Q1 2054 results
Commuting For Dummies, or How to Ride the Rails Without Looking Like a Doofus Mark VI

Railrunner
So, since we have had a lot of new people coming into the cities, and with the newest wave of metro expansions, I figured it was time for another thread talking about how to ride the rails.

Tip 1. Don't be afraid to use multiple lines. There are often (not always but often) shorter routes between two places than simply getting on the rails and letting them take you to your destination.

Tip 2. Bags go between your legs, backpacks on your lap. Even with having more space on hand, try to minimize your use of space as much as possible.

Tip 3. Be aware of your schedule in relation to other people's. Most people are on the rails in the early morning and mid evening. If you need to use public transportation for a major shopping trip, or for moving larger amounts of stuff, try to schedule it for either later at night or in the late morning/early afternoon.

Tip 4. Shower. No, seriously, if you possibly can, clean yourself up as much as possible.

So there are my top four, if anyone else has ideas, please, feel free to share and maybe we can get the current crop of doofuses trained up right.

KropotkinsGhost
Ah the metro! I have nostalgic memories for these from my childhood. They still got squeaky brakes and everything like they dragged everything from a museum, hah! But it is good to have them, at least they do not charge too much for them. I have little advice, but if you think you might not be able to hold it all trip, go before you go please.

JamesandBonesy
If you are bringing a pet on, make sure they are on a leash or something. Bonesy doesn't like cats attacking him.

Fireofunkownorigin:
If you are travelling on the rural lines please please don't make too much of a fuss when rail authority agents ask you if you've gone through the scanners for tib dust. It's good for your health and ours, and they really don't like it. We all get to wait for another hour as some very friendly security officers give us more special attention just in case when you do. So please just don't.

LaserKiwi2000
Would have preferred fresh clothes, but reliable public transport is important too, so I am not going to complain.

SecurityGuardBen
This will greatly aid my life, one of the worst things is taking several hours to get to work and not getting able to do anything whilst walking. 20 minute commute is a gift.

Sunsun
My mom and dad got me and my sister to ride a train today because we had good grades at school. They even invited our friends to ride with us. I got to see some cool stuff and we played some games until we had to go home. Dad also paid for some yummy snacks and drinks so thanks mom and dad.

Dr. Folinic
It's been awhile since I saw one, what memories. The most convenient way to have a trip if you don't have a driving license and with very low chance of being stopped on the tracks too! I'd recommend people to start using metro lines!

Also, let the elders have the seat first, and if your destination is just one or two stations away better stand up than sitting down if you want to not look like an idiot mk. 420-blaze-it.

CrystalCrocodile
If you still have a working music player, please don't put them on speakers during the commute. Music taste is wide and varied and not everyone likes your Neohip Beats.

FloatingWood
#KropotkinsGhost I think some of the rolling stock literally came out of a museum. Some of the pieces I recognize from the history books.

#Dr. Folinic Elders, pregnant women and others who cannot stand for a long time. It's just simple courtesy and those skinny young legs of yours could use the exercise.

Charlie9yearsold
I have heard stories about this from my mom and dad, when we lived in our old house in the yellow zone. Is it true that there are monsters inside the tunnels? That will be so cool! And also a little scary.

Elsafrost
I hope that they maintain the metro clean and for everyone else please when you want to eat something in the trains make sure to drop the wrapper in the bins and not on the floor, thanks.

Sunsun
#Charlie9yearsold Aww I want to see those but the only things I saw on my train ride are just seats, a food cart, and board games from the conductor because he said it might take some time for a trip going from and to my home. If there were monsters then I had my friends there and we would fight them together!


Q1 2054 Results
Resources: 320 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread

14.36 Blue Zone
29.57 Yellow Zone (62 Points of Mitigation)
56.07 Red Zone (37 Points of Mitigation)

Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+22)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+4) (+2 stored)
Health: Substantially improved (+7)
Capital Goods: Significant Shortfalls (-2) (collapse in 19-23 quarters)
Consumer Goods: Titanic Shortages (-21)
Labor: Gargantuan Surpluses (106)
Tiberium Processing Capacity (960/1000)
Yellow Zone
Water: Limited Surpluses (+5)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 5; 18: 6)
United Yellow List: 10 Seats (7; 3; 0; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (34; 16; 3; 0)



Market Report
The newly privatized services have had a relatively slow start, and in this quarter, have remained generally without growth. This seems to primarily be a result of waiting for the shake out of the conference, and the potential promise of new areas to begin pushing in. However, as these have not appeared, many people have begun reorienting back towards services.
Most of the new businesses are various forms of low material skills oriented professions. Private law practices have never closed, but with startup funds more available, many new ones have sprung up of highly varying quality. The primary form of consumer goods produced however, has been a large number of food stands and similar one man operations. While still limited in terms of volume and diversity from a lack of sufficient variety in ingredients, they do provide more options than the cafeterias that typify GDI cuisine.

Military Report
GDI's armed services have begun a massive series of expansions. While mostly oriented towards bringing the many understrength units back to their authorized levels, the Air Force has been focused on bringing even more Apollos into service, running into the limits of existing manufacturing capabilities. Conversely, the Navy has been relatively passive, waiting on the Treasury to begin building new ships, rather than spend much of its budget on new capabilities, although it has switched towards a more intensive maintenance schedule for its remaining Battleships and Carriers. In the coming months, expect major waves of recruitment, and increased demands on logistics as GDI's military begins another substantial wave of functional expansions.

Welfare Report
GDI's Welfare programs have expanded qualifications, and begun a series of new work programs. Built around volunteer mobilizations, the programs are aimed at public beautification and public arts projects. The first target is the immediate post war apartment blocks, which need more than a few coats of paint in order to not be grey blocks against the skyline. While the welfare programs are fundamentally low tech, they serve a greater purpose, getting people doing something, anything to feel productive.

[ ] Yellow Zone Pipelines
Water has become a noticeable problem in the Yellow Zones, especially with the prospective industrial and agricultural development, not to mention increasing quality of life. While achieving sufficient levels of purification is difficult under any circumstances, it is much easier in the Blue Zones. Therefore, by running pipelines to the Terminus cities, GDI can ensure an immediately sufficient quantity of water is available.
(Progress 139/120: 5 resources per die) (+++ Water)

The pipelines to the Yellow Zones, part of what has become a series of increasingly important arteries following the roads and rails between the Blue Zones, are finally completed. With far more water now available, most localities have drastically relaxed ongoing rationing measures, marking something of a change in Yellow Zone culture, which has often prioritized building stockpiles when supplies are common rather than allowing for much use of luxuries until the stockpiles are full. With multiple new agriculture projects already on the docket, the plenty is unlikely to last, but at least for now, quality of life in some metrics has already substantially shot up.
Even with the additional drain from feeding the Yellow Zones, Blue Zone water supplies have substantial extra capacity, most of it built in from postwar reconstruction. While existing supplies would have been more than enough to cope with even substantial increases in demand from a project such as Shala, which would require substantial amounts of water to reach initial operating capacity, with these additional demands, more development will likely be needed.

[ ] Urban Metros (Phase 3)
Future projects, such as further phases of high density development, and the planned bedroom communities have made it so that further development of the metro system is now warranted. While there is sufficient, if not plentiful rolling stock in the system, these new development areas will require substantial construction of new track and new bus lines to service properly. While these will exacerbate some developing inner city snarls, it is a problem that cannot be helped with current technologies
(Progress 187/150: 15 resources per die) (+++ Logistics, - Energy)

The new wave of urban metro expansions has focused on expanding the high volume lines, such as inner city loops, while laying out substantially more lines to connect to those core metros. These primary and secondary loops allow for a somewhat circuitous route to reach nearly anywhere in the city, although most are countercirculated, meaning that there are always two lines running opposite directions on a given loop. However, there have also been a number of new dedicated warehouse fleets allocated to the cities, operating across the lines to make deliveries over constantly adjusting routes, rather than shipping during the low cargo periods, effectively deconflicting people and cargo, and increasing the efficiency of both systems.

[ ] 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 299/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

Work has continued on the Saarland Plants. While work crews lay out Tiberium spikes and layers of fencing to keep out the green death crystals, inside the plants inspectors have been going through a long series of refits. However, it is an island in a sea of green. The final step towards bringing Saarland to full operational status is to link it up fully with the outside world. Rails are the obvious choice, and the railheads are already complete. The final push will be to cut through the Tiberium fields, containing and bypassing as needed, and linking up water, power, and logistics fully with both the ports on France's southern coast, and Germany's northern coast. With backlogs already forming at some of GDI's other processing plants as they reach their full capacity, the completion of the Saarland program cannot come quickly enough.

[ ] 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 38/60: 5 resources per die)

Much of the technical side of the program is already complete. With many of the technologies centuries old, and many of the systems already in production in one form or another, the only real stumbling block has been encouraging uptake. While to some extent the Initiative can force the issue, it is not a large enough problem to make forcing it worthwhile. Some apartment blocks have installed mixed solar and vertical turbine assemblies. While these inherently interfere to some degree, the two combined have substantially higher overall efficiencies than either being used alone. These assemblies are far from enough to run the facilities at full power, but in testing have been shown to be able to maintain a completely isolated building at emergency power levels for at least five days, and in some tests as many as seven to nine, when combined with expanded basement battery packs.

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. However, 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 101/275: 5 resources per die) (++ Energy)

Solar thermal and solar updraft are cheap, reliable power solutions that require only a reliable supply of sunlight. While not available all over the world, in many of the Terminus cities and fortress towns it very much is, as part of being in the warmer parts of the globe. However, they also have a glaring flaw. A very tall tower. These towers have proved to be inviting targets for the Brotherhood of NOD, with multiple attacks that launched dumbfire rockets using the tower as a targeting reference. Shortly after that, the plants were torn down, in favor of more photovoltaic and wind power. While not as reliable, they are also much less of an easy target for the Brotherhood.

[ ] Intensification of Yellow Zone Harvesting (Phase 3)
With a first wave of fortress towns complete, a further wave of development of the Yellow Zone harvesting operations is now viable. Much like a castle in the middle ages, the fortress towns will become the centers of a harvesting system around them, acting as a center of skills and human capital for intensive extraction.
(Progress 167/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 phase available)

Development of the Yellow Zone harvesting has been focused on the new fortress towns. In the last three months they have spawned metal trees, fencing, and outposts. Much like towns and cities before Tiberium, they have spawned a cloud of nearby settlements, all dedicated to the harvest. Rather than having to rely on raidable convoys and aircraft, more of the local mining operations can harvest from their patch of tiberium, and send trucks as needed to the town, where it can be registered, siloed, and packed off for processing.
The towns have seen massive infusions of wealth, with more people working and ever more private enterprises to take advantage of that wealth. Tracing the money as it circulates carves a path across the yellow zone, oftentimes passing through two or three hands before it returns to the Initiative. While partially a mark of how GDI has not been able to provide nearly as many services to the region, it is also a position of a self reliant group, one that can take care of itself and has begun using Initiative money to do so.

[ ] Red Zone Tiberium Harvesting (Phase 5)
Instead of focusing on a single target, GDIs current plan is a systematic expansion of existing target areas with more outposts, expanding the number of surfaces where mining operations can be conducted.
(Progress 295/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

GDI's harvesting operations have expanded across many fronts, ranging from the Americas to the Italian Red Zone, however the most substantial new front has been an assault deep into the new Red Zones in Southern Europe. The Balkans have long been home to the Brotherhood of NOD, however they are no longer that, having been all but wiped out by the detonation of Kane's Liquid Tiberium Bomb in the Third Tiberium War. Running from operations bases in former Poland, the new front against Tiberium shifts a number of the Forgotten's paths, but in return has enriched both sides substantially, with more Tiberium easily accessible. While the Forgotten do not have the capital required for full scale mining operations, they are very well suited to covering many of the flanks and the smaller deposits that GDI tends to pass over in its Red Zone operations.

[ ] Tiberium Glacier Mining (Phase 5)
With preparations complete for the South American Red Zone, another phase of mines is planned. At least initially, unlike other Tiberium mines, this one seems likely to be more vertical, attacking a partially buried array of glaciers, and the remnants of the Amazon rainforest. The proposal calls for a series of containment rings around outcrops, with vertically oriented sonic projectors to shatter and sheer off sections for collecting.
(Progress 185/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)

The region has been transformed into a complex of quarry pits. The Initiative's machines are tearing at the ground, chasing veins of glowing green greedily and deep. Unlike most other glaciers, this one is both underground, and relatively shallow. Rather than trying to keep the surface intact, GDI has chosen to remove the topsoil in many places, and cut perimeter quarries, allowing a piece to be attacked from above and below, while the work is done on solid, and less contaminating, ground. Using these combined attacks, entire pieces, some larger than a coffin can be hauled out, and fed into the waiting maws of refineries. This method is not substantially more effective in terms of resources hauled out than others, and has a number of other costs, however, it has also proven to be one of the safest approaches, as the degree of mechanization has meant that even in the inevitable workplace accidents, the workers can wait, safe in their machines, for rescue, often returning to work the same day.
NOD however, has been a chronic problem. Attacking from the south, the Brotherhood has harried and harassed the miners, and their military guards. While so far the region seems to be at the ends of their logistical rope, that is only true so long as no enterprising warlord decides to cut the riverine supply line and pirate GDI supplies going to the dig sites. Zone Operations command has earmarked more forces for the region, however they are not ready yet, as they lack sufficient Zone Armor to protect them.


[ ] 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 329/300: 5 Resources per die) (-- Labor)

After months of delays, struggles and problems, GDI's last major branch of the educational system is complete. While there is still much left to do, not only to support education, but to provide continuing education and qualification to people who would otherwise not be supported, the technical schools have ensured a steady supply of skilled workers to construction crews, assembly lines, workshops, and other programs. While not a field with all that many chances for advancement, it is still skilled work, and something that is often paid quite well for the amount of work required to begin.

[ ] 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 181/150: 10 Resources per die) (-- power)

For the Global Defense Initiative, a standard artillery ammunition load is generally enough ammunition for three hours of sustained fighting. This means that for a 152mm gun, firing at sustained rates, will carry with it 360 rounds of ammunition, enough to fire one shell every thirty seconds for those three hours. Under perfect circumstances, those would be a mix of 240 high explosive shells, 60 shrapnel shells, 5 canister, and 15 smoke. Most of these would be stored well back from the artillery piece, in covered and channeled ammunition bunkers, but typically either twenty four or thirty rounds would be stored with the piece, including the five canister shot. However, with the existing shell plants, GDI has focused nearly entirely on contact fused high explosive, designed to provide a general purpose round that can be used for nearly anything from reducing Brotherhood entrenchments, to destroying many of the light vehicles that the Brotherhood relies on. Even with this concession, current production, even after the increase from the shell plants, is unlikely to be enough, with ever more barrels earmarked for various projects, most notably the fortress towns, but also filling out the order of battle for the Initiative's expanding ground forces, the Yellow Zone Outposts and Redoubts, and potentially a Yellow Zone militia force. With these needs in mind, filling out standard ammunition loads will take some time, assuming the Brotherhood does not engage in conflicts that mean that ever more ammunition has to be expended.

[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 10 Resources per die)

The first problem of refitting for point defense is, in fact, not the ships. Rather it is producing enough point defense units to put on the ships. However, the first wave of units have proven to be fairly temperamental, especially during exposure testing. While the prototypes worked, something broke between the tool room and the production line. This is unfortunately, not an uncommon issue. Back before the second world war, the M1 Garand had an issue with 7th round stoppages, a result of the production line making a cut to better seat the barrel. While that was a problem that could be covered over, these have not been. Errors to some extent always creep in, and in this case they have been more vital than in most. What this has meant is that resources that were intended to go towards ramping up production have instead gone towards troubleshooting and finding the source of these problems.


Recruitment Drive
With the Universities reopened, GDI has a long list of potential new recruits for its technical departments. While there are unlikely to be substantial numbers of particularly interesting recruits, more capacity is always useful (100/120/140/160/180/200) (Select the 4 that you want to take)

[ ] Graduates
While not the most exciting choice, selecting a number of graduates from various programs around the world will expand GDI's capabilities in the particular area. Although certainly not experienced, they are unlikely to seriously degrade the quality of the department at hand. (Pick 2 of) (+1 die per area, -2 bonus for two years)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy

[ ] More Graduates
If the treasury believes it to be necessary, it can nearly monopolize the graduates from one area. While this will be politically unpopular, it can provide more resources to a vital area. (can only be taken if Graduates is also taken) (pick 1 of the previous pick's area, gain 1 additional die and additional -2 bonus for two years) (-5 PS)

[ ] Advanced Technical Laboratories
While GDI has not always been at the forefront of materials science, the mass production of it has always been a strength. Investing towards a series of new labs for the purpose will improve our ability to cover heavy industrial goals through working smarter, rather than harder.
(+5 to Heavy Industry dice)

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

[ ] Major Maria Stavrakas
Major Stavrakas was a critical component of the Super MARV project, and one of its greatest proponents. While she is willing to jump ship for the Treasury, it will be on the condition that it create more MARV programs for her to administer.
  • +2 to Military dice
  • +1 Military die
  • -20 Progress required for MARV programs
  • Build at least five MARV fleets by the end of this plan.

[ ] Market Analysis Group
GDI has rarely concerned itself with the inner workings of the markets, preferring to focus on its own goals. However, with GDI sponsorship a major part of existing markets, a better analysis of ongoing processes should improve overall outcomes.
(20 percent chance of extra consumer goods from markets)

** Please vote by plan **
** Two hour moratorium for discussion **
 
Last edited:
Q2 2054
Q2 2054

Resources: 320 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.36 Blue Zone
29.57 Yellow Zone (62 Points of Mitigation)
56.07 Red Zone (37 Points of Mitigation)

Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+22)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+4) (+2 stored)
Health: Substantially improved (+7)
Capital Goods: Significant Shortfalls (-2) (collapse in 19-23 quarters)
Consumer Goods: Titanic Shortages (-21)
Labor: Gargantuan Surpluses (106)
Tiberium Processing Capacity (960/1000)
Yellow Zone
Water: Limited Surpluses (+5)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 5; 18: 6)
United Yellow List: 10 Seats (7; 3; 0; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (34; 16; 3; 0)

Expected Demand
Logistics: -2
Labor: -15
Health: -2

Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 0/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

[ ] Yellow Zone Fortress Towns (Phase 2)
A further wave of fortresses can push deeper into the Yellow Zones, creating arcs of ablative settlement between the Brotherhood and the Terminus cities, keeping the enemy far short of the Blue Zone heartland of the Initiative. While supplying them is still difficult, their simple presence will require more effort from the Brotherhood.
(Progress 70/200: 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 0/170: 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: 15 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 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)


[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)

[ ] 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 0/240: 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 (5 dice)

[ ] Blue Zone Power Production Campaigns (Phase 1)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 18/500: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for powerplants. While the initial proof of concept designs will not produce a substantial amount of power, they are a herald of a new age, one not reliant on relatively expensive fissionables.
(Progress 0/200: 20 Resources per Die) (+ 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 38/60: 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. However, 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 101/275: 5 resources per die) (++ Energy)

[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)

[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be 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. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 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 0/125: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)

[ ] Carryall Plants
The Carryall became NOD's standard lift aircraft in the Third Tiberium War. Impressively simple, it is not as capable as the V-35, but is far cheaper. The schematics and skill sets brought with the Qatari Loyalists will make implementing them into GDI's Logistics system relatively cheap. Mass production of Carryalls in GDI colors will begin solving many of the logistical problems, at least for short to mid range transportation. However, it is not particularly popular politically due to its associations with the Brotherhood of NOD.
(Progress 0/100: 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 0/300: 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 299/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)

[ ] 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 0/180: 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 0/180: 10 resources per die) (+++ Consumer Goods, --- Electricity)

[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Electricity, -- Capital Goods, --- Labor)

[ ] Blue Zone Light Industrial Sectors
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Electricity, - Capital Goods, --- Labor)

[ ] 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 0/180: 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 0/200: 10 resources per die) (+++ Consumer Goods, - Energy)


[ ] 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 0/125: 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)

[ ] Agriculture Mechanization Projects
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/400: 15 resources per die) (+++++ Food, -- Energy, -- Capital Goods)

[ ] State Operated Breweries
With the initiative running substantial surpluses of vital food supplies, some portion of them can be siphoned off towards the production of one of the world's oldest luxury goods, alcohol. While alcohol production has never actually stopped, GDI can step into the market with relatively cheap, high quality and reliable products that can be ordered conveniently. While most products will be low alcohol by volume in comparison to some of the rocket fuel that other producers tend to make, the focus will be on taste.
(progress 0/125: 10 resources per die) (+++ Consumer goods, --- Food)

[ ] 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 3)
While immediate further development would unacceptably strain water supplies, there is still a demand for more food in the Yellow Zones, both as a local supply and for greater diversity. With the immediate need for carbs and protein satisfied, more of the emphasis can go towards consumer goods and the availability of poorly shipping fruits and berries to yellow zone populations.
(Progress 2/80: 10 resources per die) (+ Food, + Consumer goods -- Water)

[ ] 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 0/250: 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.

[ ] Agricultural Processing Plants (Phase 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)

[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)

[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)

Tiberium (5 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)

[ ] 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 these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 4)
GDI cannot support further development of intensification at this time.
(Progress 67/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 phases available)

[ ] Red Zone Tiberium Harvesting (Phase 7)
With the Saarland nearly complete, GDI's planners have tagged Northern Italy as the next Red Zone to be targeted. While previous efforts have focused on the shin of the boot, this one aims to cross the Alps, and drive south. While an eventual linkup with the penetrations near Rome have been proposed, those are in effect fantasies of planners with too much time on their hands.
(Progress 35/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Phase 1)
While the Forgotten have tapped out their resources to increase abatement, GDI has most certainly not. Deploying more bases, more harvesters, and more support focused towards containing Tiberium will provide a substantial amount of additional resources and cover large sections of the ever expanding Red Zones.
(Progress 0/180: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)

[ ] Tiberium Glacier Mining (Phase 6)
With the expansion of harvesting efforts in other areas, further development of both the North American and Italian glacier mines are ready to go. While each is a relatively small upgrade and expansion, combined they are likely to equal the outputs of the other glacier mines.
(Progress 5/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (2 available Phases)

[ ] 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 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)

[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)

Orbital (3 dice) (2 Fusion Dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Philadelphia 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 3)
Expanding the Enterprise into a proper all in one industrial center, a further series of modules and extensions will create a number of new industrial areas. However, before the refineries and the like can be brought fully online, they will need to be fed
(Progress 68/400: 30 resources per die) (+ Capital Goods, + Consumer Goods)

[ ] 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)
With orbital recycling capacity now in place, GDI can begin ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 0/100: 15 resources per die) (Opens new Space Projects) (20-30 resources)

[ ] Orbital Shuttle Bays
Orbital Shuttles have long been part of GDI's orbital maintenance system. Built around a set of ion engines, they were based out of the Philadelphia before the Third Tiberium War. With the Enterprise ready to begin substantial production, GDI can construct a number of bays to begin assisting in the orbital projects.
(Progress 0/70: 30 resources per die) (10 point discount to all space actions)


(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)

[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 0/50: 15 Resources per Die)

[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/100: 15 Resources Per Die)

[ ] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 0/100: 15 Resources Per Die)

[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/300: 15 Resources per Die)

Services (4 dice)

[ ] Scrin Research Institutions
Most Scrin technology is inert, and much of it has been damaged by the fighting or afterwards. However, there is enough of it that even a low chance of finding useful technologies is worth pursuing. While this will require substantial investments into the research areas, it also has the possibility of producing substantial technological breakthroughs.
(Progress 0/400: 30 resources per die)

[ ] NOD Research Initiatives
While the Brotherhood of NOD fielded relatively few genuine breakthrough technologies in the last war, between the Qatar Loyalists and masses of captured equipment, finding the limits of the technology and adapting what can be fielded to GDI use, should be a relatively cheap project.
(Progress 0/150 : 30 resources per die)

[ ] 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 0/230: 5 Resources per die) (--- Labor)

[ ] 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)

[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/250: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)

[ ] Multi Use Stadium Program
Large scale developments of enclosed stadia will begin a process of providing for improved entertainment. While dedicating stadia to individual sports, let alone teams, as happened before Tiberium is not particularly practical, it does represent a beginning investment in greater recreational opportunities, and the creation of a number of new spaces for small scale enterprises. Additionally, these stadia provide useful spaces for gatherings of large groups of people, which can include parties, and evacuations
(Progress 0/100: 10 resources per die) (++ Consumer Goods)

Military (5 dice)

[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice) (Further construction of military factories before reaching = capital goods will increase progress costs)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub, a further redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 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 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/105)

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.
-[ ] Glasgow (Progress 0/60: 15 resources per die) (-- Labor, -- Energy)
-[ ] New Moscow (Progress 0/60: 15 resources per die) (-- Labor, -- Energy)
-[ ] Oslo (Progress 0/60: 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)
-[ ] Valparaiso (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 Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational. However, there is another problem that must be dealt with first. GDI simply cannot deploy nearly enough force to orbit to maintain an OSRCT. More infrastructure, either sufficient fusion spacelift, or substantial investments into military development, are required before this station can begin to be brought online.
(Progress 0/225: 30 Resources per die)

[ ] 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 2)
GDI's development of its artillery complement has far outstripped the available ammunition production. With ever more units likely to be recruited in the coming quarters, GDI cannot afford to allow for slack in increasing production. With only the general purpose shells available enough, further development of yet more shell plants are required for enough ammunition, especially of various specialist rounds, to be available.
(Progress 31/300: 10 Resources per die) (--- power)

[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)

[ ] Ablat Plating Development
NOD has always used laser weapons to some extent, but never in as large a number as during the Third Tiberium War. Rather than being a dedicated weapon for the most elite of NOD's armies, or a fixed defensive piece, NOD fielded large numbers of laser systems across its force, with some proliferating down the ranks. In the post war world that has continued, with NOD forces attempting to bring lasers even to the infantry. While dedicated anti laser armor systems have generally been considered not to be worth the weight and defensive trade offs, the increased deployment of lasers has changed the calculus substantially.
(Progress 0/70: 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)

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. First, for the African and South Asian coastlines, the port of Duqm in B4. While not the most developed port, it is proximate enough to major supply lines that limited further construction will allow for mass production. Second is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
  • [ ] Duqm (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Copenhagen (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)

[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 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: 10 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)

[ ] 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)

[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)

** 2 Hour Moratorium on Voting **

Adhoc vote count started by Ithillid on Jun 20, 2021 at 8:55 AM, finished with 148 posts and 50 votes.
 
Last edited:
Q2 2054 Results
Granger Does It Again: Restores Treasury Funding in 6 months.

SeekingSolitude
So, our resident Dark Lord of the Treasury has managed to set another record. Not only has he been setting and breaking growth records, he has managed to nearly fully restore his funding in just six months. He still can't seem to stop the spread of Tiberium though. If Dr. Granger is listening, maybe he can make that his next magic trick?

Dr. Folinic
That's assuming he's willing to do so, but I see him as more down-to-earth guy, probably will just say okay and smile instead of boasting about it. If anything, he may sigh in relief about what he just did and tossed the budget to hopefully stop Tiberium spread dead on its tracks.

BlinkyWinky421
I know that this section of the boards is a bit more Nerdy than most, but seriously, this is the deep nerd stuff to dive into quarterly tiberium extraction budgets. I'm honestly impressed by this recovery but it's shocking how much it isn't being reported on in the news. And I'm starting to wonder if I can get a job in the field of Glacier Mining-it sounds like it's a growth area for the foreseeable future.

LaserKiwi2000
Well this is why the politicians always take Treasury's budget. Treasury will do what they need to to secure their budget no matter what. Hopefully now that they have reached their peak last plan budget I can get a goddamn shirt! Like! I have a computer before proper clothing lmao. I mean, multiple glaciers are easy but haven't completed clothing plants? How.

EvangelionLover2080
Heh, my bro's right. Granger got computers supplied before clothes. Oh, and I haven't had wine in years. Or beer? Have I even had that?

NearlyHeadlessNeve
Blaze it! Is this a signal that the doctor will get us some weed? How even does this sort of thing happen? Is it actually easier to mine tib than do products for the civilian market?

MrWaterCare2045
Ayyy fuck up in the Yellow zone. Feels bad, hope their water isn't ruined.

FloatingWood
#LaserKiwi2000 I've heard they're looking into 'restarting the Twente textile industry', but I don't know what they're smoking to get that done. The clothing industry basically fell over decades before the First Tiberium War.

Also, what dark magic permits Granger to double his budget in 6 months? Can we learn this? It would be so damn useful given everything else we need.


KropotkinsGhost
#FloatingWood
Not from a Capitalist.

LaserKiwi2000
#FloatingWood. Huh yeah lmao, pretty sure it's marketing or something.
At some point, some enterprising benis enlargement ads will pop up offering Dr Granger pills or something.

Budgeth4wk
Apparently from treasury reports mining Tiberium is the sole reason the Treasury is making all the money. I'm conflicted here. The market is still weak all around and jobs are still scarce but they are still making rounds and the clothing factory is nearly done. I've heard from my MP that new MARVs are being deployed to Red Zone 1 and Saarland is now done. So GDI income through Tiberium will increase again instead of staying in silos. Also, the FMP is complaining about Granger shutting out any public-private partnerships since this is now a purely state-owned venture and ZOCOM was tasked to protect the glacier mines around the world.

FloatingWood
Well, Granger was the top tiberium guy before they convinced him to run the Treasury, so it's kinda understandable he is so monofocused on doing tiberium all the time. I wouldn't be surprised if he accepted the job just so he could focus the Treasury on the death crystal.

It's also getting us lots of stuff mind you. But I'd rather we could get more than just steel mills, concrete plants and military stuff. My stove is on its last legs and if I never have to grind and knead the grain and dough for my bread by hand again it will be too soon.

#KropotkinsGhost, Ehm, what?

Akira Oda (Treasury)(Tiberium Office)
Uggghh… the new hires are just the worst and they also moved me to the Tiberium office because they got short staffed when ZOCOM pulled out. Anyway, glacier mines are a fact of life here in the Treasury and they are where we make the most money since collecting taxes aren't really on the cards anymore these days. Some of our analysts are screaming at the rate Tiberium is growing throughout the world and the dreaded 10% blue is coming soon. I'm sure Granger will approve more abatement in the red zones and MARVs since that's the only thing we believe can be a solution to our problems.

FloatingWood
#Akira Oda Then why am I still getting taxed? It's ridiculous.

Akira Oda (Treasury)(Tiberium Office)
#FloatingWood Taxes are still a thing but not really something growing for years now maybe when the private sector grows we will see. The grants are still not working their magic like what the market people would want right now and the consumer goods target might still be Treasury driven until after the election. But I won't know that I'm handling the death rocks here.

MajorMiner
Tiberium -> Earth: Nom Nom Nom.
Treasury -> Tiberium: Nom Nom Nom.

SaneFireMan
This is the power of a fully armed and operational Tiberium Glacier Mine.

KropotkinsGhost
#Floatingwood
The power of the centrally planned economy is a path to many abilities that some consider to be Unnatural.

MajorMiner
#SaneFireMan
Apparently it takes a bunch of Logistics resources, though - even with the new air transport factories, slack in the system is disappearing faster than a <deleted by Moderator>

Feanor
I am happy to say, that the publishing printers' backlog is starting to be cleared out. I think, anyway, because books aren't taking as long to arrive after being ordered, though maybe that's also more transport methods provided? Either way, it's nice to read what I want again.



Q2 2054 Results

Resources: 420 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.02 Blue Zone
29.53 Yellow Zone (62 Points of Mitigation)
56.45 Red Zone (37 Points of Mitigation)

Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+18)
Logistics: Marginal Surpluses (+2)
Food: Sufficient production, some inefficiencies in distribution (+3) (+2 stored) (Moving to +4 storage)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (=)
Consumer Goods: Titanic Shortages (-18)
Labor: Gargantuan Surpluses (87)
Tiberium Processing Capacity (1060/1250)
Yellow Zone
Water: Limited Surpluses (+5)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 6; 17: 6)
United Yellow List: 10 Seats (4; 5; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (34; 16; 3; 0)




Politics
The alliance between the Free Market Party and the Hawks has begun to show cracks, with moderate Hawks breaking with their party leadership to endorse the uptick in military spending. Not content to merely meet plan goals, the Treasury has already begun outstripping them. However, the splintering is still relatively minor and has not coalesced under a new leader, one who will oppose the hardliners currently leading the party.
In the Developmentalist camp, there has been a courtship of the socialists and starbound parties, alongside the United Yellow List. Left and Centre Developmentalists are looking for allies in the lead up to the next election, especially with Treasury investment into the now all important Consumer Goods still low, and looking to stay that way with the continuing spread of Tiberium.

Military
The recruitment wave has started in full force, with most of GDI's remaining military forces finally up to full strength. While it will take some time to season the soldiers, and fully prepare them for the realities of combat, there are many areas of relatively low intensity fighting to do this in. While fully equipping them will take some time, especially for the Air Force, as many of the reconstituted units are intended to be equipped primarily with Apollos rather than the older Firehawks, they are extant and training as best they can at this time.

Markets
GDI's services market has resumed a slow but steady growth, still oriented around skill areas. With most consumer goods still effectively unavailable, a small but growing section has become the repair shop. For everything from clothes to electronics, small, typically one or two person operations have sprung up to darn clothes, patch socks, and make sure that the computer lasts a few more weeks. Food however has been hitting a rough spot, especially with the news coming out of the Yellow Zones.

Tiberium Treatment
A new treatment for Rock Lung has been rolled out to GDI's hospital system. While increasing one year survival rates by only 34 percent, and five year by only 17 percent, it is both more comfortable and substantially cheaper than previous approaches. The labs have since moved on towards a more politically charged problem, the analysis of the long term effects of Tiberium Infusions, a common treatment from the Brotherhood of NOD, derived from their research into "Divination." With some members of the formerly Qatari Brotherhood having received these treatments, GDI can examine the long term consequences of the treatment and potentially variations of the treatment from the different sects of the Brotherhood.

Brotherhood
The number of laser weapons has been increasing, and a smaller, more compact version has been found in a captured infiltrator's backpack. One such weapon in particular is a derringer configured chemical laser system. has been found to be damaging enough to be lethal, even through GDI's standard light body armor. While heavier suits are not particularly uncommon, it is a worrying escalation in the firepower of infiltration assets. Additionally, raids on GDI shipping have been on the rise, leading to at least one lost cargo vessel. While not yet a critical concern, or substantially impacting the overall logistical situation, it is a worrying escalation from the Brotherhood. The attacks have relied on speedboats supported by barges. Rather than capturing a ship wholesale, and providing a target for air strikes or the Ion Cannons, the cargo is broken into and cross loaded onto the barges before reaction forces can be scrambled.



[ ] 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 173/125: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)

Since the early 2000s, GDI has required that all of its military aircraft be capable of vertical takeoff and landing, a requirement due to the number of areas where small bases required air support for security. However, VTOL is inherently hard on airframes. Therefore, under normal conditions, and on prepared bases, GDI prefers to use conventional takeoffs and landings, preserving stress on the airframe for more critical times. It is here that the C-35 shines, and with a new plant recently opened, it is ready to continue supporting more normal stages of operations. So far, the vast majority of the available units have begun with short haul intra blue zone flights. While they lack the range for most intercontinental transits, there are some (such as the Britain - Iceland - Greenland - Canada route) that they can make, and have the airport infrastructure available to manage, effectively island hopping. This leaves locations like the Himalayan and Chilean Blue Zones as the most isolated, and cut off from immediate support, however this is not avoidable at this time, and requires further development, most likely the deployment of space assets, or suborbital shuttles.

[ ] Carryall Plants
The Carryall became NOD's standard lift aircraft in the Third Tiberium War. Impressively simple, it is not as capable as the V-35, but is far cheaper. The schematics and skill sets brought with the Qatari Loyalists will make implementing them into GDI's Logistics system relatively cheap. Mass production of Carryalls in GDI colors will begin solving many of the logistical problems, at least for short to mid range transportation. However, it is not particularly popular politically due to its associations with the Brotherhood of NOD.
(Progress 189/100: 15 resources per die) (-- Energy, +++ Logistics) (-5 Political Support)

The Brotherhood's Carryall is properly a variant of the Second Tiberium War ORCA Carryall. Both use a set of four ducted fan rotors, and are designed as low level tactical air transport assets. However, the redesign was rather thorough. Unlike the generally skeletal construction of the Orca pattern, the NOD version has a fully enclosed cargo bay, primarily for infantry and light vehicles. Additionally, the NOD version has substantially larger fans, which make up for the increase in weight in other areas. Below the surface differences, NOD has managed to make a heavily stripped down and simplified aircraft, something that can be effectively maintained with hand tools in a rough field, and requires very little training to either fly or maintain, both concessions to the many warlords that NOD relies on.
In the Treasury's service, the Carryall has received little more than a new coat of reflective paint, and an EVA for a co-pilot. Primarily deployed in the various Blue Zones for now, the Carryall has meant that airlift, while still not precisely cheap, is much more available than at any point since before the war. The new production line has freed up hundreds of V-35s for service in other areas, most notably on the front lines against the Brotherhood of NOD. While technically a Carryall, it has become a commonly used heavy lift helicopter, delivering prefabricated components for the most part. While it is used as a personnel transport at times, that is a relative rarity, with V-35s still dominating in that role.


[ ] 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 423/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

Finally completed, the industrial complex has already begun taking in substantial quantities of Tiberium. With GDI's other processing facilities having reached near their maximum capacity, Saarland, while not a proper Tiberium Processing Plant, has enough of the parts to process the Tiberium into usable materials, and enough industrial capacity to convert those materials into capital goods. This has prompted a reshuffle, with, for example, some of the first Tiberium Glacier mines being rerouted towards the Saarland, rather than processing in Brittany and southern England. However, it has actually proved to have more Tiberium processing capacity than ability to convert it into capital goods. So train lines filled with billets of raw material have been headed north daily, if not more often. While the Saarland is not a good candidate for further development, it has become a proof of concept for more ambitious planned city projects. At this time, there are three main proposals. Chicago Planned City, for experimenting with its use as an abatement center, Karachi Planned City to provide a second main link for the Himalayan Blue Zone to the outside world, and Colombo Planned City to begin GDI's offensive into the Indian Subcontinent as a whole.

[ ] 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 150/200: 10 resources per die) (+++ Consumer Goods, - Energy)

GDI's new Civil Clothing Factories have begun with synthetic materials. While not the best quality, and something where there are still many people who prefer, for one reason or another, different organic materials, it is extremely cheaply available. Most of these plants are relatively simple. A series of automated cutters and sewing machines, with a relative handful of hand fitters to correct mistakes and do some of the more complicated laying. What remains to be done is primarily the design and distribution. The first wave of attempted designs was overly conservative, being in effect environment suits, rather than appropriate civilian wear. With some further testing, and perhaps a focus group or two, the second wave of clothing should be functional, pleasant to wear, and at least marginally good looking.

[ ] Yellow Zone Aquaponics Bays (phase 3)
While immediate further development would unacceptably strain water supplies, there is still a demand for more food in the Yellow Zones, both as a local supply and for greater diversity. With the immediate need for carbs and protein satisfied, more of the emphasis can go towards consumer goods and the availability of poorly shipping fruits and berries to yellow zone populations.
(Progress 15/80: 10 resources per die) (+ Food, + Consumer goods -- Water)

The Yellow Zone Aquaponics projects have been caught up in a conspiracy this quarter, with multiple operators engaging in a scheme to shortchange the Yellow Zone food allotments in order to scalp consumer goods for resale in Blue Zone secondary markets.
With the longstanding consumer goods shortage, and many prized foods being either completely or effectively unavailable for the vast majority of the population, there has emerged a substantial secondary market, where food can be priced up to five times what GDI sells. In this scheme, the Yellow Zone Aquaponics operations would ship their food out to warehouses, where the crew would overreport the percentage of damaged or unusable produce and then covertly bring it into the Blue Zones.
While at least a substantial percentage of the scalpers have been caught, and some are already beginning the trial process, it has shaken the confidence of the Yellow Zones in the Treasury's ability to continue to serve them, and protect them against Blue Zone exploitation.

[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)

The strategic food stockpile expansion is underway, mostly removing the long hated fungus bars from the market. While most stores still stock some, they are low turnover items, mostly sold to the people who actually found them palatable. While it will take some time to fill, and the strategic stockpiles are still not particularly large, they are enough to make good most potential delays in resupply, and shortage in the case of NOD attack. The food stockpiles have also been moved forward, spreading many of them from dedicated warehouses in the Blue Zones into the Terminus cities, and smaller stockpiles in the fortress towns, marking a higher degree of confidence that the areas will not be immediately overrun in case of conflict.

[ ] Tiberium Glacier Mining (Phase 6)
With the expansion of harvesting efforts in other areas, further development of both the North American and Italian glacier mines are ready to go. While each is a relatively small upgrade and expansion, combined they are likely to equal the outputs of the other glacier mines.
(Progress 389/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (2 available Phases) (2 phases completed)

While expansions have been ongoing at existing sites, the highlight of this quarter's campaign has been the creation of a major new complex near Milan. A new model of harvest support vehicle using a downscaled version of the MARV's sonic cannon has been used, primarily to loft sonic charges into locations to create small scale avalanches, which can be picked over by harvester units. The difficulty is primarily in the mountainous terrain, which has a number of areas where it is quite possible to get a harvester stuck and not be able to get out. Part of the solution has also been dedicated hauler trucks, which allow harvesters to stay out on the face rather than trek all the way back, often along switchback roads, to the refinery areas. Combined, these efforts have made it not the least productive site and something that GDI can begin to roll out to other sites.
While not confirmed yet, GDI's analysts believe that the continued expansion of glacier mining is beginning to have ablative effects, even with the Red Zones continuing to massively expand quarter after quarter.


[ ] 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 108/105: 20 resources per die) (Contributes to plan goal) (Red Zone 1 North)

Major Stavrakas has been everywhere, pushing the workers to ever greater exertions, cutting the corners that she knew could be cut, preparing the way for the MARV fleets. A Reclaimator hub is a titanic edifice of piping and concrete. The tools to build and maintain a fleet of titanic tanks, each hundred of tons of armor, weapons, and processing capability, are themselves a major undertaking. Just one of these facilities costs more than nearly all of GDI's military factories, which does not count the costs of the MARVs themselves.
Built near the top of the Italian boot, over what was once Genoa, known for its markets and merchants, it has become a fortress city. A single MARV takes hundreds of people to maintain. While the crew itself is only ten, keeping the unit functional requires massive amounts of effort. From here, MARVs will range across northern Italy, sweeping through the Tiberium encrusted hills and valleys, funneling a stream of resources back to the hub, and from there, loaded onto aircraft and cargo ships to be delivered to the south of France and beyond, following many of the same routes taken by the Glacier mines further south.

[ ] 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.
-[ ] Glasgow (Progress 61/60: 15 resources per die) (-- Labor, -- Energy)

The Glasgow plant opened on one of the last days of the quarter. While much of the work still has to be done by hand, and the pace of assembly is slow, it is fully functional. Suits are guided down an assembly line, with each station building onto the suit from a skeleton out. Many of these are equipped with automatic mechanical assembler arms. However, at least at the moment, getting in under pieces of the suit is still difficult, and human hands are more dexterous, meaning that between assembly points, the final connections do have to be made by human hands. The pace of assembly is expected to rise in the coming weeks however, with the workers becoming used to the factory environs, and their expected tasks. Even at current rates however, the Glasgow factory is likely to outpace the total production of the wartime suit factories in months, and continue to widen the gap after that point.

-[ ] New Moscow (Progress 102/60: 15 resources per die) (-- Labor, -- Energy)

The New Moscow plant, comparatively, is off to a sprinting start. Appropriating some technologies from the Robotics Works constructed there, the plant is the most heavily automated of the lot, with small robotic arms doing work that at the other plants is done by hand. Production is substantial, with a company worth of suits already out the door, and another nearly completed by the end of the quarter. While filling the full demand of the Zone Operations Command will take another plant, and some substantial time, the end is in sight for this phase of construction projects. However, ZOCOM is not the only organization paying attention. The other branches of the military, ranging from the Space Force to Ground Forces, and even the Navy have begun making noises about acquiring Zone Suits for themselves, and potentially even their own variants, for specialized roles. For example, the Navy desires a diving capable model, to jump off of ships out in the littorals and walk their way to shore. While this is currently little more than idle speculation, it is idle speculation that can quickly become actionable demands.


[ ] 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) (Infrastructure: 146)

Investigations into the Infrastructure department have uncovered a generally functional field. While there are always potential undiscovered problems, they are too minor, technical or petty to be worth dealing with. Generally, the department has been kept too occupied, and too far away from serious amounts of material to become as corrupt as some of the other areas.

[ ] 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) (Agriculture: 91)

The security review of the Agriculture section has raised numerous concerns, primarily dealing in corruption and official malfeasance. With ongoing problems with the supply of Consumer Goods, and limitations in the availability of high end foods, GDI's agricultural sector has effectively rotted. In the last three months, few of the handful of higher end production facilities have escaped a wave of arrests, resignations, and retirements. The entire project was uncovered when Yellow Zone farming operations attempted to break into the riches. However, in further investigation, it was a much deeper and much more widespread problem than originally thought.
(+2 Consumer Goods, +1 Food)

[ ] 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) (Bureaucracy: 146)

Calling an investigation into the core of an Initiative department is not a common thing. The bureaucracy is often under suspicion, but rarely poked and prodded to the degree that a full blown investigation entails. However, this is not the first time that Dr. Granger has attempted to show that nobody is above, or, for that matter below, suspicion and investigation, even throwing open his own files. While nothing was found, that will do little to quell the rumors of a secret Brotherhood Sect in the Treasury, let alone more scurrilous accusations.
 
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Q3 2054
Q3 2054

Resources: 420 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.02 Blue Zone
29.53 Yellow Zone (62 Points of Mitigation)
56.45 Red Zone (37 Points of Mitigation)

Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+18)
Logistics: Marginal Surpluses (+2)
Food: Sufficient production, some inefficiencies in distribution (+3) (+2 stored) (Moving to +4 storage)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (=)
Consumer Goods: Titanic Shortages (-20)
Labor: Gargantuan Surpluses (87)
Tiberium Processing Capacity (1060/1250)
Yellow Zone
Water: Limited Surpluses (+5)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 6; 17: 6)
United Yellow List: 10 Seats (4; 5; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (34; 16; 3; 0)

Expected Demand
Labor: -5

Plan Goals
Capital Goods: 18 points remaining
Consumer Goods: 72 points remaining
Food: 29 points remaining
MARV Fleets: 5 remaining
Military Goods Factories: 5 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 2 remaining
Abatement: 37 points remaining
Schooling Projects:Childcare and Preschool, and Educational Multimedia remaining
GDI Income: 220 remaining
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.



Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 0/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

[ ] Yellow Zone Fortress Towns (Phase 2)
A further wave of fortresses can push deeper into the Yellow Zones, creating arcs of ablative settlement between the Brotherhood and the Terminus cities, keeping the enemy far short of the Blue Zone heartland of the Initiative. While supplying them is still difficult, their simple presence will require more effort from the Brotherhood.
(Progress 70/200: 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 0/170: 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: 15 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 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)


[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)

[ ] 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 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

[ ] Chicago Planned City (Phase 1)
Originally rising to prominence as the endpoint of the eastern rail system, connecting the industrial products of the east to the natural resources of the west, Chicago was abandoned shortly after the second Tiberium War as GDI fell back towards the coasts. Today the windy city is a skeletal ruin, marked by decades of war, and infested with Tiberium. However, GDI planners see a new future for the city, one dominated by its proximity to the North American Red Zone and connection to the Great Lakes.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] 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 (5 dice)

[ ] Blue Zone Power Production Campaigns (Phase 2)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 18/500: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for powerplants. While the initial proof of concept designs will not produce a substantial amount of power, they are a herald of a new age, one not reliant on relatively expensive fissionables.
(Progress 0/200: 20 Resources per Die) (+ 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 38/60: 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. However, 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 101/275: 5 resources per die) (++ Energy)

[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)

[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be 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. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)

[ ] 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 0/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)

[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)

[ ] 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 0/180: 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 0/180: 10 resources per die) (+++ Consumer Goods, --- Energy)

[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

[ ] Blue Zone Light Industrial Sectors
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Energy, - Capital Goods, --- Labor)

[ ] 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 0/180: 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 150/200: 10 resources per die) (+++ Consumer Goods, - Energy)


[ ] 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 0/125: 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)

[ ] Agriculture Mechanization Projects
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/400: 15 resources per die) (+++++ Food, -- Energy, -- Capital Goods)

[ ] State Operated Breweries
With the initiative running substantial surpluses of vital food supplies, some portion of them can be siphoned off towards the production of one of the world's oldest luxury goods, alcohol. While alcohol production has never actually stopped, GDI can step into the market with relatively cheap, high quality and reliable products that can be ordered conveniently. While most products will be low alcohol by volume in comparison to some of the rocket fuel that other producers tend to make, the focus will be on taste.
(progress 0/125: 10 resources per die) (+++ Consumer goods, --- Food)

[ ] 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 3)
While immediate further development would unacceptably strain water supplies, there is still a demand for more food in the Yellow Zones, both as a local supply and for greater diversity. With the immediate need for carbs and protein satisfied, more of the emphasis can go towards consumer goods and the availability of poorly shipping fruits and berries to yellow zone populations.
(Progress 15/80: 10 resources per die) (+ Food, + Consumer goods -- Water)

[ ] 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 0/250: 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.

[ ] Agricultural Processing Plants (Phase 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)

[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)


Tiberium (5 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)

[ ] 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 these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 4)
GDI cannot support further development of intensification at this time.
(Progress 67/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 phases available)

[ ] Red Zone Tiberium Harvesting (Phase 7)
With the Saarland project complete, GDI's planners have tagged Northern Italy as the next Red Zone to be targeted. While previous efforts have focused on the shin of the boot, this one aims to cross the Alps, and drive south. While an eventual linkup with the penetrations near Rome have been proposed, those are in effect fantasies of planners with too much time on their hands.
(Progress 35/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)


[ ] Red Zone Containment Lines (Phase 1)
While the Forgotten have tapped out their resources to increase abatement, GDI has most certainly not. Deploying more bases, more harvesters, and more support focused towards containing Tiberium will provide a substantial amount of additional resources and cover large sections of the ever expanding Red Zones.
(Progress 0/180: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Phase 8)
While GDI cannot support more glacier mining operations at this time, the combined effects of the mines seem to be reaching a turning point, beginning to impact overall Tiberium spread. Further development seems likely to work to the Initiative's advantage in this area.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 available Phases)

[ ] 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 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)

[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)

Orbital (3 dice) (2 Fusion Dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Philadelphia 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 3)
Expanding the Enterprise into a proper all in one industrial center, a further series of modules and extensions will create a number of new industrial areas. However, before the refineries and the like can be brought fully online, they will need to be fed
(Progress 68/400: 30 resources per die) (+ Capital Goods, + Consumer Goods)

[ ] 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)
With orbital recycling capacity now in place, GDI can begin ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 0/100: 15 resources per die) (Opens new Space Projects) (20-30 resources)

[ ] Orbital Shuttle Bays
Orbital Shuttles have long been part of GDI's orbital maintenance system. Built around a set of ion engines, they were based out of the Philadelphia before the Third Tiberium War. With the Enterprise ready to begin substantial production, GDI can construct a number of bays to begin assisting in the orbital projects.
(Progress 0/70: 30 resources per die) (10 point discount to all space actions)


(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)

[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 0/50: 15 Resources per Die)

[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/100: 15 Resources Per Die)

[ ] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 0/100: 15 Resources Per Die)

[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/300: 15 Resources per Die)

Services (4 dice)

[ ] Scrin Research Institutions
Most Scrin technology is inert, and much of it has been damaged by the fighting or afterwards. However, there is enough of it that even a low chance of finding useful technologies is worth pursuing. While this will require substantial investments into the research areas, it also has the possibility of producing substantial technological breakthroughs.
(Progress 0/400: 30 resources per die)

[ ] NOD Research Initiatives
While the Brotherhood of NOD fielded relatively few genuine breakthrough technologies in the last war, between the Qatar Loyalists and masses of captured equipment, finding the limits of the technology and adapting what can be fielded to GDI use, should be a relatively cheap project.
(Progress 0/150 : 30 resources per die)

[ ] 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 0/230: 5 Resources per die) (--- Labor)

[ ] 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)

[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/250: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)

[ ] Multi Use Stadium Program
Large scale developments of enclosed stadia will begin a process of providing for improved entertainment. While dedicating stadia to individual sports, let alone teams, as happened before Tiberium is not particularly practical, it does represent a beginning investment in greater recreational opportunities, and the creation of a number of new spaces for small scale enterprises. Additionally, these stadia provide useful spaces for gatherings of large groups of people, which can include parties, and evacuations
(Progress 0/100: 10 resources per die) (++ Consumer Goods)

Military (5 dice)

[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice) (Further construction of military factories before reaching = capital goods will increase progress costs)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub, a further redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die)

[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/105)

[ ] Reclamator Fleet RZ-1 North
Wth the hub completed, there are two good options for the fleet.
-[ ] MARVs
A standard model MARV, equipped for combat in the Yellow and Red zones around the world, this model is quite capable of conducting many of the tasks demanded of it.
(progress 0/160: 20 resources per die) (2 Points Red Zone Mitigation, 15 RpT.)
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

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.
-[ ] Oslo (Progress 0/60: 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)
-[ ] Valparaiso (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 Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational.
(Progress 0/225: 30 Resources per die)

[ ] 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 2)
GDI's development of its artillery complement has far outstripped the available ammunition production. With ever more units likely to be recruited in the coming quarters, GDI cannot afford to allow for slack in increasing production. With only the general purpose shells available enough, further development of yet more shell plants are required for enough ammunition, especially of various specialist rounds, to be available.
(Progress 31/300: 10 Resources per die) (--- power)

[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)

[ ] Ablat Plating Development
NOD has always used laser weapons to some extent, but never in as large a number as during the Third Tiberium War. Rather than being a dedicated weapon for the most elite of NOD's armies, or a fixed defensive piece, NOD fielded large numbers of laser systems across its force, with some proliferating down the ranks. In the post war world that has continued, with NOD forces attempting to bring lasers even to the infantry. While dedicated anti laser armor systems have generally been considered not to be worth the weight and defensive trade offs, the increased deployment of lasers has changed the calculus substantially.
(Progress 0/70: 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)

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. First, for the African and South Asian coastlines, the port of Duqm in B4. While not the most developed port, it is proximate enough to major supply lines that limited further construction will allow for mass production. Second is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
  • [ ] Duqm (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Copenhagen (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)

[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 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: 10 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)

[ ] 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)

[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)

** 2 Hour Moratorium on Voting **
 
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Q3 2054 Results
GDIOnline Q3 2054


From Rags to Britches

BuzzingButterfly
So, today I went down and toured the commissary (it is a nice walk), and what did I find? Not the expected row upon row of empty shelves and a stack of order forms by the front, but some actual goods. Mostly clothes, and the selection was pretty narrow, but hey, at least the Initiative can in fact produce other things than Tiberium and Industry. I was beginning to wonder if I had just dreamed of the prewar years. But no, the Treasury can in fact make new things, and some of them actually feel nice.

Ormonde2020
I'm not going to lie guys, but I almost had a seizure when I put on a new pair of undies.
The sheer LUXURY! I had forgotten the joy of genuinely fresh clothes. Now, if only they were cotton, the polyester isn't terrible, but it is kinda rough. Oh man, who do I have to bribe for them to start growing cotton again? Do you think there might be some silk worms left somewhere in the world? I will literally rip NOD in half singlehanded to get my hands on silk pyjamas.

FloatingWood
I know a guy who knows a guy who has been growing flax for the Initiative in a pilot program. They got the first harvest in earlier this month, but the fiber is very substandard so no fresh linen. Maybe next growing cycle? I heard they are trying to figure out a way to grow it in hydro/aquaponics.

AtelierPhoenix
I recall reading a magazine article, (what must have been...two? Perhaps three decades ago?) Regarding scientists trying to genetically engineer goats to produce spidersilk in their milk? Silk worms may no longer exist, but I know for a fact goats and spiders do. Though I suspect such frivolities will be a distant dream. I doubt I'll live to see them anyway. Pleased to have a new coat though, my last one was getting rather threadbare, and it gets cold at night this far north.

AgathaH
Well, I'd like more selection - a lot of the things I could find were in the coverall/jumpsuit family... but I found some things that fit, and had **pockets**! Real pockets! I mean, I'm going to add some more, because there's some things a Lady shouldn't be without... (notebook, screwdriver, holdout pistol, atmosphere sensor...)

MistakesWhereMadeForTheUmpteenthTime
So does anyone know if there's any truth to the rumours that some people in the BZones are so desperate for new clothing that they converted things like bed sheets or curtains into togas?

Johnny Mangoseed
#FloatingWood
My friend's uncle has been walking around in cotton trousers. Cotton! Smug bastard's been lording it over us "synthetics" all week. Supposedly the treasury's gearing up for a big push for growing organic fibers. Can't come soon enough; If I hear one more "cotton on" pun I'm gonna explode.

KropotkinsGhost
I can not say if togas were made, but I sure wish I thought of the idea at one point. Instead of this old raty dog torn sweater I could of looked like Romes finest! Well probably not rome anymore thats still a red zone.

AccomplishingProvidence
It is good to see the people out in the Yellow Zones wearing truly new clothing once again. Even if there is perhaps a bit of discouragement about how...utilitarian...it seems to be. Hopefully those endowed with artistic talents will work a bit of magic with these new canvases. Still, one hopes this is merely a reflection of necessity, and not some kind of subconscious bias on the part of Blue Zoners. After all, we don't want them thinking those in the Yellow Zones are only good for the work they provide, no?
Also, I am more than a bit amused at the unintentional imagery of residents of the Blue Zones donning the loose, flowing, non-utilitarian garments that were a hallmark of the decadent upper-classes of the Roman Empire. Someone should probably let folks know what that might look like on TV if they're not careful…

Disgruntled Old Hand
@ AccomplishingProvidence
The old Crystal Spires and Toga's theme? It is nice to get a new fresh uniform, old one's been poached repeatedly from all the fight back in the last war. Been interesting to see all the changes in uniform in all three wars.

FloatingWood
#AccomplishingProvidence, the new clothing available in the Blue Zones is the same as it is in the Yellow Zones. I've a feeling it's more a result of the Treasury going for having anything available at all and making sure it's useful than anything else. Would be nice if they had more sizes though, one size definitely does not fit all.
#Johnny Mangoseed, given the scandal a couple of months ago with some assholes screwing around with the agricultural production priorities and trying to grow luxury goods and stuff on the sly for money, one might want to ask that friend's uncle a few questions about how he got the cotton.

LaserKiwi2000
Ahh yes, fresh clothes. No one really mentioning the stadiums back open again. It feels really nice to have open spaces for events again. I never used to really go to arenas and stuff, but after a few years of not having them, and it being one of the only new forms of entertainment, suddenly it's more entertaining that it would otherwise have been.

Solan
So I just got reassigned to another zone in the Tiberium abatement program and we were given a few days off to have a vacation. The new clothes are definitely comfier than the uniforms we were wearing at RZ 1N but I heard in the scuttlebut that the Treasury is planning to issue new uniforms to use for MARV teams since they will get deployed longer and with few people. Those guys got lucky since the memo we got about MARV priority in the RZ.

Akira Oda (Treasury)(MARV Office)
Another day another moving through the offices mostly to field calls of the screaming matches between the admiralty and the Karachi guys in the Tiberium Office. The MARV office is a temporary sub-office until we get 5 MARVs for the Major then we can go back to our respective offices. Anyway, while it's mostly the light industry folks handling the designs and production of new clothes with synthetic fibers I can assure everyone that new organic fibers are going to be released to the public soon. There was even a design competition on some clothes for public release with all offices having a vote on the clothes available. While we can't produce all the clothes yet for people who want to wear them, be assured that everything was tested and worn by real people in the Treasury. Sometimes this job has perks even if they sometimes make the men wear skirts for amusement.

Also, #Solan was right, new uniforms to every civil servant under direct Treasury oversight and MARV crews really needed some creature comforts.

Yellozon3r
Good job GDI. You achieved the bare minimum to not have us yellow zoners run around like animals. Next, they might even feed us more than animal feed.

C4rR1de
Finally these new clothes can finally make these old patchups to where they belong rags for my babies. Even if most of these cars are for show now and we're now getting new electric motors for most of them as an attraction I can finally get something snazzy. Thanks to the Treasury for funding my car museum so people can now be happy when they're open now.

Q3 2054 Results

Resources: 455 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.10 Blue Zone
29.33 Yellow Zone (62 Points of Mitigation)
56.57 Red Zone (42 Points of Mitigation)

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Substantial Surpluses (+10)
Logistics: Marginal Surpluses (+1) (-1 from piracy)
Food: Sufficient production (+4) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+1)
Consumer Goods: Titanic Shortages (-19)
Labor: Gargantuan Surpluses (80)
Tiberium Processing Capacity (1095/1250)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 4; 17: 8)
United Yellow List: 10 Seats (2; 7; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (34; 16; 3; 0)


Plan Goals
Capital Goods: 17 points remaining
Consumer Goods: 62 points remaining
Food: 27 points remaining
MARV Fleets: 4 remaining
Military Goods Factories: 4 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 2 remaining
Abatement: 32 points remaining
Schooling Projects:Childcare and Preschool remaining
GDI Income: 185 remaining
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.

Markets
GDI's food services sector has returned with a vengeance, making up for lost time last quarter. Additionally, many expansions have begun to be undertaken. While the immediate infusion of new consumer goods onto the market have not done much to blunt the voracious appetite of GDI's public, it has encouraged the development of a new wave of stores, primarily oriented around various specialty and "specialty" goods. While none of these shops have opened yet, they do indicate an increased pattern of growth, and a more diversified sector going forward.

Military
GDI's military forces are in a minor crisis at this point in time. With military defeat in the Red Zones supporting expanding harvesting operations there, and a substantial shortage of desperately needed shells in the ongoing conflicts around the world, even the formation of a new MARV fleet is not enough to quiet the grumbling. With the military feeling overstretched, it has flexed its political influence to bring a halt to deep penetration operations into global red zones, emphasizing a priority on abatement, rather than continuing to fill the Treasury's coffers. While still willing to support Yellow Zone Operations, Ground Forces Command believes that it will have great difficulty in defending them with existing assets, and the Air Force has no confidence in their ability to maintain air supremacy without further funding.

Brotherhood of NOD
Brotherhood piracy operations have continued to increase, with raids beginning to impact overall logistical efficiency, especially in the Atlantic theater of operations.
On the ground, something apparently called a penitent engine has appeared in the arsenal of the North American Warlords. While the doctrine and usage of the device is still unknown, it seems to be a variant of the Purifier/Avatar with a forcibly implanted pilot supported by some form of EVA unit being turned loose on the enemy support. Further examination will be needed before more comprehensive results can be delivered. The warlord who originated these units appears to be named Gideon, a young member of the Brotherhood of NOD, having risen quickly in the aftermath of the Third Tiberium War. While a full background is still unknown, he fits the profile for a successful and threatening Brotherhood commander, in the vein of Anton Slavik, combining military ruthlessness with carefully honed faith and showmanship.

Politics
With the infusion of new consumer goods, the Developmentalists are rallying, pushing campaigns to show that central direction is able to bring wealth, and pointing to the last five years as unfortunate necessities rather than an extended period of government overreach. With the new shell crisis, divisions in the hawks, rather than healing, have expanded. The key breakpoint has been finger pointing between Hideo Ozawa's Blue Zone faction, and the new militarist faction lead by an up and comer Mohammed Al Jilani. While it does not appear that a leadership challenge is currently in the offing, this has been one of the most open conflicts in Hawk history. The Free Market Party is currently beginning to scramble, challenging the new clothes on quality and quantity grounds, but finding limited success. Continued infusions of consumer goods are likely to cripple their chances in the next election, however that may be difficult with ongoing military problems.

[X] Yellow Zone Fortress Towns (Phase 2)
A further wave of fortresses can push deeper into the Yellow Zones, creating arcs of ablative settlement between the Brotherhood and the Terminus cities, keeping the enemy far short of the Blue Zone heartland of the Initiative. While supplying them is still difficult, their simple presence will require more effort from the Brotherhood.
(Progress 225/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

The development of a new wave of fortress towns has been rapid and thorough. Most of the Terminus cities either have arcs, or full rings, of enclosed towns nearby, offering interlinking fields of fire for masses of artillery batteries. Much like the european fortification schemes of the 18th through to the 20th centuries, the towns serve as hardpoints and support for local armies, while protecting economically valuable urban centers. In this case, they are another layer of concentric defenses, placing yet more between the Brotherhood and the Blue Zones. However, the development has also substantially worsened ongoing shell supply problems, with millions of shells of shortages, forcing GDI commanders to choose between supplying the shells to train thousands of new recruits in newly formed artillery batteries, and shells to support the newly built towns.
However, the construction has also had a silver lining. With the new housing, the last of the current crop of refugees has moved out, leaving the camps constructed in the first year of Granger's administration finally lying empty. While there is still a trickle of new refugees, they can be transferred to various apartment blocks, rather than put into increasingly degraded camps.

[X] Blue Zone Power Production Campaigns (Phase 1)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 193/500: 10 Resources per die) (- Labor, +++++ Energy)

Development of the new power facilities has been relatively smooth. With the concrete poured for another wave of major new foundations, and a number of new solar and wind plants being laid out, if not yet brought online. With the concrete curing, and the assemblies for the other means being fabricated now, further development and investment will be needed soon.
However, a problem that has begun to emerge, especially with less Tiberium refining occurring than before the war, is a lack of fissionable materials. GDI's method of Tiberium refining, while efficient, is generally fixed, with a metric ton of materials producing a standardized mix of elements. To make matters worse, producing precisely U325 or other highly reactive isotopes in the right ratio is extremely difficult, requiring additional processing beyond converting it from Tiberium. This has meant that sourcing enough fuel rods to bring the new wave of reactors online is likely to take more time and effort, and likely requires constructing a new wave of Uranium enrichment facilities, not just the plants themselves.

[X] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 111/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

The development of the heavy rolling stock plants has been fundamentally problematic. While there is no clear singular crisis to point to, systematic problems, ranging from attempting to find logistical support to bring in the heavy presses and rollers, to repeated shorts in the electrical system. While this will take time and resources to be fixed, the amount of progress made is a credit to the skills and perseverance of GDI's engineers and work crews. With little more than the basic cores prepared however, substantial additional investments over and above the original estimates are required before production can become more than test components.


[X] 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 203/200: 10 resources per die) (+++ Consumer Goods, - Energy)

A new wave of designs has begun to hit shelves. While distinctly leaning towards the practical, usually with reinforced joints, and no outfit having less than six pockets, there is a fair degree of variety. The most basic of these outfits is effectively a T-Shirt, with cargo trousers and light boots. This acts as the baseline for most other outfits, most using various lengths and styles of coat or faulds over the standardized baseline, ranging from a jacket cut to a full greatcoat and from a short false skirt to full dress length sections with slits to ease walking and access pockets. Beyond that, various forms of wraps, shawls, cloaks and other accoutrements have begun to become available. Most, if not all, designs come cut for both standard range body shapes, although individuals outside of about one and a half standard deviations may still find getting clothes that fit well to be difficult. While clothing is far from the be all and end all of consumer goods production, it is one of the most visible means to demonstrate that goods are now far more available.

[X] 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 157/125: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)

Electricity is one of the easiest means to deliver energy, and an electric motor can be built much smaller than most other means of generating movement. With more motors available cheaply, a number of the nearby robotics plants have increased production, over and above what their own electric motor manufacturing allowed. On the consumer goods side, electric motors are mostly used in various forms of kitchen appliances, ranging from mixers, blenders, to food processors and the like. Additionally, there are many electric cars that are nonfunctional due to a lack of supply of electric motors. With battery packs commonly available, the motor had become one of the most irreplaceable failure points. While electric cars are still only the domain of the technically minded, there are more of them on the roads already, and that number is expected to increase.

[X] Yellow Zone Aquaponics Bays (phase 3)
While immediate further development would unacceptably strain water supplies, there is still a demand for more food in the Yellow Zones, both as a local supply and for greater diversity. With the immediate need for carbs and protein satisfied, more of the emphasis can go towards consumer goods and the availability of poorly shipping fruits and berries to yellow zone populations.
(Progress 124/80: 10 resources per die) (+ Food, + Consumer goods -- Water)

Development of the Yellow Zone Aquaponics Bays has begun producing an improved food situation in the yellow zones. While still not fully up to the standards of the Blue Zones, and far from able to sustain the populations that depend on them, they are one more step closer. While the core is still fish and quick growing vegetables and grains, there is more diversity now, with some actual perennials, like bell peppers, and other basic consumer options. While it is far from fully rebuilding the trust that Yellow Zones have held, the quick reaction and continued investment have substantially blunted accusations that the Treasury is unwilling to provide equal protection.

[X] 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 80/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed.

Organic fibers have been the standard for all of recorded history, with synthetic fibers only being high status for a few years in the mid 20th century. While previous private clothing firms had managed a number of plantations, production drastically slowed or came to a stop during the war and immediate postwar years as the fashion industry slowly collapsed. The new organic fiber farms have run into a number of small delays, especially the cotton farm, although there were problems with people trying to smoke the hemp plants. The biggest problem has been low quality and weak fibers, but also low production from many of the plants. With the systems already in place, there are two clear possible solutions that need funding. First is the potential of engineering plants more adapted to aquaponic growth. Second is adjusting the nutrient mix and potentially the fish to provide improved results. However, both will require an infusion of funding.

[X] Red Zone Tiberium Harvesting (Phase 7)
With the Saarland project complete, GDI's planners have tagged Northern Italy as the next Red Zone to be targeted. While previous efforts have focused on the shin of the boot, this one aims to cross the Alps, and drive south. While an eventual linkup with the penetrations near Rome have been proposed, those are in effect fantasies of planners with too much time on their hands.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation) (Nat 1)

The military expeditions in front of the work crews pushing south have faced disaster as the Brotherhood of NOD has come in force. Driving south across the Italian Alps, GDI's forward forces were unknowingly pushing into a salient. With the Brotherhood warned by infiltrators in the Tiberium operations section, they had quietly amassed forces in the region. Hit on both flanks in the early hours of September 19, the unit was cut off, and quickly ran out of ammunition. With the artillery expending the entirety of their ammunition in the first half hour of the combat, and the armored component unable to effectively maneuver in the narrow confines of the mountain valleys, GDI forces were broken up and destroyed piecemeal over the course of the day. While some elements have straggled in over the course of the next few days, the military has called a halt to further deep penetration operations into the Red Zones, pending assurance that this will not cause more lives to be thrown away in pursuit of filling the Treasury's coffers.

While Dr. Granger can push back, and negotiate down the military from its demand that the plan goals be completed before it will offer further support, it will require substantial political investments.

[ ] No Pushback: With the Initiative as overstretched as it is, completing all available military plan goals is a reasonable request, and one that the Treasury should be able to complete in relatively short order if concentrated upon.
[ ] Limited Pushback: The plan goals require a number of new systems be developed and deployed into GDI service. While completing all the goals is an unreasonable limitation on the Treasury's freedom of operations, it can recognize the need for military expansion (Complete 2 of 3 plan goals, -15 Political Support)
[ ] Substantial Pushback: With the Treasury searching for funding on a quarterly basis, and the Red Zones being the best place to look to increase that, the overall good of the Initiative requires substantial investment into the region. While some additional military investment is defensible, some of the expansion will have to be paid for in blood. (Complete 1 of 3 plan goals, -30 Political Support)



[X] Red Zone Containment Lines (Phase 1)
While the Forgotten have tapped out their resources to increase abatement, GDI has most certainly not. Deploying more bases, more harvesters, and more support focused towards containing Tiberium will provide a substantial amount of additional resources and cover large sections of the ever expanding Red Zones.
(Progress 284/180: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)

GDI's work to increase mitigation of the Red Zones has begun primarily in areas where the Forgotten are weakest. While the tribes have adopted a number of circulatory migration paths, there are many areas where they cross the ever shifting borders between Yellow and Red Zones to go around terrain too difficult, treacherous, or simply less viable for their existing technology. None of those limitations apply to GDI's efforts. In fact, to some extent it is as much a civil engineering project as a Tiberium abatement one, easing the combined efforts of GDI and the Forgotten. Of course, many of those projects also expanded direct Tiberium harvesting operations in the region. While income has been less than hoped in some corners, it is more than enough to pay for the upkeep, and increase GDI's budget for the coming quarters.


[X] Orbital Shuttle Bays
Orbital Shuttles have long been part of GDI's orbital maintenance system. Built around a set of ion engines, they were based out of the Philadelphia before the Third Tiberium War. With the Enterprise ready to begin substantial production, GDI can construct a number of bays to begin assisting in the orbital projects.
(Progress 98/70: 30 resources per die) (10 point discount to all space actions)

The shuttles are boxy, and a very conventional design. Forward cockpit, engines in the rear, and a central bay for carrying material or personel around. Effectively a variant of the old Space Shuttle program, with the wings clipped off for a dedicated orbital maneuvering mission. Starting at the rear, five ion engines provide the vast majority of the thrust. While limited, and certainly without the ability to travel particularly quickly, it has enough delta V to make even complicated maneuvers and repeated runs if needed. A crew of two can effectively operate the shuttle, and it can carry up to twenty passengers with life support for 48 hours.
In terms of purpose, the shuttles will mainly be used to ferry finished components from the Enterprise's workshops to the various GDI space projects. While this will have compounding effects for the larger projects, it is of limited use for projects that are further along.

[X] 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 301/300: 5 resources per die) (Developmentalists, United Yellow Zone)

The core of the multimedia initiatives has been a series of personality driven shows, with topics ranging from Tiberium Safety to reading. Working from the extensive back catalog of surviving shows, Mythbusters and Reading Rainbow have been resurrected under new management, alongside 24 hours of daily programming of other material for various ages. One such show is Tibby the Troublemaker, an anthropomorphized form of Tiberium acting as the villain of a humorous series of 15 to 20 minute short. Each show comes with a penumbra of books, games, and other materials. However, shows are not the only piece. The Space Force has sponsored the development of Initiative Space Program, a game about building spaceships and conducting missions in a simulation of the solar system to learn the principles of spaceship design and orbital mechanics. When players are not satisfied with the basic parts, they can go so far as to design their own, down to the shaping of the exhaust bell. Other material will begin to be released in the coming months and years as development takes time and effort.

[X] Multi Use Stadium Program
Large scale developments of enclosed stadia will begin a process of providing for improved entertainment. While dedicating stadia to individual sports, let alone teams, as happened before Tiberium is not particularly practical, it does represent a beginning investment in greater recreational opportunities, and the creation of a number of new spaces for small scale enterprises. Additionally, these stadia provide useful spaces for gatherings of large groups of people, which can include parties, and evacuations
(Progress 114/100: 10 resources per die) (++ Consumer Goods)

The stadium as a place of games dates back to ancient Rome, and across the 20th century. While the modern designs are not shrines to particular teams, the way that they were in the 19th and 20th centuries, they serve more as sites of community engagement. Already, there are tens of thousands of local teams, usually operating on a weekly amateur schedule. Usually Monday Wednesday and Friday are given over to Football, Tuesdays are for American football, and Thursdays to Baseball or Basketball. Weekend events are more oriented towards children, often including kickball, tag, and various other casual mixed age games. While this schedule is not universal, it has become a standard that many local organizers and schedulers have come to adopt already, and are likely to continue to edit depending on local demand.
However, the Stadium has also been a place of refuge. In disasters across the late 20th and early 21st centuries, stadiums were used for recovery. In epidemics, stadiums became medical centers and vaccination sites. In hurricanes and floods, stadiums became emergency shelters. With the new stadiums, these tasks are intentionally designed into the system, with emergency barriers, and dedicated storage for medical supplies, sleeping arrangements, and have been designated for wartime emergency food stores. While they won't be a substitute for properly designed stockpiles, they can serve if called upon.

[X] Reclamator Fleet RZ-1 North
-[X] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 213/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

The first fleet of Super MARVs has finally completed. While the MARV is a titanic weapon of war, the Super Marv is even more powerful. Designed nearly four years ago, the redesigned platform is finally getting its place in the sun. Deploying across the northern regions of Italy, they typically follow weeklong circuits, punching deep into the Red Zone, and then retreating out, holds and trailers full of Tiberium. The mountainous region at times makes attempts to escort relatively pointless, with many areas only having enough space for the MARV, let alone supporting forces to keep the unit safe. These lone ranger patrols are limited to the rougher terrain, with easier terrain being more conventionally escorted.

[X] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. First, for the African and South Asian coastlines, the port of Duqm in B4. While not the most developed port, it is proximate enough to major supply lines that limited further construction will allow for mass production. Second is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
  • [X] Duqm (Progress 202/100: 10 Resources per die) (--- -- Energy, -- Labor)

The Duqm port facilities have become a massive set of works, far beyond the Navy's immediate needs for the region. With multiple squadrons either in working up on nearly completed, patrols are soon to begin along the coasts of what was once Iran and Somalia, with longer range operations planned to begin with a shuttle run down towards Johannesburg, and other South African ports. While this covers a relatively small amount of GDI's total shipping, it will serve to secure the region for future coastal landings, and the beginnings of retaking Africa for the first time since the First Tiberium War. With the port facilities, plans for the other facilities are not being scaled back, however they are likely going to see a different approach, primarily being used for repairs and refits, rather than being the primary facilities for producing GDI's hydrofoil fleet.

[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) (Orbital) (70)

The orbital department, despite substantial expansions, has maintained its security culture and distinct anti NOD nature. A relatively cursory review has confirmed these results, and has primarily interviewed newer members. While few are as vehemently anti Brotherhood as the veterans of the Third Tiberium War, they have remained more than acceptably vigilant against potential infiltration.

[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) (Tiberium) (119) (Nat 1)

Sometime shortly after the Second Tiberium War, the Brotherhood of NOD had slipped at least two cells of deep cover cyborg infiltrators into GDI's Tiberium operations. While the first cell was discovered in this security sweep, a second cell, led by a woman under the name of Eva Core, went active when the news of the former cell being captured broke. While her transmissions were intercepted, and the second cell eliminated, she was able to get out the location, equipment status, and task of the forward elements of GDI's drive into the Italian Alps, setting them up for ambush.
In autopsy, Core and her compatriots had implanted radios and other equipment, however it was clear that this had been her first transmission using that means as the signal was easily traced. While this does not mean that she did not do other damage while under cover, it is likely that the damage is extremely minimal, as she has survived dozens of previous security reviews unscathed. While InOps has no reason to believe that other Brotherhood sleeper cells exist, that is far from a certainty as shown by this event.

[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) (Services) (210) (Nat 100)

The Services department is incredibly clean, and, in fact, Intelligence Operations has discovered a number of locations where redundancies and over clearance are required for certain critical jobs. With these not in fact making the department any safer from potential NOD infiltration, and turning away otherwise qualified candidates, they have been retired, and more streamlined and simplified protocols put in place. The overall result is that the results of new services department programs should be easier to see and with fewer costs as administrative overhead has been brought to a more reasonable level.
 
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Q4 2054
Q3 2054

Resources: 455 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.10 Blue Zone
29.33 Yellow Zone (62 Points of Mitigation)
56.57 Red Zone (42 Points of Mitigation)

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Substantial Surpluses (+10)
Logistics: Marginal Surpluses (+1) (-1 from piracy)
Food: Sufficient production (+4) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+1)
Consumer Goods: Titanic Shortages (-19)
Labor: Gargantuan Surpluses (80)
Tiberium Processing Capacity (1095/1250)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 4; 17: 8)
United Yellow List: 10 Seats (2; 7; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (34; 16; 3; 0)

Military Confidence
Ground Forces : Low
Air Force : Very Low
Space Force : Decent
Steel Talons: None
Navy: Low
ZOCOM: Decent

Plan Goals
Capital Goods: 17 points remaining
Consumer Goods: 62 points remaining
Food: 27 points remaining
MARV Fleets: 4 remaining
Military Goods Factories: 4 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 2 remaining
Abatement: 32 points remaining
Schooling Projects:Childcare and Preschool remaining
GDI Income: 185 remaining
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.




Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 0/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

[ ] Yellow Zone Fortress Towns (Phase 3)
With the terminus cities protected, and much of the near Yellow Zone at least supported by these towns, future projects lay clusters of fortresses along coastal positions, much like Africa saw in the first phase of colonization. However, without substantial more investment into providing shells, or diversifying the weapons load of the Fortress towns, these are likely to be effectively indefensible.
(Progress 25/200: 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, unpopular among Hawks.
(Progress 0/170: 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: 15 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 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)


[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)

[ ] 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 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

[ ] Chicago Planned City (Phase 1)
Originally rising to prominence as the endpoint of the eastern rail system, connecting the industrial products of the east to the natural resources of the west, Chicago was abandoned shortly after the second Tiberium War as GDI fell back towards the coasts. Today the windy city is a skeletal ruin, marked by decades of war, and infested with Tiberium. However, GDI planners see a new future for the city, one dominated by its proximity to the North American Red Zone and connection to the Great Lakes.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] 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 (5 dice)

[ ] Blue Zone Power Production Campaigns (Phase 1)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 193/500: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for powerplants. While the initial proof of concept designs will not produce a substantial amount of power, they are a herald of a new age, one not reliant on relatively expensive fissionables.
(Progress 0/200: 20 Resources per Die) (+ 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 38/60: 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. However, 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 101/275: 5 resources per die) (++ Energy)

[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 111/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)

[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be 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. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)

[ ] 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 0/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)

[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)

[ ] 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 0/180: 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 0/180: 10 resources per die) (+++ Consumer Goods, --- Energy)

[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

[ ] Blue Zone Light Industrial Sectors
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Energy, - Capital Goods, --- Labor)

[ ] 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 0/180: 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)

[ ] Agriculture Mechanization Projects
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/400: 15 resources per die) (+++++ Food, -- Energy, -- Capital Goods)

[ ] State Operated Breweries
With the initiative running substantial surpluses of vital food supplies, some portion of them can be siphoned off towards the production of one of the world's oldest luxury goods, alcohol. While alcohol production has never actually stopped, GDI can step into the market with relatively cheap, high quality and reliable products that can be ordered conveniently. While most products will be low alcohol by volume in comparison to some of the rocket fuel that other producers tend to make, the focus will be on taste.
(progress 0/125: 10 resources per die) (+++ Consumer goods, --- Food)

[ ] 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 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed to bring the network nearly to independence. While it will almost certainly still require a fairly substantial amount of food to be shipped in to ensure an acceptable level of diversity, if cut off for some reason, it is almost certainly going to be able to maintain existing populations at a survivable, if not particularly comfortable level.
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)

[ ] Yellow Zone Purification Facilities
With Water becoming an ever more vital strategic resource, actually investing in the ability of the Yellow Zones to provide water for themselves has gone from a luxury to an imperative. Substantial pump stations near available bodies of water, combined with rainwater collection facilities, should be able to provide the amounts of water that the Yellow Zones are soon to require.
(Progress 0/320: 10 resources per die) (+++++ Water, -- Energy)

[ ] 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 0/250: 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 80/120: 10 resources per die) (++ + consumer goods, - Labor)

[ ] Agricultural Processing Plants (Phase 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)

[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)


Tiberium (5 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)

[ ] 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 these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[ ] Intensification of Yellow Zone Harvesting (Phase 4)
With a second band of Yellow Zone fortress towns completed, GI can once more expand sections of intensification, this time between that arc of defensive fortress towns and the Terminus cities. While the security situation is far from good, it is good enough to continue expaning the work on this section.
(Progress 67/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 phases available)

[-] Red Zone Tiberium Harvesting (Phase 7)
While preparations are complete to drive another spear into the depths of the Red Zones, current military demands make that impossible. Fixing those problems will allow a further development immediately, and open future projects.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Phase 2)
While the Forgotten have tapped out their resources to increase abatement, GDI has most certainly not. Deploying more bases, more harvesters, and more support focused towards containing Tiberium will provide a substantial amount of additional resources and cover large sections of the ever expanding Red Zones. With a first wave already in the field, applying yet more resources will increase the effects of the effort.
(Progress 104/180: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Phase 8)
While GDI cannot support more glacier mining operations at this time, the combined effects of the mines seem to be reaching a turning point, beginning to impact overall Tiberium spread. Further development seems likely to work to the Initiative's advantage in this area.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 available Phases)

[ ] 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 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)

[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)

Orbital (3 dice) (2 Fusion Dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Philadelphia 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 0/90: 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 0/90: 30 resources per die)

[ ] GDSS Enterprise (Phase 3)
Expanding the Enterprise into a proper all in one industrial center, a further series of modules and extensions will create a number of new industrial areas. However, before the refineries and the like can be brought fully online, they will need to be fed
(Progress 68/390: 30 resources per die) (+ Capital Goods, + Consumer Goods)

[ ] 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 0/90: 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 29/140: 15 resources per die) (+ Logistics) (5 PS for completion)

[ ] Orbital Cleanup (Phase 1)
With orbital recycling capacity now in place, GDI can begin ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 0/90: 15 resources per die) (Opens new Space Projects) (20-30 resources)


(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)

[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 0/40: 15 Resources per Die)

[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/90: 15 Resources Per Die)

[ ] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 0/90: 15 Resources Per Die)

[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/290: 15 Resources per Die)

Services (4 dice)

[ ] Scrin Research Institutions
Most Scrin technology is inert, and much of it has been damaged by the fighting or afterwards. However, there is enough of it that even a low chance of finding useful technologies is worth pursuing. While this will require substantial investments into the research areas, it also has the possibility of producing substantial technological breakthroughs.
(Progress 0/350: 30 resources per die)

[ ] NOD Research Initiatives
While the Brotherhood of NOD fielded relatively few genuine breakthrough technologies in the last war, between the Qatar Loyalists and masses of captured equipment, finding the limits of the technology and adapting what can be fielded to GDI use, should be a relatively cheap project.
(Progress 0/120 : 30 resources per die)

[ ] 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 0/200: 5 Resources per die) (--- Labor)

[ ] 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 0/130: 10 resources per die) (Developmentalists)

[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)

[ ] Fashion development houses
With standardized clothing now available, the next priority is often looking good.Existing clothing suppliers can provide for the bulk of GDI's needs, however there are many options for providing not only comfortable clothes, but ones that are good looking and attractive. While this has usually been a matter for the private markets, GDI can provide a range of fashion styles in its own right, bringing the whole range into reach of even the unemployed.
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)

Military (5 dice)

[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub, a further redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die)

[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/105)

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.
-[ ] Oslo (Progress 0/60: 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. More factories are needed soon for the Initiative to be able to maintain effective air superiority.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
-[ ] Valparaiso (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)


[ ] 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 Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational.
(Progress 0/225: 30 Resources per die)

[ ] 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 2)
GDI's development of its artillery complement has far outstripped the available ammunition production. With ever more units likely to be recruited in the coming quarters, GDI cannot afford to allow for slack in increasing production. With only the general purpose shells available enough, further development of yet more shell plants are required for enough ammunition, especially of various specialist rounds, to be available.
(Progress 31/300: 10 Resources per die) (--- power)

[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)

[ ] Ablat Plating Development
NOD has always used laser weapons to some extent, but never in as large a number as during the Third Tiberium War. Rather than being a dedicated weapon for the most elite of NOD's armies, or a fixed defensive piece, NOD fielded large numbers of laser systems across its force, with some proliferating down the ranks. In the post war world that has continued, with NOD forces attempting to bring lasers even to the infantry. While dedicated anti laser armor systems have generally been considered not to be worth the weight and defensive trade offs, the increased deployment of lasers has changed the calculus substantially.
(Progress 0/70: 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)

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. With the first port complete, second is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
  • [ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Copenhagen (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)

[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 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: 10 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)

[ ] 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)

[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)

** 2 Hour Moratorium on Voting **
 
Q4 2054 Results
BZ-2 General Chat mark XVIII: Still Not the Capital
BeltwayBeliever
So, er, does anyone know what is going on with all the construction? There are towers going up, there are power plants, every rooftop has a power array, and suddenly stuff is on the shelves again (or it was, I think it took shops in my area roughly fifteen minutes to blow through their entire stock of replacement parts and about two hours to hit the limit on back ordering). Same with the new pattern clothes. I was not able to get any of it unfortunately.

FloatingWood
From what I heard GDI got approval for a number of big projects. Well, the power plants thing was more than half a year ago but they really went for it this time. Nice to finally have the old wrecked array on the roof replaced though.
Also, forget about ordering the new electrical appliances for the next year, you're not getting any anytime soon, they're that swamped. They're only theoretically available while they work through the miles long backlog.

KropotkinsGhost
I managed to grab a toaster before they ran out! Oh how I missed having one of these. I do not exactly have much bread to toast but when there is some I can grab on the shelves, oh boy will I be in nostalgia heaven! Who knows I might even be able to acquire some butter or a butter substitute one of these days! The new clothing styles on the streets, the small growth in the blue zones, and the building of an arcology across town. It could almost make an old man like me excited for the future. I will be very excited to learn what news the probes that have been earmarked for space command to build will bring back. I'm thinking of going to one of the local news stations that just opened up and giving them an interview of my experiences from when Tiberium came to earth and now, just to show people that we are making it together, and there is hope for our fight against Tiberium yet..

FloatingWood
#KropotkinsGhost
Margarine has been a thing since 1800 or so. There's butter substitute to be had. Almost as hard to get as bread though. Seriously, you should be old enough to know this.

KropotkinsGhost
#FloatingWood
Maybe my tired eyes just miss it on the empty shelves. I'll make sure to see if they have any in stock next time!

YellowZon3r
The important question is "Did anyone probe Uranus?"

OneFallingLeaf
Well, it seems everything is going smoothly, just as planned (hopefully). With the return of
some alcoholic drinks, this should make life easier. Not to mention various appliances and all that stuff, thank the Gods above that I managed to nab one before a bunch of other customers rushing in like a tide, that was scary as fuck!

FloatingWood
#YellowZon3r Identified maturity level: 6 years old.
Yes, I'm giggling, why do you ask?
#OneFallingLeaf Kinda reminds me of those crazy sales traditions in BZ2. IIRC people at times literally beat each other into the hospital for, well, a hand mixer. Possibly with that mixer, which then ended up broken, not sure. It's been years.

Disgruntled old hand
#FloatingWood
You're talking about Black Friday's after American Thanksgiving. I remember them. It's been decades though. Since after the first GDI-NOD war. Really ending before the 2nd Tiberium War.

ProfCollingsworth
I was able to get a new hotplate with the assistance of several of my newly-assigned grad students, in exchange for some favors that I promise were not unethical. These old bones just couldn't get to the shops in time. It is encouraging that the Treasury seems to be confident enough in our manufacturing capacity to meet the massive demand for appliances and the like.

TacticalAssaultElephant
#BeltwayBeliever
The bossman has had me and the boys running rings around the blues putting down more tib fences, so I'm a little far from the water-cooler chats, but my brother says the treasury is shifting gears from 'fix our budget' to 'actually use our budget for something', which means building projects and factory renovations and whatnot.

Big spends on military, because fuck the noddies, big spends on power plants and factories and farms so things can get back to 'normal', and probably still big spends on mining because boy howdy does the treasury love mining, but yeah.

MajorMiner
#TacticalAssaultElephant I can't comment on mining specifically, but the military spending is going to mean a bunch of NODdies going T.T
Also, I am no longer the most extreme miner. Can't even be sad about it, though.
Edit: right, somthing on-topic. I'm hearing that we're going to be getting some updated kit in the kitchens "sometime", which is better than just dispairing laughter.

KryptosAdept
TBF, the treasury is actively trying to actually plow back the gains in their budgets right now. It's great for me since I no longer have to worry about the power going out anytime NOD tries to attack the infra. That really helps my work (it gets really annoying to say the least when you can't access the servers because the power is down to either your home or the local network and the latency of the sats is causing issues).

Solan
#TacticalAssaultElephant #MajorMiner
Get to my level the Treasury is in love with MARVs now that the resources we have are getting us to finish South America Red earlier than expected. I hope Chile has some of the good stuff when I go on break. Also, my siblings keep sending me news articles from home on how good they're having it and some pictures with friends and family. I heard they even reserved some appliances and clothes for me when I get back.

Rodney Zakara (Treasury)(Consumer Affairs Office-Blue Zone 2)
We are thankful for your patience with the arduous wait you had to endure during the Reconstruction of our society. While it is unfortunate that the problems of empty shelves are still persistent, various projects are there to alleviate it. Parliament has been in active cooperation with both Treasury Central in Manchester, BZ-3 and the various regional offices for constituency work. They have set the policy and tempo for our new normal. Also new construction of buildings utilizing the latest of farming technologies is coming soon to provide us food long since relegated to pure luxury to most of the populace when Tiberium struck the Earth. Finally Treasury Regional BZ-2 has various documentaries being shown in all local media stations. Please look at your schedules and if you missed the premiere you can catch up on the official video streaming channel of our partner networks as well as the official Treasury channel in the playlist BZ-2.

Anne Marie Lewis (Public Works)(Housing Division)
In the spirit of an enduring victory for humanity and our military the Department of Public Works in cooperation with the Treasury is currently opening up slots for various residents and businesses to arcologies in the Blue Zones. These new accommodations will come in three waves with various requirements. The first wave will be reservists and families with children. The second wave is the locals of the various zones the arcologies are providing. The final wave is the general application period. Please note that any application will be judged on need based metrics, and will be prioritizing the refugee camps to ensure they remain temporary. Lastly please look at our social media pages on the various blue zone arcology projects and the Department of Public Works for more details as well as some of the steps to acquire the government documents required for processing all of it for free.

PS: As a general rule a double blind InOps interview is standard for these projects. For the sake of your privacy and to not let any discrimation coming to various parts of the citizenry.

BeltwayBeliever
"Need Based Allocation" AKA, the people on the edge of the Yellow Zones need this more than you. Which is, you know, fair. Kind of really sucks out there, especially if you are trying to raise a family.

AccomplishingProvidence
#BeltwayBeliever
I will completely believe that residents of the far reaches of the Yellow Zones will get a spot in the gleaming new arcologies in the heart of the Blue Zones when it happens. I'm not trying to disparage your assessment, I am simply cynical to the nature of humans. But if any iteration of GDI could do it, it is GDI under the Two Grangers. Truly they are a force of nature.
It has been good to see genuine smiles on the faces of more than just the youngest children again. While the various basic amenities are not much, it is heartwarming to see people having more to their lives than simple drudgery. One might have been concerned that even the enlightened leadership of the Two Grangers would have left us all as eternal cogs in the machine.

I just hope that those who come to reside in the Arcologies do not end up thinking themselves above and removed from their fellow man. Unity is the strength of mankind and GDI, after all. Division weakens even the best of us.

Bicycles0-0
Dad's got more to work on than bicycles, and he's really happy. Won't be happy if I write too much, I should be doing an essay. Bleagh!

LimLan
Dad and Pops took me to their work on how they do news. The place was fun and my dad was on the cameras like a superstar. Pops was behind the stage with many screens telling many things to work. I also met new friends there like Suzie who loves all the toys and dolls, and Toby who loves all the books in the kid's library. The big bossy people my parents work for told them that they can bring families in if they behave. I want to be very behaved and I want to work in the news too.

PackMal
Gotta say we've been delivering a lot of new goods and food to the Terminus Cities and the Fortress Towns. A lot of delivery fees these days are now paid by the Treasury and the Post Office can only charge for Express Delivery in just the Blue Zones. The Yellow Zones are mostly either an on time delivery like the Terminus cities or a miracle that it was delayed in a day like the Fortress Towns because they keep firing shells all day everyday. Almost got hit by a Nod round while going to a fortress town because I had to be in a convoy most of the time when on the ground but this time was on the air because priority medicine was being delivered. Thank goodness we were on time when an entire school got sick and the local clinic was out of clean fabrics, and medicine. Feels lucky that here in the blue zones we don't worry that much anymore on that front.

Results Q4 2054
Resources: 475 + 25 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.25 Blue Zone
28.93 Yellow Zone (63 Points of Mitigation)
56.82 Red Zone (44 Points of Mitigation)

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Substantial Surpluses (+2)
Logistics: Marginal Surpluses (+1) (-1 from piracy)
Food: Sufficient production (+4) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+1)
Consumer Goods: Titanic Shortages (-20)
Labor: Gargantuan Surpluses (78)
Tiberium Processing Capacity (1115/1250)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 4; 18: 7)
United Yellow List: 10 Seats (2; 7; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (35; 15; 3; 0)

Military Confidence
Ground Forces : Low
Air Force : Very Low
Space Force : Decent
Steel Talons: None
Navy: Low
ZOCOM: Decent

Plan Goals
Capital Goods: 17 points remaining
Consumer Goods: 54 points remaining
Food: 27 points remaining
MARV Fleets: 4 remaining
Military Goods Factories: 3 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 1 remaining
Abatement: 29 points remaining
Schooling Projects:Childcare and Preschool remaining
GDI Income: 165 remaining
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.


Military
With massive recent projects throwing resources towards military development and deployment, while the actual confidence level remains low, morale has substantially increased. Shells, pouring out of blue zone factories, have already brought a number of the most forward deployed forces to their nominal ammunition levels, while the deployment of one MARV hub, and the near completion of a second has, if not hailed as a sign that things were looking up, a note that Granger is finally seeing the full picture of what the military can offer in terms of Abatement and Income.

Refugees
With the camps closed, new refugee waves are being settled directly in the Blue and Yellow Zone housing that is available. While there is only a trickle now, with most of the easily accessed Yellow Zones tapped out of people willing to pick up and move, the expectation of near future waves from future Fortress Towns and aggressive moves into regions that GDI has traditionally had difficulty in has kept the refugee administration groups fully staffed and ready to allocate housing, rations and clothes to the incoming population. However at this time a major concern is a lack of available housing, although the arcology program is likely to fix that at least for the immediate future.

Markets
Developments in the markets have continued apace. With the continued expansion of available consumer goods the market has begun to react to the new state of affairs. With people spending more of their resources on available goods, the market has focused on efficiency in order to maximize returns for costs, minimizing the impact on the precious Initiative tracked indicators.

Politics
The Free Market Party has begun to see a significant decline in support, with many voters seeming to defect to the Developmentalists. The Hawks have been ascendent as news of military defeats has become more common. While blunted by the Treasury's rapid response, and there are still severe splits in the Hawk ranks, they are likely to see substantial gains in the next election. While Al-Jilani has been campaigning in both Blue and Yellow zones, Ozawa has been focused entirely on the Blue Zones. However, both are pounding on the same drums, focusing entirely on trying to give as much political support for expansions of military spending.
Within the Developentalist ranks, the left Developmentalists, supported by Granger's policy decisions, are in ascent, while right Developmentalists are declining. This is likely to mean that more comprehensive rulings on worker rights can be made after the elections, and greater restraint on individual capitalists.

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 140/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

A standard pattern Blue Zone Arcology is a pentagonal hollow step pyramid, built in nine zones. The first zone, built around the core, is a vertical aquaponic array, built to provide primarily a greenspace and recycle the water used in the arcology. While it does not provide a particularly meaningful amount of food, or provide for the full needs of the arcology's water treatment, it does reduce the strain on the surrounding water systems. At the base of the arcology is the second zone, generally reserved for maintenance and plumbing primarily, along with the lots for the fleet of vehicles required to allow dwellers to venture out into the wider world. The third, fourth, and fifth zones are a series of increasingly large apartments, staggered around the outside of the pyramid, each with an enclosed balcony, and all of the comforts of the mid 21st century. On a standard design, the ones at the base are the smallest, with each step seeing a subsequently larger pattern. The sixth through eighth zones are placed in rings around the core of the arcology, generally one for each step, these are separated out and reserved for workspaces, generally a mixture of high skill craft workshops, offices, and service industries. The ninth and final area is the cap, which is a ring of dedicated social space, also often used as an emergency school area.
The first phase of work has been to do the surface repairs and resealings that many of the arcologies that currently exist have desperately needed for years. While previously, allowing them to remain only partially functional was allowable, this has changed in the current day. Expansions of capacity have already begun, but the full impacts will not be felt until the repairs project has been fully completed.

[ ] Blue Zone Power Production Campaigns (Phase 1)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 427/500: 10 Resources per die) (- Labor, +++++ Energy)

With only a final round of checks, inspections, and tests required, a new wave of nuclear power plants is about to come online. With the final stages of fueling likely to complete in the next few days, the entire project is likely to require another quarter, unless substantive problems are found as the systems are brought online.

[ ] 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 114/60: 5 resources per die)

The installation of a first round of microgeneration rooftop power arrays has been completed. Overall the design is not efficient enough or covering enough surface area to provide a meaningful amount of power for industrial uses. However, it is now enough to keep at least most of the life support running indefinitely, especially with some economizing. While unable to provide a steady supply of power, it has provided some inspiration to the designers. Instead of adding to the main grid, these microgeneration units can be used to provide a buffer in case of future supply shortages. Rather than merely making mandatory inspections and maintenance time easier to schedule, an expansion of the program can provide a power reserve, enough to keep operations going in the case of at least minor overall power shortages. However this will require substantially more installations, nearly twice what has already been installed just to be measurable.

[ ] 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 197/180: 10 resources per die) (+++ Consumer Goods, --- Energy)

The fundamentals of most personal electric appliances have not actually changed that much since the late 20th century. Most are simply one or more electric motors used to make something spin in effect. Ranging from burr and blade grinders, to mixers, food processors, blenders, and the like. While the design of a modern system is more efficient, and often has more features than the previous models, the upgrades are small and iterative, rather than fundamentally changing the system. Similarly, a modern lamp is derived from a technology first developed in the 1960s, the LED, or Light Emitting Diode. While early LEDs produced a thousandth of a lumen, the descendents of the design had conquered the lighting market by 2020. With all modern buildings extensively lighted, dedicated lamps are not particularly required, however being able to put a spotlight on a particular workspace is often useful.
In terms of the first wave of production, standardized spare parts are the first things to hit shelves, with production completely unable to keep up with demand, and the vast majority of the initial runs being ordered days or weeks before they were even produced, let alone packaged or ready to ship. The same applied to the first wave of full products, which were, if anything, even more voraciously ordered, mainly by yellow zone populations desperate to fill the spaces allocated to them. While actual deliveries have so far been heavily biased towards the blue zones, convoys have begun travelling to the Terminus cities and a handful out towards the fortress towns.

[ ] 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 136/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

One of the expected stumbling blocks for GDIs new wave of vertical farms has actually been chickens. While easy to feed, they can only reproduce so quickly, and with the massive demand imposed by the farms, eggs have effectively vanished from shelves and been marked as indefinitely unavailable, as every available egg has been fertilized and has gone into bank after bank of incubators. These are destined for the coops at the base of the nearly 30 story tall vertical farm projects. Built to feed tens of thousands to a pre tiberium first world standard, the towers themselves are nearly completed. The only things that remain incomplete are the massive projects to lay the miles upon miles of pipe and trough to circulate water through the system. While some parts, most notably the water system, are actually more efficient than standard aquaponics systems, however they are also noticeably more expensive, especially with the dehumidifiers required to prevent molds building up in the system.

[ ] 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 143/120: 10 resources per die) (++ + consumer goods, - Labor)

With the initial program expanded after promising results, the organic textiles farms are producing in full swing. While far from enough for universal production, and moving only a tiny fraction of the need for new clothing, organic fabrics have been mainly used in hybrid systems, layering an inner lining of cotton, linen or hemp with mid and outer layers of polymer and synthetic fibers. While not as good in some respects as a purely organic system, it is at least more comfortable than entirely synthetic options. The overall response has been positive, with even more clothes available, even if total production is still comparatively limited to overall demand. However, demand is dropping and is expected to reach parity in the next few years.


[ ]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 252/400: 15 resources per die) (4 points of yellow zone mitigation)

Further development of the perimeter fencing has started with the construction of a series of chokepoint citadels. Built at the roads to the Terminus cities, mountain passes, and other geographically advantageous features, these citadels form the basis for future projects, and if the lines move sufficiently, they will become hardpoints, stemming NOD advances and controlling the environment around them. It has also included a general thickening of the lines of sonic emitters, increasing the density by 25 percent so far, with an aim of doubling them before the completion of the current stage of the project. Additionally, with the current expansions of the Blue Zones some areas have been pushed forwards to take advantage of the remnants of redoubts that had been moved forward, converting them into mini citadels to provide for a more comprehensive system.

[ ] Intensification of Yellow Zone Harvesting (Phase 4)
With a second band of Yellow Zone fortress towns completed, GI can once more expand sections of intensification, this time between that arc of defensive fortress towns and the Terminus cities. While the security situation is far from good, it is good enough to continue expanding the work on this section.
(Progress 163/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 phases available)

While the fortress towns are still extremely short of ammunition, and the GDI military heavily overstretched, the expansion of Yellow Zone harvesting operations this quarter have been generally tenuous. While a number of new spikes have sprouted near the Terminus cities, and more work has been done to contain other harvesting areas, the entire affair has had a generally cautious tone, approaching it as something where scurrying back to safety was generally a higher priority than the Tiberium operations. While certainly understandable, especially with the shock given to Tiberium mining in the last quarter, it is also a reflection of the limited resources assigned to the project, especially with most of the engineering crews assigned far behind the lines. Despite these disadvantages, the production increase has been as much as could be hoped for from a project such as this one, and one that is likely to pay for itself in under a year.

[ ] Red Zone Containment Lines (Phase 2)
While the Forgotten have tapped out their resources to increase abatement, GDI has most certainly not. Deploying more bases, more harvesters, and more support focused towards containing Tiberium will provide a substantial amount of additional resources and cover large sections of the ever expanding Red Zones. With a first wave already in the field, applying yet more resources will increase the effects of the effort.
(Progress 188/180: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)

Even with the military overstretched, even more work has been done to ensure that continuing progress has been made in containing the Yellow Zones. From the fortresses, a series of outposts, one for each average day's travel, have been erected between them. Not only do these mean that the forgotten can push harder and be more greedy with their expansion, it also has meant that GDI can deploy yet more development, and many more harvesters into the perimeter of the zone. While NOD attacks have increased in the last quarter, the hardy miners have substantially increased both GDI's income and the impact of abatement operations. Many of the bases are little more than a perimeter of sonics with sealed prefabricated shelters at this point, with some amount of antiaircraft cover. For future projects one near certainty is expanding the development to be able to better support expansive operations, not merely a place to sleep, but a place to resupply, repair, and rearm for more substantial operations. While not as impactful as a MARV project, it is also far cheaper to deploy, and sees more immediate effects than the six month minimum of the MARV projects.

[ ] Orbital Cleanup (Phase 1)
With orbital recycling capacity now in place, GDI can begin ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 148/90: 15 resources per die) (Opens new Space Projects) (20-30 resources)

The first stage of orbital cleanup has been focused on the large pieces. The destruction of the Philadelphia left hundreds of tons of high grade materials sitting in orbit, drifting and being slowly worn away by particulates. There are also many of the best preserved corpses. While many were vaporized or freeze dried and disintegrated in the blast, some few were unlucky enough to be trapped in still pressurized rooms, and died of thirst, starvation, radiation poisoning or oxygen deprivation. These corpses are still in good enough shape that they have been delivered to their families. Years after the war, some families are finally able to grieve using the ancient rituals, while others have to content themselves with empty urns and caskets. Economically, the project has actually turned a small profit, not enough to be truly worthwhile, but the knock on benefits of a safer set of orbitals is important, especially with the number of vital connections that pass through the area.
Each project has been the work of dozens of launches, delivering life pods to the area for space suited workers to work through carrying cutters and tags. Every day, orbital shuttles pass through, delivering food, water, and oxygen, while carrying back the day's haul of alloys and corpses. From there, the results are fed into shredders, which, using a series of centrifuges and magnets, separate out the alloys and other materials, many of which were melted into each other. The result has been mainly a giant pile of blocks of material, waiting for a purpose.

[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 91/40: 15 Resources per Die)

The work of surveying the nearby bodies, rather than being a project that the Treasury operates in house, has been handed over to the Space Command Exploratory Division, alongside a massive infusion of resources, something where the Treasury apparently did not realize just how limited Space Command funding actually was. Instead of being a seemingly reasonable amount of money, it proved to be five times the annual funding of the exploratory division. Much of this funding has been channeled into infrastructure spending, and the deployment of the first of the lunar probes. While the Mars programs must wait for a transfer window, preparations are already underway for launches once it opens.

Space Command Personnel Forum
SCED Budget Woes Solved: The Grangering Way (SCED Budget MOA with the Treasury and Press Release Reaction Thread)

Arthur Tan [Communications Team]
As all of you now know through the news thread coming from Admiral Carter's desk an MOA has recently been signed by both Space Command and the Treasury to further space exploration to the Near Body Areas. A budget release of 15 billion credits in lump sum payments has been released to provide what SCED sees fit to complete the probe launches and our various space missions. A budget plan from SCED ExeCom will be released soon. Lastly we thank the leadership team headed by Admiral Carter for their hard work in ensuring we can defend and explore the final frontier.

PS: A reminder that news reaction threads would be open until a month after the initial post or sooner to not clog up other urgent news. Please be reminded of the EVA mods specially designed by Space Command to ensure proper decorum even if we can have a bit of levity.

PPS: Good job admiral and stay safe with the missus.

Murat Basile [Space Command Exploratory Division]
What are we even going to spend so much money on? I mean we have been running on low flame so far and could have started both missions within a year's time. Wasn't the plan to launch a probe to our moon this week regardless.

Natalie Lee [Aerospace Administration]
There have been rumors this was the easiest way for Granger to throw us a bone for the lunar landing mission.

Charline Mooren [Space Command Exploratory Division]
I just hope Carter uses some of the money to give us better working environments. Working out of prefabs was alright, but 15 billion can at least buy us enough toilets.

Mia Shen [Space Command Exploratory Division]
I hope some money falls off the wagon for RnD. Have been reading up on high energy physics to understand the basics of a plasma torch but getting to a functioning prototype will be expensive.

Amaro Capet [Space Command Liaison Office]
Apparently our friends in the Treasury Orbital Office did us a solid and managed to talk Granger into giving our boys and girls in SCED some much needed money in exchange for orbital waste management. Quite a bargain of course when we need to check if our space industry could work and it did. Hauling the wreckage and finding more bodies is good morale now since we are removing the trace of Nod destroying the former heart of our government.

Li Moon [Space Command Budget Office]
I am currently looking at SCED's proposed budgets right now and that 15 billion is looking to be drained in a quarter or two. I know Carter had a lot of facilities built with the shoestring budget and personal favors but SCED ExeCom wants a lot of contractors in their bases. Can't blame them, they're new and they were slow rolling to get all the facilities for the moon launch. Good thing SCED clearances are easier to give out than normal and we might need to reach out to Public Works since we can't easily locally source the labor anymore.


[ ] 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 133/130: 10 resources per die) (Developmentalists)

Local public media has taken a fourfold approach. Rather than focusing on a single dominant news source or type, the grant system is built on creating competing and separately operated media systems. So long as viewership and circulation is kept above a minimum, and direct retractions below a maximum, the grants come with effectively no strings, a mechanism to ensure that the media is able to report independently, while also trying to ensure at least some level of accountability and accuracy. The first type of media is local school associated media systems, generally associated with the journalism school. These have the most lenient requirements, and are expected to be a training ground for investigative journalists. Second is independent public media. Combining local funding, with substantial parts coming from the Initiative, these public television, web, and media services provide for a hopefully more professional approach, and allow the local environments a media service that is accountable to them, rather than outside funding. Third is the foundation of local government news bureaus. While inherently somewhat propagandistic for the Initiative, they are also held to the highest level of professionalism. Fourth and finally are independent journalist cooperatives, relying on selling their news and articles, either to the other three branches, larger news corporations, or publishing their own material. Intended to be the most independent and held to generally low standards, they are hoped to fill in the gaps between the other three approaches.

[ ] NOD Research Initiatives
While the Brotherhood of NOD fielded relatively few genuine breakthrough technologies in the last war, between the Qatar Loyalists and masses of captured equipment, finding the limits of the technology and adapting what can be fielded to GDI use, should be a relatively cheap project.
(Progress 198/120 : 30 resources per die)

A combination of GDI scientists and Qatari defectors have made numerous breakthroughs in adapting substantial portions of NOD technology to GDI needs. While there are a handful of lower level technologies, there have been six areas of fundamental breakthrough.

First is the Crystal Beam Laser. While power intensive, fragile, and by Brotherhood standards obsolescent if not obsolete, it is a massive leap in high energy laser technology compared to any previous GDI system. Back before the Second Tiberium War, it was the basis for the first wave of Obelisk of Light systems, and the Firefly laser rifle. While both have been completely retired from frontline service by the Brotherhood, the secret was cracked with the aid of a number of Qatari specialists, who had kept working on the system looking for a breakthrough. The core is a piece of precisely manufactured synthetic ruby, which acts as the lasing medium. However, if the core is warped, cracked, or otherwise damaged, the entire system fails. While this makes it a poor fit for infantry use, it is much more likely to find a place in the vehicle fleet, especially as a point defense system, and an anti aircraft weapon.
Second is actually an improvement in the processing and refining methodology. While the Brotherhood typically uses the Abdul-Pascal-Kane method, which is cheap, flexible and extremely dirty, the Qatari's had been working on a new method, the Hewlett-Gardener system, that would modify the APK method to work closer to the GDI Moebius method. With the Hewlett-Gardener method, the yield can be dialed a few percent. While actually more expensive than existing methods, it should also increase the efficiency of Tiberium processing as the fraction of critical materials can be increased at the expense of less critical ones. While it will not directly increase effective income, the researchers' estimates place the increase in processing capacity between 25 and 35 percent, as most facilities will move towards more Tiberium expensive outputs.
While Brotherhood Cybernetics technology is extensively brute force, there are some parts that have many uses. One of those is cooling technology. The lasers and particle beams favored by the Brotherhood and the Marked create massive heat spikes, enough to cook the cyborgs if not mitigated. If scaled up, these should allow for both much higher energy propellants and in fact solve many of the laser problems. While NOD's solution is not particularly elegant, their heat sink combined with an exchanger is a fairly functional solution, although it does require a fair amount of noxious chemicals. In terms of development time, the likely length is fairly short.
The next two are more theoretical developments. First is an examination of NOD stealth methodology and theory. While none of the survivors know the material well enough to replicate the design, they do know it well enough to begin designing countermeasures to the most common versions of NOD sensor disruption and stealth systems. Stealth has always been one of NOD's most common edges, and this technology is likely to be one of the breaking points that provide for a better performance in coming battles. The other is a better understanding of their energy generation technologies, specifically their Liquid Tiberium Generators. While unacceptably toxic for GDI's purposes, the potential is extraordinary. The unit is an addition to existing power generation systems using small amounts of liquid Tiberium. These systems offer a multiplicative effect, enough to bring an obsolete gas turbine to parity with even the most modern of GDI prefabricated nuclear reactors. Additionally its use as a weapon is equally intriguing and terrifying, not least because it gives them even better access to potential weapons of mass destruction than their nuclear arms. Neither project is likely to see substantial deployment in the immediate future, however they are also important to better understand NOD technology when another look is taken in the near future.

Finally is actually an immediate result. By putting together the knowledge of the Loyalists with the materials collected from decades of fighting the Brotherhood, an actual knowledge of the most important figures can be found, and some of their personal details, more than Intelligence Operations has put together.
The most important is Kane. While none within the Brotherhood know his true story, there are many legends. Most place him as being ancient, with some even crediting him as being a central figure in the first stories of the old testament. What is known, from Havok's report on the works beneath the pyramids of Giza, is that Kane is very old, with tombs bearing his sigil dating back thousands of years to the time of the Pharaohs. However, any claims to be as old as Kane are widely agreed to be insecure commanders lying to make themselves look better.
The second is a new name to GDI's knowledge. Rather than operating under banners and heraldry, Jackson Waterley has preferred stealth and to strike and fade often before the enemy commander knows he is there. A brilliant tactician and field commander, he has proven to have little political knowledge, a crippling failing in the Brotherhood's often intercine political dealings. Having served many masters, he has recently fallen off of the grid, with many suspecting that Kane himself has chosen him as a future commander. Of course, it is also possible that he has been killed in the ongoing strife within the Brotherhood's ranks.
Gideon (no other name recorded) is an up and comer in the Brotherhood's ranks. While he was raised on the opposite side of the world, records from his days in one of the Black Hand's Schola Fidelis, gave him high marks in oratory and the code, but not as a particularly skilled battlefield officer, likely to be pushed aside to serve as a confessor or a local priest, rather than rising through the ranks. However, the war has killed many of his superiors, placing him high in the ranks of the North American Black Hand, where he has also shown a skill for politics.
In future quarters more profiles will be assembled, and delivered to GDI High Command desks as they are prepared.

[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
  • RZ 6 North (Progress 105/105)
  • RZ 6 South (Progress 93/105)

Even though only one was ordered, two massive fortress complexes have sprung up, one on the northern side of the Red Zone on the same river as the mines, and one on the south, a coastal installation near Lima Peru. While only the Amazon basin complex has been completed, effectively securing much of the length of river between the mines and the sea, the one near Lima is still under construction, awaiting the delivery of more tooling and components before all systems are brought fully online. The two projects are unfortunately not mutually supporting, as Red Zone 6 is split by the Andes Mountains. Rather than being a fully North/South split, the region is effectively split into a North East and a South West. The mountains are certainly not uncrossable, but to the vast bulk of a MARV are effectively so. Logistically, the supply of Tiberium from the northern hub will flow down the river, joining the output of the Amazon mines, and being sent to European and North American Blue Zones, much like how in ages past, the biological distinctiveness of the rainforests were delivered to the global north. The Southern outpost on the other hand will almost certainly make nearly all of its deliveries to its south, delivering the overwhelming majority of its output to B-8. The pair are a mark to how the current planning systems are actually remarkably inefficient, with how much more has been done than was expected, leading to a number of rounds of bonuses being distributed to the workers and engineers that made the development possible.


[ ] Shell Plants (Phase 2)
GDI's development of its artillery complement has far outstripped the available ammunition production. With ever more units likely to be recruited in the coming quarters, GDI cannot afford to allow for slack in increasing production. With only the general purpose shells available enough, further development of yet more shell plants are required for enough ammunition, especially of various specialist rounds, to be available.
(Progress 335/300: 10 Resources per die) (--- power)

Yet more of the Devil's Porridge has been made and mixed and poured and cast. Ever more shell works have been erected, usually as far as possible from surrounding civilian populations. Each typically designed for a million rounds a year. While the vast majority are dedicated to general purpose rounds, some handful have begun producing the most common forms of specialty rounds, mostly shrapnel, an absolute requirement against the heavy NOD assault waves. However, even this is not enough to fill the arsenal in a reasonable period of time. With the existing surpluses, predictions point to it taking nearly a decade (assuming no unplanned expenditure of shells or expansion of military duties) to fill stockpiles to an acceptable level. While immediate shortages have been alleviated, it is in effect a just in time supply. Many of the outposts, fortress towns and training commands are going through shells about as fast as they can be delivered. While the immediate impact of the expanded production has been to allow nearly every battery a full arsenal of shells, the ammo dumps and expanded supply network are still effectively dry.

[ ] 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) (191)

Another round of security reviews, digging deep into the affairs of the Tiberium department have uncovered relatively little. While there was certainly some amount of skeletons lying in closets, and a number of places where funding was not allocated entirely according to proper procedure, that is par for the course for such a large department, and many of the perpetrators have either retired or died in the years since. The amount of actionable material has been very small, and well below the point where the director of the Treasury needs to concern himself.
The work of the infiltrator Eva Core has also received attention. While finding precisely what was delivered to the Brotherhood in full is impossible, going through the files accessed has revealed that her focus was nearly entirely on Red Zone Harvesting operations, likely putting her as a part of one of the more radical Tiberian sects. A small minority within the Brotherhood, Tiberian sects place their full faith in the second tenet of the Brotherhood, specifically that "Tiberium is a gift, and one that must be used and accepted for what it is." Her efforts seem to have focused on fighting GDI efforts for Tiberium abatement, rather than producing overall damage.
 
Q1 2055
Q1 2055

Resources: 475 + 25 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.25 Blue Zone
28.93 Yellow Zone (63 Points of Mitigation)
56.82 Red Zone (44 Points of Mitigation)

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Substantial Surpluses (+2)
Logistics: Marginal Surpluses (+1) (-1 from piracy)
Food: Sufficient production (+4) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+1)
Consumer Goods: Titanic Shortages (-20)
Labor: Gargantuan Surpluses (78)
Tiberium Processing Capacity (1115/1250)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 4; 18: 7)
United Yellow List: 10 Seats (2; 7; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (35; 15; 3; 0)

Military Confidence
Ground Forces : Low
Air Force : Very Low
Space Force : Decent
Steel Talons: None
Navy: Low
ZOCOM: Decent

Plan Goals
Capital Goods: 17 points remaining
Consumer Goods: 54 points remaining
Food: 27 points remaining
MARV Fleets: 4 remaining
Military Goods Factories: 3 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 1 remaining
Abatement: 29 points remaining
Schooling Projects:Childcare and Preschool remaining
GDI Income: 165 remaining
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.





Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 140/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

[ ] Yellow Zone Fortress Towns (Phase 3)
With the terminus cities protected, and much of the near Yellow Zone at least supported by these towns, future projects lay clusters of fortresses along coastal positions, much like Africa saw in the first phase of colonization. However, without substantial more investment into providing shells, or diversifying the weapons load of the Fortress towns, these are likely to be effectively indefensible.
(Progress 25/200: 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, unpopular among Hawks.
(Progress 0/170: 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: 15 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 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)


[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)

[ ] 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 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

[ ] Chicago Planned City (Phase 1)
Originally rising to prominence as the endpoint of the eastern rail system, connecting the industrial products of the east to the natural resources of the west, Chicago was abandoned shortly after the second Tiberium War as GDI fell back towards the coasts. Today the windy city is a skeletal ruin, marked by decades of war, and infested with Tiberium. However, GDI planners see a new future for the city, one dominated by its proximity to the North American Red Zone and connection to the Great Lakes.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] 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 (5 dice)

[ ] Blue Zone Power Production Campaigns (Phase 1)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 427/500: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for powerplants. While the initial proof of concept designs will not produce a substantial amount of power, they are a herald of a new age, one not reliant on relatively expensive fissionables.
(Progress 0/200: 20 Resources per Die) (+ Energy)

[ ] Blue Zone Microgeneration Program (Phase 2)
Building additional distributed power production and a more redundant grid, plus a number of in building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 54/120: 5 resources per die) (++ Energy Reserve)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. However, 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 101/275: 5 resources per die) (++ Energy)

[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 111/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)

[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be 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. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)

[ ] 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 0/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)

[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)

[ ] 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 0/180: 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)

[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

[ ] Blue Zone Light Industrial Sectors
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Energy, - Capital Goods, --- Labor)

[ ] 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 0/180: 15 resources per die) (++ Consumer Goods, + Health)

[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, delivery drones, and recreational drones have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)

[ ] Bulk Plastics Facilities
Polymers and plastics have become an ever increasing part of GDI's overall development programs. Developing more bulk production facilities will provide for a greater overall availability of vital materials.
(Progress 0/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)

[ ] Furniture Factories
While basic furniture is fairly commonly available, higher end products are not. Metal frames and well padded seats are still luxury goods by some descriptions. The development of more production will begin making good some of the long term shortages that have existed since the war.
(Progress 0/150: 10 resources per die) (++ Consumer Goods)

[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 0/200: 30 resources per die) (++ Capital 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)

[ ] Agriculture Mechanization Projects
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/400: 15 resources per die) (+++++ Food, -- Energy, -- Capital Goods)

[ ] State Operated Breweries
With the initiative running substantial surpluses of vital food supplies, some portion of them can be siphoned off towards the production of one of the world's oldest luxury goods, alcohol. While alcohol production has never actually stopped, GDI can step into the market with relatively cheap, high quality and reliable products that can be ordered conveniently. While most products will be low alcohol by volume in comparison to some of the rocket fuel that other producers tend to make, the focus will be on taste.
(progress 0/125: 10 resources per die) (+++ Consumer goods, --- Food)

[ ] 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 0/300: 10 resources per die) (++++ food over 8 turns) (5 Political Support)

[ ] 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 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed to bring the network nearly to independence. While it will almost certainly still require a fairly substantial amount of food to be shipped in to ensure an acceptable level of diversity, if cut off for some reason, it is almost certainly going to be able to maintain existing populations at a survivable, if not particularly comfortable level.
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)

[ ] Yellow Zone Purification Facilities
With Water becoming an ever more vital strategic resource, actually investing in the ability of the Yellow Zones to provide water for themselves has gone from a luxury to an imperative. Substantial pump stations near available bodies of water, combined with rainwater collection facilities, should be able to provide the amounts of water that the Yellow Zones are soon to require.
(Progress 0/320: 10 resources per die) (+++++ Water, -- Energy)

[ ] 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 136/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

[ ] Agricultural Processing Plants (Phase 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)

[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)

[ ] Entari Development
With the Novel Crops Labs having finished their first major crop, Entari should prove to be a substantial efficiency upgrade. However, it needs an infusion of resources to actually bring it to full readiness and to test it large scale before rolling it out to the general public.
(progress 0/40: 20 resources per die)

[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is, from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)

Tiberium (5 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 252/400: 15 resources per die) (4 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 these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 5)
At this point, GDI has tapped out available space in the existing Yellow Zone harvests. Both further waves of fortress towns and expanded harvesting operations are required.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 phases available)

[-] Red Zone Tiberium Harvesting (Phase 7)
While preparations are complete to drive another spear into the depths of the Red Zones, current military demands make that impossible. Fixing those problems will allow a further development immediately, and open future projects.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Phase 3)
Fully replacing the Forgotten in some areas will require a substantial additional investment. However it will also do far more to contain the spread of the Red Zones, by intensifying both GDI and the Forgotten's harvesting efforts.
(Progress 8/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Phase 8)
While GDI cannot support more glacier mining operations at this time, the combined effects of the mines seem to be reaching a turning point, beginning to impact overall Tiberium spread. Further development seems likely to work to the Initiative's advantage in this area.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 available Phases)

[ ] 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 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)

[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)

Orbital (3 dice) (2 Fusion Dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Philadelphia 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 0/90: 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 0/90: 30 resources per die)

[ ] GDSS Enterprise (Phase 3)
Expanding the Enterprise into a proper all in one industrial center, a further series of modules and extensions will create a number of new industrial areas. However, before the refineries and the like can be brought fully online, they will need to be fed
(Progress 68/390: 30 resources per die) (+ Capital Goods, + Consumer Goods)

[ ] 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 0/90: 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 29/135: 15 resources per die) (+ Logistics) (5 PS for completion)

[ ] Orbital Cleanup (Phase 2)
With orbital recycling capacity now in place, and a first wave of major sites developed, GDI can continue ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 58/90: 15 resources per die) (Opens new Space Projects) (25-30 resources)


(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)
(At this time, the SCED cannot effectively make use of additional funding)
[-] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/90: 15 Resources Per Die)

[-] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 0/90: 15 Resources Per Die)

[-] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/290: 15 Resources per Die)

Services (4 dice)

[ ] Scrin Research Institutions
Most Scrin technology is inert, and much of it has been damaged by the fighting or afterwards. However, there is enough of it that even a low chance of finding useful technologies is worth pursuing. While this will require substantial investments into the research areas, it also has the possibility of producing substantial technological breakthroughs.
(Progress 0/350: 30 resources per die)

[ ] 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 0/200: 5 Resources per die) (--- Labor)

[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)

[ ] Fashion development houses
With standardized clothing now available, the next priority is often looking good.Existing clothing suppliers can provide for the bulk of GDI's needs, however there are many options for providing not only comfortable clothes, but ones that are good looking and attractive. While this has usually been a matter for the private markets, GDI can provide a range of fashion styles in its own right, bringing the whole range into reach of even the unemployed.
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)

[ ] Ethnic Restaurant Program
With GDI's food situation no longer critical, a dedicated program to revitalize the globe's ethnic foods can be initiated. While none of them will be entirely accurate to pretiberium cuisine, shaped by the shift to aquaponic farming, it should be possible to at very least approximate their tastes and textures.
(Progress 0/150: 10 Resources per die) (- Food, +++ Consumer Goods)

[ ] Game Development Studios
The private market has begun a thriving market in independent videogames. However, none have offered an upmarket game experience along the lines of those that existed before the Third Tiberium War. By forming and reforming a constellation of large scale game developers, GDI can begin providing that kind of experience once more, in more consumer friendly packaging.
(Progress 0/300: 5 Resources per die) (+++ Consumer Goods)

[ ] Durable Goods Libraries and Central Repositories
Most people do not have constant need for many of the durable goods that they own. While every home having a vacuum cleaner, a washing machine, dryer, specialized cookware and the like is a common ambition, current production is far insufficient. For the portable goods a library system, with a central community level stockpile allowing people to check out the goods that they will use with the expectation of them being returned will be relatively simple, while having laundromat type arrangement for the less portable options, should allow the total consumer goods supply to be substantially stretched, at least for some goods.
(Progress 0/200: 15 Resources per die) (++++ Consumer Goods, -- Energy, - Labor)

[ ] Arts and Culture Grants
By beginning a program of offering grants to acting companies, writers, musicians, and artists, GDI can substantially increase the total output of human culture. While unlikely to be directly profitable, the grant program should create a constant output of new material.
(10 Resources per Turn) (+ Consumer Goods Per Turn)



Military (5 dice)

[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub, a further redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die)

[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Red Zone 6 South (Progress 93/105)

[ ] Reclamator Fleet RZ-6 North
Wth the hub completed, there are two good options for the fleet.
-[ ] MARVs
A standard model MARV, equipped for combat in the Yellow and Red zones around the world, this model is quite capable of conducting many of the tasks demanded of it.
(progress 0/160: 20 resources per die) (2 Points Red Zone Mitigation, 15 RpT.)
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

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.
-[ ] Oslo (Progress 0/60: 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. More factories are needed soon for the Initiative to be able to maintain effective air superiority.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
-[ ] Valparaiso (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)


[ ] 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 Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational.
(Progress 0/225: 30 Resources per die)

[ ] 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 3)
With the immediate crisis in shell production covered, continued development of GDI's shell plants is required. With another wave of new plants, GDI's shell stockpiles can begin to be built up in preparation for the next Tiberium War, and the inevitable future conflicts with the Brotherhood of NOD
(Progress 35/150: 10 Resources per die) (-- power)

[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)

[ ] Ablat Plating Development
NOD has always used laser weapons to some extent, but never in as large a number as during the Third Tiberium War. Rather than being a dedicated weapon for the most elite of NOD's armies, or a fixed defensive piece, NOD fielded large numbers of laser systems across its force, with some proliferating down the ranks. In the post war world that has continued, with NOD forces attempting to bring lasers even to the infantry. While dedicated anti laser armor systems have generally been considered not to be worth the weight and defensive trade offs, the increased deployment of lasers has changed the calculus substantially.
(Progress 0/70: 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)

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. With the first port complete, second is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
  • [ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
  • [ ] Copenhagen (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)

[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 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: 10 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)

[ ] 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)

[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)

** 2 Hour Moratorium on Voting **
 
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Q1 2055 Results
GDIOnline Q1 2055

Culture Programs and New Media Recs: It is finally time

MikoNyan
Alright, so in the last quarter we have:
The Lost Words: Stories from the Third Tiberium War now an animated series. Actually pretty good, depressing, but good. Can't really watch more than one or two at a time before I start crying and need to change what I am watching.
It's not my fault I had to travel halfway across the world and you guys don't follow containment procedures! is an escapist absurdist comedy about the adventures of a Yellow Zone girl named Raina who has been sent into a Blue Zone. This one is actually hilarious, and somewhat biographical. The writer has an adopted daughter from a Yellow Zone, and while it is played up for laughs, some of it apparently happened.
Mythbusters An old show, now back. The first season was mostly pre Tiberium myths and a couple of best of collections from the old shows while they prepped a new package, but the new one is here. The first episode included "Air Filter Chaos," which was funny, and a bit sad at some of the legends of what you could do with your air filtration units. "Fungus Bar Fantasies" which was basically a cooking show demonstrating some of the sillier things people have tried to do with those horrific fungus bars. (and showed that GDI can actually laugh at itself, busting another myth in the process) These presenters don't have the same energy as Adam and Jaimie did, nor as much screen presence, but, well, they clearly enjoy what they are doing.
So that is what I have been watching. What about all of you out there? Games, series, books, what in the mass media sphere has been your distraction of choice?

Holon
When someone told me that one episode of Lost Words involved a would-be rapist getting thrown out a window by a Confessor, I thought it would lead to some inevitable mood whiplash, because I couldn't see how you could not make that seem absurd, but dear god they even managed to sell that as horrifying. My heart goes out to the poor woman who had to suffer through all that.
I've been reading the new Knights of the Hallow books as well. Not sure YA is the right category for them, as I'm halfway through the second book and haven't found a single reason I couldn't give this to my kid sister, but they're very classic, fun, lighthearted, sword and sorcery type stories and if you're looking for something to take the edge off, they're pretty good for that.

Kiropteron
I was checking out the new season of megastructures and I noticed it was really military heavy. There's an episode on some new MARV hub in a red zone, which sounds like an intense place to work, an episode on the Duqm shipyards, Another one focused on shell factories. Hell's bells, there's even an episode on the Temple of Nod which is a big 'whaaa' from me.

Feanor
I especially like, and would recommend, the fanfiction of the Silmarillion where Tiberium is brought to Middle Earth by Sauron, and Mordor is mostly a red zone. This also allows some realistic logistics because it makes sense that Sauron would have abundant weaponry and all that due to having so much resources easily on tap.

LaserKiwi2000
#Feanor "Do you know how the orcs came to be? When the Tiberium arrived… Elves wore it and consumed it, thinking it was a gift, but they were corrupted…

AgathaH
So, someone is trying to do an animated adaptation of Iain Banks's Culture novels - the art quality is not great, but they are doing a decent job of capturing the theme. Another fun bit is the series of short films based on the Bolo novels - looks like someone got word about the MARV hubs being built, because those are some pretty supertanks. Too bad the voice acting is so bad, though. Really, it's kinda hilarious.

Solan
So one of the few things being in the red zone is how quiet everything is and I'm not joking here getting a good book or a pre-recorded show that is new to us is a luxury since binging and rewatching and rereading can get boring for a while. That is why we downloaded weeks to months of content and just stayed in our rooms to relax. Now with these new cultural grants coming out we keep getting memos of shipments for new books for the newly built libraries, and movie nights from the new movies and shows. I feel like I need a new SD card though since deleting some of these stories seem like a waste and while some of the movies can be best described as schlock it is funny to see how movies are going to be going forward since the movie industry just died thanks to the war.

Now one movie I can recommend from the base is actually Waterworks an animated movie about a pair of siblings living under the sea just doing some maintenance. It actually made me tear up that even when the world was dying the two would make it their mission to live the best lives until they could be rescued with all the hope in their eyes. Sometimes I wonder what would happen if my brother and I were just alone here in the facility waiting to move after all the maintenance can be done with two people and MARVs can have a minimum of one pilot if our only problem is Tiberium. Living like that can get boring but you can power through it with someone you love by your side.

Francisco Tetangco (Department of Education, Culture, and Sports) (Cultural Office)
In the spirit of Arts and Culture the Department of Education, Culture, and Sports would like to invite inspiring artists, animators, and designers to be involved in the first Global Cultural Festival happening throughout the world. In this week-long event various competitions and activities are to be opened in various public areas to show the unity and perseverance of our global culture. Aside from that enterprising artists can sell merchandise from their favorite series and franchises as long as it is registered beforehand. We hope we can ease the burdens of all the suffering that happened throughout the war and we can see a bright new future towards tomorrow.

Register here:bit.gdi/GCFglobeculture
More information in our social media channels and your local authority channels.

OneFallingLeaf
I'm really waiting for the next episode of Protectors of the Ark, if you're not familiar with what it is, it's basically Japanese-made animation about a world so similar to ours, they even have their own Tiberium-expy called Columbium! Instead of mutating you into horrible, horrible gribbles or worse, this instead gives you a disease called Colipathy that enhances your innate psychic powers at the cost of having weird black crystals sprouting at random places of your body. If that isn't horrific enough, there is no current treatment known to revert or even hide your condition to everyone there.

For the protagonist herself, we're following a mongoose-girl (they're all kemonomimis, if you're not familiar with the term it's basically us but with some animalistic traits, most common traits are extra animal ears or tails) named Louisa from our Russia-equivalent country who just finished taking her medical degree and recruited into GDI-expy called Ark. It seems the story is all straightforward about a new doctor/nurse trying to adapt into her workplace, but nope. During her first day at work, just when she's going to get shipped into one of the frontier hospitals to treat some of the unfortunate Ancients (that's what the story calling all the races into one), suddenly the NOD equivalent called Peacemaker attacks the post she's in while shouting some random bullshit about killing oppressors and such. Our protagonist unfortunately has to kill some of the Peacemakers in self-defense by using her medical skill to turn medicines into poison and chucks it to her attackers.

The experience scars and turns her worldview upside down, she knows about the conflict but to think the Peacemakers aren't as good as they advertise sours everything she knows about them. The next episode preview shows her making some sort of hip-mounted injectors that can launch both healing and damaging concoctions at her targets, probably she's making it in case of some dinguses trying to pull the same trick during her time in that frontier hospital.

FloatingWood
Huh, there is a remake of Alfred Jodocus Kwak.I'm… not sure how to feel about that. I mean, it's a 1990's kid's show, so it is pretty damn old, but it took some very difficult subjects and handled them extremely well. Better than some adult shows would have. Hope they manage to do the same this time.
#Feanor, I thought the corporate 'we are going to wreck old stuff for creds' thing was done with since, well, we don't have a lot of major publishers anymore.Seriously that's just, ugh.

MikoNyan
#FloatingWood Badfic going to badfic, even without corporate entanglements, and with how GDI does copyright, and the push for more material, there is basically nothing keeping someone with too much confidence in their work from getting it out onto shelves.

Solan
Don't remind me of those people who think the old isekai mindset to me. I've had it with the mind controlling harem for a while and it was not even good just 400 chapters long now. The young master tropes I keep being sent by my coworkers is shit and why did they return from Chile with that tumor. The worst of light novels, manga, manhwa, and manhua are here in to torture Nod prisoners just by the shit taste of everyone involved. Don't even get me started on the Evangelion remake with some of my coworkers now in a shipping war that has been happening for nearly a century. I'm sure those here in their 80s to 100s can just look at the flashbacks being given life to a new generation..

Tartaglia
#Solan Asuka best girl, fite me.

More serious on-topic discussion, all of those manhuas and manhwas are shaped from their culture though. What we formerly westerners find offensive is a cathartic experience for whoever wrote the manhwas/manhuas. Maybe the author experienced terrible loss from NOD and can only express it through that way. This is speaking from experience from reading lots and lots of manhuas, including those which contain lots and lots of, shall we say explicit content.

Solan
#Tartaglia your username really makes me itch to play the old game Genshin Impact and I managed to get the complete version with all the waifus and husbandos. Mihoyo really did good work even with the encroaching Tiberium around the world. That game was a highlight of the 2020s and I'm glad a sequel is coming out soon. Even if I'm not that old and the game was my dad's at the time. Also don't worry some of the old magazines my family has some raunchy content too and where great company on lonely nights. Managed to scan them heh.

Tartaglia
Faith in humanity: decreased once again
People always associate my username with that Genshin character when I named it after the role I often get shafted into. Just read Comedia dell'arte for further info.

Theaters when? So I can return to my old profession and help bringing entertainment to others instead of being stuck here.

Solan
#Tartaglia Look man every time I look at your username it made me laugh and got reminded by this song as well as when I played the game. Either way I would like the theater to be back but I don't know how long will they rebuild that and get all the volunteers working again.

MikoNyan
#Tartaglia
You do realize that there are now grant programs to help with that. You might need to do the organizational work to get the people together, and I don't think there are single use theaters anymore, but nothing that can't be fixed with some staging.

FloatingWood
#Tartaglia, And I'm sure that if the production is big enough it can be moved into the local stadium. They're multifunctional for a reason.

ProfCollingsworth
I hear that the Festival Theatre Edinburgh is starting back up, although I don't know what they are looking into performing. One of my students suggested they should do the Ring cycle from Wagner, which I thought was in poor taste. Perhaps something more upbeat like the 2033 rendition of Madame Butterfly? Or, less musically, Hamlet, perhaps.

FloatingWood
#ProfCollingsworth Gilbert and Sullivan is always good for a laugh, and I think we can use some of those.

MistakesWhereMadeForTheUmpteenthTime (Cosmic Plaything)

Finally got a new sat uplink at last sorry for going radio silent, two warlords had a "long range gentlemanly discussion" with my camp in the middle one had tanks, the other had somehow salvaged one of those mechs with the flamethrowers from somewhere and GDI had artillery, when it was over I checked my stuff over and found that my solar tarp was (for once) fine, my van still needed a new coat of paint and my uplink had found religion.

Anyway getting on topic I noticed that Final Fantasy 33 came out last week so does anyone know if it's any good?




Q1 2055 Results

Resources: 490 + 30 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.58 Blue Zone
28.15 Yellow Zone (69 Points of Mitigation)
57.27 Red Zone (47 Points of Mitigation)

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Substantial Surpluses (+8)
Logistics: Marginal Surpluses (+2)
Food: Sufficient production (+4) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+1)
Consumer Goods: Titanic Shortages (-20)
Labor: Gargantuan Surpluses (73)
Tiberium Processing Capacity (1140/1250)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (2; 4; 18: 7)
United Yellow List: 10 Seats (2; 7; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (35; 15; 3; 0)

Military Confidence
Ground Forces : Decent
Air Force : Low
Space Force : Decent
Steel Talons: None
Navy: Low
ZOCOM: Decent

Plan Goals
Capital Goods: 17 p/oints remaining
Consumer Goods: 52 points remaining
Food: 27 points remaining
MARV Fleets: 3 remaining
Military Goods Factories: 1 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 1 remaining
Abatement: 20 points remaining
Schooling Projects:Childcare and Preschool remaining
GDI Income: 140 remaining
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.

Biodomes
With the first wave beginning to reach sufficiency, more complicated biomes, attempting to test the ability of GDI systems to balance the competing needs of entire life cycles has begun. One of the first is the salt marsh. While not the most valuable overall, the predominantly short lived nature of its inhabitants means that it is a good proof of concept. Ranging from razor clams and other bivalves, to turkeys and egrets, pockets of the old world have emerged in BZ-2 to the delight of many (although the rediscovery of swarming insects has also lead to dismay and a generation of schoolchildren swearing to never leave their environmental suits again)

Military
The military, in light of the significant expansion of funding that they have received in the previous quarters believes that it can once more carry out offensive operations against the Brotherhood of NOD, however these operations should generally be in the Yellow Zones, and quite geographically confined. Projects such as the planned cities are most advisable, while ones that will significantly expand shell expenditures, such as more waves of fortress towns or general Yellow Zone harvesting are not. However, any such operations must include continued full spreads of military funding, almost certainly including the provision of both more equipment, and more technological support, in order to keep pace with the Brotherhood of NOD.

Brotherhood of NOD
The development of new systems in the North American Theater has seemed to peter out this quarter, with many of Gideon's Penitent Engines being destroyed in a battle with one of his rivals. However, some of the other assets do seem to have become more common, notably more artillery being used for counterbattery fire. However, in order to do so effectively they have to drop their cloaks, meaning that positions have been repeatedly struck by air and GDI's own fire assets.

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 304/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

Repair work on the Blue Zone Arcologies has continued apace, slowed by the delicacy of assembling pipe and wire and windows inside a mostly concrete structure. While designed for repairs to be made, with access hatches and removable panels for many of the walls, the extent of the work has been substantially larger than any peacetime renovation. However, this has been generally completed in the last few months. At the same time, work crews have moved on to rebuilding those that were actually destroyed. An arcology has to be assembled something like a layer cake, with each floor being nearly complete before the next is added on. While internal supports are already in place, creating a skeleton of the buildings, the actual construction on any of the major components is not above the first layer. A single arcology takes thousands of kilometers of wiring, and hundreds of kilometers of pipe, just to attain basic livability. Installing the industrial capacity adds substantially to that amount, as does the aquaponic system. However, a final substantial infusion of funding should bring the buildings near completion, if not actually completing them.

[ ] 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 82/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

There are broadly three phases of the fiber optic expansion. First is the running of the main lines along the roads. Second is to lay the long trunk lines along railways to connect the cities. Third and finally, is to actually connect the network to the people. So far, laying the work along the roads has taken the near totality of the effort. This has also caused a number of traffic jams, as laying the new lines requires accessing roadside positions. These fiber optic cables are actually relatively delicate, essentially a series of glass fibers slightly thicker than a human hair, connecting junction box to junction box. With these coming online, there has already been some improvement in speeds, although it is slowed by switching back to more primitive means at least twice.

[ ] Blue Zone Power Production Campaigns (Phase 1)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 747/500: 10 Resources per die) (- Labor, +++++ Energy)

The last wave of testing completed as work crews had already moved on to another wave of power production. However, instead of working on reactors, the work crews had to first focus on a wave of refineries, enrichment facilities, and breeder reactors designed to turn relatively stable U-238 (and other elements and isotopes) into far less stable Uranium 235, Plutonium 239, and other reactive materials. While these are at relatively low total enrichment, it is an important stage, especially with how GDI's current technologies do not allow for significant isotope specification. These have been completed, and the development of another major round of nuclear reactors has begun.\

[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for powerplants. While the initial proof of concept designs will not produce a substantial amount of power, they are a herald of a new age, one not reliant on relatively expensive fissionables.
(Progress 45/200: 20 Resources per Die) (+ Energy)

Fusing a thousand atoms begins with a single bang. The work on the first prototype fusion reactor has been slow so far, with delays in acquiring significant numbers of critical components. With current production of fusion systems being nearly entirely dedicated to drives, there are long waiting lists for any other purpose. While the construction of the core facilities has gone relatively smoothly, these missing parts have prevented serious progress towards producing a stable, or at least usable, power generating fusion reactor.

[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 116/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

Work has begun on the first wave of major industrial sectors. Unlike prior projects, which were dedicated to a single product or family of products, these sectors are intended to each produce over a thousand different types of items. Construction in the Yellow Zones requires careful projects, often reliant on prefabricated units in order to avoid trapping Tiberium dust inside the walls. While sonic systems can deal with the worst of the problem, and contain the rest, it is better to avoid it as much as possible. Hence, initial construction has been slow. At this point, the vast majority of the industrial sectors are a series of cavernous empty halls, with airlocks and little more. However, with a future wave of development, these halls will become one of the largest of GDI's consumer goods manufacturing facilities, and the first real establishment in the Yellow Zones for their production, since their designation as Yellow Zones.

[ ] Bulk Plastics Facilities
Polymers and plastics have become an ever increasing part of GDI's overall development programs. Developing more bulk production facilities will provide for a greater overall availability of vital materials.
(Progress 91/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)

A key problem in producing enough plastics is that there are many different types, each with their own production chain. In the late 20th century the biggest four were PVC, PET, PP, and PE, selected for flexibility, cost, and ease of manufacture primarily. For GDI there are a number of additional limitations. Most notably is a lack of available petroleum products, having been consumed by Tiberium in the past half century. This has meant that any plastic requires either energy intensive preparation in a dedicated chemical plant, or has to be biologically derived. The bulk plastics facilities have gone for the latter, especially without the chemical plants being fully prepared.
As for the construction of the plants themselves, the primary grow tanks have been installed, but none of the control interfaces. While a substantial amount of progress with the resources allocated, the plant will require significant additional funding in order to complete.

[ ] Vertical Farming projects (phase 1)
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 227/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

Work on the farm towers has seen substantial progress. While only a handful in total are being constructed, mostly in major Blue Zone Cities such as Washington, New York, London, or New Moscow, they have caught the attention of the Blue Zone populations, especially as they are once more aimed to bring substantial quantities of meat back into the diet. While fish protein has been fairly commonly available throughout the Third Tiberium War and aftermath, meat in the Catholic sense has not. With the promise of chicken, demands for more towers in other parts of the world have spiked. While not as high status as, for example, beef or pork, chicken had become a staple of the late 20th century diet, as it was a cheap, lean meat that could be prepared in any number of different ways.
As for the existing wave of towers, they are nearly complete, and waiting for a final infusion of funding to finish, primarily dealing with ensuring that the harvesting machinery is fully prepared. With the project so close to completion, another wave of towers is planned, aimed towards more cities across the Blue Zones. These towers, under current circumstances are unlikely to make their way into the Yellow Zones as they are too much of a target for brotherhood bombardment.

[ ] Entari Development
With the Novel Crops Labs having finished their first major crop, Entari should prove to be a substantial efficiency upgrade. However, it needs an infusion of resources to actually bring it to full readiness and to test it large scale before rolling it out to the general public.
(progress 41/40: 20 resources per die)

Entari has proven quite successful. While something of a diva, with proper computerized control systems and automated water management, it can supplement other crops and substantially increase overall output. Nutritionally it is healthy and protein rich, and although it is not a source of complete proteins or sufficient to be the sole source of nutrition, it is versatile, and something where recipes for its use are already being written. Aside from some amount of seed crop, consumption rates are extremely high for a test crop, as after safety testing there were many requests to take parts of the crop home for the families of the workers.

[ ]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 673/400: 15 resources per die) (4 points of yellow zone mitigation)

A massive shock effort has moved mountains (not quite literally) in the pursuit of secure blue zones. Doubling the strength of the emitters, constructing a wave of new protected fortresses, and leaping ahead into the final stage of assembly. Much like Hadrian's wall, long perimeter lines have been erected along most of the easily accessible areas. While currently the walls are effectively bare, they will eventually be lined with sonic projectors and watchtowers. However, the walls are not meant to stop anyone from crossing, merely to control their entrance. Every road crossing the wall has a small opening with a checkpoint, not even a gatehouse to allow effectively free passage, aside from checking for Tiberium or obvious NOD symbols. Even this is a substantial upgrade from previous security environs, with large sections of the Blue Zone perimeter being effectively unguarded the majority of the time.

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Philadelphia 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 59/90: 30 resources per die) (5 PS for completion)

The Philadelphia at this point is little more than a skeletal tube of steel and composite girders, the frame that the rest of the station will be hung off of. While none of the power, water, and other life support systems have been installed, or any of the pressurized areas, the station has substantially progressed towards being occupied. This caretaker crew will only hold the station until more of it has been completed and prepare the station to receive its first wave of bureaucrats.
A new method of construction has been being used. Instead of the Leopard launches carrying the girders all the way to the station, they are launching them on a low velocity intercept course, and having shuttles and their crews, launched from the relatively nearby Enterprise, to catch the flying rods of steel. This has substantially increased the amount of throw weight that the Leopards can carry to the target, as they do not need to do as many of the complicated intercept maneuvers in space, and depending on the launch time, can actually only need to do a low orbit or even suborbital hop, decreasing their fuel need.

[ ] 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 108/135: 15 resources per die) (+ Logistics) (5 PS for completion)

Work has been fairly rapid on establishing a series of new constellations of communications satellites in the cleared orbits. While not a total coverage, and requiring a few more launches to complete the system, these programs have increased the overall bandwidth available substantially. However, some of these orbits have been placed primarily to improve the communications possibilities of the orbitals, rather than people on the ground. This has meant that some of the best connected people on the planet are actually the crew of the Enterprise.


[ ] Orbital Cleanup (Phase 2)
With orbital recycling capacity now in place, and a first wave of major sites developed, GDI can continue ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 91/90: 15 resources per die) (Opens new Space Projects) (25-30 resources)

Further work has cleared the half dozen largest pieces of the Philadelphia space station, feeding them to the recyclers, ready to become, like much of the last wave, as a part of the new station. While not all of the material from the last wave has been moved off of the station, much of it has, either to be fed into the groundside fabricators for the larger girders, or as new bolts, rivets, and fill to be taken to the station directly. Plans for future projects rely heavily on finding efficient ways to collect much of the smaller debris. One proposal involves magnetic net harvesters, using clusters of electromagnetic coils flung into stable orbits to effectively harvest small fragments and particles. While the current courses will have to be picked with care, as there are still many larger pieces, many of those pieces are surrounded by clouds of small elements, making them difficult to access safely.

[ ] Scrin Research Institutions
Most Scrin technology is inert, and much of it has been damaged by the fighting or afterwards. However, there is enough of it that even a low chance of finding useful technologies is worth pursuing. While this will require substantial investments into the research areas, it also has the possibility of producing substantial technological breakthroughs.
(Progress 65/350: 30 resources per die)

Assembling the research groups has begun slowly. Each has to be an interdisciplinary team, as there has never been anyone trained to research the Scrin. While some have fielded proposals for attempting to train xenoarcheologists, especially after the discovery of prior alien vessels, the limited scope has prevented any such program from being seriously attempted. This has slowed recruitment, as the skill sets required range from high energy physics to linguistics, data analysis, cryptography, and materials science. Almost entire university staffs have been assembled to attack these problems, but progress has been slow as the teams get to know each other and each other's workflows.

[ ] 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 155/200: 5 Resources per die) (--- Labor)

Previous childcare programs have generally been focused on freeing parents from their children, or at least freeing their ability to do labor rather than take care of children. This has usually meant that children are given over to a classroom environment where they are given toys, time to socialize with their peers, and often some basic math and language teaching, such as simple addition and the alphabet. GDI's system is in many ways the opposite. Facing a low birthrate and massive surplus labor force, GDI can afford to concentrate resources on aiding parents rather than trying to get them back into the workforce. Rather than emphasizing work, each arrangement is a customized package for the parents depending on their needs. Ranging from essentially a maid service and babysitting, to nearly full time childcare, each baby is far too precious at this point to allow for mistakes of parents who cannot be attentive all the time. However, the program is not yet fully rolled out. More work has to be done to ensure that the wheels of bureaucracy do not run over parents and prospective parents or trap them in arrangements that do not work for them.

[ ] Arts and Culture Grants
By beginning a program of offering grants to acting companies, writers, musicians, and artists, GDI can substantially increase the total output of human culture. While unlikely to be directly profitable, the grant program should create a constant output of new material.
(10 Resources per Turn) (+ Consumer Goods Per Turn)

A new series of grants has been released to the private sector. Much like with local broadcasting the grants are quite loose, effectively offering money for people to take up full time positions doing art for themselves. While different art projects take drastically different amounts of time, with sculpture and acting often taking the longest, there are checks to ensure that people receiving the grants are producing materials. However, there are no checks for the actual quality of the material aside from some basic limits on how unpopular it can be. And even then, the numbers are low. At this time, uptake has been slow, with few actually choosing to go for the grants, and many of the collective works still organizing. Actual production in the first quarter has been effectively nonexistent, although that is expected to be made up for in the next quarter as a wave of amateurs take the opportunity to turn professional and be paid for their work.

[ ] Reclamator Hub Red Zone 6 South (Progress 171/105)
Work on the Lima hub has completed, with a second being started at the chokepoint of mesoamerica. Between the RZ-6 North, RZ-6 South, and the new hub being constructed in what was once Colombia, nowhere in the northern reaches of South America will be safe for the Brotherhood of NOD. This form of regional security was effectively impossible before the Third Tiberium War, as GDI proved to be unwilling to engage in the kind of forward expeditionary warfare and long term commitments to not just fighting Tiberium and the Brotherhood but also to the people of the region. While both of the Red Zone hubs are in too hostile of a region for many, if any, refugees to arrive, nestled deep in a rocky green hell, this new Yellow Zone hub has already begun to see refugees arrive and begin their journeys back to Blue Zones, on the same cargo ships that had brought the loads of steel, and concrete and components to build the titanic fortress that would house the MARV fleet.

[ ] Reclamator Fleet RZ-6 North
Wth the hub completed, there are two good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 211/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

The terrain in the northern parts of the South American Red Zone are perfect for MARVS. Large stretches of flat, open terrain, with few sites for ambushes, and plenty of room to turn around. Roaming across the region, MARVs have pushed back the Brotherhood, and overrun two minor harvesting bases uncomfortably close to the glacier mines. With the fleet having barely been completed by the end of the quarter, more bases are likely to be discovered essentially by the act of running into them with hundreds of tons of high tech war machine.
Building the fleet required substantial additional shipments, many of which were escorted by newly built Rapier groups to the mouth of the Amazon river, safely escorted past pirates and raiders despite multiple attempts at interception. Now, an even greater flow, nearly half again as much, has begun its path down the Amazon river, escorted to the north and east under the watchful eye of Rapiers, ready to hunt down and kill any who dare assault their charges.

[ ] 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. More factories are needed soon for the Initiative to be able to maintain effective air superiority.
-[ ] Toronto (Progress 18/70: 15 resources per die) (-- Labor, --- Energy)
-[ ] Valparaiso (Progress 74/70: 15 resources per die) (-- Labor, --- Energy)

The Treasury has begun work on a pair, and completed one, modern fighter factory. While neither factory has yet delivered a fighter to the front lines, with the Valparaiso factory having nearly completed its first by the end of the quarter, once completed they will serve as the backbone of an effective modern fighter force, capable of waging not only campaigns of air superiority, but air supremacy, finally offering GDI effective air forces that not only have the speed to respond to NOD strikes, but also the endurance needed to hold airspace in the way that the Firehawk proved unable to.
The Toronto works, despite receiving the same amount of funding, have been substantially more problematic than the Valparaiso works. It turned out that the plot allocated to the factory was particularly poorly drained and required substantial groundwork, meaning that the vast majority of the work done within the budget was in preparing the buildings, rather than the swarms of assembly machines, presses, and most importantly the avionics bay that the fighters will need to both be safe to fly, and distinctly unsafe to be around.
Valparaiso has a long history as part of GDI's Apollo fighter program, going back to its first test flights. However, it is also a key strategic point in GDI's larger scheme of control, with the need to secure the routes around the Tierra Del Fuego. With the Panama canal closed, along with the Suez, the twin southern passages, of the Cape of Good Hope and the Tierra Del Fuego, have become the transition points between the Atlantic and the Pacific, serving as chokepoints of a global logistics system. While NOD airstrikes are not a particular concern at this point, better securing the South American Blue Zone is a high priority, especially as it has become one of the most isolated regions, effectively cut off from substantial support from the other Blue Zones.

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. With the first port complete, second is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
  • [ ] Copenhagen (Progress 172/100: 10 Resources per die) (--- -- Energy, -- Labor)

The Copenhagen craftyard has become a major complex. While the area has had a number of port facilities, and a long history of shipbuilding, some of which has been repurposed for the hydrofoils, significant construction was required.
With shuttle deliveries of hydrofoils around the cape from the base at Duqm, and more being produced in Copenhagen, some of the worst of the piracy, especially from coastal bases in Florida and the Carribean islands, began to be interdicted, with Rapier patrols meaning that NOD pirates often had to duck their heads in. Other areas of significant pirate activity, such as the Spanish coast, have also seen increased naval patrols, resulting in halved losses from pirate activity in this quarter, easing the pressure on a number of vital logistical lines.
While this has not been replicated in the South East Asian island chains, where piracy has been an increasing problem, there is also much less strategic development in the area, with most lines primarily in the open ocean, travelling between Japan and Australia/New Zealand or out to the American Blue Zones.

[ ] Shell Plants (Phase 3)
With the immediate crisis in shell production covered, continued development of GDI's shell plants is required. With another wave of new plants, GDI's shell stockpiles can begin to be built up in preparation for the next Tiberium War, and the inevitable future conflicts with the Brotherhood of NOD
(Progress 120/150: 10 Resources per die) (-- power)

Work on the newest round of shell plants has gone about as well as could be expected. With the shell supply effectively stabilized, the new wave of plants and expansions is focused on bringing the shell stockpiles from their currently effectively bare state, to something that can actually survive more than a day of serious fighting. While the Treasury did not allocate enough resources to bring the facilities to full production, it has all but ensured that in the next quarter, with an additional infusion of funds, the shell situation can be substantially improved, and GDI can begin substantial offensive action, although likely not prolonged offensive action. That will require an even more substantial investment into producing not just enough shells, but the time to fill stockpiles and depots. To give a rough estimation of the need, in order to kill a single enemy combatant at Gettysburg, nearly 200 years ago, it required a man's weight in powder and shot, and the ratio has gotten worse since then. The same principle applies today, where in order to achieve fire superiority, a battery of artillery needs an absolutely massive stockpile of shells just so that it can keep firing.

[ ] 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) (210)

The Heavy Industry sector has seen nearly three years, and massive investments without a substantial investigation. When InOps took a look, a handful of NOD infiltrators were found out, primarily in the lower ranks, having slipped through standard screening processes for less secure jobs. While manual labor is not a particularly large part of the Heavy industry sector, it also does not exactly require security clearance, and in the interest of hiring more Yellow Zoners, holes in their CVs and qualifications were overlooked. While the vast majority seem to have been good loyal workers, some handful of NOD agents have slipped in. This has however not been a particular concern, as the areas with final industrial knowledge, or the ability to divert relevant amounts of material, have been generally cleared.
With the constantly increasing amounts of consumer goods, prior issues with people taking home materials seem to have been resolved.
 
Q2 2055
Q2 2055

Resources: 490 + 30 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.58 Blue Zone
28.15 Yellow Zone (69 Points of Mitigation)
57.27 Red Zone (47 Points of Mitigation)

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Substantial Surpluses (+8)
Logistics: Marginal Surpluses (+2)
Food: Sufficient production (+4) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+1)
Consumer Goods: Titanic Shortages (-20)
Labor: Gargantuan Surpluses (73)
Tiberium Processing Capacity (1140/1250)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (2; 4; 18: 7)
United Yellow List: 10 Seats (2; 7; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (35; 15; 3; 0)

Military Confidence
Ground Forces : Decent
Air Force : Low
Space Force : Decent
Steel Talons: None
Navy: Low
ZOCOM: Decent

Plan Goals
Capital Goods: 17 points remaining
Consumer Goods: 52 points remaining
Food: 27 points remaining
MARV Fleets: 3 remaining
Military Goods Factories: 1 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 1 remaining
Abatement: 20 points remaining
Schooling Projects:Childcare and Preschool remaining
GDI Income: 140 remaining
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.





Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 1)
With the oceans contaminated by Tiberium, tidal power has rarely been an effective means of power generation, especially with the limitations on actual power generation. However, with GDI's heavy industrial resources tied up attempting to bring fusion and more fission plants online, Tidal power has become a far more feasible design problem.
(progress 0/200: 10 resources per die) (+++ Energy)

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 304/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

[ ] Yellow Zone Fortress Towns (Phase 3)
With the terminus cities protected, and much of the near Yellow Zone at least supported by these towns, future projects lay clusters of fortresses along coastal positions, much like Africa saw in the first phase of colonization. However, without substantial more investment into providing shells, or diversifying the weapons load of the Fortress towns, these are likely to be effectively indefensible.
(Progress 25/200: 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, unpopular among Hawks.
(Progress 0/170: 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: 15 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 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)

[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)

[ ] 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 82/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

[ ] Chicago Planned City (Phase 1)
Originally rising to prominence as the endpoint of the eastern rail system, connecting the industrial products of the east to the natural resources of the west, Chicago was abandoned shortly after the second Tiberium War as GDI fell back towards the coasts. Today the windy city is a skeletal ruin, marked by decades of war, and infested with Tiberium. However, GDI planners see a new future for the city, one dominated by its proximity to the North American Red Zone and connection to the Great Lakes.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support for completion)

[ ] 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 (5 dice)

[ ] Blue Zone Power Production Campaigns (Phase 2)
The Initiative has spent the resources of the last power production campaign almost as quickly as it has built them. With the next phase nearly halfway complete, bringing the array to full readiness is a requirement for further military and civilian development.
(Progress 247/550: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for powerplants. While the initial proof of concept designs will not produce a substantial amount of power, they are a herald of a new age, one not reliant on relatively expensive fissionables.
(Progress 45/200: 20 Resources per Die) (+ Energy)

[ ] Blue Zone Microgeneration Program (Phase 2)
Building additional distributed power production and a more redundant grid, plus a number of in building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 54/120: 5 resources per die) (++ Energy Reserve)

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. However, 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 101/275: 5 resources per die) (++ Energy)

[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 111/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)

[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be 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. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)

[ ] 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 0/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)

[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)

[ ] 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 0/180: 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)

[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 116/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

[ ] Blue Zone Light Industrial Sectors
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Energy, - Capital Goods, --- Labor)

[ ] 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 0/180: 15 resources per die) (++ Consumer Goods, + Health)

[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, delivery drones, and recreational drones have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)

[ ] Bulk Plastics Facilities
Polymers and plastics have become an ever increasing part of GDI's overall development programs. Developing more bulk production facilities will provide for a greater overall availability of vital materials.
(Progress 91/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)

[ ] Furniture Factories
While basic furniture is fairly commonly available, higher end products are not. Metal frames and well padded seats are still luxury goods by some descriptions. The development of more production will begin making good some of the long term shortages that have existed since the war.
(Progress 0/150: 10 resources per die) (++ Consumer Goods)

[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 0/200: 30 resources per die) (++ Capital 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)

[ ] Agriculture Mechanization Projects
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/400: 15 resources per die) (+++++ Food, -- Energy, -- Capital Goods)

[ ] State Operated Breweries
With the initiative running substantial surpluses of vital food supplies, some portion of them can be siphoned off towards the production of one of the world's oldest luxury goods, alcohol. While alcohol production has never actually stopped, GDI can step into the market with relatively cheap, high quality and reliable products that can be ordered conveniently. While most products will be low alcohol by volume in comparison to some of the rocket fuel that other producers tend to make, the focus will be on taste.
(progress 0/125: 10 resources per die) (+++ Consumer goods, --- Food)

[ ] 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 0/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)

[ ] 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 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed to bring the network nearly to independence. While it will almost certainly still require a fairly substantial amount of food to be shipped in to ensure an acceptable level of diversity, if cut off for some reason, it is almost certainly going to be able to maintain existing populations at a survivable, if not particularly comfortable level.
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)

[ ] Yellow Zone Purification Facilities
With Water becoming an ever more vital strategic resource, actually investing in the ability of the Yellow Zones to provide water for themselves has gone from a luxury to an imperative. Substantial pump stations near available bodies of water, combined with rainwater collection facilities, should be able to provide the amounts of water that the Yellow Zones are soon to require.
(Progress 0/320: 10 resources per die) (+++++ Water, -- Energy)

[ ] Vertical Farming projects (Phase 1)
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 227/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

[ ] Agricultural Processing Plants (Phase 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)

[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)

[ ] Entari Deployment
With Entari ready to deploy, an investment into expanding seed crop production, and a beginning of rollouts across GDI's agricultural system. While this will require some modification to the bays, and some improvements in the water systems, it will also increase the efficiency of the food system as a whole.
(progress 0/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)

[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is, from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)

Tiberium (5 dice)

[ ]Blue Zone Perimeter Fencing (Phase 3)
A final wave of laying walls, fortifications, and defense systems will turn the Blue Zones into the second largest array of fortifications in human history. With more harvesters, patrols, and quick response forces, GDI can turn it into a final defensive position short of the Blue Zone cities.
(Progress 273/400: 15 resources per die) (6 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 these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 5)
At this point, GDI has tapped out available space in the existing Yellow Zone harvests. Both further waves of fortress towns and expanded harvesting operations are required.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 phases available)

[-] Red Zone Tiberium Harvesting (Phase 7)
While preparations are complete to drive another spear into the depths of the Red Zones, current military demands make that impossible. Fixing those problems will allow a further development immediately, and open future projects.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Phase 3)
Fully replacing the Forgotten in some areas will require a substantial additional investment. However it will also do far more to contain the spread of the Red Zones, by intensifying both GDI and the Forgotten's harvesting efforts.
(Progress 8/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Phase 8)
While GDI cannot support more glacier mining operations at this time, the combined effects of the mines seem to be reaching a turning point, beginning to impact overall Tiberium spread. Further development seems likely to work to the Initiative's advantage in this area.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 available Phases)

[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)

Orbital (3 dice) (2 Fusion Dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Philadelphia 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 59/90: 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 0/90: 30 resources per die)

[ ] GDSS Enterprise (Phase 3)
Expanding the Enterprise into a proper all in one industrial center, a further series of modules and extensions will create a number of new industrial areas. However, before the refineries and the like can be brought fully online, they will need to be fed
(Progress 68/390: 30 resources per die) (+ Capital Goods, + Consumer Goods)

[ ] 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 0/90: 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 108/135: 15 resources per die) (+ Logistics) (5 PS for completion)

[ ] Orbital Cleanup (Phase 3)
With the largest and easiest of the Philadelphia remnants cleaned up, GDI must now begin to deal with the massive numbers of small fragments, ranging from lost tools and bolts, to shards of solar panels and swarms of rounded fragments from destroyed satellites.
(Progress 1/90: 15 resources per die) (Opens new Space Projects) (25-30 resources)


(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)
(At this time, the SCED cannot effectively make use of additional funding)
[-] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/90: 15 Resources Per Die)

[-] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 0/90: 15 Resources Per Die)

[-] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/290: 15 Resources per Die)

Services (4 dice)

[ ] Scrin Research Institutions
Most Scrin technology is inert, and much of it has been damaged by the fighting or afterwards. However, there is enough of it that even a low chance of finding useful technologies is worth pursuing. While this will require substantial investments into the research areas, it also has the possibility of producing substantial technological breakthroughs.
(Progress 65/350: 30 resources per die)

[ ] 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 155/200: 5 Resources per die) (--- Labor)

[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)

[ ] Fashion development houses
With standardized clothing now available, the next priority is often looking good.Existing clothing suppliers can provide for the bulk of GDI's needs, however there are many options for providing not only comfortable clothes, but ones that are good looking and attractive. While this has usually been a matter for the private markets, GDI can provide a range of fashion styles in its own right, bringing the whole range into reach of even the unemployed.
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)

[ ] Ethnic Restaurant Program
With GDI's food situation no longer critical, a dedicated program to revitalize the globe's ethnic foods can be initiated. While none of them will be entirely accurate to pretiberium cuisine, shaped by the shift to aquaponic farming, it should be possible to at very least approximate their tastes and textures.
(Progress 0/150: 10 Resources per die) (- Food, +++ Consumer Goods)

[ ] Game Development Studios
The private market has begun a thriving market in independent videogames. However, none have offered an upmarket game experience along the lines of those that existed before the Third Tiberium War. By forming and reforming a constellation of large scale game developers, GDI can begin providing that kind of experience once more, in more consumer friendly packaging.
(Progress 0/300: 5 Resources per die) (+++ Consumer Goods)

[ ] Durable Goods Libraries and Central Repositories
Most people do not have constant need for many of the durable goods that they own. While every home having a vacuum cleaner, a washing machine, dryer, specialized cookware and the like is a common ambition, current production is far insufficient. For the portable goods a library system, with a central community level stockpile allowing people to check out the goods that they will use with the expectation of them being returned will be relatively simple, while having laundromat type arrangement for the less portable options, should allow the total consumer goods supply to be substantially stretched, at least for some goods.
(Progress 0/200: 15 Resources per die) (++++ Consumer Goods, -- Energy, - Labor)



Military (5 dice)

[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub, a further redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die)

[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Yellow Zone 5a (Progress 66/105)

[ ] Reclamator Fleet RZ-6 South
Wth the hub completed, there are two good options for the fleet.
-[ ] MARVs
A standard model MARV, equipped for combat in the Yellow and Red zones around the world, this model is quite capable of conducting many of the tasks demanded of it.
(progress 0/160: 20 resources per die) (2 Points Red Zone Mitigation, 15 RpT.)
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

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.
-[ ] Oslo (Progress 0/60: 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. More factories are needed soon for the Initiative to be able to maintain effective air superiority.
-[ ] Toronto (Progress 18/70: 15 resources per die) (-- Labor, --- Energy)


[ ] 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 Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational.
(Progress 0/225: 30 Resources per die)

[ ] 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 3)
With the immediate crisis in shell production covered, continued development of GDI's shell plants is required. With another wave of new plants, GDI's shell stockpiles can begin to be built up in preparation for the next Tiberium War, and the inevitable future conflicts with the Brotherhood of NOD
(Progress 120/150: 10 Resources per die) (-- power)

[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)

[ ] Ablat Plating Development
NOD has always used laser weapons to some extent, but never in as large a number as during the Third Tiberium War. Rather than being a dedicated weapon for the most elite of NOD's armies, or a fixed defensive piece, NOD fielded large numbers of laser systems across its force, with some proliferating down the ranks. In the post war world that has continued, with NOD forces attempting to bring lasers even to the infantry. While dedicated anti laser armor systems have generally been considered not to be worth the weight and defensive trade offs, the increased deployment of lasers has changed the calculus substantially.
(Progress 0/70: 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)

[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(Progress 0/40: 15 resources per die)

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. The last port remaining is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels.
  • [ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)

[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 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: 10 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)

[ ] 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)

[ ] Interdepartmental Communication Initiative
With GDI's other departments on the move, taking more effort to prepare for their actions and how to better coordinate priorities should improve interdepartmental harmony, and the ability of the Initiative as a whole to operate.
(DC 90) (offers indicators which projects are of high priority to other departments.

[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)

** 2 Hour Moratorium on Voting **
** I will be rolling another mutation roll this turn**
 
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