Q1 2051
Q1 2051

Settling in bonus increases from +2 to +4
Resources: 175 + 305 in reserve
Political Support: 40
Free Dice: 2

Tiberium Spread
Blue: 15.10
Yellow: 33.65 (11 points of mitigation)
Red: 51.35 (1 point of mitigation)

Current Economic Issues:
Housing: Critical Shortages (------)
Energy: Severe Shortages (---)
Logistics: Significant shortages (---)
Food: Sufficient production, significant inefficiencies in distribution (+)
Health: Some areas overserviced, other areas critically underserviced, overall sufficient (=)
Labor: Practically unlimited




Infrastructure (4 dice)

[ ] Blue Zone Reconstruction (Phase 1)
While there are many core priorities, the Third Tiberium War and the Scrin have caused heavy damage to the Blue Zones. Currently the population is suffering from a lack of housing and infrastructure. By constructing housing blocks and restoring water and power networks, GDI can alleviate the worst of the suffering and rebuild confidence in this Administration. This first phase will consist of reconstruction of roads, metros, and light rail systems. Until these vital areas are rebuilt, we will be unable to move enough manpower or resources to construct or repair housing units. (progress 145/400: 10 Resources per die) (-Labor, ++ Housing, + Health, + Logistics)

[ ] Yellow Zone Reconstruction (Phase 1)
Although heavily ravaged by Tiberium, the Yellow Zones are home to some of the largest proportions of the world population, and are also the main recruitment grounds for NOD forces. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. The new construction will also have significant health benefits, as improved shelter and reduced Tiberium exposure will reduce the pressure on available critical care units. (Progress 0/600: 15 Resources per die) (-- Labor, +++ Housing, ++ Health)

[ ] Rail Link Reconstruction (Phase 1)
Heavy combat & reconcentration of resources and manpower away from the rail linkages that connected Blue Zones to each other saw these facilities heavily damaged through destruction or simple neglect during the Third Tiberium War. Reconnection of these facilities to each other will be a significant step in the process of reconstruction. (Progress 100/350: 20 Resources per die) (+++ Logistics)



Heavy Industry (3 dice)

[ ] Aggregate Plants
While much of our light and heavy industrial output has at least some tangible involvement with Tiberium, one that does not require the mineral is aggregate, a mix of gravel and sand widely used in construction. By establishing networks of aggregate plants, reconstruction efforts can be drastically increased. (Progress 0/200: 10 Resources per die) (reduces infrastructure costs) (-- Labour)


[ ] Blue Zone Power Grid Reconstruction (Phase 2)
With GDI's power grid proper reconstructed, there are still problems with obtaining sufficient power supply. This means the construction of a new wave of nuclear plants, supplemented with solar and wind power. While Solar and Wind are substantially faster to bring online, Nuclear offers far greater power. This means that they are best approached in tandem, rather than one at a time. (Progress 6/300: 10 Resources per die) (- Labor, +++++ Energy)


[ ] Manchester Silicon Chip Fabrication
A silicon chip is one of the most critical pieces of technology across GDI's entire system. Computer systems reliant on these appear in everything from recreation, to heavy manufacturing, to nearly every piece of military equipment more advanced than the GD2, and even the GD2 requires a small number of these for its peripherals. The war sharply constricted chip fabrication, with most extant systems either falling to NOD control or being destroyed. By setting up new facilities in secure blue zones, GDI can begin filling vital supply chains again. (Progress 0/150: 15 resources per die) (- Labor, + Capital Goods, +++ Consumer Goods, ++ Logistics, + Health)

Light and Chemical Industry (3 dice)


[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/150: 10 resources per die) (++ Health)

[ ] Solar Tarp Systems
By combining nanoscale solar panels, and reinforced polymer tarps, electricity can be provided in small, portable packages. While insufficient to provide even a tithe of operational power for GDI structures, they can be used to begin spreading power where civil and military grids are currently unable to reach. (Progress 126/150: 10 resources per die) (+ Energy)

[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/200: 10 resources per die)(+ Logistics) (makes military developments cheaper)

[ ] High Energy Capacitor Plants
A capacitor is much like a battery, in that it is designed to store electrical energy. However, unlike a battery, it is intended to release all of its energy in a single spike. While capacitors find many purposes in the civilian power grid to ensure a steady supply of power, or as a means of jump starting systems into motion, in a military sense they have more of a role in weapons. In GDI's case, that typically means a railgun, ranging from the small caliber weapons like the GLS-70, to the far larger rounds fired by naval railguns. (Progress 0/100: 15 resources per die) (makes military developments cheaper)

[ ] Sonic Fencing Manufactory
One of the demands that will be dramatically increasing in coming months and years is going to be for Sonic Fences, which use small scale harmonic emitter arrays to slow or halt the growth of Tiberium. When strung out along a line, these units can either channel growth away from a space, or be used to contain a growth. (Progress 83/200: 15 Resources per Die) (Contributes to plan goal)


Agriculture (3 dice)

[ ] Blue Zone Aquaponics Bays
With most of the lush farmlands that were once able to feed the world's population comfortably overrun by Tiberium, governments were forced to resort to as many methods of feeding its population as it could. One of the more successful ways found to work were hybrid fish and vegetable farms, that were able to provide balanced diets, even if they are not quite as calorie dense as traditional farming. It's time to restore those farms that were damaged in the fighting, and restock those that ran short.(Progress 0/200: 10 Resources per die) (-- Labor ++ Food)

[ ] Pharmaceuticals greenhouses.
For plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses with specially treated soil can be constructed. While too limited for significant food growth, these can be better put to use supplying ingredients for much needed medicines. (progress 0/100 10 resources per die) ( --- Labor + Food, + Health)

[ ] Biofuels plantations
While trace amounts of Tiberium found in soil grown crops render it unfit for human consumption, and biofuels have long been supplanted by other power sources, biofuels are and remain a useful, if manpower intensive, means of creating significant amounts of easily transported fuels. (progress 0/500: 5 resources per die) ( - Labor + Energy)

[ ] Integrated Biodome Experiments
While there are few immediate needs for greater biodiversity given the widespread Tiberium contamination on earth, if we are to live on this planet long term, there are thousands of animal and plant species that will need to be reintroduced. By building self contained biodomes, test strains can be built up to encourage genetic diversity and expand our collections of source material. This will also be a good starting point for expansions offworld if our experiments bear fruit (Progress 0/150: 10 resources per die) (-- Labor, +Food)

Tiberium (4+2 dice)

[ ] Blue Zone Tiberium Abatement (Phase 3)
The final phase of Tiberium containment requires erecting Tiberium spikes to contain and safely extract underground Tiberium deposits. Rising well over a hundred feet into the air, a Tiberium spike uses a solar panel array and battery bank to constantly mine and process Tiberium 24/7. While some substantial progress has already been made, far more is required before Blue Zone defenses can turn outward to begin pushing encroaching yellow zones back.
(Progress 141/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)

[ ] Yellow Zone Tiberium Harvesting (Phase 2)
Phase 2 of developing Tiberium Harvesting, once harvesting operations are set up, and resource areas secured, is to begin fencing in tiberium outcroppings. Harmonic Resonance technology was discovered and originally fielded at Hammerfest during the Second Tiberium War. However, it was interwar development of the systems that created the "fences" Essentially, a fence is a series of sonic disruptor pylons that shake the crystal apart at a molecular level.
(Progress 0/100: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)

[ ] Red Zone Tiberium Harvesting (Phase 2)
The most contaminated of areas, the Red Zones also offer bounties of Tiberium. While it will be expensive to set up, and offer limited progress towards stopping the spread of Tiberium, basic harvesting measures should turn significant profits. Rather than being a substantially different approach, simply expanding the number of harvesting facilities is enough to continue to bring in yet more resources and continue to fight Tiberium growth. (Progress 2/150: 25 resources per die) (additional income trickle [10-20 Resources]) (Slightly contributes to plan goal)

[ ] Tiberium Glacier Mining (Phase 1)
Most of the global Tiberium presence is tied up in large Tiberium Glaciers carving through the land near the heart of most Red Zones. While methods have been theorized to attack these masses of Tiberium, none have yet been applied in mass. However, before the war, the Tiberium Spike proved to have the capability to use resonant harmonics and shock liquefaction to safely draw Tiberium deposits to the surface. Similar technology can be used to fracture off Tiberium from Glacier surfaces, which can then be harvested conventionally. While setting up the tools will be expensive, it will also be a substantial stream of resources.(Progress 129/200: 30 resources per die) (additional income trickle [40-60 Resources])

[ ] Tiberium Algae Decontamination
The eradication of Tiberium algae in the aftermath of the Second Tiberium War was a major milestone in our war to retake the earth, and was a major lauding point for the future successes that the GDI would be able to accomplish. Unfortunately, this success story is now in ruins, with new growths detected in many of our major lakes and rivers. By focusing on water purification and wet-water harvesting systems, we can hopefully be able to boast once again that the GDI, and by extension humanity, still has a future on Earth. (Progress 0/400: 10 resources per die) (slightly contributes to plan goal)



Orbital Industry (3 dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)

[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 0/100: 30 resources per die)

[ ] Fusion Heavy Lift Experiments
GDI has cracked many of the secrets of fusion. While long term (in the sense of power plants) stable fusion has still eluded GDI scientists, fusion rockets are a known quantity. While before the Third Tiberium War, no practical heavy lift rocket had been developed, it is at least theoretically possible.While plans had been made prior to the Third Tiberium War to construct these vessels, they had gotten no further than the planning table before every resource was dedicated to our survival. By constructing these heavy lift rockets, much larger payloads can be lifted at significantly lower costs per ton, both reducing the cost and progress needed to construct orbital infrastructure. (Progress 0/80: 10 resources per die) (Unlocks further options)

Services (3 dice)

[ ] Tiberium Health Services
While healthcare is a right for all under GDI authority, few effective treatments have ever been found for Tiberium exposure. Currently, tens of, if not hundreds of millions of people in BLue and Yellow Zones alike suffer from Tiberium exposure. While all we can do at the moment is alleviate these symptoms, to do so will require us to construct networks of specialist clinics. (Progress 66/100: 20 Resources per die) (- Labor, +++ Health)

[ ] Yellow Zone Refugee Camps (Phase 2)
In camps around the world, millions of people have food, water, and shelter thanks to the efforts of GDI. However, millions more remain without. Additionally, the good sites that can be secured by already existing deployments of GDI ground and naval forces have been nearly exhausted, meaning that significantly more construction, and an organic garrison will be needed. To do this, we will need to both redouble our efforts to construct a healthcare apparatus and more permanent shelters at existing camps, and begin to establish new camps. While some camps have been technically established, there is far more to be done before they can be called ready.
(Progress 103/600: 5 Resources per die) (++++ Housing, + Health)


[ ] Primary Schooling
The war created a significant hole in standard educational practices. While not the highest priority, returning kids to school frees up parents to work, and is an ongoing investment in our future. Schooling will also increase security against the Brotherhood of Nod in the long term, as more children will be raised under standard GDI curricula and away from terrorist indoctrination. (Progress 0/300: 5 Resources per die) (---- Labor) (5 Political Support)



Military (3 dice)

[ ] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, the reconstruction of the ASAT network will re-establish GDI orbital dominance. (Progress 0/50: 10 resources per die)

[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 2-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/150: 25 resources per die) (Contributes to plan goal)
(Blue Zone 1 Northern Europe: 39/150)
Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)

[ ] Zone Suit Development Tenders
While railguns and sonic grenades are certainly effective as anti vehicle and anti infantry weapons respectively, Zone Armor was proven to be too limited, especially as the Trooper and Raider models shared few compatible parts, and neither could effectively protect against standard anti personnel weapons. A next generation of Zone Armors must be developed to fix these flaws. (Progress 0/80: 10 resources per die)

[ ] Super MARV Development
The Mammoth Armored Reclamation Vehicle served the Initiative well in the years leading up to the Third Tiberium War. Heavily armed and armored, and mounting an almost complete harvesting and first stage processing system, the MARV was able to cut through surface level Tiberium deposits. However, during the war, the limited self repair functionality, and the limits of its four modular weapons mounts made it vulnerable to air attacks. A third trailing tracked section offers a location for even more Tiberium storage, and two more mounting points for modular hardpoints. (Progress 0/40: 15 resources per die)

Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
[ ] Reykjavik (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)
[ ] Toronto (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)

[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)


Space Force
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 0/80: 15 resources per die)
or
[ ] Orbital Strike Combat Teams
While figuring out how to deliver a sizable force to the battlefield from orbit is an expensive proposition, and one that will require extensive testing, a much more simple option is already developed. Zone Troopers are already mounted up with orbital drop pods. While in either case it takes 10-20 minutes for the troops to be delivered, that is massively faster than any other option. By copying those over to the Space Force, they can have a dedicated operational branch without significant new developments. (Progress 0/150: 20 resources per die) (-- Labor)

[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/100: 30 resources per die)

Ground Forces
[ ] Boron Carbide Composite Suits
Body armor has been a part of military development for millenia. A constant struggle between arms and armor has continued from the emergence of civilization in the fertile crescent to the modern day. Ever harder, ever tougher armor against ever higher velocity and penetration ammunition. Boron Carbide is the third hardest option available, just short of Boron Nitride and Diamond. While deployed in limited quantities before the Third Tiberium War, more production will allow them to phase out previous metallo-ceramic suits entirely. (Progress 0/75: 10 Resources per die)

[ ] AP Ammunition Plants
Armor Penetrating ammunition is generally fairly simple. While most bullets use a heavy core, most often lead, but sometimes other materials, AP ammunition relies on an open face, and a hard core. The early versions typically used steel, while later versions generally used tungsten, or tungsten carbide cores. When even more penetration is needed, the general move is away from full caliber rounds, often switching towards something that more resembles APCR or APDS. While a modern round for the GD2 already exists, it was not manufactured in anywhere near the numbers to replace standard ball ammunition for most of GDI's soldiers. By switching field fabrication units to use the new process, and expanding back line ammunition manufacturing, GDI rifles and machine guns will have a significantly better chance against heavily armored enemy infantry, such as the Black Hand, or Confessors.
(Progress 0/60: 10 Resources per Die)

[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)

[ ] Railgun Refits
The first GDI asset to use a combat specified railgun was the Mark II Mammoth assault walker. Equipped with two heavy hypervelocity railguns, it was a terrifying foe for the Brotherhood in the Second Tiberium War. By the Third Tiberium War, the walker had been retired, but descendents of its railguns had lived on, being fitted to about a quarter of GDI's mechanized forces. During the war, the railgun proved itself time and time again, having better penetration, and allowing the tank to carry more ammunition than the 152mm smoothbore that had been the original weapon. However, railguns are also substantially more expensive, and need an entire separate equipment line to manufacture.
(Progress 0/200: 15 Resources per die)

Navy

[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)

[ ] Point Defense Battery Development
Defending against a missile has been a point of development since the late 20th century. This is fundamentally a difficult affair. Hitting a small, often maneuvering target that is accelerating towards the gun platform has always been an issue. With the ever shrinking size of munitions payload in the last half century, the problem has only gotten worse. Modern munitions can put nearly as much payload on target on a warhead half the size. (Progress 0/40: 10 resources per die)

Steel Talons

[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)

[ ] Wolverine Mark 3 Development
While existing Wolverine light suits are notoriously capable of tearing through even the heaviest of NOD infantry. However, its light armor and lack of multi role capabilities hold it back. A next generation design, the focus of the Mark 3 is integration of rapid fire railgun systems to give it additional anti material and antiaircraft roles.
(Progress 0/40: 10 resources per die)


[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)

Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/40 : 15 resources per die)


Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/40: 10 Resources per die)

[ ] Demobilize the Steel Talons
The Steel Talons have not served their military role. While many of their ideas have merit, they would be better used as a dedicated Research and Development Bureau, rather than as a mobilized military force. While this will be difficult due to their political support, it is within your remit as Director of the Treasury (-5 PS) (DC 100)



Bureaucracy (3 dice)
[ ] Recruitment Drives
GDI has suffered severe losses over the last few years, and while the armed forces have managed to fill their supply needs, the Treasury has not. By conducting recruitment drives in the refugee camps, the Treasury can begin expanding operations in the coming months. (DC 50/70/90) (increases die allocations) (can have political consequences)

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)

** Two Hour Moratorium on Voting**
 
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Q1 2051 Results
Q1 2051 Results

Resources: 240 + 110 in reserve
Political Support: 40
Free Dice: 2


Tiberium Spread
14.75 Blue Zone
33.81 Yellow Zone (18 points of mitigation)
51.54 Red Zone (8 points of mitigation)

Current Economic Issues:
Housing: Critical Shortages (-----)
Energy: Severe Shortages (--)
Logistics: Significant shortages (--)
Food: Sufficient production, significant inefficiencies in distribution (+)
Health: Some areas overserviced, other areas critically underserviced, overall sufficient (+)
Labor: Practically unlimited

[X] Blue Zone Reconstruction (Phase 1)
While there are many core priorities, the Third Tiberium War and the Scrin have caused heavy damage to the Blue Zones. Currently the population is suffering from a lack of housing and infrastructure. By constructing housing blocks and restoring water and power networks, GDI can alleviate the worst of the suffering and rebuild confidence in this Administration. This first phase will consist of reconstruction of roads, metros, and light rail systems. Until these vital areas are rebuilt, we will be unable to move enough manpower or resources to construct or repair housing units. (progress 433/400: 10 Resources per die) (-Labor, ++ Housing, + Health, + Logistics) (Blue Zone Reconstruction Phase 2: 33/600)

Massive effort from hundreds of engineering teams across the world have begun to make good on the damage caused by years of war across the planet. While many buildings have been damaged beyond repair, or completely demolished, many more require only a bare minimum of repairs. Although millions more people still require housing, even with overcrowding of apartments and homes, it has resulted in a fairly substantial improvement in overall health, especially as GDI has prioritized those at risk of Tiberium exposure. At this point, while there is far more reconstruction that needs to be done, the efforts can begin to diversify. Ranging from establishing massive new housing initiatives, to consumer goods, to mass transit, there is still far more work to do.

[X] Aggregate Plants
While much of our light and heavy industrial output has at least some tangible involvement with Tiberium, one that does not require the mineral is aggregate, a mix of gravel and sand widely used in construction. By establishing networks of aggregate plants, reconstruction efforts can be drastically increased. (Progress 41/200: 10 Resources per die) (reduces infrastructure costs) (-- Labour)

Near almost every major city, and aggregate manufacturing plant, either large or small, has sprung up. While a relatively simple resource made up of a mix of sand, gravel and water, aggregate in its various forms can have wildly varying properties depending on the nature of its components. However, current progress has meant that the plants are little more than hollow shells, and mounds of raw material. Substantially more work needs to be done, ranging from the erection of complex machinery to assembling the trucks needed to deliver from the plants to worksites.

[X] Blue Zone Power Grid Reconstruction (Phase 2)
With GDI's power grid proper reconstructed, there are still problems with obtaining sufficient power supply. This means the construction of a new wave of nuclear plants, supplemented with solar and wind power. While Solar and Wind are substantially faster to bring online, Nuclear offers far greater power. This means that they are best approached in tandem, rather than one at a time. (Progress 100/300: 10 Resources per die) (- Labor, +++++ Energy)

The VVER, a transliteration of водо-водяной энергетический реактор, or vodo-vodyanoi energetichesky reaktor, is one of the oldest still functioning reactor designs. First built in the 440 pattern in the late 1950s, the design, with a number of updates, is going strong nearly a century later. However it is anything but a simple construction. While the reactor cores can be mass produced, they require substantial installation, and a nearby fresh water supply, both to occasionally refresh the internal water supplies, and for a tertiary cooling loop. While some of this construction has been completed, most sites have barely broken ground, let alone been readied to receive the actual pressure vessels.

On the other hand, solar and wind deployment have been far more substantial. Most solar systems are updraft towers, tall smokestacks like assemblies placed over a greenhouse. While space intensive, updraft towers provide a more consistent source of energy than photovoltaic, and are less demanding to manufacture. Vertical wind turbines have entered mass deployment, finding their way to the top of many of the high rises GDI has erected, or rebuilt as part of the Blue Zone reconstruction efforts.


[X] Solar Tarp Systems
By combining nanoscale solar panels, and reinforced polymer tarps, electricity can be provided in small, portable packages. While insufficient to provide even a tithe of operational power for GDI structures, they can be used to begin spreading power where civil and military grids are currently unable to reach. (Progress 154/150: 10 resources per die) (+ Energy)

While a solar tarp is nowhere near the capacity of a power plant, or for that matter, as efficient, they can still for serve to sterilize water, supply power for basic tooling and communication, create heat when paired with a resistance coil, and serve to fill some of the other needs of a family.

While current production is still far from being able to supply every group in every yellow zone, they have become increasingly common sights in the yellow zone refugee camps, taking up some of the strain off of our more conventional power systems. While more will be issued over the coming months and years, the restoration of our power grids and subsystems will increasingly supplant them. However, GDI's ground forces have expressed an interest in acquiring these devices, primarily for the sake of reducing batteries, and helping to take some of the load off of gas turbines and nuclear reactors.

[X] Sonic Fencing Manufactory
One of the demands that will be dramatically increasing in coming months and years is going to be for Sonic Fences, which use small scale harmonic emitter arrays to slow or halt the growth of Tiberium. When strung out along a line, these units can either channel growth away from a space, or be used to contain a growth. (Progress 251/200: 15 Resources per Die) (Contributes to plan goal)

A wave of new sonic fencing manufacturers have begun to come online. While the actual surplus is comparatively small, they are being used as emergency lines, akin to sandbags in the path of a flood. Only a few hundred kilometers have been laid so far around the world, but in the coming years and months, a few score kilometers every month adds up.

[X] Pharmaceuticals greenhouses.
For plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses with specially treated soil can be constructed. While too limited for significant food growth, these can be better put to use supplying ingredients for much needed medicines. (progress 65/100 10 resources per die) ( --- Labor + Food, + Health)

Massive fields of isolated glass houses have sprung up in blue zones around the world. Each is climate and humidity controlled, a carefully managed microclimate. At this point, many of the seeds have been planted. Ranging from fruit, spices and herbs (many of which double as antifungal additives to a wide array of dishes) to cannabis, cocoa, and foxglove, the greenhouses are intended to provide both a source of long term health benefits from fruits, herbs, and their extracts, and a source of many easy to produce stimulants, painkillers and other medications. While some elements are dual use, increasing the presence and availability of secondary market recreational substances and luxury goods is an acceptable secondary benefit, although one that will have to be carefully monitored.

However, while the seeds have now been planted, the fields will still need to be personally monitored, and will need even more hands for harvesting. Both will need a series of individual houses to be constructed, and a further expenditure of resources to find good candidates for the jobs.


[X] Blue Zone Tiberium Abatement (Phase 3)
The final phase of Tiberium containment requires erecting Tiberium spikes to contain and safely extract underground Tiberium deposits. Rising well over a hundred feet into the air, a Tiberium spike uses a solar panel array and battery bank to constantly mine and process Tiberium 24/7. While some substantial progress has already been made, far more is required before Blue Zone defenses can turn outward to begin pushing encroaching yellow zones back.
(Progress 440/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)

Fighting back Tiberium in the Blue Zones has often been GDI's highest priority. Spikes and silos dot the horizon from nearly every site in every blue zone, ever visible reminders of the costs that fifty years of living with the green rock has cost humanity. No field of poppies will mark this place of battle, but it does represent a significant turning point in post war abatement efforts. For now those engineering teams must turn outward. Turn towards the vast stretches of the Blue Zone perimeters, and begin fighting back Tiberium.

Plans for the future are simple, but in war everything is simple, and nothing is easy. The next step is to begin setting up a new wave of outposts and redoubts, a flexible line in the border zones, and concentrate mining efforts there. Behind them, a line of sonic fencing running for thousands of miles will provide a basic defensive network, and in turn are backed by military bases linked by constant patrols. Our analysts confidently believe this should be enough to stop NOD from re enacting what they did in 2047, our military grumbles that this is anything but a sure thing. Even so, our accomplishments here will be a substantial effort towards the overall goals of the Initiative.

[X] Yellow Zone Tiberium Harvesting (Phase 2)
Phase 2 of developing Tiberium Harvesting, once harvesting operations are set up, and resource areas secured, is to begin fencing in tiberium outcroppings. Harmonic Resonance technology was discovered and originally fielded at Hammerfest during the Second Tiberium War. However, it was interwar development of the systems that created the "fences" Essentially, a fence is a series of sonic disruptor pylons that shake the crystal apart at a molecular level.
(Progress 171/100: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)

In the last months, Tiberium outbreaks around the world have had containment measures put in place, often in a matter of days. While only small pockets of the yellow zones have been contained and the ground remains severely contaminated, these mining efforts have slowed tiberium spread and the new containment efforts have begun pushing it back in localized areas.

The fundamental methodology has been an intensification of harvesting via deploying additional harvesters to existing refinery operations, the deployment of sonic fencing to contain and channel the worst of the outbreaks and a small handful of new mining facilities.

Any further expansions will have to wait for more substantial investments in this area; not only for several thousand more kilometers of sonic fencing, but also investing in security as many further outcroppings are deep in NOD controlled territory.


[X] Tiberium Glacier Mining (Phase 1)
Most of the global Tiberium presence is tied up in large Tiberium Glaciers carving through the land near the heart of most Red Zones. While methods have been theorized to attack these masses of Tiberium, none have yet been applied in mass. However, before the war, the Tiberium Spike proved to have the capability to use resonant harmonics and shock liquefaction to safely draw Tiberium deposits to the surface. Similar technology can be used to fracture off Tiberium from Glacier surfaces, which can then be harvested conventionally. While setting up the tools will be expensive, it will also be a substantial stream of resources.(Progress 315/200: 30 resources per die) (additional income trickle [40-60 Resources])

The first of the glacier mines are already set up, attacking glaciers south of Rome in the Italian Red Zone. The shattering teams break up the green rock every other hour, and for two hours the collectors sweep through the space. Operations are an almost never ending task, every day the miners carve back the rock, inch by painstaking inch, and every night, it regrows, almost to the point that it was the last morning. Carried back by VTOL transports to ships off the coast, it is loaded into cargo ships, and transported north, to southern France, where it is shipped overland to the Northern European blue zones.

The mining site itself is wrapped in sonic projectors and anti aircraft sites, a necessary precaution in an age of NOD Shadows, and Tiberium encroachment. While a second Italian site is already close to completion, only requiring the sonic mining tools, VTOLs and an allocation of harvesters, and additional sites currently being planned around the world, massive new investment is required before they can begin operations.

[X] Fusion Heavy Lift Experiments
GDI has cracked many of the secrets of fusion. While long term (in the sense of power plants) stable fusion has still eluded GDI scientists, fusion rockets are a known quantity. While before the Third Tiberium War, no practical heavy lift rocket had been developed, it is at least theoretically possible.While plans had been made prior to the Third Tiberium War to construct these vessels, they had gotten no further than the planning table before every resource was dedicated to our survival. By constructing these heavy lift rockets, much larger payloads can be lifted at significantly lower costs per ton, both reducing the cost and progress needed to construct orbital infrastructure. (Progress 49/80: 10 resources per die) (Unlocks further options)

Getting to orbit is all about getting to a certain speed in a certain direction. (Anyone who says that just getting to a certain altitude is "getting into orbit" is BSing.) This can be measured as the change in velocity: you start out going at speed A and you want to end at speed B, so you want to change your velocity by (B-A). For a given engine pushing a given amount of mass, you'll need a certain amount of fuel to achieve a given change in speed & direction. Note that the mass includes the mass of any fuel needed to take that engine further. For instance, if you want a spaceship that can go from Earth orbit to the Moon, you need to include all the fuel it'll need for that trip, in the mass that you're putting into Earth orbit in the first place. So for this rocket equation, the change in velocity (often called the "delta-v") equals the effective exhaust velocity (a property of the engine you're using) times the natural log of the ratio of the starting mass (the "wet mass", including the fuel you'll be using) to the ending mass (the "dry mass", the spaceship's mass after all that fuel is used and removed from the spaceship).

Fusion does not break that dynamic, but does substantially shift it. The highest power ever tested from a chemical rocket had an exhaust velocity of about five kilometers per second, using a trimix of Lithium, Fluorine, and Hydrogen. For reasons that should be obvious this was never implemented. Fusion methods have calculated exhaust velocities well in excess of a hundred kilometers per second. While the lesser mass of the propellant, and likely higher dry mass of the rocket means that it is almost certainly well under twenty times as efficient, it is still a substantial improvement in performance.

At this time, three main design approaches have been proposed and have begun testing. First is a fairly conventional tower design. A Fusion lower stage, below a more conventional orbital maneuvering upper stage. While almost certainly the cheapest to implement, it is also the most limited, as delivery mass is located near the top of the design, and only relatively dense objects could be safely launched, due to less dense objects likely changing the center of mass and the wind resistance profile. Second is the spheroid approach. By bringing the mass down, around the central fusion core, it is more flexible, but remains a pure lifting design, only really capable of a gravity turn. Finally, there is the most radical school of design rests on spaceplane projects, like Skylon, or the older project Skyraker. While all three are Single Stage to Orbit designs, the third has far greater maneuvering capability in atmosphere, potentially allowing for it to maneuver around atmospheric issues along its flight path. However, it also has a far longer flight path in atmosphere than the other two designs. While none are as of yet proven viable, construction work has started on testbed platforms for all three, and will require another infusion of funding for completion of the testing.

[ ] Yellow Zone Refugee Camps (Phase 2)
In camps around the world, millions of people have food, water, and shelter thanks to the efforts of GDI. However, millions more remain without. Additionally, the good sites that can be secured by already existing deployments of GDI ground and naval forces have been nearly exhausted, meaning that significantly more construction, and an organic garrison will be needed. To do this, we will need to both redouble our efforts to construct a healthcare apparatus and more permanent shelters at existing camps, and begin to establish new camps. While some camps have been technically established, there is far more to be done before they can be called ready.
(Progress 319/600: 5 Resources per die) (++++ Housing, + Health)

The second wave of refugee camps have begun construction. Prefabricated shelters, standardized environmental suits, and regular food supplies have begun slowing the rate of deaths. While this new wave of refugee camps are further out from Blue Zones and are more exposed to both NOD infiltration and Tiberium poisoning, they are still substantially safer and healthier than almost all of the smaller scrapes and hovels that were in use before.

Tensions in the camps have often flared as kinks are worked out in the supply chains and the food supplies have been irregular in many cases. While they have been getting better overall, they have not kept up with the drastic expansions in the served population.

[X] Super MARV Development
The Mammoth Armored Reclamation Vehicle served the Initiative well in the years leading up to the Third Tiberium War. Heavily armed and armored, and mounting an almost complete harvesting and first stage processing system, the MARV was able to cut through surface level Tiberium deposits. However, during the war, the limited self repair functionality, and the limits of its four modular weapons mounts made it vulnerable to air attacks. A third trailing tracked section offers a location for even more Tiberium storage, and two more mounting points for modular hardpoints. (Progress 69/40: 15 resources per die)

The MARV as designed is a powerful weapon of war and has proven itself in hundreds of battles. While occasionally defeated such as in the African Red Zone in 2047, each destruction saw the use of overwhelming NOD firepower and repeated attack waves, often using stealth assets to destroy MARV.

The critical flaw in MARV is its limitation of its Tiberium harvesting and refining methodology. While standard harvesters rake through the topsoil, collecting even relatively small crystals, the fixed harvesting array on a MARV on the other hand cannot sweep the Tiberium instead only collecting the large surface crystals. While admittedly able to collect a substantial amount of resources and able to cut through Tiberium fields, it is also far less than could be collected, and the remaining Tiberium crystals grow back faster than hoped meaning the area must undergo additional sweeps.

The "super" version of the MARV is intended to solve both of these problems. An additional trailer section behind the main gun turret adds much more space for weaponry and more storage for Tiberium while retaining the (admittedly limited) mobility that makes the MARV functional. This adds two sections for additional gun mounts and more tiberium storage. For the latter problem, the "mouth" of the MARV has been completely redesigned. A pair of sweeper arms, effectively upscaled from the standard Harvester, and able to sweep through the topsoil to bring smaller crystals up and into the MARV, have been installed and are intended to draw Tiberium into its mouth for processing. This will unfortunately render MARV immobile while the sweeper arms are deployed, but we believe this is to be a good trade off.

Rather than refitting existing MARV plants, the current goal is to build a series of new construction yards, a concession to the fact that the Super MARV is even more excessively armed, armored, and expensive than the "Standard" design.

[X] AP Ammunition Plants
Armor Penetrating ammunition is generally fairly simple. While most bullets use a heavy core, most often lead, but sometimes other materials, AP ammunition relies on an open face, and a hard core. The early versions typically used steel, while later versions generally used tungsten, or tungsten carbide cores. When even more penetration is needed, the general move is away from full caliber rounds, often switching towards something that more resembles APCR or APDS. While a modern round for the GD2 already exists, it was not manufactured anywhere near the numbers to replace standard ball ammunition for most of GDI's soldiers. By switching field fabrication units to use the new process, and expanding back line ammunition manufacturing, GDI rifles and machine guns will have a significantly better chance against heavily armored enemy infantry, such as the Black Hand, or Confessors.
(Progress 38/60: 10 Resources per Die)

GDI has, for the last twenty years, relied on a 6mm Case Telescoped round. While not quite as lightweight as a purely caseless round, as used in the Cobretti Raptor after the First Tiberium War, the telescoped round is substantially more reliable. While half of the project, the powder and cases, are basically no work at all, the other half is substantially more difficult, as existing ammunition plants need effectively all new machinery to replace the standard bullet molds.Those have been a constant problem, between delays in supply, bullet fabrication throwing off production ratios, and delamination between the brass jacket and the tungsten core. While the performance of the ammunition is still more than acceptable, the Quality Control issues have so far prevented large scale rollouts of new production.

[X] Recruitment Drive
GDI has suffered severe losses over the last few years, and while the armed forces have managed to fill their supply needs, the Treasury has not. By conducting recruitment drives in the refugee camps, the Treasury can begin expanding operations in the coming months. (DC 50/70/90) (increases die allocations) (can have political consequences) (142)

Vote for all options you want to recruit. The three with the highest vote total will be selected.

[ ] Vice Admiral Harrison Carter
A longtime member of the Initiatives Space Command, Vice Admiral Harrison Carter has been a longtime proponent of expanding orbital infrastructure and movement towards mass evacuation of the worst of the Yellow Zones. While this has often made him unpopular in the political circles of the Initiative, the expanding Red Zones and the Third Tiberium War has revitalized his career, and catapulted him into the highest echelons. Recruiting him for the Treasury will give you someone who is deeply familiar with the equipment, approaches, and scientific baseline of the Space Command. However, he will also expect you to make use of his talents.
  • Officer of the Space Command (+5 to Orbital dice)
  • Military Experience (+5 to Military Dice)
  • -5 Political Support

[ ] Yellow Zone Volunteers
The Yellow Zone Refugee camps have plenty of hands to offer. While few of those hands are skilled, and fewer trained in modern construction techniques, there are enough of them that if spread between existing construction teams, they can allow a few more to be organized. While they will expect their efforts to help the Yellow Zones, or at least allow them and their families into Blue Zones, they will expand the infrastructural capacity of the Initiative at this critical moment.
  • +1d3 Infra dice

[ ] Qatar Loyalists
During the Third Tiberium War, Killian Qatar was one of Kane's highest commanders, and a part of his inner circle. However, with the fortunes of the conflict turning against the Brotherhood, her faith in him was shaken, and she allied with GDI. The Return of Kane, and the use of nuclear weapons against GDI forces in Sydney, broke that alliance, and Qatar's power. While many of her loyalists were killed off in a series of purges, some have survived, and are seeking succor with the Global Defense Initiative.
  • +1d3 Free dice
  • +15 to Tiberium Dice
  • -20 Political Support

[ ] Edinburgh Virtual Intelligence Research Centre
The Electronic Video Agent system has been a common element in GDI Military efforts since the First Tiberium War. However, it has remained a military innovation. By investing into a wider deployment of these systems, the logistics networks of the Initiative should be substantially streamlined.
  • +5 to Services
  • -20 Resources (one time cost)

[ ] Dr. Joseph Takeda
Responsible for one of GDI's more successful (although sabotaged by the Brotherhood of NOD) attempts at developing infantry scale energy weapons. Dr. Takeda is a talented scientist and researcher, who has focused his career towards military development. While already a part of the Treasury system, rapidly promoting him should allow him to begin filling out his subordinates within the military system
  • +3 to Military dice
  • +1 Military die
 
Q2 2051
Q2 2051


Resources: 240 + 90 in reserve
Political Support: 20
Free Dice: 5


Tiberium Spread
14.75 Blue Zone
33.81 Yellow Zone (18 points of mitigation)
51.54 Red Zone (8 points of mitigation)

Current Economic Issues:
Housing: Critical Shortages (-----)
Energy: Severe Shortages (--)
Logistics: Significant shortages (--)
Food: Sufficient production, significant inefficiencies in distribution (+)
Health: Some areas overserviced, other areas critically underserviced, overall sufficient (+)
Labor: Practically unlimited




Infrastructure (6 dice)

[ ] Blue Zone Reconstruction Phase 2
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight.
(Progress 33/600: 10 Resources per die) (+ Logistics, + Health)

[ ] Yellow Zone Reconstruction (Phase 1)
Although heavily ravaged by Tiberium, the Yellow Zones are home to some of the largest proportions of the world population, and are also the main recruitment grounds for NOD forces. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. The new construction will also have significant health benefits, as improved shelter and reduced Tiberium exposure will reduce the pressure on available critical care units. (Progress 0/600: 15 Resources per die) (-- Labor, +++ Housing, ++ Health)

[ ] Rail Link Reconstruction (Phase 1)
Heavy combat & reconcentration of resources and manpower away from the rail linkages that connected Blue Zones to each other saw these facilities heavily damaged through destruction or simple neglect during the Third Tiberium War. Reconnection of these facilities to each other will be a significant step in the process of reconstruction. (Progress 100/350: 20 Resources per die) (+++ Logistics)

[ ] Blue Zone Residential Construction (Phase 1)
With millions of people dehomed or displaced during the war, and the widespread destruction of the conflict, there is the opportunity for one of the largest campaigns of urban reconstruction in human history. Building on a standardized plan, residential units can provide rationalized transport networks, communal recreational spaces, and distribution points. While the housing blocks are not particularly artistic, they will provide quite a number of units, with pre planned spaces to grow into as needed.
(Progress 0/200: 10 resources per die) (- Labor, +++ Housing)

[ ] Urban Metros (Phase 1)
While much of the battle damage has been cleared out, there are many lasting injuries from the war. The most pressing of which is the lack of urban rolling stock. Ranging from busses and trams to subway cars and personal vehicles, many were destroyed outright during the war, and many more were seized and used to shore up the Brotherhood of NOD's shaky logistical backing, or converted into technicals. While it will require a substantial investment to even begin to replace these units, it is an investment that needs to be made.
(Progress 0/100: 15 resources per die) (+++ Logistics)

[ ] Run of River Campaigns
While subject to seasonal flooding and droughts, Run of River dams and hydro plants can serve as a safe means of producing power, without the security concerns of high dams. Even though they are not as substantial a power source as additional nuclear reactors, they are a substantially easier system to create, and require far less maintenance.
(Progress 0/250: 10 resources per die) (- Labor +++ Energy)

Heavy Industry (3 dice)

[ ] Aggregate Plants
While much of our light and heavy industrial output has at least some tangible involvement with Tiberium, one that does not require the mineral is aggregate, a mix of gravel and sand widely used in construction. By establishing networks of aggregate plants, reconstruction efforts can be drastically increased. (Progress 41/200: 10 Resources per die) (reduces infrastructure costs) (-- Labour)


[ ] Blue Zone Power Grid Reconstruction (Phase 2)
With GDI's power grid proper reconstructed, there are still problems with obtaining sufficient power supply. This means the construction of a new wave of nuclear plants, supplemented with solar and wind power. While Solar and Wind are substantially faster to bring online, Nuclear offers far greater power. This means that they are best approached in tandem, rather than one at a time. (Progress 100/300: 10 Resources per die) (- Labor, +++++ Energy)


[ ] Manchester Silicon Chip Fabrication
A silicon chip is one of the most critical pieces of technology across GDI's entire system. Computer systems reliant on these appear in everything from recreation, to heavy manufacturing, to nearly every piece of military equipment more advanced than the GD2, and even the GD2 requires a small number of these for its peripherals. The war sharply constricted chip fabrication, with most extant systems either falling to NOD control or being destroyed. By setting up new facilities in secure blue zones, GDI can begin filling vital supply chains again. (Progress 0/150: 15 resources per die) (- Labor, + Capital Goods, +++ Consumer Goods, ++ Logistics, + Health)

[ ] North Boston Chip Fabrication (Phase 1)
While the Manchester chip fabrication plant has not yet broken ground, a series of destroyed blocks in North Boston provide a substantial area to set up a serious fabrication capacity. Far larger and with much more room to grow than the Manchester facility, it will also need a far more substantial investment into its infrastructure. The first steps will be to clear away destroyed buildings, and to establish a single unified system, with power, water, and logistics linkages for importing raw materials and exporting finished goods. (Progress 0/150: 15 resources per die) (- Labor)

[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/150: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)

Light and Chemical Industry (3 dice)


[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/150: 10 resources per die) (++ Health)


[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/200: 10 resources per die)(+ Logistics) (makes military developments cheaper)

[ ] High Energy Capacitor Plants
A capacitor is much like a battery, in that it is designed to store electrical energy. However, unlike a battery, it is intended to release all of its energy in a single spike. While capacitors find many purposes in the civilian power grid to ensure a steady supply of power, or as a means of jump starting systems into motion, in a military sense they have more of a role in weapons. In GDI's case, that typically means a railgun, ranging from the small caliber weapons like the GLS-70, to the far larger rounds fired by naval railguns. (Progress 0/100: 15 resources per die) (makes military developments cheaper)

[ ] Toy Plants
While electronic devices have been the preferred means of recreation for children the world over for decades, ongoing shortages have caused proposals for a new wave of toy plants to be constructed. Ranging from dolls to dart guns, toys can be produced simply and cheaply, a supply of entertainment for children the world over. (Progress 0/100: 5 resources per die) (++ Consumer Goods)



Agriculture (3 dice)

[ ] Blue Zone Aquaponics Bays
With most of the lush farmlands that were once able to feed the world's population comfortably overrun by Tiberium, governments were forced to resort to as many methods of feeding its population as it could. One of the more successful ways found to work were hybrid fish and vegetable farms, that were able to provide balanced diets, even if they are not quite as calorie dense as traditional farming. It's time to restore those farms that were damaged in the fighting, and restock those that ran short.(Progress 0/200: 10 Resources per die) (-- Labor ++ Food)

[ ] Pharmaceuticals greenhouses.
For plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses with specially treated soil can be constructed. While too limited for significant food growth, these can be better put to use supplying ingredients for much needed medicines. (progress 65/100 10 resources per die) ( --- Labor + Food, + Health)

[ ] Biofuels plantations
While trace amounts of Tiberium found in soil grown crops render it unfit for human consumption, and biofuels have long been supplanted by other power sources, biofuels are and remain a useful, if manpower intensive, means of creating significant amounts of easily transported fuels. (progress 0/500: 5 resources per die) ( - Labor + Energy)

[ ] Integrated Biodome Experiments
While there are few immediate needs for greater biodiversity given the widespread Tiberium contamination on earth, if we are to live on this planet long term, there are thousands of animal and plant species that will need to be reintroduced. By building self contained biodomes, test strains can be built up to encourage genetic diversity and expand our collections of source material. This will also be a good starting point for expansions offworld if our experiments bear fruit (Progress 0/150: 10 resources per die) (-- Labor, +Food)

Tiberium (6 dice)

[ ] Blue Zone Perimeter Redoubts (Phase 1)
While Tiberium outbreaks in the Blue Zones have been fought back substantially, yellow zones have continued to break into Blue Zones, converting fertile ground into glowing green crystal. By building a series of fortified redoubts along the perimeter of Blue Zones around the world, harvesting operations can ensure continued perimeter security.
(Progress 40/200: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)

[ ] Blue Zone Perimeter Outposts (Phase 1)
Running a good hundred kilometers beyond the line of redoubts, preparing small outposts can begin taking pressure from both intercepting NOD incursions, and prevent major Tiberium outbreaks from expanding further. Each is intended to be a small encampment, little more than a barracks, a small harvesting operation, and some perimeter turrets that can be easily deconstructed and pushed further out as needed.
(Progress 0/150: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)

[ ] Yellow Zone Tiberium Harvesting (Phase 3)
Phase 3 of Yellow Zone harvesting is essentially an expansion of phase 2, and works in conjunction with the expansion of Blue Zone Perimeter measures. Rather than trying to simply contain areas around mining operations, Yellow Zone Tiberium Harvesting measures are being retasked to focus mining on larger outcroppings near blue zones. While each of these is a more substantial node, they also require a far more substantial security presence, as they are a favorite of NOD harvesting efforts. This only means that fewer of them can be targeted per phase however.
(Progress 71/100: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)

[ ] Red Zone Tiberium Harvesting (Phase 2)
The most contaminated of areas, the Red Zones also offer bounties of Tiberium. While it will be expensive to set up, and offer limited progress towards stopping the spread of Tiberium, basic harvesting measures should turn significant profits. Rather than being a substantially different approach, simply expanding the number of harvesting facilities is enough to continue to bring in yet more resources and continue to fight Tiberium growth. (Progress 2/150: 25 resources per die) (additional income trickle [10-20 Resources]) (Slightly contributes to plan goal)

[ ] Tiberium Glacier Mining (Phase 2)
With the initial Italian mining site fully online and operational, opening a new further site will be a substantial increase in the income. The addition of the new Italian site will also make a far more substantial logistics system a requirement, instead of the V-35 transport system.
(Progress 115/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources])


[ ] Tiberium Algae Decontamination
The eradication of Tiberium algae in the aftermath of the Second Tiberium War was a major milestone in our war to retake the earth, and was a major lauding point for the future successes that the GDI would be able to accomplish. Unfortunately, this success story is now in ruins, with new growths detected in many of our major lakes and rivers. By focusing on water purification and wet-water harvesting systems, we can hopefully be able to boast once again that the GDI, and by extension humanity, still has a future on Earth. (Progress 0/400: 10 resources per die) (slightly contributes to plan goal)



Orbital Industry (3 dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)

[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 0/100: 30 resources per die)

[ ] Fusion Heavy Lift Experiments
GDI has cracked many of the secrets of fusion. While long term (in the sense of power plants) stable fusion has still eluded GDI scientists, fusion rockets are a known quantity. While before the Third Tiberium War, no practical heavy lift rocket had been developed, it is at least theoretically possible.While plans had been made prior to the Third Tiberium War to construct these vessels, they had gotten no further than the planning table before every resource was dedicated to our survival. By constructing these heavy lift rockets, much larger payloads can be lifted at significantly lower costs per ton, both reducing the cost and progress needed to construct orbital infrastructure. (Progress 49/80: 10 resources per die) (Unlocks further options)

Services (3 dice)

[ ] Tiberium Health Services
While healthcare is a right for all under GDI authority, few effective treatments have ever been found for Tiberium exposure. Currently, tens of, if not hundreds of millions of people in BLue and Yellow Zones alike suffer from Tiberium exposure. While all we can do at the moment is alleviate these symptoms, to do so will require us to construct networks of specialist clinics. (Progress 66/100: 20 Resources per die) (- Labor, +++ Health)

[ ] Yellow Zone Refugee Camps (Phase 2)
In camps around the world, millions of people have food, water, and shelter thanks to the efforts of GDI. However, millions more remain without. Additionally, the good sites that can be secured by already existing deployments of GDI ground and naval forces have been nearly exhausted, meaning that significantly more construction, and an organic garrison will be needed. To do this, we will need to both redouble our efforts to construct a healthcare apparatus and more permanent shelters at existing camps, and begin to establish new camps. While some camps have been technically established, there is far more to be done before they can be called ready.
(Progress 319/600: 5 Resources per die) (++++ Housing, + Health)


[ ] Primary Schooling
The war created a significant hole in standard educational practices. While not the highest priority, returning kids to school frees up parents to work, and is an ongoing investment in our future. Schooling will also increase security against the Brotherhood of Nod in the long term, as more children will be raised under standard GDI curricula and away from terrorist indoctrination. (Progress 0/300: 5 Resources per die) (---- Labor) (5 Political Support)

[ ] Craft Shops and Maker facilities
Constructing a series of Craft Shops and Maker Facilities will both consume a negligible amount of resources, and allow people to begin custom making the items that GDI is currently not providing. Additionally, while not precisely a step towards a reduction in central planning, it is a movement towards a returned sense of normality and liberty. (Progress 0/200: 5 resources per die) (+ Consumer Goods) (5 Political Support)

[ ] Reopen the Publishing Houses
During the war, many publishing houses were forced to close their doors. While some, like scientific journals were forced to remain open as a means of communication and recordkeeping, it is high time for somewhat more entertaining publications to return to markets the world over. These publishing houses will require an infusion of personnel and a substantial investment in new printing facilities, but are also a significant increase in the ability of people to make public and widely distributed statements that are harder to bury than posts on GDI social media.
(Progress 0/150: 10 resources per die) (-Labor ++ Consumer Goods) (5 Political Support)

Military (3 dice)

[ ] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, the reconstruction of the ASAT network will re-establish GDI orbital dominance. (Progress 0/50: 10 resources per die)

[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/200: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/150)

Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)

[ ] Zone Suit Development Tenders
While railguns and sonic grenades are certainly effective as anti vehicle and anti infantry weapons respectively, Zone Armor was proven to be too limited, especially as the Trooper and Raider models shared few compatible parts, and neither could effectively protect against standard anti personnel weapons. A next generation of Zone Armors must be developed to fix these flaws. (Progress 0/80: 10 resources per die)


Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
[ ] Reykjavik (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)
[ ] Toronto (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)

[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)


Space Force
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 0/80: 15 resources per die)
or
[ ] Orbital Strike Combat Teams
While figuring out how to deliver a sizable force to the battlefield from orbit is an expensive proposition, and one that will require extensive testing, a much more simple option is already developed. Zone Troopers are already mounted up with orbital drop pods. While in either case it takes 10-20 minutes for the troops to be delivered, that is massively faster than any other option. By copying those over to the Space Force, they can have a dedicated operational branch without significant new developments. (Progress 0/150: 20 resources per die) (-- Labor)

[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/100: 30 resources per die)

Ground Forces
[ ] Boron Carbide Composite Suits
Body armor has been a part of military development for millenia. A constant struggle between arms and armor has continued from the emergence of civilization in the fertile crescent to the modern day. Ever harder, ever tougher armor against ever higher velocity and penetration ammunition. Boron Carbide is the third hardest option available, just short of Boron Nitride and Diamond. While deployed in limited quantities before the Third Tiberium War, more production will allow them to phase out previous metallo-ceramic suits entirely. (Progress 0/75: 10 Resources per die)

[ ] AP Ammunition Plants
Armor Penetrating ammunition is generally fairly simple. While most bullets use a heavy core, most often lead, but sometimes other materials, AP ammunition relies on an open face, and a hard core. The early versions typically used steel, while later versions generally used tungsten, or tungsten carbide cores. When even more penetration is needed, the general move is away from full caliber rounds, often switching towards something that more resembles APCR or APDS. While a modern round for the GD2 already exists, it was not manufactured in anywhere near the numbers to replace standard ball ammunition for most of GDI's soldiers. By switching field fabrication units to use the new process, and expanding back line ammunition manufacturing, GDI rifles and machine guns will have a significantly better chance against heavily armored enemy infantry, such as the Black Hand, or Confessors.
(Progress 38/60: 10 Resources per Die)

[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)

[ ] Railgun Refits
The first GDI asset to use a combat specified railgun was the Mark II Mammoth assault walker. Equipped with two heavy hypervelocity railguns, it was a terrifying foe for the Brotherhood in the Second Tiberium War. By the Third Tiberium War, the walker had been retired, but descendents of its railguns had lived on, being fitted to about a quarter of GDI's mechanized forces. During the war, the railgun proved itself time and time again, having better penetration, and allowing the tank to carry more ammunition than the 152mm smoothbore that had been the original weapon. However, railguns are also substantially more expensive, and need an entire separate equipment line to manufacture.
(Progress 0/200: 15 Resources per die)

Navy

[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)

[ ] Point Defense Battery Development
Defending against a missile has been a point of development since the late 20th century. This is fundamentally a difficult affair. Hitting a small, often maneuvering target that is accelerating towards the gun platform has always been an issue. With the ever shrinking size of munitions payload in the last half century, the problem has only gotten worse. Modern munitions can put nearly as much payload on target on a warhead half the size. (Progress 0/40: 10 resources per die)

Steel Talons

[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)

[ ] Wolverine Mark 3 Development
While existing Wolverine light suits are notoriously capable of tearing through even the heaviest of NOD infantry. However, its light armor and lack of multi role capabilities hold it back. A next generation design, the focus of the Mark 3 is integration of rapid fire railgun systems to give it additional anti material and antiaircraft roles.
(Progress 0/40: 10 resources per die)


[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)

Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/40 : 15 resources per die)


Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/40: 10 Resources per die)

[ ] Demobilize the Steel Talons
The Steel Talons have not served their military role. While many of their ideas have merit, they would be better used as a dedicated Research and Development Bureau, rather than as a mobilized military force. While this will be difficult due to their political support, it is within your remit as Director of the Treasury (-5 PS) (DC 100)



Bureaucracy (3 dice)

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)


** 2 Hour Moratorium on Voting**
Adhoc vote count started by Ithillid on Mar 28, 2021 at 8:23 AM, finished with 76 posts and 45 votes.
Ithillid threw 1 3-faced dice. Reason: Yellow Zone Volunteers Total: 2
2 2
Ithillid threw 1 3-faced dice. Reason: Qatar Loyalists Total: 3
3 3
 
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Q2 2051 Results
Q2 2051 Results

First Fusion Launch:

Timothy Whichard (AeroSpaceAdministration) (Public Relations)

The first of the fusion heavy lift designs has successfully touched down in Hampton Roads yesterday at 2300. The crew are safe, and the rocket retrieved. Its 200 ton test launch makes it the largest single launch ever constructed, beating out the Saturn 9's 175 tons and the Saturn 5's 140 tons. The 200 tons were also safely returned to earth.

Crewed by Flight Commander Colin Richter, Pilot Theresa Crippen, Flight Engineer James Gargarin, and Technical Specialists Vikram Patel, Werner Goddard, and Charles Rutherford. GDI's Space Command has once more made history.

Dr. Acidic
What in the name of Kane's unholy balls? Like why is this project getting the green light? I was hoping Dr. Granger will invest more in anti-tiberium technologies instead of this luxury thing! Is it because of the hellhounds in the military demanding this kind of thing? Even when we just finished Nod just a few years ago. I really shouldn't have hoped about getting more effort in abating Tiberium instead of investing in flights of fancy stuff.

Henry Olvier (ZOCOM)
@Dr. Acidic I am part of ZOCOM's engineering branch, and ever since we were reassigned to the Treasury's Tiberium branch six months ago, we have been working flat out. With recent indicators saying that Tiberium has been pushed back over a hundred thousand square kilometers in the last observation period, a lot of my men are looking forward to actually being able to take a break. And as for Granger, to call him a militarist is the exact opposite of reality, he is about as much of a stereotype of limp wristed dove as it is possible to get. Basically not seen any investment in military developments, no matter how much the forces want them.

Zoe Levitt
Always wanted to go to space, dream died with the war. This gives me hope GDI restarts the space program before I am too old to be an astronaut :p

Claire Dane
I know everything's gone crazy these days, but I still can't wrap my head around this sort of thing. Back when I was in college, fusion technology required an incredible amount of massive instrumentation to even get close to a fusion event. For that to be streamlined enough to create rockets useful within a gravitational well is nothing short of astounding to me. What black magic are the nuclear engineers using to make this work? Hats off to them.

Blinkem/Winkem&
@Dr. Acidic HERETIC! NOD HAS MARKED YOU AS AN UNBELIEVER! YOU WILL BURN FOR YOUR WORDS, AS ALL THE UNJUST DO! KANE LIVES
(Message deleted by moderator: Reason: Nod Sockpuppet)

Melanie Beck
@Dr. Acidic I don't know, this could be the result of pressure to get the Philadelphia back in the sky. The station was a big symbol before it got blown up, maybe Doctor Granger is being pushed to start putting it back up there. This could also be a precursor to moving offworld or building up a space fleet because, well… what if The Aliens come back?

YourFateCalls989
What a pathetic waste of resources. The GDI must surely know that these escapist fantasies will not save them from the power of Tiberium?

Stralyan1998
Well holy shit. Never thought I'd see the day. Me and Fate actually bloody agree on something for once. Nod might want to pack some winter clothes because it sounds like hell has frozen over. Seriously, they are spending our tax dollars on this while the homes in my area are regularly at least 3 times over their intended capacity?



Urban Metro Lines:

Melanie Beck
So I don't know about you guys, but look at this! <Linked Pic>

There's a bus system again! An actual bus system! I can actually ride the bus to work instead of getting up before the crack of dawn to walk six miles! Maybe even have time to cook the fungus bars into something semi-palatable first! Sure, it looks like there's only two busses a day and that means I'm still walking home, since I get off later than the second one, but still. Never imagined I'd be so excited about a working public transportation system, but you learn not to take things for granted I guess.

Steven Richards
The busses are over here too.<Linked Pic> Although I doubt the fungus bars can be converted into something somewhat palatable, I have seen what goes into them.

Stralyan1998
Nothing a little whiskey won't fix! <Link> I got some recipes on my blog for how to turn the stuff GDI is feeding you into a meal fit for a king with stuff you can find just about anywhere.

Melaine Beck
@Straylan1998 Does that include localization? My Zone got something of the short end of the stick when it came to food distribution, lots of fungus bars and not so many carrots and onions. At least we have great hospitals though.

Straylan1998
@Melaine Beck Yep, I got recipes for that. In terms of localization I try my best, but I am always open to collaboration with others whose local ingredients may be different. DM me if you want to talk about this more.


Timothy Whichard (AeroSpaceAdministration) (Public Relations)
From what I have heard (completely unofficially anyway) the big limiter has been production of rolling stock for most of the urban metros. Current production is just not enough to get anywhere close to demand. Things are ramping up, but it is looking like full restoration of service is likely somewhere around one to two years out.

While strict political parties have been either quienscent or dismantled due to population displacements and the shift to effective military dictatorship, they will not be gone forever. As GDI begins to prepare for elections at the end of the year, three major emergent political trends have emerged.
First are the "Hawk" parties. Supporting military expansion and substantial spending on development projects, Hawks see the lesson of the Third Tiberium War as being an absolute need for a prepared and proactive military, taking the fight to the Brotherhood at every opportunity.
Second are "Developmentalists" These parties are the most naturally aligned to current Treasury policy, emphasizing the need for restoration, recovery, and growing the economy. While many also have substantial Hawk planks, it is as of yet unknown both how successful these planks will be, and how serious they are.
Finally there are the "Free Market" parties. These primarily aim to bring back free enterprise after much of it has been nationalized during the war. While few, and none with a serious chance of winning, have proposed dismantling many of the Treasury's larger industrial concerns, or the privatization of major components, more worryingly, a common plank in these parties is the publication of significant industrial and research developments.
While direct political action is not within our remit, addressing of some immediate concerns may well aid us in shaping the political landscape in our favor.

Resources: 305 + 0 in reserve
Political Support: 20
Free Dice: 5

Tiberium Spread
14.86 Blue Zone
33.57 Yellow Zone
51.68 Red Zone

Current Economic Issues:
Housing: Substantial Shortages (---)
Energy: Significant Shortages (--)
Logistics: Barely enough(=)
Food: Sufficient production, significant inefficiencies in distribution (+)
Health: Sufficient(+)
Labor: Practically unlimited





[X] Blue Zone Residential Construction (Phase 1)
With millions of people dehomed or displaced during the war, and the widespread destruction of the conflict, there is the opportunity for one of the largest campaigns of urban reconstruction in human history. Building on a standardized plan, residential units can provide rationalized transport networks, communal recreational spaces, and distribution points. While the housing blocks are not particularly artistic, they will provide quite a number of units, with pre planned spaces to grow into as needed.

A first wave of new residential construction in the aftermath of the Third Tiberium War has gone up in a matter of months. However, it was far from completely successful. Quality control issues with the new Aggregate plants has meant that multiple buildings have failed safety inspections, due to cracking or shifting in the concrete foundations. While none have yet fallen down, they are not fit for habitation, and are scheduled for demolition in the coming weeks and months.
Currently, housing is being prioritized towards families, especially those with children. While somewhat cramped, with many reports of larger families needing to have members sleep in the kitchen, they are also high quality and thoroughly modern construction, planned to last for decades. While too cramped to offer a full range of amenities, such as four unit stoves, or full sized ovens, these apartment units are substantial improvements over refugee camps.
(Progress 231/200: 10 resources per die) (- Labor, ++ + Housing)

[X] Urban Metros (Phase 1)
While much of the battle damage has been cleared out, there are many lasting injuries from the war. The most pressing of which is the lack of urban rolling stock. Ranging from busses and trams to subway cars and personal vehicles, many were destroyed outright during the war, and many more were seized and used to shore up the Brotherhood of NOD's shaky logistical backing, or converted into technicals. While it will require a substantial investment to even begin to replace these units, it is an investment that needs to be made.
(Progress 148/100: 15 resources per die) (+++ Logistics)

Urban metro system reconstruction began with the allocation of a massive number of new vehicles. With existing fleets vastly diminished by the war, an opportunity was created to reallocate towards more mass transit, and away from personal vehicles. While Prewar GDI thinking prioritized personal vehicles as a luxury good, postwar development has prioritized buses. Similarly, trams, light rail, and monorail systems have proliferated, dedicated transit systems for a suddenly far more compacted workforce. As an added benefit, the trains, trams, and other metro systems are far harder for the Brotherhood to convert for military use, only having limited interconnectivity with external systems, and those often to other urban areas, thar than being lootable like the prewar personal vehicles.

[X] Aggregate Plants
While much of our light and heavy industrial output has at least some tangible involvement with Tiberium, one that does not require the mineral is aggregate, a mix of gravel and sand widely used in construction. By establishing networks of aggregate plants, reconstruction efforts can be drastically increased.

The aggregate plants have whirred and clunked into activity. While there have been numerous quality control issues (see Report on Structural Cracking in New Build Housing Units Q2 2051) they seem to have been worked out by the end of the period. Even with teething issues, they are on track to substantially accelerate planned and ongoing construction starting in Q3 2051. These plants primarily produce premixed dry aggregate, bags of prepared material to be mixed with water on site, and then poured near immediately. (Progress 201/200: 10 Resources per die) (reduces infrastructure costs) (-- Labour)


[X] Blue Zone Perimeter Redoubts (Phase 1)
While Tiberium outbreaks in the Blue Zones have been fought back substantially, yellow zones have continued to break into Blue Zones, converting fertile ground into glowing green crystal. By building a series of fortified redoubts along the perimeter of Blue Zones around the world, harvesting operations can ensure continued perimeter security.

The formation of the blue zone perimeter has been a substantial success, with multiple redoubts having to be moved forward before they were even completed. This has meant an unfortunate degree of resource waste, however it is also a mark of early victories in properly securing the blue zones. Expansion of Blue Zones has become a major victory, one where celebrations have occurred on many streets around the world. While Yellow Zone populations have not responded with the same enthusiasm, for most not within the Brotherhood of NOD it has become a mark of hope for this to mark, if not the beginning of the end of reconstruction, at least the end of the beginning. While it is in truth more of a fluke, with unusually slow growth of Tiberium in the last three months, combined with expanding efforts to contain it, that is not the feeling on the street.
(Progress 202/200: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)

[X] Blue Zone Perimeter Outposts (Phase 1)
Running a good hundred kilometers beyond the line of redoubts, preparing small outposts can begin taking pressure from both intercepting NOD incursions, and prevent major Tiberium outbreaks from expanding further. Each is intended to be a small encampment, little more than a barracks, a small harvesting operation, and some perimeter turrets that can be easily deconstructed and pushed further out as needed.

A standardized outpost in the yellow zones is placed a good fifty to a hundred kilometers forward of existing Blue Zones. Each outpost is very small, and not at all self sufficient. A handful of earthworks, and heavily automated defensive emplacements, and a harvesting operation, built around a communications hub, these act primarily as a fail deadly tripwire, in constant contact with the redoubts, and bases behind them. The line of outposts creates what could be termed a "Green Zone" where harvesting operations can be conducted with relative safety. While NOD attacks are still a threat, and in the last three months there have been six attacks on outposts, and a further two on harvesting operations within the perimeter, these attacks have been on a substantially smaller scale than those found before the Third Tiberium War.
(Progress 222/150: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)

[X] Yellow Zone Tiberium Harvesting (Phase 2)
Phase 2 of developing Tiberium Harvesting, once harvesting operations are set up, and resource areas secured, is to begin fencing in tiberium outcroppings. Harmonic Resonance technology was discovered and originally fielded at Hammerfest during the Second Tiberium War. However, it was interwar development of the systems that created the "fences" Essentially, a fence is a series of sonic disruptor pylons that shake the crystal apart at a molecular level.


Massive progress has been made towards containing Yellow Zone Tiberium. Thousands of miles of sonic fencing have been laid, and even a number of new built Tiberium Spikes have begun marking the map. While neither has even reached one percent of the number of sites needed, nearly twice as much work has been done as was expected for this period. Tiberium Spikes have primarily been erected near or inside the outpost perimeter that has been established around Blue Zones, easing the way towards more rapid expansion of those areas in the near future. However, rising security concerns and expanded security measures in light of a worrying uptick in NOD chatter, from SIGINT, ELINT, and HUMINT sources has meant that future work will begin requiring a much more substantial military investment. (Progress 200/100: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal) (Phase 2, Phase 3 Completed)

[X] Tiberium Glacier Mining (Phase 2)
With the initial Italian mining site fully online and operational, opening a new further site will be a substantial increase in the income. The addition of the new Italian site will also make a far more substantial logistics system a requirement, instead of the V-35 transport system.


Established directly south of the initial mining site, the new mine has already begun substantial outflows. However, the larger part of the investment has been the erection of a Mulberry type dock and security perimeter on the Italian coast near Anzio, and a pair of light rail lines from the original and second mining sites to the coast, connecting the mines nearly directly to the cargo ships that had formerly had to wait offshore for airlift. While combined, these measures have not quite doubled the output of the mining operations, they have substantially increased throughput. However, this faces a twofold problem. One, Italy, especially around Threshold 13, is, by an order of magnitude, the best secured Red Zone on the face of the planet. Second, local processing capacity, in Brittany and the south of England, is near reaching its limits. These issues combined have meant that further expansion of glacier mining operations is not practicable. A further expansion of Red Zone basing will be required to establish glacier operations elsewhere.
(Progress 336/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources])

[X] Fusion Heavy Lift Experiments
GDI has cracked many of the secrets of fusion. While long term (in the sense of power plants) stable fusion has still eluded GDI scientists, fusion rockets are a known quantity. While before the Third Tiberium War, no practical heavy lift rocket had been developed, it is at least theoretically possible.While plans had been made prior to the Third Tiberium War to construct these vessels, they had gotten no further than the planning table before every resource was dedicated to our survival. By constructing these heavy lift rockets, much larger payloads can be lifted at significantly lower costs per ton, both reducing the cost and progress needed to construct orbital infrastructure.
The first fusion rocket achieved orbit in early March 2051, carrying a two hundred ton test payload. After spending two days in orbit, it made a retropulpuslive landing in Hampton Roads, This test platform has since been designated GSS Union, the first of the Union class ships. While the aircraft platform is still under development, the Union being proved viable has caused a reconsideration of the Tower platform, leaving two designs still in the competition. The Aerodyne had its first launch near the end of the month, carrying a somewhat lighter payload, and made safe launch and landing from Langley AFB. Designated GSS Leopard, the Aerodyne design has also been accepted into service.
The next step will be to begin serial production, substantially reducing launch costs, especially with how fusion engines have far more generous DeltaV budgets than any chemical rocket. While initial startup costs will remain substantial, as both designs are extensively reusable, they will cut costs over time. Current proposals are for a New York facility for the Union class, and a Glasgow based facility to begin construction of the Leopard class.
(Progress 49/80: 10 resources per die) (Unlocks further options)

[X] Yellow Zone Refugee Camps (Phase 2)
In camps around the world, millions of people have food, water, and shelter thanks to the efforts of GDI. However, millions more remain without. Additionally, the good sites that can be secured by already existing deployments of GDI ground and naval forces have been nearly exhausted, meaning that significantly more construction, and an organic garrison will be needed. To do this, we will need to both redouble our efforts to construct a healthcare apparatus and more permanent shelters at existing camps, and begin to establish new camps. While some camps have been technically established, there is far more to be done before they can be called ready.


Secondary refugee camps have been established around the world. Even with massive investments into their security and health systems, the new wave of camps are far less secure and substantially more violent than the previous round. Much of this violence has come from clashes with increasingly bold NOD confessors and agitators proclaiming to speak the Word of Kane, prophesying the return of their "Messiah" and the promises of "Divination." While these seem to be operating in isolated cells, it is a worrying escalation in activities. This makes moving the bulk of the population of these secondary camps into more permanent habitation a high priority. However, these camps have also dealt with nearly half of the remaining population in search of houses, a substantial improvement on the situation three months ago, let alone this time last year.
(Progress 742/600: 5 Resources per die) (++++ Housing, + Health)


[X] AP Ammunition Plants
Armor Penetrating ammunition is generally fairly simple. While most bullets use a heavy core, most often lead, but sometimes other materials, AP ammunition relies on an open face, and a hard core. The early versions typically used steel, while later versions generally used tungsten, or tungsten carbide cores. When even more penetration is needed, the general move is away from full caliber rounds, often switching towards something that more resembles APCR or APDS. While a modern round for the GD2 already exists, it was not manufactured in anywhere near the numbers to replace standard ball ammunition for most of GDI's soldiers. By switching field fabrication units to use the new process, and expanding back line ammunition manufacturing, GDI rifles and machine guns will have a significantly better chance against heavily armored enemy infantry, such as the Black Hand, or Confessors.


At this point, 15 percent of GDI's rifle caliber ammunition, and 20 percent of machine gun caliber ammunition issue have been replaced by AP type rounds. While AP is unlikely to ever fully replace ball ammunition, with its lack of fragmentation and tumbling against softer targets, GDI aims to be issuing 60/30/10 loadings of AP/Ball/Tracer by the end of 2051 to all of its forces. However, stockpiles are still an ongoing problem, likely not to reach readiness goals until the end of 2052 at the earliest. Primarily, this is due to their substantial size, as even with the expenditures of the Third Tiberium War, there are still tens of millions of bullets held back in depots around the world.
(Progress 68/60: 10 Resources per Die)

[X] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die) (148)

The Tiberium bureau has been one of the most critical areas of investment in the last year and a half. Ranging from controlling and spiking Tiberium outbreaks across the blue zones, to developing an admittedly loose net of perimeter protections against Tiberium encroachment around surviving Blue Zones. Beyond that, a series of both Yellow and Red Zone operations have been undertaken, including the creation of an entirely new breed of Tiberium mining, attacking glaciers in the Italian Red Zone.
Of course, the Bureau has not been without its controversies. Most notably, the assignment of hundreds of defectors to the Bureau, members of Kilian Qatar's branch of the Brotherhood of NOD.
A thorough investigation however has revealed that the defectors are almost entirely operating honestly. While some have been funneling resources to elements of the Brotherhood of NOD, they have been safely taken into custody, and quickly convicted.


My thanks to the Discord Lobbying and Allocations Group for their assistance with the forum segment.
 
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Q3 2051
Q3 2051

Memo: Military Appropriations
Dr. Granger,
At this time, GDI Ground Forces Command has low confidence in our ability to halt any substantial Brotherhood offensive at this time. The dispersal of assets has stretched already depleted forces to the breaking point, and the lack of significant force multiplier assets has left many units in precarious positions. At this time, GDI Ground Forces Command advises that the deployment of new assets be prioritized over all else, especially in light of increasing NOD activity.
-Cosigned Air Force, Navy, Space Force, ZOCOM, Steel Talons.

Edit: Clarification
Fusion Dice cut the cost of an investment in space by 1/3rd. So something that costs 30 costs 20 when using a lift die.

Resources: 305 + 0 in reserve
Political Support: 20
Free Dice: 5

Tiberium Spread
14.86 Blue Zone
33.57 Yellow Zone
51.68 Red Zone

Current Economic Issues:
Housing: Substantial Shortages (---)
Energy: Significant Shortages (--)
Logistics: Barely enough(=)
Food: Sufficient production, significant inefficiencies in distribution (+)
Health: Sufficient(+)
Labor: Practically unlimited





Infrastructure (6 dice)

[ ] Blue Zone Reconstruction Phase 2
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight.
(Progress 33/500: 10 Resources per die) (+ Logistics, + Health)

[ ] Yellow Zone Reconstruction (Phase 1)
Although heavily ravaged by Tiberium, the Yellow Zones are home to some of the largest proportions of the world population, and are also the main recruitment grounds for NOD forces. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. The new construction will also have significant health benefits, as improved shelter and reduced Tiberium exposure will reduce the pressure on available critical care units. (Progress 0/400: 15 Resources per die) (-- Labor, +++ Housing, ++ Health)

[ ] Rail Link Reconstruction (Phase 1)
Heavy combat & reconcentration of resources and manpower away from the rail linkages that connected Blue Zones to each other saw these facilities heavily damaged through destruction or simple neglect during the Third Tiberium War. Reconnection of these facilities to each other will be a significant step in the process of reconstruction. (Progress 100/300: 20 Resources per die) (+++ Logistics)

[ ] Blue Zone Residential Construction (Phase 2)
With much of the infrastructure for new housing construction already in place, even more substantial housing development can be created. Much like the previous series, these are standardized apartment blocks, built to be cheap and cramped, but sustainable. While few would call them comfortable, they are far better than any existing yellow zone accommodations.
(Progress 31/200: 10 resources per die) (- Labor, ++++ Housing)

[ ] Urban Metros (Phase 2)
With rolling stock, if not a solved problem, one that is increasingly being fulfilled, as production orders have been placed, and are now waiting for the factories to produce enough vehicles. The further programs will be constructing new connections. Construction of trams, light rail, and subways are all substantially bigger projects than the rolling stock, however, they are going to be a requirement in the face of the doubling, or tripling of urban densities envisioned in the new plans. Most cities are going to rely heavily on trams, rather than subways or light rail, primarily because they require less in the way of dedicated infrastructure. However, in many cases, it will be one part of an integrated system combining local, regional, and long distance connections, drawing nearly every blue zone into a single, integrated mass transport system.
(Progress 48/150: 15 resources per die) (+++ Logistics)

[ ] Run of River Campaigns
While subject to seasonal flooding and droughts, Run of River dams and hydro plants can serve as a safe means of producing power, without the security concerns of high dams. Even though they are not as substantial a power source as additional nuclear reactors, they are a substantially easier system to create, and require far less maintenance.
(Progress 0/200: 10 resources per die) (- Labor +++ Energy)

[ ] Monument Restoration Program
While many monuments around the world from the Pyramids to the White House have suffered damages or been destroyed in the decades that Tiberium has been ravaging the world, the restoration of surviving monuments will serve well to memorialize why we fight. Not just for the sake of destroying Tiberium, or the Brotherhood of NOD, but also for preserving a history and a way of life. While not the most functional of projects, it is likely to be popular, and one that will not require much investment, especially in comparison to the mass building programs (Progress 0/100: 10 resources per die) (+5 Political Support)

[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)

Heavy Industry (3 dice)

[ ] Blue Zone Power Grid Reconstruction (Phase 2)
With GDI's power grid proper reconstructed, there are still problems with obtaining sufficient power supply. This means the construction of a new wave of nuclear plants, supplemented with solar and wind power. While Solar and Wind are substantially faster to bring online, Nuclear offers far greater power. This means that they are best approached in tandem, rather than one at a time. (Progress 100/300: 10 Resources per die) (- Labor, +++++ Energy)


[ ] Manchester Silicon Chip Fabrication
A silicon chip is one of the most critical pieces of technology across GDI's entire system. Computer systems reliant on these appear in everything from recreation, to heavy manufacturing, to nearly every piece of military equipment more advanced than the GD2, and even the GD2 requires a small number of these for its peripherals. The war sharply constricted chip fabrication, with most extant systems either falling to NOD control or being destroyed. By setting up new facilities in secure blue zones, GDI can begin filling vital supply chains again. (Progress 0/150: 15 resources per die) (- Labor, + Capital Goods, +++ Consumer Goods, ++ Logistics, + Health)

[ ] North Boston Chip Fabrication (Phase 1)
While the Manchester chip fabrication plant has not yet broken ground, a series of destroyed blocks in North Boston provide a substantial area to set up a serious fabrication capacity. Far larger and with much more room to grow than the Manchester facility, it will also need a far more substantial investment into its infrastructure. The first steps will be to clear away destroyed buildings, and to establish a single unified system, with power, water, and logistics linkages for importing raw materials and exporting finished goods. (Progress 0/150: 15 resources per die) (- Labor)

[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/150: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)

[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods)

[ ] Union Class Construction Yard
Most space craft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)

[ ] Leopard Class Construction Yard
The Leopard is essentially an overgrown and overbuilt aircraft, necessary compromises when it comes to attempting to ride a column of plasma into orbit. However, this does mean that orbital engineering teams are not well prepared to handle this kind of construction on a large scale. However, the heavy industrial teams are. Building a construction yard for serial production will be both expensive in the immediate term, and a significant savings in the longer term. (Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)


Light and Chemical Industry (3 dice)


[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/150: 10 resources per die) (++ Health)


[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/200: 10 resources per die)(+ Logistics) (makes military developments cheaper)

[ ] High Energy Capacitor Plants
A capacitor is much like a battery, in that it is designed to store electrical energy. However, unlike a battery, it is intended to release all of its energy in a single spike. While capacitors find many purposes in the civilian power grid to ensure a steady supply of power, or as a means of jump starting systems into motion, in a military sense they have more of a role in weapons. In GDI's case, that typically means a railgun, ranging from the small caliber weapons like the GLS-70, to the far larger rounds fired by naval railguns. (Progress 0/100: 15 resources per die) (makes military developments cheaper)

[ ] Toy Plants
While electronic devices have been the preferred means of recreation for children the world over for decades, ongoing shortages have caused proposals for a new wave of toy plants to be constructed. Ranging from dolls to dart guns, toys can be produced simply and cheaply, a supply of entertainment for children the world over. (Progress 0/100: 5 resources per die) (++ Consumer Goods)

[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)


Agriculture (3 dice)

[ ] Blue Zone Aquaponics Bays
With most of the lush farmlands that were once able to feed the world's population comfortably overrun by Tiberium, governments were forced to resort to as many methods of feeding its population as it could. One of the more successful ways found to work were hybrid fish and vegetable farms, that were able to provide balanced diets, even if they are not quite as calorie dense as traditional farming. It's time to restore those farms that were damaged in the fighting, and restock those that ran short.(Progress 0/200: 10 Resources per die) (-- Labor ++ Food)

[ ] Pharmaceuticals greenhouses.
For plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses with specially treated soil can be constructed. While too limited for significant food growth, these can be better put to use supplying ingredients for much needed medicines. (progress 65/100 10 resources per die) ( --- Labor + Food, + Health)


[ ] Integrated Biodome Experiments
While there are few immediate needs for greater biodiversity given the widespread Tiberium contamination on earth, if we are to live on this planet long term, there are thousands of animal and plant species that will need to be reintroduced. By building self contained biodomes, test strains can be built up to encourage genetic diversity and expand our collections of source material. This will also be a good starting point for expansions offworld if our experiments bear fruit (Progress 0/150: 10 resources per die) (-- Labor, +Food)

Tiberium (6 dice)

[ ]Blue Zone Perimeter Fencing (Phase 1)
Around the limits of the Blue Zones there are now thousands of redoubts, and tens of thousands of outposts. However, these are not enough. Even with all of the effort of harvesting operations, Tiberium can still encroach on the limits of the Blue Zones. By deploying long lines of sonic fencing, backed by Shatterer QRFs, Blue Zones around the world can be further secured by a thin backing line. While it will not be enough to stop substantial incursions, the small leaks left by redoubts and outposts can be more easily handled, and deposits that are too large can be subsumed rather than having to be harvested first. (Progress 0/400: 15 resources per die) (Contributes to plan goal)

[ ] Blue Zone Perimeter Redoubts (Phase 2)
With the first wave of redoubts constructed, and Tiberium beginning to be pushed back, there are now two paths forward. First is repositioning the redoubts forwards, as the ones in the back of the formation get left behind, and second is constructing a thicker band of redoubts. While the first wave were intended to be mutually supporting, it was more technical than practical. Adding more redoubts, and creating an interlinking support network will allow far more to be done to beat back Tiberium,
(Progress 2/200: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)

[ ] Blue Zone Perimeter Outposts (Phase 2)
With the first wave of outposts completed, further work needs to be done. There are two key parts to this. First is moving forward, a creeping line of outposts moving deeper into yellow zones, especially aiming to link up to Harvesting operations deeper into the yellow zones. Both will require a further wave of new construction, and reinforcements, especially as many of the easily secured areas are behind the lines by this point.
(Progress 72/150: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)


[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While the deeper yellow zone operations require much more substantial resource commitments to harvest, especially with the Brotherhood ramping up operations once more, the new operations can be expanded, much as the previous wave has been.
(Progress 0/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)

[ ] Red Zone Tiberium Harvesting (Phase 2)
The most contaminated of areas, the Red Zones also offer bounties of Tiberium. While it will be expensive to set up, and offer limited progress towards stopping the spread of Tiberium, basic harvesting measures should turn significant profits. Rather than being a substantially different approach, simply expanding the number of harvesting facilities is enough to continue to bring in yet more resources and continue to fight Tiberium growth. (Progress 2/150: 25 resources per die) (additional income trickle [10-20 Resources]) (Slightly contributes to plan goal)

[-] Tiberium Glacier Mining (Phase 3)
At this time, no further Tiberium Glacier mines can be effectively placed, at least without severely compromising the security of the site.
(Progress 136/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources])


[ ] Tiberium Algae Decontamination
The eradication of Tiberium algae in the aftermath of the Second Tiberium War was a major milestone in our war to retake the earth, and was a major lauding point for the future successes that the GDI would be able to accomplish. Unfortunately, this success story is now in ruins, with new growths detected in many of our major lakes and rivers. By focusing on water purification and wet-water harvesting systems, we can hopefully be able to boast once again that the GDI, and by extension humanity, still has a future on Earth. (Progress 0/400: 10 resources per die) (slightly contributes to plan goal)



Orbital Industry (3 dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)

[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 0/100: 30 resources per die)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] Expand Orbital Communications Network (Phase 1)
The communications potential of satellites has been known for nearly a century. While GDI has often invested in such satellites, the current network has begun to show its age, between holes punched by the war, power failures, and the Kessler effect caused by NODs nuclear strike, many of GDI's orbital satellites need prompt replacement. While other fires have left this one on the backburner, it has come time to begin working to make good the damages above, as well as below. (Progress 0/150: 15 resources per die)


Services (3 dice)

[ ] Tiberium Health Services
While healthcare is a right for all under GDI authority, few effective treatments have ever been found for Tiberium exposure. Currently, tens of, if not hundreds of millions of people in BLue and Yellow Zones alike suffer from Tiberium exposure. While all we can do at the moment is alleviate these symptoms, to do so will require us to construct networks of specialist clinics. (Progress 66/100: 20 Resources per die) (- Labor, +++ Health)

[ ] Yellow Zone Refugee Camps (Phase 3)
While camps around the world are already beginning to degrade, and the Brotherhood of NOD has been increasingly restive, a further series of camps can be constructed to house the rest of the needy population. While this would likely not be the most politically popular, especially in lieu of expanding housing programs, it would be able to at least temporarily solve the ongoing housing crisis.
(Progress 142/600: 5 Resources per die) (++++ Housing,)


[ ] Primary Schooling
The war created a significant hole in standard educational practices. While not the highest priority, returning kids to school frees up parents to work, and is an ongoing investment in our future. Schooling will also increase security against the Brotherhood of Nod in the long term, as more children will be raised under standard GDI curricula and away from terrorist indoctrination. (Progress 0/300: 5 Resources per die) (---- Labor) (5 Political Support)

[ ] Craft Shops and Maker facilities
Constructing a series of Craft Shops and Maker Facilities will both consume a negligible amount of resources, and allow people to begin custom making the items that GDI is currently not providing. Additionally, while not precisely a step towards a reduction in central planning, it is a movement towards a returned sense of normality and liberty. (Progress 0/200: 5 resources per die) (+ Consumer Goods) (5 Political Support)

[ ] Reopen the Publishing Houses
During the war, many publishing houses were forced to close their doors. While some, like scientific journals were forced to remain open as a means of communication and recordkeeping, it is high time for somewhat more entertaining publications to return to markets the world over. These publishing houses will require an infusion of personnel and a substantial investment in new printing facilities, but are also a significant increase in the ability of people to make public and widely distributed statements that are harder to bury than posts on GDI social media.
(Progress 0/150: 10 resources per die) (-Labor ++ Consumer Goods) (5 Political Support)

Military (3 dice)

[ ] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, the reconstruction of the ASAT network will re-establish GDI orbital dominance. (Progress 0/50: 10 resources per die)

[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/200: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/150)

Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)

[ ] Zone Suit Development Tenders
While railguns and sonic grenades are certainly effective as anti vehicle and anti infantry weapons respectively, Zone Armor was proven to be too limited, especially as the Trooper and Raider models shared few compatible parts, and neither could effectively protect against standard anti personnel weapons. A next generation of Zone Armors must be developed to fix these flaws. (Progress 0/80: 10 resources per die)


Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
[ ] Reykjavik (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)
[ ] Toronto (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)

[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)


Space Force
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 0/80: 15 resources per die)
or
[ ] Orbital Strike Combat Teams
While figuring out how to deliver a sizable force to the battlefield from orbit is an expensive proposition, and one that will require extensive testing, a much more simple option is already developed. Zone Troopers are already mounted up with orbital drop pods. While in either case it takes 10-20 minutes for the troops to be delivered, that is massively faster than any other option. By copying those over to the Space Force, they can have a dedicated operational branch without significant new developments. (Progress 0/150: 20 resources per die) (-- Labor)

[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/100: 30 resources per die)

Ground Forces
[ ] Boron Carbide Composite Suits
Body armor has been a part of military development for millenia. A constant struggle between arms and armor has continued from the emergence of civilization in the fertile crescent to the modern day. Ever harder, ever tougher armor against ever higher velocity and penetration ammunition. Boron Carbide is the third hardest option available, just short of Boron Nitride and Diamond. While deployed in limited quantities before the Third Tiberium War, more production will allow them to phase out previous metallo-ceramic suits entirely. (Progress 0/75: 10 Resources per die)

[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)

[ ] Railgun Refits
The first GDI asset to use a combat specified railgun was the Mark II Mammoth assault walker. Equipped with two heavy hypervelocity railguns, it was a terrifying foe for the Brotherhood in the Second Tiberium War. By the Third Tiberium War, the walker had been retired, but descendents of its railguns had lived on, being fitted to about a quarter of GDI's mechanized forces. During the war, the railgun proved itself time and time again, having better penetration, and allowing the tank to carry more ammunition than the 152mm smoothbore that had been the original weapon. However, railguns are also substantially more expensive, and need an entire separate equipment line to manufacture.
(Progress 0/200: 15 Resources per die)

Navy

[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)

[ ] Point Defense Battery Development
Defending against a missile has been a point of development since the late 20th century. This is fundamentally a difficult affair. Hitting a small, often maneuvering target that is accelerating towards the gun platform has always been an issue. With the ever shrinking size of munitions payload in the last half century, the problem has only gotten worse. Modern munitions can put nearly as much payload on target on a warhead half the size. (Progress 0/40: 10 resources per die)

Steel Talons

[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)

[ ] Wolverine Mark 3 Development
While existing Wolverine light suits are notoriously capable of tearing through even the heaviest of NOD infantry. However, its light armor and lack of multi role capabilities hold it back. A next generation design, the focus of the Mark 3 is integration of rapid fire railgun systems to give it additional anti material and antiaircraft roles.
(Progress 0/40: 10 resources per die)


[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)

Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/40 : 15 resources per die)


Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/40: 10 Resources per die)

[ ] Demobilize the Steel Talons
The Steel Talons have not served their military role. While many of their ideas have merit, they would be better used as a dedicated Research and Development Bureau, rather than as a mobilized military force. While this will be difficult due to their political support, it is within your remit as Director of the Treasury (-5 PS) (DC 100)



Bureaucracy (3 dice)

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)

[ ] Forgotten Band Outreach
As Tiberium harvesting operations look to expand operations in the deep Yellow and Red Zones, one group that is likely to become important is the Forgotten. While they have become less of a unified nation and more of a collection of scattered tribes and bands after the Second Tiberium War. However, many of them are still capable of offering significant resistance, or substantial aid in our harvesting operations. By reaching out and offering aid, and support, the worst of any potential conflict can hopefully be avoided. (DC unknown, results unknown)


** 2 Hour Moratorium on Voting **
 
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Q3 2051 Results
Q3 2051 Results

News Roundup

The Plateau Times
Doctor Granger's insane programs have continued to waste resources haring off into boondoggles. The work on halting the spread of Tiberium in the oceans is little more than pandering to ecologists and oceanographers. Where are the resources to stopping the rock eating our homes?

Terra Firma Registrar
GDI has finally managed to begin putting out one more blaze that has been consuming our world. The oceans, while still choked with Tiberium, are somewhat less polluted now. However it is still not enough. So long as our home is a wasteland of rock and decay, we cannot let up the pressure on GDI to do what is right, not what is easy.

Washington Recorder
The perpetually unpopular Dr. Granger has been surprisingly competent, despite many people's worries about his programs. While his administration has been rocked by scandals, including allowing NOD saboteurs to poison much of the first wave of fungus patties, he has also, in the last year, managed to nearly resolve the housing crisis and has controlled and reversed Tiberium spread around the world. He might well still be the breath of fresh air GDI has needed, an outsider upending the status quo.

Resources: 310 + 0 in reserve
Political Support: 20
Free Dice: 5

Tiberium Spread
14.82 Blue Zone
33.59 Yellow Zone
51.59 Red Zone.

Current Economic Issues:
Housing: Substantial Shortages (---)
Energy: Massive Surpluses (+++++)
Logistics: Significant Surpluses (+++)
Food: Sufficient production, significant inefficiencies in distribution (++)
Health: Substantially improved (+++)
Labor: Practically unlimited



[X] Yellow Zone Reconstruction (Phase 1)
Although heavily ravaged by Tiberium, the Yellow Zones are home to some of the largest proportions of the world population, and are also the main recruitment grounds for NOD forces. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. The new construction will also have significant health benefits, as improved shelter and reduced Tiberium exposure will reduce the pressure on available critical care units. (Progress 65/400: 15 Resources per die) (-- Labor, +++ Housing, ++ Health)

Yellow Zone reconstruction has begun with transport linkages. Roads and rails have been driven out towards some of the more intact yellow zone refugee camps, towns, and cities, alongside power and telecommunications lines. While the linkages have already eased the logistics of supplying the nearest refugee camps, the people of the yellow zones have not yet seen the benefits of the new initiatives.While there is not substantial grumbling yet, it is not as welcome as some projections expected.
Each linkage has to be lined with sonic fencing and projector hardpoints, a concession to the ever present threat of Tiberium. While these are relatively thin protections, they ensure that the rolling stock will actually have a lifespan of over a year before they are irretrievably corrupted by Tiberium, and must be reprocessed.
The next phase will be to build a terminus for each of these lines, a means to offload supplies and onload people if nothing else.


[X] Urban Metros (Phase 2)
With rolling stock, if not a solved problem, one that is increasingly being fulfilled, as production orders have been placed, and are now waiting for the factories to produce enough vehicles. The further programs will be constructing new connections. Construction of trams, light rail, and subways are all substantially bigger projects than the rolling stock, however, they are going to be a requirement in the face of the doubling, or tripling of urban densities envisioned in the new plans. Most cities are going to rely heavily on trams, rather than subways or light rail, primarily because they require less in the way of dedicated infrastructure. However, in many cases, it will be one part of an integrated system combining local, regional, and long distance connections, drawing nearly every blue zone into a single, integrated mass transport system.
(Progress 189/150: 15 resources per die) (+++ Logistics)

The construction of integrated tramways, light rail, and the occasional subway have substantially eased transit. While few are fully operational, and all are drastically overcrowded, the fact that they exist has made it so that the vast majority of the population has a way to get to work that is better than walking for both directions. The construction of an urban metro system has also had cargo consequences. The ability to move most packages in bulk from warehouses and collection sites to the other side with a minimum of crossloading has both freed up heavy transport capacity, and a multitude of trucks.
Trams, rails, and subways cannot serve all customers, and many are still without sufficient transit, especially in the Yellow Zones, and more rural areas in the Blue Zones. However, for now, the urban cores are sufficiently, if not plentifully, serviced. Further work will need to be done to provide access to everyone else.

[X] Blue Zone Power Grid Reconstruction (Phase 2)
With GDI's power grid proper reconstructed, there are still problems with obtaining sufficient power supply. This means the construction of a new wave of nuclear plants, supplemented with solar and wind power. While Solar and Wind are substantially faster to bring online, Nuclear offers far greater power. This means that they are best approached in tandem, rather than one at a time. (Progress 325/300: 10 Resources per die) (- Labor, +++++ ++ Energy)

The most recent power production campaign has been a resounding success. Working nearly around the clock, new power complexes have emerged from the ground around the world. The current wave has relied mostly on wind power in areas with reliable air currents, and has been supplemented with a number of tidal power plants that were brought back online with the restart of Tiberium Algae abatement procedures. While large scale civil nuclear construction has only begun coming online at the end of the quarter, and are at this time nonoperational due to a lack of demand, there is a substantial surplus in supply for the first time since the Third Tiberium War.


[X] High Energy Capacitor Plants
A capacitor is much like a battery, in that it is designed to store electrical energy. However, unlike a battery, it is intended to release all of its energy in a single spike. While capacitors find many purposes in the civilian power grid to ensure a steady supply of power, or as a means of jump starting systems into motion, in a military sense they have more of a role in weapons. In GDI's case, that typically means a railgun, ranging from the small caliber weapons like the GLS-70, to the far larger rounds fired by naval railguns. (Progress 226/100: 15 resources per die) (makes military developments cheaper)

Capacitors are fundamentally simple, two metal plates, separated by a dielectric. However, the construction of the plates and the dielectric material can drastically change the effectiveness of the capacitor. While electromagnetic weapons are one of the most obvious uses of the component, they can be found everywhere from articulation to communications.
While centralized production will not replace dedicated lines for most military assets, not least because of supply security concerns, they will drastically improve the rate at which most facilities can be constructed, and research done, as the capacitor plant can be brought online alongside the production line, instead of before it. In more civil pursuits, expanded capacitor production will not provide all that many advantages, at least until the chip shortage has been remedied.

[X] Pharmaceuticals greenhouses.
For plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses with specially treated soil can be constructed. While too limited for significant food growth, these can be better put to use supplying ingredients for much needed medicines. (progress 167/100 10 resources per die) ( --- Labor + Food, + Health)

The recruitment of enough manpower to sufficiently staff the greenhouses has gone quite well, and they are already showing results. Some of the faster growing crops, especially the herbs, are producing enough to begin substantial exports to urban areas. However, many of the bushes and trees are not going to begin producing for months or years to come, no matter how much we would like to be able to put limes or other citrus on the shelves again. While the morale aspects are important, just as important are the medications. While some, such as the foxgloves, are already mature enough for processing, others are taking substantially longer to produce results.

[X] Tiberium Algae Decontamination
The eradication of Tiberium algae in the aftermath of the Second Tiberium War was a major milestone in our war to retake the earth, and was a major lauding point for the future successes that the GDI would be able to accomplish. Unfortunately, this success story is now in ruins, with new growths detected in many of our major lakes and rivers. By focusing on water purification and wet-water harvesting systems, we can hopefully be able to boast once again that the GDI, and by extension humanity, still has a future on Earth. (Progress 537/400: 10 resources per die) (slightly contributes to plan goal)

In a massive shock labor operation, combining dredging, submarine harvesting, and bag netting of drifting algae pods, the waterborne forms of the xenoforming crystals have been beaten back around the world. With much of the labor being done by drone operations, there have been efficiencies discovered that were not during the interbellum. With fewer crews and much more effective collection methods, what had been expected to be a value neutral operation has actually been running a small surplus, something that has been a pleasant surprise given the limits of GDI's military response forces.

[X] Tiberium Health Services
While healthcare is a right for all under GDI authority, few effective treatments have ever been found for Tiberium exposure. Currently, tens of, if not hundreds of millions of people in BLue and Yellow Zones alike suffer from Tiberium exposure. While all we can do at the moment is alleviate these symptoms, to do so will require us to construct networks of specialist clinics. (Progress 150/100: 20 Resources per die) (- Labor, +++ Health)

Finally, at long last, the first wave of Tiberium healthcare has been rolled out. While many issues, such as Tibertosis are still untreatable, most large medical centers have at least minimal capacity to safely treat tiberium exposure. Finally there are enough doctors, enough nurses, enough equipment for actual treatment to be done. It is also a signal that there can be more in depth research into the kinds of esoteric uses of Tiberium that the Brotherhood of NOD is famous for. While the current array of specialist clinics are still not sufficient to deal with the massive numbers of cases that have come about due to the war and the breakdown of containment, they are better than wartime expediencies and postwar desperation.

[X] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, the reconstruction of the ASAT network will re-establish GDI orbital dominance. (Progress 4/50: 10 resources per die)

What should have been a relatively simple operation, reconnecting existing ASAT networks to a central command system, has proven to be beyond the capabilities of the resources assigned to it. While the attention to creating an aesthetically pleasing base and defense against NOD shadows is certainly extensive, it is far from being operational. While currently one of the prettiest bases in the entire GDI system, and one with multiple interlocking layers of defenses, it is an empty shell with effectively no progress made towards actually getting ASAT networks back on line. The former project lead has been placed on administrative leave, pending investigation.


[X] Boron Carbide Composite Suits
Body armor has been a part of military development for millenia. A constant struggle between arms and armor has continued from the emergence of civilization in the fertile crescent to the modern day. Ever harder, ever tougher armor against ever higher velocity and penetration ammunition. Boron Carbide is the third hardest option available, just short of Boron Nitride and Diamond. While deployed in limited quantities before the Third Tiberium War, more production will allow them to phase out previous metallo-ceramic suits entirely. (Progress 39/100: 10 Resources per die)

While the Boron Carbide plating had been well proven, attempts to scale it up to full production for the hundreds of thousands of suits required to equip the Initiative have run into severe flaws. Not only is the initial run of suits far less protective than the previous ones, it also has a noted tendency to become razor sharp shards when impacted with rounds larger than intermediate caliber.
To resolve this, many of the modifications to speed production will need to be rolled back. This will impact both the time it takes to set up, and overall productivity, requiring significant workshop extensions to maintain production numbers, even without trying to make up for lost time.

[X] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop. (Progress 0/60: 10 Resources Per die)


To call the development of a remote weapons system for the Predator rocky would be one of the understatements of the year. The originally favored weapons system, the Vigilante proved to have significant and unforeseen incompatibilities, leading to the weapon to repeatedly freeze, crash, or malfunction. The best of the other systems in the competition, randomly locked onto everything from passing birds to windows, a result of the autotargeting system being drastically too sensitive, and the sensors on the Predator being intended to pick targets out at over a kilometer, rather than a few hundred meters. Instead of being able to rely on a relatively simple conversion, where the largest problem was running data and ammunition feeds through the tank's armor, a much more extensive program is needed to develop a new system. This will require further systems development, and while Ground Forces are not yet willing to give up on it as a problem, noises have been made about needing to focus resources elsewhere.
While some have suspected NOD infiltration, there is little in the way of hard evidence to suggest this, certainly nothing so obvious as explosives or Tiberium shards.

[X] Zone Suit Development Tenders
While railguns and sonic grenades are certainly effective as anti vehicle and anti infantry weapons respectively, Zone Armor was proven to be too limited, especially as the Trooper and Raider models shared few compatible parts, and neither could effectively protect against standard anti personnel weapons. A next generation of Zone Armors must be developed to fix these flaws. (Progress 131/80: 10 resources per die)

GDI's Zone Trooper and Raider Projects are best understood not as a mainline infantrymen, but rather mobile, aggressive, counterforce/countervalue assets, closer in both theory and practice to the Commandos, rather than the rifle squad. Both are intended to fill two primary roles. Either, they were to get into the back lines and raise havoc (as seen during Operation: Payback) or they were to act as primary strike assets, taking the fight to NOD armored columns, or their walker forces. In neither role were they expected to hold positions on their own. However, with the growth of Tiberium, and ZOCOM's perceived need for a new generation of suits, a more combined arms approach is being brought to the fore. Three new suits have exited testing.
First is the Zone Captain. Taking the sensor package from a GDI Sniper team and mounting it to a suit of powered armor is functionally simple. A laser designator, personal RADAR system, and an expanded communications suite gives these suits the ability to act as forward observers, directing fire support with lethal precision. While not intended for front line combat, it has been given a standard issue light machine gun with minor modifications, most notably reshaped grip surfaces so that the larger hands of the Zone Captain.
Second is the Defender. While Zone Armor is inherently complicated and expensive, it can be substantially stripped down. Equipped with a disc grenade launcher and a light machine gun, the Defender aims to be a version that reduces the cost of the equipment to being something that can be widely deployed. Instead of each soldier costing nearly as much as an entire squad, a Defender, with its lack of jetpack, advanced HUD, limited communications systems, and stripped down armor and mobility support systems is aimed to resolve. While still more expensive than standard GDI infantry kit, it is still substantially more comprehensive, and provides full coverage against Tiberium exposure.
Third and finally is the Maurauder pattern. Aimed to be a "Zone Heavy" the Maurauder is built around delivering a constant stream of rocket propelled grenades. While each grenade is small by RPG standards, they are still more than sufficient for use against both infantry and light vehicles.
Additionally, revisions have been made to the existing Trooper and Raider models, primarily in the form of improved armor, and modified articulation. While substantial work will have to be delayed until there are sufficient myomer bundles to completely rework the systems, small tweaks should keep the suits as they are relevant for decades to come.

[X] Wolverine Mark 3 Development
While existing Wolverine light suits are notoriously capable of tearing through even the heaviest of NOD infantry. However, its light armor and lack of multi role capabilities hold it back. A next generation design, the focus of the Mark 3 is integration of rapid fire railgun systems to give it additional anti material and antiaircraft roles.
(Progress 45/40: 10 resources per die)
The Mark 3 Wolverine is fundamentally a fairly conservative design. Very similar to the Mark 2, its big new features are an expanded power pack, and the reason for the expanded power pack, a pair of rapid fire railguns. While the most basic form was a pair of quadpack railguns taken from Zone Trooper units, these were discarded in favor of attempting to improve the rate of fire from each barrel. The eventual assembly was a rotary tribarrel, using both an active and passive cooling array to keep the rails from melting. While capable of achieving the same velocity as the Zone Trooper's design, each assembly can put more rounds downrange per minute than an entire squad of Zone Troopers. However, this does come with the inherent downsides of needing much more power to keep the guns firing.
Otherwise, the design is mostly fitted for, but not with. While there have been proposals for a range of upgrades, ranging from smart grenades to shoulder mounted missile racks, to sensor pods, none have made it onto the final design.

[X] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)

The bureaucratic apparatus has had a relatively thorough clearing out. While there was certainly some deadwood to be cleared away, ranging from security cards that had not been cleared out of the system properly, to clearing people out of email circulars that no longer needed to be on there. However, all of this seems to have been corners that were cut out of necessity or convenience, rather than someone trying to conduct information gathering or attempting to influence the Treasury's operations.
 
Q4 2051
Q4 2051



Resources: 310 + 0 in reserve
Political Support: 20
Free Dice: 5
Tiberium Spread
14.82 Blue Zone
33.59 Yellow Zone
51.59 Red Zone.

Current Economic Issues:
Housing: Substantial Shortages (---)
Energy: Massive Surpluses (+++++)
Logistics: Significant Surpluses (+++)
Food: Sufficient production, significant inefficiencies in distribution (++)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (-----)
Consumer Goods: Titanic Shortages (------)
Labor: Practically unlimited





Infrastructure (6 dice)

[ ] Blue Zone Reconstruction Phase 2
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight.
(Progress 33/500: 10 Resources per die) (+ Logistics, + Health)

[ ] Yellow Zone Reconstruction (Phase 1)
Although heavily ravaged by Tiberium, the Yellow Zones are home to some of the largest proportions of the world population, and are also the main recruitment grounds for NOD forces. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. The new construction will also have significant health benefits, as improved shelter and reduced Tiberium exposure will reduce the pressure on available critical care units. (Progress 65/400: 15 Resources per die) (-- Labor, +++ Housing, ++ Health)

[ ] Rail Link Reconstruction (Phase 1)
Heavy combat & reconcentration of resources and manpower away from the rail linkages that connected Blue Zones to each other saw these facilities heavily damaged through destruction or simple neglect during the Third Tiberium War. Reconnection of these facilities to each other will be a significant step in the process of reconstruction. (Progress 100/300: 20 Resources per die) (+++ Logistics)

[ ] Blue Zone Residential Construction (Phase 2)
With much of the infrastructure for new housing construction already in place, even more substantial housing development can be created. Much like the previous series, these are standardized apartment blocks, built to be cheap and cramped, but sustainable. While few would call them comfortable, they are far better than any existing yellow zone accommodations.
(Progress 31/200: 10 resources per die) (- Labor, ++++ Housing)

[ ] Urban Metros (Phase 3)
With much of the immediate transport deficit cleared away, the next phase of urban metros is to fill out existing routes, increasing the number of cars in library lots, increasing the number of units on tram, subway, and train lines, and putting more busses on existing routes. While this will not free up much capacity for use elsewhere immediately, they will future proof development in the face of planned densification measures and the construction of new residential, industrial, and commercial areas.
(Progress 39/150: 15 resources per die)

[ ] Run of River Campaigns
While subject to seasonal flooding and droughts, Run of River dams and hydro plants can serve as a safe means of producing power, without the security concerns of high dams. Even though they are not as substantial a power source as additional nuclear reactors, they are a substantially easier system to create, and require far less maintenance.
(Progress 0/200: 10 resources per die) (- Labor +++ Energy)

[ ] Monument Restoration Program
While many monuments around the world from the Pyramids to the White House have suffered damages or been destroyed in the decades that Tiberium has been ravaging the world, the restoration of surviving monuments will serve well to memorialize why we fight. Not just for the sake of destroying Tiberium, or the Brotherhood of NOD, but also for preserving a history and a way of life. While not the most functional of projects, it is likely to be popular, and one that will not require much investment, especially in comparison to the mass building programs (Progress 0/100: 10 resources per die) (+5 Political Support)

[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)

Heavy Industry (3 dice)

[ ] Blue Zone Power Grid Reconstruction (Phase 3)
As immediate power needs are currently distinctly overserviced, the next wave of power systems are distinctly more speculative in nature. Primarily oriented towards nuclear systems, the next wave envisions power demands in line with the period before the Third Tiberium War, and the need for substantial redundant capacity in the case of future wartime necessity.
(Progress 25/500: 10 Resources per die) (- Labor, +++++ Energy)


[ ] Manchester Silicon Chip Fabrication
A silicon chip is one of the most critical pieces of technology across GDI's entire system. Computer systems reliant on these appear in everything from recreation, to heavy manufacturing, to nearly every piece of military equipment more advanced than the GD2, and even the GD2 requires a small number of these for its peripherals. The war sharply constricted chip fabrication, with most extant systems either falling to NOD control or being destroyed. By setting up new facilities in secure blue zones, GDI can begin filling vital supply chains again. (Progress 0/150: 15 resources per die) (- Labor, + Capital Goods, +++ Consumer Goods, ++ Logistics, + Health)

[ ] North Boston Chip Fabrication (Phase 1)
While the Manchester chip fabrication plant has not yet broken ground, a series of destroyed blocks in North Boston provide a substantial area to set up a serious fabrication capacity. Far larger and with much more room to grow than the Manchester facility, it will also need a far more substantial investment into its infrastructure. The first steps will be to clear away destroyed buildings, and to establish a single unified system, with power, water, and logistics linkages for importing raw materials and exporting finished goods. (Progress 0/150: 15 resources per die) (- Labor)

[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/150: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)

[ ] Christchurch Tool Plant
With the current capital goods crisis, the construction of new tooling plants, designed to work with extremely hard steels, is one part in making good the current shortages. Machine tools, like drill bits, press forms, and other cutting implements get worn down, and eventually break, even with the best of care. With five years of deferred maintenance and the increased demands of wartime necessity, there are many bits and other elements that need immediate replacement.
(Progress 0/300: 15 resources per die) (+++ Capital Goods)

[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods)

[ ] Union Class Construction Yard
Most space craft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)

[ ] Leopard Class Construction Yard
The Leopard is essentially an overgrown and overbuilt aircraft, necessary compromises when it comes to attempting to ride a column of plasma into orbit. However, this does mean that orbital engineering teams are not well prepared to handle this kind of construction on a large scale. However, the heavy industrial teams are. Building a construction yard for serial production will be both expensive in the immediate term, and a significant savings in the longer term. (Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)


Light and Chemical Industry (3 dice)


[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/150: 10 resources per die) (++ Health)


[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/200: 10 resources per die)(+ Logistics) (makes military developments cheaper)

[ ] Toy Plants
While electronic devices have been the preferred means of recreation for children the world over for decades, ongoing shortages have caused proposals for a new wave of toy plants to be constructed. Ranging from dolls to dart guns, toys can be produced simply and cheaply, a supply of entertainment for children the world over. (Progress 0/100: 5 resources per die) (++ Consumer Goods)

[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)


Agriculture (3 dice)

[ ] Blue Zone Aquaponics Bays
With most of the lush farmlands that were once able to feed the world's population comfortably overrun by Tiberium, governments were forced to resort to as many methods of feeding its population as it could. One of the more successful ways found to work were hybrid fish and vegetable farms, that were able to provide balanced diets, even if they are not quite as calorie dense as traditional farming. It's time to restore those farms that were damaged in the fighting, and restock those that ran short.(Progress 0/200: 10 Resources per die) (-- Labor ++ Food)


[ ] Integrated Biodome Experiments
While there are few immediate needs for greater biodiversity given the widespread Tiberium contamination on earth, if we are to live on this planet long term, there are thousands of animal and plant species that will need to be reintroduced. By building self contained biodomes, test strains can be built up to encourage genetic diversity and expand our collections of source material. This will also be a good starting point for expansions offworld if our experiments bear fruit (Progress 0/150: 10 resources per die) (-- Labor, +Food)

[ ] Luxury Aquaponic Bays
Ranging from strawberries to peppers, there are many foods that don't have the caloric or nutritional density to make them viable as a productive backbone. However, with the worst of the food crisis behind us, a series of aquaponic bays dedicated to these products as consumer goods can be constructed. While consumer goods are not a necessity they are politically useful, and even small luxuries can be substantial improvements in quality of life.
(Progress 0/100: 10 Resources per die) (++ Consumer Goods)

Tiberium (6 dice)

[ ]Blue Zone Perimeter Fencing (Phase 1)
Around the limits of the Blue Zones there are now thousands of redoubts, and tens of thousands of outposts. However, these are not enough. Even with all of the effort of harvesting operations, Tiberium can still encroach on the limits of the Blue Zones. By deploying long lines of sonic fencing, backed by Shatterer QRFs, Blue Zones around the world can be further secured by a thin backing line. While it will not be enough to stop substantial incursions, the small leaks left by redoubts and outposts can be more easily handled, and deposits that are too large can be subsumed rather than having to be harvested first. (Progress 0/400: 15 resources per die) (Contributes to plan goal)

[ ] Blue Zone Perimeter Redoubts (Phase 2)
With the first wave of redoubts constructed, and Tiberium beginning to be pushed back, there are now two paths forward. First is repositioning the redoubts forwards, as the ones in the back of the formation get left behind, and second is constructing a thicker band of redoubts. While the first wave were intended to be mutually supporting, it was more technical than practical. Adding more redoubts, and creating an interlinking support network will allow far more to be done to beat back Tiberium,
(Progress 2/200: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)

[ ] Blue Zone Perimeter Outposts (Phase 2)
With the first wave of outposts completed, further work needs to be done. There are two key parts to this. First is moving forward, a creeping line of outposts moving deeper into yellow zones, especially aiming to link up to Harvesting operations deeper into the yellow zones. Both will require a further wave of new construction, and reinforcements, especially as many of the easily secured areas are behind the lines by this point.
(Progress 72/150: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)


[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While the deeper yellow zone operations require much more substantial resource commitments to harvest, especially with the Brotherhood ramping up operations once more, the new operations can be expanded, much as the previous wave has been.
(Progress 0/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)

[ ] Red Zone Tiberium Harvesting (Phase 2)
The most contaminated of areas, the Red Zones also offer bounties of Tiberium. While it will be expensive to set up, and offer limited progress towards stopping the spread of Tiberium, basic harvesting measures should turn significant profits. Rather than being a substantially different approach, simply expanding the number of harvesting facilities is enough to continue to bring in yet more resources and continue to fight Tiberium growth. (Progress 2/150: 25 resources per die) (additional income trickle [10-20 Resources]) (Slightly contributes to plan goal)

[-] Tiberium Glacier Mining (Phase 3)
At this time, no further Tiberium Glacier mines can be effectively placed, at least without severely compromising the security of the site.
(Progress 136/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources])

[ ] Experimental Tiberium Treatment Labs
The first stage in making use of new methods of Tiberium exposure treatment is the establishment of a series of new labs to handle the material safely. The key element is a series of negative pressure rooms, designed to contain any potential outbreak. Additionally, all staff are required to wear positive pressure suits, and all outgoing materials must be thoroughly sterilized and decontaminated before exiting. There are also a series of sonic fences between labs, another attempt to control any potential outbreak. While this may seem paranoid, Tiberium is one of the most dangerous substances known to man, and bioactivated Tiberium is the most dangerous form of that.
(Progress 0/100: 20 resources per die)

Orbital Industry (3 dice) (1 Fusion Lift Die)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)

[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 0/100: 30 resources per die)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] Expand Orbital Communications Network (Phase 1)
The communications potential of satellites has been known for nearly a century. While GDI has often invested in such satellites, the current network has begun to show its age, between holes punched by the war, power failures, and the Kessler effect caused by NODs nuclear strike, many of GDI's orbital satellites need prompt replacement. While other fires have left this one on the backburner, it has come time to begin working to make good the damages above, as well as below. (Progress 0/150: 15 resources per die)


Services (3 dice)

[ ] Yellow Zone Refugee Camps (Phase 3)
While camps around the world are already beginning to degrade, and the Brotherhood of NOD has been increasingly restive, a further series of camps can be constructed to house the rest of the needy population. While this would likely not be the most politically popular, especially in lieu of expanding housing programs, it would be able to at least temporarily solve the ongoing housing crisis.
(Progress 142/600: 5 Resources per die) (++++ Housing,)


[ ] Primary Schooling
The war created a significant hole in standard educational practices. While not the highest priority, returning kids to school frees up parents to work, and is an ongoing investment in our future. Schooling will also increase security against the Brotherhood of Nod in the long term, as more children will be raised under standard GDI curricula and away from terrorist indoctrination. (Progress 0/300: 5 Resources per die) (---- Labor) (5 Political Support)

[ ] Craft Shops and Maker facilities
Constructing a series of Craft Shops and Maker Facilities will both consume a negligible amount of resources, and allow people to begin custom making the items that GDI is currently not providing. Additionally, while not precisely a step towards a reduction in central planning, it is a movement towards a returned sense of normality and liberty. (Progress 0/200: 5 resources per die) (+ Consumer Goods) (5 Political Support)

[ ] Reopen the Publishing Houses
During the war, many publishing houses were forced to close their doors. While some, like scientific journals were forced to remain open as a means of communication and recordkeeping, it is high time for somewhat more entertaining publications to return to markets the world over. These publishing houses will require an infusion of personnel and a substantial investment in new printing facilities, but are also a significant increase in the ability of people to make public and widely distributed statements that are harder to bury than posts on GDI social media.
(Progress 0/150: 10 resources per die) (-Labor ++ Consumer Goods) (5 Political Support)

Military (3 dice)

[ ] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, the reconstruction of the ASAT network will re-establish GDI orbital dominance. (Progress 4/50: 10 resources per die)

[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/125: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)

Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)

[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Newark (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Glasgow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] New Moscow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Christchurch (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Oslo (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Helsinki (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)

Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
[ ] Reykjavik (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)

[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)


Space Force
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 0/75: 15 resources per die)
or
[ ] Orbital Strike Combat Teams
While figuring out how to deliver a sizable force to the battlefield from orbit is an expensive proposition, and one that will require extensive testing, a much more simple option is already developed. Zone Troopers are already mounted up with orbital drop pods. While in either case it takes 10-20 minutes for the troops to be delivered, that is massively faster than any other option. By copying those over to the Space Force, they can have a dedicated operational branch without significant new developments. (Progress 0/125: 20 resources per die) (-- Labor)

[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die)

Ground Forces
[ ] Boron Carbide Composite Suits
Body armor has been a part of military development for millenia. A constant struggle between arms and armor has continued from the emergence of civilization in the fertile crescent to the modern day. Ever harder, ever tougher armor against ever higher velocity and penetration ammunition. Boron Carbide is the third hardest option available, just short of Boron Nitride and Diamond. While deployed in limited quantities before the Third Tiberium War, more production will allow them to phase out previous metallo-ceramic suits entirely. (Progress 39/100: 10 Resources per die)

[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)

[ ] Railgun Refits
The first GDI asset to use a combat specified railgun was the Mark II Mammoth assault walker. Equipped with two heavy hypervelocity railguns, it was a terrifying foe for the Brotherhood in the Second Tiberium War. By the Third Tiberium War, the walker had been retired, but descendents of its railguns had lived on, being fitted to about a quarter of GDI's mechanized forces. During the war, the railgun proved itself time and time again, having better penetration, and allowing the tank to carry more ammunition than the 152mm smoothbore that had been the original weapon. However, railguns are also substantially more expensive, and need an entire separate equipment line to manufacture.
(Progress 0/150: 15 Resources per die)

Navy

[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)

[ ] Point Defense Battery Development
Defending against a missile has been a point of development since the late 20th century. This is fundamentally a difficult affair. Hitting a small, often maneuvering target that is accelerating towards the gun platform has always been an issue. With the ever shrinking size of munitions payload in the last half century, the problem has only gotten worse. Modern munitions can put nearly as much payload on target on a warhead half the size. (Progress 0/40: 10 resources per die)

Steel Talons

[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)

[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 15 resources per die) (--- Energy)


[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)

Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/40 : 10 resources per die)


Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/40: 10 Resources per die)

[ ] Demobilize the Steel Talons
The Steel Talons have not served their military role. While many of their ideas have merit, they would be better used as a dedicated Research and Development Bureau, rather than as a mobilized military force. While this will be difficult due to their political support, it is within your remit as Director of the Treasury (-5 PS) (DC 100)



Bureaucracy (3 dice)

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)

[ ] Forgotten Band Outreach
As Tiberium harvesting operations look to expand operations in the deep Yellow and Red Zones, one group that is likely to become important is the Forgotten. While they have become less of a unified nation and more of a collection of scattered tribes and bands after the Second Tiberium War. However, many of them are still capable of offering significant resistance, or substantial aid in our harvesting operations. By reaching out and offering aid, and support, the worst of any potential conflict can hopefully be avoided. (DC unknown, results unknown)


** 2 Hour Moratorium on Voting **
 
Last edited:
Q4 2051 Results
Q4 2051 Results
The GDI Thaw

James Hunter
Alright everyone, with elections coming up, and the requisite flame wars, welcome to the containment thread. Whether you are Hawk, Developmentalist, Free Market, or something else, time to gather round and yell about your beliefs until you are blue in the face.
While I already know it is a lost cause lets try and lay some ground rules.

  1. No calling people NOD sympathizers, unless they actually are of course.
  2. Please try to be constructive. Focus on the positions, not the people.



Henry Olvier (ZOCOM)
So, nice new thread smell. Guess that won't last long.
Anyway. Time to lay out the Hawk position given that I called Dr. Granger "a stereotype of limp wristed dove" not too long ago.
  1. NOD is anywhere but gone. In the last year they have already substantially ramped up activity, and have staged attacks around the globe.
  2. GDI needs more military spending, and far more technology. While we can't beat NOD in numbers, especially not in any particular location, we can beat pound for pound using our more advanced projects.
  3. More aggression is needed against NOD assets both formal and informal. Put the boot to the head of the confessors and street preachers, stop them from getting the word out, and keep hitting NOD bases. With Kane's head down for who knows how long, keeping the momentum going will stop a sucker punch later.

Melanie Beck
Right, then let me lay out the Developmentalist Position, since I'm pretty Developmentalist this election.
  1. NOD wouldn't be such a huge problem if they weren't getting loads and loads of recruits from all the Yellow Zones. A lot of Yellow Zoners go to NOD because they're desperate, have nothing to lose, and have been exposed to a lot of NOD propaganda about how GDI has abandoned them. If the Yellow Zones were cleaned up and were less toxic to live in, that would eat heavily into NOD's recruitment and overturn their propaganda.
  2. No amount of "advanced military projects" will cover for a lack of the infrastructure and education needed to support it. Even up until a couple months ago, there were still rolling blackouts in effect. Can't run a factory without power. Can't get your bullets, beans, and bandages up to the front lines without roads or airports or ports to ship them with. Can't march an army on an empty stomach. Can't design a new tank without an engineer or four.
  3. We can fight until we're blue in the face, but a constant fight without anything to fight for is not a battle worth winning.

K4N3 L1V35! (Banned)
[POST DELETED: NOD SPAMBOT]

Michael "Mack" McNeil (Central Command)(Ret.)
Right, first NODposter. Won't be the last.
I kicked my fair share of NOD ass back in the 2030s. And the key problem that has kept them in the field has been the fact that we did not share our wealth back after the 2030s. We concentrated it in Blue Zones, leaving the majority of Humanity out in the cold. Jackasses like our former Treasury Secretary decided that it was more important to make sure that their asses were safe behind sonics and comfortable in their padded thrones.
Now I have heard all the arguments about spending, and all the arguments about needing better military assets, and all the arguments about every other reason why we need to deal with blue zones and not give a flying flip about everyone else. Because that is what it boils down to. Fuck You, Got Mine.
Well, we have to be better than that. We have to be a Global Defense Initiative, not a Blue Zone Defense Initiative.

Havok (SpecOps)(Scary Bastard, Ret.)
Right you lily livered milk drinkers. Listen up. When you were at most crying to your mommies, I was kicking NOD ass. Now we have been damn lucky that the bean counters managed to be off by enough to keep NOD from winning. Now instead of letting some bureaucrat decide how much they can afford to spend to keep good kids from dying, let us make the question of how many of their poor bastards we can kill before they get any of our own.
McNeil was good twenty years ago, and did a damn good job shooting Kane, too bad it didn't take. But he has somehow hung his balls up with his stars since. If his credentials were not as good as they are, I would be calling him a traitor.

Michael "Mack" McNeil (Central Command)(Ret.)
I know you think I "hung my balls up" but you must have hung your brain up if you think we can win by shooting people harder. If you can find a bullet to do that, let me know, otherwise, we need hearts and minds, not corpses.

The Community Team
Now, normally we'd ban people for this sort of abuse, but we're not going to for two main reasons:
1. Micheal McNeil is a high ranking war hero who shot Kane hard enough to put him away for decades, so none of us want to deal with the fallout of actually banning him
2. As the entire GDI commando program can be fairly described as 'people trying to be Havoc and failing' we're just legitimately too scared of the man to ban him.

GDIRulesNodDrools (Banned)
[USER WAS BANNED FOR THIS POST]

Havok (SpecOps)(Scary Bastard, Ret.)
Let me make something clear to you, Civilian. Umagon fought for GDI, and she fought damned well. She died for GDI and every one of you soft, blue zone pampered asses. Anyone who suggests anything else is worthy of nothing but scorn.

Ormond2020
Okay, so, the problem I have with this election is a bit of a weird one. Mainly in that I kind of agree with every party, but with a big caveat. We need houses, and we need a military buildup, and I don't know about any of you lads, but if I ever have to eat another god damn fungus bar again in my life I'm going to puke. Which is unfortunate, since it's like, 30% of my goddamn food supply, but I digress.

ANYWAY. The problem is we need all of these things, desperately, but also, there's the huge god damn glaciers of Tiberium? I mean, literally continental slabs of death crystal? We can fight off NOD, and have nice food, and a pair of undies that isn't scratchy military surplus, but you know, there are still those big slabs of stuff that are going to kill us all? I remember a thread a while back where people were complaining about fusion rockets and all that, but I would very much like off this rock? I mean, it's great if we can save Earth, cradle of humanity, home, lovely place to live if you're in a blue zone, but, I mean, I can honestly say I don't know if having kids is worth it in a world where they might end up choking on Tiberium thirty or forty years from now, you know?

AccomplishingProvidence
My my, and here we were thinking that GDI's military forces were united in cause and conviction? I suppose it just shows us that everyone is human.
Still, General McNeil makes some extremely valid points. When GDI simply sat and hoarded their resources, bided their time, and ignored something like 80% of the world, what did it get them? Another conflict. Regardless of your opinions on the existence of NOD as an organization, the fact remains that GDI's stated intention is to safeguard the planet. To protect the people. Yet for at least half of its existence, which people did it protect? Mostly the Blue Zones.
There were barely even speeches about using the Blue Zones as "beachheads", a valid tactic in the seemingly never-ending battle against Tiberium. And the Brotherhood, of course. Mister Havok's record in that battle speaks for itself, but I do question focusing entirely on that. Military power alone is somewhat lacking in achieving a lasting peace.
I do have to wonder how effective GDI can be, with all these parties working at cross-purposes? Would it not be more beneficial to have those calling for military build up to support those calling for development of infrastructure, and vice-versa? A house divided cannot stand, after all. It bodes ill for the future of the less-fortunate people of the world if GDI cannot stop bickering within itself. It worries me to see GDI struggling so. One can only hope that unity can be achieved, for the sake of everyone in the Yellow Zones, and beyond.
With all of those things said, I do feel that Director Granger is doing the best that he can. It's difficult to acknowledge because of the sheer scope, but he does seem to be working toward the dual goals of improving the lives of the citizens as a whole, and building enough of a defense force to keep them safe from more mundane threats. Time will tell his success, but intent matters.

Stralyan1998
Quite frankly I think that the free market party has some good points. The entire point of the GDI was to defend our rights and freedoms, and as much as I support the boys and girls in blue, the bureaucrats can't run everything forever. If I'm going to be paying so much taxes, I'd rather it go towards something actually useful like fighting NOD or pushing back Tiberium, not towards padding the pockets of lazy bureaucrats. The free market is fully capable of handling the simpler stuff. Toothbrushes for example, there's no reason that has to be made by the GDI directly instead of a company. Still probably going to vote for whoever promises to kick the most NOD ass though.

TrotskyWasRight
And maybe I don't want to spend 200 dollars on a toothbrush, thanks

Stralyan1998
Lmao get new material already.

KropotkinsGhost
We have recently managed to clean up the earth's oceans, and get the power running again. If the military needs some funds to defend against NOD and Tiberium I say go for it, things here on earth have obviously been getting slightly better the last few years, staying on this track seems to be a proven option. So forget about space, forget about the free markets, just build us some homes, stop NOD and get us some more toothbrushes *somehow*. If there was a way to balance the Militarist and Developmentalist approach, that should be strived for. The recent direction of helping out the yellow zones should be enshrined as a cornerstone in any strategy we develop moving forward also, as its benefits are too great to ignore on any time scale, regardless of which route is prioritized. I hope in time the forgotten people of the yellow and red zones can forgive us for scrambling without a plan for so long.

Cim Turry
If anyone attempts to open up the markets again before everything is stable, I'm evacuating to the only place not corrupted by Tiberium. SPACE!

Doctor Acidic
I'm willing to admit that I was wrong about NOD being shattered completely and understand why some military spending is necessary, but I'm still more on team Development/Socialist since everyone on Earth has suffered some negative consequences from tiberium one way or another. I just wish for more cooperation and abating tiberium focus to improve everyone's lives.

What I don't understand here is why NOD sees themselves as heroes while doing terrorism and similarly heinous acts, instead of trying to help GDI expunging tiberium out of the earth. Heck, I'm not afraid to admit that NOD's understanding of that cursed material is more advanced than us! With that level of knowledge, I can't fathom why they don't help people in yellow and red zones and improve the livelihood of people there, instead they conscripted those poor souls to throw legendary temper tantrums against GDI? Did someone kick Kane in the balls while he was a weenie kid?

Stralyan1998
I really wish that rule about accusing people of being NOD lovers wasn't there because hoo boy do some of you bloody deserve it. Enough with making excuses. I struggled like hell for a while too, we all did, but did I become a damn terrorist? No, and neither do the decent people in the Yellow and Red zones. Those people who willingly join up with a maniac like Kane aren't victims, they are threats. @Havok keep fighting the good fight, and thank you for your service!

YourFateCalls989
None of the larger political parties are...comprehensively appealing. They mean well, I'm sure, but global politics as a whole are too tied up with nostalgia for the pre-tiberium days. It's understandable, but it keeps us from reaching for the truly advanced solutions. The only ones I've seen advocate for anything worthwhile is the Ascendance party in Blue Zone 2 and they got shouted down almost instantly by cries of being NOD puppets despite that being blatantly false. It has honestly gotten a bit tiresome to see such knee-jerk reactions to ideas that are in any way "different" from the standard party lines.



Resources: 310 + 0 in reserve
Political Support: 20
Free Dice: 5

Tiberium Spread
14.13 Blue Zone
33.31 Yellow Zone
52.56 Red Zone

Current Economic Issues:
Housing: Sufficient but low quality (=) (+++++ in refugee camps)
Energy: Massive Surpluses (++++ +++)
Logistics: Significant Surpluses (+++)
Food: Sufficient production, significant inefficiencies in distribution (++)
Health: Substantially improved (++++)
Capital Goods: Massive Shortfalls (-----)
Consumer Goods: Titanic Shortages (------)
Labor: Practically unlimited

[X] Yellow Zone Reconstruction (Phase 1)
Although heavily ravaged by Tiberium, the Yellow Zones are home to some of the largest proportions of the world population, and are also the main recruitment grounds for NOD forces. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. The new construction will also have significant health benefits, as improved shelter and reduced Tiberium exposure will reduce the pressure on available critical care units. (Progress 400/400: 15 Resources per die) (-- Labor, +++ Housing, ++ Health)

In completing phase 1, a series of terminus cities, the endpoints of the roads leading into the blue zones, have been constructed. Mostly consisting of cheaply built prefabricated housing, and a central logistical hub, these terminus cities are not capable of being self sustaining, and still require food shipped in from Blue Zones. However, these prefabricated housing units are also a substantial improvement over even the best of the refugee camps. At this point, while there are still streams of refugees looking for shelter, the immediate housing crisis has been resolved. While many are still without proper housing, stuck in refugee camps, they are also at least under shelter in some form.
At this point, the primary thing needed is more broad reconstruction, building perimeter extensions, and then infilling them with more housing, shops, and at some point soon industries and service sector jobs. These will begin moving people from being passive acceptors of GDI's largess to being part of a larger system, with a purpose and a schedule, good for both them and GDI's economic fortunes. While there will always be those unable or unwilling to work, having opportunities to work is good policy.
Politically, the resolution of the immediate housing crisis has proved popular, however the anger in the refugee camps is palpable, against both the blue zones and "Those lucky SoBs getting actual houses instead of this tent." In Blue Zones the effects are more muted. While some celebrate the immediate resolution of the housing crisis, many don't particularly care, a result of their relative isolation from the problems of the refugee camps.

[X] Monument Restoration Program
While many monuments around the world from the Pyramids to the White House have suffered damages or been destroyed in the decades that Tiberium has been ravaging the world, the restoration of surviving monuments will serve well to memorialize why we fight. Not just for the sake of destroying Tiberium, or the Brotherhood of NOD, but also for preserving a history and a way of life. While not the most functional of projects, it is likely to be popular, and one that will not require much investment, especially in comparison to the mass building programs (Progress 75/100: 10 resources per die) (+5 Political Support)
The first really visible sign of the monument restoration program was fairly small. While locations like Edinburgh Castle, the White House, or others have damages that need repairs, smaller constructions, like Nelson's Column or the Statue of Liberty can be repaired on a much shorter timeframe. In Blue Zones around the world, the smaller historical markers and war memorials have been cleaned, and if need be refaced. However, this does not mean that the larger projects have been neglected. Prioritizing monuments that have been closed to the public, reconstruction work has been slow but steady, primarily limited by the number of skilled stoneworkers and masons, rather than resource problems. While all of the capstone projects have been initiated, few have been stabilized, let alone completed, certainly not enough to call the project to a close. A further investment of funds and manpower will finish the project to broad satisfaction, and it is likely to be a long lasting impact.

[X] Manchester Silicon Chip Fabrication
A silicon chip is one of the most critical pieces of technology across GDI's entire system. Computer systems reliant on these appear in everything from recreation, to heavy manufacturing, to nearly every piece of military equipment more advanced than the GD2, and even the GD2 requires a small number of these for its peripherals. The war sharply constricted chip fabrication, with most extant systems either falling to NOD control or being destroyed. By setting up new facilities in secure blue zones, GDI can begin filling vital supply chains again. (Progress 122/150: 15 resources per die) (- Labor, + Capital Goods, +++ Consumer Goods, ++ Logistics, + Health)

Construction has nearly finished on the first new chip fabricator since the Third Tiberium War. What remains to be completed however is the most critical element, the series of clean rooms and automated production lines that make the entire system work. While fabricating sheets of pure silicon from Tiberium is relatively simple, turning that silicon into computing chips is anything but. Some of the most precise work on the planet is done in fabricators, sometimes down below ten nanometers. While the Manchester plant is working on the 14 nanometer transistor scale, meaning that the electronics produced are decades out of date before they even leave the factory, any production is better than no production.


[X]Blue Zone Perimeter Fencing (Phase 1)
Around the limits of the Blue Zones there are now thousands of redoubts, and tens of thousands of outposts. However, these are not enough. Even with all of the effort of harvesting operations, Tiberium can still encroach on the limits of the Blue Zones. By deploying long lines of sonic fencing, backed by Shatterer QRFs, Blue Zones around the world can be further secured by a thin backing line. While it will not be enough to stop substantial incursions, the small leaks left by redoubts and outposts can be more easily handled, and deposits that are too large can be subsumed rather than having to be harvested first. (Progress 369/400: 15 resources per die) (Contributes to plan goal)

Massive stretches of the perimeter fence are now prepared. With thousands of kilometers of perimeter to cover, the biggest hurdle still lies ahead. Linking up even something as simple as a curtain across such a distance is a technical marvel. Linking up a defensive line is substantially harder. With the QRFs in place, and constant Shatterer patrols, the line is already stiffening, although not enough to halt the massive incursions of Tiberium in the last three months. Even so, we expect that one more push should create a substantive perimeter, one that can be hardened against attack and increasingly reenforced with additional manpower and equipment.

[X] Primary Schooling
The war created a significant hole in standard educational practices. While not the highest priority, returning kids to school frees up parents to work, and is an ongoing investment in our future. Schooling will also increase security against the Brotherhood of Nod in the long term, as more children will be raised under standard GDI curricula and away from terrorist indoctrination. (Progress 25/300: 5 Resources per die) (---- Labor) (5 Political Support)

Establishment of Blue Zone schools has been a substantial slog. While finding buildings to teach in has been relatively easy, finding teachers has not. All of the technological support in the world does not make it so that a teacher has the time to properly educate all that many more kids. This makes schooling a fundamentally hard task, and one where qualified staff is scarce on the ground due to the sheer magnitude of the need. However, if the establishment of Blue Zone schooling has been somewhat slow and steady, the establishment of Yellow Zone Schools has been anything but. Even without a severe lack of teachers, the schools have become targets for NOD supporters, an element of GDI control that they can lash out at without immediately provoking a response, or impacting the local quality of life. While attacks so far have not been serious, seemingly the work of disconnected locals rather than a wide spread organization, they do suggest a worrying trend.

[X] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, the reconstruction of the ASAT network will re-establish GDI orbital dominance. (Progress 5/50: 10 resources per die)

Work on the ASAT system has continued to be extremely slow. While there is nobody to blame at this point, the continued chronic problems suggest some form of interference, either with the system as a whole or with the specific project. As Kane is still missing in action, and the Brotherhood of NOD's systems are in chronic breakdown, it is likely that some actor or group of actors within the Brotherhood are targeting the ASAT system specifically in order to keep it down. However, this is all speculation, with few hard facts, beyond a systematic intrusion found into the military side of GDI's Treasury to support it.

[X] Boron Carbide Composite Suits
Body armor has been a part of military development for millenia. A constant struggle between arms and armor has continued from the emergence of civilization in the fertile crescent to the modern day. Ever harder, ever tougher armor against ever higher velocity and penetration ammunition. Boron Carbide is the third hardest option available, just short of Boron Nitride and Diamond. While deployed in limited quantities before the Third Tiberium War, more production will allow them to phase out previous metallo-ceramic suits entirely. (Progress 175/100: 10 Resources per die)

While the previous quarter had severe issues, the increased application of time and resources has resulted in production starting, and the first several batches of armor being fielded. At current estimated production rates, first line units will be fully equipped with the new armors in six months to a year. In two to three years second line units will be equipped. In five to seven, the last of the metallo-ceramic suits will have left inventory.
GDI typically classifies infantry body armor into a series of zones. Zone 1 is the area of most protection, typically the head and torso, followed by increasingly light protections towards the extremities in sequentially lighter zones. In general it goes something like chest/head, feet, thighs, calves, crotch, arms , hands, and joints, in order of decreasing protection. Boron Carbide armor expands zone 1 coverage out to the thighs and feet, cutting two zones off the standard, mainly by not substantially increasing armor protection elsewhere.

[X] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
-[X] Reykjavik (Progress 72/70: 15 resources per die) (-- Labor, --- Energy)
In three months, a field outside Reykjavik has gone from being an empty plot to being a fully equipped fighter factory. The Apollo carries a mix of missiles and autocannons, its most lethal tool is its speed. At this time, it is the fastest thing in the air.
While the factory has currently only entered low rate initial production, and no production units have yet reached front line service, they are expected to reach Initial Operational Capability by the midpoint of next year, and be fully capable of defending Blue Zone Airpsace by the end of next year.

[X] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[X] Helsinki (Progress 104/75: 15 resources per die) (-- Labor, -- Energy)

The Helsinki Zone Suit Factory refitted existing and abandoned industrial areas, a result of the collapse of private industry during the Third Tiberium War. Requiring hundreds of individuals to do manual tasks, the Helsinki factory is far less efficient than it could be, due to a lack of automation tooling, and the chronic shortages in electronics. However, despite being forced back to using methods that were obsoleted in the late 20th century, it has begun to produce suits, mostly the stripped down Defender design, as the current factory cannot produce the highly precise jump pack required of the other models in anywhere near sufficient numbers. While production has been slowed substantially, it has begun being able to equip local first line units to a higher standard, and the first shipments elsewhere have already begun.

[X] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die) (124)

To call the military department the military department is to overstate it's martial nature. Rather than being an actual part of the military, the military department oversees the production of military assets from medical packs to bullets, to main battle tanks. Staffed with civilians, the military department answers to the treasury, a concession to the need to supply it with Tiberium derivatives and manage it as part of a coherent workforce system.
The security reviews of the military department have found it to be riddled with NOD covert surveillance and tampering measures. The largest result has been these programs slipping in extra orders for material, ranging from the prosaic to the experimental. While these avenues have been, to the best of our knowledge, closed off, it is likely that NOD is still siphoning off resources that should have been delivered to our troops. Additionally, there are the surveillance measures. While they are not particularly unified, likely a result of multiple NOD sects slipping into the system, as a whole they represent an unacceptable level of penetration into our systems.
At this time, there is little that can be done about either problem. While there has been some cleaning of the code, many machines need to be replaced, and there are simply not enough replacement parts to make that viable.
 
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Apollo Fighter Markup
[X] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
-[X] Reykjavik (Progress 72/70: 15 resources per die) (-- Labor, --- Energy)
In three months, a field outside Reykjavik has gone from being an empty plot to being a fully equipped fighter factory. The Apollo carries a mix of missiles and autocannons, its most lethal tool is its speed. At this time, it is the fastest thing in the air.
While the factory has currently only entered low rate initial production, and no production units have yet reached front line service, they are expected to reach Initial Operational Capability by the midpoint of next year, and be fully capable of defending Blue Zone Airpsace by the end of next year.

This could stand a bit of a glow-up, couldn't it...

Apollo Fighter Factories

Plans for the development of the new district on reclaimed lava fields in Reykjavik have been floated at several points, most recently as an expansion for the city's Mammoth tank factory. However, a competing plan to bring the Apollo fighter into production from the war has been pulled out, now that funding for tooling has finally been made available. A series of pre-fabricated structural modules have been thrown up into a steel and cement warehouse of sorts, and with the installation of weatherproofing, heating and utility services, the new factory has taken shape, a sinuous path of assembly laid out inside a single main production hall with sub-assembly wings jutting out to the sides. An additional set of defensive measures, including AA turrets, SAM missile batteries, and a coastal artillery battery and torpedo launcher concealed on the nearest segment of coast, protect the factory from any future NOD attack.

The Apollo has an impressive profile-the fighter is capable of high Supersonic Mach 4 flight, with a supercruise of Mach 2.7, though it's speed is limited if external weapons pylons are used. The Apollo has two autocannons that can be fired linked or independently, an internal weapons bay that can hold five missiles, up to six additional missiles on external hardpoints, and an active-protection system that can let it shoot down NOD SAMs or Man-portable AA missiles. It also carries the finest radar, Lidar, and an ECM unit to detect NOD bombers and sneak up on them undetected until it's too late for them to call for help. With no air-superiority fighter in NOD's arsenal, the Apollo may well rule the air unchallenged in any serious way.

Testing of the new production Apollo units has been extensive, with the first five units of serial test production already earmarked for flight testing, as the revised design contains many simplifications and alterations not part of Dr. Giraud's prototypes. However, because of this testing schedule, full-scale production is being held back somewhat, and while the first units will be available in blue zones sometime next year, they are expected to not be enough to secure air superiority in the Yellow Zones, a task much more formidable and requiring more production.
 
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