Q1 2052
Q1 2052


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, inefficiencies in distribution (+)
Health: Substantially improved (++++)
Capital Goods: Massive Shortfalls (-----)
Consumer Goods: Titanic Shortages (------)
Labor: Practically unlimited

Settled in bonus increments to +6 out of +8



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 2)
The most important feature of continuing yellow zone reconstruction is the provision of massive new housing projects. While building the infrastructure to support them must come alongside construction of housing, the development of work can come later, a compromise to get people out of the overcrowded and degrading refugee camp system. (Progress 0/200: 15 Resources per die) (+++ Housing)

[ ] 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 75/100: 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)

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/75: 5 resources per die)

[ ] Yellow Zone Power Grid Extension (Phase 1)
While expanding power production in the yellow zones is unlikely at this time, as it is too vulnerable to Tiberium encroachment and exposed to NOD attack, running dedicated DC lines to the Terminus cities will open up options for expanding jobs and emplacing industries nearer to the Tiberium fields. (Progress 0/80: 5 resources per die)

[ ] 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)

[ ] 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)

[ ] New Moscow Robotics Works
While chips are one of the most pressing crises, one of the other significant hurdles is the provision of robotic assemblies, ranging from waldoes and robotic arms, to Crab, Bee, and Elephant class construction drones. While construction gangs have become a common sight across the initiative, in more normal times, most of the work is handled by drones, assembling buildings under the direction of human foremen. While it will not reach full capacity without the output of chip fabricators, replacing humans in construction will speed along many projects. (Progress 0/200: 20 resources per die)


[ ] 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)

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 0/200: 15 resources per die) (++ Capital Goods, --- Energy)

[ ] 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)

[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, --- Electricity)

[ ] 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)

[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)

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 369/400: 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)

[ ] Intensification of Yellow Zone Harvesting (Phase 1)
With the construction of new fortified towns and their connections to Blue Zone infrastructure, an even more intensive extraction industry can be constructed. Relying on the towns for labor, more fields can be exploited and already exploited fields can have harvesting operations expanded. While this is unlikely to significantly slow Tiberium growth, it is substantially more cost effective in terms of expanding the quantities of resources available. (Progress 0/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (slightly 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)

[ ] 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 25/300: 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 5/50: 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)

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.
-[ ] 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
[ ] 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)

[ ] Light Combat Hydrofoil development
The Global Defense Initiative has thousands of kilometers of coast to patrol. While the larger scale Battleships and Carriers can certainly project force, and existing hovercraft are quite capable of doing inshore patrols, there is a substantial gap in more long range patrol exercises and aircraft interdiction. A small 50 meter hydrofoil design, carrying both missiles and autocannon, can cheaply provide high speed coastal patrol and interdiction duties.
(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)

[ ] Close Military Procurement Holes
While it is currently impossible to effectively ensure elimination of NOD's surveillance of GDI military procurement, by instituting more thorough double checking of orders and deliveries against whitelists of destinations, the worst of the product loss can be mitigated. While it will not prevent NOD from knowing what and how much is being produced, we can avoid allowing them to get their hands on any more military property, and marginally decrease running costs. (DC unknown, results increased income)

[ ] Reallocate Resources to other departments
One of the limiting factors on GDI's reconstruction has become the limited amount of resources allocated at the beginning of the plan. By moving resources earned from expanding Tiberium exploitation into broader pools, and voluntarily giving up claim to them, the Treasury can earn political support, and bolster other GDI programs beyond its mandate. (Reduces resources per turn by 15 per die allocated) (+10 political support per 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 **

So two notes.
1. Election this turn, which I will be revealing with the update, so if there are any of the politically motivated programs you want to do, now is your time to do it.
2. I will be having something of a busy week this week, doing some travel for thesis research, so don't expect an update before Sunday or Monday.
 
Last edited:
Q1 2052 Results
Elections 2052 - The Drama Thread

James Turner
With the elections finally over, GDI has announced the results.

19 seats for the free market party
31 seats for the Hawks
10 for the United Yellow List
7 independents
53 Developmentalist

So, to try for an analysis, the Free Market party won a lot more than I at least expected them to, while the Hawks seem to have been sapped of enthusiasm by GDI's recent spending spree. The real wild cards were the Independents and the United Yellow List. When twenty seats were added on literally the last day possible, that threw all sorts of wrenches in the process, and a bunch of yellow zone candidates mostly ended up running unopposed. The Independents are the other big upset, gaining more seats between them than independents have ever won.
Overall, this leaves the Developmentalists as a plurality, but one with a fairly strong position. The two possible coalition arrays are the Developmentalists plus one other party, or everyone but the Developmentalists.
I voted Hawk, but, well, apparently the majority did not agree. Congratulations to all the Developmentalists out there, I am going to go get a drink.

Brogatar
Coming from the Yellow zones I voted United Yellow. But I do have Development and moderate Hawk sympathies.

UntrueBeliever
The elections in the Yellow Zones were nothing short of shambolic. Turnout was very low, as you might expect when NOD clerics are denouncing anyone who dares vote and promising retribution. They did it a little too loudly though, and got cracked down on hard. Still, the turnout was below 20% of eligible voters, I think? And there are riots tonight in Yellow Zones

AccomplishingProvidence
It's encouraging to see the populations in the Yellow Zones starting to form their own political party. I do not anticipate the United List lasting for decades, but it is a starting point. A decade ago, the very thought of any Yellow Zone citizen not only having a vote, but holding a seat was a pipe dream.
I do question the sources on these "riots", though. From what I have seen on the news, they are just as much because of over-eager "peacekeepers" as they are disgruntled citizens.

Melanie Beck
Voted Developmentalist, myself. Yeah, I don't think anyone really expected the United Yellows to pop up, and even if they did they probably didn't expect it to happen right now. Still, it's probably a good thing that the Yellow Zones are getting access to the political system beyond "shoot at it."

YourFateCalls989
The Yellow List might not be the game changer people think it is. Outside of being from Yellow Zones and wanting more investment, it has very little actually unifying it. Once the situation clears up a bit I fully expect the list to tear itself apart. I am very worried that the true visionaries will get drowned out by the people who just want pork.

ItShallSetYouFree
The numbers here do not add up. 10 Seats for the United Yellow List, despite the fact that millions live in the yellow zones and the massive support the List had in what little polls GDN could be bothered to hold out here. No, this is GDI pulling the same trick they pulled before the war, the same trick they've been pulling for 50 years. Service interruptions, impossible connections, lacking infrastructure. They use whatever excuse they need so that they do not need to listen to our voice and our concerns. I know some people put their hopes in Granger, but GDI just wants network connections for their refineries.
And in a few months, when all this blows up again, the talking heads at GDI will be wondering how anyone in the yellow zones could possibly support Nod.

St3ven
Hello, my name is Steven! I'm seven!
Daddy said GDI built our new apartment, so now we don't have to live outside with the bad crystals anymore. And yesterday the uniformed guys came back and gave everybody food. I think GDI is nice!

AccomplishingProvidence
Hello Steven! I'm glad you are able to sleep in a nice apartment, and that you have food! I think everyone here hopes we can see all the good boys and girls in the world get the same.
Everyone, please be on your best behavior and language in this thread. The children are watching, and we all know how innocent children are.

ThrowAway52
I live in Yellow Zone 8 (I have a connection now!), and the local confessors are VERY upset by this. If GDI can keep rolling out broadband to the YZs, then I think NOD is going to find it much harder to get anyone to buy their propaganda, let alone strap a bomb to their chest.

KropotkinsGhost
I'm glad to see the power of democracy get spread to the masses, even if it is not perfect it is a small step forward for us all. Hopefully the many different views of the people out in the yellow zones who those of us in the blue zones have been isolated from may help us work together better in the future against the tiberium crystals that threaten us all equally. I am concerned about the rise in the number of Free Market seats if I am to be quite honest though. We have seen how successful removing the old capitalist system from the planet is at keeping us alive against the tiberium threat, which was spread all around the globe by that very capitalist system in the late 1990s if my old rattled mind can recall. But I digress. I am curious as to how recallable and actually representative these seats will be so that they have some accountability to the people who elected them.

Stralyan1998
@KropotkinsGhost uh, you do realize that the GDI is capitalist right? It has just taken on emergency powers until this Tiberium situation is cleared up somewhat.

HottentottaTamulus
I agree with ItShallSetYouFree, this is just GDI serving their own self-interest, making their operations on the edges of human territory easier. When GDI gets the ComSat network running again, just watch. "Technical Difficulties" are going to pop up in every Yellow Zone and anyone who raises a stink about it will get a jackboot planted in the back of their skull.

AccomplishingProvidence
I think it would perhaps be unfair to the current Director to assert that all of these efforts are a sham. By all evidence gathered thus far, Director Granger seems to be a man in a nigh-impossible position, doing his best. For all that GDI has claimed to be an invulnerable juggernaut, I think everyone here knows it is a fallible organization made up of fallible people. Resources are not infinite, even with the advantages brought forth by the presence of Tiberum.
The real test will be when someone besides Granger takes his office. Will this new trend continue, or will we see that it was the idealism of one man? Will that idealism be drowned by the greed and "pragmatism" of the Blue Zone Elite, or will the professed dream of a safer, more prosperous future for all of Mankind be made manifest?

Ormond2020
I'm just glad the Developmentalists got the lion's share, since they seem to be the ones with the biggest drive towards removing Tiberium, well, except for the new Yellow Zone politico's I guess? It's hard to get a read on what they want, since they seem to want a little bit of everything, which is fair, since they have been pretty badly neglected. I had a friend who used to do charity out in what used to be Italy, before it got eaten by the Tib, he told me about how hard it was. He even saw some people he was trying to help turn into horrible blobs because of the poisoning. He got shot years ago by a Nod soldier, but I think he might rest a bit easier, knowing that at least someone in GDI is trying to make things better for people outside the Blue Zones. I think I'll raise a glass to him tonight.

YourFateCalls989
The Yellow Zone List has no single overriding goal other than making themselves heard. Otherwise it contains everyone from corrupt local administrators that just want to see their house get turned into a blue zone mansion, to adaptationists who understand how to truly save the yellow zones.

Brogatar
Well that was exciting. I just got visited by one of the local confessor's and a couple of militants. He was not happy that I was extolling the values of GDI. Then of course a couple of GDI soldiers turned into the hallway and a fight broke out. To cut it short my apartment is much more ventilated then it was. And Nod has intruded on these links with location detection.

YourFateCalls989
@Brogatar I've seen the same thing happen near me, although in my case it was NOD vs local militias. I am immensely glad to see those fools finally suffer for their perversions of Tiberium's potential.

5tngr (Temp-Banned)
Don't make me laugh. Granger is a holier-than-thou, out of touch Blue Zoner, and he doesn't care about the Yellow Zones at all beyond getting GDI a more solid foothold. As soon as GDI gets enough military bases in the area, then he'll go right back to ignoring us like the rest of the Blue Zones.

ShadeDance (Temp-Banned)
Don't talk shit about Doctor Granger, he's personally helped me, my family, and the majority of my friends out more than anyone else on the planet. He's not going to stop funding the Yellow Zones just because election season is over.

Stralyan1998
Yeah, I have my reservations on Granger, but so far he has done more to help the yellow zones in the past year then NOD has since Tiberium bloody arrived on this planet. I don't envy the guy's job, he does all this only to be met with such ungratefulness. I'd have quit long ago if the people I worked for were like this.

5tngr (Temp-Banned)
[USER WAS TEMP-BANNED FOR THIS POST]

ShadeDance (Temp-Banned)
[USER WAS TEMP-BANNED FOR THIS POST]

EVA#445_Automod (Moderator)(Verified AI)
Three-day ban each. PM the staff to ask why.

Doctor Acidic.
I voted for developmentalists because I hoped they'll actually do something about yellow zones tbh. Also, since we have new guys from Yellow Zone now, I guess a belated welcome is warranted at least. Let's hope the new politicians from the frontline can and will bring some new ideas! Best of luck for all the winners!

LaserKiwiMecha2000
Granger coming in clutch with the extra harvesters, I was going for a walk a few months ago outside the newer housing blocks because some patches of Old Auckland had been briefly blue zone, and I noticed and quickly reported there was some tib encroaching. I found out a week ago that the new harvesters that arrived ended up removing some of the encroachment, so good news! Still got a localized blue zone and could still vote! Voted for Development of course, Nod's pretty minor in NZ blue zone except for the remnants of the Destiny church dickheads.

MetiriaTurei'sLostWelfareCheques
@LaserKiwiMecha2000 Lmao you absolute commie turd, of course YOU voted Dev. I voted Free Market Party because capitalists are the best way of handling the tib. If the commies in charge of GDI at the moment allowed anyone who could afford to to buy harvesters and build them themselves, we would have way more harvesters, and silos and all sorts of stuff being done. We would have thousands of small tib based companies able to react to small breakouts and could sell it to other parts of the chain. If GDI wanted to keep it safe, just hire some lawyer and put some regulations in as much as I hate regulations. Heck, maybe if we had some private tib treatment labs things might be getting better with tib sicknesses!

Bennet_Woolfe
I, uh, also voted Free Market. Ever since the GDI seized my business I've been working as a glorified clerk distributing food stamps. I can understand why that needed to happen during the war, but now that it's over the entire bureaucracy is cracking at the seams trying to run the world's entire economy. It's horribly inefficient and outside of an absolute emergency a blatant violation of everybody's basic freedoms. Let the government handle fighting the Tiberium, or the NoD, or the aliens, or whatever other disaster we have to deal with next - but it's time we stopped needing a permit to use our damn toasters.

Stralyan1998
@Bennet_Woolfe Damn, I'm sorry to hear that brother, my sympathies go out to you. What business were you in before it got seized?

IcePick
All you freemarket bourgeois calling GDI commies makes my mind hurt. GDI are state capitalist to the bone.

Bennet_Woolfe
@Stralyan1998 Transportation - owned a bunch of trucks that the government seized for their logistics. And I mean, sure, I can understand why they'd need them. But it's been a while and there's no indication of when I, or any of the many other people who had their livelihoods nationalized, are going to get even some of it back.

LaserKiwiMecha2000
@Bennet_Woolfe I mean yeah, it does suck, but like, how long ago until we had power plants ending the rolling black-outs? Christchurch literally got the first chip production facility in years. Until we got the refugees housed in good homes the businesses will just have to wait.
@IcePick You might be right, but probably not very nice to make a joke about trotsky being murdered.
As for the whole "private businesses can handle tib stuff" well, nope they can't. It needs the whole military and treasury working hand in hand otherwise a single nod dudester can just screw something up.

LaserKiwiMecha2000
I mean I would like to get a new laptop, I am so goddamn lucky this one hasn't broken yet despite being over 10 years old, even if it's cracked in some places and I'm scared and opening it up or something and have some of the screws lost. Might have to wait until the schools have computers again though ;(



Political Representatives

While there are currently over a hundred representatives, and in the near future hopefully thousands, they have tended to organize themselves into caucuses, and speak with a single voice. With the elections over, here are some of the more important members of the parliament whose requests may cross your desk. Please give their requests all due consideration.
-Liut Sandra Telfair.


Developmentalist

Pravin Herrera
A child of the great displacements caused by Tiberium, Pravin Herrera found his calling in politics, and was an up and coming political figure in the pre war Developmentalist Bloc. While still a junior member during the lead up to the Third Tiberium War, that lack of seniority also saved his life. The casualties of the war left him as one of the most senior members still in politics, and have placed him at the head of an unruly brood of new blood. While the developmentalists are the biggest faction in politics today, they have often widely varying ideas of what policies will lead to best results.
The Developmentalists as a party are often seen as one of the two orthodox parties of GDI politics, alongside the Hawks. Advocating for civil infrastructure, Tiberium abatement, heavy and light industry investment, and a mixed economy, they usually emphasize governmental control and regulation of significant areas, while leaving the rest for private investment.
In terms of blue versus yellow zones, they have no particular ideological bent, however they tend to focus on the political, social, and economic needs of Blue Zones over yellow, as they are usually substantially easier to develop, and act as the primary base of support for the Developmentalists.

Hawk

Hideo Ozawa

Hideo Ozawa, is a man whose entire life has been dedicated to war. Graduating from a military high school shortly after the First Tiberium War, Ozawa was comissioned as a second liutenent, rising to the rank of Colonel shortly before the Second Tiberium War. During the interbellum between the second and third wars, he resigned his commission in protest of the military cutbacks that characterized the period. A protege of Nick Parker, and a favorite of The Plateau Times, Ozawa has been a longtime advocate of military expansion, and more repression of yellow zone populations, seeing them as being a mix of NOD loyalists, and NOD loyalists in disguise.
The Hawks, as a party, are some of the most military favoring groups within the entire Initiative. While most parties support military spending, at least in the abstract, the Hawks emphasize military funding as nearly a panacea to all manner of social and economic ills. Mistrustful of the Yellow Zones, Hawks see the world in simple terms. People are either working for the Initiative, or for the Brotherhood, and there are very few shades of grey in the middle.

Free Market

Terrance Hood
Terrance Hood is an elder statesmen as far as the Free Market Party has one. Having inherited his fortune, he began his career in Texas politics as a Republican. Noticing an opportunity as America began to turn over more of its policy tools to the Global Defense Initiative, he was one of the first to run for office in the new parliament. By far the longest serving member, he has had more than enough time to emplace himself as an institution, even with the shifting politics of a global government. A free market radical, Hood has a reputation for railing on against the "communism" of social welfare policies, and describing the "socialistic" tendencies of the modern treasury. However, he is one of the few people that can ride herd on the often disparate and out for themselves representatives of the Free Market Party, many of whom are in the pocket of one or more major corporations and elites.

The Free Market Party has historically been a significant kingmaker in GDI politics. Switching between Developmentalists and Hawks over the decades since GDI grew a political arm, the Free Market Party in the modern day is in a weaker than usual position, with multiple "Third" parties to choose from.

United Yellow Zone List

Su Kwan
Born in Beijing in the late 20th century, Su Kwan entered the political sphere in the late 2020s, shortly before the second Tiberium War as the PRC entered its final death spiral. A local organizer for decades, her work has left her one of the most experienced campaigners in any of the yellow zones. While having spent years at a time dodging NOD death squads and decades of GDI neglect has left her jaded and worn, Granger's policy of support for the yellow zones has her firmly in his corner, although not all of the party is particularly on board.

The United Yellow Zone List is a party without a platform. Coming out of local political organizing before and during the Third Tiberium War, many of the individuals elected headed up local organizations, and still tend to emphasize those needs. Ranging from housing and electricity to economic support and military spending the United Yellow List has an unfocused list of demands, and little knowledge of how to make those demands happen in the halls of GDI's civilian power structure.

Independents

John Henry Morgan
John Henry Morgan, a self described "Ultracapitalist" was born in the 1980s, and inherited his father's Tiberium mining concern in 2000. John Henry, and his adopted brother Nwabudike, turned the relatively small mine into a sprawling buisness empire throughout the first two decades of the 21st century. With interests ranging from consumer electronics to Becoming the richest man in the world in 2020, he lost his brother and his company in 2027, the former to NOD attacks, and the latter to GDI's nationalization program. He has spent the last twenty three years being a buzzing gadfly in the Initiative's political sphere, using his still grand fortune as leverage to attempt to bring back market solutions to the many problems facing the world.

Sabrina Godwinson
Sabrina Godwinson is the leading member of the Starbound Party in Parliament. The daughter of a pair of Astronauts, and conceived due to contraception failure on the Philadelphia, she has always been fascinated by space, and even an alien invasion has not dampened her enthusiasm. While now too old for orbital service, Godwinson has campaigned for orbital investment in political forums around the world, and has found herself with a seat in Parliament.



Q1 2052 Results

Resources: 325 + 0 in reserve
Political Support: 25
Free Dice: 5
Tiberium Spread
14.20 Blue Zone
32.95 Yellow Zone
52.85 Red Zone

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


[ ] Yellow Zone Reconstruction (Phase 2)
The most important feature of continuing yellow zone reconstruction is the provision of massive new housing projects. While building the infrastructure to support them must come alongside construction of housing, the development of work can come later, a compromise to get people out of the overcrowded and degrading refugee camp system. (Progress 181/200: 15 Resources per die) (+++ Housing)

New housing in the yellow zones has to be hermetically sealed. Nothing in, and nothing out. Air purifiers have to work to keep the oxygen levels high enough to sustain life, while scrubbing carbon dioxide from the air and venting it outside. Most include a series of rooftop algae greenhouses, designed to produce sufficient oxygen that even under poison gas attack, the buildings would remain livable. However, at this point, they are not yet livable. While the structures exist, they are as of now empty shells, awaiting furnishing, appliances, and most importantly, being hooked up into local power and water networks. Delays prompted by riots, and NOD agitation have left the buildings standing empty through the elections, rather than their planned date of completion the week before. While some in GDI media have accused Dr. Granger of trying to use these to meddle in the election and win support for the Developmentalist Party, most have dismissed them as cranks and crackpots, especially with Dr. Granger's famous lack of political acumen. Yellow Zone response has been generally mixed, with some seeing the new projects as being little more than a means for GDI to legitimize their hold, and extract valuable resources, both human and material from the locals.

[ ] 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 163/100: 10 resources per die) (+5 Political Support)

In the last three months leading up to the election, dozens of monument sites have been stabilized and repaired. They quickly became favored sites for both Hawk and Developmentalist parties to hold rallies and give speeches.
One of the biggest of these was the Statue of Liberty. Defaced by NOD partisans in the second Tiberium War, by crudely bolting a mask of Kane's face over the Statue's in addition to the battle damage incurred both by their assault onto the island, and driving them off. Working around the clock in the weeks before the election, teams of engineers have ensured that the statue was brought up to specification shortly before the seats won were announced. The absolute biggest was on the other end of the same Blue Zone, the rebuilding of the Washington monument system. One of the most densely memorialized regions in the world, with over two hundred monuments and historic structures, including the White House and the Pentagon, a density of over 1 per square kilometer.
Of course the North American Blue Zone was far from the only location to receive substantial funding. From the Normandy Beaches and Calais, to the Sydney Opera House, to the Golden Gate Bridge, larger monuments and historic structures have at the very least gotten some reconstructive surgery, if not complete cosmetic restorations. While somewhat lost in the clamour over the election results, many more messages of support than usual have been coming in.


[ ] 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 213/150: 15 resources per die) (- Labor, + Capital Goods, +++ Consumer Goods, ++ Logistics, + Health)

As GDI's critical information infrastructure has continued to break down, one of the few bright spots was the Manchester Silicon Chip Fabrication Plant coming online in early February. While the chips it produces are long outdated, they are already being used for everything from beginning to replace the Military sectors infected computers to ensuring that doctors and nurses can continue to use digital patient records. Most of the current production has been allocated to local concerns, a concession to political realities and the concentration of GDI's governmental structures in the British Isles. While the total production of Manchester is not enough to do more than slow the bleed of chip failures that has plagued GDI for the last half decade, let alone make good on the backlog, it is at least something, and will stave off collapse long enough to bring larger and more capable systems online.

[ ] Yellow Zone Power Grid Extension (Phase 1)
While expanding power production in the yellow zones is unlikely at this time, as it is too vulnerable to Tiberium encroachment and exposed to NOD attack, running dedicated DC lines to the Terminus cities will open up options for expanding jobs and emplacing industries nearer to the Tiberium fields. (Progress 154/80: 5 resources per die)

Extending the power grid, and with it landline communications, has been substantially more expansive than the initial limited goals initially proposed. With initial long range DC power lines coming in well under budget and occuring in the first month and a half of the quarter, the engineering teams expanded their efforts. Small scale power solutions, primarily wind and solar arrays, have begun construction, a means of ensuring that Yellow Zone life support remains functional, and the newly built homes powered. Additionally, this has meant that at least some people in the Yellow Zones have access to the vote. While still far from universal, the promises of universal suffrage have won support across the political spectrum, although many seem to be speaking out of both sides of their face.


[ ] 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 201/300: 15 resources per die) (+++ Capital Goods)

While information infrastructure is vital, the more physical infrastructure cannot afford any more neglect. While the industrial engineers and workforce has maintained heroic efforts to ensure that production kept going, ranging from restoring chipped or warped tools, to finding ever more complicated workarounds, there is only so much they can do. The costs of that came true for Christchurch, as supplying the tools to make the tools has wiped out many of the bare stockpiles that still existed, and even those will have to be replaced as soon as the plant comes online. While the plant has enough tooling to begin some production, it will need a further infusion of resources, primarily so it can make the tools to bring itself into operation.

[ ]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 436/400: 15 resources per die) (Contributes to plan goal)

Blue Zones around the world have at least a thin barrier of protection from Tiberium incursion. While the lines of sonic fences don't prevent Tiberium outbreaks jutting out of the ground, they do provide substantial protection against the spread of Tiberium from the yellow zones across the border. This final layer of protection, behind the outposts and redoubts, ensures both protection against Tiberium, and against military incursion. However, the border fencing does require substantial maintenance, ranging from repositioning sonic fence emitters to repairing the crystals that are required for proper operation. Requests for more resources have begun to cross your desk from the maintenance department, as the new construction is reaching the limits of their available budget. While the construction of a border has not been popular with many yellow zone residents, it is more seen as a necessary evil than anything else, especially with GDI also increasing the ease of transit between blue and yellow zones.

[ ] Intensification of Yellow Zone Harvesting (Phase 1)
With the construction of new fortified towns and their connections to Blue Zone infrastructure, an even more intensive extraction industry can be constructed. Relying on the towns for labor, more fields can be exploited and already exploited fields can have harvesting operations expanded. While this is unlikely to significantly slow Tiberium growth, it is substantially more cost effective in terms of expanding the quantities of resources available. (Progress 154/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (slightly contributes to plan goal)
To go along with the construction of the terminus cities new housing districts, GDI has been able to substantially expand the nearby harvesting operations. The new wave of production has proved less profitable than hoped for, but has also helped to begin providing a stream of income for the populations of the yellow zones. While far from being a functional economy, let alone one that can provide a full suite of goods and services, it is one that can begin improving the quality of life of the masses.
The progress towards another wave of intensification operations has come along significantly. While not nearly ready for operations, recruiting for them has already begun, alongside the development of new logistical lines to handle the hundreds of tons of Tiberium and Tiberium products that are expected.

[ ] 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 227/150: 25 resources per die) (additional income trickle [10-20 Resources]) (Slightly contributes to plan goal)

In preparation for another wave of glacier mines, a series of new outposts in the southern elements of the North American Red Zone have created a relatively secure area. While NOD certainly has a presence in the area, as attested to by a multitude of skirmishes and a number of small battles, the development of the region has gone relatively smoothly, a credit to the men of the Zone Operations Command, and their new armors. Zone Operations has also begun a series of counter brotherhood operations in the region, deploying deep penetration task forces beyond the outposts as a field test. Reports from the field indicate that the unit is extremely pleased by the suits, and wants substantially more of them. While again, the Tiberium harvest has been less than projections anticipated, the harvest was not the primary goal. The ground has been prepared for the establishment of another major Tiberium glacier mine, one which has had months of waiting on standby.

[ ] 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 194/300: 5 Resources per die) (---- Labor) (5 Political Support)

Around the world, schools have begun emerging. Many of them are little more than concrete boxes with whiteboards and paper. They are a far cry from the integrated digital systems of the schools before the war, but far, far better than nothing. Teaching can be done with little more than a clearing, a good speaking voice, and a good memory, however all of the equipment does help, and is vital for many of the more advanced classes. The work of completing the first wave of schools will require a further investment of resources, bringing them at least closer to the standards of prewar schooling, and ensuring universal access to education.

[ ] 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 76/50: 10 resources per die)
Orbital defenses came online in the last days before the election began. The work of nearly a year of repeated mistakes, misallocations, and the creation of Halstead base on Greenland's western coast, the capacity to defeat missiles on route is once more within GDI's arsenal.
Across the cold war, both American and Soviet planners envisioned the war to end the world. Full scale nuclear and thermonuclear exchanges that would end civilization as we knew it. For the Americans this fell under the name of SIOP, or Single Integrated Operational Plan. While the plan was never enacted, and fell to the wayside with the development of the Ion Canon, it was dusted off again in the early 21st century, as GDI planners envisioned a worse case scenario. A target for GDI's nascent ballistic missile defense program. While as it stands it cannot quite prevent that apocalypse, it can certainly blunt the damage, with the first wargame reporting a 78 percent interception rate when run against late 80s SIOP scenarios.
However, the orbital network is still far from secure. The destruction of Goddard Space Center is proof enough that so long as the ASAT network is still reliant on ground based command and control, the Brotherhood of NOD can still take it out, if not at will, then at least with sufficient preparation. While an orbital base was rejected time and again in military budgeting before the Third Tiberium War, it is now time to reconsider that, and begin preparing for a transition to an ASAT network that can protect itself from any danger. Human, or otherwise.

[ ] 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.
-[ ] Christchurch (Progress 106/75: 15 resources per die) (-- Labor, -- Energy)

With the Christchurch tool plant still under construction, initial production of new Zone suits has been extremely slow. With few automation tools available, and most of those being eaten up by the local tool plant, production has been essentially craft, with each suit painstakingly assembled. While suits are carefully husbanded down the lines, the overall result is that each one is taking the plant over a day to construct. The hand crafted designs are also straining the available labor pools, a result of not having all that many people skilled in precision hand fitting rather than machine operation. Further, while the suits are fitted for the control system, the actual system itself is effectively unavailable, a result of the ongoing silicon chip crisis. The units are simply slowly piling up into warehouses rather than being issued to units. However, once supplies have been restored, the already produced suits can have the missing parts added, and shipped out within a day.


[ ] 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) (113)

Heavy industry was one of the roots of the second industrial revolution. While industrialization began with textiles, large scale canonworks were one of the other key elements in driving european development of heavy industry. Under GDI, heavy industrial development has been one of the more common fields of emphasis, a testament to the need for steel, and other, more advanced compounds. While it has rarely been a particularly prestigious branch, the development of heavy industrial assets has been one of GDI's lasting strengths, and one of the key reasons that the Initiative has been able to rebuild time and time again in the face of global disasters.
INOPS has found NOD infiltration to be mostly small scale, looking for industrial secrets rather than attempting to divert resources. With a wave of arrests and quick trials, NOD has been rooted out. However, NOD was not the only problem. INOPS found several people who had been trading heavy industrial goods, primarily computer chips on black and grey markets. While these markets always exist in times of systematic failure to match goods with needs and wants, the critical need for these goods means that we cannot at this time allocate more resources towards the civil needs of the population until new construction has come online.

[ ] Close Military Procurement Holes
While it is currently impossible to effectively ensure elimination of NOD's surveillance of GDI military procurement, by instituting more thorough double checking of orders and deliveries against whitelists of destinations, the worst of the product loss can be mitigated. While it will not prevent NOD from knowing what and how much is being produced, we can avoid allowing them to get their hands on any more military property, and marginally decrease running costs. (100)

To get an idea of the scale of GDI's military logistics network, take a standard issue Predator Main Battle Tank. Sixty five tons total, 30 rounds of 152mm ammunition, split between High Explosive and Armor Piercing. The drive system weighs in at sixteen tons. Eleven more for armor. In a week of heavy combat, the Predator is expected to have shot out its barrel liner, needed fourteen reloads, and been refueled seven times. It is also expected that effectively every single part of the Predator to have been replaced in that time. While, of course, it is almost certain that some pieces will remain from the original tank, everything from track linkages to the armor the tank is protected by will have needed to be replaced or repaired at least once in the field. That means that to keep a tank fighting for a week, nearly 100 tons of spare parts, armor composite, ammunition and fuel will have to be produced, stored in a depot, and then shipped to the battlefield. The same principle applies to everything from body armor and ammunition to MREs and vitamin tablets. The sheer scale of industrial planning for a modern war means that even diverting a tithe of a tithe of a tithe is a mind boggling amount of supplies.
The NOD hackers were clever. Rather than attempting to grab a big ticket assets like a Firehawk, or even Predators, APCs or V-35s, the infiltrators added small amounts to existing orders for spare parts and other small ticket items. Adding in rounding errors so that instead of 344 new bolts for GD2s damaged in the battle of Washington, 350 were made, and six diverted to another, fictitious, unit in the area. The same can be said of orders of just about every other small piece of equipment that GDI units ordered throughout the last war, and in the past two years. To close these gaps has primarily meant verifying that the unit that is supposed to be getting the order actually exists, and has a shipping address of record. While this has meant far more bookkeeping and paperwork, annoying the logistics command to no end, it annoys them somewhat less than being shot at by GD2s assembled from spare parts from a dozen different orders. While the added bookkeeping has almost certainly not been enough to fully stop the bleeding, it has at least gotten most of the bolder infiltrators.
 
Last edited:
Q2 2052
Q2 2052


Resources: 325 + 0 in reserve
Political Support: 25
Free Dice: 5
Tiberium Spread
14.20 Blue Zone
32.95 Yellow Zone
52.85 Red Zone

Current Economic Issues:
Housing: Sufficient but low quality (=) (+++++ in refugee camps)
Energy: Massive Surpluses (++++)
Logistics: Significant Surpluses (+++)
Food: Sufficient production, 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 2)
The most important feature of continuing yellow zone reconstruction is the provision of massive new housing projects. While building the infrastructure to support them must come alongside construction of housing, the development of work can come later, a compromise to get people out of the overcrowded and degrading refugee camp system. (Progress 181/200: 15 Resources per die) (+++ Housing)

[ ] 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)

[ ] 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)

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/75: 5 resources per die)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. While the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/300: 5 resources per die) (++ Energy)

[ ] 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 201/300: 15 resources per die) (+++ Capital Goods)

[ ] New Moscow Robotics Works
While chips are one of the most pressing crises, one of the other significant hurdles is the provision of robotic assemblies, ranging from waldoes and robotic arms, to Crab, Bee, and Elephant class construction drones. While construction gangs have become a common sight across the initiative, in more normal times, most of the work is handled by drones, assembling buildings under the direction of human foremen. While it will not reach full capacity without the output of chip fabricators, replacing humans in construction will speed along many projects. (Progress 0/200: 20 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)

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 0/200: 15 resources per die) (++ Capital Goods, --- Energy)

[ ] 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)

[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, --- Electricity)

[ ] 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)

[ ] Yellow Zone Workshops
With the development of permanent living spaces in the Yellow Zones, an industrial element needs to be built in order to ensure widespread employment. Handcrafts and small enterprise are one of the best means to do so while keeping overall industrial costs down, especially with the ongoing paired tool and computer crises. While these workshops will not be supplied with more than basic hand tools and lighting, and are unlikely to pay well, they are a first stepping stone towards building a more comprehensive industrial base in the Yellow Zones.
(Progress 0/150: 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)

[ ] Bamboo Paper Works
With the ongoing computer crisis, ever more work is having to be done on paper. However, there is currently not enough paper available to replace all of the forms and other paraphernalia of bureaucracy. While wood pulp papers are obviously not a practical solution, there are other options, specifically bamboo papers. The fast growing grass has many similar properties, but can be brought online in a fraction of the time.
(Progress 0/200: 10 Resources per die) (Delays Capital Goods Collapse)

[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)

Tiberium (6 dice)

[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 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)

[ ] Intensification of Yellow Zone Harvesting (Phase 2)
While a first phase of intensification has completed, there are many Tiberium fields left underexploited. Additionally, as a handful of the easiest fields have begun to be played out, they can be capped with Tiberium spikes, offering a continuous stream of Tiberium for shipment to industrial areas. While again providing jobs, this, and each further phase will offer fewer new jobs.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (slightly contributes to plan goal)

[ ] Red Zone Tiberium Harvesting (Phase 3)
The advent of Tiberium Glacier Mining has substantially changed the mission of the Red zone Tiberium Harvesting efforts. Rather than attempting to string long thin lines around the perimeter, Red Zone Mining has shifted focus toward more narrow and deep deployments, securing a region from NOD attack before bringing in heavy mining equipment. While the new approach brings roughly the same amount of abatement progress, it is a substantial change in doctrine. (Progress 77/150: 25 resources per die) (additional income trickle [10-20 Resources]) (Slightly contributes to plan goal)

[ ] Tiberium Glacier Mining (Phase 3)
With regions of the North American Red Zone now secured, a second major complex of Tiberium glacier mines has a green light for deployment. With most of the materials already set aside, the last major hurdle is the deployment of the entire project and beginning mining. In the time between the last major mining operation and this new one, a series of technical and methodological changes have been proposed. While the projected yield increases are unlikely to be worthwhile to backport to existing mines, a new mine is a good place to attempt to use them.
(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)

[ ] Tiberium Environmental Impact Reporting
With initial widespread mining active, more precise monitoring of the impact of Tiberium on health and the environment can be managed as part of mining operations. While more people will need to be hired, and substantial investment made into building a more accurate and responsive reporting system, they will be worthwhile in our efforts to manage the spread of Tiberium, and hopefully beginning to reverse it.
(Progress 0/80: 5 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)

[ ] 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 194/300: 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)

[ ] Yellow Zone Security Services
With the Yellow Zones now hosting permanent GDI administered settlements, establishing a local security service will go a long way towards developing a trusting relationship with the regions. While it will mostly be equipped with surplus GDI equipment stenciled with police markings, these security services are going to be a significant shift from the military policing and mob justice now occurring due to a lack of local organization.
(Progress 0/200: 5 resources per die) (United Yellow Zone)

[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)

[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)

Military (3 dice)

[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 26/250: 30 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)
-[ ] Oslo (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.
-[ ] 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
[ ] 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)

[ ] Field Artillery Development
GDI has often disregarded the role of field artillery pieces. Going back to its origins as a counterterrorism organization, GDI preferred to rely on various forms of self propelled artillery, or air power to serve in artillery roles. However, both of these options are notably expensive, something that meant that the units were only deployed sparingly. In the opening offensives of the Third Tiberium War, many units were overrun simply due to not having enough artillery and air support to cover them. A growing faction in GDI's political sphere sees the deployment of widespread, cheap, field artillery as a necessity, especially with the armies deployed into thousands of forward defensive emplacements.
(Progress 0/40: 10 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)

[ ] Light Combat Hydrofoil development
The Global Defense Initiative has thousands of kilometers of coast to patrol. While the larger scale Battleships and Carriers can certainly project force, and existing hovercraft are quite capable of doing inshore patrols, there is a substantial gap in more long range patrol exercises and aircraft interdiction. A small 50 meter hydrofoil design, carrying both missiles and autocannon, can cheaply provide high speed coastal patrol and interdiction duties.
(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)

[ ] Reallocate Resources to other departments
One of the limiting factors on GDI's reconstruction has become the limited amount of resources allocated at the beginning of the plan. By moving resources earned from expanding Tiberium exploitation into broader pools, and voluntarily giving up claim to them, the Treasury can earn political support, and bolster other GDI programs beyond its mandate. (Reduces resources per turn by 15 per die allocated) (+10 political support per 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 **

Edit: Capital Goods Collapse.
With the ongoing problems of lack of capital goods supply, the Initiative is rapidly running towards a point of no return. Current estimates put the point at which spiraling availability will reach critical levels in six months to a year barring significant increases in availability of a number of critical goods.
 
Last edited:
Q2 2052 Results
Schools Thread Episode XVII: Return of the Schools

Edward Kirk
Well, it has finally happened. Two and a half years after the end of the war, we finally have schooling again. I know my six year old is going to have a lot of catching up to do. We have been trying here at home to teach them, but, well, I don't think Imagined Communities is exactly the kind of thing to teach a kid on. Same with arithmetic and writing. I don't remember how we were taught to do it. Fortunately, now I can send the boy off to someone who actually knows what they are doing.
Made a new thread, because I don't think we need to interrupt the impromptu homeschooling discussion in Episode XVI.

VAdm. Harrison Carter [Space Command]
My respect goes out to all parents and guardians who did their best in the last two years. I will be delighted to see future engineers, scientists and university graduates whose careers took beginnings in these schools.

YourFateCalls989
At last. I may have issues with some aspects of the standard GDI curriculum, but a quality education systems is one of the best tools of self-improvement a person has. I only hope the youth does not waste this opportunity.

Bicycles0-0
So, as one of the people affected, I'm kinda torn. On the one hand, there's a lot I know I want to learn if I want to do more than fix bicycles with my dad my whole life. On the other hand, homework. Ugh.

Ormonde2020
I've been working in manufacturing for a while now, but with primary schools back open I put in an application and I've just got confirmation I'm getting put on as a teacher! I'm super excited to get the chance to help get things back on track. I'm feeling so hopeful lately!

Accomplishing Providence
Excellent news indeed. The task of shepherding young minds, helping them grow in knowledge and wisdom, is one of the oldest and most honorable professions in human history. It lifts my cynical heart a bit to see such intentional effort being placed into expanding schooling to be a resource for all citizens of the world, rather than simply those living privileged lives in the Blue Zones. We can only hope that Director Granger will continue to spearhead efforts to maintain and grow the schools in Yellow Zones. The children of the world are our future, and we should do everything we can to safeguard that future, and its limitless possibilities.

St3ven
Dad's been telling me about school, apparently I can meet other kids there! Ones who don't live in my building! New friends will be great, there's some kids here but mostly it's a lot of old people who can't move so good and don't like it when we play loudly.

YellowZon3r
My concern is, well. They don't teach you how to think, just what to think. Eight plus hours of GDI state sponsored indoctrination per day including two hours of physical education. Every day. They're not even trying to be subtle. Just announcing to the world send your children here to be the next generation of enforcers for your high and mighty overlords.

ProfCollingsworth [PiledHigher&Deeper]
The debate about education vs indoctrination goes back centuries, and usually the people alleging that it's indoctrination are those who have political views that disagree with the facts. If you want to improve what is being taught, get involved!
I'm helping some of my younger colleagues with preparation, but I'm out of the game myself, since a) my field of study is a bit specialized, and b) I'm in my mid-80s and these creaky bones aren't really up to keeping up with the young-uns.

KropotkinsGhost
@ProfCollingsworth Funnily enough you saying that "those who have political views that disagree with the facts" is a show of political bias in our educational systems. How do you know that everything GDI teaches is true facts? How much of it should be "political"? Do you not have doubts about these methods and the content yourself? This is a global organization trying to teach a wide variety of subjects to people who only half a century before were a large collection of rich cultures all over the world that will now be sterilized into a GDI mono-culture enforced through a school system that can not hope to keep the minds of children free from biases and warped perceptions of history.

AccomplishingProvidence
Concerns about GDI's curriculum completely brainwashing children are a bit of histrionics. We can certainly have discussions about the weight of bias in the material. But at the end of the day, these are people in classrooms with books and other tools talking to younger people.
We could spend all day looking over statistics about the ratio of children who copy the views of their parents, adapt the views, change views, or even reject views. Politics, religion, language, and more. If one has the time it's fascinating reading.
But the point is, children are smarter than we think. They're filled with potential and curiosity. They listen, learn, adapt.
Watch the children, everyone. I think they'll surprise us all.

ProfCollingsworth
@KropotkinsGhost As I said earlier, I've been working with some people who are going to be teaching. There's certainly a pro-GDI slant towards presentation, but you're exhibiting the tendency frequently shown by extremists to point out the possibility of malfeasance as if it were evidence of it existing. I'd personally like to have more of an emphasis on the influence of 1800s-era philosophers in the history leading up to our current situation, but I'm aware of my own biases.

@Accomplishing Providence Thank you for emphasizing that children do tend to have minds of their own. Ensure that the information isn't unavailable, and they'll find it. (As I have found out in my own teaching misadventures...)

Stralyan1998
It's not propaganda just because you disagree with it. Not our fault the GDI is doing such a good job where NOD failed #sorrynotsorry

Rosmontis
Finally, school is back on the menu. Bless Dr. Granger and his minions for their hard work. After a few years of learning on my own alongside a few of my acquaintances. I'm hopeful that vocational school will be the main priority though. Anyways, wish the treasury and his goons all the best during the programs! They'll need it.

AngryMoose
Glad that school is being focused on, since I'm used to teaching a bunch of children in my local housing, what with being a former lecturer and all that jazz. I'm hopeful that GDI will open other essential QoL branches, maybe funding small and localized industries will be a good start.

My personal recommendation would be focusing on vocational schools first as it'll produce a somewhat skilled workforce faster than universities.


Resource Redistribution and the Quest for More Money (SECURE THREAD: Clearance Level V+ Required)

Henry Olvier (ZOCOM)
So, Dr. Granger surprised us all a few days ago with the announcement that he would be diverting millions of credits to other projects. I don't see any of the money, because we are still attached to the Treasury, but a few of my friends over at ZOCOM's labs, have been saying that they have gotten pretty significant windfalls out of this. So, what do people expect to be done with the resources, and how does this change our opinion of Dr. Granger and the Treasury?
Personally, I have to say I am very pleasantly surprised by all of this. To see Granger giving away the entirety of what my team has been working on these last three months is not something I ever expected to see a GDI administrator doing. Almost everyone is territorial about their budgets, and Granger has been going hard into expanding his. But no, he gave the military a much needed funding boost, made sure that the Health Service could start doing more operations, and tried to help everyone.

Mia Deeps (Treasury)
Just saying: You're welcome.

Janet Bars (Space Force)
Everyone over here is absolutely ecstatic. I saw the Admiral when the message came in, he was practically crying tears of joy. Doesn't hurt that we have actual work to do now, instead of people just bouncing around running fusion sims and going stir-crazy. Seriously, I found an actual honest-to-goodness shrine to Doctor Granger in one of the supply closets. No idea who built it, but someone was leaving staplers as offerings. It was super weird.

James Ashford (Logistics and Military Procurement)
Granger lives! (Please don't ban me for an obvious joke guys, come on.)
[USER HAS RECEIVED A WARNING FOR THIS POST]

Mikoto Arsikawa (Asst Secretary of Health & Services B-6)
As one of the primary beneficiaries of this act, I have to say that it's a great deal of weight off my back to actually have the resources for unemployment and other payments? With so many unemployed and refugees on our lists, we've been straining to keep up with the demands. Maybe we can actually afford to do maintenance on the camps in the Manchurian Yellow Zone, once we've taken care of our citizens.
@Janet Bars Sad to say I've seen your budgets in review, and you're going to see all of your increase go into deferred maintenance on the Ion Cannons most likely. Space launch is expensive, and compared to welfare programs or the military proper, you've got a relatively constrained budget.

Logan Barnes (Postal Services)
I can get my boys new tires! And new trucks! And COFFEE! and maybe even sleep. zzzzz...

Janet Bars (Space Force)
@Mikoto Arsikawa I can have hope, though. Hopefully we'll keep getting money for the Com Sats for awhile.

James Ashford (Logistics and Military Procurement)
I deserved that warning, but it was worth it. Seriously though, you cannot imagine how relieved I was when the news came in, we've been literally dying out in the field from not having the resources and materials necessary to keep NOD in check. It's been brutal having to send people out with the bare minimum knowing that a lot of them might not come back because we couldn't afford to provide things that would have been standard kit ten years ago. It was like god himself had descended from heaven to lift my face up and wipe the mud out of my eyes. People are going to live because of this. Granger might be a pencil neck pencil pusher, but I owe him a slab of whatever he drinks.

Terrence Lagunia (West Point)
It is nice to see things going again and I do appreciate what Granger(Treasury) is doing. Can't really say he has any political sense but maybe that's a good thing. I wonder what Solomon would have thought of him, already seen what Havoc does.

Q2 2052 Results

Resources: 325 + 5 in reserve
Political Support: 60
Free Dice: 5
Tiberium Spread
14.41 Blue Zone
32.00 Yellow Zone (36 points of mitigation)
53.59 Red Zone (20 points of mitigation

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


An Emerging Political Consensus
With GDI's nascent representative government has come lobbying, policy goals, and a hardening of expectations, rather than the loose and open ended goals of two years ago. While goals are still somewhat free floating, by the end of the plan Parliament expects you to reach the following goals.

95 points of overall mitigation
Complete at least one more of
  1. Philadelphia 2
  2. Orbital Reinforcements
  3. High Orbit Ion Cannons



Field Artillery Development: 63/40
Security Reviews (Services): 178 vs. DC 60


[ ] Yellow Zone Reconstruction (Phase 2)
The most important feature of continuing yellow zone reconstruction is the provision of massive new housing projects. While building the infrastructure to support them must come alongside construction of housing, the development of work can come later, a compromise to get people out of the overcrowded and degrading refugee camp system. (Progress 282/200: 15 Resources per die) (+++ Housing)

Yellow Zone reconstruction has continued apace, moving about a quarter of the population of the camps, and leading to a number of closures. However, in the remaining camps, there are dozens of refugee columns arriving, sometimes even daily or weekly, straining the capacity of the camp's garrisons to process them.
As for the apartments, they are relatively comfortable. Still firmly in the camp of cramped conditions, but better than the camps. While only a relative handful of the population has work, the preparations have been made for more diversification of the reconstruction efforts, ranging from the construction of planned cities for various operations, to fortress towns and arcologies. In non residential construction, there is a massive need for work, ranging from farm labor, to technical and scientific research. While construction for the Yellow Zones is always going to be more expensive and less comfortable than blue zone construction due to environmental problems, the construction crews have been growing far more comfortable with the methods of building in hostile environments.

[ ] 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 144/200: 10 resources per die) (- Labor, ++++ Housing)

Residential construction has begun with a series of 300 unit six story apartment buildings. With the massive construction project still far from completion, it is also well on its way towards allowing many of the current refugee camps to be closed, especially when combined with the now completed immediate reconstruction of Yellow Zone Terminus cities. While many are unlikely to want to move, there are also almost certainly enough who desperately want to get a stable housing environment to fill every unit currently being constructed. Future housing projects are likely to be lower density and with larger units, a recognition that the immediate housing crisis has been concluded and that families, especially extended families, need a fair bit of space to remain sane.
At this time, the units are almost complete, and furnishings have already been ordered, but neither side has yet managed to fill the needs. While some units are ready, GDI at a policy level waits until all the units in a building are ready before moving people in.

[ ] 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 169/150: 15 resources per die) (- Labor) (Nat 100, Quality Improvement)

The initial groundwork for the Chip Fabricator in North Boston, north of the Charles River between Brandeis and Harvard universities, has been consistently outperforming expectations. The engineers have more than cleared away the damaged and destroyed buildings, they have extensively recycled them, speeding construction on a more comprehensive system of fabrication bays. While initially planned for 10nm chips, the heroic efforts of the engineers and construction teams have constructed a facility more suited for an even smaller 5nm chip. So called because of the size of each transistor, the 5 nanometer scale transistor is absolutely microscopic. The smallest living organism is Mycoplasma genitalium, a bacteria that lived in primate bladders, and is some forty to sixty times the size of a transistor found on one of these chips.

[ ] 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 402/300: 15 resources per die) (+++ Capital Goods)

Tooling shipments have finally begun to be packaged and sent out. While the first batch went to local industries, a concession to the political needs of the location, and lobbying from the Zone Operations Command, further shipments have already begun to be made as far away as the American west coast blue zones. The tooling spread will begin to make good on years of shortfall in the next few months, but it will take likely two years to fill the gap, even without any new construction.
Most tooling is fairly standardized, cutting heads, chisels, blades of various descriptions. But one place where Christchurch also works is in creating jigs. Specialized assemblies used to guide tools and create standardized parts. While prewar the jig had nearly fallen out of use with the number of CNC machines and other computerized assembly tools available, the Christchurch tool plant has had to begin shipping out standardized jigs to plants around the world to ensure standardization is maintained even as industrial tooling fails.

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)

The easy part of a chemical precursor plant is the building itself. Thin roof, thick walls, designed to vector a runaway exothermic reaction upward, rather than outward. Many of these sites are well outside the cities, always downwind so that any toxic spread does not cover residential areas like happened in Bhopal India. While GDI standard construction is far more environment proof than the pre Tiberium housing, it is always better to avoid stressing the system unnecessarily. More complicated are the tanks and systems to manage the chemical reactions, none of which have been delivered to the sites yet.


[ ] 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 68/100: 5 resources per die) (++ Consumer Goods) (nat 1)
While the toy plants have begun construction, concerns have begun to be raised in Parliament. Many members wonder why GDI is wasting effort on constructing toys, rather than more important matters. The Free Market party has been quick to jump into the affairs, demanding an opening of markets and an expansion of market freedoms, rather than allowing the Treasury to continue "wasting" resources on such projects. The Hawks followed suit soon after, demanding Treasury attention to 'more important matters" The combined parties are too small to manage any substantial condemnation, but the issue has crystalized an alliance between the two groups, making constructing a coalition substantially more difficult.

[ ] 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 172/200: 10 Resources per die) (-- Labor ++ Food)

There have been many methods practiced over the course of history for growing food in hostile environments. Ranging from the Aztecs to the southern reaches of China, growing fish, meat, and vegetables alongside each other created hybrid efficiencies, with better extraction ratios. In the modern day, aquaponics dates to the 1970s, with fish farming experiments. Much like their ancient counterparts, modern fish farmers have looked to edible plants grown in conjunction with fish, to both reduce their dependence on external inputs, and to avoid using expensive water filtration methods.
Aquaponics arrays are highly efficient, both in terms of water and inputs. In and around most major cities in the world a number of new and rebuilt aquaponics bays have been constructed. Most are long and relatively narrow greenhouses, holding a fish tank on one end, and then having grow runs the length of the building, each covered with floating plant holders. However, they are, for the most part, not operational. A last step will be to recruit the people needed to run the operation. While notably efficient in some ways, aquaponics still needs far more people per kilocalorie than late 20th century farming techniques. People still need to maintain the acres of pipes, pumps, tanks and runs, alongside handling the harvest. While some of it can be assisted by mechanization, that mechanization is mostly unavailable at this time.

[ ] Intensification of Yellow Zone Harvesting (Phase 2)
While a first phase of intensification has completed, there are many Tiberium fields left underexploited. Additionally, as a handful of the easiest fields have begun to be played out, they can be capped with Tiberium spikes, offering a continuous stream of Tiberium for shipment to industrial areas. While again providing jobs, this, and each further phase will offer fewer new jobs. (Progress 154/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (slightly contributes to plan goal)

Around most of the yellow zone terminus cities, a forest has sprouted. Not a forest of trees, but one of Tiberium Spikes, scraping the skies. Beyond those spikes more fields are being harvested. However, that has begun requiring more logistical support, especially because shipping people out an hour or two and then back is not particularly feasible with current arrangements. More substantial logistical investments and building satellite cities and towns will make more development feasible.
Socially, the flow of resources has reignited an old conflict, with small protests near GDI structures, complaining that Yellow Zones work to make the Blue Zones rich. While so far the protests have been mostly chants and signs, and have been blunted by the construction of new housing, more will have to be done to ensure that the Yellow Zones are not left out of the sharing of the wealth.


[ ] Tiberium Glacier Mining (Phase 3)
With regions of the North American Red Zone now secured, a second major complex of Tiberium glacier mines has a green light for deployment. With most of the materials already set aside, the last major hurdle is the deployment of the entire project and beginning mining. In the time between the last major mining operation and this new one, a series of technical and methodological changes have been proposed. While the projected yield increases are unlikely to be worthwhile to backport to existing mines, a new mine is a good place to attempt to use them.
(Progress 268/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources])

Tiberium mining operations have begun out of what was once known as Mobile Bay. While much of the bay is shallow, often less than 3 meters deep, it is also well located as a means of shipping supplies out. With four rivers feeding into the bay, Tiberium from Red Zone mining operations can be loaded immediately into shipping containers, loaded onto barges, floated downriver to a cargo facility, and then cross loaded onto container ships for deliveries around the world. While not a particularly convenient route, with many of the ships going around Florida and up the coast to port cities in B-2, GDI has sufficient shipping capacity to make it work.
Upriver, the Tiberium mines are much the same as found in the Italian peninsula, with a few modifications. The most noticeable is that sonic grenades are mounted to many of the harvester units, a means to allow them to break off partially cracked sections of the glacier, rather than waiting for another round from the sonic projectors. While certainly an efficiency upgrade, it has not resulted in more Tib coming down river. The mine is already working at capacity, meaning that another angle of attack will be needed before further expansion of glacier mining can be undertaken.

[ ] Tiberium Environmental Impact Reporting
With initial widespread mining active, more precise monitoring of the impact of Tiberium on health and the environment can be managed as part of mining operations. While more people will need to be hired, and substantial investment made into building a more accurate and responsive reporting system, they will be worthwhile in our efforts to manage the spread of Tiberium, and hopefully beginning to reverse it.
(Progress 82/80: 5 resources per die)

GDI's longest lasting mandate has been the eradication of Tiberium. While immediate crisis efforts have mainly focused on exploiting the material for resource extraction purposes, the increasing stability of the situation has prompted calls for more precise information on the effects of our Tiberium operations. The process has begun with collecting information and comparing it to prewar models of Tiberium growth rates. Initial findings are that Tiberium has a substantially increased rate of spread, likely a result of some combination of the Liquid Tiberium Bomb, and the Scrin invasion. However, this has not substantially reduced the effectiveness of existing Tiberium abatement measures, aside from the increased spread requiring more intensive investment to achieve equivalent overall impact. With ongoing supply problems, the process of information collection and modeling has been going slowly, but in future quarters, much more precise data will be available to our central planning committees.

[ ] 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 85/150: 15 resources per die)

The first phase of reworking GDI's orbital communications network has been to identify which units need to be replaced. While the holes in the communication network are obvious, there are many more units that have damage, or are simply getting old. While standardized replacements have begun to be manufactured, they are far from being ready. The next step is primarily concerned with launches. When slotting a new communications unit into an existing constellation, especially in an orbital environment as crowded as Earth's, great care must be taken to ensure that the new unit does not have an intercept course with orbital debris, and will not be overly disrupted by dust clouds.


[ ] 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 362/300: 5 Resources per die) (---- Labor) (5 Political Support)

Primary schools are the basis of all other education, a first stepping stone towards a society with education for all. Formal schooling dates back nearly four thousand years, back to ancient Egypt. Universal education on the other hand is a much more recent program. The Aztecs in the 15th century were one of the first to attempt a program of nearly universal schooling, without regard to gender or social class.
The Initiative's schools are often fairly basic at this time, more reminiscent of those a hundred years ago, rather than ten. While school days are long, generally opening at 0800, and closing at 1600, with two additional blocks of optional extra care out to 1800, and 2000, there is a mandate for no more than two hours of homework a night, and every school day has at least two hours of physical education. A fairly typical schedule but two hours of classes from 0800 to 1000, an hour of games from 1000 to 1100, another hour of classes from 1100 to 1200, Lunch and homeroom until 1300, classes until 1500, and then 1500 to 1600 another hour of games. After school ends, the teachers stay to offer assistance with homework, and continue playing games with the kids, acting as caretakers and confidants as needed. Schools are in session nearly all year round, with a total of eight weeks off, spread around the year.


[ ] 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 51/150: 15 Resources per die)

Ramping up railgun production has gone relatively slowly. While the technology had already begun to be rolled out across the force, the new program is much more widespread, ranging from the thousands of Guardian canons to the RIGs. A rail gun can be as simple as a pair of parallel rails strapped to a capacitor array. It is something that can be built in a backyard, and powered off of standard nine volt batteries, although you do need a pretty substantial capacitor array to make it work. The problem however, is scale. GDI needs tens of thousands of railgun units. A single company of mammoth tanks takes some 70 barrels to fully equip. Two barrels, a set and a half of replacements, and the 152mm smoothbore is everywhere in GDI's arsenal. The initial deployment has heavily favored the lighter deployments, focusing on smaller units with only Predator tank compliments.

[ ] Field Artillery Development
GDI has often disregarded the role of field artillery pieces. Going back to its origins as a counterterrorism organization, GDI preferred to rely on various forms of self propelled artillery, or air power to serve in artillery roles. However, both of these options are notably expensive, something that meant that the units were only deployed sparingly. In the opening offensives of the Third Tiberium War, many units were overrun simply due to not having enough artillery and air support to cover them. A growing faction in GDI's political sphere sees the deployment of widespread, cheap, field artillery as a necessity, especially with the armies deployed into thousands of forward defensive emplacements.
(Progress 63/40: 10 resources per die)

GDI's field artillery development has emphasized existing calibers. 152mm smoothbore, 203mm rifled, and 120mm Mortar, the three standard tubes that GDI already uses. The former two are far more plentiful and broadly useful than the latter, making them, in theory, easy candidates for adoption. However, both are extremely heavy and hot munitions. A 203mm gun cannot maintain a sustained rate of fire more than one round a minute. 152mm is not much better. To deal with the Brotherhood's massed assault groups, a smaller, faster firing gun is needed. That is where the mortar comes in. Primarily aimed at the massed assaults that broke GDI positions across the Third Tiberium War, mortar groups are likely to be the mainstay of GDI's nascent artillery corps.
While the majority of the new pieces are likely to be fixed guns, emplaced in bunkers around the world, the Initiative does want more mobile versions, especially of the 152mm gun as a light alternative to fill the gap between the heavy artillery walkers and the mortar mounted Pitbulls. While the 152mm gun can be mounted to a Guardian chassis, the 203mm gun requires a Predator hull to have even the pretense of mobility.
Organizationally, the units are intended to be deployed in formations of six three gun batteries. three mortar batteries, two 152mm batteries, and a single 203mm battery. However, this scheme might well change multiple times in the coming months as GDI ground forces experiments with the new assets.

[ ] 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 services department is the one with the most direct access to the population. Rather than working in well secured industrial complexes, isolated infrastructural projects or orbital stations, the services department works in towns and neighborhoods. Running everything from schools and consumable distribution to delivering the post, the Services department is a vital interface that keeps up the confidence in the Initiative.
In terms of NOD infiltration, one of the things that makes it difficult is their constant contact with the population. While someone in the industrial complex can change a few numbers and make off with equipment and information, the services division cannot get away without widespread contact with the public, and so most infiltrators are found out fairly early. While this does have a substantial false positive rate, due to jumpy residents reporting their suspicions, it is an effective means of preventing infiltration.

[ ] Reallocate Resources to other departments
One of the limiting factors on GDI's reconstruction has become the limited amount of resources allocated at the beginning of the plan. By moving resources earned from expanding Tiberium exploitation into broader pools, and voluntarily giving up claim to them, the Treasury can earn political support, and bolster other GDI programs beyond its mandate. (Reduces resources per turn by 15 per die allocated) (+10 political support per die)

There are many ways to win friends and influence people. Charm, a winning personality, and oratorical skills are commonly noted good ways to do that. However, for those lacking in the brilliance to cover those, there is another way: Money. Granger has made good use of that avenue, allocating a quarter's increase in Tiberium mining towards other departments, covering dozens of projects. While much of it will be eaten up quickly by filling deferred maintenance needs, GDI's military has used it to increase armor allocation to its infantry and go on a massive recruiting spree, filling out shattered complements and providing a number of new security battalions for the yellow zone mining operations. While these units are of course green, and are fundamentally not prepared to do much more than hold a position, it is a comfort to the men and women operating the engines of our economy.
 
Last edited:
Q3 2052
Q3 2052


Resources: 325 + 5 in reserve
Political Support: 60
Free Dice: 5
Tiberium Spread
14.41 Blue Zone
32.00 Yellow Zone (36 points of mitigation)
53.59 Red Zone (20 points of mitigation

Current Economic Issues:
Housing: Sufficient but low quality (=) (+++++ in refugee camps)
Energy: Substantial Surpluses (++++)
Logistics: Marginal Surpluses (+)
Food: Sufficient production, inefficiencies in distribution (=)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (-----) (collapse in 3-6 quarters)
Consumer Goods: Titanic Shortages (------)
Labor: Gargantuan Surpluses (++++++++)




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. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 33/500: 10 Resources per die) (+ Logistics, + Health)

[ ] Yellow Zone Reconstruction (Phase 3)
With the immediate need for housing filled, the final step in Yellow Zone reconstruction proper is the establishment of connection points for trains, aircraft, and other elements of the logistical network, tying them into the main Blue Zone routes and to each other more efficiently. While this will not inherently bring business and construction efforts to the regions, it should ensure that they are better served and less able to build the kind of separated economies that the Brotherhood of NOD thrives in. It would almost certainly require the trunk links to be completed before or concurrently with the construction of these secondary lines. The Hawk party would be rather annoyed at this being done before blue zone rail links.
(Progress 82/200: 15 Resources per die) (++ Logistics)

[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 0/250: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and if need be evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks
(Progress 0/200: 15 resources per die) (+++ Housing)

[ ] 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. Development Party strongly desire this. (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 144/200: 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. Popular among most parties besides Yellow List.
(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)

[ ] 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)

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/75: 5 resources per die)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. While the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/300: 5 resources per die) (++ Energy)

[ ] North Boston Chip Fabrication (Phase 2)
With the ground broken and the assemblies prepared, GDI's newest chip fabricator is ready to come online. However that will require a massive investment of time, energy and resources to make happen. Even with the best hardware available, fabricating a chip with a five nanometer transistor is an incredibly fiddly job, one that needs absolute precision at every step of the way. While expensive, this will begin turning a return on investment.
(Progress 19/300: 15 resources per die) ( ++ Capital Goods - 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)

[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/350: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/400: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

[ ] New Moscow Robotics Works
While chips are one of the most pressing crises, one of the other significant hurdles is the provision of robotic assemblies, ranging from waldoes and robotic arms, to Crab, Bee, and Elephant class construction drones. While construction gangs have become a common sight across the initiative, in more normal times, most of the work is handled by drones, assembling buildings under the direction of human foremen. While it will not reach full capacity without the output of more chip fabricators, replacing humans in construction will speed along many projects. (Progress 0/200: 20 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 spacecraft 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)

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)

[ ] 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)

[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, --- Electricity)

[ ] 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 68/100: 5 resources per die) (++ Consumer Goods)

[ ] Yellow Zone Workshops
With the development of permanent living spaces in the Yellow Zones, an industrial element needs to be built in order to ensure widespread employment. Handcrafts and small enterprise are one of the best means to do so while keeping overall industrial costs down, especially with the ongoing paired tool and computer crises. While these workshops will not be supplied with more than basic hand tools and lighting, and are unlikely to pay well, they are a first stepping stone towards building a more comprehensive industrial base in the Yellow Zones.
(Progress 0/150: 5 resources per die) (+ Consumer Goods)

[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/200: 15 resources per die) (++ Consumer Goods, + Health)

[ ] 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 172/200: 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)

[ ] Bamboo Paper Works
With the ongoing computer crisis, ever more work is having to be done on paper. However, there is currently not enough paper available to replace all of the forms and other paraphernalia of bureaucracy. While wood pulp papers are obviously not a practical solution, there are other options, specifically bamboo papers. The fast growing grass has many similar properties, but can be brought online in a fraction of the time.
(Progress 0/200: 10 Resources per die) (Delays Capital Goods Collapse)

[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)

Tiberium (6 dice)

[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)

[ ] 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]) (5 points of yellow zone mitigation)

[ ] 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]) (5 points of Yellow Zone Mitigation)


[ ] 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]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 3)
At this time, without an expansion of yellow zone facilities, further intensification of harvesting is not feasible.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)

[ ] Red Zone Tiberium Harvesting (Phase 3)
The advent of Tiberium Glacier Mining has substantially changed the mission of the Red zone Tiberium Harvesting efforts. Rather than attempting to string long thin lines around the perimeter, Red Zone Mining has shifted focus toward more narrow and deep deployments, securing a region from NOD attack before bringing in heavy mining equipment. While the new approach brings roughly the same amount of abatement progress, it is a substantial change in doctrine. (Progress 77/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Phase 3)
At this time further work on Tiberium glacier mining is not feasible without substantial new investments in red zone outposts.
(Progress 68/200: 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 85/150: 15 resources per die)


Services (3 dice)

[ ] Secondary Schooling
With primary schools once again open, GDI needs to massively expand its educational investments and reconstruction. New secondary schools will prepare people for work and further education, a required step towards preparing a long term educated population. While secondary schooling is not going to be the only means of education available, it is intended to be the main pipeline.
(Progress 0/300: 5 Resources per die) (--- Labor) (5 Political Support)

[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 0/300: 5 Resources per die) (-- Labor)

[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/250: 5 Resources per die) (--- Labor)

[ ] 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)

[ ] Yellow Zone Security Services
With the Yellow Zones now hosting permanent GDI administered settlements, establishing a local security service will go a long way towards developing a trusting relationship with the regions. While it will mostly be equipped with surplus GDI equipment stenciled with police markings, these security services are going to be a significant shift from the military policing and mob justice now occurring due to a lack of local organization.
(Progress 0/200: 5 resources per die) (United Yellow Zone)

[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)

[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)

Military (3 dice)

[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 26/250: 30 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)
-[ ] Oslo (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.
-[ ] 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
[ ] 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 51/150: 15 Resources per die)

[ ] Field Artillery Rollout
GDI's new field artillery pieces are ready to begin rollout. With most of the tubes being used in various equipment already, the primary problems are optics, mountings, and positions. A series of smaller factories are needed to turn the pieces into fieldable equipment, primarily giving them gun shields, optics mountings, mechanical fire control computers, and similar equipment before shipping to outposts around the world.
(Progress 0/150: 10 Resources per die)

[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 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)

[ ] Light Combat Hydrofoil development
The Global Defense Initiative has thousands of kilometers of coast to patrol. While the larger scale Battleships and Carriers can certainly project force, and existing hovercraft are quite capable of doing inshore patrols, there is a substantial gap in more long range patrol exercises and aircraft interdiction. A small 50 meter hydrofoil design, carrying both missiles and autocannon, can cheaply provide high speed coastal patrol and interdiction duties.
(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)

[ ] Reallocate Resources to other departments
One of the limiting factors on GDI's reconstruction has become the limited amount of resources allocated at the beginning of the plan. By moving resources earned from expanding Tiberium exploitation into broader pools, and voluntarily giving up claim to them, the Treasury can earn political support, and bolster other GDI programs beyond its mandate. (Reduces resources per turn by 15 per die allocated) (+5 political support per die)

[ ] Political Working Group Recruitment
Dr. Granger is not particularly politically adept. However, that is what advisors are for. By going out and recruiting an array of lobbyists, experts, and retired politicians, the Treasury can have a substantially improved political position. (DC unknown, improved political arrangements)

[ ] 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:
Q3 2052 Results
Q3 2052 Results


Memo: Ongoing military events.
In late July, twenty hidden caches, spread across Siberia and southeast asia opened. Out swarmed thousands of cyborgs. Roboticized armies last seen twenty years ago in the Firestorm crisis, GDI defenders were cut apart, defeated in detail, and overrun. Multiple battalions were completely destroyed, and more were rendered combat ineffective. Damage reports are still coming in, but current indications, roughly a month out from the events of the 17-25 July battles, is that this was not an attempt to reignite the war, but gathering resources for some other goal.
  • Leut. Telfaire.

Return of the Cyborgs. (SECURE THREAD: Clearance Level V+ Required)


Josie Harper (PFC)
So, a week ago things were normal. Now, we have mauranding Cyborgs, like something my dad told me about in the Second Tiberium War. I was out guarding a forward outpost in the Siberian Yellow Zone. Can't say more precisely than that. Operational Security and all that. Well, morning of the 17th, what came over the ridge but a freaking borg, out of some old horror film. Whole outpost opened up on them, and they just kept coming. The 6mm did basically nothing, the heavier rounds from our snipers did slightly more than nothing. We are damn lucky that a team of raiders came in from somewhere and wiped out the group, because we were getting slaughtered.
Does anyone know anything about what the heck is going on? Because laid up in this hospital, most of my sources are pretty distant and the news is mostly just freaking out.

Ben Lane (Department of Agriculture)
First off I hope you have a quick recovery.

I'm over here in Alaska and know even less than you. I wasn't even sure it was cyborgs until I saw this, people are panicking a lot, and the government has not got the information to the press. Or they're trying to avoid admitting that NOD has once again surprised them. Though at least this time it's a bit more understandable because why would they use those awful machines after the last time?

Agatha Falkner (Department of Industry)
Cyborgs? Huh. I'm nowhere near the combat areas, so I can't say anything from first-hand experience, but I was interested in them a while back. Mum used to tell me horror stories about them. Anyway, lemme see if I can pull up my reference list to compare against what folks are seeing now.

EDIT: Here it is <link>. Apologies for the format. This wasn't exactly collated with other people reading it in mind.

Dr. Henry Olvier (ZOCOM)
I was over on the other side of the combat area from you. Working on punching a hole through the Asiatic Red Zone. Hard work, but good. Would help link the Russian and Himalayan Blue Zones together. Then we got hit. I was back at one of the railheads getting a sonic projector battery back online. Those Infra people are great guys, but someone somehow managed to use the settings for sonic fences for a sonic projector. Missed the first day of fighting as most of the rest of my team got overrun, but got hit hard the second. Thankfully the battery was running again, and I was on one of the first convoys out. Been trying to track down the others, but right now it is not looking good.

Mikoto Arsikawa (Asst Secretary of Health & Services B-6)
I just got paged to 'scrub up' for a dissection of a body coming in from Siberia. I haven't been a coroner in 10 years, and I haven't been a medic since the last war. So the odds are this isn't a normal human, and it's my security classification they want more than my expertise in determining cause of death. I can't promise to say anything more.

VAdm. Harrison Carter [Space Command]
InOps is probably sweating right now, but let me spill what information I am allowed to. High Command is observing the situation carefully and from the information we were able to gather we can conclude that this is not another CABAL situation. The army numbers less than 200 thousand cyborgs, enough to cause serious damage in areas where our forces are stretched thin, but not enough to pose an existential threat. Please keep calm in the coming weeks, as we prepare a strategy to deal with this threat.

Ben Lane (Department of Agriculture)
Forgive me if I'm overstepping @VAdm. Harrison Carter but how can we be sure this isn't a prelude to our perpetual cold war with NOD going hot again? Or is that part of the information also classified? Because a large force of cyborg supersoldiers seems like the sort of thing that would allow them to reignite this war, especially if these guys were made after 2047.

Terrence Lagunia (West Point)
@Ben Lane These hit's are too precise to be another round going hot. They are giving us too much lead time otherwise. I've watched and battled in all three wars. This has the feel of Kane or one of his commanders doing some last minute things before they go fully quiet for the next round whenever that is. Frankly I'm surprised McNeil or Parker haven't posted yet.

Political Working Group Report

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (2; 2; 5; 10)
Hawks: 31 Seats (3; 7; 15: 5)
United Yellow List: 10 Seats (5; 3; 2; 0)
Independents: 7 Seats (0; 3; 3; 1)
Developmentalists: 53 Seats (30; 20; 3; 0)

Military
GDI's military has begun crisis response actions. Two Corps are on their way from B4 and B6 towards the front lines on the Asian front. Additional air force wings are being scrambled towards ongoing confrontations. Currently, the military desperately wants artillery so as to free up more men and supplies for mobile operations. While additional men are in training, officers have begun to become a problem. While GDI is currently scraping qualified candidates from its existing troops, there are not enough good candidates at this time, both in terms of education and temperament.

Welfare
GDI's welfare departments have begun expanding services back towards normal. Currently, they are running into issues providing enough doctors and nurses, alongside other specialists. Education programs are a high priority, focusing on the main line and eventual postgraduate training programs. Developmentally, GDI's ongoing work towards Tiberium Treatment is facing mixed responses. On one hand, the Welfare department definitely wants improved prognosis for Tiberium exposure, on the other, currently the programs are draining an already shallow pool of qualified candidates for other programs.


Resources: 335 + 0 in reserve (45 currently allocated to other departments)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.20 Blue Zone
32.12 Yellow Zone (46 points of mitigation)
53.68 Red Zone (20 points of mitigation

Current Economic Issues:
Housing: Sufficient but low quality (=) (++++ in refugee camps)
Energy: Substantial Surpluses (++++)
Logistics: Marginal Surpluses (+)
Food: Sufficient production, inefficiencies in distribution (++)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (---- --- --) (collapse in 5-8 quarters)
Consumer Goods: Titanic Shortages (------)
Labor: Gargantuan Surpluses (124)


[X] 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 208/200: 10 resources per die) (- Labor, ++++ Housing)

Near the end of the third quarter, a massive wave of new public housing has finally completed. At this point, much of the prime real estate from a logistical perspective has, at least for now, been eaten up by these housing units. A mix of filling out existing clusters and building a number of entirely new clusters, these units are located along transit lines not too far from the city center. Further development will increase both the logistical loading of the system, and be less convenient for day to day transit. While not a dealbreaker, it is going to be an increasing problem with developments of this density.
One aspect that has created an immediate problem was the new neighbors. The program has brought in a number of families from the yellow zones. While the majority has been at least grudgingly welcomed, there have been thousands of cases of over policing, profiling, false accusations of NOD sympathies, and other incidents. While so far these problems seem to be localized and not a widespread trend, some have taken it as a worrying sign as the Initiative's abatement efforts are reaching towards a critical point.

[X] 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. Development Party strongly desire this. (Progress 184/300: 20 Resources per die) (+++ Logistics)

The first step before any more work could be done was restoration of lines left incomplete years ago in the immediate aftermath of the Third Tiberium War. While still technically sound, many of the elements had degraded to the point where replacement was advisable. Beyond that, much of the work has gone into internal blue zone lines, such as the eastern and western American lines, the South American line, and the northern Europe line. Better protected than most of the yellow zone lines, these are vital communications and transport corridors that move people and material across the Blue zones. However, yellow zones have not been ignored. Lines have been built out to bypass the Terminus cities, such as those in the Ohio river valley, allowing them to be connected with a short spur line, while minimising slowdowns for the expresses aimed across the Canadian yellow zones. However, these lines have not yet been connected, and so services are still limited to relatively proximate areas.

[X] 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 98/200: 10 resources per die) (- Labor +++ Energy)

GDI has often, if not routinely, made use of hydro power. Relatively consistent, and often substantially more efficient in several metrics than even nuclear, run of river construction is the lowest impact option. Instead of flooding areas to create high dams, a run of river dam produces relatively minimal impacts on the environment. The first problem was to identify rivers that did not currently have functioning hydropower solutions, but were also good candidates. The best are deep and fast flowing rivers, ones that can support one or more turbines running at full or partial capacity. Dam construction on these sites has gone relatively well, with dozens of installations around the world rated at over a thousand megawatts, and over a thousand with smaller installations in construction. The bottleneck so far has been turbine allocation, with the units having to be shipped in, often with great difficulty.

[X] North Boston Chip Fabrication (Phase 2)
With the ground broken and the assemblies prepared, GDI's newest chip fabricator is ready to come online. However that will require a massive investment of time, energy and resources to make happen. Even with the best hardware available, fabricating a chip with a five nanometer transistor is an incredibly fiddly job, one that needs absolute precision at every step of the way. While expensive, this will begin turning a return on investment.
(Progress 454/300: 15 resources per die) ( ++ Capital Goods - Labor)

Installing the first wave of assemblers has been a massive project. It begins by processing Tiberium crystals into extremely thin silicon wafers, some 925 micrometers thick, and 450 millimeters across, which have to be pure monocrystalline silicon. These discs are then polished, doped, and etched, all in an anoxic environment by machines, with dust particles drawn from the air constantly. The wafers are then coated in photosensitive materials and then flashed to imprint them using UV light. The layers on top of that are built up using a variety of methods, with some elements requiring as many as forty to sixty passes, each one adding only a few molecules to the unit. Every chip has to remain in an anoxic environment lest it be damaged by the air during fabrication. It cannot be exposed to the light, because UV rays damage elements on the chip. When the wafer is completed, it is sliced into individual chips, which are then packaged and shipped to consumers.
While currently, the supplies are barely more than a drop in the ocean of demand, they have begun to make a difference, primarily in local factories, as units that have had failures have begun to be replaced. While nowhere near enough to actually shift the balance more than a few notches, it has turned chips from being a nearly unobtainable resource, into something that has delays and waits, but can be gotten.

[X] 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 208/200: 10 Resources per die) (-- Labor ++ Food)

The pumps and grow runs have begun producing. While meat is still a ways off, and many of the longer growing foods not much closer, things like mung bean sprouts, kale, and spinach have already begun to appear in stores and in rations. Although not always the most filling of options, the greens have improved nutrition and expanded the plates of many in the blue zones. While shipping them to the Yellow Zones has not really begun in significant quantities, some shipments have been made. At this point, the expansion of Yellow Zone habitation leaves two paths forward. Investment needs to go towards a combination of smaller runs and grow bays in the Yellow Zones, minimizing logistical investments, but also far more vulnerable. Secondly, much larger growth complexes are needed, safe and deep in the blue zones, growing a mix of constant harvests and perennial plants.


[ ] 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 245/200: 20 resources per die) (small additional income trickle [5 Resources]) (5 points of yellow zone mitigation)

The first line of redoubts has moved forward an average of 50 kilometers since they have begun construction. While some have moved far more, others have actually been pushed back into the Blue Zones behind them. As construction has accelerated, the redoubts have finally become an interlinking network, close enough to begin mutually supporting each other with mobile assets. While no redoubt has substantial forces at its disposal, a breakthrough can at least be harried by Pittbull and Guardian teams. While the artillery that would allow the redoubts to actually support each other meaningfully has either not been developed or not yet deployed, the mounting points are already engineered into the new build. However, further construction of additional redoubts has reached the point of increasingly diminishing returns, both in Tiberium and in abatement potential.

[ ] 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 150/150: 20 resources per die) (small additional income trickle [5 Resources]) (5 points of Yellow Zone Mitigation)

At one time, the Blue Zone outposts were a Limes, a border between the Blue Zones and civilization and yellow zone barbarians. But in the last years that has changed. GDI's terminus cities, the plans to drive deep into the yellow zones and bring with it an arsenal of social programs, has made the outposts a relic of a bygone age. While their abatement and harvesting value has certainly not decreased, GDI needs a new strategy to both support its yellow zone citizens, and continue the war on Tiberium in a new way.
Actual construction of the outposts has been slowed by repeated NOD attacks, likely distractions from events going on elsewhere. However, in the Himalayan and Russian Blue zones, attacks have come from an enemy both new and old. Nod cyborgs have returned, although they now call themselves the Marked of Kane.

[X] Red Zone Tiberium Harvesting (Phase 3)
The advent of Tiberium Glacier Mining has substantially changed the mission of the Red zone Tiberium Harvesting efforts. Rather than attempting to string long thin lines around the perimeter, Red Zone Mining has shifted focus toward more narrow and deep deployments, securing a region from NOD attack before bringing in heavy mining equipment. While the new approach brings roughly the same amount of abatement progress, it is a substantial change in doctrine. (Progress 132/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

The newest wave of Red Zone harvesting was an ambitious plan. Drive a narrow hole through the Asiatic Red Zone, combined with the construction of a rail line through the area. At one stroke combine the assets of two blue zones, relieve some of the distinct isolation of the Himalayan Blue Zone, and substantially increase the mining opportunities. However, it turns out that the program was too ambitious. Rather than being a plausible effect, GDI's mining and rail crews drove straight into a war zone without sufficient military support. While the ZOCOM detachments did their best, multiple railhead positions were destroyed, and outposts ravaged by marauding cyborgs.

[X] 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 42/100: 20 resources per die)

Construction of the Experimental Tiberium labs ran into two related problems. Workforce and Location. After the destruction of the Australian Tiberium Research Centre, new Tiberium labs are not popular locations. While a site has been found in the southern island of New Zealand, and the buildings constructed, the staff has been a problem. Few qualified people have been found, and fewer want to go to work at the new site. This has meant that the buildings currently stand empty, with only a bare bones janitorial staff there to keep the functions going until qualified researchers can fill the halls.

[X] 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 179/150: 15 resources per die)

The first phase of reconstructing GDI's orbital communications network has completed. The deployment of new units, once the orbital tracking math was completed anyway, went relatively smoothly, with over a dozen units going up at once. The generous Delta Velocity allowance of the fusion drives has meant that even widely separated holes can be patched with a single launch. One of the results has been that improved communications has opened up a number of new seats for the next parliamentary election.
With the initial problems sorted, further development of the Orbital Communications Network will emphasize increasing both bandwidth and speed. With GDI scattered in cities both small and large around the world, connection and communication are vital necessities. Expanding access will be both politically popular, and extremely useful.
Additionally, GDI Space Command has requested that we begin an orbital clean up as soon as possible. However, this will not be practical until the development of orbital refining and manufacturing capacity.

[X] Yellow Zone Security Services
With the Yellow Zones now hosting permanent GDI administered settlements, establishing a local security service will go a long way towards developing a trusting relationship with the regions. While it will mostly be equipped with surplus GDI equipment stenciled with police markings, these security services are going to be a significant shift from the military policing and mob justice now occurring due to a lack of local organization.
(Progress 208/200: 5 resources per die) (United Yellow Zone)

This quarter, the first official civilian yellow zone security offices opened and recruitment has begun in yellow zone cities around the world, leading to some to call it "The end of generation long occupation" However, the opening of the offices was far more symbolic than real. To begin with, testing for the new postings is rigorous, including both written and oral examinations, alongside medical screening and background checks. After that winnowing, the candidates need to pass through the Joint Initiative Security Service Agent Training Program. Candidates begin with a 12 week Basic Agent Training camp, including training on how to handle evidence and testify in the courtroom. Following on, there is a 14-16 week service specific program. For example, a police officer can expect to spend fifteen weeks learning how to deescalate confrontations, handle weapons, appropriate use of force guidelines, basic medical training and the basics of crime scene investigation. Comparatively, coast guard candidates are more focused towards ship handling, lifesaving, and like their police counterparts, are also learning use of force and medical training. Finally, before graduation, there is a 8-12 week period known as task and role training, which prepares candidates for their specific area, ranging from point of contact, to investigator, to lab technician. Once training has completed, there is the probationary agent period, where the newly minted agent is under the wing of a senior special agent and their team for 18 months. Less than one in ten applicants even make it to the JISSATP, and only one in five are expected to make it through that program. This means that for the foreseeable future, the streets will still be patrolled by people from the Blue Zones, and much of the work will be done by people who the Yellow Zones still see as outsiders.

[X] 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 descendants 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 169/150: 15 Resources per die)

GDI's Railgun program has orders for the rest of the units. It will take nearly a year to cycle commands out of position to refit them for the new weapons. A railgun is a fundamental rework of the entire tank, requiring a substantial battery pack, reworking ammunition handling, and the turret to be effectively cut to pieces in order to install the gun and cooling coils. All of this takes a substantial amount of time, not to mention retraining the crews on the new weapons. It will take close to two years in order for the last of the remaining components for the old guns to be fully out of inventory, GDI is well on the way towards retiring the 152mm high velocity smoothbore gun from inventory entirely. While this will impact the field artillery program there is still quite a bit of time before it does, and the gun is the least valuable of the three major tube pieces in the arsenal. The 105mm gun on the Guardian turret on the other hand is going to be retired much sooner. Unlike the 152mm gun which was found on both the Mammoth and the Predator, and has been retasked towards artillery use, the 105 has very little penetration into GDI's overall force structure. While there have been proposals for some form of IFV using the gun, those are unlikely in the face of railgun distribution.

[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) (LCI) (119)

Light and Chemical Industries are an amalgamation that emerged in the 20th century, a combination of everything that did not fall into the heavy industry category. Ranging from vaccines and medicines to toys and T-shirts, LCI as a category is quite artificial. During the Third Tiberium War, LCI served as a convenient source of resources for the other taskings. With the end of the war, it has seen some more investment, however there are still extreme shortages of many consumer goods. Investigation has proven that any NOD infiltration is extremely minor at most, with any infiltrators good at keeping their heads down.


[X] Political Working Group Recruitment
Dr. Granger is not particularly politically adept. However, that is what advisors are for. By going out and recruiting an array of lobbyists, experts, and retired politicians, the Treasury can have a substantially improved political position. (DC unknown, improved political arrangements) 198

Recruiting for the political working group has begun with a veritable whos-who of GDI's retired political and military classes. Ranging from notables like Michael McNeil, to Gabriella Boudreau and Emil Ibrahiim, the working group has already begun lobbying and engaging with the members of parliament. While the total impacts will take some time to see, both for Granger and the department as a whole, the political working group has already begun to show results in a better understanding of the ongoing overall political and social situation. It will begin producing quarterly results of which issues and which goals are most important to the other aspects of the government this quarter.

(A/N): Updates will be slow for the next few weeks. I am defending my thesis shortly, and so will be cutting back substantially on the amount of time I spend working on this.
 
Last edited:
Q4 2052
Q4 2052


Resources: 335 + 0 in reserve (45 currently allocated to other departments)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.20 Blue Zone
32.12 Yellow Zone (46 points of mitigation)
53.68 Red Zone (20 points of mitigation

Current Economic Issues:
Housing: Sufficient but low quality (=) (++++ in refugee camps)
Energy: Substantial Surpluses (++++)
Logistics: Marginal Surpluses (+)
Food: Sufficient production, inefficiencies in distribution (++)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (---- --- --) (collapse in 5-8 quarters)
Consumer Goods: Titanic Shortages (------)
Labor: Gargantuan Surpluses (124)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (2; 2; 5; 10)
Hawks: 31 Seats (3; 7; 15: 5)
United Yellow List: 10 Seats (5; 3; 2; 0)
Independents: 7 Seats (0; 3; 3; 1)
Developmentalists: 53 Seats (30; 20; 3; 0)




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. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 33/500: 10 Resources per die) (+ Logistics, + Health)

[ ] Yellow Zone Reconstruction (Phase 3)
With the immediate need for housing filled, the final step in Yellow Zone reconstruction proper is the establishment of connection points for trains, aircraft, and other elements of the logistical network, tying them into the main Blue Zone routes and to each other more efficiently. While this will not inherently bring business and construction efforts to the regions, it should ensure that they are better served and less able to build the kind of separated economies that the Brotherhood of NOD thrives in. It would almost certainly require the trunk links to be completed before or concurrently with the construction of these secondary lines. The Hawk party would be rather annoyed at this being done before blue zone rail links.
(Progress 82/200: 15 Resources per die) (++ Logistics)

[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 0/250: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and if need be evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks
(Progress 0/200: 15 resources per die) (+++ Housing)

[ ] 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. Development Party strongly desire this. (Progress 184/300: 20 Resources per die) (+++ Logistics)

[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design is seeing increasing other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/200: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 1)
With the proper high density housing running directly along many of the high volume transit lines, there are many spaces in between. Duplex row housing, two houses stacked on top of each other, one typically at ground level, and one accessed by a stairway, can fill in these areas, and can be serviced by lower volume transit options. The current plan has these arranged in blocks, around a central greenspace. Each unit is far larger than existing apartment blocks, representing a space designed for families and children, rather than the bare minimum to crowd people in.
(Progress 0/200: 10 resources per die) (+++ 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. Popular among most parties besides Yellow List.
(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 98/200: 10 resources per die) (- Labor +++ Energy)

[ ] 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)

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/75: 5 resources per die)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. While the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/300: 5 resources per die) (++ Energy)

[ ] North Boston Chip Fabrication (Phase 3)
GDI's newest Chip Fabricator is ready to enter full scale production. While this will begin to require substantial amounts of energy, it will also provide much of the capital goods required to begin replacing old equipment and bringing online projects like the Zone Armors currently being stockpiled for a lack of chips. It will also begin outputting some substantial amounts of consumer goods with supplies that are not immediately needed. While it will not fully fix the Capital goods crisis, it will solve the chips crisis in the immediate term.
(Progress 154/600: 15 resources per die) ( ++++ Capital Goods +++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston almost ready to enter full scale production, some in GDI's planning staff are already looking ahead to the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(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)

[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/350: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/400: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

[ ] New Moscow Robotics Works
While chips are one of the most pressing crises, one of the other significant hurdles is the provision of robotic assemblies, ranging from waldoes and robotic arms, to Crab, Bee, and Elephant class construction drones. While construction gangs have become a common sight across the initiative, in more normal times, most of the work is handled by drones, assembling buildings under the direction of human foremen. While it will not reach full capacity without the output of more chip fabricators, replacing humans in construction will speed along many projects. (Progress 0/200: 20 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 per turn)

[ ] Union Class Construction Yard
Most spacecraft 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)

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)

[ ] 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)

[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, --- Electricity)

[ ] 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 68/100: 5 resources per die) (++ Consumer Goods)

[ ] Yellow Zone Workshops
With the development of permanent living spaces in the Yellow Zones, an industrial element needs to be built in order to ensure widespread employment. Handcrafts and small enterprise are one of the best means to do so while keeping overall industrial costs down, especially with the ongoing paired tool and computer crises. While these workshops will not be supplied with more than basic hand tools and lighting, and are unlikely to pay well, they are a first stepping stone towards building a more comprehensive industrial base in the Yellow Zones.
(Progress 0/150: 5 resources per die) (+ Consumer Goods)

[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/200: 15 resources per die) (++ Consumer Goods, + Health)

[ ] 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 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)

[ ] Perennial Aquaponics Bays
While most aquaponics relies on relatively fast growing crops, the method can also be used with more long term crops, such as berries, beans, and perennialized versions of other grains, oilseeds, and legumes. These require a fundamentally different structure than the linear bays of single growth crops. Instead of a long single run, with sheets of plants rafting down as they grow, perennial aquaponics bays are typically taller, with spirals of plants being fed by tanks placed on ground level. While the crops only typically produce a harvest once a year, they can be staggered by artificially manipulating the growing environment.
(Progress 0/200: 10 resources per die) (+++ food)

[ ] Yellow Zone Aquaponics Bays (phase 1)
While most food is grown in the blue zones due to easy access to fresh water and the security situation, it is sometimes seen as a noose around the neck of the GDI loyalist Yellow Zones. Building some bays will both provide jobs, and allow for crops that do not survive long transits well to become available in GDI controlled Yellow Zone cities.
(Progress 0/80: 10 resources per die) (+ 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)

[ ] Bamboo Paper Works
With the ongoing computer crisis, ever more work is having to be done on paper. However, there is currently not enough paper available to replace all of the forms and other paraphernalia of bureaucracy. While wood pulp papers are obviously not a practical solution, there are other options, specifically bamboo papers. The fast growing grass has many similar properties, but can be brought online in a fraction of the time.
(Progress 0/200: 10 Resources per die) (Delays Capital Goods Collapse)

[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)

[ ] Refill Strategic Food Stockpiles
With the war over, and the food supply stabilizing, time has come to refill the stockpiles that were emptied by the conflict. While the food stored will not be particularly appetizing, it will keep people alive, even in the case of widespread destruction.
  • [ ] Small Stockpiles (- Food ++ Stored Food)
Supplying a minimum of food into the stockpiles will keep the population alive, at least for a little bit. While not enough to endure a long term privation, it is better than the nothing that currently exists.
  • [ ] Medium Stockpiles (-- Food, +++ Stored Food)
A somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies. However, it will also provide enough to feed people well for some time.
  • [ ] Large Stockpiles (--- Food ++++ Stored Food)
While not viable with current levels of consumption, expanding the stockpiles from pre tiberium war levels will be seen as a positive move by many who remember the privations of the late war and immediate postwar years.
  • [ ] Extra Large Stockpiles (---- Food, +++++ Stored Food)
Massive new investments in expanding existing stockpiles and founding new ones may indicate a lack of confidence in the military might of the Initiative. However, it will also provide enough food to feed the people for years, even without significant farming ongoing.

Tiberium (6 dice)

[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)

[ ] Blue Zone Perimeter Redoubts (Phase 3)
A final wave of redoubts, primarily closer to the perimeter fence will both thicken the line as forward bases leapfrog each other as Tiberium sites are harvested, and future proof positions as the line begins to extend, both along the coasts and the interior. While in the future there are likely to be further phases of redoubts as the lines of the Blue Zones expand, the time to begin assembling them is not today.
(Progress 45/200: 20 resources per die) (small additional income trickle [5 Resources]) (4 points of yellow zone mitigation)

[ ] Blue Zone Perimeter Outposts (Phase 3)
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 0/150: 20 resources per die) (small additional income trickle [5 Resources]) (5 points of Yellow Zone Mitigation)


[ ] 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]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 3)
At this time, without an expansion of yellow zone facilities, further intensification of harvesting is not feasible.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)

[ ] Red Zone Tiberium Harvesting (Phase 3)
The advent of Tiberium Glacier Mining has substantially changed the mission of the Red zone Tiberium Harvesting efforts. Rather than attempting to string long thin lines around the perimeter, Red Zone Mining has shifted focus toward more narrow and deep deployments, securing a region from NOD attack before bringing in heavy mining equipment. While the new approach brings roughly the same amount of abatement progress, it is a substantial change in doctrine. (Progress 132/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Tiberium Glacier Mining (Phase 3)
At this time further work on Tiberium glacier mining is not feasible without substantial new investments in red zone outposts.
(Progress 68/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources])

[ ] Red Zone Enclosure Campaigns
While many sections of the Red Zones will still continue to expand unchecked, our efforts to increase GDI's presence in the areas, and the near completion of the Blue Zone Perimeter Abatement efforts, has caused GDI's planners to look towards containment of the Red Zones as the next major priority. One option is to erect something similar to the Blue Zone Perimeter fence along sections of the Red Zones that are at least somewhat secured. While sonic fencing will not stop the spread of Tiberium, it will slow it substantially, buying time for other efforts to be made.
(progress 0/200: 20 resources per die) (4 points of Red Zone Mitigation)

[ ] 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 42/100: 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 2)
With the worst of the damage replaced, GDI's new need is for higher speed and more bandwidth. While everywhere is connected, few of those connections are particularly high bandwidth. With this in mind, making more bandwidth available will drastically cut the need for couriers for any but the most highly classified projects, and as more computers become available, more of GDI's citizens can begin working from home, reducing the strain on public transit networks.
(Progress 29/150: 15 resources per die) (+ Logistics) (5 PS for completion)

[ ] Orbital Cleanup (Phase 1)
While doing orbital cleanup without orbital industrial capacity to feed the material into will be extremely expensive without commensurate payoff, GDI does have the capacity to begin cleaning up decades of debris. Ranging from pieces of the Philadelphia that have not deorbited, to lost tools, to entire Ion Canons that have reached the end of their service lives, GDI's fusion lift units can be used to clear out entire sections of the sky, preparing it for more orbital infrastructure.
(Progress 0/200: 15 resources per die) (Opens new Space Projects) (Will substantially change with phase 2+ of GDSS Enterprise)


Services (3 dice)

[ ] Secondary Schooling
With primary schools once again open, GDI needs to massively expand its educational investments and reconstruction. New secondary schools will prepare people for work and further education, a required step towards preparing a long term educated population. While secondary schooling is not going to be the only means of education available, it is intended to be the main pipeline.
(Progress 0/300: 5 Resources per die) (--- Labor) (5 Political Support)

[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 0/300: 5 Resources per die) (-- Labor)

[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/250: 5 Resources per die) (--- Labor)

[ ] 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)

[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)

[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)

Military (3 dice)

[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 26/250: 30 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)
-[ ] Oslo (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.
-[ ] 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)

[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 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
[ ] 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)

[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)

[ ] Field Artillery Rollout
GDI's new field artillery pieces are ready to begin rollout. With most of the tubes being used in various equipment already, the primary problems are optics, mountings, and positions. A series of smaller factories are needed to turn the pieces into fieldable equipment, primarily giving them gun shields, optics mountings, mechanical fire control computers, and similar equipment before shipping to outposts around the world.
(Progress 0/150: 10 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)

[ ] Light Combat Hydrofoil development
The Global Defense Initiative has thousands of kilometers of coast to patrol. While the larger scale Battleships and Carriers can certainly project force, and existing hovercraft are quite capable of doing inshore patrols, there is a substantial gap in more long range patrol exercises and aircraft interdiction. A small 50 meter hydrofoil design, carrying both missiles and autocannon, can cheaply provide high speed coastal patrol and interdiction duties.
(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)

[ ] Reallocate Resources to other departments
One of the limiting factors on GDI's reconstruction has become the limited amount of resources allocated at the beginning of the plan. By moving resources earned from expanding Tiberium exploitation into broader pools, and voluntarily giving up claim to them, the Treasury can earn political support, and bolster other GDI programs beyond its mandate. (Reduces resources per turn by 15 per die allocated) (+5 political support per 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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Enduring Victory: Victory on the Battlefield.
Enduring Victory: The Global Defense Initiative in The Aftermath of the Third Tiberium War.

The Global Defense Initiative had been bloodied by the Third Tiberium War however it had achieved a decisive victory, effectively destroying many elements of the Brotherhood of NOD, and driving off an alien invasion.

In the years following the war, many engagements were conducted between the Initiative and the Brotherhood of NOD, mostly smaller ones conducted as firefights between Initiative defenders and attacking NOD raiders. In nearly all cases these fights were tactically indecisive. The Brotherhood often managed to pull back functionally intact, while the Initiative usually lacked sufficient mobile assets for pursuit and destruction.
In the aftermath of the war, all portions of the Initiative's military forces looked to establish an ambitious plan of reforms. While Dr. Granger effectively fobbed them off for much of the plan, he did begin producing new equipment for them. Granger's priorities, as much has he has said in any case, were directly aimed at Tiberium abatement and winning the peace, rather than preparing for war as examined in the last two chapters. This lack of preparedness caused substantial casualties as a final flare up in July of 2052. While few of the engagements were particularly large, GDI's forces took substantial damage, and some faced destruction. However, the initial conflicts quickly petered out, a result of a lack of manpower, and, as it would turn out, having a substantially more important goal

Following the rise of the Marked of Kane, a cyborg army assembled by the Brotherhood of NOD over the decades after the Second Tiberium War, there were three decisive battles over the course of October and November 2052. At Los Angeles, Cheyenne Mountain, and Siberia, the Initiative and the Brotherhood clashed one more time with the arsenals that had defined the Third Tiberium War.

Battle of Los Angeles (21 v 14)
On the morning of October 9, 2052, one of the largest NOD air flotillas ever seen was spotted out at sea closing towards the Tiberium infested ruins of Los Angeles. A flight of Apollo fighters, of VF 332 lead by captain Harold Mannock, effectively ran into the flotilla on a long range training patrol. Large air flotillas were nothing new. With the expansion of GDI's power into the Yellow Zones, the Carryall had become an increasingly large part of NOD's logistics, and so required large convoys to be relatively safe on the hundreds or thousands of kilometer flights to resupply various NOD bases. The first indication of something being wrong was a new type of aircraft in NOD's arsenal. A variant of a Venom, it carried air to air missiles, clearly derivatives of those carried by the Stealth Tank of the era, but packed as twins instead of tens. While it would be seen in future combats for decades to come, it was one of the models first seen above Los Angeles. While most of the force was typical for the NOD arsenals of the Third Tiberium War, Venoms armed with either machine guns or laser weaponry, there were a handful of these new units.

The flotilla was initially thought to be a deep penetration resupply run for NOD operations across the west and midwest, operating from transport bases somewhere in South America. However, it proved, in records captured during Operation Dawn Star, to be the primary convoy for the Marked of Kane to the Battle of Cheyenne Mountain. While an intelligence failure for INOPS, the initiative was lucky to be able to find the force at all. NOD had proved both before and after to be preternaturally good at avoiding patrols and slipping through radar nets.

Captain Mannock lead his men in what would become one of the signature moves of the Appollo fighter, a fast, head on attack through the center of the enemy formation. Slashing in behind a wave of missiles, Mannock claimed three kills, a small portion of the twenty that his flight brought down. Calling for reinforcements, the officers in command initially did not believe him, although they did vector in a group of Firehawks for confirmation. While two of the four did get shot down, they accounted for six Venoms, and radioed confirmation to local airbases, prompting a more full scale response. As the morning continued flight after flight was vectored in, fed piecemeal into the action as the NOD aircraft were not meaningfully delayed. There were never enough missiles, never enough aircraft to meaningfully punch through into the combat boxes that had been established around the transports. Rather than breaking to engage, the vast majority of the formation remained in formation, and focused their efforts on getting out of the battlespace. While some missiles did leak through, it was rarely enough to actually bring down a carryall, with their four redundant rotors.
Having expended his munitions, Mannock returned to base, and was one of the few flight leaders to be able to make two engagement runs. Closing in on the tail of the formation, Mannock's flight downed three Carryalls and a further half dozen Venoms, making Mannnock a triple ace, and bringing two others of his flight aces in their own right.

In the late morning, GDI forces broke contact as the available fighters had expended their munitions, and were low on fuel. While losses for the Initiative were far lighter than the Brotherhood, the Brotherhood did manage to achieve their objective and pass through the battlespace. The Initiative made no real further efforts to conduct interception. With the contact broken, NOD forces would be able to be over the horizon in any direction before any GDI forces could return.

In total, the Initiative sent some sixty Firehawks and sixteen Apollos to fight the air battle over Los Angeles. While the casualties were incredibly lopsided, six Firehawks and two Apollos downed and four pilots recovered, compared to over a hundred NOD aircraft, the limitations of the technology were on full display. While capable of inflicting absolutely lopsided casualties, Initiative air forces, like during the Third Tiberium War, were oftentimes unable to prevent NOD from completing its objectives.

Battle of Cheyenne Mountain (91 v 94)
Cheyenne Mountain had a long history of preparation for war. Nearly a century prior, it had become the site of NORAD, the North American Aerospace Defense Command. A city built inside the mountain, the complex was intended to survive a nuclear exchange. With the end of the threat of nuclear war via the Ion Cannon network, Cheyenne mountain was repurposed as a site for the very most secure of scientific research. The crowning jewel was the Tacitus, an alien supercomputer seized from Kane after the Second Tiberium War, and transported to the site before the beginning of the Third.
The minds behind one of the most valiant defeats in GDI's long history of valiant defeats were Colonel Tali Jackson, and Colonel Daniel O'Neil (Ret.) Colonel O'Neil arrived at the site shortly before the beginning of the Third Tiberium War, having been part of the convoy that brought the Tacitus to the base, and assuming command of the defenses. This began a process of defense in depth. Ranging from Raider and Trooper kill teams, to deep minefields nearly everywhere aside from the main roads, which were covered by fighting positions for both tanks and Titans. On each of the mountain passes, O'Neil had rigged explosive charges, ready to literally bring down the mountain on any invader. By the end of the war however, O'Neil was ready to retire. His subordinate, Lt.Colonel Tali Jackson was promoted to take his place.

Colonel Jackson continued to prepare the defenses, and with the aftermath of the war, her preparations took a far more improvised character. Tensioned wire with hand grenades daisy chained along it, missile pods stripped from disabled vehicles concealed to create crossfires of dumbfire rockets, arrays of captured rifles, mounted to sweep an area with fire, using the recoil to tap the weapons left or right. While few have ever been on any GDI manual of arms, most proved quite effective in the defense of the mountain.

On October 30th and 31st, elements of the Marked of Kane, supported by units from NOD cells across the American Southwest, totalling some 60 thousand men bore down on the roughly six thousand under Colonel Jackson. A combined arms force drawing from ZOCOM, the Steel Talons, and mainline GDI forces, the area had been marked as a low priority for upgrades, especially as the Marked of Kane had seemingly focused on the asian theater. Traditionally, a three to one numerical advantage would be needed to win an offensive battle against an entrenched enemy. Kane, and Legion had a ten to one edge. It would prove to be just barely enough.

The plan was simple, and brutal in its efficiency. Waves of expendable infantry and light vehicles, sourced from local NOD forces hit the defenses along every avenue of approach, while a hard core of Black Hand and Marked forces drove straight up the central approaches, bulling through fixed defenses, minefields, and mobile assets alike. While the Marked on this first day of fighting suffered lesser casualties than the other forces, they made little progress, aside from clearing a number of Colonel Jackson's defenses. By the end of the first day, Jackson's forces had been forced back from the first and second line, but held at a third and final position before reaching the base of the mountain complex. Jackson's losses had been heavy. Unable to break contact, one of her battalions had been destroyed, and another three mauled in the days fighting. While her reserves were still functionally intact, including most of her Zone Suits, by the end of her first day of fighting, she had taken two and a half thousand casualties, mostly dead or unrecoverable. While the fighting died down overnight, the Marked continued to skirmish with the defenders, until the early hours of dawn the next day. At that point, Kane's forces renewed their assault, hammering at a join between two of the weakened battalions.

Jackson was forced to deploy her one battalion of Zone Troopers, some of the best men she had, to blunt the blow. Holding for nearly two hours, the Zone Troopers shot themselves dry of every round they had, a nearly unheard of occurrence during the Third Tiberium War, before they too were overrun. Down to only about one and a half thousand by noon, Jackson's men and women fought a desperate delaying action through the research complex, their vehicles abandoned as they tried to hold off their attackers. It was not enough. By 1500, the Marked of Kane had broken through, and seized the Tacitus. A half hour later, reinforcements arrived from the Californian Blue Zone, and drove off the rear guard hunting Jackson and her people through the corridors of the compound.

The results were bloody for both sides. By the end of the battle, Jackson had less than five hundred combat effective soldiers remaining, and had expended every vehicle under her command. For the Brotherhood, precise numbers are difficult, but estimates place the casualties at somewhere between twenty and thirty thousand dead, wounded or captured on the mountain itself. In the following weeks, another five thousand were found abandoned to their wounds at encampments near the mountain. While a tactical and strategic victory for the Brotherhood of NOD, Jackson was lionized in the media, as leading a doomed effort that very nearly succeeded.


Operation: Dawn Star (70 v 3)

Operation Dawn Star began November 1 2052, in a titanic display of GDI's material superiority. Three disparate forces, Army Groups from Blue Zones 7, 16, and 18, encircled and destroyed tens of thousands of NOD cyborgs, many of which were destroyed still in their caches. General Svetlana Cherdenko, acting in overall command of the operation, had nearly three months of relative inactivity to build up her forces. The first six battalions of artillery, nearly a dozen wings of Orcas and Firehawks, ten full loads of ammunition for every tank, APC, and pittbull in the force, and reinforcements drawn from as far away as South Africa and Australia converged on the Marked of Kane in one of the largest battles of the 21st century.

The postwar crisis on the far eastern battlefields had begun in July, with cyborg armies boiling out of the ground. While initial GDI estimates placed the numbers at between two and three hundred thousand, postwar assessments and analysis have placed the numbers at close to half that, somewhere between 40-90 thousand, of which no more than forty thousand were active and in the battlespace at any given time. Numbers on the various non cyborg forces, raised both from local NOD assets and shipped in over the previous months, are still unknown, but almost certainly raised the numbers from two corps, to between five and ten. NOD organizational confusion however, means that these numbers are always going to have a wide spread. The battlefields, while initially confused, quickly settled, with combat fronts across China falling into a near reenactment of First World War era trench warfare, with tanks and other mobile assets playing a secondary role in the face of massed deployments of Battle Bases and infantry entrenchment. In response NOD began lining trenches of their own, alongside turreted hardpoints, and a number of Obelisk heavy emplacements.

Preparation for Dawn Star began in early August, as the first wave of fighting concluded. While there had been a number of shattered forces, Cherdenko, one of the first officers on the scene, had filled in those units with green recruits, many only days or weeks out of boot camp. Few were ready to fight the boogymen of the Marked of Kane, which had become legends of the 2nd Tiberium War. Knowing this, Cherdenko had prepared a strategy of overwhelming firepower. Instead of relying on the fighting strength of her mobile assets, her strategy was much like Haig's at the battle of the Somne. Victory through massive application of firepower.

In the predawn light of the First, armored infantry clattered through the night, moving towards jump off positions forward of the entrenchments that had lined the battlefields. At 0630, the first wave of fire lit off the attacks, with masses of both fixed and mobile artillery tearing the night open in blasts of smoke and flame towards pre registered targets. At the same time, a rolling barrage of Ion cannon strikes pummeled the Brotherhood's front lines, wiping out strongpoints and punching holes that armored and infantry columns raced through, encircling NOD defenders too slow or too shell shocked to get away. In the air, holes opened in NOD's air defense system allowed Firehawks and Orcas to stream into the battlespace, hunting fleeing remnants and striking deep into the rear lines.

It was here, in this first exploitation phase that GDI's artillery truly showed its worth. A 203mm /L50 gun can fling a shell weighing nearly a hundred kilograms, and with a filling of ten kilograms of explosive nearly thirty five kilometers. As GDI's forces surged through NOD's lines, the carefully husbanded Captain model Zone armors and hundreds of forward observer teams called in strike after strike, pounding NOD resistance into bouncing rubble rather than allow it to stall the advance. Pockets of NOD forces were left behind, shattered and disorganized for sweeping forces behind the front lines to mop up at their leisure.

GDI's advance did stall out, not due to NOD action, but due to the weather. While GDI's forces were far stronger than any of the other armies that had tried to fight in the depths of Siberian winter, it, like all the others, faced the wrath of general winter, and bent the knee. In late November, as snow and ice covered the ground, and storms blotted out the sky, Svetlana Cherdenko called a halt to further offensive operations. While regrouping took through the end of the month, it would prove to also be the general's last battle. Svetlana Cherdenko had been poisoned by Tiberium during the Third Tiberium War, and had been fighting a losing battle ever since. During the last days of the regrouping effort, Cherdenko collapsed, and was rushed to a field hospital, where she died on November 30. While one of the largest battles of the era, and a massive victory for the Initiative, one played up in public media, in internal affairs it was overshadowed by more major losses, most notably the Tacitus in the raid on Cheyenne Mountain.

A Lasting Question
The efforts to win an enduring victory in the aftermath of the Third Tiberium War, opened questions of policy, of goals, and of what it means to be a Global Defense organization. While militarily, the Initiative was slow to rebuild from the war, and slow to learn the lessons taught by the Brotherhood of NOD, economically and socially, the two Grangers reshaped and reformed the Initiative from a government for, by, and of, the Blue Zones, to one that represented a global population, one that often had other concerns and other more pressing issues than the Brotherhood of NOD.
 
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Q4 2052 Results
Results Q4 2052

GDI Online Q4 2052

Schools Thread Episode XVII: Return of the Schools

Edward Kirk
Well, I am back with another announcement. The High Schools are Back! One more step to having a functional society. I don't have a kid who is going, but am expecting to go and teach, at least part time, once my local is in session. Mostly going to be teaching history, focusing on the 20th century in the developing world. Not something most of the kids are going to care much for, but I will be doing my best.
The days are going to be long though. Looking like they will run a pretty similar schedule to the Primaries, just with one less hour of PE, and an extra block at the end for more subjects. Still, better to have the kids doing something, rather than finding something for themselves to do.

Fireofunknown origin:
It's good to see our education systems getting back on it's feet. Though I wasn't lucky or unlucky enough to get an army brand education so I am still waiting for some of the technical colleges to come back personally but I am curious if there is anyway I could help, currently working as an apprentice in a small garage.

Stralyan1998
I'm all for more education, but tbh sometimes I think having kids just finding something to do for themselves is severely underrated. I hope they will at least get a decently sized vacation where they will get to just be kids.

Piryana240
I'm grateful that my son can finally get back into school-the local Blue Zone schools never shut down, but they were emphasizing 'higher performing' students ever since we lost two of the school buildings to aliens! I can't believe that it took so long to fix this problem, my boy was never the best student, but now he's missed three whole years of school. I understand things have been hard, but between the lack of food in the shops and the lack of anything else and this, it's been a very trying time for a single mother with limited income.

Bicycles0-0
So, now I get to tease my big sister about going back to school. Turnabout is fair play! (I learned about that phrase last week.) Oh no here shecomes

Fireofunknownorigin
@Stralyan1998
"I'm all for more education, but tbh sometimes I think having kids just finding something to do for themselves is severely underrated. I hope they will at least get a decently sized vacation where they will get to just be kids."

I understand where you are coming from it all depends on what the end goal for the education is but food for thought the Noddie preachers rely on the kiddos being under educated to spread their BS. you either get your education from papa hawk or creepy uncle scorpion and the uncle is promising far more than just knowledge many of which he cannot really provide.

Stralyan1998
@Fireofunknownorigin
Yeah that's a good point. Ugh, fucking NOD ruining everything as usual.

NowJustTired
Well, now I'm actually a PE teacher instead of "that guy who tries to keep the kids from breaking ankles while they play ball." Which basically means we actually have defined rules, better equipment, and fewer shell-craters on the playing field. I'll take it!

Ormonde2020
I'll be teaching Physics and Tech Graph which is pretty great, since they were my favourite school subjects growing up. Its going to be weird going back to school as a teacher though, I still sometimes have dreams and nightmares of being back there as a student and it's been decades, haha

AccomplishingProvidence
As far as concerns about "kids being kids", from everything available to the public (which seems to be all schedules, lesson plans, textbooks, and the like) we are seeing children at all levels being given the space to play as well as learn. This is unquestionably a positive step. Furthermore, for those in their teenage years, non-PE time is likely to be more enjoyable and productive anyway. From what I've seen, there are several options in the midst of the more traditional class blocks for students to engage in peer group activities. Things like chess, journalism, art, and so on that we know we can trust teenagers, on the averaged whole, to use genuinely and productively. Teenagers can be a bit rambunctious, but they will surprise you with how thoughtful and responsible they can be.

I would caution against the simplified idea that it's the "uneducated" people who turn to the Brotherhood of NOD, @fireofunknownorigin. While there's elements of truth to that, history has proven that NOD has plenty of intelligent, educated members in its ranks. Simplifying people's reasons down to "they're dumb and have creepy relatives who convince them" is a dangerous path. I'm not saying that you, specifically, bear any sort of large biases here, but that sort of rhetoric has long been in use by the more...militant...members of GDI to justify authoritarian measures. It is clear that it's not an angle that Director Granger has chosen, which is laudable. Whenever people try to simplify the factors behind whether someone joins GDI or NOD, there's always a few bits of complicated reality that poke holes in those theories.


Resources: 350 + 0 in reserve (45 currently allocated to other departments)
Political Support: 65
Free Dice: 5
Tiberium Spread
14.36 Blue Zone
31.50 Yellow Zone (51 points of mitigation)
54.14 Red Zone (21 points of mitigation)

Current Economic Issues:
Housing: Sufficient but low quality (=) (++++ in refugee camps)
Energy: Substantial Surpluses (++++)
Logistics: Marginal Surpluses (+++ +)
Food: Sufficient production, inefficiencies in distribution (++)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (---- --- --) (collapse in 4-7 quarters)
Consumer Goods: Titanic Shortages (------)
Labor: Gargantuan Surpluses (120)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (2; 2; 6; 9)
Hawks: 31 Seats (3; 7; 16: 4)
United Yellow List: 10 Seats (7; 2; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (32; 18; 3; 0)

Political Working Group Reports

Military
Currently the military has been focusing on the Siberian counterattack and other conflicts around the world. While the ongoing conflicts have brought up a number of interesting holes in the Initiative's arsenal, the military primarily desires more hardware at this time to replace losses, and ensure continuing superiority in weight of metal. While new developments would be welcome, at this time they are not the priority.

Welfare
Currently, welfare programs are well in hand, and there are few new demands and desires. Many are looking forward to reallocation to ensure that there is enough funding for the entitlement spending that GDI has promised its people.

[ ] 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 259/200: 10 resources per die) (- Labor +++ Energy)

Around the world, run of river dams have begun to be brought online as turbines become available. While the immediate result has been taking nuclear plants built during the Third Tiberium War offline for more intensive inspections and refurbishments, they will be coming online as new factories require additional power. More broadly, the additional power supply is sustainable, and relatively hard to take out, a substantial comfort to many who remember the rolling blackouts of just two years ago. While not a properly hardened power supply, they are much lower profile than the nuclear plants, hopefully allowing them to be left mostly intact in the case of future conflicts in the Blue Zones. While there are more rivers, and more potential energy that can be tapped, most of the available good options are either in use, or being used for some other project.


[ ] 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. Development Party strongly desire this. (Progress 340/300: 20 Resources per die) (+++ Logistics)

Primary rail links between the blue zones, such as the B1-B5 primary line, the B2-B16-B11 Triangular line, and the B7-B16 coastal line, have finally finished construction. Lined with turrets and sonic projectors, the rail links are well protected from the Brotherhood's attacks. While many blue zones are better connected by sea and air, trains form a substantial third leg, carrying heavy cargoes and masses of passengers between the zones. With the completion of many of these links, there are two major advantages for the Initiative. First is that local Yellow Zones can be more effectively tied into the broader transit networks across the world, and second, more air assets can be transferred to lower throughput options, offering far easier support to less geographically suited areas. A more localized win was the connection of Blue Zone 18 to Blue Zones 7 and 16, turning one of the most isolated areas into one that can substantially rely on the other two regions, a result of Cherdenko's victory and the heroic efforts of civilian construction teams.
Future programs are likely to focus on expanding these connections, and adding additional secondary lines to improve linkages within the blue zones, and link emergent Yellow Zone industrial areas with Blue and Yellow zone consumers.

[ ] North Boston Chip Fabrication (Phase 3)
GDI's newest Chip Fabricator is ready to enter full scale production. While this will begin to require substantial amounts of energy, it will also provide much of the capital goods required to begin replacing old equipment and bringing online projects like the Zone Armors currently being stockpiled for a lack of chips. It will also begin outputting some substantial amounts of consumer goods with supplies that are not immediately needed. While it will not fully fix the Capital goods crisis, it will solve the chips crisis in the immediate term.
(Progress 474/600: 15 resources per die) ( ++++ Capital Goods +++ Consumer Goods -- Labor --- Energy)

Progress has continued in the construction of the North Boston Complex. In this quarter, in addition to producing additional general computing elements, the expansion has created the lines for various specialized controllers. While most of the production of these chip fabricators is and will always be generalized computing hardware, there are substantial numbers of systems that require more dedicated hardware. The most common of these are motion controllers, used for everything from a harvester's arms, to Computerized Numerical Control, to assembly machines on the production lines that keep GDI's industrial might running. While at this time the finishing machines have not yet been installed, they are on site, and with a final push, the initiative's efforts to supply its industrial needs can take a substantial step forward.

[ ] Blue Zone Perimeter Redoubts (Phase 3)
A final wave of redoubts, primarily closer to the perimeter fence will both thicken the line as forward bases leapfrog each other as Tiberium sites are harvested, and future proof positions as the line begins to extend, both along the coasts and the interior. While in the future there are likely to be further phases of redoubts as the lines of the Blue Zones expand, the time to begin assembling them is not today.
(Progress 138/200: 20 resources per die) (small additional income trickle [5 Resources]) (4 points of yellow zone mitigation)

While the final wave of redoubts has been constructed, there is the other problem, moving the redoubts forward. Already, many of the rear line redoubts are out of position for best coverage, and do not have easy access to local tiberium fields. To fix this, a permanent allocation of transport assets is required. While it will certainly not be substantial enough to even put a dent in the Initiative's transport capacity, dragging the units out of their existing allocations has proved more difficult than expected, and existing production has weeks of backlog to get through from the outpost requirement, and will require further resource expenditure to acquire.

[ ] Blue Zone Perimeter Outposts (Phase 3)
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 211/150: 20 resources per die) (small additional income trickle [5 Resources]) (5 points of Yellow Zone Mitigation)

The expansion of the outposts however has gone much better. The allocation of additional transport assets, primarily V-35s, has allowed many of the rear line to be moved forward, leapfrogging existing positions to more efficient locations, and a further wave of construction has filled in gaps created by the expanding lines. While even these forward lines are only as far as the edges of the prewar blue zones, current estimates indicate that on average the Blue Zones are slated to expand. The next, and final, step is an expansion of the transport assets provided to the outposts, both to ensure that they are better supplied, and more importantly, to ensure their continued movement ever deeper into the yellow zones. While much of this will be eaten up by the allocation of artillery to these outposts, it should ensure that at least some fresh food is regularly available to the garrisons of even the most far flung outposts.

[ ] Red Zone Tiberium Harvesting (Phase 3)
The advent of Tiberium Glacier Mining has substantially changed the mission of the Red zone Tiberium Harvesting efforts. Rather than attempting to string long thin lines around the perimeter, Red Zone Mining has shifted focus toward more narrow and deep deployments, securing a region from NOD attack before bringing in heavy mining equipment. While the new approach brings roughly the same amount of abatement progress, it is a substantial change in doctrine. (Progress 245/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

Substantial progress has been made on two major fronts. First is the finalization of the work begun before the attack of the Marked, focusing on finishing the protections for the rail line running through the asiatic red zone. The second has been attacking the South American Red zone, which has not yet reached the positions for the next phase to be called complete. With Initiative planning looking ever more towards the Red Zones as the next crisis area, GDI's planners have begun looking towards more ambitious and comprehensive solutions rather than the construction of more rounds of red zone basing. While fencing campaigns are an easy first step, the harvesting operations are likely to see diversification, not just to support ongoing glacier mines, but also to support other operations both in and around the global Red Zones.

[ ] 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 108/100: 20 resources per die)
The Tiberium Age, like the Industrial one before it, brought with it a host of new diseases. Many fall under what is commonly known as "Rock Lung" a painful cough, progressing towards bloody phlegm, internal bleeding, and eventually death. There are a few major causes. The most common is the inhalation of Tiberium dust, but can also be caused by inhalation of liquid droplets or gas phase Tiberium. While the former two are heavy, and tend to not stay in the air long, the last one can at times. Usually a side effect of Tiberium Mining, it is a chronic problem, especially for people without the resources to provide high grade filtration or enclosed rebreather systems. It is also one of the diseases that existing measures have often struggled against. While an infestation of Tiberium crystals in the hands, feet, or other body parts can usually be surgically extracted, or an amputation performed, Tiberium in the lungs is a substantially more difficult problem. Before the war, the best option was precision sonics, however these only slowed the spread, and were themselves extremely painful. The new treatment labs, now staffed to sufficient (although far from plentiful) levels, have targeted this as their inaugural treatment project. While results are not expected soon, it is a sign that problems endemic to the yellow zones will see substantial investment from GDI's scientific establishment.

[ ] Secondary Schooling
With primary schools once again open, GDI needs to massively expand its educational investments and reconstruction. New secondary schools will prepare people for work and further education, a required step towards preparing a long term educated population. While secondary schooling is not going to be the only means of education available, it is intended to be the main pipeline.
(Progress 335/300: 5 Resources per die) (--- Labor) (5 Political Support)

Secondary schooling, much like primary schooling, has long days. A typical high schooler has eight hour long classes. Usually, a high schooler will take four years of history, mathematics, english, a second language, and shop/physical education classes. The other three subjects are determined by the high schooler, from an array of electives, intended to specialize the student towards a profession. Each week is split into two groups. Three standard days, typically Monday, Wednesday, Friday, and two Block days, usually Tuesday and Thursday. The block days have half as many classes, but double length periods, intended for larger projects, and activities. While at this time, few schools are fully appointed with computers, or all of the tooling needed for their workshops, those can be solved with time, and continued investments into improving the overall capital goods situation. While even this expansion is not truly a universal education program, and it is certainly not enough to fully prepare people for work in modern industries and services, it is a large step forward. One of the key problems is in finding enough teachers for the Yellow Zone schools. Most well qualified teachers view the newly built programs as uncertain, risky, and potentially damaging to their job prospects. While this will inherently lead to continued stratification, it does bring the Yellow Zones closer than they have in a long time to the standard of the rest of the world. The other problem is that it is not really a full preparation for work. While there are certainly a wide array of jobs that can be done with nothing more than a secondary education, many more are specialized, and require further educational development. In light of this, many industrial and service programs have already begun looking at some form of apprenticeship as GDI looks towards an aging educated population, although most have every confidence that the Treasury will ensure that the tertiary education and other programs are funded in the near future.

[ ] 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 53/75: 15 resources per die)

The development of the Orbital Strike Combat team relies on having the ability to deliver reentry capable drop pods that can carry a fully combat loaded vehicle into battle. Without that capability, the entire project is doomed. And that is where the problems this quarter began. In initial testing, using scrapped combat vehicles, no vehicle was able to both survive reentry, and land with even the most basic systems intact. Impact reports are a listing of popped tires, bent track, and litanies of shattered optics and sensor systems. The key issue is the suicide burn. The core technique of all drop pods, a suicide burn is a last minute high intensity burn designed to bring the pod to a gentle enough landing in the shortest distance possible, minimizing the threat window of any anti aircraft armaments. While the teams will continue working on this, it seems likely that any drop maneuver will have to accept a lengthy final run, and potentially require either separate crew pods, or specially modified equipment to finalize the project.

[ ] Field Artillery Rollout
GDI's new field artillery pieces are ready to begin rollout. With most of the tubes being used in various equipment already, the primary problems are optics, mountings, and positions. A series of smaller factories are needed to turn the pieces into fieldable equipment, primarily giving them gun shields, optics mountings, mechanical fire control computers, and similar equipment before shipping to outposts around the world.
(Progress 195/150: 10 Resources per die)

GDI's rollout of field artillery pieces has been extremely rapid. Multiple battalions were ready for Operation Dawn Star, and many more have been dispatched around the world. However, the full deployment, especially for the light and heavy pieces, is almost certainly to be the work of years, not months. This is due to two major factors. First, artillery is relatively easy to operate, especially with computer assistance. This has meant that the Initiative Ground Forces command wants thousands of these pieces to equip nearly every outpost and holding outside of the blue zones, and many inside, generating a massive scope to the project. The second is a more transitory problem. While there are more than sufficient tubes for the 152mm gun coming off the production lines now that railgun rollouts have been fully authorized, the 120mm and 203mm guns are still in widespread use, and there is not enough surplus production capacity to fill demand at this time, especially with the immediate need for replacement barrels due to military operations.

[ ] 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) (241)

When GDI officers started looking for the Forgotten, the Forgotten were there. Finding them proved to be the easy part however. While some Forgotten bands are already ready to come in from the cold, others are far less trusting, and have wide ranging demands, oftentimes looking for effective, if not absolute independence of action, and substantial concessions from the Initiative for harvesting in their areas. However, as the Initiative has been able to bring together the largest bands for a conference, prospects are good for a long term alliance. In the tradition established before the Second Tiberium War, GDI must bring in all who are willing to work together for the good of earth, and its peoples.

*Next Update will be a two parter, with the Conference, and the Turn*
 
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Q1 2053
Q1 2053

Settled In: As the new boss settles into the role that he has been assigned, systems of prioritization, lines of communication, and workflow have all improved. (+8 bonus to all dice, maximum of +8)

Resources: 350 + 0 in reserve (45 currently allocated to other departments)
Political Support: 65
Free Dice: 5
Tiberium Spread
14.36 Blue Zone
31.50 Yellow Zone (51 points of mitigation)
54.14 Red Zone (21 points of mitigation)

Current Economic Issues:
Housing: Sufficient but low quality (=) (++++ in refugee camps)
Energy: Substantial Surpluses (+12)
Logistics: Marginal Surpluses (+5)
Food: Sufficient production, inefficiencies in distribution (++)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (-14) (collapse in 4-7 quarters)
Consumer Goods: Titanic Shortages (------)
Labor: Gargantuan Surpluses (120)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (2; 2; 6; 9)
Hawks: 31 Seats (3; 7; 16: 4)
United Yellow List: 10 Seats (7; 2; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (32; 18; 3; 0)




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. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 33/500: 10 Resources per die) (+ Logistics, + Health)

[ ] Yellow Zone Reconstruction (Phase 3)
With the immediate need for housing filled, the final step in Yellow Zone reconstruction proper is the establishment of connection points for trains, aircraft, and other elements of the logistical network, tying them into the main Blue Zone routes and to each other more efficiently. While this will not inherently bring business and construction efforts to the regions, it should ensure that they are better served and less able to build the kind of separated economies that the Brotherhood of NOD thrives in. It would almost certainly require the trunk links to be completed before or concurrently with the construction of these secondary lines.
(Progress 82/200: 15 Resources per die) (++ Logistics)

[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 0/250: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and if need be evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks
(Progress 0/200: 15 resources per die) (+++ Housing)

[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 20 Resources per die) (++ Logistics)

[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design is seeing increasing other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/200: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 1)
With the proper high density housing running directly along many of the high volume transit lines, there are many spaces in between. Duplex row housing, two houses stacked on top of each other, one typically at ground level, and one accessed by a stairway, can fill in these areas, and can be serviced by lower volume transit options. The current plan has these arranged in blocks, around a central greenspace. Each unit is far larger than existing apartment blocks, representing a space designed for families and children, rather than the bare minimum to crowd people in.
(Progress 0/200: 10 resources per die) (+++ 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. Popular among most parties besides Yellow List.
(Progress 39/150: 15 resources per die)

[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/300: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

[ ] 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)

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/75: 5 resources per die)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. While the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/300: 5 resources per die) (++ Energy)

[ ] North Boston Chip Fabrication (Phase 3)
GDI's newest Chip Fabricator is ready to enter full scale production. While this will begin to require substantial amounts of energy, it will also provide much of the capital goods required to begin replacing old equipment and bringing online projects like the Zone Armors currently being stockpiled for a lack of chips. It will also begin outputting some substantial amounts of consumer goods with supplies that are not immediately needed. While it will not fully fix the Capital goods crisis, it will solve the chips crisis in the immediate term.
(Progress 474/600: 15 resources per die) ( ++++ Capital Goods +++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston almost ready to enter full scale production, some in GDI's planning staff are already looking ahead to the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(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)

[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/350: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/400: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

[ ] New Moscow Robotics Works
While chips are one of the most pressing crises, one of the other significant hurdles is the provision of robotic assemblies, ranging from waldoes and robotic arms, to Crab, Bee, and Elephant class construction drones. While construction gangs have become a common sight across the initiative, in more normal times, most of the work is handled by drones, assembling buildings under the direction of human foremen. While it will not reach full capacity without the output of more chip fabricators, replacing humans in construction will speed along many projects. (Progress 0/200: 20 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 per turn)

[ ] Union Class Construction Yard
Most spacecraft 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)

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)

[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, --- Electricity)

[ ] 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 68/100: 5 resources per die) (++ Consumer Goods)

[ ] Yellow Zone Workshops
With the development of permanent living spaces in the Yellow Zones, an industrial element needs to be built in order to ensure widespread employment. Handcrafts and small enterprise are one of the best means to do so while keeping overall industrial costs down, especially with the ongoing paired tool and computer crises. While these workshops will not be supplied with more than basic hand tools and lighting, and are unlikely to pay well, they are a first stepping stone towards building a more comprehensive industrial base in the Yellow Zones.
(Progress 0/150: 5 resources per die) (+ Consumer Goods)

[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/200: 15 resources per die) (++ Consumer Goods, + Health)

[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 0/250: 10 resources per die) (+++ Consumer Goods, - Energy)

[ ]Experimental Carbon Nanotube Plant
The carbon nanotube, an elusive target for 50 years, may finally be within reach of our production methods. Lab prototypes indicate that a median length of 1-meter nanotubes are possible, though quality and length control remain vexing issues. Building a full factory to test these problems in the wild is a necessary test of our ability to create these wonder-resources, and to begin to explore the properties of materials that can integrate them-most importantly, new armor and structural materials
(Progress 0/200: 15 resources per die) (++ Capital Goods)

[ ] Edinburgh Electric Motor Plant
The electric motor, in its countless sizes and forms, is probably one of the most produced and used pieces of hardware next to computer chips and accumulators. Having not changed much since its inception in the 19th century, GDI still relies on them to keep the gears turning. Especially in demand are high-power ones, for use in electric or hybrid vehicles, and miniature ones for use in microelectronics. While it is possible to keep going with the amount in use, building up GDI's economy again will require sufficient supply of these important parts.
(Progress 0/150: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)

[ ] 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 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)

[ ] Perennial Aquaponics Bays
While most aquaponics relies on relatively fast growing crops, the method can also be used with more long term crops, such as berries, beans, and perennialized versions of other grains, oilseeds, and legumes. These require a fundamentally different structure than the linear bays of single growth crops. Instead of a long single run, with sheets of plants rafting down as they grow, perennial aquaponics bays are typically taller, with spirals of plants being fed by tanks placed on ground level. While the crops only typically produce a harvest once a year, they can be staggered by artificially manipulating the growing environment.
(Progress 0/200: 10 resources per die) (+++ food)

[ ] Expansive Aquaponics Campaigns
With GDI now caring for ever more people, the food supplies have begun to show strain. A massive campaign of expanding existing operations, and opening new ones, especially using filter feeders, such as freshwater shrimp as a secondary protein source and water cleaning option at the end of the runs, will help ensure longer term food security in Blue and Yellow zones around the world.
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)

[ ] Yellow Zone Aquaponics Bays (phase 1)
While most food is grown in the blue zones due to easy access to fresh water and the security situation, it is sometimes seen as a noose around the neck of the GDI loyalist Yellow Zones. Building some bays will both provide jobs, and allow for crops that do not survive long transits well to become available in GDI controlled Yellow Zone cities.
(Progress 0/80: 10 resources per die) (+ 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)

[ ] Bamboo Paper Works
With the ongoing computer crisis, ever more work is having to be done on paper. However, there is currently not enough paper available to replace all of the forms and other paraphernalia of bureaucracy. While wood pulp papers are obviously not a practical solution, there are other options, specifically bamboo papers. The fast growing grass has many similar properties, but can be brought online in a fraction of the time.
(Progress 0/200: 10 Resources per die) (Delays Capital Goods Collapse)

[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 0/350: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

[ ] Organic textiles farms
While most clothing is made from varieties of artificial fibers or layered polymer sheets, organic fibers, such as hemp, cotton, or linen have advantages of their own. By beginning to lay in a number of new growth operations focusing on these species, GDI can increase clothing production relatively cheaply. While this will inherently require the production of clothing to increase, a substantial separate project, expanding the selection of materials can increase perceived diversity at a relatively limited cost.
(Progress 0/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed.

[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)

[ ] Refill Strategic Food Stockpiles
With the war over, and the food supply stabilizing, time has come to refill the stockpiles that were emptied by the conflict. While the food stored will not be particularly appetizing, it will keep people alive, even in the case of widespread destruction.
  • [ ] Small Stockpiles (- Food ++ Stored Food)
Supplying a minimum of food into the stockpiles will keep the population alive, at least for a little bit. While not enough to endure a long term privation, it is better than the nothing that currently exists.
  • [ ] Medium Stockpiles (-- Food, +++ Stored Food)
A somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies. However, it will also provide enough to feed people well for some time.
  • [ ] Large Stockpiles (--- Food ++++ Stored Food)
While not viable with current levels of consumption, expanding the stockpiles from pre tiberium war levels will be seen as a positive move by many who remember the privations of the late war and immediate postwar years.
  • [ ] Extra Large Stockpiles (---- Food, +++++ Stored Food)
Massive new investments in expanding existing stockpiles and founding new ones may indicate a lack of confidence in the military might of the Initiative. However, it will also provide enough food to feed the people for years, even without significant farming ongoing.

Tiberium (6 dice)

[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)

[ ] Blue Zone Perimeter Redoubts (Phase 3)
A final wave of redoubts, primarily closer to the perimeter fence will both thicken the line as forward bases leapfrog each other as Tiberium sites are harvested, and future proof positions as the line begins to extend, both along the coasts and the interior. While in the future there are likely to be further phases of redoubts as the lines of the Blue Zones expand, the time to begin assembling them is not today.
(Progress 138/200: 20 resources per die) (small additional income trickle [5 Resources]) (4 points of yellow zone mitigation)

[ ] Blue Zone Perimeter Outposts (Phase 4)
The final project for the perimeter outposts is to allocate sufficient logistical support, mostly aircraft, but also trucks, and potentially trains or ships, to transport the outposts forward. While at any given time few will need to be moved, those few carry something of an outsized burden on the system, as they are widely flung, and logistical systems are as of yet not flexible enough to manage these problems without issue.
(Progress 61/150: 20 resources per die) (- Logistics) (small additional income trickle [5 Resources]) (5 points of Yellow Zone Mitigation)


[ ] 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]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 3)
At this time, without an expansion of yellow zone facilities, further intensification of harvesting is not feasible.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)

[ ] Red Zone Tiberium Harvesting (Phase 4)
A further campaign, focusing on South American Red Zones is already underway. While further progress will require a final infusion of resources, at this time it is a highly feasible project, even with the lack of abatement that it provides. Aiming towards a further phase of Tiberium glacier mining, this seems to many like a means to ensure that glacier mines finish either immediately before or after reapportionment. While perfectly expected by most people, and a kind of thing that treasury secretaries have done for some time, it would be considered somewhat unusual for Granger's administration.
(Progress 95/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Tiberium Glacier Mining (Phase 4)
With the Siberian route completed, a further mining campaign is feasible. With the nearby railheads, even the landlocked position is not going to make resource movement substantially more expensive, although it will begin putting strain on the logistical capacity of the rail lines in the region.
(Progress 68/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)

[ ] Red Zone Enclosure Campaigns
While many sections of the Red Zones will still continue to expand unchecked, our efforts to increase GDI's presence in the areas, and the near completion of the Blue Zone Perimeter Abatement efforts, has caused GDI's planners to look towards containment of the Red Zones as the next major priority. One option is to erect something similar to the Blue Zone Perimeter fence along sections of the Red Zones that are at least somewhat secured. While sonic fencing will not stop the spread of Tiberium, it will slow it substantially, buying time for other efforts to be made.
(progress 0/200: 20 resources per die) (4 points of Red Zone Mitigation)

[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/150: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)



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 2)
With the worst of the damage replaced, GDI's new need is for higher speed and more bandwidth. While everywhere is connected, few of those connections are particularly high bandwidth. With this in mind, making more bandwidth available will drastically cut the need for couriers for any but the most highly classified projects, and as more computers become available, more of GDI's citizens can begin working from home, reducing the strain on public transit networks.
(Progress 29/150: 15 resources per die) (+ Logistics) (5 PS for completion)

[ ] Orbital Cleanup (Phase 1)
While doing orbital cleanup without orbital industrial capacity to feed the material into will be extremely expensive without commensurate payoff, GDI does have the capacity to begin cleaning up decades of debris. Ranging from pieces of the Philadelphia that have not deorbited, to lost tools, to entire Ion Canons that have reached the end of their service lives, GDI's fusion lift units can be used to clear out entire sections of the sky, preparing it for more orbital infrastructure.
(Progress 0/200: 15 resources per die) (Opens new Space Projects) (Will substantially change with phase 2+ of GDSS Enterprise)

Services (3 dice)

[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 0/500: 5 resources per die) (--- Labor)

[ ] Alternate Education Programs
With the school systems nearly universalized, there are still many people whose education was interrupted or never completed. Beyond that, there are many more who want to improve their skills, or simply have a life long love of learning. By creating programs of weekend and night classes, lectures, and seminars, GDI can make it easier for people who want to continue learning while making space for people to do other things. Additionally, as schools have capacity, "secondary slots" can be opened for adults to continue to engage in classroom learning, especially at the secondary and tertiary level.
(Progress 0/200: 5 resources per die)

[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 0/300: 5 Resources per die) (-- Labor)

[ ] Boarding School Foundations
Many regions under the Initiative's control are not particularly stable. While boarding schools have a long and oftentimes problematic history, the idea of providing people with a safe place to send their children is one with substantial support. Rather than attempting to educate people in the blue zone border areas, or out in the Yellow Zones, a system of boarding schools deep in protected blue zones can provide a safe, secure, healthy environment, while also being far easier to recruit quality educators for than local Yellow Zone schools.
(Progress 0/250: 10 resources per die) (--- Labor)

[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/250: 5 Resources per die) (--- Labor)

[ ] 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)

[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)

[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)

Military (3 dice)

[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 26/250: 30 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)
-[ ] Oslo (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.
-[ ] 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)

[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 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 51/75: 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
[ ] 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)

[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)

[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 0/150: 10 Resources per die) (-- power)

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)

[ ] Light Combat Hydrofoil development
The Global Defense Initiative has thousands of kilometers of coast to patrol. While the larger scale Battleships and Carriers can certainly project force, and existing hovercraft are quite capable of doing inshore patrols, there is a substantial gap in more long range patrol exercises and aircraft interdiction. A small 50 meter hydrofoil design, carrying both missiles and autocannon, can cheaply provide high speed coastal patrol and interdiction duties.
(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)

Bureaucracy (3 dice) (-2 dice for Washington Conference. Net =1)

[ ] 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 **
** Washington Forgotten Conference will be posted once the economic plan is called**

(A/N: Woo, last year of the first plan)
Right now, what is basically happening is that a few systems have more computerized/regularized measures in place and so are giving you better data on ongoing operations, rather than essentially a weekly email on status. What this means is that you have better information on the current state of the problems, but predicting growth is a fair bit harder, so that is still the ++/-- system.
 
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