Operation Summer Storm: Part 2, Long March to Victory
Operation Summer Storm: Part 2, Long March to Victory

The Initiative's offensive in the north started slowly. The armies stationed in the Himalayan Blue Zone, by the standards of nearly any other force in the Initiative arsenal, were fundamentally weird. Rather than the heavily mechanized forces found elsewhere, the mountain troops were some of the last true infantry in Initiative service, and were fielding a wild array of some of the most advanced and primitive systems in the Initiative arsenal. On one side, they had begun deploying the GLS-70 railgun not as a specialist sniper's weapon, but as a line infantry tool. Similarly, they had embraced orbital fires in a way that few other units had, especially with the difficulties that artillery faced in the steep mountain ranges and harsh conditions of combat in the Himalayas and the Hindu Kush.

It was also an army deeply unused to offensive operations. All through the Third Tiberium War, and the Regency War, it had held its ground, but usually little more than that – restricting their offensive actions to infantry skirmishes and routine raiding activities to wipe out sapping operations. This would be the first major offensive operation for the force since the creation of the Blue Zone, and as such it should be completely unsurprising that they started very slowly. The conflict began moving by meters, a duel of spotters in most cases, calling down orbital strikes from kilometers distant. Here, in the rarified air of the Himalayas, the lack of precision and the communications difficulties created by the ion storm produced both dramatic inaccuracy and a slow overall response time.

One of the first assaults Avish Devi carried out was on yet another nameless mountain. Walking at the head of his squad, each with a GLS-70 in good repair, Avish muttered under his breath: "Allah willing, we will see another day." His private wish made, he turned back to his command. "Everyone ready?"

A salvo of greens and affirmatives were his only reply, the squad ready to push onward and take the offensive. In some ways, it was a moment of triumph. Finally, they were ready to take back homelands that many of them remembered losing as children. "Get moving then; dawn in an hour, no time to waste."

All around them, other squads were having similar conversations, before the go time was set. Squadrons of Hammerheads swept over the line, rockets and streams of autocannon tracers shooting out, their fire serving both to soften up the Nod positions ahead, and providing a welcome boost to the troops' morale. Predetermined hardpoints ate ion cannon shots as others were pounded into oblivion by tungsten rods streaking down from orbit.

The first climb was easy enough, relatively speaking. Hard work, to clamber up a mountain with forty kilos of supplies, armor, ammo, and the like – but at least they were not under fire every step of the way, with the outer layer of Brotherhood opposition shattered under overwhelming orbital fires. Avish had heard through the grapevine that the orbital fires that had been slated for the southern offensive had been reassigned, and, to be honest, he was grateful for their misfortune. The second climb turned into a nightmare. A swarm of gana emerged a mere hundred meters out from Avish's squad, and while the first snap-cracks of rifle fire saw a pair collapse, the rest began charging while laying into the squad with gun and laser. Two of Devi's men collapsed, as the rest hit the dirt, firing as fast as the capacitors on their guns would recharge. More gana fell, but then the survivors were among the infantry, and things went utterly to hell in short order.

Devi's railgun clicked empty as an Afanc's clenched fist hammered down towards him. Rolling to the left, he went for his backup pistol, scrabbling at the chest holster until it snapped open and the cold grip of the pistol was in his hand while the gana turned towards him.

The pistol blazed away as fast as he could pull the trigger. Rounds stitched red holes in a ragged line along the gana's body, each one higher than the last until the pistol locked open. The gana kept moving, now bleeding out, but not fast enough, not before Devi would himself be buried under the heap of meat and metal.

Then there was darkness and crushing weight – for how long, Devi didn't know until much later, but the next thing he saw was a couple of zone troopers lifting the gana corpse off his body, and medics moving in to see if the armor and landing had kept him alive despite being buried under one of the Afancs that had charged his squad. While he had survived, his war was over for now. He would be rotated to the back for long-term recovery. Maybe sent to the training camps, maybe elsewhere, once he got used to the cybernetic replacements that were in his future.

G --- D --- I

The Initiative fleet off the coast faced a fundamental problem: resupply. While the American Navy and other fleets of the mid to late 20th century had invested massively into underway replenishment capabilities, it was one of the capabilities that has since been found to be significantly less important. Ships were not spending weeks upon weeks operating at the far side of the world from a friendly base. Ships were, for the most part, only engaging once or twice, and were constantly making thirty knots or better. In a month, an Initiative ship can fully circumnavigate the globe.

In most cases since the Second Tiberium War, it has been dramatically safer and often quicker to simply sprint at flank speed to the nearest port, rather than trying to replenish missiles and munitions while underway, especially in an environment where there may well be a Brotherhood submarine lurking. Here in the Arabian Sea however, with Initiative warships remaining on station pouring out missile salvoes and acting as floating artillery batteries, their limited missile racks went from being a tradeoff to a liability, and even their railguns began facing significant constraint. In the later case, the constraints began to bite significantly faster than expected, as each fire mission began to eat up ever more shells due to the increasing CEP.

By the end of the first weeks of fighting, every ship in the Initiative fleet had been forced to return home at least once, with the Governor cruisers in particular emptying their missile silos time and time again – oftentimes slashing to a bare minimum of air defense missiles to make more space for the long-ranged bombardment designs that could find and reliably strike targets at the ranges they were fighting at. The main battle lines had penetrated to a hundred kilometers inland in some places by that point, and the railguns carried by the Governors and older Summit battleships would struggle to generate hits at that range even with fully intact rails – and the charge levels necessary for such ranges generated very high rates of wear, to the point where the CEP as much as doubled on some ships by the third or fourth day of conflict from the sheer number of shells they had put downrange.

At the same time, they were under the threat of chronic raids. While it rarely amounted to much – usually the occasional torpedo attack, or long-range missiles lobbed just regularly enough to ruin a night's sleep, and kept the missile defense crews on their toes – in many ways, it was simply hate, a constant message that the Shah was not defeated yet, and would still fight for every inch of what he claimed as his.

G --- D --- I

Indira Kohistani rolled off her cot in the middle of the night, the scream of a pulse jet jerking her from sleep. Rubbing her tired eyes, she glanced towards the alarm clock. Zero dark thirty, just like the last two weeks since her aid company had landed. But with bombs overhead, there was no way she would get back to sleep. So, wash up, get her jumpsuit on, and head over to the bakery, which was one of the few pieces of camp that just never slept.

The road down a line of shelters was quiet, dead, most of the inhabitants sleeping soundly through yet more hate being thrown. They had slept through weeks of this before Indira had even stepped on the C-35 that would take her to the Arabian staging grounds, let alone arrived in-country.

The bombs would not fall here. They were falling to the south, at the port blazing defiance away into the night, streaks of light and screaming contrails leaping forth as the arsenal of the Initiative cut through the missiles overhead.

Tapping her ID band to the door, and then baring an eye to the retinal scanner, she moved quickly through the airlock to the bakery. As soon as she stepped through, the smell hit her – yeast and flour and the stench of life. Loaf after standard issue loaf sat in their tins, racks of bagels and buns to serve with breakfast. Walking into the kitchen, there stood Caroline Miles, and (more importantly at the moment) a mug of tea and a short stack of oatcakes. "Just a minute dear. A batch will be coming out of the oven in a second, and then I need to put the next one in." Indira was too busy to respond immediately, having crossed the room and stuffed her mouth with warm oatcake and warmer tea, kudzu, creamer, and oats filling her mouth with toasted and spicy flavors.

As soon as the next batch was in the oven, Caroline flopped over, head in Indira's lap. "Long night, love?"

"Always, you know how it is. Two power outages, and constant Brotherhood bullshit." The odds of a Noddist strike getting through the defenses were low. They were not zero. The thought could normally be written off as simple anxieties but with the nuclear exchange still so recent it was stuck in Carloine's head.

Noticing the physical tension that came with such thoughts, Indira gently began stroking her lover's hair. "The lines are still moving, the barrages are getting shorter." Looking down, Caroline had closed her eyes and let out a drawn out breath.

"Ok." As her Caroline's wonderfully green eyes opened, Indira leaned down to place a gentle kiss on her lips. Finding one of her hands with one of her own she gave a reassuring squeeze that Caroline quickly mirrored.

Pulling back from the kiss with the deepest regret as Caroline made a face at the injustice, Indira rolled her eyes before speaking. "Alright that batch is in but the next needs to get started now. So get."

G --- D --- I

It was not until the second month of fighting – the front lines bogged down just north of the Hub River Dam, on the road to Hyderabad – that the storms cleared, and the war began in earnest. Aircraft stacked from the operational ceiling all the way down to the deck – sortieing from every airstrip in range, every carrier GDI could spare, all sending in strikes as quickly as the crews could manage. In a quite literal sense, the fighting raged in the shade of aircraft and bombs.

The air power combined with another angle of attack from the Initiative: airmobile forces, passing over the Red Zone, which then linked up with GDI-friendly Forgotten assets in the region, and staged massive strikes all along the Shah's western flank. ZOCOM strike teams, Forgotten auxiliaries, and airborne forces swept through many of the mining towns along the edge of the Red Zone. While the Shah's efforts to mine the Red Zone had been desultory, there were a number of areas where hardpoints were being actively protected from the crystal's constant encroachment, including multiple nuclear launch areas and critical airfields. While none still had nuclear devices by the time they were overrun by Initiative forces, the airfields at least did not manage to launch their craft before the wall of airpower and airmobile forces overran them.

However, it was not all roses. With the air clearing, the Shah could also bring in his forces, including a pair of Varyag-class airships. The skies over Pakistan soon became a furball, with heavy casualties on all sides, and neither side able to make significant efforts to pick up casualties – though with the increasing proliferation of supersonic aircraft in both the Initiative and the Brotherhood's arsenals, such rescue efforts would likely be in vain. An Apollo making an attack run can break Mach Five for instance, and at those velocities even a glancing hit becomes a nearly unsurvivable catastrophe.

When an operation grows sufficiently large, individual skill becomes yet another factor to plug into the spreadsheet, to calculate "how many missiles/lasers/etc. are needed to achieve a kill." With the sky clear, GDI has absolutely reached that scale. The forces of al-Isfahani, however, have their ways to tilt the numbers in their favor. The long-range lasers of the Varyag-class air cruisers are one, firing in support of the front-line interceptor and air superiority squadrons. This is something GDI strategists developed plans to counter, of course, but a plan's existence does not make it easy, or lacking in risk.

As soon as the two Varyags were detected, squadrons of Apollos and Firehawks shifted, forming into larger wings, armed with long-range missiles. This initial attack, launched from higher altitude and nearly maximum range, would present no real danger to smaller aircraft. The more limited maneuver capabilities of a Varyag meant that they were within the threat cone for this massed barrage of missiles. However, the missiles in question were also heavily constrained from defensive maneuvering. Many were burned from the sky by defensive fire or intercepted by long-range SAMs, with the few that threaded the needle leaving the heavy crafts' armor pocked from impacts, but demonstrably still combat-effective.

The second wave of GDI aircraft again changed plans, attempting to punch a hole in Nod air defenses. Apollos and Firehawks equipped with air-to-air missiles engaged Venoms and Barghests of various refits, while Orcas and other Firehawks engaged ground-based defenses, with a few strongpoints marked for glide bombs launched from Auroras or ion cannon bombardment. Into this brawl came GDI's third wave, Firehawks reinforcing the depleted second wave to further tie up anti-air assets, while the entirety of this wave's Apollo squadrons made a maximum-speed run towards the two Varyags and their escort squadrons.

Evasive maneuvering was limited, but not useless- even for a laser, aiming at a (relatively) small object moving almost 1.7km/second on a less-than-predictable course is not precisely easy. Incoming missiles were largely intercepted or dodged, but the sprint to a near-point-blank firing range took the squadrons about half a minute, during which nearly half the planes were destroyed. However, the tactic was successful; each air cruiser was hit by at least 30 plasma-warhead missiles, and one was also struck by two Apollos whose maneuvering surfaces were damaged. Neither airship survived the barrage, one crashing near the front lines and the other began to make the turn to head deeper into Al-Isfahani's territory before something in its power system gave way, and the aircraft detonated high in the skies, scattering debris and Tiberium across over a square kilometer.

The loss of both Varyags and a considerable amount of the Nod air wing led to the remainder retreating to rearm and repair. Ground-based air defenses attempted to hold off the depleted GDI air force, but with much less success. Brotherhood reserve squadrons arrived in-theater to re-engage, but they were noticeably on the back foot.

The Initiative comparatively, was able to maintain the pace. Over the course of 72 hours, the Initiative flew thousands of sorties, and delivered more than thirty kilotons of munitions across the region. With the highest value Brotherhood air assets destroyed in storms of plasma, the air forces of the Shah fell apart. First swept from the skies, and then overrun on the ground – in many cases being forced to land at sites that were actively being struck by Initiative forces, and in some few cases, were captured in the field by Initiative airmobile forces conducting bite and hold operations.

The battle of Hyderabad defined much of mid November. With the Brotherhood entrenched south of the city, and the Initiative still struggling to bring up enough shells, most of the artillery (both conventional and orbital) was dedicated to counter-battery fires. While a Specter battery, especially those armed with nuclear and RAP armaments, could fire and reposition quickly, it was something that required significant reconfiguring of their operational use. With the limits of Initiative artillery in the Third Tiberium War, it was (relatively) safe for the guns to take the time to set up, load shell, and fire multiple times. Now however, it was a different story. Most of the time, they would sprint up to firing range, shell already in the chamber, set up, fire, and then immediately scoot to a concealed position. And even those were no guarantee of safety. The Initiative had begun to litter the skies with loitering munitions, and while counterbattery fires from ground forces were few and far between, the air dominance of the combined forces of the Initiative fleet air arm, and ground based fighters has meant that oftentimes the Spectres were being struck during the set up phase.

G---D---I

Willis Graham stalked forward, once more leading from the front. This was his third Zone suit since landing day, and even it was on its last legs. He walked with a limp, half of the myomers in the left leg having given out already. GD-3 cradled in his arms, the railgun for the suit having given up the ghost days ago, and an infantry rifle was available. His unit was equally ragged – none of them had a full load of ammo, and all of them had ablat plates covering at least one hole in their armored suits. The jetpacks were long gone, especially with the impact frames not being protective enough with the damages to the suits. Their operational tempo was too quick, and the supply of spare Zone armor too lean, for them to stop for more than critical maintenance or replacement.

An Orca screamed low overhead, missiles rippling off the racks as it made an attack run. Lower than it needed to – far, far lower. But at this point, the simple visual was more power than any weapon the craft could have carried. The striking eagle, coming in low and loud, a symbol of power that had lasted, nearly unchanged, since before Willis was even born.

G --- D --- I


Azad Barzani scrambled from rock to rubble, pausing every few yards to offer some words of support. The men of his unit were on the ragged edge - two thirds gone, dead, or too wounded to keep going, or captured since the battle at the Hub River dam. The cloak that marked him as a Confessor was long gone, shredded by the weeks of fighting on the front lines. His words sounded hollow even to himself: "Hold fast, for the prophet is watching over us."

Empty words, for a doomed defense.

A few yards down the line, an Initiative shell blew a gaping hole in the defenses. Azad fired a few streams from his particle gun into the gap as he rushed that way - suppressive fire, more than anything. Fill the gaps, keep the screen intact. He knew firsthand what the Initiative did with a breach in the line: zone armor shock troops would rush in first, followed swiftly by mechanized companies, relying on their armor and sheer bloody-minded contempt to keep them safe from fragmentation, right behind the curtain of shells.

The blast of an airbursting shell hammered him to the ground, insensate; a Zone Trooper smashed forward and past him mere seconds later, and then the world fell away.

Azad woke, still dirty, still in his armor, with an Initiative medic -- white patches, and a backpack full of medical supplies tagging them for safety -- kneeling over him. The sting of a spray of antiseptic and chill of first-aid gel were among the first things he felt, the medic then moving him to a recovery position before beginning to tap away at a forearm-mounted screen.

G --- D --- I

Willis kept moving, artillery and airpower screaming around him, as now desultory fire whipped past his armor. One of his fellows toppled over, dead as a beam of particles found its mark, taking him, and one of the few railguns left in the squad, down in a spray of blood and shattered faceplate. Willis scrambled over, grabbing the railgun, and with practiced efficiency stripped the corpse of power packs and ammunition. Railgun at the ready, he swung left, looking for any movement after he had punched through the last Brotherhood fighting position. A shredder position swung towards him – not fast enough though, and a half-dozen railgun rounds smashed it to pieces. But where there was one, there were always more, and he moved as quickly as he could toward the hardpoint, eyes scanning for the hub.

There, on his left, it was. Railgun to shoulder, snap off a shot, dive for cover as the air around him turned to shrapnel. A few pieces slipped past the armor, cutting myomer cords as Graham struggled to his feet, and put round after round into the hub, blasting it to scrap as the rest of his squad did the same.

Dropping down once more in the ruins of what had been a Brotherhood fighting position, Graham waited for the tanks to roll up behind his men, before pushing forward. Another line, another street. Just one more day on the offensive.

G --- D --- I


Strategic Area Defense Network Report: Success and Failures during Operation Summer Storm

The Strategic Area Defense Network at this point is in its final stages of being brought online. The biggest issue was, and remains, arming it. Sensor calibrations take time, but some of the last hurdles was sufficiently stocking the system with long ranged missile interceptors. These are both significantly expensive, and more importantly, rare. The SADN represents a rough doubling of demand for the munition type, and that has become something of a lasting problem.

While ASAT has assisted, mostly in support and sensor rather than kinetic roles, the system does need more work, with direct datalinks, rather than needing information to be actively passed down. The link as it stands is currently too slow, especially in the context of minimum velocities of five times the speed of sound, and often significantly higher for the strikes that managed to get through.

All of this must be understood in the context of a rapidly evolving offensive capability from the Brotherhood of Nod. With the Initiative achieving ever increasing conventional military capability, the historic methods of nuclear deployment had become increasingly nonviable. That historical standard – subsonic low-altitude cruise missiles, and even supersonic cruise missiles – has become effectively incapable of providing a substantial threat to Initiative assets, especially as the Initiative has begun fielding energy weapons in its interceptors, the deployment of increasingly effective GBAD including laser and in the near future particle systems, and similar increases in capability.

In point of fact, across all remote strikes, only those that included enhanced capability munitions achieved any success. With these strikes, the most notable element is speed, specifically, speeds high enough to begin to seriously degrade the ability of GDI's ion cannon and orbital networks to intercept.

The example of the early December strike on the Seattle shipyards is illustrative of the lengths that the Brotherhood of Nod has been forced to go to. The strike began without warning, with what has been provisionally termed the Alicorn class of submarine surfacing in a patch of the Pacific about three hundred kilometers off the coast. Over the course of the next seven minutes, it would fire fifteen rail-accelerated nuclear shells, six of which penetrated the Seattle Air Defense Network. Each one was flying at a low trajectory, with the systems having less than five seconds to engage between the projectile flying over the horizon, and it initiating. Each was an airburst shot, detonating above the shipyard complex.

Initial counterfires were directed long, around 350 kilometers out, beyond the submarine, and beyond effective range for water hammer effects from the fire. Fire assessment says that the six strikes called made no significant impact on the submarine. Similarly, rapid strike squadrons of the 112th air wing failed to find the submarine before their fuel tanks ran low enough to force them to return to base.

Seattle was also the last Alicorn strike so far. While Intelligence is unsure exactly how many of the type exist – at least two, but unlikely to be more than five – they seem to have expended their nuclear arsenals, and no strikes have occurred on what are now considered to be the typical trajectories. One has been found, interned in dockyards near Rio, found by InOps agents, and safe under both ion disruptors and a significant air defense network, which the Air Force is unsure of sending Aurora bombers over.

Comparatively, the attempted strikes on Europe, focused on sites like Bergen, faced significantly greater threats. Here, the Brotherhood utilized aircraft. Their flight plan could not be direct in the slightest. Rather, they were forced to divert significantly north, fly effectively over the north pole, and then turn west and south to come in towards Europe over the ocean. It was in this southern turn that they were detected by training flights from the 13th Cadet Air Wing, flying out of Peterhead. The two flights first detected them on their way back from a simulated bombing raid on Molde, doing night navigation above the north sea. With no live munitions loaded, Flight Instructor Vikram decided to make pursuit while calling in coordinates to the airbase.

The Firehawks were carrying targeting pods, standard issue for training, designed to feed targeting data back to central command computer systems. Those pods would take targeting and kinematic data in, feed them to the simulator, and determine whether or not the missile was a hit or not for air to air combat training. Those same pods were keystones for this operation, because instead of feeding that targeting data to a computer running a simulation, they were being fed to missile launchers scattered across the region: launchers on the Faroes, barrage hulks and former oil rigs across the coasts of Sweden and Scotland. All were being fed data from the eight Firehawks and some handful were able to make launches using that data, which would then handoff to the Firehawk midflight for terminal guidance. Many of the launchers in fact were already hooked up, having been playing OPFOR for the bombing raid.

Initially, things looked like they were going well, the weapon pairing and handoff managed to shoot down a number of the bombers – well beyond the typical range of such munitions, with the terminal guidance from the Firehawks able to generate hits that would usually be impossible. However, very quickly things began to break down. The biggest issue was that as the relative positioning of the bombers, Firehawks, and incoming missiles changed, the Firehawks were directing missiles inbound on their own position, rather than at an oblique angle – meaning that in two cases, before Flight Instructor Vikram ordered them to break off, a missile that had been unable to make intercept with the bombers, made lock on one of the training Firehawks. While the missile was successfully overridden in both cases, a fairly simple procedure, but one that the cadets failed to undertake in time, Flight Instructor Vikram made the decision that continuing to call in fires was too dangerous for the flights to undertake, and ordered a return to base.

However, those young fliers had turned the bombers from a potential threat, to a turkey shoot. Scrambled squadrons of professionals, and the already engaging anti-aircraft sites, were able to eliminate the rest of the bombers long before they reached their release points.

Salvage recovered from two of the bombers that had crashed in Swedish mountains included one of their targeting computers, designating English port facilities as their target, and while most of the other bombers were not recovered, it seems most likely that they were targeting a litany of industrial, political, and military sites.

G --- D --- I

Battle of Islamabad

A battle enters history before the blood spilled in victory or defeat has finished drying. Regardless of whether it takes hours, days, weeks or more, helmet cameras and recording devices preserve these thousands of moments. This information is near-immediately pored over by EVAs and analysts, hunting for anything that might be turned into an advantage or reveal a weakness of the enemy. Unit historians work to stitch these moments together and individual soldiers tell their own stories.

The stories told by the 17th Indian Rifle Regiment as they press south towards and then around Islamabad down from the mountains are ones of change. As engagement ranges shorten and heights fade, veterans of mountain campaigns measured by securing individual peaks and ridges experience urban warfare for the first time. They are reminded quickly that railgun rounds penetrate through entire buildings as well as any unfortunate along their path. Air support and artillery sound completely different, echoing through streets and doorways instead of deep mountain valleys.

And in those streets the Shah's forces stand firm. They know the story they are writing in blood is one of a doomed last stand. There is no single unit or force that cannot be moved west either due to lack of supplies or lack of time. Purifiers hidden amongst buildings move from position to position as missiles and railgun fire chase them across the city. In some cases, Gana cling to their sides before leaping off to pounce upon blast-concussed infantry even as their impromptu transports begin to burn.

At truly critical points in the warlord's lines were a scattered band of Redeemers. Operating independently, only two remained in the city by the time GDI secured the eastern edge of the city. They had originally totaled three but the Vanguard of Light had been cut off from retreat while overextending in an effort to finish off a GDI mechanized platoon. Drawn into an ambush, it had been immobilized and then permanently silenced by a company of Predator tanks before any reinforcements could save its crew.

Driving north as their enemies drew back, the 5th Armored Division measured out the remaining supplies it had. Not yet combat ineffective, they pressed their momentum for all its worth to allow them to link up with the 17th IRR. Doing so would not only isolate the city from 3 sides, but see the 5th AD resupplied. It was with calculated desperation that carried them forward and into the guns of Nod. And through the continual sacrifice of the servicemembers of the Global Defense Initiative, the link between the two formations was achieved.

While GDI advanced and Nod retreated, the civilian populace of the city adapted as best they could. Displaced or worse by the fighting and exposed to the elements, approximately thirteen thousand civilians would die over the course of the unfinished fighting. Timely aid surged to those in need by GDI alleviated the worst of the tragedy for most of the city's nearly four hundred thousand population.

700 kilometers from the city that had birthed the invasion, the experience of the civilian population in Islamabad is typical of those near or at the front line of the conflict between GDI and the Brotherhood. Far away from the initial events that precipitated the violence that would eventually visit them, the city saw itself drawn into the conflict as military necessity. Now a contested area, Islamabad and its populace are unwilling participants in only the latest chapter of violence. Just as Białystok, Chicago, St. Petersburg, Rome, Cape Town, Niš, Munich, Sydney, Rio de Janeiro, Madrid, Cairo and near countless more suffered, Islamabad joins Hampton Roads, Monrovia, and Johannesburg in the latest chapter of the global war being waged across Earth.

The story most easily told of the battle for Islamabad is one of numbers, unit markers, and clean military cause and effect. In that story, Islamabad is just another item in the growing list of places that Nod and GDI have fought over during the course of their war. That war and that story do not belong to or own the people of Islamabad. The people of Islamabad will, in the years to come, tell their own stories, eventually ones entirely free of the conflict currently visiting their city.

On January 3rd, 2065, the stories they tell are the sounds of battle, the feeling of hunger and cold, or are never told because those that would have spoken them are dead.

Requisition Order of GDI Quartermaster Staff Sergeant Dean Bautista of the 5th Armored Division

Date: January 2nd, 2065
....
Below items are of the highest priority and should be dispatched as soon as is possible.
30 Pallets prepared meals
15 Pallets prepared meals (child)
13 Pallets prepared meals (infant)
11 Pallets baby formula
3000 Exposure Suits
500 Body Bags

G --- D --- I

At the end of the first three months of operations, GDI sits astride a connected line between the coast and the Himalayan Blue Zone. But it is not an uncontested line, and came at far too high a cost. Almost half of the Initiative's battleships either need significant yard time, or scrapping. The OSRCT has proven itself in battle once again, but at a cost of nearly half its number either dead or invalid.

At the same time, the Shah is in the wind, holed up in mountain fastness northwest of the Initiative's line of advance, backed onto what is nominally still Krukov's territory, although the local warlords tend to be far enough away from the center of power for them to have significant operational independence. He has begun directing a steady drumbeat of strikes against the Karachi line, albeit with no major successes so far. Most of the fires are shot down before they impact, and those that do have so far failed to hit anything that requires more than 48 hours of downtime.

The line between the Initiative and the Bannerjees has become an uncomfortable, frozen battle line. On one hand, neither side particularly wants a conflict. On the other, the shifting dynamics have put major Bannerjee areas suddenly in range of the Initiative, and with that connection, as tenuous and vulnerable as it is, the Initiative has significantly increased its power over the whole of the region, turning the northern portion of the Indian ocean, into, if not an Initiative lake, a barrier to Brotherhood operations, with no stretch of the coastline free of Initiative operations anywhere beyond the Indian subcontinent itself.

Broader consequences are still asserting themselves, both within and without the Initiative's borders. However, it does put a stop to one of the more bleeding sores that has been a problem for the Initiative since before the Third Tiberium War.

A/N1: Resultspost tomorrow, Q1 Tuesday. I can't give a timeline at the moment for the next update after that, because partner is going into surgery next week, and I will need to balance a masters program, a job, and taking care of her with any hobbies.
A/N2: Buy ithillid a Coffee. ko-fi.com/ithillid if you want to help out.
 
Q4 2064 Results
GDIOnline Q4 2064

Nuclear Survivors

Seaman_Simmons
Well, I got to join a hallowed hall last week. I survived a nuclear attack. Hampton Roads is just, gone. One moment I was down in one of the bunkers, and then the power just cut out completely. I was maybe a half kilometer from ground zero.
Just, damn.

InTheZONE
Not sure if it was nuclear but the military hospital I'm at got targeted by some missile strikes. Fortunately they didn't make it through the defences.

GDIWife
What happened to all the defences that the government were supposed to be building to stop things like this from happening? Were they just completely useless?

FloatingWood
Looking through what limited published information is available? The defenses worked within specifications. There's a lot of crowing about the defense of the Arabian Peninsula and how the defenses cut down every strike. They're a lot quieter about the others.

InTheZONE
#GDIWife The defences were there and they worked, it's just that no defense protects you 100%. Even if they were 90% effective there's always that 10%.

HigherThanYou
I've… been busy, as expected, but what I heard is that they mostly worked. Also, kudos to those kids who were vectoring in missiles on that bomber strike - keeping targeting data flowing when new to a Firehawk is no joke.





Saying Hi

Dot
Hi there everyone, just the newest product of Initiative mad science coming out for the first time to say hello world!!!

Deva
You are not a Product Dot, and referring to yourself as one when talking to Them is not a good idea.

GDIWife
Well hello Dot! You sound like a real sweetie, I hope people are being nice to you.

FloatingWood
Strict definition, a child can be considered a product of the womb. Not sure I'd call GDI's AI researchers mad scientists though. Not enough lightning strikes, rumbling thunder and maniacal laughter to be had.

AgathaH
Hellooooo from spaaaace! Welcome to our new non-biological Friends!

InTheZONE
Well hey, more AI. Great to meet you two, earth is a bit of a mess right now but we are trying to fix it. Try and stay off the IF and Nod sides of the internet and you should have a decent time here.
#FloatingWood GDI's scientists are absolutely mad scientists. Believe me, I once had a job guarding a tib research site where they had made a 'bring the thunder' button to create dramatic thunder and lightning on command through the digital windows. I used to borrow it when interviewing the new guys, it was always hilarious.

Dot
Thank you everyone! It is wonderful to meet you all, amd InTheZone has it in one! Mad as rabbits and more delightful.



The Revenge of the Doom Clock: Tiberium Surveys and expected survival timelines.

Dr. James Granger

Alright, to avoid doomposting I am going to start by saying that this doom clock, is a lot nicer than the ones we had back when I was treasury secretary. Yes, the underground Tiberium situation is bad. /Yes, most of the world has major Tiberium veining underneath it. But it is something where there are abatement measures already in place, and those are things that we can expand, and we are doubling our population that is safe from Tiberium every four years. We can, should, and will do better, but that is something that we managed, while also pushing back surface Tiberium, conducting the single largest expansion of Initiative controlled territory in its history, and more recently, connected every piece of Initiative land to the sea. Things are getting better, despite everything.

FloatingWood
Oh this is interest…
I do not like these pictures. Did we find the Doom Quotient? Please tell me we have an answer?

InTheZONE
Well shit. So that's a thing.
Ah well, we've been kicking tib ass above ground, time to do it below ground as well. Earth is our home and while I can't speak for anyone else, I'm not leaving

MajorMiner
#FloatingWood I believe that things are still getting sorted out, but we do have at least a partial anser: Diggy Diggy Hole.

GDIWife
This seems extremely scary. Is this why they're investing so much into that moon colony? Have they just given up on earth?

Dr. James Granger
#GDIWife
What you are seeing is the Initiative pursuing every eventuality. Some of that means preparing for the worst in case we do at some point in the future have to give up on earth. But we are pursuing every avenue available to us.

FloatingWood
Does the roll out of the Inhibitor Program have anything to do with these surveys? Because it seems a tad unlikely that there would be a push for those after having been left languishing for years just before something like the surveys get published.

InTheZONE
I believe the Inhibitors are effective at reducing the growth of underground tiberium. Considering that the Treasury will have had access to the results of these surveys significantly before we do, I think it's a good assumption that they are linked.

Q4 2064 Results


Resources: 1450+375 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:‌ 103
SCIENCE Meter: 4/4

Tiberium Spread
Surface
25.965 (+0.21) Blue Zone
0.00 (-0.00) Green Zone
0.07 (+0.00) Cyan Zone
23.935 (+.21) Yellow Zone (102 points of mitigation)
50.03 (-.42) Red Zone (88 points of mitigation)
Underground Tiberium infiltration estimates:
0.23 Blue
12.77 Yellow (??? points of mitigation)
87.00 Red(??? points of mitigation)


Next Mutation Roll: Q2 2065


Current Economic Issues:
Housing: +93 (+89 LQ, +4 HQ) (1 high-quality housing per turn)
Energy: +37 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +28 (-14 from military activity)
Food: +50 (+26 backed reserve, +5 unbacked reserve)
Health: +41 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +43 (+2 per turn from Distributed Industrial Authority) (+448 in reserve)
Consumer Goods: +47 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +11 (+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 ‌(2965/4800)‌ ‌(615/2450 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +15
Taxation Per Turn: +245 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +15 per turn
Production: +44 per turn (6.5 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
Increase Income by 135
Increase population in space by 9.25k
Provide 10 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 Governor-A refit
Complete at least 3 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.


Culture
The last several years has seen the rise of so-called "Game as a Platform" systems, where larger game developers build a core system, and then smaller developers build add ons, further narrative campaigns, and otherwise keep things moving. Key in the origin of this were actually the Initiative's own in house studios, who have mostly focused on games as training tools, such as the Squad Leader series. The games being designed to be plug and play for ease of adding in new update packages, such as several based on the battle of Jacksonville released in the last year, has also created a wide array of other studios using the core system to tell stories, including Rampart, a medieval squad leader system, set during the war of the roses.

Politics
There is an old aphorism that politics is actually two words. Poly Ticks, as in many small bloodsucking insects (notably, now extinct in the wild). While the Initiative can usually do better, the war has brought out some of the worst, with every political faction with a foreign policy axe coming out to grind it. Blood is flowing, and the ticks have descended en masse. The Initiative First faction has been the most blatant, calling the war a demonstration of Initiative weakness, and calling for investigations on the conduct of the war, especially into the Treasury, which has consistently frozen them out. Comparatively, the militarist party has been more humble, and more cautious, using the nuclear sites as memorials, both to the ones who died in the strikes, and in the wars more generally. While the note is typically somber, it is often one marked with a bitter promise of victory, no matter the costs.
For the Developmentalists, the war is something that has become a yoke for them to wear. While they are promising a triple victory, a victory over the Brotherhood, victory over Tiberium, and victory over poverty, it is a set of promises that are increasingly difficult to believe. The Brotherhood has begun to claw back a capacity to seriously hurt the Initiative, Tiberium has gone from being a theoretical long term problem, to an ever ticking clock down towards doom, and while developmentalist rule has brought prosperity, it is largely a prosperity brought by massive and continuous investment in public projects more than a vigorous economy.

Even the Starbound party are beginning to see a chance to dethrone the Developmentalists as the dominant party in Parliament. While their policies have long been in alignment, the chance to go from third place to largest party in parliament is an intoxicating drug. And with such primacy, they could push far more wild and bold spacelift programs.

Economy
The economy has encountered the war, and gone crunch in some very significant ways. While it has not yet shown up on taxes, job creation has come to a near complete halt, purchases have shifted dramatically towards essential goods, and there are significant worries about increased mobilization if the war spirals out into a broader conflict with the Brotherhood of Nod. While it is not an immediate and total crisis and collapse, the limits of the Initiative population are being severely felt, and the ongoing political problems have made many concerned about investing, with a significant worry about a Starbound or Militarist takeover seeing a dramatic shift in Initiative policy.


[ ] 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 523/50: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 473/100: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 373/195: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 178/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+???)

Karachi has been an operational and logistical nightmare from the very earliest days of construction. With the military campaign being far more expensive and significantly less successful than hoped, the Treasury's role, rebuilding Karachi itself and pushing the connection from the coast to the mountains has been an utter nightmare. Landing less than a week after the operation began, the construction battalions found themselves under near constant nuclear fires for days on end. While most of the shots were aimed north of them, some were always lobbed towards the city and its port infrastructure. The first objects constructed were thus obviously fallout shelters and bunkers to protect against the still falling nukes.

For most of the three months, there was a silver river, visible from orbit jutting out into the Indian ocean. The Initiative's cargo ships waiting to come into port. A tempting target, not only for the Shah, but many of the Bannerjee warlords, some of whom proved to be somewhat less subtle than they believed themselves to be.

Another major problem was the Hub River Dam, Just north of the city, it had been significantly damaged in the fighting, and a number of companies had to be split off for most of the quarter in order to ensure that the dam did not collapse.

The city, effectively ruined in the fighting, and the extensive trap and mine clearance operations that followed, has seen extensive, although extremely rushed, reconstruction efforts. In some ways, it has looked like a whalefall running in reverse: a shimmering skeleton rising from the ground, only to be swarmed over by masses of small creatures, flesh, bones, nerves, and finally skin weaving themselves over and along the system.

The road and rail connections are another matter. While the Initiative has poured massive resources into building the system, often with teams leapfrogging each other to build stretches of track before connecting, the fundamental fact of the matter is that keeping the railways and roads intact is beyond the Initiatives' ability at the moment. The troops and engineers are doing their best, but the Shah knows the terrain and has had years to prepare it. Every day, new sections are sabotaged, torn up, or mined. Every day the Initiative sweeps, finds some, and fails to find others.

"When we arrived, we dug out the B-1 floor of the bunker. Then we dug down to B2, and found Tiberium, so we kept digging until we found the roots down at B-15 and cut them off, extracted the whole mass, and dragged it away. That left us with a big hollow, which we backfilled with layers of reinforced cement, rebar, and even a layer of tib-glass all around the whole thing like a thermos flask. We've kitted it out like a post-war apartment block now, and when the time comes, we can refit it just like one too. But we didn't come here to build underground nukeproof housing blocks."
-Major Devons, on his construction company's barracks.

[ ] 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 199/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy)

Work on drone logistics has been problematic, with multiple incidents leading to significant cutbacks in program rollout. The most common form of those incidents has been the drones not recognizing a human moving, or simply chronic problems in getting the drones to maneuver properly into tight spaces. A lot of the problems are solvable, but it has been a slow, iterative, and often frustrating process for many.

Similarly, there is work floor automation, and while this is a usually fixable problem, it is not something that has often created more problems than it has solved. One of the major reasons that people are still on production lines is hands. Human hands are flexible, easily able to wrap around an object, or hold objects safely despite significant gaps, protrusions, and other common failure points for mechanical graspers. Similarly, it is often easy for a human to use multiple tools at a single station, meaning that in environmentally constrained areas, they can get to places that a machine cannot. Humanoid robots are an obvious solution, -but expensive and difficult to program.

DRONES OPERATIONAL.
STAY OFF THE WORK FLOOR

-Common warning sign in GDI storage facilities


[ ] 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 147/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than five dice can be spent on 2nd Generation CCF per turn)

Karachi and the Pakistani territories have been a new and acute problem. While fuel generators (mostly burning tarberry bricks) and the Initiative's field reactors have been a steady supply of energy for the moment, they are far from enough for the entire system, and feeding energy down from the mountains is perilous, difficult, and most importantly insecure. With the Shah still conducting irregular and guerrilla operations in the region, the power lines are an easy thing to cut, and the substations are in some ways even easier to disable, while being significantly more expensive to repair or replace.

As for the fusion plants themselves, many of them are located in particularly out of the way regions. For example, to support the Karachi Corridor, two new fusion clusters are under construction in the southeastern corner of the Himalayan Blue Zone. However, many of the components are not in fact manufactured there, with only about twenty percent of the most critical components made in the region, and everything else having to be shipped in.

Beyond that, there have been significant disruptions to the overall supply network. With the major fusion yard at Monrovia being hit with a nuclear strike, along with Hampton Roads harbor, GDI has had to significantly step down its transorbital flights to ensure continued connectivity to orbital assets, and has significant difficulty importing and exporting key goods from the middle of the Atlantic seaboard.

[ ] 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 193/90: 30 resources per die)
(Progress 103/180: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/360: 30 resources per die) (+18 Capital Goods, -4 Energy)

Movement towards full scale isolinear production is in some ways a very simple process, and in other ways a very slow one. The biggest challenge is actually managing heat. While building an isolinear block or chip usually requires a substantial amount of heat, the light based circuitry is often deformed if the heat varies by as little as two degrees centigrade. Beyond that, shock cooling is very much not an option, and when fabricating, it is something where if there is the smallest flaw, the material has to be refabricated from base stock rather than any of the major errors being fixable, or, like silicon, there being many grades, and a higher end chip is simply one with fewer imperfections.

Beyond that, there are significant problems in the labour field. There are still relatively few people who are actually ready to build isolinear computers, program them, or upkeep them. No matter how much the highest levels wish to rapidly adopt isolinear computers as standard, GDI's ability to to do so is going to require a significant investment in training of personnel and conversion of legacy data handling infrastructure.

"We're starting where every good fab starts. Memory fabrication is always fungible, always in demand, and something of a good litmus test for how well you can actually make the product. Now we just need a reject rate somewhere below unity"
-Ron Beedle


[ ] 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 80/150: 25 resources per die) (-2 STUs)

Building a practical fusion reactor on the scale that can be shoved into a vehicle is incredibly difficult. Building enough of them to make a difference in a global economy? Effectively impossible. However, that has not stopped GDI from trying. While the workshops are not yet operational, each is pretty much the same, A circular room, built around a particle accelerator array, and then inside, arrays of robotic arms, 3d printers, forms, and stamping machines.

Work has been slowed, both by wartime disruptions to various supply factors, and more importantly in many cases, the developmental programs for new vehicles, Bergen, and other projects in the vein. With all drawing on a limited supply of people skilled in advanced power management systems, the competition has seen the microfusion laboratories lose out.

"Do I object to the lack of new hires? Heck no, I'm giddy with excitement. Big new lab, all the latest fabrication equipment-and just me to use it! I can do whatever I want, and nobody cares because this place isn't 'operational' yet as long as I write it off as testing."


[ ] 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 644/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

Superconductor development is largely a problem of a thousand ideas, and none of them working. Part of the problem is that research is unfocused, with a thousand wants, but very few needs. GDI, in large part, has little need for even more power dense transmission. Outside of some particularly out there ideas, like feeding the entire output of a fusion reactor into Tiberium power cells to produce massive immediate spikes of energy for an anti visitor laser system that could burn entire fleets of landers out of orbit, GDI's current generation of superconductors are more than good enough for existing demands.

Where it makes more of a difference is in making it easier to work with. A flexible wire is often easier to path than a fixed tube, moving the temperature even a couple of degrees hotter would be a significant difference, not immediately turning into plasma when it does fail would be a significant edge in terms of crew survivability on many of the Initiative's vehicles, especially in an environment with lasers becoming an ever more important part of the survivability onion.


[ ] 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 229/280: 15 resources per die) (+4 Labor, -4 Energy)

One of the big items when it comes to automating factories, is figuring out retraining schedules, who it is worthwhile to retrain, and most importantly, avoiding major social disruptions from automation. While many have skills that are broadly useful, things like drone fleet management are not so much being surplussed as reassigned, other people are significantly harder to move around, such as some of the people working at military plants, whose primary skillset is railgun component manufacture, and those skills are very very specialized, with few things needing the sheer variety of capabilities that a railgun needs.


[ ] 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 840/790: 5 resources per die)

With the first trees getting planted the Agricultural Department can handle the rest. No follow up will happen before the next elections, despite the efforts of the Reclamation Party there is simply no will for it, the rest of Parliament focused on different issues more core to their programs. But this will still rightly stand as a victory against Tiberium, however short that victory might last with the extensive contamination beneath the surface.

"Launching into the first steps of a proper, planetary scale reforestation effort has been a massive project. In many places the soil has degraded so severely that even key minerals had to be reintroduced to the lithosphere before lichen and mosses could be established. But much progress has been made in a single year, wetlands stabilizing, vast fields of grass and reeds wave across what used to be sun blasted and wind blown wastes, shrubberies finding purchase and shelter in these pleasantly verdant seas, plants herbaceous and not have offered a wide selection of smells to those that live close enough.

"But now comes the work that was all a precursor for. Tree nurseries across GDI territory have been growing native trees for the past year and a half, ready to be planted. It is a small number, relative to the size of the task at hand, but even at its most ambitious this project was never intended to fully reclaim the Earth on its own, a mere precursor for what was meant to come. Politics has cut the legs off from what was meant to follow, an ever growing dread is strangling it in the crib as report after report comes in explaining just how extensive the Tiberium contamination is below ground. But GDI will not yield.

"When the Third Tiberium War ended, the Granger administration made a promise that humanity would reclaim its beautiful marble of blue from the crystal. GDI will not yield. First we secured what lands we had, and GDI will not yield. Then we reclaimed what the crystal had stolen in the war, and GDI will not yield. Now we drive our offensives into places lost to Tiberium in our parents' and grandparents' time, and GDI will not yield. It rests beneath our feet, we have known this for a long time, but now we know where to find it, we will shout and cry and the very earth shall tremble and shake as the crystal shatters at the sound of our voice, GDI will not yield.
On the surface we will plant our yearling trees, their roots will dig deep, their crowns will cast a shade and we will rest our backs against the trunks. We will return life to murdered places, reclaim what was lost as we drive out the crystal.

"Humanity shall not yield."

-Seob Youngjae, Reclamation Party


[ ] 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 280/215: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)

Much of the work for this last phase of vertical farms is on the periphery. Places which, before the Regency War, were Nod strongholds, those that were not burned down by Initiative orbital fires, or flattened in massive artillery barrages. The ones that the Brotherhood deemed not worth fighting for.

It is altogether fitting that this final phase of vertical farms lies predominantly in the periphery of GDI's territory. Many of the new complexes are going up near or even inside old NOD strongholds, and for many, the scars of orbital fire or artillery barrages from the Regency War still visible from their upper windows or roofs. When the Brotherhood deemed these places not worth fighting for, dying for, GDI staked its claim. A claim these farms reinforce – but they are also, by the same token, a sign there is little more progress to make. Few other claims can be staked out – and here, on the borders there will inevitably be some degree of smuggling, theft and intercourse with the Brotherhood. Infiltrators and spies are one thing, but many of the locals maintain family on the other side of the sonic fences. Here, smuggling out food is not merely a theft from the government – it is an attempt to maintain bonds broken by that government and its wars.

In fact, much of the food produced will go to the Brotherhood one way or another. GDI produces enough, and even the chickens and eggs are going to have portions of their production that are surplus to local requirements. Much of this is likely to be turned into food aid, especially as the Brotherhood of Nod has been forced from many of its industrial and (more importantly) agricultural bases. Much of the Brotherhood has reached a point of immense civilian stress, with inevitable outbreaks of acute hunger in places as equipment fails and no repair or replacement possible.

Looking more broadly at the Brotherhood agricultural base as revealed by GDI's advances, most of their emphasis has been on efficiency, especially when it comes to protein. While the particular protein is fairly variable, ants, crickets, and mealworms are the most common. The biggest problem however, is, and has almost always been, logistics. How does one move food from where it can be safely produced, to where it is needed, and without GDI thinking it is a shipment of military supplies?

The answer has usually been a mixture of localized and centralized production, with much of that central production being for shelf stable, long lasting goods. Dried cricket powders for example, or insect bricks that can then be further processed into food. The Regency War and GDI offensives have often cut significant portions of this centralized production, and many of the easiest logistical links.

"In the name of Kane brothers and sisters, I bring you…DRIED EGGS!"
-Muhammud bin Kane, North African Smuggler


[ ] 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 166/165: 15 resources per die) (+1 Capital Goods)
(Progress 1/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)

Yet more spider cotton is being grown, and the cotton has been used everywhere, most importantly overall, as a replacement for a number of synthetic fiber options. This is critical, because spinning synthetic fibers is a time-, energy-, and equipment-intensive process, and has health risks for the people wearing them. Most synthetic fibers do not breathe particularly well, making them problematic for hot climates. Those that do are often made in highly energetic processes that require substantial capital goods to facilitate the direct synthesis of exotic fibers. Curtailing the use of those fibers significantly allows for some of those high pressure vessels and catalyst beds to be used for different purposes.


[ ] 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 232/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [70 Resources]) (1 stage available) (2 points of Red Zone Mitigation)

The process of punching holes in the Red Zones from the edges of the Blue Zone requires a substantial feat of logistics. Moving hundreds of thousands of tons of Tiberium, even with the advantages offered by Tiberium Glass, STUs, and mass production of disposable beds, is anything but easy.

One of the biggest challenges though, has been in managing the skilled workforce needed for transport. It requires a degree of effective paranoia that even in the war-weary Initiative is difficult to find, and an attention to detail that easily borders on obsessive. Beyond that, the driving is something notably difficult to automate, with few of the roads being particularly good, even if well marked, and the sheer number of checks needed at each interchange being more easily done by ride-alongs rather than having a crew at each station.

However, despite the challenges, the Tib flows: rivers of green crossing rivers of blue, powering the ever churning machine, converting what was once earth and rock into rare minerals and STUs.

TAKE IT BACK, INCH BY INCH
-ZOCOM recruitment campaign


[ ] 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.
Blue Zone 1 Europe (Progress 75/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
Blue Zone 5 Iberia (Progress 84/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
Blue Zone 13 West Africa (Progress 96/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
Blue Zone 3 British Isles (Progress 30/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)

Production of Inhibitors has seen GDI reach an important milestone: standardization. Rather than each inhibitor being essentially handcrafted and specifically calibrated to the region, a significant degree of standardization and centralization has allowed the Initiative to begin deployment not of three inhibitor arrays, but four, with the British Isles, as the source of the inhibitors and the first major factory, beginning to see inhibitor installations going up as spares are made for the other three zones. While Inhibitors still require significant on-site tuning and optimization, this can be carried out electronically, with the core components controlled from a central location that can use the data fed by the Inhibitor installations to provide direction.


[ ] 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 161/180: 20 resources per die) (-5 Political Support) (+10 resources per turn)

The EHTS program has, overnight, gone from a political wildcard to a decision ahead of their time. While the spikes are still controversial, the fact that they are a practical means of increasing abatement of subsurface Tiberium has made many switch their tune fairly dramatically. Not all have gotten with the program however, and many NIMBY protests have erupted around construction sites. Outreach about the scope of the problem has been limited thus far, and so the scale of intervention required has been vastly underestimated by the public.

Say No To Breaches! No 'Enhanced'Spikes!
-Protest signs


[ ] 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 274/260: 30 resources per die) (MS) (-5 Political Support)

The breakthrough is at once a fairly simple one, and devilishly complex. The trick to making a stable Tiberium mutant is not one thing. It is a combination of factors. Heightened levels of a number of heavy metals in the bloodstream, a number of genetic mutations, especially on the x chromosome, and most importantly, Tiberium inoculation. Tiberium mutants are not the result of a single infusion, but rather a progressive exposure, beginning with as little as a nanogram of Tiberium. Beyond that, it is not a single on-off switch. There is no single factor that changes whether someone is slowly eaten by rocks from the inside out or synthesizes with it, but rather a whole array of factors. The tricky part is that many of those factors lead to worse health outcomes in the absence of Tiberium exposures. For example, the levels of cadmium, while significantly below lethal doses, would be enough that many of them would likely have been suffering from chronic muscle pains.

For the Forgotten Clans, there is also heartening news, the biggest of which is that the Tiberium mutations seem to be becoming far more stable with each generation. While a first generation Forgotten needs some exposure to Tiberium, many of the Forgotten children being born now can go to space, can be a part of GDI's colonization program, and in some ways are perfect fits, especially because they have a significantly higher tolerance for radiation than a baseline human.

"My name is Raz. And I'm gonna be a psychic astronaut."
-10 year old Gamma mutant.


[ ] GDSS Columbia Bays
-[ ] 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 161/255: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)

The assembler bay is a significant leap forward in orbital construction, primarily because it focuses on a single specific methodology, combined gravitic manufacturing. Rather than manufacturing entirely in zero gravities or one gravity, this is a space where GDI can try moving things between different gravitic fields. This is especially important for deposition techniques, as the gravity changes the rate of accumulation quite dramatically. The highest gravitic field expected to be used in the bay is 100m/s acceleration, over 10 times the standard 1g field, while the weakest is measured in millimeters per minute. The entire bay is also wrapped in an anti-gravitic field to null out interference from operational G-drives within 10,000 kilometers causing flutter in the artificial acceleration. Accordingly, the whole thing must be carefully calibrated and active forces balanced.


[ ] 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 292/250: 30 resources per die) (1000 residents)
(Progress 42/250: 30 resources per die) (1000 residents)

Work has continued on the lunar homesteads, despite the losses in the Fusion yard, and the increasing attrition of the Union class transports that have been the primary transfer vehicles for the Lunar leg.

For the Unions, with the loss of a significant portion of the manufacturing center, the emphasis has shifted towards sustainment. Where possible, especially given the surpluses in Leopard production, crews and flights have been shifted to those. Where the Unions are required, they are being flown in gentler ways, and, more importantly, being more aggressively maintained, crew hours making up for potential (though not yet realized) shortage in critical components.
The other major change has been a scramble to find cross-compatible parts or those that can be machined to the proper specifications, such as a number of spare components from the Initiative's CCF plants.


[ ] 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 518/250: 30 resources per die) (1000 Residents)
(Progress 268/500: 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)

Most of GDI's efforts have been focused on Aldrin, a fully new-build city on the moon. Aldrin is fundamentally a layer cake city, built of fused silica, much of it being done with laser sintering. Rather than needing to do complex work with liquids in low gravity, simply running high energy lasers over the lunar dust fuses it together into workable materials.

Unlike the expanded mining tunnels of the homesteads, Aldrin is effectively palatial, a symbol more than anything else. While enclosed, Aldrin is home to sprawling plazas, gardens, and polished factories. Not as efficient as they could be perhaps, but it distinctly says that not only is GDI here, but we are here to stay, claiming a second stellar body for humanity. A propaganda victory over both the despair at home, and the Brotherhood of Nod.

Drill-dozer D-077-E reports damage to the drill-head. Rig 17 prepare a crew to repair Dottie in-situ, we've got quotas to meet.
-Lunar construction dispatcher Robert Friis



[ ] 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 204/200: 40 resources per die)

Building a new generation of electronic video assistants has been proving quite complicated. Trying to thread the needle between not producing unstable artificial intelligences, successfully generating effective initiative and predictive modeling for increasing efficiency of Initiative operations, and making them scalable enough to operate from aim assistance on tanks to automated factory management solutions has been an utter nightmare, with multiple complete and utter failures.

Beyond that, preparing the design architecture for isolinear integration is an immense challenge. Most certainly the experience and preparations will prove themselves quite worthwhile once production numbers get high enough for a more comprehensive rollout, but for now there is only enough for testing. The lack of any single backwards-compatible computational structure, able to run on both silicon and isolinear chips efficiently, is hamstringing development, forcing teams to pick a side between marginally improved fourth-and-a-half generation types and transformational but impossible to implement true 5th gens.

And, in the light of the incredible capabilities of true Artificial Intelligences, some have begun to question if threading the needle with non-sapient EVA units is even worth it if they are not dramatically smaller in terms of computational requirements. Thus, the new generation of EVA must run on only a tiny fraction of even what the most theoretically compact AI does.


[ ] 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 80/80: 50 resources per die) (Must have at least 10 STU production spare) (+2 Orbital Dice, 15% Progress reduction.)

Seo watched as the ring on the groundside station was lowered into place, the clicks of the safety interlocks echoing around the bare concrete room. This… this was history in the making. Not in the public eye, not anymore. Every truth requires a bodyguard of lies and misdirections.

A gateway to the stars, a promise of worlds beyond. Travel to lands unknown. That small ring, as it began to spin, was a promise of something much, much larger. In the middle, a small blue dot formed, and then spiraled outward, meeting the edges of the ring, pulsing in and out, before stabilizing.

The first cargo through was a box of chocolates.

While it will be impossible to keep the portals secret in the long term, or even the short, they are something very special for now. A means of cheaply moving low volume, high mass items into orbit. Heavy metals, including materials like osmium, are often hard to justify sending to space, but it is invaluable for instrument pivots, needles, electrical contacts, and a dozen other purposes. Every day that they can be held back, is a day that GDI can race ahead of what could otherwise be expected. Stations, perhaps even ships and cities appearing out of the aether without being calculated from big obvious fusion launches.

So… who is taking the first bite?
-Experimental record


[ ] 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 289/250: 40 resources per die)

Future AI development is primarily aimed at three areas: forking, budding, and compacting.

Forking refers to a process of copying an artificial intelligence in action, and while the current process is looking primarily at creating 'alpha forks': exact copies of an AI with all of the same skills, memories, and personality traits. While forks will diverge over time, as they have different life experiences, creating alpha forks seems to be, at the moment, the quickest way to rapidly proliferate infolife across Initiative space.

Budding, comparatively, is a much different process, taking an artificial intelligence already in existence (or multiple) and creating a bud, or kernel, that is then effectively a blank slate to grow its own skills, personality, and similar, from an already existing model.

Finally, there is compacting. All existing Initiative AIs are very large. Entire server racks are given over to their use. While certainly offering a great deal for that space, as the Initiative reaches for the stars, a significant necessary step will be making artificial intelligence – and the life support elements to keep it running continuously during ascent – light enough and compact enough that it can be done in less than an all-up fusioncraft launch.


[ ] 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 75/60: 5 resources per die)

The problem with trying to tune out Tiberium interference is that Tiberium itself is an extremely broad band emitter, depending on a whole network of factors. The biggest is a question of what it is eating. Higher density and larger atoms and molecules tend to (but do not always) create higher bands of emissions, while less complexity tends to be lower bands. The Brotherhood tends to optimize by encasing the Tiberium in a specifically formulated composition of shells to minimize the amount of bandwidth on the electromagnetic spectrum they have to tune out, but, for the Initiative's needs, that is not good enough. In former cities, the Tiberium that has overtaken the city is emitting from plastics, lead, and in bursts from americium in the smoke detectors, and a thousand other chemicals.

The fundamentals are sound, but the problems are manyfold. In terms of practical upshot, the end result is finding a number of Tiberium baselines. Things like organic carbons, and silicons for example, produces a narrow, and predictable for Tiberium band, and so can be safely tuned out. While this will help much less in the ruins of the old cities, out in the wilds, it can make a world of difference, with a 10 to 20 percent increase in effective combat ranges on many of the Initiative's sensors, just from a software patch. Future generations of sensors, built with the better understanding of the emissive spectra, are likely going to have even longer ranges, although it does introduce a complication, namely that sensors meant for use on Earth, and those meant for use offplanet are going to have even more differences than already exist.


[ ] 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 198/100: 20 resources per die)
(Progress 98/80: 20 resources per die)

The Brotherhood's recent forays into particle beam weapons, between the Black Hand and the Marked of Kane, both represent Kane largely handing down technologies. Gifts from the prophet, the systems are often a little more obtuse than GDI's scientists can handle. There are tricks, black boxes, and other systems that have no seeming practical use, but see the weapons fail spectacularly if they are not included.

Building a practical particle beam for GDI is a tricky problem, one where GDI is hesitant to attempt to move too far, too quickly. Although it is possible to fit a Guardian with a particle beam weapon, some of it intrudes into the troop compartment, a result of the accelerator being a bit wider than the ammunition storage of the typical gun. It would also require a ground-up redesign and a significantly enlarged engine to provide enough power, further reducing the space allocated to the primary role of the Guardian APCs as battle taxis, rather than infantry fighting vehicles. Despite those problems, the military is still very interested in integrating such systems onto the next generation of vehicles, as switching over to particle and laser systems en masse would do quite a bit to reduce GDI's reliance on complex supply chains of ammunition.


[ ] 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 100/80: 15 resources per die)

The single biggest problem for plasma weapons as a whole is decoherence. Plasma, inherently, does not want to be a stream. In some ways, the simplest plasma weapon is a plasma sprayer, simply generating the plasma, and then casting it out as, essentially, a flamethrower. However, this is too short ranged, and too dangerous for their own troops for even the Brotherhood of Nod to seriously consider fielding it in any serious way (although a number of flame tanks with this modification have been found by InOps, almost certainly the product of field refits.)

Keeping the plasma together produces weapons that are fundamentally easier to work with, with the most common formulation being beam weaponry, including GDI's ion cannons, the Brotherhood of Nod's various forms, and a number of other systems. All are effectively using combinations of magnets in various formulations to focus and steer the particles being launched at extremely high velocities, but do come with downsides, most notably, the bright beam that draws a line between the firer and the target, but also relatively high power and cooling requirements, ones that GDI at this time simply cannot provide at a small enough scale.

Phasing the plasma, essentially works similar to rifling. Inducing a self-stabilizing solitonic state mathematically similar to a "rogue wave" on the ocean helps cohere the bolt, generating a small hollow in the center and wrapping everything around it. This allows GDI to produce bolts of plasma similar to those used by the Visitors, although the range and bolt density are not yet close to the original capabilities. This, in turn, allows for a long range weapon that while less flexible than kinetic arms, offers unmatched impact, while also minimizing cooling and energy requirements. One of the prototypes, serial number 0917, has become something of a toy, passed around as a single shot plasma weapon, fed from a capacitor. While not battlefield viable yet, it is small enough and handy enough that in the very near future, there might well be Initiative plasma weapons hitting the field in sizable numbers.


[ ] 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 162/160: 30 resources per die)

The products of the program are many and often quite different. In effect, rather than trying to build specific tools, the breadth of the program amounts to an all up reenvisioning of the entire armored force, and, in some ways, the entire military, given that nearly every branch of the force is utterly reliant on a core set of mechanized tools.

As a result, designers have been faced with both significant constraints in terms of practicality, they also have some significant freedom in terms of design principles, not being required to work within the constraints of pre-existing supply items.

The heart of the program is the MBT-7 Paladin. A relatively conservative overall design, it mounts the same primary railgun, the same track layout, and many of the same internal systems as the previous MBT-6 Predator. The improvements include iron-air batteries, a severely rationalized set of defensive systems centered on a rotary pulse laser blister on the turret, sufficient for both anti-personnel and anti-missile work, and a set of buckler shields. While the last will not provide all around protection, it should provide an immunity zone of approximately six hundred meters to any known variety of plasma weapon in the Brotherhood's arsenal. Mounted to the rear is a new 'infantry telephone' that consists of a pair of universal power and communications adaptors for Zone Armored troopers to link their suits to, either to charge their batteries, or to talk without emissions to the tank crew.

Supporting it are the victors of the victors of two separate IFV programs. The 'Light APC' program and the 'Infantry Assault Vehicle' program.

The 'light' Guardian II is still adding multiple tons to the already not particularly light Guardian APC. Built around many of the same parts as the already decades-old design, the Guardian is essentially just scaled up, opening enough space for zone troopers to exit without needing some of the contortions that slowed exits originally. Defensively, it is – unfortunately – still fairly lightly armored, and lacks more than rudimentary slack shields. At this time, stressing them would require far more in the way of space than can be feasibly assigned to that purpose. Offensively, it mounts the same rotary pulse laser as the Paladin. While particle weapons were a potential option, logistically the blister just made more sense, as it would be a swappable module between the two designs. However, space has been left, should the future upgrade become desirable.

The notably heavier Armadillo IAV is a beast in comparison. The basis is the same drive modules as found on the Paladin tanks, and in many ways it is simply an APC conversion of the Paladin, much like the Canadian Kangaroo Sherman/Ram conversions. It is sufficiently extensive that calling it merely a conversion is a bit of a stretch, as it includes a complete reshaping of the chassis and the addition of the Initiative's first ground based plasma cannon in a relatively fixed forward firing mount. While it cannot effectively maneuver in the face of heavy enemy fire, an Obelisk of Light will cut through even the front-facing armor and Nod's lighter laser cannons are expected to punch through the side armor with relative ease, it can still essentially charge directly into the fire, to deliver its load of troops.

No doubt the troops will continuously refer to both of these vehicles as 'APCs', much to the future discontent of motor pool staff.

Finally there are the support chassis, the most major of which are the Mammoth Mark IV, and the Bulldog Recon vehicle.

The Mark IV Mammoth is in one sense a very iterative design, and in another, a distinctly innovative one. The biggest core concept being played with is a modular turret system. With the Mammoth being one of the few vehicles in the Initiative fleet with enough energy generation to mount serious directed energy weapons, the Mark IV is the natural load bearer of the entire system. As an example, the Mammoth Lancer is a ground based ion cannon platform. While the system as a whole is problematic – the vehicle's engagement envelope being limited to line of sight, and the weapon hardpoint requiring the removal of even the turret ring, as well as the vast majority of the armor package – it is a powerful anti-aircraft platform, capable of swatting down Varyags from extreme range; and giving the Initiative an ability that they have sorely lacked, even with the limited number of Varyag-type platforms in existence.

The Pitbull is a bit of a contradiction. On one hand, it still serves quite well. Mortars and rockets, as it turns out, just work, and are a solid array of weaponry. On the other hand, the vehicles are so soft-skinned that in major battles they have to be kept well away from the front lines. The biggest thing that can be done with the redesign – designated 'Bulldog' – is swapping to a modular combat system, rather than integrated missile launchers and a separate mortar, and substantially upping the armor and protection schemes. The first is really a very immediate response to the Karachi invasion, and the various efforts to build area defense Pitbull designs in the field. Instead of the field expediency of just strapping a number of lasers onto the platform, a standardized modular system should make it so that specializing the platform for various roles is much easier and requires significantly less permanent change to the vehicle.

As for armor, the biggest change is mounting a number of cameras to the vehicle, allowing the potential addition of replacing the windshield with an opaque combat plate. While it will absolutely not be a universal upgrade, the proliferation of lasers has made the visual advantages of transparent cockpit coverings something of a problem, while at the same time, screens and camera technology have become significantly better over the course of the last decade and a half. Of course, overall, it will still be a thin-skinned recon vehicle – one that will evaporate if one of the Brotherhood's Plasma Scorpions so much as looks at it – but that is part and parcel of its nature as a lightweight platform.

"I don't think it really looks like a Bulldog. More a Warthog."
"Warthog? What are you talking about? It's clearly a Puma."
-Corporal Richard Simmons and Pvt 1st Class Dexter Griff



[ ] 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 521/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 236/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

Further major investments in Zone Armor are paying benefits, with a significant portion going to various border guard and checkpoint units. The troops on the limes have often been little more than tripwire forces – – intended only only to hold for minutes or hours or hours, long enough so that the concentrated heavier reaction reaction forces are able to move to plug the gap to plug the gap. Many of these checkpoints have only been upgraded as they moved between units, with the forces being assigned to them adding only the most mission critical of support, such as improved sensors, while usually assigned many of the most clapped--out vehicles. Now however, they are beginning to see major upgrades, as Zone suits become commonplace enough to begin filtering out to them.

At the same time, the Karachi offensive has not been nearly as Zone suit intensive as first expected. While the forces are going through suits at an absolutely prodigious rate, it is a fundamental problem of the tempo of operations being too fast for forces to effectively re--equip themselves, and so large portions of the Zone Troopers stationed on the front are fighting in damaged armor, rather than replacing their suits as often as was expected. This has meant that some portion of the suits has been going to other places – – notably forming training cadres across the Initiative forces – – with the expectation that by the end of the decade, every battalion will have at a minimum a company's worth's worth of Zone suits for high intensity operations.


[ ] 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 453/400)

On one hand, the bureaucratic resources poured into the Tiberium detector project has produced results fast, within months, the whole world has begun to be mapped out. Begun to, because it turns out that the geography and geology of Tiberium is so vast, complex and far deeper than it was ever imagined. Tiberium signals radiate up from the depths of the world almost everywhere. The exact depth varies, but most of the planet's crust between 1 and 5 kilometers in depth contains some kind of deep-vein Tiberium tendrils. Some working on the project now say that evidently, tiberium's greatest adaptation has been avoiding disturbing the surface to expose itself to GDI, instead burrowing quietly out of sight. Mapping the true extent of Tiberium, the size and depth of these deposits, is greatly complicated by other, shallower deposits, or deeper deposits sending double-echoes.

The surveys have ignited a significant and ongoing debate within the Initiative's scientific and ecological community, namely, what working definitions do we use for contamination levels? The first conceptualization is flattening. Rather than trying to base it on percentage converted, simply taking the signals, and turning it into a binary yes/no. On the other hand, there are a large number of other proposals, and while the flattening is being used as a current standard, it is one that is unlikely to last, as it blots out much of the progress the Initiative has made. On the other hand, the system is simple enough to present, rather than being based on some arbitrary percentage of the ground being converted.

One proposal is to use gemstones for the names, sapphire, topaz and chalcedony in particular, but debates continue, with sticking to the current default of Blue, Yellow and Red in the lead among the scientists handling the nomenclature, even if that offers a poor accuracy of the situation it is familiar and effectively communicates to no small extent the risk in an area.

A/N: Still Counts!
 
Q1 2065
Q1 2065

Resources: 1450+375 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:‌ 103
SCIENCE Meter: 4/4

Free Dice: 6
Erewhon Dice: 1 (+1 bonus)
Dice Capacity 57/60

Tiberium Spread
Surface
25.965 (+0.21) Blue Zone
0.00 (-0.00) Green Zone
0.07 (+0.00) Cyan Zone
23.935 (+.21) Yellow Zone (102 points of mitigation)
50.03 (-.42) Red Zone (88 points of mitigation)
Underground Tiberium infiltration estimates:
0.23 Blue
12.77 Yellow (??? points of mitigation)
87.00 Red (??? points of mitigation)


Next Mutation Roll: Q2 2065


Current Economic Issues:
Housing: +93 (+89 LQ, +4 HQ) (1 high-quality housing per turn)
Energy: +37 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +24 (-14 from military activity) (-4 from nuclear strikes) (-2 per turn from Fusion yard destruction, 16 total)
Food: +50 (+26 backed reserve, +5 unbacked reserve)
Health: +41 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +43 (+2 per turn from Distributed Industrial Authority) (+448 in reserve)
Consumer Goods: +47 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +11 (+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 ‌(2965/4800)‌ ‌(615/2450 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +15
Taxation Per Turn: +245 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +15 per turn
Production: +44 per turn (6.5 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
Increase Income by 135
Increase population in space by 9.25k
Provide 10 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 Governor-A refit
Complete at least 3 Ground Forces Zone Armor factories
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 4) (Updated)
Expanding the Karachi corridor will be a substantial undertaking, requiring not just expansions to the city and port facilities, but a series of outposts, some cut from blasted out ruins, but others, entirely new construction, especially with the Shah still maintaining a significant military force in being.
(Progress 178/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(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 199/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy)

[ ] Nuclear Infrastructure Rebuilding (New)
While the nuclear strikes were, for the most part, aimed at military targets, the destruction of Hampton Roads and Seattle's port facilities, among others, are making noticeable pinch points for the Initiative's overall ability to transport goods.
(Progress 0/200: 15 resources per die)(+4 Logistics) (Reconstruction)

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 147/270: 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 2) (Updated)
With the completion of supporting industry, wastewater treatment and logistical connections, Aberdeen has already begun work on the A-wing of its isolinear fabricator. Largely devoted to memory cells and other low-complexity computing devices, the A-wing will serve both as a scale testing facility, and to train the workforce for the larger and more complex works to follow.
(Progress 103/180: 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 80/150: 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 644/1140: 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 229/280: 15 resources per die) (+4 Labor, -4 Energy)

[ ] Civilian Exosuits
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 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
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)

[ ] 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)

[ ] 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 4) (Updated)
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.
(Plant Genetics)
(Progress 1/175: 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) (Updated)
While no longer positive in terms of surface 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. They are also likely to provide a much-needed start on attacking the newly-apparent underground front against Tiberium.
(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)

[ ] 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)
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 (Updated)
Tiberium inhibitors have by now moved from the experimental deployment to the serial. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)

-[ ] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 3 (Progress 30/75: 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 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)
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)
Although the political controversy remains, the fact that the spikes help convert underground tiberium into surface tiberium is enough of an advantage that they are being pushed despite problems.
(Progress 161/180: 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)

[ ] 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 (9 dice +34 bonus)
(13 fusion dice, -1 Fusion die per turn, due to fusion shipyard destruction)

[ ] Impulse Drive Cargo Ship Development (New)
A hybrid drive system, using a combination of a fusion torch and an array of Brotherhood-derived repulsorplates to generate velocities, efficiency, and thrust impossible with standard technology, impulse drives represent a means to fundamentally reshape Initiative launch technology and dramatically increase scalable orbital transport.
(Progress 0/80: 20 resources per die)

[ ] Fusion Shipyard Reconstruction (New)
Rebuilding the fusion shipyards destroyed in nuclear fire, is not actually a requirement. While maintaining a supply of fusioncraft is useful, the future generations of Impellercraft on the horizon means that it is possible, although risky, to push forward, use the existing stocks of fusioncraft as a bridge, rather than trying to maintain a sizable fleet of them long term.
(Progress 0/450: 30 resources per die) (Reconstruction)

[ ] 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 0/250: 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 161/240: 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 0/215: 20 resources per die) (MS) (Unlocks new development projects)
(Progress 0/215: 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 0/215: 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 0/180: 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 0/155: 20 resources per die) (+15 resources per turn)

[ ] Lunar Homesteading (Phase 4)
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 42/220: 30 resources per die) (1000 residents)

[ ] Aldrin Planned City (Phase 2) (Updated)
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. While the first phase was all about the needed construction workers and roughnecks, the second phase will instead focus on enclosing at least a quarter of the city's eventual diameter.
(Progress 268/465: 30 resources per die) (2200 Residents) (+1 Capital Goods, +3 Energy)
(Progress 0/850: 30 resources per die) (5000 Residents) (+3 Capital Goods)
(Progress 0/1700: 30 resources per die) (10,000 Residents) (+6 Capital Goods)

Services (4 dice +35 bonus)


[-] Fifth Generation Electronic Video Assistant Deployment
Fifth generation EVAs are simply too expensive, and rest on severely limited stocks of isolinear processors. While Aberdeen is moving towards production, and with another dozen chip fabricator sites already somewhere in the planning pipeline, that does not make deploying any sizable number of the platforms currently viable.

[ ] 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, especially useful in a post-nuclear recovery phase.
(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)


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)

[ ] Initiative Laser Systems Deployment (Phase 2)
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 120/500: 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)

[ ] 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 259/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] MARV and Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. 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 85/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Factory Refits (High Priority)
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 30/150: 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 Vehicle Factories. (New)
A new generation of metal, a new breed of machines, for a new kind of war. While the Predator, Guardian, and Pitbull have been the symbols of the height of the Initiative's relative overmatch, that is no longer the case, and it is time for a new generation to take the lead.
Progress 0/450: (30 resources per die) (-6 Energy, -12 Capital Goods, -6 Labour)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour)(Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour)(Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour)(Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4Capital Goods)(Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods)(Refit)

[ ] Ground Forces Zone Armor (Set 2) (Phase 2) (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 236/285: 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)
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 125/180: 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 156/350: 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)


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)

[ ] 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 4) 178/390 2 dice 40R 29%, 3 dice 60R 98%
-[] Karachi Planned City (Phase 4+5) 178/1170 10 dice 200R 12%, 11 dice 220R 58%, 12 dice 240R 93%
-[] Karachi Planned City (Phase 4+5) w/5 Infra dice 178/1230 10 dice 200R 2%, 11 dice 220R 25%, 12 dice 240R 73%, 13 dice 260R 97%
-[] 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 201/240 1 die 15R 100%
-[] Nuclear Infrastructure Rebuilding (New) 0/200 2 dice 30R 17%, 3 dice 45R 92%
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) 147/270 1 die 20R 15%, 2 dice 40R 99%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 5+6) 147/540 4 dice 80R 18%, 5 dice 100R 85%, 6 dice 120R 100%
-[] Aberdeen Isolinear Fabricator (Phase 2) 103/180 1 die 30R 86%, 2 dice 60R 100%
-[] Aberdeen Isolinear Fabricator (Phase 2+3) 103/540 4 dice 120R 2%, 5 dice 150R 53%, 6 dice 180R 96%
-[] 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 80/150 1 die 25R 96%
Light and Chemical Industry 4 dice +29
-[] Bergen Superconductor Foundry (Phase 5) 644/1140 5 dice 150R 4%, 6 dice 180R 50%, 7 dice 210R 93%
-[] Adaptive Cloth Factories 0/300 3 dice 45R 11%, 4 dice 60R 80%, 5 dice 75R 100%
-[] Factory Automation Programs 229/280 1 die 15R 99%
-[] 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
-[] 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%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 73%, 2 dice 40R 100%
-[] Spider Cotton Plantations (Phase 4) 1/175 2 dice 30R 65%, 3 dice 45R 100%
-[] Spider Cotton Plantations (Phase 4+5) 1/360 4 dice 60R 47%, 5 dice 75R 96%
-[] 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%
-[] 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 (Blue Zone BZ-3 British Isles) 30/75 1 die 30R 100%
-[] 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) 161/180 1 die 20R 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%
-[] 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 9 dice +34
-[] Impulse Drive Cargo Ship Development 0/80 1 die 20R 88%, 2 dice 40R 100%
-[] Fusion Shipyard Reconstruction (New) 0/450 5 dice 150R 42%, 6 dice 180R 93%
-[] --GDSS Columbia Bays (1 each)--
-[] SCOP Bay 0/250 2 dice 40R 3%, 3 dice 60R 84%, 4 dice 80R 100%
-[] Assembler Bay 161/240 1 die 20R 89%, 2 dice 40R 100%
-[] --GDSS Shala Bays (4 available)--
-[] Experimental Crops Bay (Stage 1) 0/215 2 dice 40R 26%, 3 dice 60R 98%
-[] Experimental Crops Bay (Stage 1+2) 0/430 4 dice 80R 9%, 5 dice 100R 78%, 6 dice 120R 99%
-[] Animal Husbandry Bay 0/215 2 dice 40R 26%, 3 dice 60R 98%
-[] High Efficiency Void Crops Bay 0/180 2 dice 40R 70%, 3 dice 60R 100%

-[] Lunar Mining Projects 0/155 2 dice 40R 85%, 3 dice 60R 100%
-[] Lunar Homesteading (Phase 4) 42/220 2 dice 60R 60%, 3 dice 90R 100%
-[] Aldrin Planned City (Phase 2) 268/465 2 dice 60R 35%, 3 dice 90R 98%
-[] Aldrin Planned City (Phase 2+3) 268/1315 11 dice 330R 8%, 12 dice 360R 44%, 13 dice 390R 84%, 14 dice 420R 98%
Services 4 dice +35
-[] 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%
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%
-[] 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) 120/500 4 dice 60R 19%, 5 dice 75R 84%, 6 dice 90R 100%
-[] ASAT Defense System (Phase 5) 41/425 4 dice 80R 31%, 5 dice 100R 93%
-[] Ferro Aluminum Armor Refits (Refits) 259/295 1 die 5R 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 3) 85/150 1 die 10R 94%
-[] NovaHawk Factory Refits (Refit) 30/300 3 dice 75R 41%, 4 dice 100R 96%
-[] 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 Vehicle Factories. (Phase 1) (New) 0/450 5 dice 150R 30%, 6 dice 180R 87%, 7 dice 210R 100%
-[] Next Generation Armored Vehicle Factories. (Phase 1 + 2) (New) (Refit) 0/900 10 dice 300R 16%, 11 dice 330R 60%, 12 dice 360R 92%
-[] Next Generation Armored Vehicle Factories. (Phase 1 + 2 + 3) (New) (Refit) 0/1350 15 dice 450R 9%
-[] Ground Forces Zone Armor (Set 2) (Phase 2) 236/285 1 die 20R 100%
-[] Ground Forces Zone Armor (Set 2) (Phase 2+3) 236/570 3 dice 60R 2%, 4 dice 80R 59%, 5 dice 100R 98%
-[] GD-3 Deployment (Phase 2)(Refits) 125/180 1 die 10R 99%
-[] GD-3 Deployment (Phase 2+3)(Refits) 125/360 2 dice 20R 3%, 3 dice 30R 77%, 4 dice 40R 100%
-[] GD-3 Deployment (Phase 2+3+4)(Refits)(Munitions) 125/540 4 dice 40R 4%, 5 dice 50R 59%, 6 dice 60R 97%
-[] GD-3 Deployment (Phase 2+3+4+5)(Refits)(Munitions) 125/720 6 dice 60R 4%, 7 dice 70R 46%, 8 dice 80R 91%
-[] Stealth Disruptor Deployment 0/160 2 dice 30R 74%, 3 dice 45R 100%
--Navy–
-[] Governor-A Deployment (Refits) 156/350 2 dice 40R 31%, 3 dice 60R 97%
-[] 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%
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
-[] 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: Rather than doing my usual e-begging routine, I am going to ask for donations to our own Terrabrand. https://www.paypal.com/paypalme/DoreenMichele
 
Q1 2065 Results
Q1 2065 Results

Resources: 1485+655 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:‌ 100
SCIENCE Meter: 4/4

Free Dice: 6
AI Dice: 4 (full bonus)
Dice Capacity 60/60

Tiberium Spread
Surface
26.095 (+0.13) Blue Zone
0.19 (+0.19) Green Zone
0.07 (+0.00) Cyan Zone
24.255 (+.32) Yellow Zone (106 points of mitigation)
49.39 (-.64) Red Zone (94 points of mitigation)
Underground Tiberium infiltration estimates:
0.23 Blue
12.77 Yellow (36 points of mitigation)
87.00 Red (22 points of mitigation)

Next Mutation Roll: Q2 2065


Current Economic Issues:
Housing: +98 (+93 LQ, +5 HQ) (1 high-quality housing per turn)
Energy: +32 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +30 (-14 from military activity) (-4 from nuclear strikes) (-2 per turn from Fusion yard destruction, 16 total)
Food: +49 (+26 backed reserve, +5 unbacked reserve)
Health: +45 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +48 (+2 per turn from Distributed Industrial Authority) (+496 in reserve)
Consumer Goods: +56 (+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 ‌(2965/4200)‌ ‌(615/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +13
Taxation Per Turn: +240 (-5 per turn from economic contraction)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +13 per turn
Production: +44 per turn (6.5 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, 2 Microfusion Labs)
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 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
Increase Income by 95
Increase population in space by 7.05k
Provide 4 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 Governor-A refit
Complete at least 1 Ground Forces Zone Armor factory
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.


Codex Tiberium
I sit here, face to the screen, and I am still unsure if I should put words to it. On the face of it, it seems insane, a madness, a heresy. Against the great prophet, against the Messiah himself. But the evidence always comes back, the same, the same, the same.

Tiberium is not natural. It is not some prophesied manna from the heavens. It is a weapon. I know not what fell hand forged this blade, but the results do not lie. There is a maker's mark. Small, so, so small. A circle, a line going up, and a smaller circle attached to the line inside the bigger one. Every sample, once I get the electron microscope pointed at it, despite the refraction from the tib glass, has the same damn symbol.

It adapts, even the smallest samples. It eats even the air, it adapts, I even tried magnetic suspension, and it only held a fragment up for a few minutes before it depolarized, and dropped to start eating the electromagnets. I tried putting it in every containment vessel, every method of holding it away from anything to eat; and sooner or later, it would adapt, changing its very structure until it could eat. Is that not life? Is it not an organism, adapting, changing, overcoming whatever obstacle is put in its way?

I don't know what to believe, what to think. This cancer is eating the world, and I helped it. "Is it alive?" I was asked. I don't know. What does "alive" even mean? It certainly acts like it. A more useful question is if it is intelligent. If it isn't, it is very well-programmed. Either way, whoever created it was a monster.

I was given a new name when I joined the Brotherhood, but I was born Diedrick Hutier. My sins are many, my crimes many more. I was trained by the best, I worked with Mobius the Elder, and the Younger. I chose my path willingly, seeing the promise of Tibeirum and willfully ignoring the danger. I worked on Tiberium seeding, forged blades from it for masters who must have known what it was I was working with, and I was too blind, too foolish to see it.


Initiative Operational Training Centers
The last decade has seen a complete revamp of the IOTC system. While Initiative forces have always tried to train against units that represent the full spectrum of threats that they are expected to fight, the Qatarites, the masses of Brotherhood citizens that have crossed the lines, and the capture of masses of war material, has produced a fundamentally different force at most of the centers, especially those who have focused on irregular warfare, and less so at places that focus on maneuver warfare.
While there is a place for wargames on screens and tabletops, one of the biggest advantages the Initiative has had is their ability to playfight at a tempo that the Brotherhood has rarely been able to match. A brotherhood force can drill, can do field operations, but the process of going up against a full orbat, up to the use of simulated nuclear weapons, airpower, and ion cannon strikes, is something that of the Brotherhood Warlords, only two of the major ones can do, Krukov and the Bannerjees.


Economics
The private markets have been hitting a doom spiral in very rapid fashion. Shortages of skilled labor, Initiative mobilization, nuclear war, and the sprint towards space has seen the start of a major economic crash, with businesses folding every week. So far, it has mostly been reorganizations, with the fire sales of assets keeping other businesses afloat, there is only so much consolidation that can occur. While Initiative automation programs are putting more people out into the job market, this is both a relatively small amount compared to the ongoing trends and by definition people who have been made redundant in roles where automation is making rapid strides. Labor wise, the welfare rolls have been going up for the first time in over a year, and many of them are people who are going to need significant retraining to do the jobs that are still available, given the anticipated trajectory of Initiative automation drives.


Politics
With the fallout from the Karachi invasion beginning to settle, and Litvinov on her way out, there is an opening for a new political balance. The Developmentalists can no longer lead the charge, and Parliament has very much taken notice.

Harrison Carter is, in some ways, the most expected man in the race. Having been important in Initiative politics since 2050, his fifteen year career at the apex of the Initiative has seen him considered for Treasury Secretary, Head of the Space Force, and currently chair of the Joint Chiefs of Staff. Behind him are the vast majority of the Militarist and Starbound parties. While he will not be the only one running, he is considered by many the candidate to beat.

Heading up the opposition to Carter is a member of the civilian side, Secretary of Welfare Arno Engelbrecht. While he is significantly newer to the Initiative political field, the man is a scrappy fighter, who has made a life working on refugee welfare and resettlement. Arno's platform is a relatively hardline one for the civilian side of the Initiative, proposing significant reforms, drawing down support for private enterprise, and focusing heavily on a return to central planning of many critical aspects of Initiative society.

Then there is the 'maybe' candidate: Seo Thoki. While Seo has spent the last eight years in the Treasurer's seat, presiding over a campaign of rapid technological development, the director's chair is something to be earned. Few would blame Seo for stepping back, yet it would not be unexpected for him to run – the broad power afforded to the Treasury Secretary in the wake of the Third Tiberium War seen by many as a potential path to the big seat.

For Seo himself, the director's chair is a measure of security, with few of the potential Directors upcoming being all that willing to encourage such wide rapid and radical technological innovation. On the other hand, he may have delayed too long, and a July Surprise might be his only remaining chance to join the race…

While there are other candidates floating their names, these three big names are most favoured among the Initiative's choices for new leadership.



[ ] Karachi Planned City (Phase 4) (Updated)
Expanding the Karachi corridor will be a substantial undertaking, requiring not just expansions to the city and port facilities, but a series of outposts, some cut from blasted out ruins, but others, entirely new construction, especially with the Shah still maintaining a significant military force in being.
(Progress 473/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 83/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)

Much of the work has been on a series of outposts, a string of pearls lining the track from the Himalayas to the sea. Most are of the same type: long, boxy constructions like unpacked and hollowed-out shipping containers, covered in pale-white concrete and lime. While some have been painted into the earth tones and grays intended to conceal them against the terrain, there are always more that still need such camouflage, and it rarely works well. Hardened against the elements, and the Shah's probing attacks. Ramparts of packed earth wrap around artillery pieces and bunker-built warehouses that are being stocked with spare parts, fuel, and food – the basics to support the network of railways and roads that is already being put to use.

The war with al-Isfahani has been slow, grinding, and difficult. While his stocks of nuclear arms seem to have been mostly depleted – with salvoes of atomic devices slowly petering out, going from hourly, to daily, to (by the end of the quarter) weekly events – the conflict has not slowed or halted but simply moved north, towards what was once Afghanistan. Neither side is ready for a final battle, however – the Shah seems content to restrict his remaining forces to skirmishing, and the Initiative is unwilling to press him as of yet. The 5th Armored Division and other Initiative forces are still licking wounds, binding up limbs, and filling up orbats. Every day, more soldiers are fitted properly with Zone Armor, every day replacement armored vehicles stream from cargo ships in the harbors and down from the Himalayan holdfast, but in many cases it is too little, too slowly. Already, the Initiative has had to let trapped Brotherhood forces retreat on multiple occasions simply because the tip of the spear has been too badly whittled down in previous actions.

The Indian Ocean font on the other hand has become interesting. With GDI holding Madagascar, South Africa, the Arabian Peninsula, and now a foothold in what was once Pakistan, much of the ocean has become contested, with a near constant Initiative air presence. ASW modified carryalls, operating at a mere few hundred meters, loaded to the gills with hardware. The best tool they have is magnetic anomaly detectors. Large metallic objects moving through the water tend to create magnetic anomalies, and while the aircraft often can't precisely pinpoint a target, salvoing air dropped torpedoes on the problem tends to at least give the submarine an uncomfortable day. Beyond that Carryalls are good for this kind of work for two reasons. Range, and more importantly loiter time. An Ox or Orca is significantly faster, but typically can't spend an hour or more just sitting over an area and delivering sticks of torpedoes, laying mines of its own, or otherwise inconveniencing a submarine.

Beyond that, the seizure of Karachi has created a much larger area of permissive airspace for Initiative ASW work. The ideal space is just off the coast of Africa, where there are only a few known port facilities and only so many good angles of approach. This however, is nonviable, due to the number of Barghests that can pounce on low and slow ASW aircraft and then run back under the cover of IADS networks. So, the hunting ground is out in the middle of the Indian Ocean, where the submarines can be anywhere, but that is also where the ASW aircraft, ships, and everything else the Initiative has to hunt submarines can simply loiter until they find their mark.

While Kelpie variants are a constant threat, these Nod craft remain at a considerable energy disadvantage even against the slow and low altitude ASW craft, a constraint imposed by the need to emerge from beneath the water. GDI sub hunting crews are getting wise to the signs of a Kelpie moving in the depths too, and it seems that there are simply not that many Kelpies. Although numbers have varied through the months, roughly one out of six interceptions of GDI ASW units involve Kelpies at all. Not even half of that involve more than 1. The Air Force has learned to keep a CAP somewhat close to the deck to try and pounce on these Kelpie raids, decreasing losses, but Kelpie pilots are wily and cowardly, ducking back into the water when they can't line up a shot in an instant, which is often.


[ ] 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 97/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Picking up the refits on the postwar housing has been a relatively slow process. While less due to internal opposition and more due to a lack of overall resources, a lot of the lack of opposition is that the houses have started slowly emptying, a symptom of the Initiative's declining population.

Revitalizing the core urban areas that most of the postwar housing was built in has also become a significant priority, especially as the Initiative has begun pulling in from many of the more inconveniently located fortress towns.

The politics of housing are still complex however, with the housing surpluses creating a significant variety of options in housing. There are significant tradeoffs between access to amenities, quality and size of houses, access to high priority transport routes, military priority, and a thousand other factors that go into the decision to make a home somewhere. For example, for most families, they have elected to move towards tier two cities. Not the great metropoles like New York, Washington, or London, but rather, smaller cities like Boston, Cherbourg, or East London.

At the same time, there are neighborhoods pejoratively referred to as "little Yellow Zones" in most cities in the Initiative, a result of the rapid influx of millions of Yellow Zone refugees since the Third Tiberium War. There are thousands of friction points across the social, political, and economic framework, and so both sides are often happier in the moment staying separated from the other for their social spaces. The bright spot is the decline of the United Yellow List as a political factor, with most of the Yellow Zoners voting for more broad policy based parties, like the Developmentalists and the various socialist parties rather than the identity centered UYL, indicating that integration efforts are succeeding in incorporating the refugees into the greater GDI social fabric without making them feel pressured on account of not being a Blue Zone born citizen.


[ ] 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 268/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy)

Drone integration has required a significant reshaping of the basic workflow, especially the use of quadrotor drones, where the simplest maneuver is not left or right, but up. But, broadly, the principles of logistics remain the same. Although experiments for use of repulsor-equipped drones have concluded with an unsatisfactory result, large quad- and octorotor drones have become a staple of trainyards: singletons or pairs of drones locking onto a standard container, picking it up, and then depositing it on a truck, in a storage yard, or onto another train car. In some areas, drones are making direct deliveries – a train stops, the drones pick the containers up, and deliver them directly to factories and warehouses, cutting out middlemen across the system.

On a larger scale, on many roads you mostly see a system of single- and zero-driver convoys: simple, relatively dumb systems, essentially playing follow the leader with multi-ton trucks. Already fairly widespread, the biggest advantage is that the driver can be entirely removed. Due to practical reasons the work these convoys do is done in relatively dense cities. The first reason is that GDI does not do long distance trucking –the longest truck routes are less than a hundred kilometers. The second is that onboard EVA systems are still a little unreliable without being actively fed data from centralized control networks. Not that this is unique to the EVAs; it is true of human drivers as well, often to a higher degree.

Perhaps the most revolutionary change is the use of automated palletization, where drones in a warehouse assemble a load for delivery onto a plastic skid, stacking packages one on top of another and wrapping the finished package in plastic film. While it may seem simple, arranging and balancing a pallet with dissimilar item sizes and densities has been a challenge for the automation process design crews – the algorithms for properly managing this process may work on GDI's standard chips, but calculating them properly took isolinear processing capabilities.

Once packaged up, the pallets are then moved by a forklift drone onto a larger truck, rolling stock, or even a container for delivery to the other side of the world. Use has been limited thus far due to the fear that NOD might use this as a delivery method for terrorist attacks, and security services are iterating methods to address such risks.


[ ] Nuclear Infrastructure Rebuilding (New)
While the nuclear strikes were, for the most part, aimed at military targets, the destruction of Hampton Roads and Seattle's port facilities, among others, are making noticeable pinch points for the Initiative's overall ability to transport goods.
(Progress 179/200: 15 resources per die)(+4 Logistics) (Reconstruction)

The port facilities hit by nuclear weapons are chokepoints in many cases. Seattle for example, is not just a naval base, it is also a crossroad and an entrepot. The same applies to Hampton Roads, and work has concentrated first on removing those logistical snarls first. This has meant that some of the other, more 'out of the way' targets -- such as the relatively inland myomer macrospinner at Johannesburg – have been lower priority and seen significantly less work.

The first step in reconstruction (and in fact, a fair bit of the work over all) has been in clearance. Multiple ships were in port, and either burned to the waterline, or outright sank due to the blasts. Frigates, destroyers, and cargo ships alike died in the detonation, and raising them has been an involved process, with few good shortcuts available. A swarm of amphibious construction robots has descended on the ports, but the drones can only move so fast before they produce more problems than they are solving, because the step after clearance is dredging out the channels. That is the part of the system that is still ongoing, because even with all the bots and dredging barges assigned the sheer amount of irradiated material that needs to be moved is humongous. Fortunately, the cleanup is easier than dealing with the old superfund sites that dotted the US before Tiberium made the point moot, because the often toxic sludge can simply be dumped in a Tiberium patch or outbreak that has not been capped yet.


[ ] 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 518/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than five dice can be spent on 2nd Generation CCF per turn)
(Progress 248/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than five dice can be spent on 2nd Generation CCF per turn)

With another wave of plants going offline, the fact that their replacements already went live and another set only requires the test firings, stability, radiation, and other basic checks, is a significant reassurance. Even in the areas where many of the alternative energy options are not viable, the possibility of rolling blackouts was largely if not entirely avoided. What blackouts did occur were minor, with one site in Greenland being the most significant, where two hours of downtime occurred as the local fission plant needed to charge the capacitors to start up the fusion plant, rather than providing full service to the population in the area.

Work on future power solutions has continued. Nothing yet is showing a significant improvement to the Initiative's energy demands, but that is a moving target; between the cost of construction and operating such solutions, the need for ease of use, reliability of the reactors, and demand on strategic materials.. There are reactors designed to produce vastly more power. Elerium-catalyzed fusion can become incredibly energy dense, but such energy densities require unsustainable amounts of elerium, and that is fundamentally the sticking point. To replace any significant portion of the Initiative's overall energy needs with various forms of elerium-catalyzed fusion would require a significant share of the Initiative's total production of stable trans-uranics, including shutting down all production of plasma missiles.

Of course, the Initiative is not only going to be relying on fusion for its power supplies. Fusion has its advantages. It is dialable, it is localizable, it is a substantial amount of power on demand pretty much anywhere GDI wants. Most renewables run into problems with at least part of that. But some don't have to. Orbital solar power for example, out in depths of space, is practicable to deploy, but primarily run into issues of getting that energy back to where GDI wants it. The big problem is putting beamed power through the atmosphere. All current examples have severe problems in loss between the power stations and beamed power linkages back to the groundside base. One radical proposal is to cut out the problem of beamed power with 300 mile orbit-to-surface superconductive power cables, and an orbital ring. Anchoring such a construct is highly dubious, but the proposal is certainly daring.


[ ] Aberdeen Isolinear Fabricator (Phase 2) (Updated)
With the completion of supporting industry, wastewater treatment and logistical connections, Aberdeen has already begun work on the A-wing of its isolinear fabricator. Largely devoted to memory cells and other low-complexity computing devices, the A-wing will serve both as a scale testing facility, and to train the workforce for the larger and more complex works to follow.
(Progress 266/180: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 86/360: 30 resources per die) (+18 Capital Goods, -4 Energy)

The first pallets of isolinear chips have rolled off the production line. Small, tough, low energy, and incredibly high power. Most of the chips are already designated for one thing. EVAs. Masses, and masses of EVAs. Everything from personal assistants, to robotic swarm management, to industrial automation. A machine state on every possible level. The only humans needed are intended to be the ones pointing it in a direction and saying go.

With the completion of the first acceptable production run, work has also begun on the much more demanding B- and C-wing of the Aberdeen complex. B-wing is twice as large as the A-wing, but will have only about the same production due to the use of larger, more complex and flexible isolinear printers. These machines will make possible more than just basic arithmetic and memory units, producing specialist chips and more powerful CPUs. C-wing, on the other hand, is planned to be a dedicated packaging and assembly station, where rather than dispatching all the chips to end users, complete isolinear boards will be built on-site. The outer shells of both buildings are complete, but tooling and training their relatively tiny workforces (who will mostly run quality control and troubleshoot errors) will take time.


[ ] 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 153/150: 25 resources per die) (-2 STUs)

The first MFC units have begun rolling off the production line, and most of them are being sent directly to space. While some are going towards other things, the vast majority are going to supply orbital facilities with emergency backups for the primary reactors, where they share a fuel supply with pretty much everything else, and (in a pinch) tapping a Leopard or Union for a few dozen cubic centimeters of reaction mass is reasonably viable.


[ ] 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 760/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

Work has continued on Bergen, despite the threats made against it by nuclear strikes. While the mountain fastness is no longer as protective as it could be, with any strike against it likely to use ground-penetrating bombs, it is still a substantial foundry, and the superconductors are, at this time, irreplaceable. Thankfully, new anti-bombing measures can be rolled into the final production expansion, allowing GDI to meet production quotas and use triple titanium bulkheads, aerofoam shock absorbers, and other measures to ensure that even if a ground penetrating nuclear device enters one production bay, it can be isolated without fully collapsing the entire mountain complex. While it will be significantly less protective against anything over fifty kilotons, and ineffective against anything over five hundred kilotons, those larger devices are rarities in the brotherhood arsenal.

Looking towards the future, GDI's superconductor programs are likely to move towards space. After all, new methods of microgravity construction promise easier mixing of exotic compounds, the product will be needed in massive quantities for the fusion reactors, engines, and all other high power products space infrastructure requires, and because it's not nearly as likely to be hit by a Nod nuclear device.


[ ] 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 314/280: 15 resources per die) (+4 Labor, -4 Energy)

The first completely automated factories have started operating. Most of their production is simple things required in bulk, with raw materials brought in by unmanned trucks, moved over the factory floor in minimal light conditions to robots that do not need to see, and stored in cavernous warehouses staffed entirely by machines. This would be a major safety hazard if there were humans on the work floor and for those times that a human presence is required proper lighting is available, but during normal operations these are vast, dark spaces filled with spinning blades, grinding wheels and hammering stamps, cutting corners that would be impossible with a human workforce.

Although some might think this is cheaper than employing humans for the same work, the reality is that the cost is simply calculated differently, and there are advantages to seating people at a production line. Humans may require some training, but they self-adjust, can perform multiple roles, react to changing conditions, and can perform line quality control with complex objects, things even the finest machinery find difficult at best.

The combination of logistics and factory automation programs have had some significant impacts on the Initiative labor market. This quarter has seen a significant bump in unemployment and underemployment. While retraining programs, advanced certifications, and the like are certainly available, as is reassignment, they cannot account for the full measure of freed up labor. Many people are taking the opportunity to go back to school, switch professions, or simply do their own projects, taking advantage of grants and similar to take a step back or pursue their own goals.


[ ] Civilian Exosuits
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 94/85: 20 resources per die) (+1 Labor)

Protective equipment has often been difficult to say the least. Awkward, uncomfortable, and heavy in many cases. Even a good respirator, for example, is often difficult to breathe in, as having to draw air through the filters demands extra effort; a fire-resistant suit is bulky on a good day, suffocating on a bad one.

Power armor on the other hand, is a bit different, and serves in three primary roles. First is as a support. While it takes some learning, there are ways to stand in powered armor that require less from an aging body, and a number of skilled manual workers can come back to jobs that they wanted, replacing muscles with myomers, and often working slower than they used to, but still doing the work. Second is protection. Rather than a manual mask and heavy insulation, the power suit has integral cooling and filtration units – making the wearer able to stand mere meters from a pot of superheated alloy, and feel nothing. Third is mobility. A power suit is itself a platform for tools. Many key tools are heavy, bulky, and difficult to move around with. Myomer arms and a sizable battery pack means that the power suit can much more easily carry the tool around to where it is needed, and even provide power without needing to wrestle with cabling.


[ ] Spider Cotton Plantations (Phase 4) (Updated)
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.
(Plant Genetics)
(Progress 342/175: 15 resources per die) (+1 Capital Goods)
(Progress 157/185: 15 resources per die) (+1 Capital Goods)

With excess production of spider cotton material scientists are conducting experiments to look for further uses of the material, particularly in the armor and clothing sectors. As a high-strength fabric, weaving it together with other fibers and experimenting with thickness has shown potential use as an alternative or supplement to Kevlar in bulletproof vests. While early production models are effective at stopping low-velocity conventional rounds at an affordable price point, they fail to stand up to particle beams and high velocity railgun rounds while also being particularly vulnerable to bursting into flames when placed under sustained laser fire or exposed to flame or plasma.

Research is ongoing, with various blends of fabrics and materials being tested to find ways to offset these issues and offer improved iterations as new techniques and blended weaves are discovered.

Some of the best success has been found in utilizing spider cotton in ordinary consumer fabric blends, rather than attempting to improve on low profile body armor. While not groundbreaking, one team has, in coordination with GDI fashion houses, produced a test run of soft, comfortable t-shirts and undergarments that have been distributed among several of the science teams for further testing. Initial responses are positive, describing the clothing as soft, light, durable and comfortable in both cold and hot climates.


[ ] 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 181/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)

GDI is still skeptical of laboratory produced meat – even with significant effort and sponsorship. Not because it is bad, but because it runs into a problem that the vast majority of people have forgotten how to properly cook with red meat. The average person has, at this point, eaten red meat maybe a few dozen times in their lives. The cost of red meat has been such that those who could afford it before GDI started its expansion of the ranching domes almost always ate it after preparation by trained professionals. Even with educational campaigns trying to teach people how to use this (still rare but now more available) treat, most people don't stick around with the novelty.

At least for now, while it is very much a symbol of an Initiative that can afford to set aside resources, time, energy, and scientists to produce substantially similar products to pork and beef, and can make it accessible for the vast majority of the population, it is a symbol that makes them happy just existing on the grocery store shelves, and the occasional treat, rather than a staple of their diets.

The exception has been in the realm of charcuterie and forcemeat. While most aged sausages are not yet available (though they are in production), a variety of sausages, precooked, smoked, salted, and cold, have started to become available, and see significant demand. Mostly this seems to be because these sausages need at most very minimal preparation. Something like a Spanish style chorizo, in thin slices or cubed, can be added to salads, or simply put on bread with hummus.

"Alright, so this is steak one oh one, with Chef Raul!, first off, heat is your friend. You are not going to overcook this like shrimp or whitefish. Use high heat, a high smoke-point fat, and then sear for three to five minutes per side."
-Stainless Kitchen Season 12 Episode 14



[ ] 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 359/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 179/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 9/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)

The seizure of Karachi has been a notable boon for the Zone Operations Command. While the Shah is still too active in the region to make serious large scale operations viable, there is now an easy, direct link to a large swathe of the Central Asian Red Zone.

Much of the command's spare forces have been allocated to a series of small outposts: penny packets of troops and harvesters spread across hundreds of kilometers, connected as much by the Forgotten that make the space their home as the lasercom and radio systems that allow them to connect to space and the other outposts. Many of these are deep in mountain ranges or at the edge of a Red Zone.


[ ] Hewlett-Gardener Mothballing (Phase 1)
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 115/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
(Progress 65/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
(Progress 15/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)

Priority for the mothballing of older Tiberium refineries has gone towards sites that are difficult to reach, or simply out of position for current needs. For example, there are a number of sites near New York City built long ago within the bands of defenses, and mostly used for imports. These days the bulk of the Tiberium they processed is instead shipped to the complexes at Chicago, so they have mostly sat quiet, and can be safely mothballed.

A significant part of the process is emptying and venting the reaction vessels and storage tanks. Processing Tiberium requires a range of catalysts and substrates and produces a soup of variably nasty chemicals. On the easy side, there is arsenic, the highly toxic metal simple enough to store on pallets as ingots and largely harmless as long as they are left alone., On the nasty side however, you have chlorine and fluorine: corrosive, reactive, and toxic heavier than air gasses stored under high pressure as liquids, which require constant monitoring for safety.


[ ] Tiberium Inhibitor Deployment (Updated)
Tiberium inhibitors have by now moved from the experimental deployment to the serial. 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.

-[ ] Blue Zone 3 British Isles (Progress 122/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 Himalayas (Progress 78/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 Iceland (Progress 50/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)

With serial production ongoing, GDI has begun seriously investing in protecting the Initiative heartlands. The British Isles, Himalayan Blue Zone, and Iceland have all seen significant construction work this quarter. While the Himalayas were always slated for construction, the British Isles and Iceland were very much not. These were historic blue zones, ones that even in the days of the 2030s were, if not safe, safer than much of the rest of the world. It was the surveys, the discovery of veins of Tiberium running beneath them that made them much higher priorities for inhibitor deployment. Outbreaks occurred, but at this point, they had become something of a routine, and even then, were less than common happenings.

Politically, it is about as good as GDI can offer, while people are very much afraid of the ongoing crisis, the encroaching threat is being countered, and rapid construction of new inhibitors has created hope that the Initiative will either buy enough time for evacuation, especially given innovations in space technology and Aldrin, or find a long term solution to Tiberium.
On a practical level, almost all the manufacturing components are based out of Britain or Australia, meaning that to build the Himalayan network, GDI had to ship them in, and rather than use up one of the increasingly scarce suborbital flights, they were cargo on the still being built Karachi line. While one shipment was lost to a Brotherhood raid, and significant portions of it vanished, it is likely that it ended up in Bannerjee hands, and in any case, the inhibitors are actually harder to reverse than the Visitor accelerators.


[ ] Enhanced Harvest Tiberium Spikes (Phase 2) (Updated)
Although the political controversy remains, the fact that the spikes help convert underground tiberium into surface tiberium is enough of an advantage that they are being pushed despite problems.
(Progress 187/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Yellow Zone Abatement)

The second wave of Enhanced Harvest Tiberium Spikes has been completed late in the quarter, to a measure of political backlash from the areas in which they were deployed. That backlash, however, has been less than expected, given the growing understanding of the situation in which the world finds itself in with regards to underground Tiberium incursion, and the dedicated efforts of GDI Tiberium scientists like Dr. Granger in communicating the idea that the new spikes may help find a better solution to dealing with Tiberium.

A welcome side-effect of having authorized additional construction is that the crews tasked with installing them have begun to develop something like the familiarity they have with the traditional spikes, quickly raising them and optimizing the spikes' outputs, allowing for additional safety inspections in the time available - which has also helped to assuage public concerns.

"We are late with turning on the spike."
"What makes you think that?"
"My calendar turned over to the next month."
"Your calendar is working on Tokyo time, we are in Portland, Oregon. We've got all day."

-Portland Tiberium Spike 2064-18 construction site

[ ] Impulse Drive Cargo Ship Development (New)
A hybrid drive system, using a combination of a fusion torch and an array of Brotherhood-derived repulsorplates to generate velocities, efficiency, and thrust impossible with standard technology, impulse drives represent a means to fundamentally reshape Initiative launch technology and dramatically increase scalable orbital transport.
(Progress 169/80: 20 resources per die)

Blue-white thunder, a roar to crack the skies, and an accidental short-ranged ballistic missile roared into the sky as the test engine tore itself off the mount and screamed toward the heavens. The engine cut out a few seconds later, falling back towards the ground, its fuel expended.

The program has seen – for lack of a better word – dramatic progress. The design of an impulse drive cargo ship is a fair bit different from existing fusioncraft designs. While the designers have settled on an aerodyne system, the biggest question has been size. On one hand, keeping it on the smaller side – some 45-50 meters long – in a blended wing configuration, would create a single stage craft that would (assuming the math reflected reality in any way) be able to take off and land on nearly any runway the Initiative operates.

On the other end of the spectrum, however, are absolutely massive craft, designed to be literal flying cargo ships carrying thousands upon thousands of tons of cargo, and with the bunkerage to match. While they would need dedicated landing strips wider than anything in standard service if not necessarily longer, these craft would dramatically speed any kind of major space-based infrastructure, and could, if properly configured, carry entire disassembled habitation blocks into space in a single shot.

A significant part of the system is based on the Novahawk's impulse drive, and like the Novahawk, the plates can be run without the mass reaction component of the engine for taxi and takeoff, which is absolutely critical, because the engines lighting off at full power will destroy a runway.

While in the long run, there will be a multitude of designs, large and small, streamlined and spaceborne, right now, the question is fundamentally one more of priority, whether GDI's space program is continuing to aim for large megaprojects, or is beginning the run up to a full evacuation of Earth, because the two need fundamentally different platforms, and different construction plans.


[ ] GDSS Columbia Bays
-[ ] 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 282/240: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)

The assembler bay has whirred into action. While its current production of capital goods is somewhat narrowly centered upon basic, industrial-use consumables (like drill bits, grinding wheels, and so on) and a somewhat wider selection of practicality-minded consumer goods like thermal blankets and suit patches, the bay promises a lot more than that in the months and years to come. It represents a continued investment into the Initiative's overall orbital industrial capability, and with its ability to be rapidly reconfigured, it is a good place to begin testing out a number of advanced designs.

Most notably, what is being worked on under the project title 'Keratin'. A system of foamed metal, iterating on Brotherhood ferro-aluminum armors, but using a mixture of steel, titanium, aluminum and small amounts of rhenium. While the alloy is only being worked with on a very small scale, current testing indicates a material that would be a good fit for a number of structural elements, producing a frame that is significantly lighter than most current designs while retaining the required strength. Unfortunately it does run into a number of problems in terms of repairability, but that is only so much of a problem across GDI's fleets, given that repairability often means ripping out the old part and replacing it in its entirety, with how much cheaper metal has become compared to man hours.


[ ] GDSS Shala Bays
-[ ] 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 217/215: 20 resources per die) (MS) (Unlocks new development projects)
(Progress 2/215: 20 resources per die) (MS) (Unlocks new development projects)

The concepts coming out of some of the laboratories are a mix of the exciting and worrying. Largely, there are three major themes. First is the supercrop, fast growing, highly nutritious, and versatile. Second are a number of projects that have been in development for a number of years in various black sites and secure laboratories that are being transferred over to move up the Technical Readiness Level chart, mostly a series of TRL 3 and 4s that are seen as high-enough priority to put into a more open but still highly secured environment. Third and finally are the crops that the entire program was built for, which are designed to produce a wide variety of results ranging from the practical to the unhinged..

One of the more major ones is a crop that is essentially a hybrid of peas and mint, taking two plants that grow, rather vigorously, and producing something that has a tendency to rapidly outgrow their containment chambers. This has been something of a tendency with food crops that are specifically designed for their swift growth and high yield. However, that is only the most common element.

On the other side are the medications, with a number of ongoing attempts at rapid high intensity production, looking primarily at painkillers, antibiotics, and a number of antiviral packages. While not particularly dangerous, it is a convenient way to bring a large number of programs that were otherwise classified or limited, to production.

Finally, there are the grenade pineapples and their kin. By all accounts made solely for the name, rather than any good reason, they are derived from pineapples and are intended to (when fermented) produce key precursor chemicals for a number of the Initiative's mainline explosives. While currently not as efficient as more conventional methodologies, research is ongoing.

If nothing else, use them for fertilizer. Those nitrates will make your roses bloom up a treat.


[ ] Aldrin Planned City (Phase 2) (Updated)
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. While the first phase was all about the needed construction workers and roughnecks, the second phase will instead focus on enclosing at least a quarter of the city's eventual diameter.
(Progress 720/465: 30 resources per die) (2200 Residents) (+1 Capital Goods, +3 Energy)
(Progress 255/850: 30 resources per die) (5000 Residents) (+3 Capital Goods)
(Progress 0/1700: 30 resources per die) (10,000 Residents) (+6 Capital Goods)

One of the most important pieces of Aldrin was named Eluthia, and has been heading towards completion at a rapid rate. A combined daycare and primary educational facility intended to raise and educate the first children of the Initiative born among the stars. While the first lunar pregnancies occurred long before, previously any pregnancy would be moved to Earth for medical care reasons, they are still very much in the early phases, the women essentially acting as volunteer test subjects for off-world births. It takes a special kind of person to do that, a combination of unwavering patriotism, an absolute confidence in a future worth living for, and a willingness to take risks knowing that things may go wrong and have severe long term consequences.

More broadly, Aldrin is becoming a more self-sufficient city, with its own entertainment districts, industrial hubs, and similar beginning to take shape. Overall, it looks a bit like a snowflake: a central hub, with administrative, security, and other mission-critical facilities in the middle, and then six sectioned and branching spokes projecting out. The spokes are each fairly self-contained, with their own life support systems, meaning that in case of an emergency each can be locked down and survive without the others, although not nearly as comfortably as the seven life support regions working in concert.

"Attention all work crews, we have a special announcement. I understand that everyone was very excited last night, at the topping out party for our latest construction efforts. However, Lloyd the bartender was not happy with your games of 'take the tankards and see who can throw them into the rafters and get them stuck.' As a result, I must inform you that the bar is closed until Lloyd can get a cherry picker to recover all his tankards. And that won't be soon because someone has filled the vehicle bay with barrels again, KARL."


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

Pushing forward the proliferation of regional hospitals has been a slow process. Most of these new hospitals are out in the relative boondocks;: the sparsely populated borderlands between GDI and Nod, often served by military hospitals at bases and local clinics. The majority of the new hospitals are quite small, little more than an oversized clinic serving the local community's general practice needs, with few on-site specialists present, a number of telepresence and telemedicine options, and generally topping out at a few dozen beds for normal circumstances. They are designed such, however, that in an emergency their capacity for trauma care can be rapidly expanded as a flood of robots clean unused rooms, unpack stores of equipment, prepare operating rooms and in general turn what used to be a community center into a several hundred beds large medical facility whose staff is already being flown in.

This trauma care capacity is primarily slated not for Initiative troops, but rather civilians and prisoners of war. The troops, for the most part, will be cared for very near the front and then evacuated back to the core, rather than being cared for in these smaller facilities.

"So, how fast can one of these places go from sleepy town clinic to trauma center?"
"Depends; one of the operating rooms is always kept at a low readiness level, of course, and can be prepared for a tele-operating surgeon in 15 minutes if needed."
"I meant, what if they needed to prepare all of the beds and gear?"
"Oh, in that case? The robots will have it ready for staffing before Transport Command is even wheels up."
"... Transport Command said they'd expect to be wheels up within 30 minutes, two hours even if everything goes wrong."
"And?"

-Services Department, Emergency Response Planning Commission.


[ ] 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, especially useful in a post-nuclear recovery phase.
(Progress 118/80: 25 resources per die)

The rage engine is a particularly interesting piece of technology. Soldiers have reported a wide variety of effects from it, including twitchiness, heightened aggression, shakes, shivers, and irritability, among a wide variety of other symptoms. On a technological level, the rage engine is actually fairly similar to GDI's own neurohelmets. The big difference is that it is designed not as a short range precision instrument to read and interpret minds, but rather as a broadcast system to change them. Like most systems of mental manipulation it is multispectral, emitting electromagnetic signals, sonics, tremors, even smells and other things, all designed to increase stress levels.

In GDI use, many of the tricks can be converted into something of a 'serenity engine,' using a combination of messaging to produce calm, reduce stress, and otherwise help people maintain self control. While there are going to be some severe issues safeguarding the technology, and in some circles, it is seen as a potential 'lotus eater' device, psychiatrists are hopeful it can help with treating patients who need more assistance than current tools available permit. In any case, use and proliferation of this technology is expected to be tightly regulated.


[ ] 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 120/120: 30 resources per die)

Stasis boxes are one of the weirder technologies that the Initiative has come up with. While the scientists have mentioned words like 'phase rotation' and 'parachronal manipulation,' they are lost in a soup of jargon that even make your eyes glaze over. The impact however is substantial. While the largest working model so far has an internal storage volume that can perhaps fit a large strawberry, or a severed finger – in a briefcase-sized box that weighs over 25 kilos – that strawberry is fresh so long as the battery stays charged.

Work towards a more practical version is still ongoing, but even the finger-sized cargo is useful, primarily for the transport of short-lived radioactive isotopes and other volatile medical substances.


[ ] 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 89/60: 15 resources per die)

Making a serious attempt at reformatting InitiativeInitaitive articulation systems means a near complete redesign of the entire Zone Armor platform. The current model rests on a network of artificial muscles, who have to rely on a slower system, producing a movement that is sluggish but powerful. A revised system begins at the very most simple principles – with improvements on the boron coatings – but fundamentally requires replacing the entire joint system. The end result promises to be slimmer, faster, and simpler, on top of an improved interface system under the code name of 'Carapace'. Intended to begin the movement in the arms or legs or any other joint almost at the speed of thought; working from neurons and muscles upstream of the point of motion to produce an armor that moves fully with the user, rather than simply trying to mimic.

Honestly? It's about time we had a refresh on our Zone Armor. The existing designs are still fine, but twenty years is a full generation of power-armor. Lots of new weapons and new technology to equip, we'd better start looking into it today if we want to have any for the 2070s.


[ ] 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 105/140: 20 resources per die) (MS) (Will time out at end of plan)

In some ways, the nuclear caches are very simple things. A swarm of tiny stations, each a little smaller than the old ISS, let alone the great bulk of Enterprise, Columbia, or Philadelphia. Each station is essentially little more than a small habitable blister and a pair of unpressurized cargo holds intended for up to a few dozen nuclear devices. Already, shiploads full of nukes have launched, stripping bare silos and airfields, warships and bunkers. Most of the rest of the project at this point is less about building stations, and more about moving nukes.

Humanity has long theorized about using nuclear weapons for more than just terrestrial warfare. While the radioactive fever dream of Project Plowshare and other theses of nuclear civil engineering are certainly not on the table – now or probably ever – there are many other programs that are possible. A century ago, one of the simplest of these devices was proposed: the Casaba Howitzer, in essence a nuclear shaped charge. Named after a variant of honeydew melon, the device uses a combination of a beryllium case, and a lightweight pusher plate. The weapon would then be pointed at the enemy, producing a cone of superheated plasma roughly twenty degrees across. While the overall efficiency would be abysmal, only a few percent (at best) of the total energy of the bomb, the hope was to create a standoff weapon that could generate impact, without requiring a direct or near-direct hit with one of the nuclear bombs. In principle, the same thing can be done with a series of metallic rods instead, producing collimated x-ray lasers, but again, the efficiency is a problem. Powerful, yes, but still only a few percent of the energy of the device.

In terms of an immediately practical nuclear device, the work is primarily being done under the codename 'Ptolomy', and represents a dual drive system. An Orion drive, with a single nuclear device, a chemical drive, and then a single warhead at the tip. Based from circumlunar space, the system would be able to engage a Visitor ship swarm at net low relativistic speeds. In some ways, the trickiest part is going to be properly timing the initiation, especially given the variables involved.


[ ] Ground Forces Zone Armor (Set 2) (Phase 2) (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 687/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 402/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 117/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

With the current generation of Zone Armor being soon outdated, the last of the mainline factories has been a noticeable investment. War, it seems, has stoked the need for power armor considerably, but at the same time the existing requirements should be enough to meet the needs of peace – at least until new technology obsoletes GDI's current offering.

With fighting dying down in Karachi, many of the suits that had been stockpiled are being deployed, and many of the units being rotated off the lines are being broken up to serve as training cadres to spread the experience of fighting in powered armor around the Initiative's armed forces. On every front, from the lines in South America against Stahl's legions, to staring down Yao in Manchuria, to the rolling African plains, new forces are armoring up into the combat armor and awaiting further action.

Beyond that, there have been shifts in doctrine, due to many in GDI's TRADOC underestimating how long it takes to fit a new suit of Zone Armor to an infantryman. With the brutal, rapid pace of the Karachi offensive in mind, the time it took for a mission-killed Zone Trooper to be given a new suit, have it properly calibrated, and back in the fight, often left Initiative mechanized forces naked as they made assaults. Beyond that, the short legs of a Zone Trooper unit turned out to be more of a problem than expected. While GDI doctrine maintains that infantry's primary mission is to support an armored force, and the Zone Troopers – when they were present – did a frankly amazing job of it, the uptime rapidly became problematic.

The biggest impact of this is that rather than trying to, at least currently, completely replace a unit's unarmored infantry with powered armor, each unit going forward will have about a third replaced with Zone Armor suits, and the rest maintaining mechanized foot infantry.


[ ] 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 265/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)

Work on the refits program has surged, although it will still be months to years before any significant impact is made. A fleet-wide refit to the Governor-A model is at this point long overdue, with the class having noticeable weaknesses in the field of missile defense, among other problems that have emerged over its time in service. While the class is certainly neither obsolescent nor obsolete, working on the refits is a significant problem, especially because quite soon (in relative time), the class will be multiple generations of hardware behind, with a Governor-B model made necessary – alongside updates and replacements for ships both lighter and heavier across the field – and expected to include the addition of revised framing and armor plating; using alien alloys to reduce weight, increase protection, and refine systems; isolinear computers; and a widespread arsenal of new breeds of directed energy weapons. While there have been proposals to add additional missile modules, or other refits to extend its capabilities as a missile platform, those are currently sitting in limbo, primarily because naval doctrine is doubtful it will ever again perform an assignment along the lines of the Karachi invasion, where a major part of the artillery park for the entire invasion was sitting off the coast and slinging missiles and railgun fires at the company level and even below.


[ ] 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 59/240: 20 resources per die) (-1 Capital Goods, -1 Energy)

Putting supporting ground vehicles into Steel Talons formations is a challenge – one that TRADOC has been working on, but with relatively little success overall. For the most part, Moas are being assigned to lances of Titans or to Mastodons, swarming around the walkers' feet. Lighter, more nimble walkers often take shortcuts over obstacles that Moas are better off maneuvering around. Some legheads in the Talons grumble that the Moas would have been better off with legs, but their own forces are far from being all Mech-anized.

At the same time, production is starting off slowly. While the Moa do share significant parts commonality with the Predator (notably their tracks are simply two of the track pods on the much larger tanks) they need their own engines, as nothing in the current stock of Initiative standard engine sizes quite properly fits within their more compact chassis. Similarly, weapons have seen major problems, with the modularity and hot-swappable design spec running into some significant issues with getting the sensor and FCS to properly mate.


A/N1: Well, another update down. Master's program, partner's surgical recovery, and starting my student teaching have all taken their tolls on my ability to write. I do have this, I can't have any guarantees about when I will be able to get the next update to you. Hopefully tomorrow, but I genuinely don't know at this point how much energy I will have after my first day in a high school teaching.

A/N2: If you want to help support me, the ko-fi does help significantly. Ko-fi.com/ithillid
 
Q2 2065
Q2 2065

Resources: 1485+655 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:‌ 100
SCIENCE Meter: 4/4

Free Dice: 6
AI Dice: 4 (full bonus)
Dice Capacity 60/60

Tiberium Spread
Surface
26.095 (+0.13) Blue Zone
0.19 (+0.19) Green Zone
0.07 (+0.00) Cyan Zone
24.255 (+.32) Yellow Zone (106 points of mitigation)
49.39 (-.64) Red Zone (94 points of mitigation)
Underground Tiberium infiltration estimates:
0.23 Blue
12.77 Yellow (36 points of mitigation)
87.00 Red (22 points of mitigation)

Next Mutation Roll: Q2 2065


Current Economic Issues:
Housing: +98 (+93 LQ, +5 HQ) (1 high-quality housing per turn)
Energy: +32 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +30 (-14 from military activity) (-4 from nuclear strikes) (-2 per turn from Fusion yard destruction, 16 total)
Food: +49 (+26 backed reserve, +5 unbacked reserve)
Health: +45 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +48 (+2 per turn from Distributed Industrial Authority) (+496 in reserve)
Consumer Goods: +56 (+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 ‌(2965/4200)‌ ‌(615/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +13
Taxation Per Turn: +240 (-5 per turn from economic contraction)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +13 per turn
Production: +44 per turn (6.5 HG, 15.9 IHG, 22.2X)
Consumption: -31 per turn
24 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-18 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, 2 Microfusion Labs)
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 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
Increase Income by 95
Increase population in space by 7.05k
Provide 4 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 Governor-A refit
Complete at least 1 Ground Forces Zone Armor factory
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 5) (Updated)
A final serious push to secure the region, with two primary goals. First, to secure the flank, putting Initiative boots firmly against the Red Zone – producing a new front for major Red Zone harvesting activities – and second to firm up the logistical links between the mountains and the sea.
(Progress 83/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] 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 97/150: 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)

[ ] Nuclear Infrastructure Rebuilding
While the nuclear strikes were, for the most part, aimed at military targets, the destruction of Hampton Roads and Seattle's port facilities, among others, are making noticeable pinch points for the Initiative's overall ability to transport goods.
(Progress 179/200: 15 resources per die)(+4 Logistics) (Reconstruction)


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 6)
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 248/270: 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 3) (Updated)
With the completion of supporting industry, wastewater treatment and logistical connections, Aberdeen has already begun work on the A-wing of its isolinear fabricator. Largely devoted to memory cells and other low-complexity computing devices, the A-wing will serve both as a scale testing facility, and to train the workforce for the larger and more complex works to follow.
(Progress 86/360: 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)


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 760/1140: 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)

[ ] Laser Printing Plants
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
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)


[ ] 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)

[ ] 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 5) (Updated)
Continuing to expand Spider Cotton production is likely to see more uses found, but at the same time it is an expensive process running into diminishing returns, especially given the sheer quantities of spider cotton required for many of the more 'out there' proposals.
(Plant Genetics)
(Progress 157/185: 15 resources per die) (+1 Capital Goods)

[ ] Terrestrial Quillar Deployment (New)
The expansion of quillar production is something that the Initiative does not strictly need at this point. However, it is a nutritious, easy to grow crop, something that can be offered to Nod as a show of goodwill – which will aid the Brotherhood's civilian populace, while not significantly impacting their overall military readiness. Funding a single wave of quillar for seedstock and providing the majority of the seeds to the Brotherhood will reduce overall population losses, while also establishing good faith with some of the scientists that the Initiative has acquired from the Brotherhood. While it could result in less ability to pressure the Brotherhood due to its increased ability to feed itself, the Diplomatic Corps does not believe it wise to hold food supplies hostage for such purposes.
(Progress 0/100: 10 resources per die) (+15 food)


Tiberium (7 dice +39 bonus)


[ ] Tiberium Vein Mines (Stage 11) (Updated)
While no longer positive in terms of surface 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. They are also likely to provide a much-needed start on attacking the newly-apparent underground front against Tiberium.
(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)

[ ] Red Zone Containment Lines (Stage 8) (Updated)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 9/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)

[ ] Enhanced Harvest Tiberium Spikes (Phase 3) (Updated)
While still a potential political problem, the enhanced harvest Tiberium spikes offer a considerable degree of underground abatement with minimal investment required.
(Progress 7/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)

[ ] Tiberium Glacier Mining (Stage 13) (Updated)
The invasion of Karachi has opened a number of new faces. While the infrastructure is not there yet for the bigger and more substantial practices, there is enough frontage to begin serious mining operations at a number of points.
(Progress 38/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (4 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 3) (Updated)
Clearing up some of the last of the old model HG refineries will continue to make labor available. While it will (in some cases) mean transporting Tiberium for longer distances, that is largely something that is already happening due to the better yields offered by IHG and Visitor refining technologies.
(Progress 15/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)

[ ] Tiberium Inhibitor Deployment (Updated)
Tiberium inhibitors have by now moved from experimental deployment to serial. While each will be significantly energy-expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)

-[ ] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 50/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement) (+? Underground Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement) (+? Underground Yellow Zone Abatement)

[ ] Liquid Tiberium Power Cell Deployment (Phase 3)
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)

[ ] 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)

[ ] 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 (9 dice +34 bonus)
(13 fusion dice, -1 Fusion die per turn, due to fusion shipyard destruction)


[ ] Caravel-Class Impulse Shipyard (New)
The Caravel is the smaller class of impulse craft. Designed around a hundred-ton Earth-to-Luna payload as a standard specification, the Caravel's primary selling point is its ability to operate off of standard airstrips and pre-existing airport facilities already serving GDI's fleet of fusion craft. Running off a pair of impulse engines mounted at the root of the wing, the craft is expensive – but a substantially more capable platform than the existing fusion craft, which cannot haul such payloads further than Earth orbit without refueling.
(Progress 0/300: 40 resources per die) (-3 STUs, -6 Energy, -6 Capital Goods)

[ ] Fluyt-Class Impulse Shipyard (New)
A much larger and more ambitious platform, the Fluyt-class, represents a megalifter: designed to carry thousands of tons at a time, lifting entire station units from the surface to orbit and beyond, ready for integration. Built with four primary engines, and a half dozen secondaries, the craft is going to require dedicated facilities to handle its sheer bulk; a number of runways will need to be drastically widened or newly built for this purpose. It is also VTOL-capable, but it requires specialized landing platforms designed to take the force and fury of such events – with a number of other difficulties besides. The Fluyt offers a platform that can do things that have so far been considered impossible, but using it effectively comes with its own challenges.
(Progress 0/600: 45 resources per die) (-4 STUs, -8 Energy, -6 Capital Goods)

[ ] Fusion Shipyard Reconstruction (New)
Rebuilding the fusion shipyards destroyed in nuclear fire, while on the docket, is not actually a requirement. While maintaining a supply of fusioncraft is useful, the future generations of Impellercraft on the horizon means that it is possible (although risky) to push forward and use the existing stocks of fusioncraft as a bridge, rather than trying to maintain a sizable fleet of them long term.
(Progress 60/450: 30 resources per die) (Reconstruction)

[ ] 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 0/250: 20 resources per die) (+3 Food, +6 Food in reserve)

[ ] GDSS Shala Bays (5 available)
-[ ] Experimental Crops Bay (Stage 2)
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 2/215: 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 0/215: 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 0/180: 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 0/155: 20 resources per die) (+15 resources per turn)

[ ] Lunar Homesteading (Phase 4)
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 42/220: 30 resources per die) (1000 residents)

[ ] Aldrin Planned City (Phase 3) (Updated)
A ring around the landing site of Apollo 11, the first true city on the Moon will be an enduring symbol of GDI's claim to the stars. A dedicated spaceport, refinery, and industrial facility will begin producing a substantial quantity of capital goods. With the second phase completed and eagerly awaiting the first Moonborn GDI citizens, the third phase will substantially expand the habitation, industry and commercial sections, nearly tripling the city's population capacity once complete and providing plenty of local leisure options.
(Progress 255/850: 30 resources per die) (5000 Residents) (+3 Capital Goods)
(Progress 0/1700: 30 resources per die) (10,000 Residents) (+6 Capital Goods)


Services (4 dice +35 bonus)


[ ] Fifth Generation Electronic Video Assistant Deployment (Phase 1) (New)
While still extremely expensive, and reliant on massive quantities of isolinear chips, some small trickle of fifth-gen EVAs can be produced and fielded. While the immediate benefits will be somewhat limited, the overall results are likely to be significant, especially as older-model EVAs are displaced into fields that have been considered lower priority.
(Progress 0/250: 40 resources per die) (+1 to all departments)
(Progress 0/250: 40 resources per die) (+2 to all departments)
(Progress 0/250: 40 resources per die) (+3 to all departments)

[ ] 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)

[ ] 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)

[ ] Gene Clinic Expansions (New)
While GDI has a number of gene clinics, and efforts to increase access for the population are ongoing, the Treasury can greenlight the funds for a substantially accelerated program. Expanding the services offered should substantially increase birth rates, especially with a dedicated public outreach effort to educate the population as to the benefits such genetic engineering has for off-Earth living.
(Progress 0/240: 20 resources per die) (-2 Capital Goods, -4 Consumer Goods, -2 Energy) (+ Birthrates)


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)

[ ] Initiative Laser Systems Deployment (Phase 2)
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 150/500: 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)

[ ] 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 289/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

[ ] MARV and Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. 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)


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 135/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

[ ] NovaHawk Factory Refits (High Priority)
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 60/150: 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 105/140: 20 resources per die) (MS) (Will time out at end of plan)


Ground Forces

[ ] Next Generation Armored Vehicle Factories.
A new generation of metal, a new breed of machines, for a new kind of war. While the Predator, Guardian, and Pitbull have been the symbols of the height of the Initiative's relative overmatch, that is no longer the case, and it is time for a new generation to take the lead.
Progress 0/450: (30 resources per die) (-6 Energy, -12 Capital Goods, -6 Labour)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods) (Refit)

[ ] Ground Forces Zone Armor (Set 2) (Phase 4) (High Priority) (Updated)
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. TRADOC and Procurement have both pressured the government to halt the Zone Armor rollout beyond the current phase, believing that it is more important to revise and revisit the concept from a clean sheet to incorporate major technological developments.
(Progress 117/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

[ ] GD-3 Deployment (Phase 2) (High Priority) (Refits)
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 155/180: 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 265/350: 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 59/240: 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)

[ ] 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)

[ ] 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.

[ ] Endorse a Candidate for Director
Although many expect Seo to make a bid for the big chair, he would be relatively late in declaring his ambitions. Supporting another could make it more likely that whoever ends up winning will support Seo in turn, be it for a later bid for the big chair, or in the Treasury's operations.


** 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 5) w/5 Infra dice 83/840 7 dice 140R 2%, 8 dice 160R 36%, 9 dice 180R 87%, 10 dice 200R 99%
-[] Karachi Planned City (Phase 5) 83/780 7 dice 140R 17%, 8 dice 160R 75%, 9 dice 180R 98%

-[] Postwar Housing Refits (Phase 2) 97/150 1 die 10R 98%
-[] Postwar Housing Refits (Phase 2+3) 97/300 2 dice 20R 14%, 3 dice 30R 90%
-[] Japan-Korea Tunnel 0/350 4 dice 80R 29%, 5 dice 100R 89%, 6 dice 120R 100%
-[] Nuclear Infrastructure Rebuilding 179/200 1 die 15R 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 6) 248/270 1 die 20R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 6+7) 248/540 3 dice 60R 28%, 4 dice 80R 94%
-[] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%, 4 dice 120R 98%

-[] 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 80/150 1 die 25R 96%
Light and Chemical Industry 4 dice +29
-[] Bergen Superconductor Foundry (Phase 5) 760/1140 4 dice 120R 14%, 5 dice 150R 78%, 6 dice 180R 99%
-[] Adaptive Cloth Factories 0/300 3 dice 45R 11%, 4 dice 60R 80%, 5 dice 75R 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
-[] 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%
-[] Dairy Ranches (Phase 3) 98/180 1 die 20R 73%, 2 dice 40R 100%
-[] Spider Cotton Plantations (Phase 5) 157/185 1 die 15R 100%
-[] Terrestrial Quillar Deployment (New) 0/100 1 die 10R 51%, 2 dice 20R 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%
-[] 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%
-[] Tiberium Glacier Mining (Stage 13+14+15) 38/475 4 dice 120R 7%, 5 dice 150R 73%, 6 dice 180R 99%
-[] Tiberium Glacier Mining (Stage 13+14+15+16) 38/630 6 dice 180R 23%, 7 dice 210R 84%, 8 dice 240R 99%

-[] Xenotech Tiberium Processing Plants (Stage 3) 61/300 2 dice 80R 7%, 3 dice 120R 90%
-[] Hewlett-Gardener Mothballing Phase 3 15/50 1 die 10R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 92%
-[] Tiberium Inhibitor Deployment (Blue Zone BZ-15 Iceland) 50/75 1 die 30R 100%
-[] 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%
-[] 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%
-[] 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 9 dice +34
-[] Caravel Class Impulse Shipyard (New) 0/300 3 dice 120R 21%, 4 dice 160R 91%
-[] Fluyt Class Impulse Shipyard (New) 0/600 6 dice 270R 7%, 7 dice 315R 58%, 8 dice 360R 95%
-[] Fusion Shipyard Reconstruction (New) 60/450 4 dice 120R 20%, 5 dice 150R 86%, 6 dice 180R 100%

-[] --GDSS Columbia Bays (1 available)--
-[] SCOP Bay 0/250 2 dice 40R 3%, 3 dice 60R 84%, 4 dice 80R 100%
-[] --GDSS Shala Bays (3 available)--
-[] Experimental Crops Bay (Stage 2) 2/215 2 dice 40R 28%, 3 dice 60R 98%
-[] Animal Husbandry Bay 0/215 2 dice 40R 26%, 3 dice 60R 98%
-[] High Efficiency Void Crops Bay 0/180 2 dice 40R 70%, 3 dice 60R 100%

-[] Lunar Mining Projects 0/155 2 dice 40R 85%, 3 dice 60R 100%
-[] Lunar Homesteading (Phase 4) 42/220 2 dice 60R 60%, 3 dice 90R 100%
-[] Aldrin Planned City (Phase 3) 255/850 6 dice 180R 8%, 7 dice 210R 61%, 8 dice 240R 96%
-[] Aldrin Planned City (Phase 3+4) 255/2550 25 dice 750R 6.5%, 26 dice 780R 25.3%, 27 dice 810R 55.8%, 28 dice 840R 82.3%, 29 dice 870R 95.4%
Services 4 dice +35
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1) 0/250 2 dice 80R 1%, 3 dice 120R 74%, 4 dice 160R 100%
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1+ 2) 0/500 5 dice 200R 12%, 6 dice 240R 73%, 7 dice 280R 99%
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1 + 2 + 3) 0/750 8 dice 320R 21%, 9 dice 360R 74%, 10 dice 400R 97%
-[] Wet AI Development (Tech) (MS) 0/240 2 dice 60R 7%, 3 dice 90R 91%
-[] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
-[] Gene Clinic Expansions (New) 0/240 2 dice 40R 3%, 3 dice 60R 82%, 4 dice 80R 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%
-[] 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) 150/500 4 dice 60R 44%, 5 dice 75R 95%
-[] ASAT Defense System (Phase 5) 41/425 4 dice 80R 31%, 5 dice 100R 93%
-[] Ferro Aluminum Armor Refits (Refits) 289/295 1 die 5R 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%
--Air Force--
-[] Ultralight Glide Munitions Deployment (Munitions) (Phase 3) 135/150 1 die 10R 100%
-[] NovaHawk Factory Refits (Refit) 60/300 2 dice 50R 2%, 3 dice 75R 72%, 4 dice 100R 100%

-[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--Space Force--
-[] Orbital Nuclear Caches 105/140 1 die 20R 100%
--Ground Forces–
-[] Next Generation Armored Vehicle Factories. (Phase 1) (New) 0/450 5 dice 150R 30%, 6 dice 180R 87%, 7 dice 210R 100%
-[] Next Generation Armored Vehicle Factories. (Phase 1 + 2) (New) (Refit) 0/900 10 dice 300R 16%, 11 dice 330R 60%, 12 dice 360R 92%
-[] Next Generation Armored Vehicle Factories. (Phase 1 + 2 + 3) (New) (Refit) 0/1350 15 dice 450R 9%
-[] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%, 3 dice 60R 100%
-[] GD-3 Deployment (Phase 2)(Refits) 155/180 1 die 10R 100%
-[] GD-3 Deployment (Phase 2+3)(Refits) 155/360 2 dice 20R 20%, 3 dice 30R 94%
-[] GD-3 Deployment (Phase 2+3+4)(Refits)(Munitions) 155/540 4 dice 40R 16%, 5 dice 50R 81%, 6 dice 60R 99%
-[] GD-3 Deployment (Phase 2+3+4+5)(Refits)(Munitions) 155/720 6 dice 60R 13%, 7 dice 70R 67%, 8 dice 80R 97%

-[] Stealth Disruptor Deployment 0/160 2 dice 30R 74%, 3 dice 45R 100%
--Navy–
-[] Governor-A Deployment (Refits) 265/350 1 die 20R 72%, 2 dice 40R 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%
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
-[] Campaign for Director's Chair 1 die auto
-[] Endorse a Candidate for Director Hidden DC






--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: Rather than doing my usual e-begging routine, I am going to ask for donations to our own Terrabrand. https://www.paypal.com/paypalme/DoreenMichele
 
Last edited:
Q2 2065 Results
GDI Online Q2 2065


The Mind Electric: Dot MARV thread

Dot
Hello everyone! Been a busy few months and want to give an update to what I have been up to now that the details can go public. I have been building TANKS! Giant ones, MARVs to be specific. Humanity certainly does have a very large number of very large tanks. Anyway.

MARVs do not so much roll across the earths surface as eat their way across. Their treads even on prepared surfaces tear rock and concrete out of the ground, and on unprepared ground it leaves a stretch of debris that makes vehicular travel difficult.

Then the Tiberium harvesting turns on.

That is the ultimate purpose of the MARVs that GDI has been building. To harvest and destroy Tiberium in amounts sufficient to turn back the clock another second, another millisecond. So as they are deployed, I want everyone reading this to know that time will not run out soon.

You have trusted me, a being not a year existent and only the 3rd of her kind, with the task of ensuring we all see the next dawn. Some I have heard say it is because humanity is desperate in doing so, that humanity and GDI is scared. I disagree.

You all are hopeful. Grimly so in face of Tiberium and everything it has taken, but humanity continues to refuse to blink. If you did not have hope Erewhon, Deva, and myself would not exist.

So that is how I want to close out this post and to start the conversation. Remember that you have hope. And very large tanks beating up Tiberium.


Dr. James Granger

MARVs have been a part of Initiative abatement strategy for decades, but never before have we seen this much investment, this quickly in the platforms. A significant part of this has to be placed directly at the feet of an initiative that sees the expansion of underground red zones to be the most clear and present danger.
Looking, overall, at the program, the project is aimed at putting down as many clustered inhibitors as possible, containing red zone expansion on the surface, and hopefully, below the ground.
There are, at the same time, significant challenges. We simply do not know how effective these will be, and I fully expect there to be repercussions in terms of maintenance and uptime as the new fleets encounter their teething issues. MARVs are some of the largest mobile land vehicles ever produced, and have the problems to go with that status.

JamesandBonesy
Hi Miss Dot! Thanks so much for helping with the Big Tanks! I hear they eat a whole lot of Tiberum. I saw some once, and made sure to hold on to Bonesy's leash tight, but he didn't want to go near it.

InTheZONE
Hey Dot, nice to know you're happy with what you've been up to. Personally I would say that humanity is desperate, it's hard not to be with what we can now see under us. I would also say that history has shown desperate people will fight their hardest for every inch of ground, for every person saved and for every slight chance of victory. This is our planet, not tiberium's. We will fight for it. Some might say we should instead look to space, try and move as many people as we can out of tiberium's reach, but I've seen the maths on that and I doubt we can all make it. I for one am staying here. I have hope of a planet where the ground is green with vegetation, not crystal, and while not religious I have faith that someday we'll rebuild that planet here.

All that being said, I don't envy the poor sods in maintenance.

FloatingWood
How bad can it be? I mean, GDI has had MARVs for decades, what's a few more?

InTheZONE
A few more is perfectly fine (by which I mean every MARV is a maintenance nightmare but with enough engineer teams they can somehow keep them going) but I'm pretty certain this expansion just doubled the number we have in service. That means a lot of rapid expansion of the maintenance teams which means a lot of newbie maintenance workers and a MARV is the kind of beast where a new worker can sometimes be more of a liability than an asset.
I imagine what they've probably done for this is split up existing teams to get some experienced workers in the new hubs, which has the benefit of meaning they can hit the ground running and the MARVs can actually be out doing abatement instead of spending 80%+ of their time in a hangar. This does have the downside that it means basically every MARV maintenance team will currently be trying to break in a bunch of rookies, which means the experienced workers will have to pick up the slack. It's one of the unavoidable problems with any dramatic expansion of specialist equipment, made worse by how this specific piece of equipment is a gigantic megatank that spends most of its time rolling through tiberium fields.

KneeDeepInTheTib
Oh hi there Dot! It's nice to hear from you - and my oh my have you given me a lot of work to do. My Raider unit has been dispersed all over Hell's back 40 covering the new hubs - not that any of us are complaining! It's a change of pace from normal RZ ops that keeps life interesting. Watching new MARVs cut into untouched tib is always a treat - old enemy, meet your newest nightmare. So, thanks!

DrownedInTheBlue
Those MARV's are huge! Glad To see they are on our side, I fear what Nof or even the Tib would do with one of those. I don't really understand why we need the MARV's though? Current abatement strategies are pushing The surface Tiberium back aren't they? Couldn't we skip the whole splitting the experienced teams by just using conventional strategies and building a fusion plant in the red zone to power the inhibitor?

InTheZONE
#DrownedInTheBlue The thing about building in the Red Zones is that you essentially have to build it like a fortress to protect against Tib, Ion Storms, Shard Storms, TibQuakes, Visceroids, etc. Basically, if you're already building a fortress in a Red Zone then you may as well stick some MARVs in it, especially as they can help keep the areas around it relatively clear.

Q2 2065 Results

Resources: 1510+885 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:‌ 117
SCIENCE Meter: 4/4

Free Dice: 6
AI Dice: 4 (full bonus)
Dice Capacity 60/60

Tiberium Spread
Surface
26.52 (+0.425) Blue Zone
0.00 (-0.19) Green Zone
0.07 (+0.00) Cyan Zone
24.49 (+0.235) Yellow Zone (107 points of mitigation)
48.92 (-0.37) Red Zone (101 points of mitigation)
Underground Tiberium infiltration estimates:
0.34 (+0.08) Blue
12.73 (-0.04) Yellow (37 points of mitigation)
86.93 (-0.04) Red (19 points of mitigation)


Next Mutation Roll: Q2 2066

Current Economic Issues:
Housing: +97 (+88 LQ, +9 HQ) (1 high-quality housing per turn)
Energy: +59 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +25 (-14 from military activity)
Food: +66 (+26 backed reserve, +5 unbacked reserve)
Health: +45 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +71 (+2 per turn from Distributed Industrial Authority) (+567 in reserve)
Consumer Goods: +60 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +11 (+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 ‌(2990/4200)‌ ‌(640/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 90, IHG: 1 per 80, X: 1 per 40)
Tiberium Reserve (0/500)
STUs: +15
Taxation Per Turn: +240 (no change from economic turbulence)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +15 per turn
Production: +49 per turn (6.5 HG, 15.9 IHG, 22.2X, 5 RZ SMARV)
Consumption: -34 per turn
27 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-21 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, 2 Microfusion Labs, 3 Caravel 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 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
Increase Income by 70
Increase population in space by 7.05k
Provide 4 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 Governor-A refit
Complete at least 1 Ground Forces Zone Armor factory
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.


Conestoga-class Gravitic Ship
The name ship of the class came out of dock in June 2064, about a year ago now, followed by Hackney in September of that same year. Since then construction has picked up the pace a little as dockworkers and supply lines gain experience with the class, and 3 more have launched since. Herdic, the latest member of the class, is currently undergoing space trials as part of its certification.

The ships are currently under the command of the SCED, where they have been used extensively for investigating various bodies in space, as well as placing and supporting a number of far flung manned and unmanned scientific outposts.

The current plan is to build another 4 to 7 ships, this time equipped for war, and to refit the existing ships for the long-range nuclear missiles under development to provide a potent space combat force that can contest control of Jupiter's sphere of influence and permit an invasion of the Visitor holdings there, followed by establishing a long term garrison to deny a future attack a possible staging ground.


SCED
The SCED recently confirmed the discovery of an Earth-sized planet in the habitable zone of Epsilon Eridani, located 10.5 light years from Earth. The planet, for now having the temporary name, Epsilon Eridani-h, with a mass approximately 1.2 times that of Earth, boasts an atmosphere with 20% carbon dioxide, 79% nitrogen and 1% other gasses, with the pressure being somewhere between 0.8 to 1 bar. Crucially, the presence of liquid water has been verified using water vapor analysis, with atmospheric data indicating the existence of both oceans and solid landmasses. This groundbreaking discovery was made possible by SCED's Craterscope, a state-of-the-art telescope integrated into a lunar crater. Further studies are planned to explore the planet's characteristics and potential for hosting life.

"This is a major step forward in our search for potentially habitable worlds beyond our solar system. Thanks to the Craterscope, we're gaining unprecedented insights into planets orbiting nearby stars", SCED officials said during their press release.


Assassinations
Two of the Initiative's own were assassinated this quarter, both seemingly random attacks, one on general Agembe in a blue on blue incident, one on Timothy Zdharan, an up and coming member of the Initiative First Party.

General Agembe has had a relatively unspectacular career overall, leading a series of Initiative artillery units since the Third Tiberium War. What has made him notable is his advocacy for a hardline position, offering no quarter to Brotherhood units in engagements across southern Africa. His protege, Captain James, has been a common figure at strategy conferences in his stead, offering a vision of a hardline, unconditional-surrender-or-nothing faction of the military. While investigation as to the exact cause is still ongoing, his V-35 transport was shot down over Initiative airspace, which eliminated some possibilities. The question is where the failure lies. Two options remain. Either the IFF system on the aircraft was compromised, or the air defense system. At this time, it seems likely the Brotherhood subverted a short ranged infrared missile battery outside of Johannesburg, and used it to launch two Thunderbolt 10E missiles, which used their onboard targeting systems to pick out Agembe's aircraft and shot down the transport. In such a case, and with the amount of traffic around Johannesburg, it might not even have been targeted at the general specifically, instead aimed at sowing panic and fear at the thought of the SADN shooting down everything in the sky.

Zdharan has been one of the more reformist members of the party, part of a newer wave of party membership that has a less objectionable overall set of positions, offering an extremely aggressive foreign policy, while cutting back on anti-Yellow Zone refugee rhetoric. A young man entered his office, shot him repeatedly with an Initiative service handgun that was identified as 'lost or destroyed' during the Third Tiberium War despite attempts to remove the serial number, and fled. The assassin has not yet been located and the motivation, if any, remains unknown.

At the same time, Initiative Dagger and Ghost teams have carried out three major strikes on brotherhood assets, two successful, and one a significant failure. Part of a longer running campaign against Brotherhood intelligence handlers, the successful strikes included seizing the contact information for over fifty moles in the Initiative, many of which are in the process of either being siloed, turned, or silenced, depending on their placement. Most are lower ranked Yellow Zoners, who are simply passing along what they know as part of efforts to keep the Brotherhood informed of major Initiative projects and force posture. These are the ones being kept in place, in large part because they have little access to secure material, and what they do have is in some ways worth letting the brotherhood know about.
On the other hand, the Shah of Atom, having his position revealed in the afghan mountains, has faced an unsuccessful strike, with the ghost teams assigned being forced to pull back under heavy fire. While they broke contact without losses in the Red Zone, the Shah is unlikely to make a similar appearance in the near future.


[ ] Karachi Planned City (Phase 5) (Updated)
A final serious push to secure the region, with two primary goals. First, to secure the flank, putting Initiative boots firmly against the Red Zone – producing a new front for major Red Zone harvesting activities – and second to firm up the logistical links between the mountains and the sea.
(Progress 532/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

Work on Karachi itself has gone relatively smoothly, if slowly. The city itself is ringed in defenses. SAM sites, anti-aircraft railguns, and laser emplacements. The biggest limitation is its proximity to the Bannerjees. Building the longer ranged anti-missile railguns would likely be taken as a statement of intent – ultimately making both the defenses and Karachi more of a target, rather than effectively hardening the city against the increasingly less-potent forces available to the Shah of Atom. Thus, the defenses are thicker and more heavily layered than might otherwise be the case, ringing the city with multiple layers of short-range defenses to attrit over-flying targets long before they strike home.

Beyond that, there is the refugee situation. There have consistently been fewer refugees being registered than GDI expected, many choosing to flee southeast, towards the waiting arms of the Bannerjees, rather than waiting for Initiative arms to come to them. In part, this seems to be something that was planned ahead of time, with the Bannerjees having prepared for large numbers of people fleeing the violence and pre-positioned pontoon bridges and ferries for rapid deployment. While this is not the same as no refugees, many of the new housing blocks in Karachi stand empty-enabling for the demolition of entire blocks of almost century-old soft-story apartments and buildings unsuited to the Tiberium contaminated environment.

At this point, it is time to begin looking to secure GDI's gains. With the upcoming end of the plan, and a sea-change in Initiative political and military aims being formulated, the eastern front – facing towards the Bannerjees – is in something of a holding pattern. Fighting them would do little to advance Initiative aims, and potentially do serious damage. Working with them is politically expensive and opens the Initiative to criticism from Nod-hating hardliners, but with the retaliatory strikes from early in the operation still fresh in the public consciousness there is little appetite for more. The western, Iran-facing flank is by contrast a much more stable situation – and open to expanded operations as it becomes more and more obvious that Nod considers al-Isfahani irrelevant, and that the Shah himself has expended much of his arsenal. Theater Command has begun drafting plans to secure the region, put down the infrastructure to conduct a full scale offensive into the depths of the Red Zone, and begin chewing through the glaciers there for further abatement and raw materials.

Finally, to the north, the Himalayan Blue Zone. For the first time since the Zone classification system's existence, it is not only possible but downright practical to ship substantial industrial equipment into the region. Up-teching, and bringing the Zone into line with the quality of life, and industrial capabilities of the rest of the Initiative is something of a priority.


[ ] 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 180/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 30/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)

Work on refitting the postwar housing has gone relatively smoothly, mostly because many of the buildings being refitted in this quarter are in need of serious repair. Many of them have had substantial civilian modifications, like hidden food stashes. Just in the refits done, over three thousand stashes have been found, located everywhere from hollowed out walls to people putting false backings into cabinets. These refits reflect the anxiety of the times, with many people seeing food supplies as a necessary surety, enabling them to go about their daily lives without worrying that there will be food on the table when they got home. While many of these anxieties have abated, that is only because others have taken the foreground.

There are still substantial tensions however, and in many ways the Initiative's population, despite relative wealth at this point, are stressed and worried. It is only so much comfort to be well fed, to have seen the shield of the Initiative guarding you and your home, as underneath your feet, there is a green cancer undermining everything you know. It is a chronic, creeping stress, one that nearly everyone at this point is suffering from, and treatment seems uncertain to succeed as of yet.


[ ] Nuclear Infrastructure Rebuilding
While the nuclear strikes were, for the most part, aimed at military targets, the destruction of Hampton Roads and Seattle's port facilities, among others, are making noticeable pinch points for the Initiative's overall ability to transport goods.
(Progress 239/200: 15 resources per die)(+4 Logistics) (Reconstruction)

As infrastructure rebuilding efforts finalize, including serious work on dredging out port facilities, and repaving roads, eyes have begun to turn towards other aspects. The big substantial thing that still needs to be done is actually reconstruction of the naval facilities. However, there are open questions of whether they are still what the Initiative navy needs. The most major factor here is the shipyard for the Shark-class frigates that was wrecked in the strike, with some asking if by the time the shipyard is operational again it would even still be necessary, as the successor class would already be well into the design phase.

While there would be some crossover, there is open debate as to what a Shark successor would look like, and whether or not the Initiative actually needs a new frigate, as opposed to some form of hybrid carrier design. In any case, the Shark yard may be relocated to more remote areas, separating military and civilian spaces more rigidly rather than combining them. The Initiative navy is adamant they need more than just a replacement for the lost shipyard, although their demands for an extra Shark shipyard, an acceleration of the rollout of Governor B's, and investment in submarines are likely to be addressed during the negotiations for next plan instead of waning days of the current one.

Nuclear war has almost as many political implications as military ones, and the conflict between the Initiative and the Brotherhood of Nod has opened up a rather large can of worms. While nobody is eager to trade major cities for victory, the 'mutually assured' part of mutually assured destruction does not seem to be on the table at the moment. Rather than making the situation better, it has made things far more tense, with the Brotherhood starting serious efforts to find alternative ways to restore the balance. For example, Stahl has multiple nuclear artillery launchers somewhere close to completion by InOps accounts. Other warlords, such as Yao are relying on seaskimming missile systems, in this case most likely sourced from Bintang's supply. While far from immune to antimissile defenses, these are almost certainly hypersonic close attack missiles of some description.


[ ] Second Generation Continuous Cycle Fusion Plants (Phase 6)
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 470/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than five dice can be spent on 2nd Generation CCF per turn)
(Progress 200/270: 20 resources per Die) (+19 Energy) (-1 Labor)

With Bergen set to reach its designed production capacity soon, work on the fusion plants has been drastically simplified. While there remains a sizable backlog of orders, the completed factory can supply enough that only a few, hard-to-produce components bottleneck the process, a problem that will resolve itself soon enough. Production of the superconductor components is ahead of demand in most other areas, if by much less than other components, so most facilities do not have replacement parts on hand in case something breaks. Although this can produce longer blackouts, the Initiative is producing more energy than it needs across nearly all of its grids across the world, meaning that even if power plants go down until a replacement can be procured, there is a very low chance of blackout or brownout.


[ ] Aberdeen Isolinear Fabricator (Phase 3) (Updated)
With the completion of supporting industry, wastewater treatment and logistical connections, Aberdeen has already begun work on the A-wing of its isolinear fabricator. Largely devoted to memory cells and other low-complexity computing devices, the A-wing will serve both as a scale testing facility, and to train the workforce for the larger and more complex works to follow.
(Progress 360/360: 30 resources per die) (+18 Capital Goods, -4 Energy)

Aberdeen has seen yet more investment in isolinear construction. Refitting the Initiative's computer systems across the board is a significant investment, and while some tabs are being passed around, most are earmarked for various factors and projects. One project that is drawing in many of the memory units, because they are a very stable method of data storage, is making offworld backups.

Around Aldrin, a number of vaults have begun construction under the direction of the Department of Archives and History, to act as final safekeeps for massive quantities of information. While none of them will be anywhere close to the sum total of human knowledge, each vault can store tens of thousands of terabytes of information, music, videos, basic scientific theorems, books, and so on.While the data they hold will not be the same for each vault, their contents will overlap, a data cache to shout to a galaxy that humanity was here and who humanity was in case it perishes from the face of the Earth and the Sol system entire, murdered by Tiberium, alien invasion or internal strife.

Additionally the first efforts have been made to produce a dedicated set of hardware for AI, a modular unit that can host a small eva unit for enterprise or government work. In effect, this is the microcomputer of the AI world, promising to finally bring high-quality AI down to an affordable level for mass distribution, without relying on singular massive servers or unique and highly expensive chipsets.


[ ] 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 1140/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support) Critical Success

Coming out of the Initiative's research programs at the same time as Bergen finished are a number of new formulations for superconductors. While most of these are simply iterative improvements on the same pattern, differentiating only in fractional increments of performance, two are far more interesting – because they, unlike all previous forms, are flexible. While they do have their limitations, being notably behind the curve in terms of efficiency, these can simply be bent to fit a particular complex shape, or even move with a reciprocating action without fear of breaking, instead of needing to forge a large variety of complicated fittings to negotiate the much more rigid preceding materials.

Militarily, their uses are manifold; slimming down the cables needed to supply infantry railguns with power is but one of them, offering considerable weight and cost savings in the process. On the civilian side, they have even more uses, most notably in the production of various orbital support assets, and making it so that it is viable to run superconductors into the home, rather than only being on the most high-use backbone elements.

"So, we are going to need a name for this new, flexible super conductor, any suggestions?"
"Caterium."
"Absolutely not, we are not naming it after your newborn daughter."
"First, she's adorable, second, I will bake you all brownies."
"We will not be bribed and-"
"The good ones, with actual cacao and milk."
"Caterium it is."

-Bergen Superconductor R&D meeting minutes, 12th of May, 2065


[ ] White Goods Programs
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 115/200: 15 resources per die) (-1 Capital Goods, +4 Consumer Goods, +1 Energy, +1 Labor)

Building an effective dishwasher is not a particularly new problem. Nearly two centuries prior, in 1886, Josephine Cochranan patented an automatic dishwasher. While not the first of its kind, with at least two other American patents predating it, most modern dishwashers still follow the pattern, with the dishes being blasted with high-pressure hot water. While there have been improvements since that point – with the addition of more nozzles, and adding a second set of sprayers below the dishes being washed, for instance – the overall mechanism has remained basically similar. Improving on the design in a revolutionary (rather than simply evolutionary) way is a significant challenge. One of the simpler – and ultimately most effective – ways has actually been adding sonic projectors on some models to shake residue off the dishware. Too expensive for general deployment, but it is still an innovation that might find its way to space and other areas where water, space, and time are very much at a premium. A more widely successful option is a series of smart appliances, which individually scan each dish inside and modulate the spray to remove even heavily baked-on grease. These are generally more gentle, and less likely to also peel decorative glaze off ceramics or crack glass than sonics.

While the white goods program has overall struggled between the need to make improvements and the need to make the objects cheap enough for mass production, it has made significant progress, with multiple new-generation goods reaching various prototype states, leaving the next leg of the journey to be deployment of multiple types of new and next-generation systems.


[ ] 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 127/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 2/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)

Dual purpose foods, like corn, are actually reasonably significant, mostly because humanity has a very long history of preservation. A simple cabbage for example can be fermented to produce sauerkraut or kimchi, or a hundred other dishes, many of which last for years. While it does change the nutritional profile, it means that additional production capacity is not particularly wasteful as it can be moved directly into the long term stockpiles.

Likewise are the bays being used for less immediately useful crops; vast harvests of barley, oats, sugarcane, potatoes and other high-calorie foods are being processed into livestock feed for GDI's slowly-growing herds, or to provide feedstock for medicine production. Or booze.

Third, a number of facilities near the border are largely producing fresh products for sale or distribution to Nod as food aid, with an unspoken but well-understood agreement with warlords at the border and further out that attacks by Nod militia may cause an interruption of the food supply in Nod territory due to safety risks. These new facilities will also guard against slow-downs and loss of food diversity as a result of logistical disruptions.

Beyond that, many of the bays are simply not being activated. Seeds are being kept on-hand in storage for their eventuality, and so long as there are any surviving fish ponds – in essence, so long as not all other aquaponics facilities are simultaneously compromised – the Initiative can activate these bays on a three- to six-month notice, for example in preparation for another major war.


[ ] 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 263/180: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support)

The dairy ranches are churning out massive quantities of cheese, with the ratio shifting ever more significantly from quick-cured farmer's and acid cheeses (like paneer) to aged, fermented, and similar cheeses around the world. Cheese has historically been the way that the vast majority of dairy has been consumed, and it is a rare culture that does not develop a form of cheese almost as soon as a milkable animal is found.

The growth of the Initiative's herds has hit its stride; while it was expected that this particular wave of ranching domes would sit empty for a long time as earlier waves filled up, it was delayed enough that the first (small) herds are already arriving, with the domes for now acting as quarantine facilities. This will not last forever, as the growth is proving rapid enough that there is every expectation that by the end of the decade the emphasis will shift from producing as many animals as possible to fill the domes to a more careful breeding program to weed out poor quality gene lines.

Despite the impression this may give, this will not mean an exclusive emphasis on the production of milk. Careful husbandry is required to maintain the variety of breeds and ensure they do not develop genetic defects that leave them unable to live outside the ranching domes once Tiberium is driven back.

"You call this slop cheese, you misbegotten imbecile? What pride do you have in your work?"
- Robert Owen Dent


[ ] Spider Cotton Plantations (Phase 5) (Updated)
Continuing to expand Spider Cotton production is likely to see more uses found, but at the same time it is an expensive process running into diminishing returns, especially given the sheer quantities of spider cotton required for many of the more 'out there' proposals.
(Plant Genetics)
(Progress 277/185: 15 resources per die) (+1 Capital Goods) Critical success

Work on spider cotton has taken a significant turn in two ways. First, and more practically has been the work on introducing carbon nanotubes into the fibers. Second, private industry has begun moving into the production space.

The nanotubes are not produced by the spider cotton itself. Rather it is produced industrially, and then simply fed into the water supply for the plants. The nanotubes do two critical things: first is that the nanotubes are insulated, meaning that they are significantly less likely to cause a number of cancers and other damage compared to simply using naked nanotube weaves. Second, and even more important, is that it substantially increases the overall strength of the weave, making it practical to use thinner cables, and use it as low-rating soft body armor, among other things. Simply put, there are a lot of places where nanotubes help significantly.

With GDI-headed production experimenting more with the industrially- and militarily-useful nanotube strains, private industry has thus been able to move into the space of civilian applications – mostly in specialist edge applications that Initiative textile factories don't. In particular, some have found early success in producing scarves, sashes, shawls, and the like – simple items that can even be worn on top of an environmental suit without issue, for those that want them. Others have begun producing specific cultural and religious apparel; home furnishing accessories like rugs, blankets, and pillow casings; and even raw fabric, thread, and other fibercraft supplies.


[ ] Terrestrial Quillar Deployment (New)
The expansion of quillar production is something that the Initiative does not strictly need at this point. However, it is a nutritious, easy to grow crop, something that can be offered to Nod as a show of goodwill – which will aid the Brotherhood's civilian populace, while not significantly impacting their overall military readiness. Funding a single wave of quillar for seedstock and providing the majority of the seeds to the Brotherhood will reduce overall population losses, while also establishing good faith with some of the scientists that the Initiative has acquired from the Brotherhood. While it could result in less ability to pressure the Brotherhood due to its increased ability to feed itself, the Diplomatic Corps does not believe it wise to hold food supplies hostage for such purposes.
(Plant Genetics) (Progress 190/100: 10 resources per die) (+15 food)

For the Initiative, quillar is not heavily represented in the food supply, for all its roaring success as a crop. Simply put, quillar is amazingly productive. Easy to grow, simple to maintain, while also almost twice as efficient as sweet potatoes and producing a staggering amount of seed besides - easily beating a twenty-to-one ratio, with test batches generally reaching between forty- and sixty-to-one. With GDI's supply of produce being currently glutted, domestic quillar production is instead mostly tooled for industrial uses and fuel-alcohols.

The Brotherhood is certainly appreciative of its potential as a staple crop. Quillar represents a major increase in food production for them, as soon as they can get it deployed. Beyond that, the excess that was not needed for seed stock has significantly increased the size of a number of food shipments, preventing several developing food crises from escalating into starvation due to the increased calories in the packages being sent.


[ ] Tiberium Inhibitor Deployment (Updated)
Tiberium inhibitors have by now moved from experimental deployment to serial. 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.
-[ ] Blue Zone 15 (Progress 207/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 17 (Progress 132/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 57/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)

Another wave of Blue Zone inhibitors have started operations. While their impact underground remains limited by their numbers, politically they are a significant statement of GDI's dedication to fight the crystal in every possible way. Driving Initiative investment is the knowledge that Tiberium has substantially undermined GDI territory, and, as underground encroachment increases, so too does the count of above ground outbreaks

Initiative scientists project that if Tiberium manages to substantially progress into the underground Blue Zones to the point none are left, above ground abatement efficiency may decrease by up to sixty percent as it pushes not just laterally, but up towards the surface and down towards the mantle as it devours more and more of the Earth.


[ ] Caravel-Class Impulse Shipyard (New)
The Caravel is the smaller class of impulse craft. Designed around a hundred-ton Earth-to-Luna payload as a standard specification, the Caravel's primary selling point is its ability to operate off of standard airstrips and pre-existing airport facilities already serving GDI's fleet of fusion craft. Running off a pair of impulse engines mounted at the root of the wing, the craft is expensive – but a substantially more capable platform than the existing fusion craft, which cannot haul such payloads further than Earth orbit without refueling.
(Progress 369/300: 40 resources per die) (-3 STUs, -6 Energy, -6 Capital Goods)

Design-wise, the Caravel makes a lot of tradeoffs, primarily for the purpose of allowing the infrastructural savings of keeping it within the constraints of existing airstrips – mostly resulting in a much smaller cargo capacity than fusion impulse engines would ideally permit. The design is relatively simple: a wide-bodied flying-wing aerodyne, with a cluster of engines close by the central bulge. As the fusion reactor is towards the back of the aircraft, a pair of side loading doors in the middle and a front loading ramp permit access to the cargo bay.

Although the popular understanding of impulse drives is that there is a distinction between 'fusion' and 'atmospheric' engines, the reality is that there is no such distinction. Rather, drives in atmospheric mode use a pusher plate at the front intakes to move a supply of air into the engine at low speeds, where the impulse drive accelerates it further to gain a low velocity, high thrust capability that is desirable around populated areas, then, when the situation is safe, the air intake closes and high energy plasma is provided directly to the engine as the power supply to the plates is cranked to maximum. This superheated matter is expelled from the engine at great speed and with great force, still slightly radioactive from the products of the fusion plant, where the pusher plates will keep pushing for quite a while yet.

The Caravel looked awkward, parked amid a swarm of C-35s, V-35s, cargo and passenger aircraft at the New York airport. Big, bulky, a whale among a swarm of sharks. Watching it taxi, and then slowly, laboriously tilt its nose up and slowly lift its ponderous form at a speed that seemed slow if you did not remember just how large these craft are. The slope of the take off trajectory was oddly shallow as it turned towards the ocean, still slowly gaining altitude but not gaining any speed. Then it lit the fusion drives, and the dusk sky illuminated by a setting sun became like the dawn. The Caravel jumps forward, eagerly aligning itself upwards and it moves.

A rumbling thunder hits the shore some time later as if a mere afterthought, the impulse craft long gone.

- Ad Astra magazine


[ ] Aldrin Planned City (Phase 3) (Updated)
A ring around the landing site of Apollo 11, the first true city on the Moon will be an enduring symbol of GDI's claim to the stars. A dedicated spaceport, refinery, and industrial facility will begin producing a substantial quantity of capital goods. With the second phase completed and eagerly awaiting the first Moonborn GDI citizens, the third phase will substantially expand the habitation, industry and commercial sections, nearly tripling the city's population capacity once complete and providing plenty of local leisure options.
(Progress 730/850: 30 resources per die) (5000 5500 Residents) (+3 Capital Goods)
(Progress 0/1700: 30 resources per die) (10,000 Residents) (+6 Capital Goods)

Aldrin has found spots for about five hundred more souls, a result of previously undetected hollows providing convenient locations for more housing and low impact businesses. For example, the landing pads for the Leopards, Unions and the Tyne-class orbital tugs that are starting to pour out of Enterprise are several kilometers away from the main city, connected by an underground tram line. While the plan was originally to have the workforce commute from the city, a cavern was discovered most of the way towards the landing pads that could be used to establish a servicing station and a neighborhood of a couple hundred souls.

While living there would be something of a hardship posting, between the distance from Aldrin proper and the clamor of an active space port just a kilometer away, it is also very conveniently located for people working at that spaceport.

The Tynes are already likely to be replaced fairly soon by the Venture-class, a re-engineered version designed to make the long trek to Mars. Replacing the fusion drive with a similarly-sized impulse model will not give them the capability to land and take off from Earth, but it will give them substantially longer legs; enough to make use of much less optimal Hohmann transfers that can offer shorter transit times or much wider transfer windows than the Tynes currently are capable of, making colonial efforts – and the exploration of anomalies found there – significantly more viable, rather than requiring the use of relatively scarce G-drive ship hours.


[ ] 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 171/240: 30 resources per die)

Wet computing is something that was being experimented with long before Tiberium hit the earth. As early as 1988, scientists encoded an image into the genes of e. coli. The problem has always been making something that is practical to read, and has (so far) not been a particularly popular solution to storing masses of data, or for other computing uses – not least because it was seen as a less promising avenue than old standbys. What has changed here is the Gana – the biosynthetic and biomechanical war machines that have been used on the Initiative for years at this point. With their example to point to, it has become much easier to justify major spending on biological computing systems. Despite major investments and promising results, as of yet no success can be noted, although scientists remain optimistic that they are successfully addressing any issues that are discovered.
Unfortunately, a significant number of these issues were uncovered by attempts to use the technology in ways significantly more advanced than the research project actually covers. Many of them have produced advancements in methodology, or otherwise made progress, yet there remains an open question as to how many mad science experiments have simply not come to light yet in the research groups.

"Elmo, this is an intervention. We've noticed that your contribution to the project is…crossing a few lines. Now, nothing that will get our funding revoked but we wanted to sit down and make sure you understand how the rest of the lab feels about...her. You're not the only one who's worked on Project Eoria, and you're not the only one who has feelings of affection for her. But you are the one with the most obvious complex towards her. Like, you've done a great job with the cybernetic implants, training the neural tissue, and even with flash memory but…look, we're not here to resurrect your daughter. And even if she is your daughter, it's very strange to name your second child after your first!" -Dr. H. P. West


[ ] Gene Clinic Expansions (New)
While GDI has a number of gene clinics, and efforts to increase access for the population are ongoing, the Treasury can greenlight the funds for a substantially accelerated program. Expanding the services offered should substantially increase birth rates, especially with a dedicated public outreach effort to educate the population as to the benefits such genetic engineering has for off-Earth living.
(Progress 134/240: 20 resources per die) (-2 Capital Goods, -4 Consumer Goods, -2 Energy) (+ Birthrates)

There is nothing particularly new about what the gene clinics are doing. However, there are serious concerns, primarily about designer babies. Picking out specific features has risks, both because of the risks of further narrowing an already constricted gene pool, and because many of the gene fixes create new and unexpected vulnerabilities, because if some of the specific enhancements become too common, they become targeting surfaces for tailored biological warfare of the sort that parties like the Bannerjees are all too capable of. Additionally, there is a moral concern from the shadow of past eugenics projects. At the same time however, anything that makes potential mothers and fathers more comfortable having children at all, makes a significant difference.


[ ] 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 73/60: 15 resources per die)

Stealth fields are, not to put too fine a point on it, bullshit. Developing one for the Initiative has produced a substantially higher rate of psychiatric referrals than an average project – somewhere between 2.5 and 3 times as of this point, and likely to go higher. Part of the problem is the security levels involved. While most Initiative scientific and technical projects exist in some level of classification-induced isolation, stealth technologies have a long history of Brotherhood sabotage, infiltration, and assassinations, seemingly regardless of the security measures enacted.

With the Brotherhood hitting a high-ranking general and one of Initiative First's younger stars this quarter, the security measures went from 'overbearing' to 'oppressive,' and that has exacerbated the already-existing stress from the mind-bending work being done, with the devices having several extremely counterintuitive and fiddly elements.

In terms of practical implementation, there are few plans to actually put a stealth field on a platform anytime soon. While GDI can build them now, and that is a significant edge in most cases, the Brotherhood of Nod often fights itself as much as it does anyone else, and thus has its own doctrines around detecting and circumventing stealth systems, as well as an encyclopedic awareness of the complications – most notably the fact that the firing signature breaks the stealth field. The former is, if anything, the bigger problem, with the arms race between stealth and sensors having left the generation of stealth developed here far in the dust. Initiative sensors can effectively find this version at visual range, and if anything, the Brotherhood's scanners are even better at it.


[ ] 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 319/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)

In a recent wargame at Sandhurst, envisioning the potentialities of a future Fourth Tiberium War, one of the more significant variables was the ability of Home Guard units to hold the line, and survive in an increasingly high tech battlefield. Predators, Guardians, and the like are simply not protected enough to be more than target practice for Avenger-IIs armed with plasma guns and protected by buckler shields. One of the most impactful variables for the Home Guard units was not the level of overall technology available to them, but rather the protection levels they can work with. Ferro-Aluminum armor packs are one significant part of this, primarily because they can be used, alongside ablat and other protective elements, to provide enough defenses to make a stand, rather than simply being rolled over in most cases.

Ferro-aluminum armor packs at this point are more a life extension program than anything else. Looking forward to the next two decades of Initiative procurement, the MBT-6s, Guardians, Pitbulls (and assorted other assets that are in a position to have either ferro-aluminum armor either replace or add to existing defensive schema) are all on their way out. What that means is that most of the packs being produced, are slated to be upgrade packs during the refurbishment of equipment as they move from mainline to Home Guard units, with frontline units primarily waiting for future MBT-7 platforms and other members of the new generation of combat vehicles, which already have integrated ferro-aluminum armor – and superior STU-composites – at the design stage.


[ ] MARV and Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. 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 484/250) (Benghazi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 West (Progress 265/250) (Matadi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 East (Progress 281/250) (Dar Es Salaam) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 North (Progress 458/250) (Istanbul) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 South (Progress 531/250) (Port Said) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 South (Progress 223/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)

Doubling the number of active MARV hubs in only three months has been a substantial problem in many ways. Logistics has luckily not been one of them, most are port facilities – and even the one exception located at the former site of Matadi was placed in the hope that the Congo River can be cleared enough to eventually act as a route for ship access – meaning that they can ship their STUs out easily, but the overall program has been a nearly crushing burden on GDI's MARV supply line, stripping bare the stocks of spare parts built up over the years. At this point, there are zero spare barrels for the sonic artillery capstone in the Initiative inventory; an ever increasing backlog of deferred maintenance across the global fleets is poised to undermine availability and performance; two of the new hubs have only skeleton crews and are still waiting on several of the MARVs they were promised; all while the factories producing all this materiel are dramatically overstressed. These are temporary problems, with time the factory expansions will be certified, staff will be trained, and the supply chain will ultimately be able to compensate, but at the moment, the impacts are sweeping.

However, there are positive impacts, most importantly, the hubs have become forward operating bases anticipating the immediate deployment of inhibitors in Europe and Africa to fight against the crystal. That they also provide beachheads for glacier mining operations is practically an afterthought.

The nature of the MARV has also undergone a slow evolution since the days of the Super-MARV revision after the 3rd Tiberium War. Tib-glass grousers or track-pads bear the contact with Tiberium, and Zrbite-projectors cleanse each track as it lifts off the ground. Newly-forged turrets and armor glacis use STU materials as well, and Infernium lasers or even particle beam secondary turrets are not to be unexpected on these designs. Most visible of all, a buckler shield can be emplaced on the upper glacis, significantly reducing the effectiveness of NOD's plasma beams for hunting the aging megatank – though many argue that such an expenditure is unnecessary in the current era, so it remains an upgrade package rather than a fully integrated system. While this is more a kludge of patchwork and make-do fixes, the modular nature of the Super-MARV makes this more feasible than a similar rebuild on a Predator or Titan. Most importantly, internal changes have finally brought some theoretical refining solutions into active duty, producing mass quantities of STUs.

"Well, it's obvious it's the first of April, there's 30 letters of intent in the inbox."
"Yeah, I saw that too. They're not part of a prank, I checked."
"What? What do you mean they're not part of a prank? Did some fool decide to build half a dozen new hubs?"
"Just three, but basically, yes. Can we even meet this quota for barrel liners?"
"No. Not even if we put everyone on 80 hour work weeks and that somehow does not cause everybody to walk off the floor."

-Enfield Arsenal, weekly coordination meeting.


[ ] 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 185/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)

Glide munition stocks are at a low point, with substantial numbers used against al-Isfahani throughout the Karachi campaign with significant effect. With the use of these munitions well proven in combat, Initiative air units are demanding that practicing the use of these munitions becomes part of their basic training regime, rather than a nice addition.. Staying out of range of short ranged Brotherhood surface to air missiles, ground based laser emplacements, and, most importantly, the Barghests that tend to hunt bomber groups, lobbing munitions from tens of kilometers out both greatly decreases crew and aircraft losses and makes it more possible to provide air support where needed due to limiting exposure to high threat environments.


[ ] 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 149/140: 20 resources per die) (MS) (Will time out at end of plan)

The Initiative's nuclear arsenal is, for the most part, safe. While there are still a few dozen warheads on the ground, they are the oldest types, and most of them are scheduled for decommissioning within the next eighteen months. This has resulted in the Initiative being able to shutter the expensive shell game being played between InOps and the Brotherhood, with few missing it.
At the same time however, there are political concerns about a power grab by the Treasury and the Space Force. Most military figures see it as them reaching for any weapon that could plausibly blunt a future Visitor attack, especially with nuclear tipped missiles having been used with great effect on Visitor emplacements by the Brotherhood of Nod, but some are more paranoid, seeing it as the Space Force having a relatively cheap to maintain facility that they can use to scavenge even more of the budget. But that is really the extent of the grumbling.



[ ] GD-3 Deployment (Phase 2) (High Priority) (Refits)
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 185/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 5/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)

In terms of use, many soldiers still complain about the weight, finding the rifles large, bulky, and difficult to work with. At the same time however, casualties to fighting Gana at close range have gone substantially down. While the accuracy is suboptimal, especially from the shoulder, Gana are typically not small targets, and even poor hits tend to put a Gana out of action. Previously the go-to answer by the GDI footman when faced with Gana was to hit them with a Thunderbolt-5, which are always in high demand and low supply in the field, as well as gross overkill. With the GD-3 in the hands of soldiers who need them, they now have an effective answer to Gana that saves them the use of a valuable anti-tank tool.

On the other hand, the armored infantry, especially those with Defender models are very much in favor of the GD-3, with far fewer complaints about weight, and, when using a backpack feed system, have found themselves quite able to suppress many times their number in Brotherhood soldiers through simple overwhelming fire superiority. In some cases, they have even been able to deploy walking fire tactics, advancing in a skirmish line, suppressing Brotherhood forces with constant fire from the advancing force. While these tactics do quickly deplete the munitions of the attacking force, bullets are cheap, bodies are not.


[ ] 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 134/240: 20 resources per die) (-1 Capital Goods, -1 Energy)

Unmanned support vehicles have continued to be a problem. Most of the issues are in the industrial sphere, with multiple problems in terms of quality control and reliability, with sensors coming loose, connections failing, and early production being generally plagued with more than its share of bugs, flaws and bad fixtures. One prototype had to be hastily shut down with a railgun rather than let it engage a nearby Orca out on patrol.

Otherwise, there have been problems of a lack of regular supply, mostly stemming from the fact that it is the steel talons asking for components that are not typical for them. Relatively few Talons vehicles are tracked, meaning that adding track pods to their requisitions has pulled them in many cases, from either local ground forces or home guard supplies, resulting in political wrangling, and significant inefficiencies there as well.

[ ] Endorse a Candidate for Director
Although many expect Seo to make a bid for the big chair, he would be relatively late in declaring his ambitions. Supporting another could make it more likely that whoever ends up winning will support Seo in turn, be it for a later bid for the big chair, or in the Treasury's operations.
(Harrison Carter: 152/???)

Harrison Carter has gone from a competitive candidate to a dominating one. Between the endorsement of the Treasury, a strong Militarist and Starbound coalition supporting him, and the fact that he has been active in the highest echelons of Initiative politics since 2050 in a way that few others can match. While it is likely that he will only have one or two terms as director, simply due to age, he is likely to be a firm hand on the tiller, albeit one that has his own challenges to face.

In terms of Seo's own political future, Carter has been in the upper levels of Initiative government for a decade and a half, and is likely to serve only a couple of terms. In that time, Seo will likely, although not certainly, be able to turn his support for Carter into significant sway in terms of creating Initiative policy.


A/N: Things are a little tight on my end, so I am going back to the usual e-begging routine. The masters program became too much, so I am a little between things at the moment, and hopefully I can finish things out on a more reasonable update schedule. Ko-fi.com/ithillid
 
Last edited:
Q3 2065
Q3 2065

Resources: 1510+885 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:‌ 117
SCIENCE Meter: 4/4

Free Dice: 6
AI Dice: 4 (full bonus)
Dice Capacity 60/60

Tiberium Spread
Surface
26.52 (+0.425) Blue Zone
0.00 (-0.19) Green Zone
0.07 (+0.00) Cyan Zone
24.49 (+0.235) Yellow Zone (107 points of mitigation)
48.92 (-0.37) Red Zone (101 points of mitigation)
Underground Tiberium infiltration estimates:
0.34 (+0.08) Blue
12.73 (-0.04) Yellow (37 points of mitigation)
86.93 (-0.04) Red (19 points of mitigation)


Next Mutation Roll: Q2 2066

Current Economic Issues:
Housing: +97 (+88 LQ, +9 HQ) (1 high-quality housing per turn)
Energy: +59 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +25 (-14 from military activity)
Food: +66 (+26 backed reserve, +5 unbacked reserve)
Health: +45 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +71 (+2 per turn from Distributed Industrial Authority) (+567 in reserve)
Consumer Goods: +60 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +11 (+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 ‌(2990/4200)‌ ‌(640/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 90, IHG: 1 per 80, X: 1 per 40)
Tiberium Reserve (0/500)
STUs: +15
Taxation Per Turn: +240 (no change from economic turbulence)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +15 per turn
Production: +49 per turn (6.5 HG, 15.9 IHG, 22.2X, 5 RZ SMARV)
Consumption: -34 per turn
27 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-21 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, 2 Microfusion Labs, 3 Caravel 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 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
Increase Income by 70
Increase population in space by 7.05k
Spend at least one die on Steel Talons projects every turn

Projects
Complete Karachi Planned City by end of 2065
Deploy Governor-A refit
Complete at least 1 Ground Forces Zone Armor factory
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 5)
A final serious push to secure the region, with two primary goals. First, to secure the flank, putting Initiative boots firmly against the Red Zone – producing a new front for major Red Zone harvesting activities – and second to firm up the logistical links between the mountains and the sea.
(Progress 532/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Postwar Housing Refits (Phase 3)
Finalizing housing projects, and fitting out the last of the postwar housing for long term living is going to disrupt a relatively small number of communities, but, at this point the housing in many cases does need significant work, and can be made much more sustainable in the long run.
(Progress 30/150: 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)


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 7)
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 200/270: 20 resources per Die) (+19 Energy) (-1 Labor)


[ ] 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)


Light and Chemical Industry (4 dice +29 bonus)


[ ] Flexible Superconductor Development (New) (Tech)
Flexible superconductors, under the product name Caterium, has been something of a surprise breakthrough. While still somewhat limited in degree of flexibility, it is a significant upgrade to military applications, and a noticeable one for moving superconductors significantly down the chain towards, although likely not all the way to, the home.
(Progress 0/120: 25 resources per die)

[ ] 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)

[ ] Laser Printing Plants
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
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 115/200: 15 resources per die) (-1 Capital Goods, +4 Consumer Goods, +1 Energy, +1 Labor)


Agriculture (6 dice +29 bonus)


[ ] Green Belt Projects (New)
Laying green belts around major Initiative cities is seen by many as simple makework, and an extension of reforestation efforts that lack immediate support for greater efforts. Nonetheless, they will provide pleasant green spaces for citizens to relax in, and, if necessary, a well cultivated and mapped battlefield if Nod wishes to wage another war.
(progress 0/350: 10 resources per die) (+4 Consumer Goods)

[ ] Wildlife Restoration (New)
With the new wildlands maturing, it has become clear that a certain level of animal presence is required to maintain a healthy biosphere. By tapping existing stocks of small and medium animals currently kept in zoos it will be possible to seed the various biomes with animals that enforce the required degree of flora diversity.
(Progress 0/180: 25 resources per die)

[ ] Orchard Domes (New)
With large dome structures for agricultural production a proven concept, orchards are now under consideration for a similar treatment. It will take time for the trees to provide useful harvests, but an aggressive enough investment could make tree fruit and nuts more than an absolute luxury item without too much of a delay.
(Progress 0/240: 15 resources per die) (+6 Consumer Goods)

[ ] Salvebrush Development (New)
A development on the poulticeplant, the salvebrush is intended to provide topical salve, adding both productivity, and antiviral properties. While a relatively minor innovation over the extant poulticeplant, it is a noticeable degree of effort. As per agreement, samples of this plant will be provided to Nod.
(Progress 0/80: 20 Resources per Die) (Plant Genetics)

[ ] Kingsfoil Development (New)
There are a number of ways to produce antibiotic, antiviral, antiparasitic, and antifungal agents, some of which are safe to be consumed in parallel. While not as effective as dedicated single-target agents can be, kingsfoil is intended to be a high speed first resort that is hypo-allergenic as well as highly compatible with most commonly used medication, and so minimization of side effects has a higher priority than maximization of impact.
(Progress 0/80: 20 Resources per Die) (Plant Genetics)

[ ] Bioplastics Development (New)
Bioplastics in various forms have been in use since the 1850s. However, a significant number of them are either low- or limited-performance, or simply difficult to produce in the modern-day environment. Genetically engineering a dedicated plant to produce the precursors to high-performance bioplastics is one element of making the Initiative less reliant on Tiberium.
(progress 0/80: 20 resources per die) (Plant Genetics)

[ ] Terrain Retention Projects (New)
While reforestation and restoration of the biosphere is currently a relatively low priority, especially due to the risks of Tiberium undermining, that does not in fact mean that GDI cannot care about soil retention and otherwise stabilizing the system.
(Progress 0/160: 15 resources per die)


Tiberium (7 dice +39 bonus)


[ ] Tiberium Vein Mines (Stage 11) (Updated)
While no longer positive in terms of surface 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. They are also likely to provide a much-needed start on attacking the newly-apparent underground front against Tiberium.
(Progress 4/165: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Underground Yellow Zone Abatement) (-2 Capital Goods)

[ ] Red Zone Tiberium Harvesting (Stage 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Red Zone Containment Lines (Stage 8)
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 Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 9/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)

[ ] Enhanced Harvest Tiberium Spikes (Phase 3)
While still a potential political problem, the enhanced harvest Tiberium spikes offer a considerable degree of underground abatement with minimal investment required.
(Progress 7/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)

[ ] Tiberium Glacier Mining (Stage 13) (Updated)
The invasion of Karachi has opened a number of new glacier faces. While the infrastructure is not there yet for the bigger and more substantial practices, there is enough frontage to begin serious mining operations at a number of points.
(Progress 38/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (+1 Red Zone Abatement, +1 point underground Red Zone Abatement) (5 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 3)
Clearing up some of the last of the old model HG refineries will continue to make labor available. While it will (in some cases) mean transporting Tiberium for longer distances, that is largely something that is already happening due to the better yields offered by IHG and Visitor refining technologies.
(Progress 15/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)

[ ] Tiberium Inhibitor Deployment (Updated)
Tiberium inhibitors have by now moved from experimental deployment to serial. While each will be significantly energy-expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)

-[ ] Blue Zone 2 (Progress 57/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement)
-[ ] Red Zone 1 (Progress 0/100: 30 resources per die) (+2 Red Zone Abatement) (+2 Underground Red Zone Abatement)
-[ ] Red Zone 2 (Progress 0/100: 30 resources per die) (+2 Red Zone Abatement) (+2 Underground Red Zone Abatement)
-[ ] Red Zone 3 (Progress 0/100: 30 resources per die) (+2 Red Zone Abatement) (+2 Underground Red Zone Abatement)

[ ] Liquid Tiberium Power Cell Deployment (Phase 3)
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)

[ ] 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)

[ ] 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 (9 dice +34 bonus)


[ ] Fluyt-Class Impulse Shipyard
A much larger and more ambitious platform, the Fluyt-class, represents a megalifter: designed to carry thousands of tons at a time, lifting entire station units from the surface to orbit and beyond, ready for integration. Built with four primary engines, and a half dozen secondaries, the craft is going to require dedicated facilities to handle its sheer bulk; a number of runways will need to be drastically widened or newly built for this purpose. It is also VTOL-capable, but it requires specialized landing platforms designed to take the force and fury of such events – with a number of other difficulties besides. The Fluyt offers a platform that can do things that have so far been considered impossible, but using it effectively comes with its own challenges.
(Progress 0/600: 45 resources per die) (-4 STUs, -8 Energy, -6 Capital Goods)

[ ] 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 0/250: 20 resources per die) (+3 Food, +6 Food in reserve)

[ ] GDSS Shala Bays (5 available)
-[ ] Experimental Crops Bay (Stage 2)
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 2/215: 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 0/215: 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 0/180: 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 0/155: 20 resources per die) (+15 resources per turn)

[ ] Lunar Homesteading (Phase 4)
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 42/220: 30 resources per die) (1000 residents)

[ ] Aldrin Planned City (Phase 3) (Updated)
A ring around the landing site of Apollo 11, the first true city on the Moon will be an enduring symbol of GDI's claim to the stars. A dedicated spaceport, refinery, and industrial facility will begin producing a substantial quantity of capital goods. With the second phase completed and eagerly awaiting the first Moonborn GDI citizens, the third phase will substantially expand the habitation, industry and commercial sections, nearly tripling the city's population capacity once complete and providing plenty of local leisure options.
(Progress 730/850: 30 resources per die) (5500 Residents) (+3 Capital Goods)
(Progress 0/1700: 30 resources per die) (10,000 Residents) (+6 Capital Goods)


Services (4 dice +35 bonus)


[ ] Fifth Generation Electronic Video Assistant Deployment (Phase 1)
While still extremely expensive, and reliant on massive quantities of isolinear chips, some small trickle of fifth-gen EVAs can be produced and fielded. While the immediate benefits will be somewhat limited, the overall results are likely to be significant, especially as older-model EVAs are displaced into fields that have been considered lower priority.
(Progress 0/250: 40 resources per die) (+1 to all departments)
(Progress 0/250: 40 resources per die) (+2 to all departments)
(Progress 0/250: 40 resources per die) (+3 to all departments)

[ ] 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 171/240: 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)

[ ] Gene Clinic Expansions
While GDI has a number of gene clinics, and efforts to increase access for the population are ongoing, the Treasury can greenlight the funds for a substantially accelerated program. Expanding the services offered should substantially increase birth rates, especially with a dedicated public outreach effort to educate the population as to the benefits such genetic engineering has for off-Earth living.
(Progress 134/240: 20 resources per die) (-2 Capital Goods, -4 Consumer Goods, -2 Energy) (+ Birthrates)


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)

[ ] Initiative Laser Systems Deployment (Phase 2)
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 150/500: 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)

[ ] 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 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 223/250) (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)


Air Force

[ ] NovaHawk Factory Refits (High Priority)
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 60/150: 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

[ ] Mjölnir Design Studies (New)
Designing what is essentially a mobile ion cannon platform will serve both as a foundation for highliner type impulse drives, and a means to build a platform that can move ion cannons around more effectively, both to maximize time-on-target in a orbital support role and (more importantly) provide an earlier interception window for any future Visitor invasions.
(progress 0/60: 10 resources per die)

[ ] Casimir Design Studies (New)
While impulse drives are practical, gravitic drives will be a critical component of any future space warfare, primarily because they have even lesser delta-v restrictions than even impulse drives. Designs for a future warship, drawn on a clean sheet and incorporating lessons learned with the Conestoga platform are another step towards building a proper orbital navy.
(progress 0/60: 10 resources per die)


Ground Forces

[ ] Next Generation Armored Vehicle Factories. (Updated)
A new generation of metal, a new breed of machines, for a new kind of war. While the Predator, Guardian, and Pitbull have been the symbols of the height of the Initiative's relative overmatch, that is no longer the case, and it is time for a new generation to take the lead.
Progress 0/450: (30 resources per die) (-6 Energy, -12 Capital Goods, -6 Labour, -3 STUs)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour, -3 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour, -2 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour, -2 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods, -1 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods, -1 STUs) (Refit)

[ ] Ground Forces Zone Armor (Set 2) (Phase 4) (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. TRADOC and Procurement have both pressured the government to halt the Zone Armor rollout beyond the current phase, believing that it is more important to revise and revisit the concept from a clean sheet to incorporate major technological developments.
(Progress 117/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

[ ] GD-3 Deployment (Phase 3) (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 5/180: 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 265/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)

[ ] Governor-B Development (Platform) (New)
With the sheer number of new technologies available to the navy, the Governor-A is simply no longer sufficient, especially given how long it has taken to deploy. Building on the design work, and working from a fusion base rather than a fission one, the Governor-B is intended to take a roughly similar hull shape, and add substantial additional capabilities: additional anti-missile capacity, significant extensions to its own missile arsenal, among further incremental improvements. The modifications in turn require a reduced railgun package, but Naval Command considers this a worthwhile trade.
(Progress 0/80: 20 resources per die)

[ ] 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)

[ ] Shark-Class Frigate Shipyards
The Shark is unfortunately of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
Seattle (Progress 0/300: 20 resources per die) (3 Tranches, Projected: 8 quarters to complete tranche 1, 16 quarters to complete tranche 2, 24 quarters to complete Tranche 3) (Reconstruction)
Calais (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods) (3 Tranches, Projected: 8 quarters to complete tranche 1, 16 quarters to complete tranche 2, 24 quarters to complete Tranche 3)


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 134/240: 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)

[ ] 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)

[]Epsilon Eridani Expedition Funding (New) (Mad Science)
The SCED has put in a funding request to develop, plan and launch a multi-stage expedition culminating in eventual manned expeditions first to Alpha Centauri and finally Epsilon Eridani-h. With no clear timeline and many of the core technologies required not yet developed, funding would go first toward feasibility studies, equipment testing and foundational research.
-[](Assign one time grant, minimum 50)
-[](-10 Resources per turn)
-[](-20 Resources per turn)
-[](-50 Resources per turn)

** 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 5) w/1 Infra die 532/792 2 dice 40R 1%, 3 dice 60R 76%, 4 dice 80R 100%
-[] Karachi Planned City (Phase 5) w/2 Infra dice 532/804 3 dice 60R 65%, 4 dice 80R 100%
-[] Karachi Planned City (Phase 5) w/3 Infra dice 532/816 3 dice 60R 52%, 4 dice 80R 99%
-[] Karachi Planned City (Phase 5) 532/780 2 dice 40R 3%, 3 dice 60R 85%, 4 dice 80R 100%
-[] Postwar Housing Refits (Phase 3) 30/150 1 die 10R 11%, 2 dice 20R 96%
-[] Japan-Korea Tunnel 0/350 4 dice 80R 29%, 5 dice 100R 89%, 6 dice 120R 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 6) 248/270 1 die 20R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 6+7) 248/540 3 dice 60R 28%, 4 dice 80R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 8 dice 160R 5%, 9 dice 180R 43%, 10 dice 200R 87%, 11 dice 220R 99%
Light and Chemical Industry 4 dice +29
-[] Flexible Superconductor Development (New) 0/120 1 die 25R 19%, 2 dice 50R 99%
-[] Adaptive Cloth Factories 0/300 3 dice 45R 11%, 4 dice 60R 80%, 5 dice 75R 100%
-[] Laser Printing Plants 0/150 2 dice 40R 80%, 3 dice 60R 100%
-[] White Goods Programs 115/200 1 die 15R 69%, 2 dice 30R 100%
Agriculture 6 dice +29
-[] Green Belt Projects (New) 0/350 4 dice 40R 36%, 5 dice 50R 92%
-[] Wildlife Restoration 0/180 2 dice 50R 44%, 3 dice 75R 98%
-[] Orchard Domes 0/240 2 dice 30R 1%, 3 dice 45R 67%, 4 dice 60R 99%
-[] Salvebrush Development (New) 0/80 1 die 20R 83%, 2 dice 40R 100%
-[] Kingsfoil Development (New) 0/80 1 die 20R 83%, 2 dice 40R 100%
-[] Bioplastics Development (New) 0/80 1 die 20R 83%, 2 dice 40R 100%
-[] Terrain Retention Projects (New) 0/160 2 dice 30R 70%, 3 dice 45R 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%
-[] 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%
-[] Tiberium Glacier Mining (Stage 13+14+15) 38/475 4 dice 120R 7%, 5 dice 150R 73%, 6 dice 180R 99%
-[] Tiberium Glacier Mining (Stage 13+14+15+16) 38/630 6 dice 180R 23%, 7 dice 210R 84%, 8 dice 240R 99%

-[] Xenotech Tiberium Processing Plants (Stage 3) 61/300 2 dice 80R 7%, 3 dice 120R 90%
-[] Hewlett-Gardener Mothballing Phase 3 15/50 1 die 10R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 92%
-[] Tiberium Inhibitor Deployment (Blue Zone BZ-2 North America East) 57/75 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/100 1 die 30R 60%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/100 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%
-[] 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%
-[] 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 9 dice +34
-[] Fluyt Class Impulse Shipyard (New) 0/600 6 dice 270R 7%, 7 dice 315R 58%, 8 dice 360R 95%
-[] Fusion Shipyard Reconstruction (New) 60/450 4 dice 120R 20%, 5 dice 150R 86%, 6 dice 180R 100%

-[] --GDSS Columbia Bays (1 available)--
-[] SCOP Bay 0/250 2 dice 40R 3%, 3 dice 60R 84%, 4 dice 80R 100%
-[] --GDSS Shala Bays (3 available)--
-[] Experimental Crops Bay (Stage 2) 2/215 2 dice 40R 28%, 3 dice 60R 98%
-[] Animal Husbandry Bay 0/215 2 dice 40R 26%, 3 dice 60R 98%
-[] High Efficiency Void Crops Bay 0/180 2 dice 40R 70%, 3 dice 60R 100%

-[] Lunar Mining Projects 0/155 2 dice 40R 85%, 3 dice 60R 100%
-[] Lunar Homesteading (Phase 4) 42/220 2 dice 60R 60%, 3 dice 90R 100%
-[] Aldrin Planned City (Phase 3) 730/850 1 die 30R 19%, 2 dice 60R 99%
-[] Aldrin Planned City (Phase 3+4) 730/2550 19 dice 570R 1.64%, 20 dice 600R 12.66%, 21 dice 630R 41.77%, 22 dice 660R 75.25%, 23 dice 690R 93.8%, 24 dice 720R 99%
Services 4 dice +35
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1) 0/250 2 dice 80R 1%, 3 dice 120R 74%, 4 dice 160R 100%
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1+ 2) 0/500 5 dice 200R 12%, 6 dice 240R 73%, 7 dice 280R 99%
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1 + 2 + 3) 0/750 8 dice 320R 21%, 9 dice 360R 74%, 10 dice 400R 97%
-[] Wet AI Development (Tech) (MS) 171/240 1 die 30R 97%
-[] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
-[] Gene Clinic Expansions 134/240 1 die 20R 41%, 2 dice 40R 100%
Military 6 dice +31
-[] Military Logistics Drone Network (Phase 1) 0/200 2 dice 40R 25%, 3 dice 60R 96%
-[] Military Logistics Drone Network (Phase 1 + 2) 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%
-[] 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) 180/500 3 dice 45R 5%, 4 dice 60R 71%, 5 dice 75R 99%
-[] ASAT Defense System (Phase 5) 41/425 4 dice 80R 31%, 5 dice 100R 93%
--MARVs--
-[] Reclamator Hub 0/250 3 dice 60R 62%, 4 dice 80R 99%
-[] Reclamator Hub RZ-8S 223/250 1 die 20R 100%
-[] 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%
--Air Force--
-[] NovaHawk Factory Refits (Refit) 90/300 2 dice 50R 15%, 3 dice 75R 93%
-[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--Space Force--
-[] Mjölnir Design Studies (New) 0/60 1 die 10R 99%
-[] Casimir Design Studies (New) 0/60 1 die 10R 99%

--Ground Forces–
-[] Next Generation Armored Vehicle Factories. (Phase 1) 0/450 5 dice 150R 30%, 6 dice 180R 87%, 7 dice 210R 100%
-[] Next Generation Armored Vehicle Factories. (Phase 1 + 2) (Refit) 0/900 10 dice 300R 16%, 11 dice 330R 60%, 12 dice 360R 92%
-[] Next Generation Armored Vehicle Factories. (Phase 1 + 2 + 3) (Refit) 0/1350 15 dice 450R 9%
-[] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%, 3 dice 60R 100%
-[] GD-3 Deployment (Phase 3)(Refits) 5/180 2 dice 20R 56%, 3 dice 30R 99%
-[] GD-3 Deployment (Phase 3+4)(Refits)(Munitions) 5/360 4 dice 40R 39%, 5 dice 50R 94%
-[] GD-3 Deployment (Phase 3+4+5)(Refits)(Munitions) 5/540 6 dice 60R 29%, 7 dice 70R 84%, 8 dice 80R 99%


-[] Stealth Disruptor Deployment 0/160 2 dice 30R 74%, 3 dice 45R 100%
--Navy–
-[] Governor-A Deployment (Refits) 295/350 1 die 20R 99%
-[] Governor-B Development (Platform) (New) 0/80 1 die 20R 85%, 2 dice 40R 100%
-[] SSN Development Program 0/120 1 die 30R 21%, 2 dice 60R 99%
-[] Shark-Class Frigate Shipyards 0/300 3 dice 60R 14%, 4 dice 80R 85%, 5 dice 100R 100%

--Steel Talons--
-[] Unmanned Support Ground Vehicle Deployment 134/240 1 die 20R 34%, 2 dice 40R 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
-[] Epsilon Eridani Expedition Funding (New) 1 die autosuccess




--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: A lot of thanks to everyone who gave, it has helped tremendously. The link remains Ko-fi.com/ithillid

A/N2: Normal 4 hour moratorium for voting, you all probably know the drill by this point.
 
Last edited:
Q3 2065 Results
GDIOnline Q3 2065

New Spacecraft Designs: Do We Have Impulse Control?
Peter Katsulas

The new spacecraft designs we're seeing, the Caravel and Fluyt, have… interesting new engine designs. To give a massively oversimplified description, they take existing fusion engines, apply repulsorplates to the exhaust, and thus get a lot more thrust from the same amount of power/propellant. You do not want to be right behind them.

The Caravel is in the same general size category of the Leopard, but looks like it can go a lot further with roughly the same propellant. As in, Luna further. The Fluyt, well… I've only seen one, but it's a Big Boy. Carrying an order of magnitude more cargo per load, it also needs a massively more specialized launch facility, but it means we can lift entire chunks of a space station at once, with obvious benefits.

The costs here are also quite large, especially in specialized materials and equipment, but I think it's definitely going to be worth it.

FloatingWood
Sings the Flying Dutchman shanty. Poorly.
That's a big boy allright. Thousands of tons to the Moon is a hell of a lift.

ShadyMouse
So wait, these new engines; Are the repulsor plates letting us turn full size engines into what are basically Ion engines, scaled up?

AgathaH
I haven't seen one in person (curse shift assignments!), but dealing with that cargo load had a lot of schedules changed. In a good way, though.
#ShadyMouse I think it's mure just adding a lot of dV to the fusion engine's exhaust stream, so I'm not sure if that qualifies for what you mean or not.

FloatingWood
#ShadyMouse, not quite. The standard 'big boy' engine GDI uses these days is a fusion torch, which means it's an engine using fusion plasma to provide great thrust and high impulse both. Ion engines are a type of engine that electrically accelerate a very low mass stream of ions to a high velocity, hence the name, which offers high impulse but very limited thrust.
Given that repulsor plates are supposed to work on 'basically anything that has mass', I see no reason why you couldn't use them to enhance the exhaust velocity of ion engines the same way they enhance the exhaust velocity of the fusion drives though, and I'm sure that more than one bored rocket scientist or engineer has done some napkin math about exactly that.


AccomplishingProvidence
Is there any word if there are thoughts/plans to eventually craft vessels that use repulsor-boosted fusion torches and repulsor-boosted ion engines? So that there's an option for an extremely powerful "burst" in the torches, and more fuel-efficient ion engine?

MadCat
#FloatingWood, why would the engineers need napkin math when they got paid to actually build the things. Hail our glorious Mad-Scientist-in-Chief, Seo Thoki!




The War on Tiberium: Inhibitors, Glaciers, and Extraction
Mia Deeps

We've seen multiple different efforts to increase Tiberium harvesting and abatement, from many new inhibitor networks, a new glacier mine northwest of the Sindh region, and more controversially a completed MARV hub in southern Australia and further expansion of the enhanced Tiberium spikes. Added to the projects of last quarter, they represent a significant opening of new fronts against Red Zones, and additional pushback against subsurface Tiberium infiltration.

Over the past 9 months, Red Zones have been reduced by over 4% of their area at the start of the year, but we are seeing growth from the underground veins, with the Red Zone-equivalent area growing by about .5% of total land surface area.

I'm hearing about some new methodologies for attacking these subsurface veins, along with an expansion of existing ones - more and more dense inhibitor networks, more subsurface mining, and new superdeep mines which may incorporate multiple technologies that are being used separately in existing operations. The Treasury and ZOCOM are, from what I've heard, not particularly optimistic about what progress we are likely to make, but optimism isn't really their job. Punching the rock into useful resources is, and they seem to be doing quite well at that.

FloatingWood
Is there even anything we can do about the deep tiberium? I mean, some of that is more than 6 kilometers down, how do you even get at it?

MadCat
We have the technology. It's called Enhanced Tiberium Spikes and Inhibitors. Just uh, ignore that the former are politically problematic and the latter are expensive to build and run. But yeah, if we can't abate Deep Tib directly through mining it, then using Visitor tech is all we have.

MajorMiner
Even back in the 1970s, the Kola borehole got down to 10k depth. Now, that was a relatively small diameter, but we can get down there, and we can get at least some machinery down there. Will it be enough for mining, or just for data collection? Dunno.
AgathaH
Sounds like a boring job.
flees

FloatingWood
Get your head out of the clouds, Agatha.
Also, can we stick the business end of an inhibitor down there?

MadCat
As far as I'm aware, there is no theoretical limitation on inhibitor sizes. So logic says we should be able to, but trying to make one that fits into a 60cm diameter hole or less is going to be a challenge. I don't think I've heard of one that wasn't at least a couple meters wide, and those were being transported by truck or rail. So we're definitely looking at needing a new design to fit. When we get that depends on our glorious Treasurer, Seo Thoki, and his mad quest for SCIENCE! Read, its liable to get deployed in the next year.

AccomplishingProvidence
#AgathaH, I hope you didn't have to dig too deeply for that one.
#FloatingWood, I would suspect that's one of those "sometime soon" goals. Based on what we're seeing it's likely a goal of just getting something down there to break up or "draw up" the Tiberium first, and then progress to something like an Inhibitor.
Still and all, the progress against the Red Zones is heartening. No one benefits from their continued existence, regardless of what some Nod leaders have tried to proclaim in the past. In the short term, if one were to think of Earth herself as a garden, we're finally at least cutting back the weeds within the garden. One day soon perhaps we can say we're truly removing them, but every step helps.

Q3 2065 Results

Resources: 1540+420 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:‌ 100
SCIENCE Meter: 4/4

Free Dice: 6
AI Dice: 4 (full bonus)
Dice Capacity 60/60

Tiberium Spread
Surface
26.985 (+0.28+.125 from Karachi project over 3 turns) Blue Zone
1.68 (+0.19+1.49 from Karachi project over 3 turns) Green Zone
0.07 (+0.00) Cyan Zone
23.305 (+0.47,-1.655 from Karachi project over 3 turns) Yellow Zone (115 points of mitigation)
47.96 (-0.94) Red Zone (110 points of mitigation)
Underground Tiberium infiltration estimates:
0.67 (+0.33) Blue
12.75 (-0.89) Yellow (46 points of mitigation)
87.49 (+.56) Red (27 points of mitigation)

Next Mutation Roll: Q2 2066

Current Economic Issues:
Housing: +100 (+87 LQ, +13 HQ) (1 high-quality housing per turn)
Energy: +58 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +28 (-14 from military activity)
Food: +66 (+26 backed reserve, +5 unbacked reserve)
Health: +45 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +61 (+2 per turn from Distributed Industrial Authority) (+628 in reserve)
Consumer Goods: +60 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +5 (+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 ‌(3070/4200)‌ ‌(720/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 90, IHG: 1 per 80, X: 1 per 40)
Tiberium Reserve (0/500)
STUs: +13
Taxation Per Turn: +240 (no change from economic turbulence)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100

STU Production and Consumption
Net: +13 per turn
Production: +51 per turn (7.6 HG, 15.9 IHG, 22.2X, 6 RZ SMARV)
Consumption: -38 per turn
31 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-25 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, 2 Microfusion Labs, 3 Caravel Shipyard, 4 Fluyt 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 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
Increase Income by 70
Increase population in space by 550
Spend at least one die on Steel Talons projects every turn

Projects
Complete Karachi Planned City by end of 2065
Deploy Governor-A refit
Complete at least 1 Ground Forces Zone Armor factory
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.


Outreach

Starting in Q2, a covert outreach has been made from the Brotherhood of Nod to the Initiative. While the exact contents and the identity of the person reaching out have been obscured, the name of Jackson Waterley being brought into the equation has GDI analysts sitting up and paying attention.

This is not merely a warlord seeking some accord; Waterley had been considered a likely casualty of Nod's internecine strife, but his great military skill and lacking political awareness fits the profile for what Kane's inner circle looks for before when it desires a problem solver. As do his sudden disappearance and return.

Politics
The political sphere is fairly quiet. With Carter all but guaranteed to be the next leader of the Initiative, the politicians are preparing for both a last second rush of work that would be of interest to Litvinov, as well as currying favor with Carter for once he takes office as Director. While there are constant debates over a number of topics, the most significant one at this time is how to allocate representation to the orbital populations. While so far they are close enough, and work on the same calendar and clock as others in the Initiative, there are concerns about how to accommodate the differing needs of populations that are further out, and may well have separate needs from other Initiative populations. There are, broadly, three main proposals. First is the banding system. Cislunar colonies getting their own zone, and then, as the Initiative steps out beyond that, each new band of settlement becoming their own zone administration. That however, has problems as the bands go out. As a result of orbital mechanics, Earth would have a faster response time to a problem in the belt than a Martian based command structure for about half the time, for example.

The second and most bluntly simple proposal is to maintain all of the solar settlements as colonies, running direct control from Earth. While this has its advantages in terms of centralization, it does mean that any problem may end up being resolved by functionaries with neither interest nor experience with local conditions or interests. Certainly feasible enough at the current level of off-Earth populations, but a larger and more widely spread humanity of the future would no doubt chafe under a government that by nature of how it's organized has no need to be fair to the colonies.

The third proposal is distinctly ambitious, and foresees a humanity that has spread beyond the Sol system alone and to other stars. With years if not potentially decades of information lag a distinct possibility, it proposes a considerable devolution of power to far outlying populations. Sol would, of course, still be central in the way GDI is organized, but that would be because of its industrial and cultural weight. For system wide populations it most resembles the first proposal, defining Zones on the basis of response speed from a central location rather than attempting to do so on the basis of distance from a specific body in the system.


[ ] Karachi Planned City (Phase 5)
A final serious push to secure the region, with two primary goals. First, to secure the flank, putting Initiative boots firmly against the Red Zone – producing a new front for major Red Zone harvesting activities – and second to firm up the logistical links between the mountains and the sea.
(Progress 854/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

Karachi is anything but a gleaming jewel. Slabs of concrete and prefabricated buildings line reclaimed and reconstructed avenues, themselves built for machines more than people. Plain, drab, a glorified fortress. All of these are words that could be easily used to describe it. At the same time, it is a lifeline. Even now, there is a constant flow of metal up into the mountain fastnesses of Blue Zone 18. There are Indian fusiliers looking over their new Zone suits, there are factories to produce myomer bundles now beginning those first few slow painstaking steps to culture the fungi.

Along the eastern border of the front GDI has, for the most part, simply settled into defensible positions. While launching an invasion into India would be foolhardy at best, the Initiative is well positioned to do it if it becomes necessary. Operationally, the area has cooled down dramatically with al-Isfahani having been forced back, and both sides are situated well and staring each other down over open sights. Neither side particularly wants to fight a war, and that extends to the naval conflict. Submarine operations, piracy, and commerce raiding have all been tapering off, again, due to the interlaced nature of the comparative positions. Certainly, another major conflict would open holes, but both sides have begun to adopt a policy of live and let live, in this case, starting with the local warlords signaling a willingness to step down or cease operations in exchange for limited concessions.

In the western side of the Initiative's holdings, most of the effort of the Initiative engineers has been put into a series of branch roads – ribs attaching to the spine. The next step – really the last one remaining – is to begin pushing a full scale border offensive into the Red Zone. The Shah's forces may have been defeated and dispersed, but Tiberium is no lesser foe. Likewise do the mountains loom tall despite their instability, undermined by habitation, water, and Tiberium all.

In the Himalayas, the plans are twofold. First are the industrialization efforts. Although the Himalayan region was hardly ignored by the Initiative and its forces are adequately mechanized, a pre-Tiberium history of relative poverty and a post-Tiberium history of isolation has left it poorly developed. Bringing it up to the standard set by many of the other front line Blue Zones is going to be a process that will span at least a plan, and likely more. Second is turning existing infrastructure into a properly substantial space port. The Himalayas, because they were the most isolated Blue Zone, saw the most use of suborbital shuttle launches, and so have the most infrastructure for doing large scale Caravel launches of any Blue Zone. While it will be far from the only site doing such work, it is going to be one of the bigger ones, simply because of the number of runways set relatively close to each other.


[ ] Postwar Housing Refits (Phase 3)
Finalizing housing projects, and fitting out the last of the postwar housing for long term living is going to disrupt a relatively small number of communities, but, at this point the housing in many cases does need significant work, and can be made much more sustainable in the long run.
(Progress 167/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)

The last of the postwar blocks have been refitted. While still far from luxurious, they do represent a significant upgrade. Overall, displacement has been minimized by the relative slowness of the program, with people still moving – but most often between blocks, rather than being forced out of the city entirely. Beyond that, rents – while higher than they were for the pre-refit blocks – are still dramatically low for the environment that they inhabit. Many are (barely) negative, in part to minimize the impact on the populations that live in these spaces.

More broadly, the future of Initiative housing is posing a question that is very much up in the air. On one hand, projections are anticipating the Initiative's population to stabilize – between life extension programs, reproductive programs, and space colonization offering hope – halting its steady decline, and it is likely that the Initiative will at some point need to build additional housing. Not just for refugees, defectors, and populations taken from the Brotherhood by force of arms, but a net natural increase of the Initiative's own.

On the other hand, what form that housing may take is a question with some complicated answers. Vast swathes of arcology blocks are certainly functional and defensible, but are also expensive. Orbital housing is even more so, especially because just building residences alone is not going to be enough – they need something to do, and the essential emptiness of space and the relative early stage of Initiative orbital investment means that all infrastructure must be built to demand. Establishing primary sector jobs will require a substantial investment regardless, but so much of it is automated this will provide only a limited number of jobs, while allocating space to secondary, tertiary and quaternary sectors is going to need substantial bureaucratic reform to establish, define and enforce the necessary regulations.


[ ] 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 411/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects, -10 progress requirement on heavy industry projects)

Pushing forward work on specialist systems has for the most part run into problems with tempering. Heating and cooling metals can create a wide variety of different traits in the final product, even with the same chemical composition. A properly tempered blade is both hard and springy. And creating such a blade with U-series alloys is proving a challenge, as even in small amounts STUs can fundamentally change an otherwise unremarkable alloy's nature, requiring higher heating, or less heating, more or fewer thermocycles, and a number of other tweaks, many of which are still being worked out. Most of the blades coming out for testing are currently simply too brittle to be more than one-shot items: hard, but an impact to the wrong point would shatter them into a thousand pieces. Those blades that prove more resilient have proven difficult to reproduce, with the fact that sometimes no detectable difference exists between a blade that failed the tests and one that passed causing no end of frustration.


[ ] Second Generation Continuous Cycle Fusion Plants (Phase 7)
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 335/270: 20 resources per Die) (+19 Energy) (-1 Labor)
(Progress 65/270: 20 resources per Die) (+19 Energy) (-1 Labor)

The supply of superconductors coming out of Bergen have proven to be a significant easing in the process of construction. Many of the reactors coming online with the current batch – somewhat exceeding expectations in their numbers as Bergen is gearing up faster than anticipated – are yet insufficiently protected from adverse outside conditions, like bombardment with Brotherhood standard munitions. While the internal systems are functional, as is the radiation shielding, these are essentially naked reactors, with little more around them than is required to keep the rain off. The fusion system itself is a relatively mature technology, and one that GDI is now very familiar with building, smoothing the construction process substantially as procedure is reformed due to the now proven superfluous nature of some of the steps.

Technological development in this area is difficult. It is not hard to produce a superior reactor, so long as you don't mind using over a ton of elerium per reactor, or otherwise obscene amounts of rare, hard to build, and extremely high technology systems. Building a better reactor that is economically viable, however, is, as it turns out, almost impossible. One part of this is priorities. While some scientists and engineers have attempted to find simplifications, or ways to get the same energy yield from the reactors with easier to manufacture components, most have been looking for ways to increase the density and energy of the plasma to produce more power.


[ ] Flexible Superconductor Development (New) (Tech)
Flexible superconductors, under the product name Caterium, has been something of a surprise breakthrough. While still somewhat limited in degree of flexibility, it is a significant upgrade to military applications, and a noticeable one for moving superconductors significantly down the chain towards, although likely not all the way to, the home.
(Progress 205/120: 25 resources per die)

Despite efforts to give it a proper name, Caterium has stuck as the name of compound 65-Z5-D2, the most effective of a number of flexible superconductors developed for the Initiative. Unfortunately, there are still problems despite the compound's success. Most notably, Caterium is presently yet problematic at higher temperatures and in higher electromagnetic flux environments. Putting the cables in a cooled environment, such as a computer, works, but few computers need the sheer amounts of energy moved around by superconducting systems; by contrast, the systems that could benefit from them (such as Initiative railguns) would in many cases need to be redesigned to provide additional shielding and cooling. Experiments for low gravity environment production have been promising, but as of yet inconclusive.

In a lot of ways, Caterium as it is now is most advantaged in terms of size. Rather than needing to work around prefabricated sections, superconducting wires can be bent into an appropriate shape, meaning that oftentimes less material can be used. For example, in a test model Guardian APC, about five kilograms of weight were cut from the HTSC system. While not much on a multi ton vehicle, it is still a significant improvement, and one that has greater impacts elsewhere.


[ ] 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 103/300: 15 resources per die) (+5 Consumer Goods)

Making adaptive cloth is proving challenging. One of the biggest challenges is mass production of the requisite nanocrystals. While guanine is relatively simple to make in bulk, the problem is reliably crystalizing it, and then embedding those crystals in a way that can be manipulated, especially in large sections. One of the key elements here is that the production is statistical rather than reliable. Making strips for a ghillie suit, or accents, is one thing, but making a full cloak, or an actual outfit has so far been a problem.

There are two key issues here beyond the statistical element. One big part is shaping. For most outfits, the grain of the weave is not going in any one direction, but rather depends heavily on what strains are being expected to be put on the clothes. With adaptive cloth, the direction of the grain is fundamental, especially anywhere where the cloth is folded over on itself. Of course, all of these are solvable problems, especially when the strips that are being made are being received across the fashion world with quite a bit of interest.


[ ] White Goods Programs
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 182/200: 15 resources per die) (-1 Capital Goods, +4 Consumer Goods, +1 Energy, +1 Labor)

One of the biggest remaining problems is simply distribution and marketing. While there is plenty of slack in the logistics system, at least at the moment, convincing people that it is time to upgrade is proving something of a problem, especially with the average age of appliances across GDI. While there is some level of planned obsolescence, aimed to coincide with other home maintenance cycles as best as possible, pushing substantial upgrades like this one is largely something that homeowners have to manage themselves, and go out of their way to do.

Most of the upgrades are relatively minor things all told. There are some improvements in electromagnets in an induction cooktop, or efficiency improvements to the fan systems on standard convection ovens, and for higher end models, steam injection systems. No doubt all citizens will eventually acquire these better machines to replace failing equipment, but that will take quite some time.


[ ] Wildlife Restoration (New)
With the new wildlands maturing, it has become clear that a certain level of animal presence is required to maintain a healthy biosphere. By tapping existing stocks of small and medium animals currently kept in zoos it will be possible to seed the various biomes with animals that enforce the required degree of flora diversity.
(Progress 198/180: 25 resources per die)

Restoring wildlife has to start from the ground up. While a significant portion of that does include various charismatic microfauna – for example: squirrels, rabbits, moles, and guinea pigs, among others – there are also thousand other species that many people find annoying, most notably mosquitos, significant numbers of other fly species, ticks, and the like. While efforts are being taken to minimize the human impact of a number of the elements, at the end of the day, these species provide critical biomass – such as mosquitos and their larvae providing food for frogs and dragonflies among other things.


[ ] Salvebrush Development (New)
A development on the poulticeplant, the salvebrush is intended to provide topical salve, adding both productivity, and antiviral properties. While a relatively minor innovation over the extant poulticeplant, it is a noticeable degree of effort. As per agreement, samples of this plant will be provided to Nod.
(Progress 99/80: 20 Resources per Die) (Plant Genetics)

Salvebrush is essentially a 'poulticeplant 2.0.' Higher concentrations of medical properties, more resilient and capable of surviving with little water or nutrition, the plants are (across most of the Initiative) simply self-sustaining, and need little more care than being left in a window box.

There are, however, problems in their introduction: mostly issues with negative medication interactions; and in some, relatively small portions of the population, they can cause significant headaches and even migraines. While for most within this population the cure is better than the disease, and no known interactions have been notably hazardous enough for rollout to be restricted or halted, working out the precise interaction is going to be an interesting and ongoing problem for the medical field to deal with. Salvebrush plants are currently being offered alongside a voluntary logging of the recipient's reported medical profile, in order to help construct a more comprehensive database of interactions.


[ ] Kingsfoil Development (New)
There are a number of ways to produce antibiotic, antiviral, antiparasitic, and antifungal agents, some of which are safe to be consumed in parallel. While not as effective as dedicated single-target agents can be, kingsfoil is intended to be a high speed first resort that is hypo-allergenic as well as highly compatible with most commonly used medication, and so minimization of side effects has a higher priority than maximization of impact.
(Progress 84/80: 20 Resources per Die) (Plant Genetics)

Kingsfoil as a new product is an interesting one. Easy to grow, and something that is being presented to the Initiative as a whole as part of a windowsill pharmacy. Kingsfoil, salvebrush, and poulticeplants are, when approached as a set, capable of a great deal – allowing even civilians the ability to produce nearly anything short of fixing a broken bone with very minimal supply lines.

Depending on the strength needed, the simplest way to use it is simply making kingsfoil tea. Many of the products are water soluble, and so can be simply extracted into an infusion, and drunk as something to take the edge off an infection, even though it's not a cure-all. If that is not enough, the leaves can be chewed or eaten, each offering a more complex and comprehensive package. Each option is fairly bitter however, a side effect of the number of different alkaloid compounds being produced in the plant.

The hands of the king are the hands of a healer.
J. R. R. Tolkein The Lord of the Rings: The Return of the King


[ ] Bioplastics Development (New)
Bioplastics in various forms have been in use since the 1850s. However, a significant number of them are either low- or limited-performance, or simply difficult to produce in the modern-day environment. Genetically engineering a dedicated plant to produce the precursors to high-performance bioplastics is one element of making the Initiative less reliant on Tiberium.
(progress 52/80: 20 resources per die) (Plant Genetics)

Bioplastics are not new. From linoleum and parkesine in the 1850s and early 1860s, to Initiative efforts to move away from increasingly difficult to access oil sources in the 2010s, there has been a fairly constant flow. Most modern plastics used by the Initiative rely on vegetable waste or starches as the substrate for their production.

The development of next generation bioplastics has primarily run into a twin tailed problem. On one side, the plastics that require relatively minimal processing simply don't have the strength and durability required to make them a significant improvement on existing options. On the other side, development projects that have plastics which are capable of being a significant improvement on existing plastics, are a nightmare to purify into a usable product. Engineering a plant that can produce at least some of the required precursors at a sufficiently high purity somewhere in the plant's body is a yet unsolved problem, but research is ongoing.


[ ] Terrain Retention Projects (New)
While reforestation and restoration of the biosphere is currently a relatively low priority, especially due to the risks of Tiberium undermining, that does not in fact mean that GDI cannot care about soil retention and otherwise stabilizing the system.
(Progress 75/160: 15 resources per die)

The key with terrain retention is twofold: leaf cover, and roots. A raindrop typically hits the ground at its terminal velocity – up to around 10 meters per second – and acts as a more potent vector of erosion than most would imagine, in less time than would be expected. In the time before Tiberium, environs such as the North American Badlands that bore large stretches of exposed earth and rock could expect an average of a centimeter of erosion per year, even with sparse rainfall. Putting in leaf cover means that rather than the seven minutes, and kilometers of space to fall, the rain is hitting the plant, and sliding off having spent most of its energy potential, hitting the soil at usually less than a meter per second, depending on the height of the plant. Creeping juniper for example, is a short evergreen, reducing the velocity of the rain all year round, while also spreading over a maximum area.

The overall program is a fundamentally difficult one, not because it has specific requirements, but rather due to the massive amount of space that needs to be covered. While a single flight hits entire square kilometers at a time, when significant portions of the Earth's surface still require cover that square kilometer is very small in comparison.

Seed flight 8-2065-41398 completed.
Note: Low level assessment prior to entering the seeding pattern indicates substantial grass presence. Likely source; blown in from the north by last year's grass fields maturing.



[ ] Enhanced Harvest Tiberium Spikes (Phase 3)
While still a potential political problem, the enhanced harvest Tiberium spikes offer a considerable degree of underground abatement with minimal investment required.
(Progress 303/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 123/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)

Another salvo of spikes has hit the ground. While still politically difficult, they are part of a much larger campaign against underground Tiberium, and through that lens, they are worth every bit of conspiracy theorizing and political difficulty they face.

Looking at the broader campaign against underground Tiberium, GDI scientists have a number of efforts underway. The biggest is the borehole project. Rather than a surface level Tiberium spike, mechanically drawing Tib to the surface, boreholes are the inverse. The proposal is as follows: Using Tiberium-resistant materials, a 25-centimeter-diameter hole is drilled into the ground, to be an intended depth of ten kilometers, which can then have a compact T-Glass lined harvester planted into it, with the end result of a means to harvest and abate not only that which can be drawn to the surface, but from every level. Beyond that, the sensor programs will use data from the driller to provide a much better look at deep subsurface Tiberium. While the prototype is not without issues, it has shown promise, already providing a more detailed look at the structure of Tiberium around the test site at the remnants of the Kola Superdeep Borehole

A protest against the Enhanced Harvest Tiberium Spike project turned violent earlier today in Kingston, when alderman Indira Danforth incited the crowd with racist chants aimed at the Forgotten. Initiative First has disavowed their alderman's actions, noting that they have been staunch supporters of the Forgotten even before IF separated from the Militarist caucus.
Kingston Broadcasting, 7 O'clock News.


[ ] Tiberium Glacier Mining (Stage 13) (Updated)
The invasion of Karachi has opened a number of new glacier faces. While the infrastructure is not there yet for the bigger and more substantial practices, there is enough frontage to begin serious mining operations at a number of points.
(Progress 199/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (+1 Red Zone Abatement, +1 point underground Red Zone Abatement) (5 Stages available)
(Progress 34/165: 30 resources per die)

Mining into the Pakistani highlands is fundamentally tricky. Punching into a mountainous region is already difficult, and it is even worse when the local security situation is lacking, which makes things more expensive than they need to be. Rather than only having Zone Operations Command forces at the front line, there are detachments of the army riding with every convoy, adding several tons of weight to already overburdened formations.

While only a handful have come under serious attack, each time easily fended off by the Zone troopers accompanying the force, the attacks do show a Brotherhood that is beginning to properly understand how to fight Zone Armor. Snipers have been hunting drones for months, degrading awareness among the troops; every attack begins by attempting to blind the suits, and no attack proceeds with an assault until the suits run out on drone support assets. Equally, the attacks that have been made make extensive use of precision and enhanced penetration munitions, killing Zone troopers in the opening seconds, before they can begin returning fire to the ambushing force.


[ ] Tiberium Inhibitor Deployment (Updated)
Tiberium inhibitors have by now moved from experimental deployment to serial. 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)
Red Zone 1 Europe (Progress 446/100: 30 resources per die) (+2 Red Zone Abatement) (+2 Underground Red Zone Abatement)
Red Zone 3 Russia/East Asia(Progress 346/100: 30 resources per die) (+2 Red Zone Abatement) (+2 Underground Red Zone Abatement)
Red Zone 2 Africa (Progress 246/100: 30 resources per die) (+2 Red Zone Abatement) (+2 Underground Red Zone Abatement)
-Blue Zone 10 South Africa (Progress 146/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-Blue Zone 14 Madagascar (Progress 71/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-Blue Zone 2 North America East (Progress 234/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-Blue Zone 11 North America West Coast (Progress 159/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-Blue Zone 16 Alaska/Kamchatka (Progress 84/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-Blue Zone 6 Japan (Progress 9/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)

Another wave of inhibitors have come online in the past quarter, pushing GDI's abatement efforts ever higher. While above ground efforts have proven highly effective with Tiberium retreating on every front, the underground is more stubborn. Much work is left to do to strengthen the defenses, especially in the deeply buried and hard to reach Red Zone deposits, but a combined network now stretches from Hammerfest in the far north of BZ-1 to Suiderstrand at the southern tip of BZ-10. Likewise is there a network across the length and breadth of North America, interrupted only where Nod refuses to let inhibitors be constructed. Together, along with the island networks of Blue Zones 6 and 14 and the already existing networks, will they squeeze the crystal's growth.

This kind of large scale operation is however not without its costs. Many of the engineering teams are effectively living out of V-35s, ferried from jobsite to jobsite, with many putting in 14 to 18 hour days on a regular basis. While there are continuous efforts to maintain some level of work life balance, most of the teams push themselves harder than they need to. At the same time, slowing down would be difficult and intensely unpopular, especially as the teams themselves would in many cases protest what they see as failing to defend their homes.


[ ] Fluyt-Class Impulse Shipyard
A much larger and more ambitious platform, the Fluyt-class, represents a megalifter: designed to carry thousands of tons at a time, lifting entire station units from the surface to orbit and beyond, ready for integration. Built with four primary engines, and a half dozen secondaries, the craft is going to require dedicated facilities to handle its sheer bulk; a number of runways will need to be drastically widened or newly built for this purpose. It is also VTOL-capable, but it requires specialized landing platforms designed to take the force and fury of such events – with a number of other difficulties besides. The Fluyt offers a platform that can do things that have so far been considered impossible, but using it effectively comes with its own challenges.
(Progress 639/600: 45 resources per die) (-4 STUs, -8 Energy, -6 Capital Goods)

There is no way around it; the Fluyt is a brick with wings: thousands of tons of high performance alloys wrapped around a sectioned hold that can be pressurized but does not need to be. It does not fly by any grace other than the grace of a thrust-to-weight ratio of greater than one even when loaded, granted by six secondary impulse drives on swivel mounts at the bow, stern and midships, fed by hydrogen from the central fuel tanks if an atmosphere or solid ground are not available.

Centerline at the back are the four primary engines, fusion impulse rockets of tremendous power and efficiency, capable of hauling the Fluyt from the lower atmosphere of Earth to the Moon and back, carrying with it its maximum cargo weight of nearly eight thousand tons both ways on a single load of fuel with margin to spare.

Despite the deceptively compact design, it is still huge, nearly one-hundred-fifty meters long, a main-body beam of forty, a wingspan of three hundred, and height of thirty. It has no wheels – when landing, taking off or taxiing it 'floats' on the raw power of the secondary engines in ground effect mode, the force spread across an as wide an area as possible. When seated on the pad it rests on a dozen sturdy landing legs while its internal cranes load and unload cargo containers to and from trains beneath it.

And all of this would have been deemed science fiction, if it were not for one blustery September day in BZ-10 when the prototype lifted off from the open dock north of Cape Town it was built in, flew out to the Atlantic, rounded the Cape of Good Hope and flew into orbit. It returned from orbit some six hours later, landing at a fusion-rated airstrip in BZ-14 – part of the Madagascar suborbital shuttle port. As it turned out, the airstrip was no longer fusion-rated after the Fluyt had made its landing, buckling under the weight of the craft.

The shipyard in BZ-10 is already working on the first production model Fluyt, albeit that the work is slow as the ships require a variety of design unique components with long lead times, a matter that will resolve itself as the supply line gears up. By agreement, every Fluyt will bear the name of a province of a BZ, selected by lot in two rounds when the ship is certified, with all BZs participating except for the first draw – as the prototype Fluyt bears the name Holland, BZ-1 has withdrawn from that lottery.

"Don't you think a Fluyt with the name Holland flying over the Cape is tempting the fates a bit?"
"Tempt? No, we did not tempt the fates. We did our best to provoke them to visit their wrath upon us. We baited them to bring us to ruin, attempted to incite their fury. There was a 'Vliegende Hollander' and nothing happened. The design and engineering are sound."

-Fluyt Project Press Briefing


[ ] Lunar Homesteading (Phase 4)
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 376/220: 30 resources per die) (1000 residents)
(Progress 156/220: 30 resources per die)

Homesteading patterns have been shifted around the construction of Aldrin. Otherwise suboptimal locations that are convenient to Aldrin are being prioritized over better sites for expansion. Of particular interest is the start of a Lunar road network, as a number of mines in Aldrin's vicinity have seen their population grow along with garages and truck fleets that may haul their bounty across the vast stretches of regolith marked only by wheel tracks, and return with supplies, offering an alternative to using fusion shuttles for cargo transport.

In terms of industry, many of them are specialized in one way or another. For example, settlement MT-23-ENE has been focused almost entirely on the production of craft foodstuffs, mostly various forms of cave fungi, mostly agaricus bisporus, known culinarily by a wide variety of names depending on size and coloration. These mushrooms are then transported into Aldrin to provide a diversity of locally sourced food. Others see different specializations, including assorted light industrial facilities, research and development laboratories, office space, and so on. While none of it can match the scale or efficiency of other off-Earth assets, there is a clear interest among businesses to make a name for themselves among the stars, as they are eager to be part of humanity's ascend into a multi-world species.


[ ] Aldrin Planned City (Phase 3) (Updated)
A ring around the landing site of Apollo 11, the first true city on the Moon will be an enduring symbol of GDI's claim to the stars. A dedicated spaceport, refinery, and industrial facility will begin producing a substantial quantity of capital goods. With the second phase completed and eagerly awaiting the first Moonborn GDI citizens, the third phase will substantially expand the habitation, industry and commercial sections, nearly tripling the city's population capacity once complete and providing plenty of local leisure options.
(Progress 890/850: 30 resources per die) (5500 Residents) (+3 Capital Goods)
(Progress 40/1700: 30 resources per die) (10,000 Residents) (+6 Capital Goods)

Building out Aldrin now sees significant investment into Lunar industrial production: offworld chip fabrication, tool foundries, and similar systems. While, for example, a fusion drive nozzle is still beyond the capabilities of Aldrin's forges, they can build chemical rocket motors, which are significantly simpler – not least because cracking lunar regolith creates a significant amount of oxygen, meaning that, even should Earth be lost, the Lunar colony can produce a reasonable, if small, number of chemical rockets, for circumlunar and similar operations.

Beyond the industrial developments, Aldrin has started to see the first lunar births. While they are being undertaken in artificial gravity, these moonborn children are going to be under significant scrutiny as they grow up, looking for birth defects and symptoms of chronic exposure to low gravities – significant concerns, especially given that the Initiative is looking to move even larger populations into space in the coming years, and is interested in investigating more economical means of doing so, in the face of a growing necessity. A smaller, slower rotating ring is much easier to build (as habitats go) than trying to make a tube capable of sustaining the speed and size to equate to Earth gravity, or artificial gravity systems capable of maintaining the same.


[ ] 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 241/240: 30 resources per die)

The Initiative is still far from making Gana of its own. Many of the early models, such as the Afancs, are little more than animals – crude weapons simply pointed in the general direction of Initiative troops and unleashed.

On a practical level, most of the "Wet" AI work has turned into hybrid biological computing systems. Essentially brainpacks, the systems are very much subsentient, and intentionally so. While multiple scientists went off the reservation and attempted to go a lot higher – including trying to build an artificial humanlike brain on one occasion, those attempts flamed out rather than producing viable results. The best results from those ended up being comas and essentially grand mal seizures. Looking towards the future, Wet AI programs are going to continue to attack the problem, likely stealing more tips from the Brotherhood of Nod as they attempt to make not only an Initiative version of the Gana, but attempt to produce proper intelligences.


[ ] 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 65/60: 15 resources per die)

The most immediate use of hardlight technology has been digital interactivity, essentially virtual meetings, while being able to get up, move around, and "inhabit" the same space. While synchronizing two booths (each about five meters by five meters) is doable, trying to add a third creates problems, most notably stuttering and synchronization issues. Of course, that is a practical use. For entertainment on the other hand, an isolated booth can, with the right flooring, effectively simulate most environments, although many people report that current responsive flooring technology means that they feel floaty or unsteady as it tries to move them back towards the center of the room despite their movements.

Experience the new HOLODECK! Never has the Star Trek Experience felt so real!!!
-San Francisco Star Fleet Academy advertising slogan.


[ ] Gene Clinic Expansions
While GDI has a number of gene clinics, and efforts to increase access for the population are ongoing, the Treasury can greenlight the funds for a substantially accelerated program. Expanding the services offered should substantially increase birth rates, especially with a dedicated public outreach effort to educate the population as to the benefits such genetic engineering has for off-Earth living.
(Progress 262/240: 20 resources per die) (-2 Capital Goods, -4 Consumer Goods, -2 Energy) (+ Birthrates)

GDI's efforts at natalist policies have leveled out, and 2066 is projected to be the first year that GDI has a positive birth rate in decades, beating replacement rates by about 1.3 percent. Much of this is down to the Initiative offering the triple victories. Victory in space, settling a new frontier for humanity to live long term. Victory over the Brotherhood of Nod, with low likelihood of major conflict for the next decade, and, finally, massive investment in abatement has produced the closest GDI has seen since the Third Tiberium War to a victory against Tiberium.

"Our current estimates indicate a possible increased future draw on educational, reproductive care and housing resources. This does presume that current trends continue, and continue for a decade or more."
"How so? Every time such a thing came up it was a result of major refugee flows arriving in GDI territory, no such an event has occurred despite extensive preparation for the Karachi offensive's consequences, nor is it likely we will see such a thing with how tense relations are."
"To put it very simply? 2066 may be the first time in more than 40 years that the fertility rate is higher than the replacement rate."

-Parliamentary Commission on Citizen Wellbeing, closed meeting records.


[ ] 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 8 South (Progress 253/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)

Work on the Red Zone reclamator hubs has continued. While only one, at Eucla, has been completed, it is in a significantly interesting position, essentially on the border between Blue, Yellow, and Red. This has resulted in a diplomatic quickstep in significant ways, because no side particularly wanted to turn it into a shooting war. For the Brotherhood in the western reaches of Australia, it is not considered a winnable war. They had heard of what happened to the Brotherhood in the east, and were in no hurry to reenact that experience. At the same time the Initiative is wary of retaliation from Bintang, and itself is out at the end of a supply line that is quite tenuous, with most supplies having to come over the beach, or on a very minimal road and light rail network along the southern Australian coastline.

"How are we doing on the barrel liners?"
"All things told? We should be able to step down from the mandatory 'everybody is making 50 hours a week' schedule we've been running for the past six months soon, but if there's another major expansion of the MARV fleet we are going to have to expand. We simply can't match the surge capacity requirement for manufacturing otherwise."

-Enfield Arsenal, weekly coordination meeting.


[ ] Mjölnir Design Studies (New)
Designing what is essentially a mobile ion cannon platform will serve both as a foundation for highliner type impulse drives, and a means to build a platform that can move ion cannons around more effectively, both to maximize time-on-target in a orbital support role and (more importantly) provide an earlier interception window for any future Visitor invasions.
(progress 94/60: 10 resources per die)

Under project Mjölnir, a number of different design groups all attempted to put together a functional design for an ion cannon carrying craft. All would share the same armament. A single current-generation Ion Cannon, at least two crystal beam point defense systems, and a secondary battery of at least four 90mm railguns. They would also be capable of at least 1.5 gravities of acceleration at flank and at least one gravity sustained.

Most of the designs proposed are fundamentally conservative – impulse vessels might be less at the mercy of the rocket equation than chemical-thrust or even fusion vessels, but trying to balance tonnage and endurance is still a notable concern. They share a number of key design features: For most, the ship is essentially wrapped around a standard ion cannon, with the gun running typically between 90 and 95 percent of the length of the ship. Most carry a minimum weight railgun complement, typically using either two triple barreled turrets or three doubles, while increasing the laser complement either to three or four clusters.


[ ] Casimir Design Studies (New)
While impulse drives are practical, gravitic drives will be a critical component of any future space warfare, primarily because they have even lesser delta-v restrictions than even impulse drives. Designs for a future warship, drawn on a clean sheet and incorporating lessons learned with the Conestoga platform are another step towards building a proper orbital navy.
(progress 121/60: 10 resources per die)

For Casimir, the design space was significantly more open. Aside from the gravitic drives, there were few rules about what had to be submitted in terms of design. Most of the ships took one of two models. The first is what could be best described as a caracole design, building around doing high angle missile engagements, using the constant acceleration of the gravitic drive to produce extreme high velocity snapshots. Primarily built around the Ptolomy-type missile system, these ships are intended to be first responders, getting up to speed and then slinging as many missiles as possible into the teeth of an enemy fleet. The other is essentially a Mjölnir-type design, just using a gravitic drive instead of a fusion drive. Typically, most of these designs go up to either eight or nine railguns from the six of the Mjölnirs.

With both Casimir and Mjolnir, these are, more than anything else, designs, never going to be implemented in full. Rather they are starting points. Once the Initiative builds proper orbital shipyards, and has the capability to build warships properly, there will be other design considerations, not least of which is the possibilities of additional armor and armament, the choices in defensive schema, and personnel versus automation, among other problems. At this point, it is the Initiative beginning in some ways to dream bigger, dream of more than survival and the next war.


[ ] Next Generation Armored Vehicle Factories. (Updated)
A new generation of metal, a new breed of machines, for a new kind of war. While the Predator, Guardian, and Pitbull have been the symbols of the height of the Initiative's relative overmatch, that is no longer the case, and it is time for a new generation to take the lead.
Progress 85/450: (30 resources per die) (-6 Energy, -12 Capital Goods, -6 Labour, -3 STUs)

Work has begun on a series of new major factory complexes. While labor supplies are at a premium, the tanks and other vehicles are a priority for an Initiative that needs to be ready to fight the next war, not just this one. Progress so far has mostly been surveying, and site selection, because there are a number of competing priorities. On one hand, one HTSC hybrid electric system is much like any other, with all of the next generation vehicles sharing major parts overlap. From track links and electrical engines, to various weapons systems, in some ways it makes significant sense to centralize parts production. On the other hand, those centralized facilities are fundamentally vulnerable, especially in this new age of high precision low yield nuclear warfare.

These are weapons of offense in most cases, the next war is planned to be an offensive one, a chance to shatter the Brotherhood's war machine once and for all. It would not be enough to stop Kane necessarily, but it would ensure safety and security, and force Kane to find a new way, one hopefully less devastating than another Tiberium War.


[ ] Ground Forces Zone Armor (Set 2) (Phase 4) (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. TRADOC and Procurement have both pressured the government to halt the Zone Armor rollout beyond the current phase, believing that it is more important to revise and revisit the concept from a clean sheet to incorporate major technological developments.
(Progress 301/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)

The last of the old-model Zone Armor factories have been completed. With the Initiative not planning a major war anytime soon, and the Brotherhood battered enough that it would take an act of Kane to bring them to the battlefield anytime in the next three to ten years (depending on the political position of the InOps analyst), mechanization is a problem that there is time to solve. There is still a need for more power armour, however, with units shifting their infantry component over to power armour infantry as suits become available and training time permits. Despite this, a sizable chunk of the production is going directly to storage, as the Initiative can afford to ship them expediently to the front line from anywhere on Earth and needs to rebuild stocks expended during the Karachi offensive. .

One of the more significant future-facing priorities is beginning development of auxiliary suits. While the Talons' experiences with trying to deploy a practical support ground vehicle has TRADOC worried, it is still an accepted reality that GDI needs to find ways to move people out of the combat zone. The most common proposals at this point are a teaming system akin to the Air Force's Wingmen – one suit to one auxiliary – or three auxiliaries to a suit.




[ ] 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 206/240: 20 resources per die) (-1 Capital Goods, -1 Energy)

At the end of the day, everyone knows the Initiative's current military formulation is, put simply, unsustainable. There are not enough young people to make the recruitment targets, even with the recent increases in birth rates, nor is it likely there will be enough immigrants and refugees who are both willing and able to take up arms in the defense of the Initiative to make up the difference, to get through the neck with the Initiative's military in the state it is in. There are really only two solutions. Either automate, quickly and extensively, or accept a significant decline in Initiative military strength and preparedness.

While support ground vehicles are not the only form that it is taking, it is one where the military does not have to engage with thorny political questions around both the military use of artificial intelligences, or run the risks of pulling human hands out of the combat loop. In terms of practicalities however, the Talons are the experimental branch, and there are ever more projects building up, but have to wait on the results of the support vehicles in order to begin work.


[ ] 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

The markets are still struggling, and still not producing nearly as much as they could. In part this is due to a lack of demand. Luxury goods and the various products where the Initiative does not produce its own, are simply not in massive demand at this point. While the fears of nuclear war are no longer as present, and the Initiative holding the line against underground Tiberium at least so far, there are some indications that consumer confidence is on its way back up, but only so much, at least for the moment.

Most of the automation progress is in various forms of manufacture, and in some ways, that is one of the bigger problems, because none of them can really compete in terms of bulk with the Initiative, especially not when using Initiative standard machines. Where they compete is on quality, and on customization, and neither of those things are priorities for Initiative machining.


[ ]Epsilon Eridani Expedition Funding (New) (Mad Science)
The SCED has put in a funding request to develop, plan and launch a multi-stage expedition culminating in eventual manned expeditions first to Alpha Centauri and finally Epsilon Eridani-h. With no clear timeline and many of the core technologies required not yet developed, funding would go first toward feasibility studies, equipment testing and foundational research.
-(400 Resources, -50 Resources per turn)

Massive funding has poured into the Epsilon Eridani expedition, close to the quarterly production of the Initiative's tiberium harvesting operations at the end of the Third Tiberium War. Much of this funding is aimed directly at infrastructure. While under the direction of the SCED, most of it will be poured into Gagarin station, a major spacedock program, intended to expand on the capabilities of GDSS Enterprise, but rather than a number of smaller facilities, primarily built to be experimental capabilities, this would be the Initiative's first dedicated stardock. Beyond that, it would also fund expansion of gravitic drive production capabilities and further research and development, with aims at least a .1 gravity acceleration improvement before the expedition begins serious construction. Primarily this will be through experimentation with both drive geometries, and improvements to the base materials.


A/N: Well, got this out in a bit over two weeks. Hopefully we can do better next time.
A/N2: If you want to help support this writing, the Ko-Fi is at Ko-fi.com/ithillid
 
The Sixth Vial
The Sixth Vial


"And the sixth angel poured out his vial upon the great river Euphrates; and the water thereof was dried up, that the way of the kings of the east might be prepared. And I saw three unclean spirits like frogs come out of the mouth of the dragon, and out of the mouth of the beast, and out of the mouth of the false prophet. For they are the spirits of devils, working miracles, which go forth unto the kings of the earth and of the whole world, to gather them to the battle of that great day of God Almighty. ("Behold, I come as a thief. Blessed is he that watcheth, and keepeth his garments, lest he walk naked, and they see his shame.") And he gathered them together into a place called in the Hebrew tongue Armageddon." - Revelation 16:12-16

Residential Home, Blue Zone 5
Sometime Soon

Douglass Chester happily came in the front door of his house, slipping his shoes off in the mud room before donning his house slippers, a habit he and his wife had picked up from some old friends who used to live in Japan. In a world of Tiberium, it wasn't a bad idea anyway, especially with as cheap as sonic shoe scrubbers were these days. The house was dark, the only light on being the one in said mud room at the moment.

"Honey, are you home?"
No answer. He shrugged, hung his coat up, and closed up the mud room while flipping on the hall light. It seemed as if his wife either wasn't home from work yet, or had gone out somewhere. Both were odd; she was almost meticulous about communicating such things to him. A practice both followed rather well. He wandered into the kitchen, which was…

"Wait, what?"
Even the clocks and displays on the appliances were off, as if there was no power. But his front light had worked fine?
"Damn fuse box…"

"Don't bother."

Douglass froze, as a voice he'd never heard in person but whose accent, cadence, and tone was all but fused into his brain. He'd spent countless hours watching the videos and listening to the audio. He knew who this was.

"How-"
"Well, that would be telling, wouldn't it, Mister Chester? And right now, if I were you, I'd be cautious about insisting on telling things."

Douglass broke out in a cold sweat, even as he heard a hand press down on a rugged battery-powered lantern's activation switch, and suddenly, Kane himself was sitting there at his dining room table, hands folded in his lap. Looming behind him, barely visible even with the lantern, was a figure in some sort of heavy armor, holding a large gun.

"Don't worry about my child, here. They are merely to ensure you don't go for the small self defense pistol you haven't taken off your personage yet. Yes, I know about that. I know about a great many things, Mister Chester."

There is a pause as the figure reaches into his coat for a flat envelope and leans forward. Kane's face bears, if anything, disgust and contempt, but on a more personal scale than Douglass is used to seeing in all of the so-called Messiah's speeches, and somehow more real. Kane carefully opens the envelope, withdraws a stack of pictures, and throws them onto the table in a haphazard pile, as if their very touch burned him.

Douglass's stomach dropped out, as hard evidence of his years of various…extracurricular activities…showed itself.

"I have walked this Earth for literal millenia. I have committed most sins that your people have cataloged. My hands are stained with blood, and some might rightfully suggest my tongue is blackened with all of my lies. I have had more spouses and lovers in my time on this dusty planet where some scrawny apes decided to join the rest of the intelligent universe, and not one single time in that entire breadth of my existence here, have I ever committed adultery. Oh, I've lain with someone outside the bounds of matrimony, but never outside the bounds of willingly-made vows. I take oaths very seriously, Mister Chester, especially personal ones such as that."
His face twists into a sneer.
"More than a few examples of humanity have disgusted me over the years, but for some reason, your sort of banal indiscretion always raises my hackles. But, today, you should count yourself lucky. I have a proposition for you, Mister Chester."
Kane smiles. There is no humor, no warmth in it. It reminds Douglass of something a predator might do when stalking prey.
"I will give you a letter with a small, simple media drive included inside. There is no bomb, and I will allow your completion to include submitting it for scanning for such things. But this is the only diversion you are allowed. By this time tomorrow, either that letter is in the hands of Director Samuel Dax, or I will not only send copies of these photographs to your wife, but ensure that edited versions are posted on every possible social media platform, and sent to all of your adult family and in-laws, as well as all of your management, with a list of times, dates, and locations for when your various indiscretions occurred."

Douglass tried to swallow his nervousness, but his mouth was as dry as a Red Zone desert. He glanced at the pile of photos, then to Kane.
"So if I do this, you don't tell anyone?"

"No, if you do this, I only send edited copies to your wife, and she can make her decision from there. It's ironic, our file on her indicates that if you'd been open about such things, perhaps she would at least have entertained your desires. But instead you chose deception and oath breaking, for a series of cheap thrills. She will know, but your cooperation determines whether your shame is kept private, or public. If it's kept private, I will send her a discrete message and some funds to encourage her to simply divorce you and move on, something I suspect she'll be most inclined to do."

"Is there any way I could keep you from doing that?"

Kane's face went flat and still, and his eyes reflected the dim light from the lantern in a way that simply wasn't human.

"No. The terms of this offer are before you, pray I do not alter them. What is your answer?"

Douglass Chester closed his eyes and deflated. He was going to lose his marriage, and probably his job, but it was still better than the public humiliation Kane was promising.

"Alright, fine. I'll do it."

Kane smiled, showing his teeth. It was definitely the sign of a predator now.

"Excellent! We'll show ourselves out, and don't worry, nothing's broken in the fuse box. I did help myself to a cookie while I waited, though. My compliments to your wife, they're some of the best chocolate chip cookies I've tasted in 30 years."

The lamp was suddenly turned off, and perhaps 30 seconds later, the lights in the kitchen flooded on, and there was no trace of Kane, the Black Hand bodyguard, his lantern, or the photos. Just a sealed envelope with a bulge consistent with a high-capacity storage drive, with Director Dax's name artfully written on the front.

And Douglass's wife standing by the back kitchen door, a storm of emotions rolling across her face.

"Honey, I swear it's not-"
"Start packing. I want you out of here in three days."

Things were definitely not going to go well for Douglass Chester over the next few months, but on the plus side, he did get that letter delivered.

He soon thereafter received a few unpleasant documents, but such is the way of life.
 
Last edited:
Q4 2065
Q4 2065

Resources: 1540+420 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)(-50 Epsilon Eridani Expedition) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 100
SCIENCE Meter: 4/4

Free Dice: 6
AI Dice: 4 (full bonus)
Dice Capacity 60/60

Tiberium Spread
Surface
26.985 (+0.28+.125 from Karachi project over 3 turns) Blue Zone
1.68 (+0.19+1.49 from Karachi project over 3 turns) Green Zone
0.07 (+0.00) Cyan Zone
23.305 (+0.47,-1.655 from Karachi project over 3 turns) Yellow Zone (115 points of mitigation)
47.96 (-0.94) Red Zone (110 points of mitigation)
Underground Tiberium infiltration estimates:
0.67 (+0.33) Blue
12.75 (-0.89) Yellow (46 points of mitigation)
87.49 (+.56) Red (27 points of mitigation)

Next Mutation Roll: Q2 2066

Current Economic Issues:
Housing: +100 (+87 LQ, +13 HQ) (1 high-quality housing per turn)
Energy: +58 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +28 (-14 from military activity)
Food: +66 (+26 backed reserve, +5 unbacked reserve)
Health: +45 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +61 (+2 per turn from Distributed Industrial Authority) (+628 in reserve)
Consumer Goods: +60 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +5 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from other government) (-1 from graying population) (Net +1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(3070/4200)‌ ‌(720/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 90, IHG: 1 per 80, X: 1 per 40)
Tiberium Reserve (0/500)
STUs: +13
Taxation Per Turn: +240 (no change from economic turbulence)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100

STU Production and Consumption
Net: +13 per turn
Production: +51 per turn (7.6 HG, 15.9 IHG, 22.2X, 6 RZ SMARV)
Consumption: -38 per turn
31 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-25 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, 2 Microfusion Labs, 3 Caravel Shipyard, 4 Fluyt 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 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:‌ High
ZOCOM:‌ ‌Decent ‌

Plan Goals
Increase population in space by 550
Spend at least one die on Steel Talons projects every turn

Projects
Deploy Governor-A refit

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)

[ ] 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)


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 411/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)

[ ] Second Generation Continuous Cycle Fusion Plants (Phase 8)
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 65/270: 20 resources per Die) (+19 Energy) (-1 Labor)

[ ] 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)


Light and Chemical Industry (4 dice +29 bonus)


[ ] Petropavlovsk-Kamchatsky Caterium Fabricator (New)
Building a Caterium fabricator will be a relatively minor project, all things considered, with there being (at this time) relatively little demand for the product. However, it is a starting point, and beginning to make the material available will be both a stepping stone towards more advanced versions, and make some substantial amount of the material available to those who could find uses for it.
(Progress 0/160: 25 resources per die) (+3 Capital Goods, +2 Energy)

[ ] 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 103/300: 15 resources per die) (+5 Consumer Goods)

[ ] Laser Printing Plants
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
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 182/200: 15 resources per die) (-1 Capital Goods, +4 Consumer Goods, +1 Energy, +1 Labor)


Agriculture (6 dice +29 bonus)


[ ] Green Belt Projects
Laying green belts around major Initiative cities is seen by many as simple makework, and an extension of reforestation efforts that lack immediate support for greater efforts. Nonetheless, they will provide pleasant green spaces for citizens to relax in, and, if necessary, a well cultivated and mapped battlefield if Nod wishes to wage another war.
(progress 0/350: 10 resources per die) (+4 Consumer Goods)

[ ] Orchard Domes
With large dome structures for agricultural production a proven concept, orchards are now under consideration for a similar treatment. It will take time for the trees to provide useful harvests, but an aggressive enough investment could make tree fruit and nuts more than an absolute luxury item without too much of a delay.
(Progress 0/240: 15 resources per die) (+6 Consumer Goods)

[ ] Bioplastics Development
Bioplastics in various forms have been in use since the 1850s. However, a significant number of them are either low- or limited-performance, or simply difficult to produce in the modern-day environment. Genetically engineering a dedicated plant to produce the precursors to high-performance bioplastics is one element of making the Initiative less reliant on Tiberium.
(progress 52/80: 20 resources per die) (Plant Genetics)

[ ] Terrain Retention Projects
While reforestation and restoration of the biosphere is currently a relatively low priority, especially due to the risks of Tiberium undermining, that does not in fact mean that GDI cannot care about soil retention and otherwise stabilizing the system.
(Progress 75/160: 15 resources per die)

[ ] Medical Plant Deployment (New)
Salvebrush and Kingsfoil are far enough along in the development process for them to be seriously deployed. While the Initiative medical system is not under particular strain at the moment, plants like these are steps towards greater self-sufficiency across the Initiative's smaller settlements.
(Progress 0/220: 15 resources per die) (+1 Labor, +4 Health)


Tiberium (7 dice +39 bonus)


[ ] Tiberium Vein Mines (Stage 11)
While no longer positive in terms of surface 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. They are also likely to provide a much-needed start on attacking the newly-apparent underground front against Tiberium.
(Progress 4/165: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Underground Yellow Zone Abatement) (-2 Capital Goods)

[ ] Red Zone Tiberium Harvesting (Stage 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Red Zone Containment Lines (Stage 8)
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 Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 9/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)

[ ] Enhanced Harvest Tiberium Spikes (Phase 4)
The Enhanced Harvest spikes, while not politically uncomplicated, are becoming a proven technology, and with iterative improvements in the design, are becoming less controversial, especially as they aid in reduction of the problems of subsurface tiberium.
(Progress 123/180: 20 resources per die) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)

[ ] Tiberium Glacier Mining (Stage 14)
The invasion of Karachi has opened a number of new glacier faces. While the infrastructure is not there yet for the bigger and more substantial practices, there is enough frontage to begin serious mining operations at a number of points.
(Progress 34/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (+1 Red Zone Abatement, +1 point underground Red Zone Abatement) (4 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 3)
Clearing up some of the last of the old model HG refineries will continue to make labor available. While it will (in some cases) mean transporting Tiberium for longer distances, that is largely something that is already happening due to the better yields offered by IHG and Visitor refining technologies.
(Progress 15/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)

[ ] Tiberium Inhibitor Deployment
Tiberium inhibitors have by now moved from experimental deployment to serial. 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 6 (Progress 9/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 14 (Progress 71/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement)

[ ] Liquid Tiberium Power Cell Deployment (Phase 3)
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)

[ ] 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)

[ ] 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 (9 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 0/250: 20 resources per die) (+3 Food, +6 Food in reserve)

[ ] GDSS Shala Bays (5 available)
-[ ] Experimental Crops Bay (Stage 2)
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 2/215: 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 0/215: 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 0/180: 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 0/155: 20 resources per die) (+15 resources per turn)

[ ] Lunar Homesteading (Phase 5)
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 156/220: 30 resources per die) (1000 residents)

[ ] Aldrin Planned City (Phase 4) (Updated)
Shifting from building the critical infrastructure of the city, to bringing it up to the level of a true Lunar metropole will include both building up local bureaucratic elements, and more importantly block after block of residential space, mostly building down into the lunar regolith.
(Progress 40/1700: 30 resources per die) (10,000 Residents) (+6 Capital Goods)


Services (4 dice +35 bonus)


[ ] Fifth Generation Electronic Video Assistant Deployment (Phase 1)
While still extremely expensive, and reliant on massive quantities of isolinear chips, some small trickle of fifth-gen EVAs can be produced and fielded. While the immediate benefits will be somewhat limited, the overall results are likely to be significant, especially as older-model EVAs are displaced into fields that have been considered lower priority.
(Progress 0/250: 40 resources per die) (+1 to all departments)
(Progress 0/250: 40 resources per die) (+2 to all departments)
(Progress 0/250: 40 resources per die) (+3 to all departments)

[ ] Holotheaters Construction (New)
Rather than a single type of entertainment, holotheaters will offer a variety of options. There are, of course, the single-player interactive plays where advanced hardlight projectors, finely tuned speakers and carefully managed temperature-control and airflow systems create an immersive experience that is impossible to attain at home, but likewise are a number of theaters experimenting with using hardlight for the creation of visual effects, exchanging set scenery and so on to improve the audience theater experience.
(Progress 0/200: 25 resources per die)(+10 Consumer Goods, -1 Capital Goods, -2 Energy)


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)

[ ] Initiative Laser Systems Deployment (Phase 2)
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 210/500: 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)

[ ] MARV and Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. 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 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 3/250) (Wyndham)(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)

[ ] Third Generation Zone Armour Development (New)
With major advances in material sciences and mechanical engineering, and Nod adapting to Zone Armour, a blank slate revision is required to meet the requirements of the future. While the current generation of suits is certainly serviceable, they will need work.
(Progress 0/80: 20 resources per die)


Air Force

[ ] NovaHawk Factory Refits (High Priority)
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 120/150: 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)


Ground Forces

[ ] Next Generation Armored Vehicle Factories
A new generation of metal, a new breed of machines, for a new kind of war. While the Predator, Guardian, and Pitbull have been the symbols of the height of the Initiative's relative overmatch, that is no longer the case, and it is time for a new generation to take the lead.
Progress 85/450: (30 resources per die) (-6 Energy, -12 Capital Goods, -6 Labour, -3 STUs)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour, -3 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour, -2 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour, -2 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods, -1 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods, -1 STUs) (Refit)

[ ] GD-3 Deployment (Phase 3) (High Priority) (Refits)
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 35/180: 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 325/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)

[ ] Governor-B Development (Platform)
With the sheer number of new technologies available to the navy, the Governor-A is simply no longer sufficient, especially given how long it has taken to deploy. Building on the design work, and working from a fusion base rather than a fission one, the Governor-B is intended to take a roughly similar hull shape, and add substantial additional capabilities: additional anti-missile capacity, significant extensions to its own missile arsenal, among further incremental improvements. The modifications in turn require a reduced railgun package, but Naval Command considers this a worthwhile trade.
(Progress 0/80: 20 resources per die)

[ ] 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)

[ ] Shark-Class Frigate Shipyards
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 60/300: 20 resources per die) (3 Tranches, Projected: 8 quarters to complete tranche 1, 16 quarters to complete tranche 2, 24 quarters to complete Tranche 3) (Reconstruction)
Calais (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods) (3 Tranches, Projected: 8 quarters to complete tranche 1, 16 quarters to complete tranche 2, 24 quarters to complete Tranche 3)


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 206/240: 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)

[ ] 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
** 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%
-[] Japan-Korea Tunnel 0/350 4 dice 80R 29%, 5 dice 100R 89%, 6 dice 120R 100%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 6) 411/455 1 die 40R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 8) 65/270 2 dice 40R 26%, 3 dice 60R 97%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 8+9) 65/540 5 dice 100R 23%, 6 dice 120R 84%, 7 dice 140R 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%
Light and Chemical Industry 4 dice +29
-[] Petropavlovsk-Kamchatsky Caterium Fabricator (New) 0/165 2 dice 50R 64%, 3 dice 75R 100%
-[] Adaptive Cloth Factories 0/300 3 dice 45R 11%, 4 dice 60R 80%, 5 dice 75R 100%
-[] Laser Printing Plants 0/150 2 dice 40R 80%, 3 dice 60R 100%
-[] White Goods Programs 115/200 1 die 15R 69%, 2 dice 30R 100%
Agriculture 6 dice +29
-[] Green Belt Projects 0/350 4 dice 40R 36%, 5 dice 50R 92%
-[] Orchard Domes 0/240 2 dice 30R 1%, 3 dice 45R 67%, 4 dice 60R 99%
-[] Bioplastics Development 52/80 1 die 20R 100%
-[] Terrain Retention Projects 75/160 1 die 15R 69%, 2 dice 30R 100%%
-[] Medical Plant Deployment (New) 0/220 2 dice 30R 12%, 3 dice 45R 92%
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%
-[] 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%
-[] Enhanced Harvest Tiberium Spikes (Phase 4) 123/180 1 die 20R 100%
-[] Enhanced Harvest Tiberium Spikes (Phase 4+5) 123/360 2 dice 40R 8%, 3 dice 60R 91%
-[] Tiberium Glacier Mining (Stage 14) 34/155 1 die 30R 24%, 2 dice 60R 100%
-[] Tiberium Glacier Mining (Stage 14+15) 34/310 3 dice 90R 60%, 4 dice 120R 99%
-[] Tiberium Glacier Mining (Stage 14+15+16) 34/465 4 dice 120R 9%, 5 dice 150R 77%, 6 dice 180R 99%

-[] Xenotech Tiberium Processing Plants (Stage 3) 61/300 2 dice 80R 7%, 3 dice 120R 90%
-[] Hewlett-Gardener Mothballing Phase 3 15/50 1 die 10R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 92%
-[] Tiberium Inhibitor Deployment (Blue Zone BZ-14 Madagascar) 71/75 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone BZ-6 Japan) 9/75 1 die 30R 98%

-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/100 1 die 30R 60%, 2 dice 60R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 24%, 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%
-[] 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 9 dice +34
-[] --GDSS Columbia Bays (1 available)--
-[] SCOP Bay 0/250 2 dice 40R 3%, 3 dice 60R 84%, 4 dice 80R 100%
-[] --GDSS Shala Bays (3 available)--
-[] Experimental Crops Bay (Stage 2) 2/215 2 dice 40R 28%, 3 dice 60R 98%
-[] Animal Husbandry Bay 0/215 2 dice 40R 26%, 3 dice 60R 98%
-[] High Efficiency Void Crops Bay 0/180 2 dice 40R 70%, 3 dice 60R 100%

-[] Lunar Mining Projects 0/155 2 dice 40R 85%, 3 dice 60R 100%
-[] Lunar Homesteading (Phase 5) 156/220 1 die 30R 96%
-[] Lunar Homesteading (Phase 5+6) 156/440 3 dice 90R 35%, 4 dice 120R 96%
-[] Aldrin Planned City (Phase 4) 40/1700 18 dice 540R 9.3%, 19 dice 570R 37%, 20 dice 600R 72.8%, 21 dice 630R 93.3%, 22 dice 660R 99%
Services 4 dice +35
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1) 0/250 2 dice 80R 1%, 3 dice 120R 74%, 4 dice 160R 100%
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1+ 2) 0/500 5 dice 200R 12%, 6 dice 240R 73%, 7 dice 280R 99%
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1 + 2 + 3) 0/750 8 dice 320R 21%, 9 dice 360R 74%, 10 dice 400R 97%
-[] Holotheaters Construction (New) 0/200 2 dice 50R 34%, 3 dice 75R 98%
Military 6 dice +31
-[] Military Logistics Drone Network (Phase 1) 0/200 2 dice 40R 25%, 3 dice 60R 96%
-[] Military Logistics Drone Network (Phase 1 + 2) 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%
-[] 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) 210/500 3 dice 45R 21%, 4 dice 60R 90%
-[] ASAT Defense System (Phase 5) 41/425 4 dice 80R 31%, 5 dice 100R 93%
--MARVs--
-[] Reclamator Hub 0/250 3 dice 60R 62%, 4 dice 80R 99%
-[] Reclamator Hub RZ-8S 223/250 1 die 20R 100%
-[] 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%
-[] Third Generation Zone Armour Development (New) 0/80 1 die 20R 85%, 2 dice 40R 100%
--Air Force--
-[] NovaHawk Factory Refits (Phase 1) (Refit) 120/150 1 die 25R 100%
-[] NovaHawk Factory Refits (Phase 1+2) (Refit) 120/300 2 dice 50R 49%, 3 dice 75R 99%
-[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--Space Force--


--Ground Forces–
-[] Next Generation Armored Vehicle Factories. (Phase 1) 85/450 4 dice 120R 30%, 5 dice 150R 91%
-[] Next Generation Armored Vehicle Factories. (Phase 1 + 2) (Refit) 85/900 9 dice 270R 16%, 10 dice 300R 62%, 11 dice 330R 93%
-[] Next Generation Armored Vehicle Factories. (Phase 1 + 2 + 3) (Refit) 85/1350 14 dice 420R 9%, 15 dice 450R 40%
-[] GD-3 Deployment (Phase 3)(Refits) 35/180 1 die 10R 0%, 2 dice 20R 88%, 3 dice 30R 100%
-[] GD-3 Deployment (Phase 3+4)(Refits)(Munitions) 35/360 3 dice 30R 4%, 4 dice 40R 67%, 5 dice 50R 99%
-[] GD-3 Deployment (Phase 3+4+5)(Refits)(Munitions) 35/540 5 dice 50R 4%, 6 dice 60R 52%, 7 dice 70R 94%
-[] Stealth Disruptor Deployment 0/160 2 dice 30R 74%, 3 dice 45R 100%
--Navy–
-[] Governor-A Deployment (Refits) 325/350 1 die 20R 100%
-[] Governor-B Development (Platform) (New) 0/80 1 die 20R 85%, 2 dice 40R 100%
-[] SSN Development Program 0/120 1 die 30R 21%, 2 dice 60R 99%
-[] Shark-Class Frigate Shipyards 0/300 3 dice 60R 14%, 4 dice 80R 85%, 5 dice 100R 100%

--Steel Talons--
-[] Unmanned Support Ground Vehicle Deployment 206/240 1 die 20R 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: A lot of thanks to everyone who gave, it has helped tremendously. The link remains Ko-fi.com/ithillid
 
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