means of efficiently moving a few hundred pounds of equipment.

However, many of the consumers are people looking for offroaders, for recreational vehicles, or for personal vehicles that just so happen to be effectively self driving. This market, and the ones who want it for other reasons in the same category, have been largely overjoyed, with a number of people putting together aftermarket projects in order to convert the drones into small semi-autonomous vehicles for personal transport and other means of getting around.

Why drive yourself?*
*Thaler Transport is not responsible for the consequences of failing to pay attention to the road.

  • Thaler Transport sales slogan


[ ] Reforestation Campaign Preparations (Phase 2)
While politically open at this point, the reforestation campaigns have been scaled differently, abandoning goals of biodiversity, while instead focusing on securing as much land as possible. While some of the measures are likely to require abatement of their own, land secured now, is far more important than potential losses later.
(Progress 579/790: 5 resources per die) [30, 11, 11, 22]

Work has continued on laying the groundwork for proper reforestation, with mass seed bombing, and substantial progress towards building up proper scrubland across vast swathes of Initiative territory, alongside trying to build up wetlands, and other key areas. However, it has significantly slowed in recent months, as resources have been more prioritized towards other areas, most notably beginning to deploy various genetically edited crops in a more thorough and widespread manner.

At the same time, it has become increasingly clear that politically this is simply no longer a priority. Parliamentary hearings on Treasury affairs have repeatedly enquired as to why the Treasury has continued to pour effort into this project, especially given the other priorities that the Agricultural department has to worry about. While the vast majority of these hearings are routine things, ensuring that the Parliament and its agricultural committees and subcommittees have their finger on the pulse of the Treasury, it is an interesting position to be in, carrying out a commitment to a party that no longer has political power to back it.

Junior Undersecretary for Ecology Charles Eco was in a hearing before the Agricultural Committee earlier today when MP Alexey Korolev (Dev) asked why so many resources were being sunk into into the far off wastes while much more useful projects like the vertical farming and aquaponics are left to languish. Before the undersecretary could answer, MP Seob Youngjae (Rec) interjected, noting that he personally wrote the Nature Restoration Act of 2063, and that it is, in fact, law, even if he and other members of the Biodiversity Party have joined the Reclamation Party after the election.


[ ] 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) (Times Out Q1 2066)
(Progress 160/160: 15 resources per die) (+1 Capital Goods)
(Progress 100/165: 15 resources per die) (+1 Capital Goods) [45, 45]

Early ballistic vests came in two primary formats. Heavy plates of metal armor, and multilayer silk and cotton. It is the latter that is by far the more important, especially for Initiative police and civilian interests. The police and law enforcement more generally, are primarily using surplus hardware, with some dating back all the way to the Second Tiberium War, especially with the Home Guard taking priority in many cases for immediate post military uses. However, significant amounts of spider cotton makes it practical to begin issuing a variant on standard military vests, somewhat cutting down on protection in exchange for flexibility, weight, and comfort - while still remaining practical against the majority of expected threats, as being brought under fire from military grade weaponry is an extreme rarity, even in an age of shadow teams and insurgents.

Outside of that, there are more civilian oriented needs, including rope, and most importantly, treated cloth. A sufficiently tightly woven silk is effectively waterproof, and so can provide a lightweight protection comparable to significantly harder to produce waterproofed fabrics or even rain jackets. A significant portion of the savings and increase in capital goods availability from the spider cotton is not the cotton specifically producing a good, but rather the cotton removing steps in the production of goods already being manufactured by other means.

However, the biggest impact has actually been to power systems, specifically belting. While rarer in the modern day, most early factories powered themselves with a single energy source, either a water wheel or a steam engine, and then moved the energy around on a series of shafts and belts. While for the vast majority of projects in the modern day, separate engines are safer and more practical, the spider cotton is starting to be used for belting, producing systems that are long lasting and significantly resistant to stretching, the most common problem found in previous generations of belts.


[ ] Tarberry Plantations (Phase 4)
Tarberries are only useful in relatively limited quantities, with overuse potentially damaging many engines in Initiative service, and there being only so many engines to feed. Significantly more production is simply not warranted at this time, but a limited additional pool may be productive.
(Plant Genetics) (Times Out Q1 2066)
(Progress 115/65: 10 resources per die) (+1 Energy) [26, 34]

A final major wave of tarberry plantations has reached some level of completion, and tarberry bricks are continuing to stack up in Initiative warehouses. Part of the reason for the limits is that the primary users of fuel engines is the Initiative military, with civilian ICE vehicles being a comparative rarity, as the Initiative produces only a handful of armored cars for protection details, and private construction builds nothing bigger than what would have been considered a Japanese style Kei car, with engines of no more than a hundred cubic centimeters – and even then, fuel infrastructure is a significant barrier to entry for the vast majority of car users.

Strategically, the military is very welcoming of the strategic fuel reserve, because, fundamentally, it means that they can store and ship a now sizable fraction of their fuel needs without relying on specialized tankers, instead being able to deliver pallets of fuel on the same trucks as their food, ammunition, and other supplies.


[ ] Laboratory Meat Deployment (Phase 1)
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 170/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy) [31, 24, 18, 39]

Most of the lab meat has been snapped up almost as soon as it hits the shelves, a combination of there being significant amounts of pent up demand, and more importantly, the novelty factor. While still not steak by any metric, the experimental nature of it has encouraged demand. However, most people are not coming back around for a second shot, instead going back to old reliable staples for the vast majority of their protein needs.

Laboratory Meat Review: A return to the old days, or the next fungus bar?

Larry Henderson

Alright folks, time for yet another new food product review. This time, it purports to be meat. Actual, no shit, beef in this case, although there are other options, which will come in future reviews.
To begin with, we are going to start with a classic American staple, the hamburger. For that, we are using a standard, GDI specification yeasted roll, toasted in butter, and as usual, recipe in the footnotes.* Aside from that, the ingredients are simple. We are starting with preparation A, the Fine Mince, and we are making 150 gram spheres with our hands, before pressing them out into rough patties about 5mm thick. Salt and spice on both sides, today we are using a pepper blend and leave to rest about 15 minutes before cooking, which gives us plenty of time to slice up an onion, and prepare any other toppings we want. As for the pan, we are using a standard issue 20 centimeter stainless steel frying pan.

Oil the burger, and then lay it in on medium heat (approx 150 degrees). Cook until grey/brown on all sides, and then extract onto the roll. Top with onions, and the top half of the bun.

Overall, the answer is pretty simple. The burger is just not that good, and I don't see what the big deal with it is. It is a bland hunk of protein wrapped in carbs, with no real value, and having gone back and eaten it cold, it just goes grainy and unpleasant. The raw onion is an interesting touch, but not one that I would care to repeat.


* roll, yeasted, wheat, enriched.
  • 500 grams whole wheat bread flour, 13.7% protein.
  • 300 grams water.
  • 8 grams yeast
  • 50 grams powdered milk substitute.
  • 20 grams powdered butter substitute.
  • 5 grams salt.

From the comment section beneath the review video:
RamsonTheCook
Although a medium heat will cook a burger patty all the way through, what you really want for a good taste is to bake them at a high heat to develop the flavour you are looking for



[ ] 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 190/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation)
(Progress 47/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) [2, 28]
Income 1d7: [4] = +75 RpT

In precision engineering millimeters matter. The same is true in the Italian Red Zone. 'Cleared' ground laid with railways has had Tiberium outbreaks tear through the soil and transport links. There are frequent ion storms which prevent communications and leave ZOCOM patrols cut off from command and support. Packs of roaming wild beasts eerily reminiscent of hounds with crystals growing from their backs stalk patrols and are driven into a frenzy by the sonic emitters attempting to slow the spread of Tiberium. And almost every day after a long day's work and heading to bed exhausted, work crews awaken to find the glacier cliff-face healed as if days and weeks of mining had been but a dream. Teams are being rotated out as morale is low and yet, the numbers do not lie. More Tiberium is being harvested and the mining operation is gaining ground as new loads of gear and tools arrive to replace those damaged by the crystal. Most important of all, Tiberium is being pushed back in other places.

The abatement is slowly having an effect, not just in Italy but throughout Europe. Even with everything the alien landscape can throw at them, the glacier mining teams cling on tenaciously and take ground steadily. Other operations push forwards in leaps and bounds as even the most skeptical by now are grudgingly admitting to some sort of remaining link between the Red Zone's Tiberium fields. The sheer wealth of resources itself that are being harvested from Red Zone One's glacier mines are almost an afterthought compared to the struggle for Tiberium containment and abatement. This progress however comes at a cost with increasing demand for Zone Suits and harvesting gear to maintain the blistering pace of operations.

"And, as you can see, there has been a notable increase in the loss of Zone Suits and other resources since we started pushing the Italian front. Not so much in personnel, thankfully, but there is reason to ask if we can keep expanding our efforts in the Deep Red in the longer term."
  • Danial Wibowo, Abatement Office Monthly Strategy Meeting


[ ] Xenotech Tiberium Processing Plants (Stage 2)
A serious second wave will again jump GDI's STU output. There are currently many projects waiting in the wings for boosts in resources that can be made practical by the greater supply of STUs.
(Progress 300/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)
(Progress 61/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor) [20, 8, 32, 32, 37, 27, 11, 22]

Engineers are, in some ways, a renewable resource. However, they are also a resource that has had to be husbanded carefully, and many of yours are rapidly, and of their own accord, reaching very close to the point of burnout, and others have already hit walls in their scramble to push new facilities into productivity. It is something where, for many of them, vacation time has been a requirement from their superiors, telling them to pack their bags for one of the options that is more off the grid, and usually under guard so they don't appear at the jobsite until they have had time to get an actual sleep schedule and stop requiring levels of caffeine that approach dangerous doses.

Messages from 'Managers herding engineers; thread CMV':
JacobSweeney: I swear, my engineers are like cats, I find them sleeping in the damnedest places, and they complain endlessly when you try to get them to an actual bed.
HikaruMorisato: I've had to call security on my own engineers because they tried to dodge the mandatory vacation time. I repeat, they tried to dodge the mandatory vacation time.
HumbertoLéon: My engineer told me completely straightfaced that he had 'too much blood in his coffee stream'. He was on the 8th cup I knew about, and I'm sure he had snuck in a few more. Medical had to cart him off for caffeine poisoning.



[ ] Forgotten Experimentation (Tech)
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 188/260: 30 resources per die) (MS) (-5 Political Support) [44, 19, 10, 37]

Inducing Tiberium mutation is not a new technology by any means, but there is something about the Forgotten, some common element, that makes them not only more stable and able to live a full life without being overtaken by Tiberium, but superior, drawing strength and powers that by any means could be easily described as magic.

The how is unknown, the why is difficult at best to parse. GDI's scientists have long suspected a common genetic component, some theorizing that all Forgotten are descendents, at some remove from Kane, although this has never been more than a breakroom theory. However, the overall results of genetic testing, while there are definitely significant overlaps, do not show a set of specific marker genes for the Forgotten as a whole.

Similarly, there are a few other theories, the most notable being a chemical contaminant, and once again, things have not entirely panned out. While some perfluoroalkyl and polyfluoroalkyl substances are universally found in the blood of the Forgotten, at significantly higher levels in nearly all cases than reference humans; Testing whether those chemicals are what lead to forgotten mutations suffers from deep ethical concerns, and more broadly, any attempt to induce such mutations runs into concerns of various forms.


[ ] GDSS Columbia Bays (1 each)
-[ ] 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 297/295: 20 resources per die) (+1.2k Permanent Residents) [18, 8]

In the years since the Third Tiberium war, a significant fraction of the GDI population old and new have been made refugees at least once in their lifetime, amidst the chaos of other conflicts and border disputes since then. Many of the older GDI citizens and many former Yellow Zone citizens share a common history, not only in fleeing war, but in fleeing the creeping spread of Tiberium as well.

There have also been more mundane reasons for moving such as to find work. This is particularly in the cases of Tiberium related industries and military families, but also those living out of fortress towns, family accommodations on military bases, or aboard ship, the cramped quarters on the Columbia have been the source of many times more applications than there are spaces.

Applicants have thus been pruned ruthlessly even after a first pass for psychological suitability. There is a small but significant minority of spaces being assigned to heavily vetted former Green and Yellow Zone citizens. This is in part a public relations move to demonstrate the opportunities in space aren't just for 'Original' Blue Zone citizens, but also reflects that the Yellow Zone citizens have a history of communal living and are predisposed to handling the cramped quarters on a long term or permanent basis.

The rooms themselves have space for the beds and some small personal effects, with liberal use of every nook and cranny for overhead storage and other storage options. Despite that, wardrobes are sparse and most 'apartments' have very little room for recreation. Lacking kitchens and dining areas within almost all of the personal dwellings, the bay makes heavy use of public cafeterias and kitchens as well as a communal cinema for larger gatherings.

All in all, it provides a homely atmosphere as described by those living there. Some concerns remain over widespread adoption of the style of housing, but for those chosen, even those with varying backgrounds are adapting quite well to the change in their living conditions.


[ ] GDSS Shala Bays (6 available)
-[ ] Species Restoration Bay (Stage 2)
A second species restoration bay is going to focus much more on larger animals and plants, primarily from the temperate biomes of earth, as they are some of the easiest to maintain, and are likely to be the first to see practical implementation due to the location of many of GDI's Blue Zones.
(Progress 256/255: 20 resources per die) [31, 17, 38, 45]

The second assigned species restoration bay has seen significant quarrels over what should be restored. While there is significant pressure, especially from the public to see significant numbers of large mammals, like deer, racoons, and other elements often seen as being symbols of a healing nature, bypassing the often more important plant life. While a deer may be photogenic, a longleaf pine is in many ways more important, representing a long living key species, not just a plant, but a home for birds and rodents, a root network keeping the soil in place, and often hosting a network of fungi among its roots.

Parus Major
[Censored]
Rule 5 breach, take a 3 month ban -EVAMod

Sula Leucogaster
[Censored]
Rule 5 breach, take a 3 month ban -EVAMod



[ ] Lunar Homesteading (Phase 2)
A second wave of homesteads will expand on the first, and combine expansions on the mining site approach, and more importantly for long term settlement begin moving away from the extractive model, looking towards expansions on services, and establishing basic lunar refining and manufacturing.
(Progress 250/250: 30 resources per die) (1000 residents)
(Progress 217/250: 30 resources per die) (1000 residents) [11, 35, 33, 41, 18, 16, 33, 23, 45, 37]

The Lunar homesteads aren't quite as simple as just carving out new rooms from the rocky surface of the moon. Relying on the Lunar soil alone would mean the housing almost certainly isn't sealed, a death sentence with the Moon's lack of atmosphere. However, the work is still relatively simple, particularly with GDI's experience in building the orbital stations and the Lunar mines.

It has by now settled into something of a routine. The mining teams exhaust veins of useful ores and follow on teams begin widening the tunnels, carrying out rationalizations to avoid the homesteads becoming a confusing labyrinthine warren of tunnels. After ensuring the room is properly supported to avoid cave-ins the homestead's pre-built walls and other materials are shipped in, sealed, and bolted into place section by section.

The modular homesteads are far from uniform, with differing design layouts adapting to the path of least resistance carved by the mining operations. But each section connects neatly to the next and as soon as one of the shells is completed and tested other teams move in, still in pressure suits, and begin with the more delicate internal wiring, plumbing and other necessities of life. They have the feel of frontier towns, where everything is simultaneously brand new, but also hard-wearing and durable. This is in case of any accidents in the not so far off mines, not to mention the inherently hostile environment of the lunar surface.

First priority for housing spots goes to workers in the mines, but as families are brought in the beginnings of more 'ordinary' jobs slowly begin to appear. For the present, most are in catering for the miners or construction crews. Despite that, there are growing numbers of residents in the Lunar homesteads and in the Orbital stations calling for not only greater amenities and some home comforts, but also to provide spaces for work and more opportunities for employment.

In some ways this mirrors earlier complaints regarding GDI arcologies and apartments. While it may be housing, it is thus far overwhelmingly almost only housing, with increasing amounts of people lacking employment and entertainment.

They've got coffee, they've got Wi-Fi, they've got toilets, they're good to go. Although with these low-G models, if you look at the blueprints, the shit is supposed to hit the fan.
-Ashley Johansen, engineer, video message sent to family on Earth


[ ] Autodoc Systems Deployment
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 385/280: 30 resources per die) (+4 Health, +6 Emergency Health, -3 Capital Goods, -3 Energy) (-5 Political Support) [22, 37, 31, 1, 48, 19, 38, 49]

[ ] Transhuman Technology Deployment (New)
While there are significant bioconservative elements within the Initiative, and the scars of CABAL and the numerous other technological horrors unleashed by the Brotherhood of Nod run deep, the sheer level of capability of next generation bioware and cyberware is too great to be ignored. Taking steps beyond the limitations of humanity represents a bold new frontier, both in terms of life extension, and more importantly, retention and restoration of quality of life for many in the Initiative.
(Progress 342/300: 30 resources per die) (+10 Health, +5 Labor, -5 Capital Goods) [17, 35, 33, 33, 37, 11, 24, 12]

The autodocs are still very much unpopular with the general public, but when combined with the transhuman technologies being deployed, they have become transformation chambers. Gals walk in, and guys walk out, and vice versa. While certainly something of an exaggeration, given the still long recovery periods, and the often serious side effects, it is quite a major shift from any prior medical interventions.

Similarly, the military has been quite interested in the programs – especially the navy, as an autodoc system can be integrated into their warships, providing some of the best medical care on the planet, while cutting down on the crew and specialist requirements of sickbays across the fleet. Compared to many other things, maintaining a stock of personalized cells aboard each ship is not particularly difficult, and trims down on the often undesirable (if good for career prospects) shipboard medical postings.

It is in the general civilian sphere that the system has continued to see pushback, with the vast majority of patients requesting human doctors, rather than autodoc visits, and being willing to be added to waitlists in many cases, rather than enter one of the civilian pattern autodocs.


[ ] 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 81/100: 20 resources per die) [17, 28]

Particle beam weapons are nothing particularly new for the Initiative. Weapons like the Merlin personal ion cannon have a long and hallowed history in the arsenal of the Tiberium Wars. However, they have always had three overlapping problems preventing extensive service on GDI's part: weight, impact, and heat management.

In terms of weight, the Brotherhood's system seems to have made significant compromises to a number of critical safety features, most notably the shielding for the primary accelerator housing, and the Tiberium power cell that provides the vast majority of the energy used. For infantry purposes, the power cell is effectively a requirement, as otherwise the weapon consists of a heavy rifle, plus a fifty-kilo (or more) tethered backpack for power, while still somehow needing to find an effective means of cooling it; the cell reduces the weight to a (still fairly heavy) rifle, plus a twenty-kilo backpack of water based coolant.

Impact wise, the particle beams are not particularly special in most ways. Simply put, they bracket the difference between a heavy rifle and a light machine gun, with some of the advantages of each. What makes them useful is their extreme velocity, meaning that they can generate hits at long range with minimal delay and comparative pinpoint accuracy, and their recoil impulse being sustained and even, rather than the repeated shaking of a standard firearm.

Finally, there is heat – and heat is the real killer, as even with the advances in heat sinking and heat dispersal technologies, there are a number of key elements that Initiative scientists have not yet figured out how to replicate, leading to a number of early prototypes having the focusing barrels melt during sustained fire testing.

While work towards completing a practical particle beam weapon has not yet borne fruit, the Treasury has seen fit to authorize continued work after the first prototypes have been deployed given the number of other plasma, particle, and similar systems that are in various development bureau projects and basic science programs.


[ ] Ultralight Glide Munitions Deployment (Phase 2) (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 150/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 35/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

The Initiative's current stocks of glide munitions are almost entirely stored in the naval bases around the Indian ocean. While after accounting for the expected rate of expenditure in the Karachi offensive there are only days of bombs available, this is because the air force is planning on maintaining hundreds of aircraft in the area of operation on a round-the-clock schedule, so it should still be enough to seriously degrade Brotherhood systems. The missiles will primarily be used in ARM modes to degrade Brotherhood sensor systems, or lofted to provide a safe second strike package against targets that would see recovery actions or otherwise survive the initial salvoes.


[ ] NovaHawk Development (High Priority) (Platform)
The Firehawk, as GDI's core 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 59/40: 15 resources per die) [30, 29]

The Novahawk program has largely been a problem of competing needs and desires. While it is currently possible for the Initiative to build something that is essentially a clone of the Barghest Bis, or the Kelpie, neither fits particularly well into the Initiative's overall doctrine for air power. Instead, the Novahawk program has focused on something different: Impulse Jets. Rather than trying to use the Brotherhood's repulsortech systems to provide primary power, they are being used primarily to simplify the Novahawk's engine system. While running the whole aircraft on repulsorplates would be extremely STU intensive, it takes significantly less to be able to move it at about a half meter per second as a secondary drive for VTOL operations or emergency landings.

In terms of armament, the Novahawk has an integral laser for relatively-close-in defense against Barghest-type dogfighters, but will continue to primarily use missiles for both anti-air and anti-ground missions. The laser is a multirole system, able to both burn incoming missiles out of the sky in a roughly twenty degree arc in front of the aircraft, and shoot down enemy aircraft. While some pilots have requested a kinetic option, that has so far been shot down as less capable and more expensive to add on.

Overall, the aircraft looks, externally, very similar to the firehawks it is intended to replace. The biggest differences are along the main fuselage, which has a number of additional bulges for the repulsor plate system, and from the rear, the engines are significantly more shrouded, due to them no longer needing nearly as much vectoring, adding protection and some degree of thrust.


[ ] Next Generation Armored Vehicles (Platform) (Merged)
GDI's mainline armored vehicles, from the Guardian APC, to the Predator, Mammoth, and the array of other platforms based on the core chassis have become a noose around the Initiative's neck. Across the entire fleet, the platforms have effectively reached the endpoint of what can be practically done to them. A redesign from first principles integrating new technologies and doctrinal requirements is needed to renew the vehicle park.
(Progress 77/160: 30 resources per die) [21, 20]

To describe the program overall, the three best words to describe it are unfocused, competitive, and most critically, theoretical. In short, GDI's technological base has fundamentally shifted in the last twenty to thirty years since the vehicles of the last generation took their final forms, and the modern arsenal offers fundamentally new capabilities, ranging from drone systems, to lasers, plasma, shields, and a dozen other elements.

For the APCs, work has been slow, with months of competitive testing on the most important part, the troop bay, and the exits. With over a dozen contenders, the problem has been, primarily, trade-offs. A more open troop bay requires more space, in turn increasing the size of the vehicle along with the attendant costs, armor, weight and so on. On the other hand, more cramped bays are more difficult to get around in, and far more difficult to bail out of. And then there are the styles of opening. Standard back hatches and drop ramps are by far the most convenient for foot infantry and for using the vehicle as a cargo transport. However, they also provide a very clear weak point compared to some of the other options, with a pair of designs offering up a set of top hatches, easy enough for even the Defender pattern to hop out of, allowing the entire squad to exit the vehicle extremely quickly and spread over a full 270 degree sweep, compared to a hatch being both much slower for power armored troops, and limiting egress routes.

The two Armored Fighting Vehicles contests in the programs have seen dramatically different approaches. The Predator replacement has mostly been a fairly subdued, limited, and fundamentally conservative project. Iron-air batteries to replace the lithium ion options. An upgraded point defense system that removes the current 'wedding cake' in favor of a more integrated defensive system using small caliber railguns both for point defense and anti personnel work, although that is still competing with an Infernium laser system essentially ripped straight off of a Brotherhood buggy. The differences between the proposals from the various bureaus have been in the details more than anything else, with some opting for a shimmer shield, others for a set of buckler emitters, and a few handing in proposals for a fully particle-shielded fleet, although the last one would be both incredibly expensive, and more importantly, be forced back to a chemical gun, as the power pack is far from large enough to be able to feed both the shields and the railgun in such a case.

The Mammoth on the other hand has seen exercise after exercise in utter absurdity, with designers going all the way up to mounting plasma weapons and shields on the vehicles. While the frontrunner is still a relatively constrained design, primarily focusing on sensors and survivability, while maintaining the standing arsenal of railguns, missiles, and rapid fire railguns or laser systems, other draft designs have experimented with concepts such as triple railgun mounts or high-elevation ion-cannon turrets for anti-Varyag work.

Finchley2022: The Skybreaker is just such a stupidly niche unit. It's a super heavy AA that can't AA against anything but the 'we swear it is not a Varyag' skyships, but dear god does it smack those idiots out of the sky, and outright vaporize any unlucky flyer it happens to catch.
AngelOfNoMercy: You can also force it to fire against ground units, although that requires manual input of course. Vaporizes everything, including the super bunkers.

  • Valorous Battalion forums

[ ] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority)
While the tip 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 260/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor) [19, 12, 9, 29, 43, 39]

Initiative Ground Forces are a very mixed bag, with their umbrella covering a large number of different unit types – with the Army, Marines and Naval Infantry being the biggest three, but over a dozen groups in total, each with their own different needs, organization and use cases. Marines, for example, are primarily trained for over-the-beach operations, with a significant focus on landing on opposed fronts. While other forces are certainly trained to fight like this, none make it a focus the way the Marines do. Comparatively, the Naval Infantry serve primarily aboard ships, and in securing naval facilities, able to operate both at sea and ashore, but lacking in much of the equipment for operations over the beach.

However, it is the smaller units that are beginning to see improvements. Units like construction battalions, security detachments, and other specialized roles have begun to see squad after squad training for operations in powered armor, providing them with more safety, and the ability to carry significantly more equipment.

Beyond that, much of current armor production armor is actually slated for storage, because the Karachi offensive is expected to chew through the spearhead in short order. While the personnel losses are likely to be significantly lower than previous infantry offensives, the material losses are likely to be extremely high, with an expectation that every Zone Trooper in the field will go through approximately a whole suit over the course of the campaign. Whether GDI can maintain that level of loss, even with every day bringing greater production, is still an open question.


[ ] Fast Twitch Myomers Development (Tech)
Myomers, much like muscles, have differing twitch speeds. GDI has focused primarily on some very slow twitch speeds, emphasizing reliability and power over speed. That is not always the best of decisions, however, with faster twitch speeds meaning that a vehicle, or theoretically a person, can leap and sprint significantly faster than the more pedestrian speeds currently attainable.
(Progress 108/60: 10 resources per die) [33, 39]

The fast twitch myomer is a fundamentally different product from the slow twitch myomers currently in use. Much like the other variants, it is an electroactive protein chain, but rather than designed around maximum force, the myomer contracts almost three times as quickly, but with not even a third of the strength The biggest difference however is in the processing, as the fast twitch myomer bundles are significantly thinner than the slow twitch and so much more can be produced from a single batch.

In terms of impact, the biggest is going to be in the field of cybernetics, as one of the more common complaints in terms of quality of life is simply the lack of fast twitch reflex. It is genuinely difficult to do simple things like catching a rubber ball with a cybernetic hand, or many of the other simple tasks that require a person to snap their arm or hand quickly. Lifting weights is one thing, but the limited speed of the current myomer bundles often makes people feel like their limbs are not as responsive as they want. Aside from that, the Talons want to do a minor refit to their Havocs, using these bundles to provide a starting boost for their Havoc mechs, flinging them into the air, and giving the jump jets a significant leg up, extending the range of their leaps by up to sixty meters.

In most cases, the myomer bundles are going to be mixed, with different specialities for different purposes. For example, with myomer harnesses carrying guns, the vast majority are going to be switched to fast twitch, as there is plenty of space around the gun for the myomer bundles to contract, and increase the responsiveness of the system. On the other hand, most of the limbs are going to be quite different, sticking primarily with slow twitch for strength, and using small amounts of fast twitch for other purposes.

Deployment is likely to be fairly small scale overall, with the vast majority of GDI's need for myomers met by the slow twitch versions. About ten percent of current myomer production is likely to be replaced with this new variant.
A/N 1: Link to Ko-fi. It does really help. Ko-fi.com/ithillid
 
Last edited:
Q4 2064
Q4 2064

Resources: 1360+225 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)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 105
SCIENCE Meter: 3/4

Tiberium Spread
25.405 (+0.285) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.01) Cyan Zone
23.375 (+.235) Yellow Zone (99 points of mitigation)
51.15 (-.49) Red Zone (87 points of mitigation)

New Tiberium Spread
25.755 (+0.35) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.00) Cyan Zone
23.725 (+.35) Yellow Zone (96 points of mitigation)
50.45 (-.70) Red Zone (86 points of mitigation)


Current Economic Issues:
Housing: +88 (+85 LQ, +3 HQ) (1 high-quality housing per turn)
Energy: +45 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +35 (-4 from military activity)
Food: +46 (+26 backed reserve, +5 unbacked reserve)
Health: +41 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +42 (+2 per turn from Distributed Industrial Authority) (+405 in reserve)
Consumer Goods: +45 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +22 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2895/4800)‌ ‌(545/2450 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +14
Taxation Per Turn: +225 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +14 per turn
Production: +43 per turn (5.7 HG, 15.9 IHG, 22.2X)
Consumption: -29 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard)
7 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
-1 Navy (Lasers)

Projected Fusion Power Plant Decommissioning
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2066
-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)‌ ‌
Developmentalist: 705 (200; 400; 75; 30) 17.6%
Militarists: 629 Seats (300; 100; 200; 29) 15.7%
Starbound: 618 Seats (400; 100; 100; 18) 15.5%
Market Socialist Party: 555 Seats (300; 155; 50; 50) 13.9%
Socialist Party: 493 Seats (250; 100; 93; 50) 12.3%
Free Market Party: 405 Seats (50; 150; 100; 105) 10.1%
Initiative First Party: 334 Seats (0; 34; 100; 200) 8.4%
United Yellow List: 117 Seats(80; 30; 7; 0) 3%
Reclamation: 99 Seats (50; 40; 6; 3) 2.5%
Homeland: 41 Seats (20; 10; 5; 6) 1%
Open Hand: 4 Seats (2; 2; 0; 0) .1%
Total: 4000 Seats (1652; 1121; 736; 491)

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

Plan Goals
Provide 13 Consumer Goods points from the Treasury
Increase Income by 205
Increase population in space by 11.25k
Provide 12 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
Complete North Boston Phase 5
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Reforestation Campaign Preparation Phase 2
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions 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.



Infrastructure (5 dice +27 bonus)


[ ] Blue Zone Arcologies (Stage 5)
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 150/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] Rail Network Construction Campaigns (Phase 6)
With lines laid and preparations made for exploitation of areas opened by the Trans-Continental rail line in North America, this phase will be shifting focus. Much more work will go towards secondary rail links in central Blue Zone areas, and replacing some lines that have become sub-optimal with better-situated connections.
(Progress 60/245: 15 resources per die) (+3 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 0/100: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/195: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)

[ ] Postwar Housing Refits (Phase 2)
Expanding the program and shifting yet more housing to higher quality models is something that large parts of the Initiative support in theory, and yet substantial groups oppose it in practice. While the housing is degrading at a noticeable clip, and will eventually either have to be torn down or refurbished, it is a much more complicated question than it first appears.
(Progress 33/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)

[ ] Japan-Korea Tunnel
While building a tunnel underneath the sea of Japan will be a monumental undertaking, it will provide a rail connection between the two areas, joining them together into a single overall rail network, providing for both rapid transit and an easing of logistical linkages. It will likely mostly carry perishable goods that currently require air transport or fast courier ships, along with a regular passenger service.
(Progress 0/350: 20 resources per die) (+3 Logistics)

[ ] Drone Logistical Integration
With advances in drone control capabilities more can be done to hand off logistical tasks to automated systems. Although fully automated vehicles on public roads are not likely, many cargo handling facilities can easily be adapted to full automation without the need of a human presence on the work floor.
(Progress 145/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy)




Heavy Industry (5 dice +34 bonus)


[ ] U-Series Alloy Foundries (Phase 6)
Shifting goals from bulk alloys to more specialist systems, tib resistant cutting blades will be a relatively minor but significant shift in GDI's ability to harvest Tiberium. While it will be expensive for what GDI gets out of the program, it is also an investment in the core technologies and competencies of working with STU based alloys.
(Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 5)
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 29/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than five dice can be spent on 2nd Generation CCF per turn)

[ ] 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.
(Progress 0/90: 30 resources per die)
(Progress 0/180: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/360: 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 143/935: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1800: 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 0/150: 25 resources per die) (-2 STUs)


Light and Chemical Industry (4 dice +29 bonus)


[ ] Bergen Superconductor Foundry (Phase 5)
A fifth and final stage of expansions will see Bergen reaching its logistical and practical limits. While building inside of mountain ranges is certainly secure, it is far from ideal, with the final expansion to the facilities requiring a substantial investment in blasting new tunnels into other mountains. Additionally, it will require substantial investments in port infrastructure to move the massive quantities of superconductors out of the region.
(Progress 483/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Adaptive Cloth Factories
While primarily for consumer goods, adaptive cloth is adaptive cloth, and the production will also feed into military procurement among other fields. Mostly, the Initiative will solely be producing the cloth, and then farming it out to private fashion houses, and Initiative backed design studios to do much of the work of integrating it into things that people will actually wear.
(Progress 0/300: 15 resources per die) (+5 Consumer Goods)

[ ] Factory Automation Programs
While LCI has already seen substantial downscaling in required labor, it is something that can be brought to an even more extreme level with the deployment of drone control systems, moving people off-site, and reducing the staff counts even further.
(Progress 75/280: 15 resources per die) (+4 Labor, -4 Energy)

[ ] Civilian Exosuits (New)
With the Initiative seeing significant development of myomer-based technologies, and a handful of small companies building so called "recreational" exosuits by hand, it is likely quite possible for the Initiative proper to begin building a substantially refined version, and putting it into the field both to increase labor productivity, and provide a dual use system for some forms of civilian power assisted armor for the Home Guard.
(Progress 0/85: 20 resources per die) (+1 Labor)

[ ] Laser Printing Plants (New)
New generations of laser systems allow for significantly improved laser deposition printing, effectively allowing fast, high-precision 3D printing in a wide variety of previously difficult materials. While not useful for everything, it should now be possible to effectively print out components that previously had to be forged.
(Progress 0/150: 20 resources per die) (-4 Energy, +2 Capital Goods)

[ ] White Goods Programs (New)
White goods are major home appliances. While the state of the art has progressed in the last fifteen to twenty years, nearly all of those appliances in GDI's houses are old models, designed before the Third Tiberium War, and in many cases significantly before then. While wholesale immediate replacement is not viable, looking at the progress in various fields, should allow for GDI to make some efficiencies and conveniences more readily available.
(Progress 0/200: 15 resources per die) ( -1 Capital Goods, +4 Consumer Goods, +1 Energy, +1 Labor)



Agriculture (6 dice +29 bonus)


[ ] Reforestation Campaign Preparations (Phase 2)
While politically open at this point, the reforestation campaigns have been scaled differently, abandoning goals of biodiversity, while instead focusing on securing as much land as possible. While some of the measures are likely to require abatement of their own, land secured now, is far more important than potential losses later.
(Progress 579/790: 5 resources per die)

[ ] 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 18/125: 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 78/215: 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 3)
Continuing to expand Spider Cotton production is likely to see more uses found, but is at the same time, an expensive process, especially given the sheer quantities of spider cotton required for many of the more out there proposals.
(Progress 100/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)

[ ] Laboratory Meat Deployment (Phase 2)
Initial laboratory meat development has a significant oversight, specifically in the expected skill level of the average cook, and so a significant public outreach is needed, not only to reassure people that the food is good, but also to teach people how to cook with meat again.
(Progress 0/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)


Tiberium (7 dice +39 bonus)


[ ] Tiberium Vein Mines (Stage 11)
While no longer positive in terms of abatement resources freed up, vein mines still represent a significant way for the Initiative to increase its Tiberium mining output without either requiring significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the red zones of the world.
(Progress 4/165: 20 resources per die) (Additional Income Trickle [25-35]) (-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 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Deep Red Zone Tiberium Glacier Mining (Stage 5)
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 47/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (1 stage available) (2 points of Red Zone Mitigation)

[ ] 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 54/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 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 38/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (0 Stages available)

[ ] Xenotech Tiberium Processing Plants (Stage 3)
While continued expansion would make significant differences to GDI's ability to produce STUs, there are major countervailing concerns, especially as this technology largely remains beyond the cutting edge, maintained in most cases more by a network of ongoing apprenticeship and on the job learning, rather than functional training programs.
(Progress 61/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)

[ ] Hewlett-Gardener Mothballing (Phase 1) (New)
With the xenotech refineries coming online, and the older Hewlett Gardener model refineries significantly outmoded, mothballing the old plants and keeping them as a standing reserve would free up significant resources tied up in their continued operations.
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 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 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)

[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated)
While still a bridge too far for many in the Initiative, and a political albatross, the redesigned versions, built as hybrid refineries and power plants, will both send out a trickle of resources, and produce noticeably more energy.
(Progress 4/125: 20 resources per die) (-10 Political Support) (+12 Energy) (+5 Resources Per Turn)

[ ] Enhanced Harvest Tiberium Spikes (Phase 2) (Updated)
While still politically controversial, and substantially unpopular, using Tiberium Spikes to pull deeper Tiberium into contained areas is a practical means of abating deeper Tiberium without losing significant amount of progress on abating surface Tiberium.
(Progress 78/180: 20 resources per die) (-5 Political Support) (+10 resources per turn)

[ ] 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 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)

[ ] Forgotten Experimentation (Tech)
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 188/260: 30 resources per die) (MS) (-5 Political Support)

[ ] Secure Yellow Zones
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 pointillist empire, creating bases for further operations around the world.
(Progress 0/300: 25 resources per die) (+.16 Green Zone)
(Progress 0/300: 25 resources per die) (+.20 Green Zone)
(Progress 0/300: 25 resources per die) (+.24 Green Zone)



Orbital (7 dice +34 bonus)


[ ] GDSS Columbia Bays (1 each)
-[ ] 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 0/295: 20 resources per die) (+3 Food, +6 Food in reserve)
-[ ] 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 0/255: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)

[ ] GDSS Shala Bays (4 available)
-[ ] Experimental Crops Bay (Stage 1)
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 are potentially too risky to allow out into the wild, but could offer a wide array of benefits..
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)

-[ ] Animal Husbandry Bay
While most of the effort is going to plants, animals have often 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 0/255: 20 resources per die) (+6 Consumer Goods)

-[ ] High Efficiency Void Crops Bay
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 0/210: 20 resources per die)

Lunar Operations

[ ] Lunar Mining Projects
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 0/185: 20 resources per die) (+15 resources per turn)

[ ] Lunar Homesteading (Phase 3)
Continuing Lunar Homesteading projects are a combination of beginning to build basic community facilities, including low gravity pools, community exercise spaces, and other amenities, alongside expansions of living space, primarily in already existing homesteading spaces.
(Progress 217/250: 30 resources per die) (1000 residents)

[ ] Aldrin Planned City (Phase 1) (New)
A ring around the landing site of Apollo 11, the first true city of the Moon will be an enduring symbol of GDI's claim to the stars. A dedicated spaceport, refining, and industrial facility will begin producing a substantial quantity of capital goods, and redefining what it means to live in space.
(Progress 0/250: 30 resources per die) (1000 Residents)
(Progress 0/500: 30 resources per die) (2200 Residents) (+1 Capital Goods, +3 Energy)
(Progress 0/1000: 30 resources per die) (5000 Residents) (+3 Capital Goods)
(Progress 0/2000: 30 resources per die) (10,000 Residents) (+6 Capital Goods)



Services (4 dice +35 bonus)


[ ] Fifth Generation Electronic Video Assistants
The fourth generation of EVAs was something of a wet squib, pushed to readiness too early and with too little in the way of support, leaving refits both expensive and doing relatively little. However, GDI's computing technology has advanced in leaps and bounds, providing significant hardware and software advances. This, combined with the lessons learned from previous generations, has provided the opportunity for a new, better-supported generation of EVAs.
(Progress 152/200: 40 resources per die)

[ ] 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 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Rage Engine Development (Tech)
The Brotherhood of Nod has used, on a limited scale, so-called Rage Generators, subliminal messaging systems that inflict feelings of paranoia, hatred, and fear, able to turn even elite GDI units against each other. While the process is less than useful for GDI in combat applications, various forms of emotional control system could be very useful in treatment of PTSD and other psychological traumas.
(Progress 0/80: 25 resources per die)

[ ] Wet AI Development (Tech) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 0/240: 30 resources per die)

[ ] Stasis Box Development (Tech) (MS)
While there are many means of preserving things, most require keeping the thing in a particular state, usually either very dry, or very frozen. Adapting the Visitor stasis devices offers significant potential benefits in a number of fields, including food storage, medicine, and high energy industrial applications.
(Progress 0/120: 30 resources per die)

[ ] Projected Hardlight Development (Tech)
While the Initiative has a number of hardlight systems, so far it has mostly been a curiosity rather than a practicality. However, refinements and improvements in shield technology, and refinements in the means of projecting combine to produce a set of hardlight interfaces that can be scaled out to a relatively small room, allowing touch without touch, giving both tactile feedback, and the safety of gesture based controls, among other things.
(Progress 0/60: 15 resources per die)

[ ] Naquada Ring Experiments
Enhancing the paired portals through a use of naquada rings, starting at about 50 centimeters across, should, if the scientists are correct, allow for the deployment of not only communications, but actually sizable amounts of material, especially materials that tend to have greater difficulties being moved up and down the gravity well.
(Progress 0/80: 50 resources per die) (Must have at least 10 STU production spare) (+2 Orbital Dice, 15% Progress reduction.)

[ ] AI Development Programs (New)
While Erewhon was a proof of concept, and will not be replicated, work on future artificial intelligences will fall under two parallel programs: Dot and Deva. The goal is to build full-function artificial intelligences, capable of operating in realspace with few to no interface issues the way that Erewhon has.
(Progress 0/250: 40 resources per die)



Military (6 dice +31 bonus)


[ ] Military Logistics Drone Network (Phase 1)
Adapting drone control to the basics of self-driving trucks and other robotic assistants is not particularly difficult, and will substantially increase the tooth to tail ratio. While it will do little to reduce the need for skilled labor, many of the relatively simple driving tasks can be turned over to drone operators.
(Progress 0/200: 20 resources per die) (+5 Labor, -5 Capital Goods)
(Progress 0/200: 20 resources per die) (+5 Labor, -7 Capital Goods)
(Progress 0/200: 20 resources per die) (+5 Labor, -8 Capital Goods)

[ ] Stealth Field Generator Development (Tech)
While decades behind the Brotherhood's state of the art, and desperately behind the times in other ways, there are still uses for their stealth field generators, both to provide functional red forces for various training exercises, and more broadly to provide another string for the Initiative's bows.
(Progress 0/60: 15 resources per die)

[ ] Tib Core Missile Seeker Analysis (Tech)
While all military sensor pods have to deal, to one level or another, with the effects of Tiberium, more than most, the Brotherhood's Tiberium Core missiles are dealing with a particularly close contact, with the core often centimeters from the seeker head. The hardening methods offer a potential means of improving GDI performance in the area.
(Progress 0/60: 5 resources per die)

[ ] Initiative Laser Systems Deployment (Phase 2) (Updated)
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 will the Infernium laser find a home as GDI builds its first combat capable voidcraft. The second phase of deployment will focus on refitting the Steel Talon's Titans among other systems, including the Initiative's battleships and carriers.
(Progress 42/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)

[ ] 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 90/500: 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 41/425: 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 81/100: 20 resources per die)
(Progress 0/80: 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 229/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] MARV and Reclamator Hubs (Updated)
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. Due to GDI's voracious appetite for more STUs, hubs constructed in Red Zones will service the Reclamator variant. 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 Red Zone 1 South (Progress 0/250) (Benghazi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/250) (Matadi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/250) (Dar Es Salaam) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/250) (Istanbul) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/250) (Port Said) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/250) (Hong Kong) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/250) (Mawlamyine) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/250) (Banjarmasin)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/250) (Medan) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/250) (Wyndham)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)


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 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)

[ ] Advanced Articulation Systems (Tech)
While GDI's Zone Armor is notably effective, it is also quite stiff and difficult to move in. In large part this is due to the Initiative having to protect the joints against Tiberium infiltration, adding mass and restricting movement. As the Visitors did not have quite the same level of problems, their methods are likely to be able to make the Initiative's systems significantly more flexible.
(Progress 0/60: 15 resources per die)


Air Force

[ ] Ultralight Glide Munitions Deployment (Phase 3) (Munitions)
A final phase of glide munitions is primarily about ensuring lasting stockpiles. While GDI has enough munitions to maintain basic SEAD and DEAD projects, and some ability to strike hard targets using them, it still has the capacity to sling far more bombs than are currently budgeted for.
(Progress 35/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Factory Refits (High Priority) (New)
GDI at the moment does not need massive numbers of new airframes, especially given the number of parts shared between the old Firehawks and the new Novahawks. Therefore, it is best to focus almost all efforts on putting in the upgrades, ranging from laser modules and repulsorplate arrays, to the reshaping of the fuselage to accommodate all of the changes.
(Progress 0/150: 25 resources per die) (-1 STUs, -1 Energy) (Refit)
(Progress 0/150: 25 resources per die) (-1 STUs, -1 Energy) (Refit)


[ ] Thunderbolt II Missile Development (Platform) (Munitions)
The primary difference planned for the second generation of Thunderbolt missiles is in the fueling system. While most of the other parts of the system work well enough, the aggressive maneuvering required to successfully intercept a Barghest, Kelpie, or other high end Brotherhood aircraft puts too much strain on the missile when combined with Visitor and Brotherhood derived fuels.
(Progress 0/60: 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 0/140: 20 resources per die) (MS) (Will time out at end of plan)


Ground Forces

[ ] Next Generation Armored Vehicles (Platform) (Merged)
GDI's mainline armored vehicles, from the Guardian APC, to the Predator, Mammoth, and the array of other platforms based on the core chassis have become a noose around the Initiative's neck. Across the entire fleet, the platforms have effectively reached the endpoint of what can be practically done to them. A redesign from first principles integrating new technologies and doctrinal requirements is needed to renew the vehicle park.
(Progress 77/160: 30 resources per die)

[ ] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority)
While the tip 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 260/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

[ ] GD-3 Deployment (Phase 2) (High Priority)(Refits)(Updated)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most extensive rollout permits rapidly phasing out the GD-2 within Seo's time in office, even the most modest effort will supply the units that most need them.
(Progress 95/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/180: 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 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) (Will time out at end of plan)


Navy

[ ] Governor-A Deployment (Refits)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 126/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)

[ ] SSN Development Program (Platform)
The submarine fleet is one of the longer neglected parts of the Initiative navy, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)


Steel Talons

[ ] Unmanned Support Ground Vehicle Deployment
While the Talons will not require particularly many vehicles to see a large impact on their total deployable combat force, it will still be a reasonably expensive project simply due to the amount of automation that it requires.
(Progress 0/240: 20 resources per die) (-1 Capital Goods, -1 Energy)

[ ] Phased Plasma Weapons Development (Tech)
One of the largest challenges of building plasma weapons is keeping the plasma from coming apart in a spray. While GDI has mostly relied on various forms of laser channel, and some basic plasma shaping using magnetic and (more recently) gravitic fields, The Visitors had means of creating multiphasic plasma bolts. While it is likely to be a tricky problem, adapting them to GDI platforms will mean substantial improvements on Initiative plasma weapons systems.
(Progress 0/80: 15 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)

[ ] 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)

[ ] Tiberium Survey Facilitation (New)
While the actual progress of surveying Tiberium is not particularly resource consuming using the new detectors, it is time and labor intensive, especially given how far each team will have to travel. Bureaucracy is the greatest tool in the Treasury's arsenal, allowing them to leverage already existing assets, supply lines, and networks, without needing to expend many additional resources.
(Progress 0/400)

[ ] Campaign for Director's Chair
Putting your hat in the ring officially is the first step towards claiming the seat the Litvinov is starting to step down from. While Seo is unlikely to be the only candidate, being among the first out of the gate is a significant advantage in trying to claim the seat.


** 4 Hour Moratorium on Voting **
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 5) 150/450 3 dice 45R 8%, 4 dice 60R 75%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 7) 60/245 2 dice 30R 33%, 3 dice 45R 97%

-[] Karachi Planned City (Phase 1) 0/50 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/150 1 die 20R 1%, 2 dice 40R 94%
-[] Karachi Planned City (Phase 1+2+3) 0/345 3 dice 60R 5%, 4 dice 80R 77%, 5 dice 100R 100%
-[] Karachi Planned City (Phase 1+2+3+4) 0/735 7 dice 140R 5%, 8 dice 160R 50%, 9 dice 180R 93%
-[] Karachi Planned City (Phase 1+2+3+4) w/5 Infra dice 0/795 8 dice 160R 15%, 9 dice 180R 69%, 10 dice 200R 97%
-[] Karachi Planned City (Phase 1+2+3+4+5) 0/1515 15 dice 300R 3%
-[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%, 2 dice 20R 97%
-[] Postwar Housing Refits (Phase 2+3) 33/300 3 dice 30R 31%, 4 dice 40R 93%
-[] Japan-Korea Tunnel 0/350 4 dice 80R 29%, 5 dice 100R 89%, 6 dice 120R 100%
-[] Drone Logistical Integration 145/240 1 die 15R 47%, 2 dice 30R 100%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 6) 68/455 4 dice 160R 22%, 5 dice 200R 88%, 6 dice 240R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 2 dice 40R 3%, 3 dice 60R 79%, 4 dice 80R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 5+6) 29/540 5 dice 100R 6%, 6 dice 120R 61%, 7 dice 140R 97%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 1 die 30R 69%, 2 dice 60R 100%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 3 dice 90R 51%, 4 dice 120R 98%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/630 6 dice 180R 2%, 7 dice 210R 36%, 8 dice 240R 87%, 9 dice 270R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 8 dice 160R 5%, 9 dice 180R 43%, 10 dice 200R 87%, 11 dice 220R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 4+5) 143/2735
-[] Microfusion Cell Laboratories 0/150 1 die 25R 1%, 2 dice 50R 94%
Light and Chemical Industry 4 dice +29
-[] Bergen Superconductor Foundry (Phase 5) 483/1140 7 dice 210R 7%, 8 dice 240R 49%, 9 dice 270R 90%, 10 dice 300R 99%
-[] Adaptive Cloth Factories 0/300 3 dice 45R 11%, 4 dice 60R 80%, 5 dice 75R 100%
-[] Factory Automation Programs 75/280 2 dice 30R 16%, 3 dice 45R 92%
-[] Civilian Exosuits 0/85 1 die 20R 69%, 2 dice 40R 100%
-[] Laser Printing Plants 0/150 2 dice 40R 80%, 3 dice 60R 100%
-[] White Goods Programs 0/200 2 dice 30R 21%, 3 dice 45R 94%
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 2) 579/790 2 dice 10R 11%, 3 dice 15R 89%, 4 dice 20R 100%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 die 10R 30%, 2 dice 20R 99%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/250 2 dice 20R 2%, 3 dice 30R 74%, 4 dice 40R 100%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/375 4 dice 40R 30%, 5 dice 50R 90%, 6 dice 60R 100%
-[] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 1%, 2 dice 30R 91%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 73%, 2 dice 40R 100%
-[] Spider Cotton Plantations (Phase 3) 100/165 1 die 15R 96%
-[] Spider Cotton Plantations (Phase 3 + 4) 100/340 2 dice 30R 3%, 3 dice 45R 80%, 4 dice 60R 100%
-[] Spider Cotton Plantations (Phase 3+4+5) 100/525 4 dice 60R 4%, 5 dice 75R 63%, 6 dice 90R 98%
-[] Laboratory Meat Deployment (Phase 2) 0/170 2 dice 30R 57%, 3 dice 45R 99%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 11) 0/165 2 dice 40R 85%, 3 dice 60R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/120 1 die 25R 75%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 36%, 3 dice 75R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 1 die 30R 3%, 2 dice 60R 97%
-[] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 17%, 2 dice 50R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%, 4 dice 100R 97%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/520 4 dice 100R 1%, 5 dice 125R 50%, 6 dice 150R 96%
-[] Tiberium Glacier Mining (Stage 13) 38/165 1 die 30R 16%, 2 dice 60R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/320 3 dice 90R 54%, 4 dice 120R 99%
-[] Xenotech Tiberium Processing Plants (Stage 3) 61/300 2 dice 80R 7%, 3 dice 120R 90%
-[] Hewlett-Gardener Mothballing Phase 1 0/50 1 die 10R 100%
-[] Hewlett-Gardener Mothballing Phase 1 0/100 1 die 10R 60%, 2 dice 20R 100%
-[] Hewlett-Gardener Mothballing Phase 1 0/150 1 die 10R 1%, 2 dice 20R 94%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 92%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/100 1 die 30R 60%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/90 1 die 30R 76%, 2 dice 60R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 24%, 2 dice 40R 100%
-[] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 78/180 1 die 20R 57%, 2 dice 40R 100%
-[] Red Zone Energy Refits (Phase 1) 0/265 3 dice 75R 71%, 4 dice 100R 100%
-[] Red Zone Energy Refits (Phase 1+2) 0/530 5 dice 125R 8%, 6 dice 150R 69%, 7 dice 175R 98%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/795 8 dice 200R 15%, 9 dice 225R 69%, 10 dice 250R 97%
-[] Forgotten Experimentation 188/260 1 die 30R 97%
-[] Secure Yellow Zones (Phase 1) 0/300 3 dice 75R 34%, 4 dice 100R 97%
-[] Secure Yellow Zones (Phase 1+2) 0/600 6 dice 150R 19%, 7 dice 175R 80%, 8 dice 200R 99%
-[] Secure Yellow Zones (Phase 1+2+3) 0/900 9 dice 225R 11%, 10 dice 250R 59%, 11 dice 275R 94%
-[] Secure Yellow Zones (Phase 1+2+3+4) 0/1200 12 dice 300R 7%, 13 dice 325R 42%, 14 dice 350R 84%, 15 dice 375R 98%
Orbital 7 dice +34
-[] --GDSS Columbia Bays (3 available)--
-[] SCOP Bay 0/295 3 dice 60R 40%, 4 dice 80R 98%
-[] Assembler Bay 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100
-[] --GDSS Shala Bays (6 available)--
-[] Experimental Crops Bay (Stage 1) 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100%
-[] Experimental Crops Bay (Stage 1+2) 0/510 5 dice 100R 17%, 6 dice 120R 82%, 7 dice 140R 99%
-[] Animal Husbandry Bay 0/255 2 dice 40R 2%, 3 dice 60R 80%, 4 dice 80R 100%
-[] High Efficiency Void Crops Bay 0/210 2 dice 40R 31%, 3 dice 60R 98%
-[] Lunar Mining Projects 0/185 2 dice 40R 51%, 3 dice 60R 99%
-[] Lunar Homesteading (Phase 3) 217/250 1 die 30R 100%
-[] Aldrin Planned City (Phase 1) 0/250 2 dice 60R 1%, 3 dice 90R 71%, 4 dice 120R 100%
-[] Aldrin Planned City (Phase 1+2) 0/750 8 dice 240R 17%, 9 dice 270R 69%, 10 dice 300R 96%
-[] Aldrin Planned City (Phase 1+2+3) 0/1750 19 dice 570R 9% 20 dice 600R 35.3% 21 dice 630R 70.5% 22 dice 660R 92.1%
Services 4 dice +35
-[] Fifth Generation Electronic Video Assistants 152/200 1 die 40R 100%
-[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%, 3 dice 75R 100%
-[] Rage Engine Development (Tech) 0/80 1 die 25R 89%, 2 dice 50R 100%
-[] Wet AI Development (Tech) (MS) 0/240 2 dice 60R 7%, 3 dice 90R 91%
-[] Stasis Box Development (Tech) (MS) 0/120 1 die 30R 27%, 2 dice 60R 100%
-[] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
-[] Naquada Ring Experiments (New) 0/80 1 die 50R 89%, 2 dice 100R 100%
-[] AI Development Programs 0/250 2 dice 80R 3%, 3 dice 120R 86%, 4 dice 160R 100%
Military 6 dice +31
-[] Military Logistics Drone Network (Phase 1) (new) 0/200 2 dice 40R 25%, 3 dice 60R 96%
-[] Military Logistics Drone Network (Phase 1 + 2) (new) 0/400 4 dice 80R 8%, 5 dice 100R 71%, 6 dice 120R 98%
-[] Stealth Field Generator Development (Tech) 0/60 1 die 15R 99%
-[] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 99%
-[] Initiative Laser Systems Deployment (Phase 2) 42/185 1 die 25R 0%, 2 dice 50R 89%, 3 dice 75R 100%
-[] Initiative Laser Systems Deployment (Phase 2+3) 42/370 3 dice 75R 3%, 4 dice 100R 65%, 5 dice 125R 98%
-[] Electronic Countermeasures Improvements (Refits) 90/500 4 dice 60R 5%, 5 dice 75R 63%, 6 dice 90R 97%
-[] ASAT Defense System (Phase 5) 41/425 4 dice 80R 31%, 5 dice 100R 93%
-[] Military Particle Beam Development (Tech) 81/100 1 die 20R 100%
-[] Military Particle Beam Development (Military+Advanced) (Tech) 81/180 1 die 20R 57%, 2 dice 40R 100%
-[] Ferro Aluminum Armor Refits (Refits) 229/295 1 die 5R 93%
--MARVs--
-[] Reclamator Hub 0/250 3 dice 60R 62%, 4 dice 80R 99%
-[] Reclamator Hub w/ 2 Mil + X-2 Tib Dice 0/266 3 dice 60R 71%, 4 dice 80R 100%
-[] Reclamator Hub x2 0/500 5 dice 100R 5%, 6 dice 120R 56%, 7 dice 140R 95%
-[] Reclamator Hub x2 w/ 2 Mil + X-2 Tib Dice 0/516 5 dice 100R 14%, 6 dice 120R 78%, 7 dice 140R 99%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/260 2 dice 40R 8%, 3 dice 60R 87%, 4 dice 80R 100%
-[] Reclamator Hub BZ-2 (Richmond) 58/265 2 dice 40R 18%, 3 dice 60R 94%
--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640 6 dice 120R 5%, 7 dice 140R 51%, 8 dice 160R 93%
-[] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--Air Force--
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 3) 35/150 1 die 10R 21%, 2 dice 20R 99%
-[] NovaHawk Factory Refits (Refit) 0/300 3 dice 75R 14%, 4 dice 100R 85%, 5 dice 125R 100%
-[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--Space Force--
-[] Orbital Nuclear Caches 0/140 1 die 20R 3%, 2 dice 40R 96%
--Ground Forces--
-[] Next-Generation Armored Vehicles 77/160 1 die 30R 81%, 2 dice 60R 100%
-[] Ground Forces Zone Armor (Set 2) (Phase 1) 260/285 1 die 20R 100%
-[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 260/570 3 dice 60R 9%, 4 dice 80R 79%, 5 dice 100R 100%
-[] GD-3 Deployment (Phase 2)(Refits) 95/180 1 die 10R 72%, 2 dice 20R 100%
-[] GD-3 Deployment (Phase 2+3)(Refits) 95/360 3 dice 30R 46%, 4 dice 40R 97%
-[] GD-3 Deployment (Phase 2+3+4)(Refits)(Munitions) 95/540 5 dice 50R 34%, 6 dice 60R 89%, 7 dice 70R 100%
-[] GD-3 Deployment (Phase 2+3+4+5)(Refits)(Munitions) 95/720 7 dice 70R 26%, 8 dice 80R 79%, 9 dice 90R 98%
-[] Stealth Disruptor Deployment 0/160 2 dice 30R 74%, 3 dice 45R 100%
--Navy–
-[] Governor-A Deployment (Refits) 126/350 2 dice 40R 6%, 3 dice 60R 85%, 4 dice 80R 100%
-[] SSN Development Program 0/120 1 die 30R 21%, 2 dice 60R 99%
--Steel Talons--
-[] Unmanned Support Ground Vehicle Deployment 0/240 2 dice 40R 2%, 3 dice 60R 72%, 4 dice 80R 100%
-[] Phased Plasma Weapons Development (Tech) 0/80 1 die 15R 85%, 2 dice 30R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 dice auto (+1 free die this turn with no bonuses.)
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 1 die auto
-[] Tiberium Survey Facilitation (New) 0/400 4 dice 0R 6%, 5 dice 0R 63%, 6 dice 0R 97%
-[] Campaign for Director's Chair 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 @Lightwhispers a PM if you're interested.
--Note 3: You can use Informational threadmarked version.

A/N: I have a Ko-fi to help make things easier on my end. Any contributions are greatly appreciated.
https://ko-fi.com/ithillid
 
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Operation Summer Storm: Part 1, False Dawn
Operation Summer Storm: Part 1, False Dawn

InOps sabotage rolls:
23, 78, 42, 97, 89, 80, 51, 40, 16, 41, 58, 34, 41

Nuke intercept rolls:
70, 7, 29, 20, 34, 59, 49, 98, 71, 8, 75, 32, 87, 55, 99, 87, 29, 82, 3, 7, 2, 57, 100, 51, 86, 71, 62, 52, 78, 41

Weather Roll 1
11
Weather Roll 2
89
Weather Roll 3
9
Combat rolls (GDI vs Nod):
79, 100
92, 45
13, 49
48, 56
28, 41
21, 55
October 8, 2064, Task Force Chicago set sail from Port Elizabeth; six battleships, six carriers, and a dozen each of Sharks and Governors escorting the Fifth Armored Division, loaded aboard cargo vessels and deep-sea ferries. One day later, October 9, 2064, Task Force Murphy set sail from Mahajanga, Madagascar, to meet up with the other element, with more battleships, a large flotilla of Sharks, and a handful of older frigates and destroyers to be used as missile barges. The combined fleet began making best speed towards Karachi, and their fateful day.

The landings were, in many ways, confined by the terrain. To the south, Karachi was defended by a network of shallow islands in the Indus River Delta. Further to the north, the way was barred by Red Zone 3. To make matters worse, the river Hub flowed approximately directly through the center of the combat zone to be. The primary landing area would be north of the city, along Sonmiani Bay, with the southernmost landings at the tip of the peninsula west of the city itself. This would be one of the larger offensives, with two divisions at the speartip, and many more following on behind. Egypt for example, the Initiative's last major amphibious campaign, was a lightning raid, with less than a corps ever committed, and the fighting over in less than a month. Here however, the Initiative was coming in much greater force, and with intent to stay.

For the OSRCT, the primary objectives were threefold, and the entire force would be landing as part of the initial wave of the invasion. First and most important of their goals was securing the Hub river dam, north of the city and about forty kilometers inland. If the dam was breached it would effectively stymie the offensive for multiple days, pinning the landed forces between a raging river and the pounding surf, while also doing significant damage to Karachi and its all important port facilities. The second target was the ridgelines that would allow the Shah's forces to rake the beaches in a withering crossfire if left under his control. Third and finally, there was the M-9, the best – and in some stretches only – road between Karachi and Hyderabad.

Operation Summer Storm is in many ways a refined version of an earlier operational plan, designated Eastern Paris. Eastern Paris however was a fundamentally broader operation. Rather than a limited strike on a single warlord, Eastern Paris envisioned itself as the first step of a broader reclamation of the Indian subcontinent. Rather than focusing entirely west of the Indus River, as Summer Storm does, Eastern Paris would have aimed its sights much further, aiming into what used to be the borderlands between Pakistan and India, searching for defensible positions on the borders of Bannerjee territory. To accomplish this goal, especially before the SADN came online, the planned course of action was an envelopment. A combined ZOCOM/Forgotten force combined with airborne troops would have assaulted out of the Red Zone, while the Air Force would have conducted a massive air superiority operation, with an emphasis on boost-phase interception of ballistic missiles, trying to kill as many of the Shah's missiles as possible before the nuclear attack was beyond the Initiative's ability to intercept.

Operation Summer Storm itself faced a winter storm at the start of its initial phase. Despite the algorithms saying that clear weather was expected, a sudden ion storm blew south from the Red Zone, grounding aircraft mere hours before the invasion would arrive, while for the naval elements it was too late to turn back. Too late to delay. War is, more than anything else, a team sport. With many of the players sidelined – the aircraft grounded, many of the guided weapons facing significant reliability problems, and lasers and particle beams significantly degraded, among other problems – the game would begin with both sides fighting a broken-backed war until conditions changed.

The landing began with the crack, crack, crack of railgun shots, the roar of dozens upon dozens of missiles. While the storm was too much for the carriers and land-based air, the former making best speed on a reciprocal track, heading back towards Madagascar, away from the battlefield, and the latter safe in their hangars, waiting for the storm to clear and the time for the Initiative to become its own storm over the land.



G --- D --- I


I shall not Fear, for Fear is the mind killer
I shall not Doubt, for we are united in One Vision
I shall not Waver, for we have One Purpose.
I shall not Falter in my pursuit of PEACE THROUGH POWER!

  • Azad Barzani, Confessor of the Black Hand.

YZ-1, Former Pakistan, Karachi

For Azad Barzani, the day began like any other. Wake up two hours before the rest of the men in his unit. Ritually wash his hands and face. Read over the orders and prepare a sermon to focus their minds to the task of preparing to face the invaders in battle. The third chapter of the Principia, Ad Officium would do nicely. Opening the well loved hardcover book, passed down to him from his teacher and annotated in three hands, he found the chapter:

On Duties
A child of the Brotherhood has three key duties. First, to their fellows, second, to their leaders, and third, to themselves.
. . .
First, thou shalt care for thine brother and sister. For a cord of three strands is not easily broken, and we seek to bind the evils of the world. Look after your fellow laborers in the Great Work, for they are the strength of the Brotherhood.
It is by hands joined in labor, as brothers and sisters that the wrongs of the world shall be righted.
In service to one's fellows, there are many virtues, and equally many flaws. The first is to never ask another to do what you cannot do yourself. The keystone of leadership is service, and the keystone of service is leadership.

It is a poor brother who asks others to do what they are unwilling to do themselves.


Second, thou shalt obey those ordained to lead. All are part of the Brotherhood, but to all things there is a time and a place. When you are young your place is to follow; when you have grown in wisdom, your time to lead shall come. Those who lead the flocks do so for the betterment of all, so honor and obey them so long as they walk the path of Righteousness.
Leadership is not a glory to be prized, but a burden to be carried. A leader is a chooser of the slain, and must bear witness to the consequences of their decisions. A leader is humble, for they hold duties both to their brothers above and below.

Third, thou shalt be true to thine own self. If you deceive yourself, and do not better yourself, you fail your brothers, sisters, and leaders. None are perfect but all should strive to be Better. Only through active work can we plant the seeds of Peace in the gardens of Power and Unity.
It is by choice that we are separated from animals. It is by choice that we may build a better world.


It was as he put down the book that he heard the thunder and watched the sky light with a false dawn as the Initiative came to fight.



G --- D --- I


North Atlantic Ocean, 48.547 N 14.931 W

"When shall we three meet again, in thunder, lightning, or in rain?"

"When the hurly-burly's done, when the battle's lost and won."

"Brother Mike, Sister Jie, must you indulge in obsolete references nobody is around to hear?"

"Of course, my sibling, that's the best time!"

"And the Bard is never obsolete! You must admit that it's relevant, at least."

The twice-modified Falak-class submarine Jormungandr's interior was not short of cramped, hidden spaces, despite the best efforts of the refit crews. Most submarines have this problem, but rarely have anything worse than a still or contraband luxuries secreted away. However, most submarines don't have a trio of well-trained, highly-motivated saboteurs with a love of things that go 'boom' as part of their crew complement.

The first sign of trouble wasn't anything exploding, though, but the shift coming off-duty running to the toilets. Three off-duty sailors going missing in the rush is not unexpected, but significantly delayed the response to the unfolding events. The next few things going wrong were not noticed, until the corpse of a missing mechanic was discovered in a parts cabinet, at which point the situation evolved very rapidly.

Guards hurried through corridors, cursing narrow spaces. They, mostly, converged on vital areas - the bridge, the reactor spaces, the missile holds... but not every one was available, and not every one of those made it. Traps killed several, small mines concealed among conduits. More discovered to their displeasure that one of the damage-control lockers had been converted to the exact opposite.

The corridor filled with carnage, dark-clad shadowy forms dashed to one hatch, checking the seal, and then dashed to another, opening it and hurrying through. Cursing, they ran through a small chamber, placing a few items carefully. Preparing seized weapons and checking seals on masks, they dashed through hatches, dropping gas grenades to get through clumps of seamen, until they circled around to another hatch, this one less-thoroughly sealed.

The hatch opened, and the three dashed into a large room filled with cylinders, and a blaze of laser fire. Guards fell from return fire... but so did one of the infiltrators. Cursing, the remaining two dragged the third into cover, then tossed grenades to drive the remaining guards back into cover. Taking turns firing in one direction or another, they removed a maintenance hatch, and connected to a port a silvery box, which shortly after began blinking in an oddly cheerful sequence.

"If it were done when 'tis done, 'twere well it were done quickly," one muttered, and held up 3 fingers. The other nodded, while the third merely checked their weapon, and scooted further into the shadows. Smoke billowed out, and then two dashed back through the hatch they had entered the room from. The one remaining watched a display with three lights go to two, then one, and sighed.

She coughed wetly, and then pressed buttons on two separate devices. "Ring the alarum-bell! Blow, wind! come, wrack! At least we'll die with harness on our back." A moment later, the cheerful silvery box overrode programming, and started the rocket motor for the missile it was connected to. The wave of fire incinerated everything in the large chamber, leading to a chain reaction which broke open the pressure hull.

InOps internal communication: OPERATION BIRNAM MISSION SUCCESS REPORTED; TEAM IRRETRIEVABLE



G--- D --- I


YZ-1, Former Pakistan, Hindu Kush

"Brothers, let the Infidel know the fury of the Faithful!"

Warning klaxons blared, the whine buzzing through the operator's ears as carefully concealed mountain bunkers opened, their payloads extending skyward. They would soon face the Initiative's desperate fury: Ion strikes pouring down, melting their bunkers to slag and scrap. But it would avail them not.

Dozens of contrails streaked across the sky, soaring high above as the swept-back wings cut through the air on their fateful journey. Air augmented rocket engines roaring through the cloud cover, each driving forward a nuclear warhead. As they soared into the endless blue of the open sky, each punched through the sound barrier, vapor cones forming and just as quickly dispersing, artificial clouds forming around the missiles on their journey.



Bastion 16, Jeddah, Arabian Peninsula

Everything was on high alert, and had been for over forty eight hours at this point. H Hour was approaching, and if there was a time for incoming, it was now. If Al-Isfahani had as much of an arsenal as he was reputed to, it was time for him to show it. Most of the men and women staffing the Bastion were quiet, bursts of words sharp and worried, bursts of shattered glass reaching from mouths as they waited for the inevitable.

As the first radar tracks emerged from the Iranian Red Zone, the relief was palpable. No more uncertainty, no more worry. Only targets, and hope that their hard work these last months to bring the defense network to full functionality were worthwhile.

The first intercepts fell to the barrage hulk floating off the coast of Bahrain. A modified Arleigh Burke – its services as a ship no longer required, but spared from the breakers for the time being – simply anchored, with power lines run to shore and its systems slaved to a central FCS. Dozens of Thunderbolt missiles launched from surface boxes and dozens upon dozens of VLS cells aboard the hulk – a veritable storm of missiles streaked skyward, soon joined by a hail of railgun shot, blasting holes in the air all around the Shah's missiles. A handful fell out of the sky or exploded in midair, the payloads scattering downard in a hailstorm of shrapnel and particulate from direct hits.

For Bastions 15, 16, and 17, the first weapons to engage were Infernium lasers, their simultaneous fires catching the missiles in a deadly crossfire, swatting contact after contact out of the sky, with leakers then being engaged by CBL and railgun fires. Over the next fifteen minutes, the network engaged over sixty targets, and not a single one passed through the inner band of the perimeter defenses, let alone reached the FDF 1 and FDF 2 lines.



G--- D --- I


Siobhan Carter, Hampton Roads, Virginia, Blue Zone 2

Today was a day like any other. Go into work, spend the day supervising the swarms of robots and cranes unloading TEU after TEU from the ships, and loading others on. It was a dance, and she was the conductor for her little section of the world. Simple work, most of the time. Unless the Initiative wanted to shove another MEU or AEF through her port, it would be a slow day, filing paperwork and checking boxes.



Sister Julie, Falak class SSNL Unwavering Faith, just offshore of Hampton Roads

Sister Julie stood in the command deck of the Falak at ease, and around her passed the hushed, serious tones of her crew hard at work as they communicated the vital information each needed to perform their roles amongst themselves. Sonar hunched over, listening for the tell tails of Initiative propellers. Operations off to one side marking time. The hustle and bustle of a ship the size of a Falak was all around her, yet she stood apart.

Few places were ever truly prepared for a commando assault – 'certainly not in the opening hours of the Third Tiberium War,' she reminisced with a sly smile.

Her route into the port through a shipping container had been enabled by corruption. A small but important trickle smuggling food aid and weapons into the yellow zones, and in return, fit young women like she had been sponsored by well connected donors who were happy to arrange some alternate routes into GDI, strictly off the books.

'Well, not exactly like she had been; hardly like her at all really,' she mused with a smirk reminiscing on her intense training as a commando. She almost wished she could have followed that thread a little further, it would have been quite a shock to receive her compared to who and what they'd usually received through that connection. But her work in the war had been important, striking a crippling blow against GDI. Their work today was likewise of utmost importance.

Now, with InOps strengthened, corruption curtailed, and the entire GDI economy and its plutocratic society uprooted, that meant that particular entryway into the Blue Zone had long since been sealed. And even had it been possible to get someone ashore, multiple checkpoints and layers of security around the naval base and between sectors made moving with stealth all but impossible. Worse, heavier patrols – better armed and equipped than some two decades ago – meant that discovery would lead to a rather heavier response than bored conscripts stuck on garrison duty. The home guard alone were heavily supplied with vehicles, and while some wouldn't have been out of place among the technicals utilized by Nod's third and even fourth line forces, others were surplus military vehicles with armor and weaponry to match. Old, but more than service-ready. And as if that weren't enough, heavier responses could be called upon with far faster response times than those of the Third Tiberium War.

All of which added up meant that Sister Julie had zero intention of setting foot ashore, or of sending anyone else into the waiting jaws of GDI. The scalpel had its place, but well, Hampton Roads called for a sledgehammer.

Even getting into position had taken weeks of travel, and she hadn't even known where she would end up. One envelope with a set of coordinates, then to open the next set of orders once she had reached the first checkpoint. If no-one had known where they were going, or even if it was a mission at all rather than simply a training exercise meant no-one could leak their objective. Weeks of avoiding GDI patrols at sea, then – as they made the approach to the Eastern Seaboard of North America – avoiding mines and proceeding at a sluggish pace to avoid sonar. Now, practically in the bay of one of GDI's biggest dockyards – utterly critical for their carrier fleet and naval logistics – the final set of orders had been taken from a locked safe.

Nothing less than a nuclear strike against GDI, here at the heart of its power. She had read the orders twice, confirmed the authorisation codes, and grappled with the weight of her duty. It could have been worse, Tiberium shard missiles, higher yield nukes, dirty bombs… And it helped to soothe her conscience that it was a clear military target. Even so, this was no small thing. Yet the letter addressing her by name had been flawless in its logic.

GDI had broken the truce, they had been warned of the consequences in the wake of the Regency War, and now they sought 'one last victory' with the 'blessing' of several warlords who had contested with Al-Isfahani and given their tacit approval. But despite the approval of the Bannerjees, Yao, and even Bintang, others within the Brotherhood didn't agree. They might not even like the Atomic Shah. And yet, a line in the sand had been drawn, one that GDI had willingly breached. Perhaps they thought their defense network would protect them against the Iranian warlord. Perhaps it even would. Yet a reminder was in order, that he was not the only remaining nuclear power, much less greater weapons of mass destruction, nuclear, biological, and chemical. GDI had removed dozens of lesser warlords in the Regency War. Still, other warlords yet remained and they could not, would not, stand idly by while their own were picked off one by one.

GDI had been warned. And more than that, they could not be allowed to strengthen themselves at the cost of the Brotherhood. A rebalancing of the scales was in order Even if it came with a heavy price.

"Ma'am," an officer called, voice low. They could, if they wanted to, bark orders at the top of their lungs (the Falak hull was well soundproofed and no amount of noise they could make would vibrate through the hull) but communications discipline and tradition meant all discussion was hushed. "She's back."
As close as they could get to Hampton Roads, a GDI patrol craft – one of the new Sharks – lay between them and their target, lazily drifting in the middle of the night, engines idling, crew on watch. If it remained on its course, it would interdict the Falak's missiles, shooting down dozens of missiles during their most vulnerable period.

One of Julie's subordinates, a fellow commando, had been tasked for a final act of sabotage. As low-tech as possible, with no electronics beyond what was utterly necessary and no assisted- mobility gear, she had left the sub in a wetsuit and scuba gear, swam to the vessel, planted explosives, and returned. Mark One human muscle power, to give as little chance as possible of anything turning up on any scans.

And so, her fellow commando, in one final act of sabotage, had prepared the scene. Sister Julie nodded to her XO, and he winced and marched up to her and the final sealed order. Even now, a part of Julie hoped that this might simply be a drill, despite knowing in her heart of hearts that it was not. He opened the letter addressed to himself. Stilled, read it again, his eyes slowly moving across the page before he nodded and moved to the central console, pulling out a keycard from the chain around his neck.

"On my mark."

They performed the countdown, and inserted their keys together. Warheads armed. Things were moving fast and yet every moment seemed to drag on. Deep in the bowels of the ship, missiles and launchers received final checks. Six tubes, four missiles each. 24 warheads of differing payloads aimed directly at the enemy asset.

"Synchronize the det charge on the Shark," Sister Julie ordered. "No warning." The explosive sabotage and the missile strike would be performed as close together as possible to leave as little a window for GDI to react as possible. Someone brought a detonator and her XO held it thumb primed. Her own hand hovered over the big red button responsible for the nuclear salvo.

"Mark" she ordered. Her executive officer, to his credit, didn't hesitate and somewhere far above the Falak a plume of flame would erupt from the hull of the Shark frigate, water gushing into the breach. More charges would have guaranteed its total destruction, but on a strict time limit, just one had been placed. Detonating just as the missiles were making their way skywards.

The Shark shuddered and groaned, water filling it, grounding out electronics, damaging who knows what. Aboard the ship lights flickered as emergency generators roared into life. Despite the late hour of the night, despite the damage, despite the sudden shock of sabotage and combat, whatever else GDI might have been, its soldiers knew their duty well and leapt into action. Laser batteries erupting in a cacophony of light and screeching superheated air. Twenty-four missiles. One, two, three, four, shot down as several broke off, slamming against the side of the stricken vessel and tearing through its structure. One battery was shattered into a slagged melting heap of metal, glass and composites even as its siblings continued their rain of searing red fire into the night sky.

Some emplacements landside took down their own fair share of missiles as Julie's crew called out readings and information. Gantry cranes for cargo were damaged by debris, docked vessels struck without warning, alarms blared.

And above Hampton Roads naval base, an artificial sun appeared in the middle of the night. Deep beneath the waves Julie couldn't see it, but the sudden spike in readings told her exactly what had happened and she felt a cold dread in her gut, it almost seemed a physical wave had knocked her back and she could have sworn she could hear geiger counters lost amidst the noise of her crew at work.

0.41 seconds later it happened again, and if it seemed to take a moment longer to reach them than the first that was surely a trick of the mind.

That then, was that.

"Successful deployment," a voice uttered softly, Julie couldn't have said which crewmember it was. Considerable damage had been caused of course, less than there might have been, more than Julie had expected. Not only one, but two nuclear strikes.

There were no cheers. The atmosphere in the command room was grim. Professional. They were soldiers, doing a job. "That's the easy part done. The blasts will have shocked GDI's network and comms but our job is only half done. We still need to get home safe. Before GDI sends every ship in the Atlantic after us. Others will survey and analyze the damage. Move with a purpose."

"One vision! One purpose! One brotherhood!" Her crew called out in response, their vessel already turning, beginning their long journey home. GDI's response might be confused amidst the sudden, shocking violence, but Sister Julie intended to be long gone before it could get organized.



G--- D --- I


InOps internal report, infiltration mission Fafhrd, with attached media files.
Nod secret airbase, codename Eistla


0137 hours, local time: External overwatch in place, surveillance begins.
0203: Site perimeter breached by local specialist, codename Greymalkin, sensors suppressed.

-"Okay, handsome, the bypass is in place, we've got three minutes." A curvy figure in dark grey holds a wire up, disconnected from the fence posts it had been attached to. Several others passed under, before it was stuck back to the posts with a gummy substance.
0205: Intrusion team passes through outer security perimeter, interior overwatch in place.
0219: Barracks security systems subverted, lockdown contingency placed on hold.

-"Nyeh heh heh." "Stop it, you're creeping me out."
0224: Munitions depot located, intrusion attempt begins.
0246: Munitions depot intrusion attempt abandoned, entrance sabotaged.
0248: Hangar entrance secured, security subverted, guards diverted.

-"You set the kitchens on fire?" "Cooking oil and a shorted wire, smoke but no real fire, and it looks like bad maintenance."
0249: Greymalkin last seen by InOps personnel until exfiltration.
0252: Nozzles for fuelling aircraft located, team begins to emplace sabotage packages.
0305: Sabotage packages placed within fueling lines and tanks, set to autonomous activation. Absence of Greymalkin detected.

-"Fuck, where is she?" "Wait, is that a note on your back?" "[suppressed swearing]"
0311: InOps personnel exfiltrate to outer perimeter, locate Greymalkin.
-"He~y boys, had to take a side trip. The commander's office had a surveillance system override, and some pretty trinkets too."
0315: Exfiltration complete, external security systems back online.
0400: Local specialists debark transport.

-"Aww, don't be so scowly, I got you presents! They're under your seats."
-Attached are images of items purportedly retrieved from site commander's office, including cultural artifacts.
-"Sir, is that...?" "T. S. Eliot, yes, and a first edition."



Monrovia Fusion Yards, West African Blue Zone

The Team Leader surveyed the Monrovia Fusion Yards one last time, meticulously tracing the security perimeter around the compound with his night vision binoculars. His attention momentarily lingered on a group of guards manning one of the watchtowers, exchanging careless banter instead of maintaining vigilance. Weak, soft, undisciplined, embodying the complacency of those living pampered lives within the Blue Zones, their minds numbed by relentless, insidious GDI propaganda. Oh, how much he felt hatred for the imperialist machinations of the Initiative, hypocrites masquerading under the guise of noble intentions while ruthlessly seeking absolute dominion over humanity, Earth and beyond, eradicating all opposition in their path. Long days and nights of witnessing shuttles departing for and returning from the void has forged his disdain, ferrying materials to fuel GDI's insatiable thirst for conquest and expansion, each shipment further fueling the monuments to their arrogance orbiting in the sky.

They might believe their precious space stations to be out of reach of the Hand of Nod, but they were fools to think so. The followers of Kane would find a way, sooner or later. He had heard rumors of plans to reenact the destruction of the Philadelphia, to signal the start of a start of a great offensive to, if not push back the claws of the Eagle, then to poison their precious Blue Zones with the venom of the scorpion. Meanwhile, all the ground-based infrastructure they needed for their plan to leave this Earth behind was much more within reach, and it was time to remind them of that. He checked the device once more, smiling under his helmet when all lights lit green, the charge primed and synced to their heartbeats.

One of Mehretu's nuclear suitcases had been carefully smuggled deep into GDI territory for occasions like this. It was a dagger, intended to be thrust deep into the heart of the Initiative and remind them that despite everything, they were merely sheep in the dark, vulnerable to a patient and persistent predator lurking in the shadows.

"Shadow Team, with the wind, going cold," he ordered, and his loyal subordinates complied, extending their gliders and leaping off their vantage point, flying toward their target under the cover of darkness.

The Team Leader's heart raced despite the potent cocktail of calming drugs coursing through his veins, much to his frustration. There was nothing to fear; the Eagle's eyes would not spot them. They could erect as many walls, deploy as many automated turrets, watchtowers, sensor clusters, cameras, drones, and guards as they desired; all the eyes in the sky were useless when there was nothing to see. Suits and gliders crafted from advanced nanocomposites, brought about by the technology of peace and the wisdom of the Brotherhood's finest minds, rendered them all but invisible. The surface of the suit was connected to a short-duration but highly powerful cooling cell that rendered them undetectable even to thermal sensors against the night sky, albeit for a limited time.

It would be enough.

As they breached the security perimeter, it grew uncomfortably warm inside the suits, the searchlights rhythmically swinging left and right over them to no avail. The landing itself was unspectacular, a routine they had rehearsed hundreds of times in training. The Shadow Team closed their gliders to quietly descend atop one of the massive manufacturing halls, symbols of the Initiative's growing dominion over the stars. Each member was a dead man walking, having made peace with their fate in the name of Kane and the Brotherhood of Nod. Their final moments were spent positioning themselves to inflict the maximum possible pain.


What transpired from that point remains somewhat obscured. Eventually, facility guards raised an alarm, initiating sporadic fighting with the Shadow Team operatives and eventually cornering them. Complicating the creation of an accurate after-action report was the subsequent detonation of a portable nuclear device, claiming the lives of everyone within the vicinity of the firefight and injuring many others even at a distance. The shockwave and fireball alone vaporized two of the assembly yards instantly and damaged several nearby ones. The ensuing radioactive and Tiberium fallout led to further casualties, military and civilian, necessitating a complete evacuation of the facility and surrounding urban areas. The result was a significant loss of production until decontamination operations could be completed and damages repaired, rendering the Monrovia Fusion Yards non-operational for a minimum of six months.



Johannesburg Myomer Macrospinner, South Africa

The sun hung high above Johannesburg, casting its shine on yet another typical day under the clear blue sky, untouched by the looming threat of Tiberium. People carried on with their daily activities, unperturbed and tranquil, while under the vigilant gaze of the Global Defense Initiative and the imposing SADN towers, armed with weapon systems and radar dishes scanning the horizon for potential dangers.

However, the peace abruptly shattered, turning a seemingly good day sour in an instant. Later accounts from those residing in the launch trajectory would describe hearing a deafening roar akin to thunder, but for the inhabitants of Johannesburg, the first indication of the attack came with the sudden appearance of a second sun rising amidst them. The fireball from a nuclear explosion, measuring in the single-digit kilotons, engulfed the sprawling facility of the Macrospinner, its shockwave obliterating everything in its path until it morphed into a deceptively serene yet ominously deadly mushroom cloud, slowly expanding out of the devastation, promising the looming threat of lethal radiation. SADN had kicked into action mere moments before, failing to shoot it down in time.

The sounds of air raid sirens and emergency services cut through the silence that followed.

<<Record Hit, Captain.>>

<<Deviation from target?>>

<<Appears acceptable from sensor readings, but difficult to hit from this distance.>>

<<Perfect, all available power to the railcannon capacitors, load the next missile and continue bombardement.>>


A short while later, a second detonation erupted over the Macrospinner facility, casting a blinding and searing light that afflicted all who dared or were unlucky enough to witness it. SADN control immediately sprang into action, scrambling to analyze the unfolding situation and determine the source of the attack as another mushroom cloud grew into existence over the facility.

The third time, preparations had been made, or rather, the automated defense systems controlling the area had been primed. They swiftly adjusted into position to concentrate all sensor and weapon capacity into the most likely calculated direction of attack, intercepting the third hypersonic missile with precision. The contact disintegrated into a cloud of similarly hypersonic debris, causing radioactive shrapnel to rain down upon the neighboring area.

<<No detonation detected.>>

<<It appears the Initiative dogs have realized our presence. Irrelevant, continue bombardment.>>

<<Yes, Sir.>>

<<And watch the skies, I don't want to be surprised when their eagles come to take our victory from us.>>


Once more, railguns and lasers from numerous batteries illuminated the sky, unleashing a storm of destruction. This barrage intercepted the fourth missile, causing it to lose control and crash into a nearby hill, leaving a gaping crater in its wake. The fifth missile met a similar fate, disintegrating into a deadly shower of shrapnel that mercilessly tore through a vertical farming tower, claiming the lives of all workers within.

<<No detonation detected.>>

<<Still an excellent showing, give my thanks to the gunnery crew that they are making the brotherhood proud. It is because of their efforts that we will leave these Initiative dogs bruised and battered.>>

<<Our window for remaining undetected is closing, giving projections we will have two more shots.>>

<<Denied, we will remain until I order otherwise.>>

<<Sir?>>

<<First officer, do you really believe our mission is so limited as to destroy their precious macrospinner?>>


Missiles six and seven were turned into scrap over unpopulated areas.

<<I->>

<<Your vision is limited, First Officer, this is a demonstration of the Brotherhood might and reach. We must drill fear into these Initiative dogs, even if we have to risk our lives to do so.>>


Missile eight turned into a third mushroom cloud.

<<Record Hit, Captain.>>

<<Twenty-four warheads, we have twenty-four warheads to show them their arrogance. This is not a game of accurate shots and perfect aim, but one of mathematics. Rail-accelerated hypersonic missiles turn this fight into one of statistics, and we must show them that even with good odds like this they will lose eventually.>>


Missile nine suffered an engine failure and crashed into the ocean shortly after being launched from the Falak's main rail cannon.

<<Each time we make it past the Eagle's impenetrable shield, we win. Each missile that makes it through could have carried a warhead far larger and more powerful than these measly firecrackers given to us to destroy that facility.>>

<<Sir, we are not sure if the capacitors can handle this rough a handling.>>

<<Sir, we have radar contacts in their air, heading our way. Earlier than expected.>>


Missile ten turned into another mushroom cloud over the Macrospinner.

<<Record Hit, Captain.>>

<<Why are you surprised, my brothers and sisters? There is no place on the surface of this rotten world hidden from the all seeing eyes of the Eagle. They are above us, always watching, even as they struggle to find an orbital weapons platform to bring to bear on our location. This is the fight we must fight, I deny us the retreat until our means of bringing death have been exhausted. Ready for anti-air combat and return to your stations.>>


The next three missiles were intercepted.

<<This is our true mission, to remind these Initiative dogs that they are not invincible, that we have the means to take a thousand times a thousand lives with each strike. We could be striking their beloved Johannesburg right now with the all cleansing fire of the atomic age and there is nothing they could do to stop us.>>

A fifth nuclear detonation annihilated the main power transfer array for the macrospinner.

<<Sir, the starboard capacitors are overheating.>>

<<Impossible! Betrayal! Reroute reserve coolant and do a double heat cycle."

<<Sir, we have been running the systems too much already. We risk losing the ship if we push her any more.>>

<<GDI contacts are coming into firing range.>>

<<Sir, we completed our mission. Strat Analysis concludes the target is fully rendered inoperable with a chance of 89%. It is time to leave.>>

<<There will be a reckoning, First Officer, in Kane's name. But fine, the GDI has won this round, we shall return to the one place outside the Eagle's all-seeing vigil, the bottom of the oceans.>>




Iranian badlands, edge of Red Zone 3

"They're not happy!" Farah yelled over the thundering roar of the straining engine as they raced west through the desert dunes, bullets pinging of the titanium hull encasing them as the hiss and shriek of lasers screamed through the boiling air.

"Would you be?" Kalden asked back at her, his heavy foot all but glued to the floor pressing down on the accelerator, his eyes flickering among screens as he tapped out commands helping to direct the disco ball to shooting a pair of missiles that leapt from the chassis of the sleek, enclosed motorcycle that trailed them.

Compared to the labored, bestial rumbling of their own engine haphazardly repaired with scrap and spare parts that weren't quite good enough – the twin motorcycles following them were high-tech, even if the overall design hadn't changed much since the original iteration. Fast, powerfully armed with missiles, and surprisingly resistant to small arms fire the Brotherhood's motorcycles had been a mainstay for the fast moving faction, from warlords to raider gangs. The recon bike had seen service in every major conflict with the brotherhood. It was cheap, fast, deadly, and brutally effective. And of course, these bikes weren't alone.

"Why aren't they overtaking?" Markus called from the back where he was loading shells into a rotary grenade launcher. "They're faster."

"Don't have to." Aloysius murmured quietly, gesturing with a hand to the pack of Nod buggies and vehicles following their small convoy – a scattering of scrappy salvaged vehicles including former GDI armored personnel carriers, a pair of older Brotherhood buggies of their own, and more. Formerly-GDI Pitbulls among them spat missiles straight back, exchanging fire with their Nod pursuers and likewise seeing most missiles shot down by the lasers flashing between them. And of course, their own vehicle, a modified Reckoner with most of the infantry space swapped out for an array of electronics and weaponry to turn it into a modified command vehicle. "They know we're too slow to outrun them, so they can trail us and take potshots." Markus winced as a deep clang reverberated through the enclosed space, the result of a small explosion bursting against the outside of their hull.

Kalden watched as in response a burst of laser fire from one of their escorts focused on the recon bike responsible. The small bike's windscreen glowing a deep, dangerous red, it veered to the side and fell back to the rear of its pack, another of its fellows speeding up to take its place.

"At this rate we might just make it!" Markus yelled excitedly, seeing the same scene play out from a screen on the back, and as one three heads snapped round to glare at him.

You Never handed the universe a line like that.

And as if in response, one of the Nod buggies, a darker, bloodier red than the rest – likely coming to the same conclusion – began smoothly accelerating, a ripple flickering over it as it vanished from sight.

"Gonna kick your ass." Farah muttered to herself, straightening as much as she could in the (to her) cramped infantry bay and stretching with a roll of her shoulders as she unhooked an enormous railgun from the wall.

"Hook me," She spat out. Aloysius limped over to her tiredly and secured a line to her harness as she pressed a red button and one of the walls of the Reckoner slid open. Matter-of-factly, despite the bumps in the rocky wasteland, the lasers, bullets and missiles, Farah leaned out to the side, bare arms straining with muscle, and took aim as a dull electronic whine signified the railgun warming up, then – barrel aligned with another still-visible buggy – she pulled the trigger and advanced magnetic strips flung their payload at supersonic speeds front and center to the pursuing vehicle.

To say the raider buggy was destroyed was an understatement. To a human's eyes it seemingly obliterated it in a sudden explosion of tearing metal, flying into the air, rolling, shattered and broken scattering pieces of body and fragments of metal across the landscape. Were you able to see the impact in slow motion it would have appeared that at the point of contact between the dense railgun slug and the hood of the vehicles, the front end of the buggy imploded in on itself, wrapping around the slug, before the engine block tore itself apart and a spray of shrapnel was blasted back, into the vehicle itself, and through all its occupants before being blasted out of the newly opened hole in the back. Leaving behind scrap and parts. And causing what remained still attached to the vehicles to collapse in on itself, hit the ground and bounce before spinning and dashing itself to pieces.

Breathing heavily and with a fierce grin, the large Forgotten woman leaned back inside the Reckoner and placed the weapon back on its wall mount.

"Whoa," Markus breathed out, having never seen the ex-GDI weapon more commonly mounted on tanks used before.

"Don't get too excited. We only had the one shot, " Farah grunted. And it was true, the ammo for the gun could only be obtained from GDI – hyperdense space alloy slugs weren't exactly something the Forgotten could just whip up in a garage. Beyond that it drained the Reckoner's reserves of energy quite heavily, even if they had more than the one physical slug, a second shot would all but completely empty their energy reserves, leaving their home stranded.

Alas, they weren't to have everything their own way. As if in response to their attack the stealthed buggy reappeared, next to one of the Forgotten's own. Too close for the Forgotten buggy to bring its lasers to bear, a wild-faced, glowing-eyed figure leapt from the Nod buggy and clung on, they looked skywards and a moment later exploded into an inferno of roaring green flames as Nod's stealth buggy veered away.

With a roar and a yell Markus leapt to his feet and rushed to the still-open door, Farah forced to hang onto his back so he didn't pitch out as he wildly loosed the grenade launcher's entire magazine at the buggy. It veered wildly, but an explosion struck a front wheel, and the buggy – still careening forwards – began slewing drunkenly to the side, obviously no longer in control. A black clad figure leapt from the stricken vehicle and up in the air, face and body concealed by a pitch black motorcycle helmet and tight-fitting bodysuit. Wings unfurled, jets at their feet boosted the jump and the Nod Shadow landed on another undamaged buggy, knelt atop it and turned their hidden gaze to focus on them.

The buggy the Shadow landed on was not as high tech as its damaged cousin spinning to a halt somewhere behind them, damaged, but not destroyed. The new buggy put on speed, lasers flashed at them from another Forgotten vehicle – one of the ex-GDI Guardians – but with the bumpy, rocky ground and the high speed most missed. The Shadow's head turned towards the offending vehicle and with another jet-assisted jump they landed atop the APC. They drew a sword and slashed, the vibrating blade parting the turret from the vehicle's hull and leaving it to fall to the ground behind them. The crew of the Reckoner could only watch in horror as one of their clan members opened the hatch at the top of the APC, shooting wildly. Most of the shots missed, and the one that hit only drew sparks from the shadow's armored bodysuit as the bullet bounced off, then in an impossible blur they darted forwards and were inside the armored personnel carrier.

Some rounds from within blasted holes in the side, and then there was a sudden chill silence, hails over the radio ignored before their worst fears came to pass and the silent black-clad figure stood atop the slowing Forgotten vehicle once more, casually hopping to rejoin the speeding Nod buggy as it came alongside, as casual as if they were taking an evening stroll.

"Crystal damn those shadow ninjas," Farah spat out in frustration. More losses of good men and women, their mission to destroy a nuclear launch bunker a success, but at what cost?

"Guys, we're almost code red," Kalden called out. Markus sat weeping on the floor quietly, Farah hissing in anger next to him. The only one of them silent was Aloysius, knelt on the ground in silent power eyes aglow as the power of the crystal was gathered within him.

The last few minutes of the chase were dimly remembered. Flashes of laserfire, the rattle of bullets. One close call as a Nod missile was caught by their disco ball at the last moment – a rain of shards embedding themselves into the heavily armored Reckoner hull, propelled by a powerful Tiberium core explosion.

A Forgotten buggy blasted missiles at the Nod buggy bearing their shadow warrior, but the buggy's own laser turret unerringly shot down every missile. Farah allowed herself to hope that one explosion, very close might have hit them, but when the smoke cleared the ninja was still standing, having sped straight through the flames and she could almost imagine the figure within smirking.

Then, at last, Aloysius stood, casting off his robe – bare chest revealing tattoos and a swirl of crystals, embedded in, or perhaps growing from, his flesh, sparks jumping between them as the Forgotten's eyes were lit with a fell green light.

In the Red Zone around them, crystals pulsed in time with the shaman's heartbeat, and clouds gathered overhead. And with a yell, greenish arcs of lightning tore into their pursuers. Nod vehicles blasted to molten-glowing scrap, the ground itself churning as it was blasted apart by streams of energy. And throughout the wasteland the howl of the roaring winds was joined by the howls of beasts. A Nod recon bike – wildly serpentining to try and avoid the death coming from above – had no chance when what at first appeared to be an outcropping of crystals shook itself from its slumber, stood up as a vaguely bear-shaped mass the size of a van, and plowed into the bike from the side, knocking it over crashing into a field of shattering crystals even as the monster's claws tore into the soft hull to get at the meaty insides.

Nod got the hint. The Red Zones were the Forgotten's world, and trespassers weren't welcome. The last glimpse behind them for Farah was a view plagued with static and interference, but front and center, the black-clad Shadow staring after them, even as the buggy turned to flee abandoning the chase.



G--- D --- I


GDI landing zone, Sonmiani Bay, Pakistan

The march was slow, and silent. Willis Graham was unsure which was thicker, the air inside the helmet, or the water outside. Arrayed out behind him were the other members of his pioneer team, and then behind them, arrayed out in a skirmish line were the members of the Fifth Armored's infantry complement, ready for the long trek to the beach. The first step had been to clear the defenses below the waterline, between floating and pole mines, and the so-called "Belgian gates", designed to unbalance incoming hovercraft, and rip up the skirts. While clearing all of them would be near impossible, even if GDI had days instead of minutes, there was enough time to begin clearing pathways.

The underwater silence was cut through in seconds as the pioneer team stormed up out of the surf onto the beach proper; the overcast, stormy beach was lit with a bright false dawn, as lasers, railguns, and particle beams blazed out in a crossfire bright enough to blind unprotected onlookers. Graham's rifle was at his shoulder as he charged onward, battery pack ticking down with every step.

"Let's go, troopers!" he called, arm pointing towards one of the bunkers, a gatling gun pouring a constant stream of tracers down into the Initiative ranks.

Lasing the bunker, Willis became a spotter. "Bunker, Golf Two mark Delta Nine." Seconds later, a railgun shot from one of the ships tasked to fire support screamed in and gutted the concrete structure in a momentary blue-white flash tracing out to the ship that fired it. Up and down the beach, other railgun shots and missiles were taking their own toll. Bunker after bunker stopped firing down on the beach as the Initiative found them.

Even so, the landing was costly; for every meter, battle suits stumbled and fell, many cored out, with the trooper inside dead or gasping out their last breaths.



G--- D --- I


Marker, Call, Fire.

Two railguns rock back into their chassis, hypersonic bolts screaming out over the horizon. Autoloaders slammed home new bolts, and the capacitor banks hummed, drawing power from the ship's generators.

The sailors aboard the GDIS St. Helens performed few tasks that would really be recognizable by their century-previous spiritual ancestors aboard the USS Missouri during the Korean War, but the overall evolution would be entirely familiar. Main guns are now entirely fed by autoloaders, with no propellant needed for the railguns, and the turrets are empty of sailors while firing, but the overall rhythm of locating and servicing targets would be quite familiar.

The heavy seas, high wind, radiative interference, and occasional Tiberium particulate all reinforced the standard practice for GDI sailors to stay below decks during combat operations, when possible. When possible, maintenance robots were sent out to clear debris, or use sonic tools to remove Tiberium adhesions. As time went on, and complications mounted, sailors occasionally needed to venture out onto the deck, carefully enclosed in protective gear and better-roped than many mountain climbers.

Lulls in the storm were seized to replenish the ship's magazines from available supply ships, both for railgun ammunition and missiles. However, such ships were not always available, because of factors including Nod raiders, the weather, maintenance casualties, or other less common factors. And, of course, even in calm seas transferring massive quantities of ordnance is not precisely easy. It is a task that sailors are trained for, practiced in, and familiar with, but it still involves two ships which are moving independently and unpredictably in three dimensions, at the best of times.

But all of these are, to a large degree, solved problems, because the ultimate end is delivering high-velocity explosives to a very specific point, when they are needed.

Marker, Call, Fire.



G --- D --- I


The initial beach assaults went about as well as could be expected; even with the entire force making the assault in power armor, it still took about four hours of heavy fighting, with multiple battalions being rendered combat ineffective before GDI's right flank secured defenses along the Hub river, and linked up with the forces assaulting the other side of the river at Goth Manjar. Goth Manjar was critical for another reason, as its marina served as home base for the mosquito fleet that had been lobbing nuclear-tipped close attack missiles towards the Initiative fleet since they had begun their final turn towards Karachi.

The CAMs had struck a horrific toll, with two Initiative battleships sunk, a further two forced to return home, making an emergency five kilometers an hour as they began their limp back to port. A Shark, with a modernized laser system, had been blown completely apart, with no survivors.

From there, now with a beachhead mostly secure, the heavy assets – especially tanks – could be brought in in serious numbers, and, most importantly, the supply ships could move in and begin making deliveries to the troops, without the intermediary of hover and landing craft that in many cases were having difficulties with the waves stirred up by the ion storm.

Launching up to the ridges saw even more heavy fighting, with the initial Initiative infantry assaults repulsed with heavy losses. The second, supported by armored fighting vehicles, was more successful, putting the Initiative on the first ridge, and from there, able to rake fire across the counter-offensives with fire from the military crest.



G --- D --- I


The initial landing around the Hub River Dam was one of the most chaotic and deadly parts of the operation. When planned, the goal was simple: land between the Hub River dam and the Kuraro Nadi, use the waterways to create a defensible position, and hold the dam until relieved. It was a daring operation to begin with, but one that was compromised before it was even launched. With air and airborne support both canceled due to the ongoing ion storm, the operation went from a risky strike with significant tactical advantage, to an utterly chaotic nightmare.

As soon as the drop hit the atmosphere, the winds, electrical and sensor disruptions, and the Brotherhood's attempts at defensive operations, all combined to create utter chaos. Rather than concentrating the OSRCT in a small pocket with supplies, munitions, and spare power armors, the drop was scattered over a circle with a roughly twenty kilometer radius, everywhere from the edges of Karachi itself, to ridgelines overlooking Sonmiani Bay.

The sheer chaos makes the fighting difficult to describe. For Sierra Towey, the action began on the outskirts of Karachi itself – her squad's drop pod failing to activate its secondary maneuvering thrusters and performing a lithobraking maneuver through an apartment building. Fortunately, she was able to escape the pod, and the building, along with the vast majority of her squad, despite being knocked around.

Moving north at the bounce, using jet packs to traverse open areas, the squad ran into the rear of a unit of six old-style Brotherhood Scorpion tanks, with the 105mm rifles. Repeated railgun shots eliminated four before they could reorient to bring her squad under fire. A fifth died as its first round flew high. The sixth laid canister shot into the squad, wounding or killing half their number just before Sierra and one of her squadmates laid rounds through the crew compartment.

Dragging the surviving wounded into a nearby building, Sierra and her squad had little choice but to bunker down, hold out, and wait for the rest of the Initiative army to show up. It would, but far too late for the wounded in her squad, and her people were soon forced to fight as riflemen, propping up the chemical weapons in the squad on makeshift bipods and tripods to stabilize them, rather than fighting from inside their drained suits of power armor.



G --- D --- I


By the end of the first day, GDI was firmly ashore, and while the OSRCT had been rendered nearly combat ineffective as a unit, it was in most cases quickly amalgamated into other ground forces, their own platoons and companies filling holes in larger battalions and brigades, readying for the major combats to come.

Many of Al Isfahani's shock reserves, including two battalions of new-generation human cyborgs, had made a night march, positioning themselves to launch into GDI lines from the north by dawn on the second day.

Much of the day's early fighting was attempting to dislodge GDI forces from the Hub river, getting operations close enough to destroy the dam and flood most of the terrain, which would wash away GDI strong points and the docks being used to bring men and material ashore. The first assault was turned back, railguns and now entrenched tanks proving to be too much for the cyborgs, launched headlong into an entrenched battle line, supported by deadly fire from the ships. The second however, proved much more successful, as many of the ships were reduced to simply providing naval gunfire support, their missile tubes nearly emptied in the first day's fighting.

The cyborgs, for the most part, seem to be a downgrade of the Marked of Kane's Enlightened pattern, trading out particle weapons for lasers and kinetics. While some few, mostly leaders, carried the particle beams, distinctive blue streaks marking their positions for counterfire, the vast majority were armed more simply. Especially given the quality of the work, this seems to be a result of the Bannerjees choosing to give Al-Isfahani an inferior breed, rather than a mark of the Brotherhood as a whole falling behind.

While they failed to reach the dam proper, the troops got close enough to begin laying fire into the structure, damaging it enough to force an Initiative withdrawal from the port against the possibility of a cascading failure, and a return to over-the-beach operations.



G --- D --- I


It took another two days for Initiative forces to be ready to strike towards Karachi itself, and in this time another two Initiative battleships took nuclear strikes. Neither were sufficient to sink them, but both were required to withdraw due to the damage.

As the Initiative pushed into the city, the Shah's forces had, for the most part, already retreated, but not before turning the advance into a crawl through minefields, booby traps, and crossfires of automated turrets, backed by old style Gana, expended in doomed attacks to disrupt the Initiative advance. At the same time, the port facilities were sabotaged, with port facilities set to be destroyed by a nuclear landmine.

Willis Graham found himself on the leading edge of the advance once more. His squad, now half made up of boys and girls from the OSRCT, pushed up, from building to building, providing bounding cover with another pair of squads.

It was a grueling slog, the danger of any individual threat outweighed by the constant need for awareness of possible threat from every direction. The advance continued through the remains of the city, all too aware that the timetable was slipping further, and that the cost for making up those delays was measured in precious lives.

G --- D --- I


However, it was in the north that things began to seriously bog down, as Initiative and Brotherhood forces skirmished on the road to Hyderabad. Essentially a fighting retreat for the Brotherhood, every few hundred meters of road there was a quickly deployed minefield, an enfilade, something to slow the Initiative down.

One of the new weapons was a shoulder mounted laser cannon. Designed around a set of Infernium prisms, rather than a continuous lasing rod, the shoulder fired cannons are, for the most part, distinctly oversized, but the prismatic array seems to have dealt with one of the more significant problems of Infernium laser systems, producing a much shorter firing delay compared to the standard. Captured specimens of the laser cannons have also been appropriated by the Initiative troops in many cases, rather than being sent to the back for engineering, specifically to spread heavy point defense assets around. With the troops attempting to advance under a rain of nuclear shells, the field-designated "Avenger" variant of the Pitbull, mounting four of these cannons onto an external turret, and using that to blast incoming fire out of the sky.

More than nuclear salvos, more than anything else, the Initiative forces were choked off by the iron laws of logistics. A kilometer's advance can be measured in shells, in tons of ablat-plates, in liters of fuel, and a hundred other ways, but that cost has to be moved from ship, to shore, to the main force inland; and making matters significantly worse was the Treasury's own construction battalions beginning to move ashore. Unlike the military battalions, which had been trained and equipped for over-the-beach operations, civilian ones are not. Instead, they, and all of the supplies that they needed to do things like construct medical facilities, port facilities, all of the things that in the long run would make the drive logistically cheaper, had to go through the same port facilities as much of the material to support the advance.

The Treasury had pre-positioned a great deal of material in advance, which would have been very useful if significantly more optimistic projections had been borne out. However, with the invasion running according to a slower schedule, there were warehouse complexes full of construction materials and equipment which otherwise might have been usable for resupply of ammunition and spare parts.

A/N: Sorry this took so long everyone. Life decided to seriously happen. Hopefully the next couple entries can come out this month, as they already have substantial numbers of words written.

A/N2: Buy ithillid a Coffee. ko-fi.com/ithillid as always, link. It does always help.
 
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