Q2 2055 Results
GDIOnline Q2 2055

Blue Zone Defense Complex Completed!

Dr. Henry Olvier
GDI has finally completed the new set of walls. While they did not protect the Blue Zones last time around, the system is a bit more complex nowadays. Layers of outposts, redoubts, and then the walls. Plus a lot of artillery. Should be enough to give us an advantage the next time NOD attacks. Of course, since it is Granger at the helm, he is also turning it into a major Tib abatement complex. Lot of important stuff happening since the military finally put its foot down, especially since it has languished for years.
Happy to have been able to work on it, felt like this was something that mattered, protecting our homes not trying to fill the Treasury's coffers.

MajorMiner
I saw the construction last time I was on leave, and… just damn. It's good to know that my family is behind that. Tib may be economic magic, but it's nasty stuff.

AccomplishingProvidence
These recent efforts are a clear byproduct of Doctor Granger's long study of Tiberium, and his understanding of both the potential it holds, and the danger it represents. The layers of walls, fences, and other warding measures is certainly an outgrowth of that mindset. The fact that these layers serve dual purposes for both military defense, and keeping Tiberium away, is only more impressive.
I am curious to see how long the momentum of focused buildup of GDI's military arm continues. It has been impressive thus far, but even the vaunted Dr Granger is not perfect, as the long period of near mono-focus on more basic industrial issues shows. Then again, hindsight is, as they say, 20/20.

SpeakertoManagers
The security measures should have been put in place years ago-I don't know what the government was thinking by letting the Tiberium situation get so bad. We've lost so many Blue Zone areas around the world, half the new walls have gone up in areas that are Yellow now. At least we're not putting up fortifications in Yellow Zones that can be taken away by some brotherhood nutjob.
AccomplishingProvidence, you know something about the military uptick? Any chance it's more than just a flash in the pan from an easily distractible bean-counter?

ShakaButhelezi
It is concerning to me that many efforts have been made to safeguard the rich blue zones with such massive and expansive fortifications, and yet year after year, millions of square kilometers of the Yellow Zone is lost to Red Zone encroachment. In the last year alone, the Red zones have stolen 6.12 million kilometers of our world from us. Where are the fortresses, redoubts and fencing on that border? Why are those in the deep Yellow being left with no recourse? We are part of this Globe too! Defend us!

AccomplishingProvidence
#SpeakertoManagers , I haven't heard anything concrete. I'm not an "inside guy". But it's easy to watch a lot of the things happening out there, to hear the relief in the voices of soldiers on the street. Things seem to be better for them. But as for what Granger, or the majority in Parliament, will seek to do? That is much harder to predict. Granger is no mere bean-counter, but one of his largest blind spots seems to be the finer points of military needs. I'd wager several of the senior military commanders sent much more explicit requests, as well as laying out what they could or couldn't be expected to do. We will have to wait and see what becomes of those requests.

#ShakaButhelezi , let us be fair, there is merit in an approach that starts at your strongest point and works out. The sorts of walls and fences the Blue Zones have received, those work best in areas with little to no Tiberium at their "backs". The Fortress Towns seem to be formidable shelters for many citizens in the Yellow Zones. I would not be surprised if GDI makes efforts to start expanding the sonic fences and other such measures further and further out.

FloatingWood
I just hope the Hawks don't manage to force through the whole 'Yellow Zoners bad' proposal package. It was naked xenophobic bullshit the first time, and it isn't any better now. If anything, they've been screeching about it louder than during the '40s.
I mean, I get it, Nod's power base is there. But from what I'm seeing? Most of the Yellow Zoners just want to not get shot at. By anybody.

Disgruntled Old Man
#FloatingWood From what I'm hearing in B-2 The Hawks are starting to splinter between the pure Blue Zone Xenophobes and the pure militant faction.

LaserKiwi2000
Shaking my head. NZ has had fortress walls since the beginning of time lmao
>needing walls instead of being safely defended by thousands of kilometers of ocean.
>ocean that is highly resistant to tiberium
>only had north island go a bit shitty because GDI didn't react faster because reasons
>now just need to hope Nod don't do some sort of naval attack due to not having full coverage of rapiers
>rapiers probably wouldn't be enough to stop a full attack
>have to rely upon dipshits from Wellington to organize the military response if we were attacked
So, are there any Forgotten online?

Unforgotten
#LaserKiwi2000
Yes, and I am right behind you, in ur living room

EvangelionLover2080
Whatever helps stop Nod and tib I guess, we need all the aspiring artists to get some proper anime developed again, the latest stuff aren't that good.
#LaserKiwi2000
>be brother
>brag about stuff which was purely luck
>shitpost in a way that the Headhunter nod branch up I'm pretty sure is still banging about in Tauranga is gonna try something shifty like the meth-heads they are
So, when does the military go bomb the Headhunters into oblivian?

LaserKiwi2000
#EvangelionLover2080
Headhunters are harmless wankers, also it's more amusing to keep them there and artillery strike them when they move around too much

Feanor
Ahhh forum madness, I missed ye, I guess people online have gotten enough stability in meatspace so don't need to have a safe space to pretend things are okay. Good civ. Also, Galadriel>Eowyn

FloatingWood
#Feanor
I'd accuse Galadriel of having sat on her ass doing nothing but look pretty while Eowyn kicked the Witch King of Angmar in the balls, but I've read the appendices. Keeping the orcs and goblins in the West busy was no doubt a tremendous drain on Sauron's ability to screw around with things. Also locked down the Free People of Middle Earth doing that, sadly, but better that than having armies of orcs and worse roaming around doing all sorts of things I'm not allowed to talk about on these fora.

EVA-Automod
People, really, get back on topic. This is a warning.

ProfCollingsworth
So, I have to say that these fortifications are very impressive, and look better planned than the Maginot line… but I do fear that, like that line of fortresses, they will be less effective against an enemy that adapts to obstacles. That said, forcing an enemy to adapt is in itself somewhat of a victory.

FloatingWood
#ProfCollingsworth
It's a common misconception that the Maginot line was meant to halt the German offensive. It was not. It was meant to stall a German offensive across the French-German border, so that France could marshal its forces and strike back. There's a number of reasons why that didn't work out, France did famously poorly in the summer campaign of 1940, but to actually achieve the victory Germany did the Germans took massive risks and more than once the French and British could've turned the resounding victory that seems inevitable from a brief overview of the campaign into a messy stall or outright disastrous defeat.
I hope that what GDI is doing now in facing off against tiberium is better coordinated and organized than what the Allies did during the first year of the conflict in Europe, but with Granger at the helm, both Grangers, they seem to have things in hand.

ProfCollingsworth
#FloatingWood
I may specialize in 19th Century history, but I am familiar with the flaws in the Maginot line… many of which are not present in these new fortifications. For one thing, they would be a lot harder to outflank. My concerns are mostly that both enemies we face have a history of adaptation and changing tactics or technology, which emphasizes the historical tendency that static defenses need to be a part of defensive planning, and there need to be options available for the unexpected.

FloatingWood
#ProfCollingsworth
I'd say the walls have already been outflanked. There's already tib below the soil layer in the Blue Zones, and it ain't going away. Not to say they won't help keeping worse out, but if we fail to keep a lid on the tib deposits in the Blue, things can go a lot more wrong, very quickly.

ProfCollingsworth
#FloatingWood
Indeed. However, it's also important to consider how much these defenses have helped the GDI slow down Tiberium's encroachment on the Blue Zones - we're no longer losing ground on average, and according to some of the more numbers-aligned grad students, we may well be gaining ground on average. Here's hoping a similar miracle can be achieved for the Yellow/Red Zone borders.

FloatingWood
#ProfCollingsworth
I'll believe it when the Red claims less than half our world again.

Solan
While my hub would wait for the new spare parts for MARVs in South America I gotta say as one of the work crews in both a Yellow Zone hub and those new new perimeter walls for the Chile Blue Zone it gets exhausting to be in the front lines of fighting the Tiberium menace. Even our leave was cancelled when the factories cannot produce enough of the new MARVs so we went to work finishing up South America Blue perimeters. Thank God for the drones we just had to control them instead of building up everything by hand like my grandpa said he did. Even then the troops on the ground are still slim from where I was like we were building multiple bases for hundreds when they arrived only twenty people were assigned there each. I guess that's why more recruitment officers were then when we went to the cities for a short break because the quotas are not meeting enough of the military's commitments now.

Q2 2055 Results

Resources: 490 + 0 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.65 Blue Zone
27.99 Yellow Zone (77 Points of Mitigation)
57.36 Red Zone (47 Points of Mitigation)

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Marginal Surpluses (+2)
Logistics: Marginal Surpluses (+2)
Food: Significant Surpluses (+8) (+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; 10; 12: 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: 47 points remaining
Food: 23 points remaining
MARV Fleets: 3 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Abatement: 12 points remaining
GDI Income: 140 remaining
Space Stations: 2 phases remaining
Arcology Programs: 2 remaining.

Politics
With the Philadelphia now in the hands of a caretaker crew, and work continuing on substantial consumer goods production, it is beginning to come down to the wire. The Free Market Party has used the continued shortages and the lack of immediate increases as a rallying call, boosting their numbers in the polls, although not to the dizzying highs where they could hope to achieve first or second party status. However, much of this is likely to be a dead cat bounce, especially with how many products are soon to hit the shelves. Similarly, the Hawk split has continued to deepen, with Al-Jilani prepared for a substantial campaign to oust the current leader. While these leadership struggles will have to wait for after the election, the Treasury's continued funding has deepened Hawk divides, as instead of being able to demand action on a military crisis with one voice, the continued funding of the military, at points even in excess of the plan goals has left the Hawks with little to actually demand and few points of agreement.

Military
With the shell situation now in hand, and the Apollo becoming GDI's mainline air superiority fighter, anywhere in range of a GDI airbase has become severely contested for the Brotherhood of NOD, rendering large sections of their airlift either grounded, or requiring heavy escort. Small counteroffensives, presaged by carefully planned shock bombardments have quickly become a norm, especially in the Ohio River Valley, with NOD bases withering under the combined pressure of air and ground assault. While these are not the daring deep strikes of the Third Tiberium War, or the rolling thunder of prewar sweeps, they have been punishing for those unfortunate enough to get in the way.

Markets
Development of the Markets has continued, with the service sector nearly reaching a substantial breakpoint, where continued investments will begin to see increasing results. Part of the is the formation of the first credit union of the postwar world. While GDI employees have had a credit union of their own for decades, the new North American Credit Union has marked the start of effective fiscalization of the service sector. While this will take some time to have full effect, it is likely to begin a phase of faster growth and more substantial gains to the consumer. However, this is also risky, as regulatory shifts may well provide opportunity for bad actors to take significant roles in the overall market.

[ ] 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 157/200: 10 resources per die) (+++ Energy)

A tidal power plant is essentially similar to a dam, however it is one that fills and empties every day. The amount of power one can generate is therefore an effect of the tidal surge, something that can vary drastically with location. While some areas, such as the British Isles, are quite well equipped to handle such an installation, with as much as 16 meters difference between high and low tide, others are much worse equipped. The core design is fairly basic. A low wall near the low tide line encloses an area that fills with water as the tide comes in. When the tide has gone out, the turbine flows are opened, and the water flows out again, producing a surge of power once every 12 hours and 50 minutes, which is then stored in battery banks and trickled out as needed. However, with the current installation arrays, primarily in Europe and the New England Coast, protected by the Rapier fleets, the turbine systems, while delivered, have not yet been installed or tested, requiring a further infusion of funding.

[ ] 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 396/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

Work has continued on the Blue Zone Arcologies, leaving them looking complete from the outside. However, internally, there is still substantial work left to do. Ranging from appliance installation to the inspections and certifications required to designate them as properly equipped living spaces, to cleaning up the dust and debris from finalizing construction work, there is still a substantial amount left to be done, and this requires a significant amount of funding.
Politically, the question of who is to live in the new houses has also been an issue. While groups like Ozawa's Hawks have pointed to them as living quarters for the "true patriots" and "righteous citizens" that defended GDI in her hours of need, the Treasury has quietly positioned itself to ensure that the quarters will go to the most needy, moving people out of Yellow Zones and the apartment blocks constructed immediately after the war.

[ ] 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 41/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

Before people can move in, two critical aspects of the city need to be prepared. First is an outer perimeter, and second is port facilities. For the perimeter, the current system is a series of mortar batteries, just behind a simple arcing line of entrenched infantry, using a combination of ruined buildings, sandbags, and compacted blocks to protect themselves. After decades of neglect, much of the city is in ruins, however some of those ruins are still intact enough to be useful, at least for now, and others are in particularly frustrating points, especially as the Brotherhood of NOD has already begun harassing, despite thunder runs of grenadiers either in Hammerheads or APCs to clear out entrenched positions. This line is extremely temporary, a simple protection for the other critical component. The port facilities. While Chicago has a long history as a port, decades of neglect have left them effectively useless. Instead, a series of temporary facilities have had to be erected. The Initiative has gotten very good at this, essentially using a series of Mulberry type ports. While it is certainly possible to conduct over the beach resupply using hovercraft, existing designs are not capable of providing anywhere near the throughput that Chicago is going to need. Instead an artificial breakwater, with flexible pontoon based docks has been erected along the coast. While not a permanent solution, it should be enough for at least the first couple of phases of the city's construction and allow for enough infrastructure to be built for a full scale permanent port facility, or the reconstruction of existing facilities.

[ ] 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 105/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

This quarter, the construction of the fiber optic lines has barely occurred, between needing chronic repair work and substantial reworking of existing lines due to mistakes made in initial construction. While there has been no clear disaster, or anyone to blame, much of the initial work has had to be redone, mainly at the splicing points. With the number of other projects demanding trained manpower, the few left assigned to the task have done everything in their power to stay on top of the problem, but have in turn made little progress in their assigned task of expanding the network.

[ ] 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 345/550: 10 Resources per die) (- Labor, +++++ Energy)

Development of the next wave of fission plants has been continued as GDI spent another quarter laying turbines, pipes, coolant tanks and the other paraphernalia of nuclear fission power plants. While none of the systems yet have cores installed, the largest and last major step before fueling, the preparations for the stage are nearly completed. With allocated funding, the engineers have done an admirable job in pushing construction as fast as they have, and any more progress will require substantial amounts of additional funding to provide for the installation of the cores, fueling, and inspection.

[ ] 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 124/200: 20 Resources per Die) (+ Energy)

Work on the fusion prototype has continued, with the first attempt at bringing the system online occuring this quarter. While successful, the system produced a mere hour of power, and then destabilized, requiring it to be brought down for repairs. However, while it was working, it did turn out a substantial amount of energy. While a significant milestone, it is still only one step, rather than a breakthrough.

[ ] 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 346/275: 5 resources per die) (++ Energy)

The Yellow Zone Power Grid has been substantially extended, with fields of solar panels existing below turning swarms of wind turbines. Most of this has gone towards stabilizing the existing grid rather than expanding it to new areas, especially with how concentrated the populations are.
Much of these developments have surrounded the new industrial areas, as they are soon to be one of the largest consumers of power. While still far from enough for the yellow zones to provide energy for themselves at any better position than rolling blackout, they do represent a continuing investment in the power grid, one that if cut off from GDI can provide for at least a period of time before the Yellow Zones are forced to rely once more on the Brotherhood of NOD for necessities.

[ ] 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 137/180: 20 resources per die) (+1 Fusion Lift Die)

Work on the construction for the Union Class yard has begun relatively well. While not yet complete, due to a lack of sufficient allocation to build the parts for more fusion engines, the hulls for the future class are already being produced. However, the core is the most complicated part, containing something akin to the sun and channeling it into being useful is not easy.
Located like its partner in the West African Blue Zone, the yard is primarily serviced by sea, both to bring in components from the North American and European Blue Zones, and to take the finished ships out. Already, a specially constructed wide bottomed barge is on site in order to carry one or two Unions a trip to launch sites typically located on the southern coast of the region.

[ ] 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 173/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

Work on the Yellow Zone LI Sectors has been slow. With an effective token investment, local engineering teams have done the best that they can to make effective work. Mostly it has been various forms of internal transport systems, conveyor belts, hooklines, and other means of moving components around the factory system. However, the rest of the equipment, including the vast majority of the expensive materials needed to bring the complexes online, has not been ordered or delivered. While slow progress is keeping Yellow Zones satisfied, it has become a source of grumbling as it increasingly looks like a low priority for the Initiative.

[ ] 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 126/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)

Progress this quarter has been slow, as improperly installed components have left some of the first test batches more sludge than plastic. Without feedstocks for many forms of plastic, the vast majority of the production has had to go towards cellulose based plastic. While not as good in many ways as other plastic bases, it is widely available, as one of the byproducts of agricultural development. However it is also somewhat tricky to polymerize. Originally it served as a "green" solution to the problems that plastics raised for the environment, but it ended up abandoned as a technological path as Tiberium came to be a universal solution for recycling. However, GDI has returned to it due to the simple availability of material more than anything else.

[ ] 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 106/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)

Two of the most vital perennial crops are not in fact food, but coffee and tea. While production is slow, some of the first coffee and tea trees have been planted. A tea tree takes up to three years to grow, while coffee can take up to five years. Both were some of the first mass luxuries in human history. While luxury goods have always existed few became consumed by all classes in society. Beginning in the 18th and 19th centuries, the two became a near universal addiction, although many religious groups saw them as sinful. Many of the other crops take similar timeframes, years to begin producing. However, these perennials also continue to produce for decades. The perennial bays are typically a circle, with a series of concentric spirals. These are laden with saplings and sprouts, walls of bright green, a very different color than that of Tiberium.

[ ] 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 315/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

With the first wave of vertical farms coming online, GDI's engineering teams rapidly moved on to lay more foundations. While so far they are little more than hollow frames put up in secondary cities, they have attracted some crowds. The initiative has a fairly robust system for petitioning. While these forms are often impractical, or something that the Initiative has already begun and the public has not noticed, in some cases measures are more popular than initially expected. Originally, the Vertical Farm project was expected to be little more than a curiosity in the overall project, something that would provide a limited supply of luxury goods alongside major aquaponics and processed foods developments. Things like beer, cider, steaks and leather were to be the main consumer goods drivers, rather than chicken and vegetables. However, the project has caught the imagination of the people, and so more phases are beginning to be implemented, creating a minor surge in popularity of the Treasury, and the government as a whole, especially as people see policy shifting before their eyes.


[ ]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 424/400: 15 resources per die) (6 points of yellow zone mitigation)

The second largest fortification complex in human history, second only to the prewar fortifications around the blue zones, has been completed. While large sections are little more than fencing and a wall, others are substantial fortress complexes and every few kilometers is a gate fort. While properly fortifying the line will be a military project, substantial work has already been done. As a project, completion has been a closing of a chapter, and a return to a near prewar state, however it is not actually complete. Each quarter, at least for now, the lines are pushed forward, and significant construction work continues as new positions open up and old positions are either repurposed, left as backups, or torn down, depending on their location. Even so, it is still well within the prewar perimeter, and in some places the remnants of the old walls are within visual range of the watchtowers. While a tremendous accomplishment in terms of engineering, it has stemmed the bleeding rather than being a substantial victory. However, it also marks the end of the major Blue Zone defense projects. Protected to the best of GDI's current technology, future projects must push deeper into the Yellow and Red Zones, taking the fight to the crystals before they reach GDI's core territories.

[ ] 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 182/90: 30 resources per die) (5 PS for completion)

Early in the quarter a major milestone was reached, with the core tube being pressurized and a caretaker crew taking symbolic command of the station. Simultaneously, a mushroom cap of a command deck began taking form. While the station is right now little more than a symbol of the Initiative's resilience, the completion of the command deck will begin seeing the benefits of the station, starting with the movement of a core of bureaucrats and the General Staff to the station, the beginning of a core of leadership that cannot be interrupted barring extreme measures on the part of the Brotherhood. Additionally, it will take the role of a lynchpin of the entire communications network, a core datalink that will provide for even better communications.

[ ] 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 148/135: 15 resources per die) (+ Logistics) (5 PS for completion)
The satellite communications network has been substantially expanded. Politically it has meant that there is now the secure bandwidth to add a full hundred seats to the parliament, bringing it one step closer to the preferred number of one representative for every hundred thousand citizens. While this would mean a body of five thousand just for the current citizenry of GDI, and fifteen thousand for the entire population, making the current 120 representatives a joke, and not a particularly funny one either. However, two years out from the war, it was the best that could be done. Now, the numbers are substantially closer. With this, a full 1200 representatives, from Blue Zones and GDI controlled Yellow Zones will be seated, barring further expansions in the system in the coming six months.
On more day to day business, it has meant substantial cuts to travel as GDI administrators have found increasingly few reasons to be on site and not sitting in their office, sometimes on the other side of the world, although that level of travel is rare in the extreme.

[ ] 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 354/350: 30 resources per die)

The Scrin research institutes have begun producing an outflow of potential projects. Ranging from the probably useless, to the world changingly influential, dozens of potential projects. However, six of them seem potentially more than theoretical.
First and least potentially useful is an analysis of corruptor toxin. A combination of liquid Tiberium, made somehow even more dangerous. The spray from a corruptor is one of the most lethal weapons ever created, and one that is both politically and tactically unacceptable to the Initiative. At best, this project will result in finding new ways to contain the toxin and limit its damage. At worst it will be classified and buried so deep, it won't emerge for a century.
Second is in fact another weapon, a version of the Scrin Plasma Disruptor. Effectively a light autocannon found across their fleet, from gun walkers to stormriders and drones, the plasma guns are fairly slow firing and relatively bulky weapons. However, they are quite damaging. Unlike GDI and NOD weapons, designed to punch through enemy armor, the plasma weapon splashes on the surface, weakening large sections of plate. While building one using earth technologies has so far evaded GDI's engineering teams, it is likely to be ready in the coming years in one form or another.
The third military project is a shield. The Scrin used a number of charged particle bubble shields in their fleets, capable of repelling most strikes, and able to regenerate after some time. So far, testing has been less than encouraging. While too weak to stop even the least energetic kinetic rounds, the charged particle field collects dust, in essence a layer of ablative anti laser armor, that can be restored in the field. However, with further refinement, this could become a universal shield system, useful for everything from spaceships and fighters to tanks and buildings.
The most strategically important developments have come from the Growth Accelerator. One is a Tiberium Inhibitor. Essentially an accelerator running in reverse, it creates a field that slows (but does not stop) tiberium growth. While tactically not particularly useful, and power intensive, strategic deployment of these systems should provide substantial degrees of abatement and protect Blue and Yellow Zones around the world. The other project is, if anything, more important. Tiberium "mutates" in response to threats, a biomimetic reaction that makes common threats less effective. While sonics have been a substantial aid in slowing the spread, and in some places reversing it, they are not enough, especially with worrying signs already of Tiberium beginning to mutate to make abatement less effective. The Tiberium Stabilizer, a component piece of the Growth Enhancer does a significant part of that for the Scrin, a way of slowing the rate that it mutates in response to a threat, allowing them to harvest without worrying about Tiberium overtaking them too.
The final, and most revolutionary project is a reactionless drive. Long considered a thing of science fantasy, it is based on the engines of the Scrin capital ships. While they were able to leverage the system into being an effective antigravity generator, much like the previously encountered Banshee, current models that GDI can build are much more limited, producing barely more thrust than a conventional ion engine. However, with further development, the engineers of the team working on the project believe that they can refine the system towards at least half a gravity of acceleration, and over time more.

[ ] 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 268/200: 5 Resources per die) (--- Labor)

Preschools originated in the dying days of the 18th century, with the rise of the working day, and industrialization in Germany, with schools being established in Bavaria, Detmold, and Strasbourg among other locations by the early 1800s. In 1816, Robert Owen opened a preschool for the workers at his planned community at New Lanark. It primarily remained a project for the rich and middle class until 1965, with the Head Start program. However, this was only for the poorest 10 percent of families. GDI's program is somewhat more comprehensive, being a universal free program, generally covering anything from either morning or afternoon classes (or a combination of the two) to full time education. While covering little more than the basics of reading and arithmetic, the primary goal is socialization, giving the students time to play, and learn from both the games and from each other. Similarly, childcare procedures have been finalized, with points of contact and networks of assets prepared to assist as much or as little as the parents desire. While the current system is far too substantial for the existing number of children, it is hoped that near future projects will begin to increase the birthrate as GDI's work to provide a safe home for humanity bears fruit.


[ ] Reclamator Fleet RZ-6 South
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 136/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

GDI's progress towards more MARV fleets has come to a shuddering halt this quarter, as the stockpiles have run dry. Each MARV requires hundreds of tons of specialized single use components. From the battleplates of its hull, to the track links, to its primary sonic cannon, a MARV is a titanic investment, and one that takes a long time to build. However, GDI has not been pushing the production of MARVs these last few years, mothballing multiple foundries as other, more pressing concerns were addressed first. With the Treasury's last year of MARV construction being far more than the rest of the time since the Third Tiberium War combined, GDI has run out of its stockpiles, and much of the funding intended to go to MARV construction has had to be redirected towards reopening and restocking for future quarters. While this should not be a chronic problem, it has slowed construction substantially.

[ ] 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 84/70: 15 resources per die) (-- Labor, --- Energy)

Development of the last of GDI's major fighter facilities has gone relatively smoothly, completing on schedule and already hitting its production goals. The Apollo has become the terror of the skies, with NOD forces effectively unable to contest it. The Apollo in service to GDI has had a stellar record, with more average kills, and half the casualties compared to similarly experienced pilots in the Firehawk. While it will take about two years before GDI can fully replace the Firehawk in the primary air superiority role, the new production has meant that even in areas with no Apollos, more Firehawk squadrons can be patrolling the air at any given time.
In terms of performance, the Apollo is an absolute rocket sled, however it is actually surprisingly forgiving at low velocities due to its lifting body design. Easy to fly, and easily dominating any existing NOD air superiority craft, even specially redesigned Air Superiority Venoms, the Apollo has become a political mark, as the new face of GDI's air forces. However, it does have its limitations. The most clear of them is its large turning circle, a result of its speed and wide lifting body.

[ ] 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 153/150: 10 Resources per die) (-- power)

Yet more shell plants have been brought online, bringing estimates to fill the demand down from over a decade to years, even including substantial shell expenditures in the course of operations. With the end of just in time deliveries, less intense theaters have begun small scale operations, usually using small volleys of spotted shells as a force multiplier. While not the infinite mountains of shells desired by military commands, it is enough to provide more support regularly than GDI forces have ever had outside of carefully prepared offensives.
Many of the shell plants are only in LRIP now, with production slated to increase substantially in the coming quarter, leaving future plans somewhat up in the air. There are broadly two key problems. First is a lack of real precision fire. The mainstay of the artillery parks is a smoothbore 152mm gun, which at the ranges being asked of it has a fairly wide Circular Error Probable, meaning that large fire missions are the only way to provide significant support instead of simple suppression. Second is a lack of enough shells for properly large scale offensives into Brotherhood territory. With the situation stabilized, GDI military commands are looking into the possibilities of not only limited offensives but generalized broad front offensives in a reverse of the early months of the Third Tiberium War. However, within current limitations that will require massive mountains of shells, with any given army expecting to expend months of production surplus in weeks, even with expected production increases.


[ ] 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 98/70: 10 resources per die)

Ablative armor is not a particularly new idea. In the mid 20th century, one idea experimented with by many armies was various forms of stand off armor. Rather than allowing a projectile to impact the side of a tank's turret for example, the Germans often installed stand off bands of armor. Similarly, many American tanks came with mounting points to add additional panels of armor. In the postwar years, came the rise of explosive reactive armor, which detonated to disrupt incoming missile attacks. Ablative armor in this case is essentially a continuation of that idea. The system is a hexagonal puck, 60mm from vertice to vertice and 20mm deep, with three primary layers. The backing is a bulk nanotube layer, providing a hardy stick, and ease of replacement. Above that is a layer of silver alloy, the same material used in GDI's power cables, used for its ability to conduct energy. Finally, the bulk of the puck is a 17mm thick layer of carbon nanotubes, iron filaments, and titanium filaments held in ceramic, which is designed to spread the energy of a laser blast, rather than allowing it to burn through the hull behind it.

[ ] 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 142/125: 10 Resources per die) (Reduces cost of Walker development and progress required)

Myomers are essentially artificial muscles. A series of microscopic tubes filled with an electroactive fungal substrate, they are then woven together into bundles, and from there used as an effective simulant for animal muscles. Requiring a high voltage (but low amperage) many of the early tests of the Myomers relied on various forms of stungun, built before the Third Tiberium War. While not particularly useful or efficient for things like wheels or treads, they have their place firmly in the realm of arms and hands, where they are extremely efficient, typically providing a 20-30 percent edge in performance versus a comparable servomotor. They are also hard wearing, with prototype versions able to last for years on end, even with significant abuse so long as they are not substantially overheated. On the testbed Wolverine, they were run until the joints wore out, and the myomer bundles could be transferred to another unit and kept going. They are classified starting at type 1, a thin, 1cm in diameter bundle of myomers that the Talons have taken as the standard. Every other version is classified in terms of number of type 1 bundles in it, so, for example a type 2 bundle is two type 1s twisted against each other, and a type 3 is three. Myomers, of a very similar type, were used in the construction of the Avatar and Purifier, leading to notably spindly designs, a result of not needing the bulk of large motors to produce the force to rip laser cannons and flamethrowers from NOD vehicles.
The first myomer works is a fairly small construction, capable of producing only a few hundred kilometers of type 1 a year. While plenty for initial prototyping, much more will be needed, especially as a single company of mechs can require more than yearly production from the facility.

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die) (LCI) (183)

With major consumer goods pushes coming down the pipeline and years since the last review, the department was long overdue for a major dive into their finances. With InOps scouring the department from top to bottom, they have found a number of places where minor corruption occurred, things like ensuring that a child got a toy for their birthday or a major holiday. However, major corruption along the lines of diverting substantial parts of the total production has been rare to nonexistent, with nearly all of the goods delivered for inspection, and almost all the goods that passed inspection being delivered to final destinations. With the goods that failed inspections, the most common reason was faulty components, something that has since been generally rectified, a consequence of working with too limited tooling. While some of these do seem to have disappeared in various ways, it seems to be a result of the workers and managers making do, and putting the components that did meet specification into personal use.
 
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Q3 2055
Q3 2055

Resources: 490 + 0 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Political Support: 70
Free Dice: 5
Tiberium Spread
14.65 Blue Zone
27.99 Yellow Zone (77 Points of Mitigation)
57.36 Red Zone (47 Points of Mitigation)

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Marginal Surpluses (+2)
Logistics: Marginal Surpluses (+3)
Food: Significant Surpluses (+8) (+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; 10; 12: 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: 47 points remaining
Food: 23 points remaining
MARV Fleets: 3 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Abatement: 12 points remaining
GDI Income: 140 remaining
Space Stations: 2 phases remaining
Arcology Programs: 2 remaining.

Expected Changes
-2 Labor
+2 Consumer Goods


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 157/200: 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 396/450: 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 substantially 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 105/240: 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 41/80: 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 345/550: 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 power-plants. 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 124/200: 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 3)
While current usable technologies only allow for the installation of yet more solar and wind energy solutions, the prime locations are generally already in use. Further development will require more resources and additional work for not significantly better results.
(Progress 71/350: 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 137/180: 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 173/400: 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 126/200: 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)

[ ] Johannesburg Myomer Macrospinner (phase 1)
Before serious work can begin to use the myomers in mass quantities, substantial works are required. Not only directed towards military needs but also increasing the efficiency of robotics, and a number of medical fields.
(Progress 0/90: 20 resources per die)

[ ] 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 106/350: 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 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 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)

[ ] Tiberium Prospecting Expeditions (Phase 1)
With the immediate threat to the Blue Zones solved, GDI can begin looking at some of the more long term dangers. Underground, there are veins and clusters of Tiberium, lurking sometimes as close as meters beneath the surface. Deploying expeditions to locate these lurkers will provide for a small amount of additional funding, and not particularly strain other resources.
(Progress 0/75: 5 resources per die) (Small additional income trickle [5 Resources])

[ ] 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 been 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 2)
With the command deck nearly halfway complete, the Philadelphia is well on its way towards bringing another major phase online, ready to be filled with bureaucrats and officers, not just a caretaker crew.
(Progress 92/180: 30 resources per die) (+1 to all dice) (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 3)
Without more work done to clean the orbitals, more satellites being deployed would only make the debris problem worse, especially in the lower orbitals where they would be deployed.
(Progress 13/135: 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)

[ ] 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.
-[ ] 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 136/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

[ ] Crystal Beam Laser Prototype Development
With work on the beam laser system effectively completed, there is more to be done to bring it into a format that can be deployed. Working with all branches of the military, a joint technological base can be established, branching into specific projects.
(Progress 0/40: 20 resources per die)

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

[ ] 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)

[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(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)

[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)

[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 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 Deployment (phase 1)
Ablat pucks are something that is relatively easy to deploy and distinctly useful in many circumstances, to the point where getting some into the field immediately is far better than getting enough to everyone later. While initial production will only be enough to equip a relative handful of units with full coverage, or a double handful with partial, it should directly increase the survivability of critical assets.
(Progress 0/200: 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 0/30: 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)

[ ] 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 0/30 : 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 0/30: 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.)

[ ] Technology Codevelopment Programs
While none of GDI's other departments are particularly well funded, it should be possible to shake some resources out for the development and deployment of new technologies. While this is likely to be politically expensive, it is also a key tool, especially with the studies of NOD and Scrin technology currently being undertaken.
(DC 60) (-10 PS per die) (Speeds Technology Rollout)

[ ] Light and Chemical Industry Recruitment Drive
With GDI's current need for mass deployment of novel technologies, the Treasury is in a position to call in some favors and make another recruitment drive with an aim towards more new recruits in the Light and Chemical industries.
(DC 50) (-5 PS per die) (+1d2 LCI dice)

[ ] 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)

** 4 Hour Moratorium on Voting **
 
Last edited:
Q3 2055 Results
GDIOnline Q3 2055

The Hawks Splitting

Dr. Henry Olvier
Well, I had known that the Hawks were having some troubles, but I never actually expected this. Ozawa had never been my pick for leadership, but at least he understood the need for a strong military and protecting the Blue Zones. But with Al-Jilani and the militarists I have a group that I can happily vote for without holding my nose.

KropotkinsGhost
Good to see the hawks are not all comically evil towards the yellow zones for no reason. I support the split, it's been a long time coming. Hopefully this will push other parties to split so we can have more parties that represent varied interests instead of just monolithic blocks of OBEY THIS NARROW PARTY LINE CITIZEN.

YellowZon3r
Oh good, so them having a reason makes it all fine to shoot on sight got it. Go fuck yourself.

FloatingWood
#YellowZon3r, I'm not sure where you are getting that from.
Also, I'm glad to see the crazies are getting split from the actually sane ones. I just hope we don't see a repeat of historical events where the crazies getting sectioned out makes them both crazier and more violent. Hope InOps is on the ball there and not crazy themselves.

YellowZon3r
#FloatingWood, did you miss the last I dunno fifty or so years of history? GDI might be helping *now* but that's only a recent change and as the 'split' abundantly shows. There's still plenty with that kind of thinking. But fine, congratulations here you go, you win the "Not as comically evil as you could have been." Award.

FloatingWood
#YellowZon3r, I'm not saying it didn't happen. I'm asking you why them having a reason would make it alright for them to shoot on sight.
#KropotkinsGhost, strictly speaking all other parties are already pretty wide ranging politically, parties splitting up would actually force the various parties into less flexible approaches.

ProfCollingsworth
Well, I think that, as a historian, this is officially going to be Interesting Times. GDI has an unfortunate history of neglecting the populace of the Yellow Zones, and there have
always been groups that condemn populations for the action of groups that live among them. So, the more xenophobic Initiative First party may well have a fair amount of supporters, despite the unfortunate connotations of the name seeming to borne out by Ozawa's rhetoric. However, the explicit focus of the Militarists on their namesake will likely draw quite a bit of support, even from those who also support the platforms of other parties. Only the most naive will deny the need for a strong military to fight NOD, and protect our Tiberium abatement projects, after all.

KropotkinsGhost
#FloatingWood I will admit my disdain for big tent parties may color my view a bit, but having a Space party split off from the Developmentalists would be interesting wouldn't you say?

YellowZon3r
#FloatingWood, it's not okay for them to shoot on sight. I was being sarcastic.

FloatingWood
#KropotkinsGhost, there's already a space party. The name escapes me right now, but there's a couple of members of parliament that are part of it. I wouldn't be surprised if the Developmentalists basically draw them into the fold to make the numbers go upperer.
#YellowZon3r, it's really hard to read sarcasm in a text medium.

AgathaH
#FloatingWood Starbound party represent! SPAAAACE!

YellowZon3r
#FloatingWood I would have thought the sarcasm was obvious.

FloatingWood
I've met entirely too many crazies who would make that argument sincerely.

YellowZon3r
Proof, as if it were needed. That some of Y'all Bluezoners are dangerous.

SpeakerToManagers
Sad to say, I've seen this split coming for a while based on some conversations at work and with people I liaison with. Ozawa precipitated this by flexing his muscle and expecting everyone to toe the line-he didn't understand just how ambitious and serious Al-Jilani was about the impending challenge for the leadership. Now they're splitting the base, and right in the teeth of an election-which means they're gonna lose a lot of leverage in the post-election season.

AccomplishingProvidence
This split is truly fascinating to watch. For those who have been tracking vote records (publicly available under the Historical Records section of the GDI Civilian Administration site, for those curious), it's become increasingly obvious that Al-Jilani was leading a growing movement within the Hawks party. I would say that her new party's name is perhaps not the most encouraging one. "Militarism" is an idea rife with historical baggage. But then again, in terms of politics, so is the word "Hawks". I'll be curious to see if they try to re-brand in the near future.
What's even more interesting, to me, is the growing set of rumors of potential splits in the Free Market and Development parties. Again, not necessarily unexpected, but still fascinating. My guess is that these movements are ultimately driven by the radically-increased size of the Parliament, which we heard about a few weeks ago.

laeSfOreppihsroW
Well, it's about time. As someone who watches the hawk party closely, I think the split is inevitable thanks to Dr. Granger's policies of focusing on Yellow and Red Zones, resulting in the military being stretched hard without much development on their end.

Case in point, the rollout of new tech feels slow despite being at war with those Noddites, we don't see too much of a difference. Perhaps only Rapier-class hydrofoils, Apollo Fighters and Super-MARVs being the new additions after God knows how long.

TheGreatSantini
Things might get tumultounous in the short run, but longterm I am optimistic that this spliut will only result in better representation of voter interests. Doctor Granger tries his best, God bless his heart, but no one can deny that he has certian blind spots. The military is the obvoius one, but we also all know how long it took the ports to be cleaned up after the war. Blue Zoners have a right to look to their own intirests, just like everyone else.

Philadelphia II has begun operations

Timothy Whichard
As the first post from the Philadelphia II station in an official capacity, I am happy to say that the artificial gravity is working, the recycling systems are online, and GDI is once more able to govern from orbit.

KropotkinsGhost
Ah GDIs top brass fleeing back into space. I hope continued investment happens to reduce the cost of sending people up there. I would love to have that safety and not constantly have tiberium gnawing at the back of my mind.

FloatingWood
It'd be a really bad look if GDI actually does all its governing from orbit. There's a reason people believe GDI abandoned them on Earth. Much as it's an amazing prestige project, I think we'd be better served with a parliament on Earth.

HigherThanYou
Just saying, when you're over a Red Zone going Faster Than Sane, it's really nice to know that there's a backup comms officer Up There, in case an Ion Storm or other Tiberium Gribbly cuts off contact with Earthbound command. There's a lot more being installed than office space.

JamesandBonesy
A couple days ago, one of Dad's friends had his telescope out, and we got to see it! It looks really cool! He didn't even have to have it on a moving platform like last time, because apparently the station is going almost as fast as the Earth rotates!
Bonesy wasn't all that interested, but that's okay.

YellowZon3r
Technically I don't think it's moved at all. Just the planet is rotating. Though wasn't the previous one kept in geo-synchrynous orbit?

FloatingWood
Philly 2 is supposedly kept close to geo-synchronous but not at geosynchronous. Not sure why. But yes, the Philadelphia was kept in Geosynchronous orbit. Good way to remind people you are constantly over that you are there, bad way to stay in touch with people.

AgathaH
Does anyone else have a tracker on updates from SCED? I'm looking forward to seeing the new data from Mars, when the gang of probes gets there.

GD1_W1LL_F4LL!
<message deleted by moderator>
User was banned: NOD Sockpuppet

FloatingWood
I think the probes get there late November/early December and will be occupied with testing first. First results should start rolling in sometime in January, with the hope of the probes surviving for years to come with fresh new data every couple of weeks through the network.

AccomplishingProvidence
The return of a Space Station Philadelphia to the skies is a hearty reminder of the determination of everyone within the Global Defense Initiative. My congratulations to the hard-working men and women who have assembled the new station. It never ceases to bring a bit of wonder to my heart when I consider the sheer rapid pace of mankind's reach to the heavens. It's been less than a full century since mankind first sent people into space!

Akira Oda (Tiberium Coordination Committee) (Treasury Delegation)
So this is gonna get awkward and while I won't really say anything classified being stuck in the Philadelphia II when the Hawks split has played merry hell to the parliamentary delegation sent to us. So we were talking about the scripted speech each of the delegation would say to the press and that went on well until the question and answer portion came up. You see, this was supposed to be a photo-ops for everyone involved. This included all minor parties with more than one member so standard GDI PR stuff. The problem came when a reporter asked the Hawk delegation on who they would support Al-Jilani or Ozawa of course the speaker said Ozawa and said a lot of talking points I'm really uncomfortable with then another Hawks delegate got pissed when he said he supports Al-Jilani while insulting Ozawa and the speaker. They were in a screaming match during the livestream for Tiberium abatement policies going forward. The reporters were fascinated while everyone else on the station were internally screaming at how this all came crashing down. Then some cheeky reporter mentioned a party-split and that silenced everybody. I am not joking, ten minutes of an isekai protagonist looking at a truck's headlights was what it felt like. Then I went to the podium salvaging the conference by giving progress reports on Chicago, MARVs, and our commitment to provide support for the next round of military procurement and development. Both Hawks delegates are in the brig right now until we can get out of here.

But enough of that looking outside of space is beautiful and I'm happy to be one of the officials able to say that our future is in the final frontier. I even got in a spacesuit to do a space walk. I'm quite happy what my former office has done with that.



Brewery Boasting

FloatingWood
So, since the Treasury looked into the coffers of last summer and saw there was a ton of barley going spare and they had a bunch of large vats, drums and kettles left over, the old alcohol industry has seen a ton of investment. This means that the breweries are starting back up again, beyond the small batches that could be produced previously, anyway.
Now, we right thinking Europeans shall of course forever pity the poor buggers in BZ 2 with their yellow 'I am not actually allowed to call it what I would call it because the automoderators would hit me with a newspaper' stuff, but that doesn't mean we can't complain about the comparative quality (and the lack thereof) between various breweries.
So, to start, the old brewery of Groenlo's finest brewers has started back up (in Enschede, don't ask), and from what I hear they've lost a bit of their touch. The poor buggers out in the west however are once more forced to make do with ditchwater, which is probably better than it has ever been due to a lack of ingredients to screw up with.
Anybody else have observations?

CrystalWizard
I for one will be glad if I can crack open a cool one with my friends. Authorities cracked down pretty hard on the self brewed stuff and drinking water and fruit juice just aint the same, but I'll drink those two over whatever the Americans call beer. Looking forward to my full inbox once they wake up over there.

AccomplishingProvidence
While it's good to see some breweries working again, I have to say I'll hold off on tasting of the current offerings. I much prefer wine, whiskey, or mead, which are in horrifically short supply in the last couple of decades. I've had a couple of chances to taste more esoteric drinks with a sweeter bent (chocolate and non-grape fruit flavors). Here's hoping we get the fruit of the vine flowing again soon!

OneFallingLeaf
#CrystalWizard iirc, a large chunk of North America is now a red zone though, can't fault them if they can't make decent spirits to cheer them up. If anything, the fact they can still make some alcohol is still something worth celebrating over for them.
I hope we're going to get large-scale hops plantation soon, after all what's beer without some proper hops? And yes, I prefer my beer in lager-style put down your pitchforks, taste better than ales

LaserKiwi2000
I can't wait until moscato is available again. I guess a beer is okay just for the sake of something extra to buy, god knows I don't have enough things to buy.

Solan
Drinking on and off the job in both the red zone and yellow zone is actually against my contract so I save up to buy and drink the ambrosia known as alcohol after weeks of being run ragged when I go on leave. Well, another is we are getting some shipments of beer for the new refugee camps to give them that old spiel of their rights and citizenship when moving to the GDI.

KryptosAdept
I'm just waiting until I can get some mead. I really like the more experimental and adventurous flavors, even when they turn out to be a flop.



Q3 2055 Results

Resources: 530 + 0 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Political Support: 45
Free Dice: 5
Tiberium Spread
14.45 Blue Zone
27.77 Yellow Zone (77 Points of Mitigation)
57.68 Red Zone (50 Points of Mitigation)

Current Economic Issues:
Housing: Significant Surplus (+10)
Energy: Massive Surpluses (+21)
Logistics: Marginal Surpluses (+5)
Food: Significant Surpluses (+8) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+2)
Consumer Goods: Titanic Shortages (-15)
Labor: Gargantuan Surpluses (67)
Tiberium Processing Capacity (1180/1250)
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)
Militarist: 14 Seats (2; 10; 2; 0)
Initiative First: 17 Seats (0; 2; 8; 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 : Decent
Space Force : Decent
Steel Talons: None
Navy: Low
ZOCOM: Decent

Plan Goals
Capital Goods: 16 points remaining
Consumer Goods: 35 points remaining
Food: 23 points remaining
MARV Fleets: 2 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Abatement: 9 points remaining
GDI Income: 100 remaining
Space Stations: 1 phases remaining
Arcology Programs: 1 remaining.


Military
With the continuing spread of the Red and Yellow Zones, paired with the continued levels of investment, the military is prepared to spend lives to continue expanding the defense of the Blue Zones. While not particularly happy with the state of affairs, they are ready to do what they are able, and damn the costs. Functionally, the Military would prefer if MARVs became a smaller portion of military investment, compared to the actual development and deployment of hardware, but in light of the need for more abatement efforts understand the focus. If desired, the Treasury could orient entirely towards MARV deployment for a quarter or two, so long as other major commitments were not expanded.

Politics
"When this Initiative was founded three score years ago, it was called the Global Defense Initiative. Not an initiative to protect the rich, or to define itself by the amount of protection it already provided for the people, but a global one, for all the people. We cannot be a wall telling all beyond it to turn back, but an outreached hand. We cannot consign people to death for the accident of their birth, or the failings of the Initiative of the past. We must fight, for all mankind, and for one globe." - Mohammed Al Jilani (Speech Extract: Founding Day Ceremonies)
What had been a relatively active simmer between the two branches of the Hawk party exploded as the Founding Day ceremonies occurred around the world, marking the 60th anniversary of the Global Defense Initiative. Following Ozawa's time being used to launch a tirade against the Yellow Zones, and praising the "True Sons of the Initiative," Al Jilani used his time at the Washington event to, in effect, declare war on Ozawa's faction. The two parties, now being described as the Militarist, and Initiative First parties have split, and are no longer running on the same tickets, or caucusing together in Parliament. Additionally, this has served as another shock to the crumbling Free Market Party. Already reduced by the Treasury's relentless waterfall of consumer goods production, the collapse of their closest ally has left them somewhat adrift.

NOD Leadership: Joaquim Stahl
The current head of the South American branch of the Brotherhood, Stahl is a rarity within Brotherhood ranks. Having risen from being a street confessor in the 2030s to the head of a regional branch, Stahl has more regard for the lives and capabilities of the Militant than most of his compatriots. Instead of trying to replace them with more regular forces, Stahl has tended to emphasize giving them the best equipment and training possible, paired with distinctly fabian tactics. Rather than the headlong assault, Stahl prefers to harass and harry GDI. A key part of his tactics is the geography. NOD is generally constrained to the area east of the Andes, meaning that GDI has a relatively short front, and oftentimes a significant geographical advantage.
In terms of technology, Stahl has pushed for equalizers and force multipliers, deploying not only laser weapons, but a number of radiation weapons and Tiberium based devices in his war on GDI. These are his preferred force multipliers as they can be given to militants with relatively minimal training, although they are certainly more effective with well trained troops.
However, Stahl has significant opposition within the Brotherhood itself, and while he has refined the South American branch to a fine blade, it is one that he is unlikely to wield. Primarily this is due to his refusal to directly attack GDI, either in the north or south, without some form of substantial tactical advantage and limited goals.

The Green Zones
As the Initiative has spread its influence into the Yellow Zones, a new, informal classification has emerged, the green zones. One foot in the blue zones and one in the yellow, they are primarily a military area, with the population centered on either side. Typically, even if the line is drawn on one side, it is treated as a yellow zone, as at any moment, a crawling surge of green crystals can create a breakthrough that needs to be stemmed off, or an area can get mined out, leading to positions getting moved forward. These areas move somewhat back and forth constantly, with technical definitions not really matching the situation on the ground.

Yellow Zone Integration
The Yellow Zones, while still substantially geographically segregated (despite Initiative efforts to offer more integrated residential environments) is actually becoming increasingly integrated with broader Initiative culture and politics, and has been having their own influence. Yellow Zone Chic has become a minor but growing fashion trend, with environmental suits going from necessity to fashion statement, something that administrators have tended to look on with somewhat bemused approval and generally more lessons on how to properly wear the suits. At the same time however, smaller groups of Blue Zoners have continued staging protests against what they see as the Treasury, and the Initiative more broadly, favoritism towards the Yellow Zones, demanding an end to zone specific planning, and population based resource allocations, both of which would result in the effective collapse of spending on Yellow Zone interests.
More politically, the Yellow Zone security services, while still not entirely locally sourced, have seen a significant transition where they have become half or more locally recruited officers. While the goal is to move almost entirely to local officers, there are simply no Yellow Zoners with appropriate seniority to fill the upper ranks.

[ ] 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 200/200: 10 resources per die) (+++ Energy) (Nat 1)

The first wave of major tidal power plants has completed, but not without a significant hitch. With the installation nearly completed, it was discovered that Tiberium had nested in the turbine blades, meaning that they had to be torn out, and a redesigned model installed, better suited to dealing with Tiberium fragments that were washed up with the tide. Each fragment was microscopic, and unless it was caught in the joins of the turbine, effectively invisible, at least until it began eating into the turbine itself. However, rather than becoming a problem, decisive action from attentive engineers found the problem, and then a solution, before it reached higher than their supervisors, working through the nights to fabricate the new systems. While this work meant that surveys of the Penzhin Tidal Works have not yet begun, it has saved the Treasury from some amount of embarrassment.

[ ] 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 453/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

A massive wave of high quality housing has hit the Initiative, leading to many apartment blocks being drawn down for renovations, and to be repurposed as temporary accommodations for refugees. With the people moving in, it has been an eclectic mix of Yellow Zone families, Blue Zone professionals, and various degrees of security clearance, leading to some minor strains as people get used to being in the same environment. The return of many of the arcologies has provided a minor improvement in inner city traffic, as thousands of people no longer commute in or out of the city for work. While not particularly noticeable on the statistical scale that the Initiative operates at, on a human scale it has been a point of some minor celebration.
As a result of the emergent major surplus of housing the Navy has begun mooting the idea of rescue raids. Instead of waiting for refugees to come to the Initiative, hitting coastal areas, laying down temporary infrastructure for an evacuation, and then holding the area while sending out emissaries to nearby settlements to see if they would be willing to evacuate to the Blue Zones. While a complicated operation, more so than most potential options, it also does not require the Initiative to take and hold hostile ground on a permanent basis. However, this would also be a long term effort, one based inherently on naval funding, especially for new waves of cruisers, bombardment monitors, and amphibious assault ships.

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

The fiber optic system has finally completed just days before the end of the quarter. While working from home has been a relief for some, the most important change has been a substantially greater accessibility of GDI's enormous libraries of TV and movies. In the early 21st century, one of the highest priorities for the Initiative, aside from fighting Tiberium, was ensuring the survival of human culture. Part of this included a number of copyright measures, which gutted the ways that large companies such as Disney, Universal, and others had used to ensure that their material never reached the Public Domain. As a result, there is a free repository of nearly every piece of media published in the last century and a half. With the fiber optic lines installed, a larger percentage of people can access them than ever before, reaching the vast majority of the population. Similarly, games with near zero latency are now possible, leading to spikes in population across nearly every server currently being operated, from the dozens of Warcraft derivatives, to fanforks of hundreds of other MMOs and multiplayer games that have not been left to languish as their parent companies died in the Tiberium Wars.

[ ] 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 123/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

The first wave of settlement has completed. However, most of the settlement is not actually in Chicago. Instead, much of the labor consumption has been in the boats and ships that will be carrying cargo, and in the port facilities in the Blue Zones ready to handle all of the logistical commitment that is about to be poured into Chicago. At the same time, port facilities, including a number of cranes and permanent docks, have been constructed around the mulberries, ready to begin receiving and sending cargo by the kiloton.
The only people actually in Chicago proper are a few hundred engineers, and the soldiers, living in barracks and readying the area for actual work towards abatement. At the same time a much more solid defensive line, with actual artillery emplacements, and a ring of sonic projectors and Battlebases, has been erected, behind a 600 meter beaten zone, where demolitions have leveled the area. While still substantially short of the effective combat ranges of modern tanks and artillery, it is enough to fend off most NOD infantry.

"Dear Alice
Well, they've gone and done it, I've been transferred to Chicago. I'm lying in barracks writing you this letter (pen and paper, only the best for you my dear-also the 'Net connections here are abysmal due to an ion storm at the moment.) as the weather outside pounds us like a jackhammer. This is the closest to a red zone I've ever been, but no zone armor for me. Been hearing rumblings about it, but then we have been hearing rumblings for a year now. The procedure here is full suits outside-and even inside there's enough sonics on us that I know I'm gonna have trouble sleeping. The humming is constant, rattling my fillings, and grating on the brain. Still, better safe than sorry-we're in a set of eight standard MCV fabbed barracks, and I don't have to tell you again how much I trust the environmental sealing on this thing. I can't wait for the more permanent structures to get put up-rumor has it that they're gonna install a whole MARV hub, which will mean hot showers, hot meals and maybe enough space from the outside to turn down the sonics. Dunno if the censors will delete that last line though-they get tetchy about when you speculate on the brass' plans.
Look, after a six month stint here, I'll have plenty of pay saved up and so will you from your B-4 job. Maybe we can afford to start thinking about the future for us, somewhere we can both live together. Maybe I can be down-rated from active duty to guarding your clearly very important shipyard. We'll figure something out, I promise you girl.
-your beloved sweetheart, Brittany

[ ] 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 570/550: 10 Resources per die) (- Labor, +++++ Energy)

At this point, the Initiative has conducted the largest single wave of power production in GDI's history. With major factory construction sucking up energy almost as quickly as it can be built, the nuclear plants have been pushed out one after another, with major plants coming online in the weeks before the end of the quarter. The pace of construction has been exhausting, with work crews hitting their regulatory limits. While there are always more work crews, GDI needs to find some means to increase its power output per unit of work, as the current pace of construction is simply not sustainable. While there are substantial numbers of developments currently in the pipeline to do so, none are ready yet.

[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for power-plants. 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 218/200: 20 Resources per Die) (+ Energy)

With the finalization of the prototype fusion power plant, GDI had something that it has long desired. A functional high energy net gain fusion power system. However, it has substantial problems, most notably that it is unable to hold and maintain the reaction for more than a few hours at a time. What this means is that instead of being able to use fusion power to replace fission based systems outright, a more detailed system needs to be implemented, one that is only operational for a few hours out of the day. These peaker plants are however useful. One of the major downfalls of fission power plants is that they do not change yields particularly well. The next major phase of development will be the mass deployment of fusion peaker plants, intended to operate only during the hours of highest power demand.


[ ] 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 224/180: 20 resources per die) (+1 Fusion Lift Die)

The construction yard for the first production model Union class ships has now completed. With it, the Initiative has begun moving towards retiring the stockpiles of conventional rockets nearly entirely. After 98 years, GDI has finally ended the dominance of chemical rockets of orbital spaceflight. While it will take another two years to fully replace the stocks, the Union and Leopard yards combined can serve GDI's current lift needs effectively. However, it is far from enough to serve as the baseline for any substantial evacuation. To evacuate the people of the Blue Zones alone, taking a decade of work, would require some six to eight thousand such craft. To build habitation for them would require at least twice as many. While this type of production is currently beyond a reasonable scale, especially without actual sites and plans for mass settlement, it is potentially possible, unlike conducting an evacuation using chemical rockets.
The Unions themselves are actually remarkably small. While still nearly a thousand tons fully fueled, they are a vertical ovoid sat on four smaller vertical ovoids, which contain the primary vectoring thrust pods, and the landing gear. On the nose of the craft is the command pod. A trio of seats, backs to the floor, with their heads pointed inward, are reserved for the commander, copilot, and communications officer. While capable of being operated by up to ten, the typical load is four crew, with the copilot doubling as the communications slot, and two engineers to keep the all important fusion engine running.

[ ] 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 245/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)

The bulk plastics factories are finally online and producing. Although simple plastics are a fairly small part of GDI's total needs, they are an important one, especially for consumer goods. While things like gas seals require some very specific tolerances, things like miniatures for wargaming are much more forgiving of imperfections or other errors, even though that area has mostly reverted to various metals due to it being actually cheaper. Primarily, plastics in consumer goods are used at this point not as a cost saving measure, but actually a weight saving one, or as a means of increasing safety, as something like a dart gun can be accidentally bashed into another kid, or dolls or similar.
As a capital good, these plastics are primarily used for grip areas, because they take less obtrusive and potentially damaging texturing, They are also used in crush areas or failsafes, where a simple disposable length of plastic can engage breaks if overstressed. While this is a limited set of use cases, it does provide for a substantial amount of safety.

[ ] 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 327/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

Substantial progress has been made on the Light Industrial Sectors. With the factories complete or nearly so, there are few major problems remaining, primarily in the development of the workforce. The final stage of orders for components have been completed, and all that remains is effectively a long series of installations. While it is not yet complete, a similar investment next quarter shows a substantial chance of finishing. Politically, the increased investment has seen a quieting of complaints, and a return to general normalcy.

[ ] 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 69/125: 10 resources per die) (+++ Consumer goods, --- Food)

Beer in all of its various forms is the oldest of the alcoholic beverages, and in fact predates history itself. With the earliest archeological finds dating back some seven thousand years or more, beer has been a near universal companion to human history. Early beers were effectively liquid breads, made by combining flour, water, and natural yeasts, and then drinking the results, something more akin to a thin gruel than what we would consider a drink. Modern beer is a substantially different creature, produced in large batches using engineered yeasts that are radically more active than their natural brethren, eating themselves to death effectively. Beyond that, between one and two thousand years ago, the first of the mainline beer flavorings, hops, began to be included, primarily as a preservative for long transport. While there had been many inclusions beforehand, typically various mixtures of herbs, those had little effect on the shelf life of the beer. By the 1200s, something recognizable to the modern drinker had begun to be brewed across Europe.
GDI's breweries are set up to produce a fairly weak but flavorful beer, generally dialed mainly to local tastes (for example the German Blue Zones have a tendency towards darker lager type beers made with nothing more than malted grain (mostly barley), water, and hops). Comparatively in the South American Blue Zone, a few types of pale beer are favored. Around the world, similar test batches are being worked with, finding the right beer for popular demand with minimal shipping requirements. While the breweries proper have not readied for mass production, they have already turned out to be a source of major anticipation.

[ ] 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 177/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)

With the bays themselves effectively completed, substantially more work has to be done on the other sides. Unlike other aquaponics bays, many of the plants being grown have substantial root systems, which continue growing with the plant. Under some circumstances these root systems have to be constantly trimmed back and carefully managed to ensure that all plants have enough nutrition and that the water flow continues. There is also the other half, the fish. Much like other aquaponics bays, the system relies on fish consuming waste products to convert it into plant nutrients. There is however a complication. With the precise amount of water flowing not being constant (due to the expanding root systems) a second phase of purification is required before it can be fed back to the fish tank. In the current system that is being handled by bivalves, typically freshwater mussels that themselves can take a substantial amount of time to grow on ropes that have been seeded with eggs and purified sand.

[ ] Tiberium Prospecting Expeditions (Phase 1)
With the immediate threat to the Blue Zones solved, GDI can begin looking at some of the more long term dangers. Underground, there are veins and clusters of Tiberium, lurking sometimes as close as meters beneath the surface. Deploying expeditions to locate these lurkers will provide for a small amount of additional funding, and not particularly strain other resources.
(Progress 399/75: 5 resources per die) (3 phases complete) (99/150) (Small additional income trickle [5 Resources]) (+15 resources per turn)

A massive new project has spread across the Blue Zones. With the military otherwise occupied, the Tiberium department has engaged in a more exploratory measure. While it was always known that Tiberium had existed underground in one form or another. However the sheer scale of underground deposits was not known. With ground penetrating radar, GDI's Tiberium specialists have found not the handful of deposits expected, but hundreds within twenty meters of the surface, and thousands more marginally deeper underground. With the first wave already in place, the second funded for implementation, and even more planned, the end result has been a significant increase in the total funding for GDI, and a mark of a new threat already being engaged. While a result of military limitations, it has been a serendipitous result, with a new threat already being combated. At the same time, large scale mining efforts are not yet required, some in the department are already proposing ideas for mining the deeper deposits.

[ ] GDSS Philadelphia II (Phase 2)
With the command deck nearly halfway complete, the Philadelphia is well on its way towards bringing another major phase online, ready to be filled with bureaucrats and officers, not just a caretaker crew.
(Progress 409/180: 30 resources per die) (+1 to all dice) (5 PS for completion)

Instead of merely completing the command deck, the Treasury has chosen a major upgrade package. Nearly completing the block after block of office space that will be required for the Initiative to bring not only a command staff, but large sections of the administrative and general staffs of the Initiative. While the risks of the affair are substantial, as shown by the destruction of the original Philadelphia, the advantages are equally so, with the ability to colocate the staffs, and far fewer concerns about security, many of the standard precautions that limit coordination can be disregarded. While it will be a semipermanent population in space, Philadelphia, even at its fullest extent will still be reliant on other stations or the surface for food, and cannot sustain a truly permanent population.
The massive effort has meant that the vast majority of the Orbital department's assets have been entirely focused on the one project, including a substantial number of additional launches using chemical rockets. However, it has not been nearly as problematic as the previous major effort, as the launch facilities are substantially better maintained, and have been in nearly constant use. Politically, it has offset some of Granger's recent moves towards applying his political energy.

[ ] 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 97/150: 10 Resources per die) (- Food, +++ Consumer Goods)

Within the Ethnic Restaurant Program there are two broad sections. Archival, and Operational. Archival are, as much as possible, windows into the past. Using historic cookbooks and cooking methods, they offer a window into particular years in particular places. These are directly operated by the Initiative as educational and inspirational sites. The other are in effect a small scale grant program, intended to serve a modern living cuisine in a regional style. These range from the hundreds of barbecue styles that emerged in the United States and the Carribean, to British and French cuisine from several eras, ranging from exhibitions of 18th and 19th century formal dining, to the recipes of Escoffier, to more modern interpretations. Similarly, each of the Chinese provinces has their own particular style and approach to food, and so qualifies for the program. However, some cuisines are hard if not impossible to replicate. For example, Ethiopian food relies heavily on Injera, a type of sourdough flatbread made from teff flour. Teff is actually one of the oldest cultivated grains, however it has not been selected for cultivation due to its low yields and small grain sizes. On the other side of the continent, the program has turned a local debate over jollof rice into a global phenomenon.
One of the biggest debates in the development of the program is what counts as ethnic. For example, chinese immigrants to the United States developed a cuisine that is substantially distinct, both from "real" Chinese food as made in China, and from the common strain of American food, but drawing from both. Similarly, there are a number of versions of kebab that share little in common with its middle eastern ancestor, but instead emerged in Europe and North America. While there are examples around the world, especially as Tiberium displaced billions, there are too many to mention here. The Initiative has decided to go with a fairly expansive definition, describing any cuisine with specific and distinct cultural, historic, or geographic origin, allowing for nearly all of the applications to go through.The debate has, however, meant that many of the restaurants envisioned by the program have not yet been able to open and need a further infusion of funds.

[ ] 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 50/200: 15 Resources per die) (++++ Consumer Goods, -- Energy, - Labor)

The first step in developing usable durable goods libraries has been location, location, location. Some of these sites are obvious, such as taking some of the newly repaired rooms in the Blue Zone arcology complexes, and using them. For others taking over a building over a main water line has been the clear answer. This has taken much of the quarter, and the resources, as a number of facilities have had to be moved, or new buildings built in order to accommodate the new library points. While the libraries themselves sit effectively empty, they are staffed, primarily with maintenance people and administrators. The remaining work is primarily to fill them with goods. While many are produced, it will take some time and effort to sufficiently fill the stockpile.

[ ] 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 1-5, 7, 8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclamator Hub Yellow Zone 5a (Progress 126/105)

The biggest challenge in the Yellow Zone hub has not been Tiberium, but in fact humanitarian. While the local population is mistrustful of GDI, and of the new fortress being erected on the coast, it has not stopped or meaningfully slowed their approaches, with some few hundred accepting offers to move to blue zones, primarily in North America, Africa, and Europe. Others have begun congregating near the hub as it provides protection from local warlords. While not precisely safe, especially without the presence of its MARV fleet, (despite some being assembled from the overflow out of the Red Zone fleet being assembled this quarter) it is safer than most other regions, especially with the inflow of basic comforts, suchs as portable water filters, and solar tarps, along with prefabricated shelters. While before Tiberium the population clinging to the walls (and occasionally spilling onto the MARV tracks before being asked to move by GDI officers) would have been called a favela, but in all practicality, it also represents a significant improvement in living conditions.
The hub itself is placed on the coast, and will effectively cut off connection or uncontrolled migration from South America north, or south from mesoamerica. In coordination with the other fleets in the region, it will create opportunities for large sections of the yellow zone to be controlled and made generally safe for the population, despite the efforts of the Brotherhood of NOD.

[ ] Reclamator Fleet RZ-6 South
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 245/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

RZ-6's MARV fleets are fully deployed, and removing them will require massive effort from the Brotherhood of NOD. The first red zone to have a fully deployed MARV presence, and the final part of the Treasury's commitment to parliament. While Major Stavrakas has still demanded another two fleets in return for her assistance, that one is a much less politically vital project than the three already completed. Unlike the northern base, the most significant issue is the mountains and mountain passes. While the MARV has more than enough power to scale even the steepest passes, many are too narrow or treacherous for an escort group. In terms of NOD contact there has been remarkably little, with the Brotherhood seemingly scattering well before the lumbering behemoths get into range. Ships have begun carrying the Tiberium to the south, unloading at the port of Valparaiso, where much of it is fed almost directly towards Apollo production and other needs. While there are not currently covering forces available aside from an air patrol, they have, so far, been mostly left alone. However, this is not expected to last, as the entire route is well within range of coastal raiding operations.

[ ] Ablat Plating Deployment (phase 1)
Ablat pucks are something that is relatively easy to deploy and distinctly useful in many circumstances, to the point where getting some into the field immediately is far better than getting enough to everyone later. While initial production will only be enough to equip a relative handful of units with full coverage, or a double handful with partial, it should directly increase the survivability of critical assets.
(Progress 150/200: 10 resources per die)

The deployment of the first wave of ablat plating has been going well. Mass production has started significantly, and with few real problems. However none of it has yet been sent on to GDI forces. Instead, it is being stockpiled in warehouses, as current production is too irregular to be a reliable source of protection, especially with the ablative nature of the armor. This is slowly being fixed, and current production will serve as a first major wave of armor. One major part of the problem is the nature of the materials. Fragments of carbon nanotube can act similarly to asbestos. While not generally a problem in the field, especially in comparison to laser fire, it has meant that during production extra steps had to be taken in order to ensure that both the factory workers and surrounding civilians are safe from the risk. Safe disposal is possible, and not particularly difficult, but does incur some extra costs.

[ ] 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 58/150: 10 resources per die) (-- - Energy)

The first step for the major deployment has been to increase production of effective battery and capacitor packs. This has gone about as expected. Additionally, assemblies have begun to be made for the rapid fire railguns. The next major step is going to be to actually stop production and refit the assembly lines for production of the new units. However, this will have to be done quickly, no more than 6 months, and preferably no more than 3, as stopping the lines will inherently mean that stockpiles of spare parts will begin to be depleted, fairly quickly. With the Talons spread in penny packets protecting high value research installations, significant delays will mean lost research, and potentially lost researchers, neither of which is particularly acceptable to the administration.
The Talons have also begun sending proposals for new research to be done with the new project. Some of the more interesting versions include a laser bundle system, where the system is adapted to an upscaled version of the post first Tiberium War rotary lasers tested by the Black Hand. While the Talons intend it as an anti infantry specification, its uses as an anti swarm missile system are relatively obvious. However this will require the laser to be brought to an acceptable design state before it can be tested. Another proposal is for a version using a foamed metal structure, cutting the weight of the internals substantially. However, the highest priority is to make the current system widely available, before testing on upgrade packages can begin.

[ ] Technology Codevelopment Programs
While none of GDI's other departments are particularly well funded, it should be possible to shake some resources out for the development and deployment of new technologies. While this is likely to be politically expensive, it is also a key tool, especially with the studies of NOD and Scrin technology currently being undertaken.
(DC 60) (-10 PS per die) (Speeds Technology Rollout) (107)

The Initiative has tended to keep all of its scientists very busy, so the Treasury pushing for scientists to be allocated to its projects, no matter how important or paradigm changing they might be, has certainly ruffled some feathers in the other departments. However, many of the technologies are paradigm changing. Lasers, reactionless drives, energy shields, and the like will fundamentally change the face of war and life for the Initiative, and so everyone possible has been assigned to these major projects. While there is still development time ahead, many of these projects have seen major breakthroughs and will be coming soon, with reports scheduled to be made in the next two years.

[ ] Light and Chemical Industry Recruitment Drive
With GDI's current need for mass deployment of novel technologies, the Treasury is in a position to call in some favors and make another recruitment drive with an aim towards more new recruits in the Light and Chemical industries.
(DC 50) (-5 PS per die) (+1d2 LCI dice) (176) (+1 LCI die)

GDI has searched high and low for good candidates to staff an ever expanding Light and Chemical Industry sector. However, it has, for the most part, searched in vain. With the current situation there are simply few graduates who have both the skills to be good administrators, managers, and have the technical skills to actually engage with the people they are going to be managing. While to some extent this can be mitigated with a management team, it is fundamentally not an immediately fixable problem, or one that can be solved by the expedient of applying more money. However, it has produced a small number of highly qualified candidates and ones that have begun expanding the department, ready to finish out the already halfway completed consumer goods demand, before reorienting towards technological, medical, and other programs.
 
Q4 2055
Q4 2055

Resources: 530 + 0 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Political Support: 45
Free Dice: 5
Fusion Dice: 3 (+1 per turn)
Tiberium Spread
14.45 Blue Zone
27.77 Yellow Zone (77 Points of Mitigation)
57.68 Red Zone (50 Points of Mitigation)

Current Economic Issues:
Housing: Significant Surplus (+10)
Energy: Massive Surpluses (+21)
Logistics: Marginal Surpluses (+5)
Food: Significant Surpluses (+8) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+2)
Consumer Goods: Titanic Shortages (-15)
Labor: Gargantuan Surpluses (67)
Tiberium Processing Capacity (1180/1250)
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)
Militarist: 14 Seats (2; 10; 2; 0)
Initiative First: 17 Seats (0; 2; 8; 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 : Decent
Space Force : Decent
Steel Talons: None
Navy: Low
ZOCOM: Decent

Plan Goals
Capital Goods: 16 points remaining
Consumer Goods: 35 points remaining
Food: 23 points remaining
MARV Fleets: 2 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Abatement: 9 points remaining
GDI Income: 100 remaining
Space Stations: 1 phases remaining
Arcology Programs: 1 remaining.





Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 2)
Phase 2 of the Tidal Power Plants is looking at major tidal power plants, such as the Penzin Bay Facility. These massive installations will provide almost as much energy as a standard nuclear power plant in many cases, although unlike those nuclear plants, these are geographically limited.
(progress 0/450: 10 resources per die) (++++ Energy)

[ ] Blue Zone Arcologies (Phase 2)
Investing in constructing new arcologies and not just repairing existing structures, reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 3/600: 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 substantially 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 with Initiative First.
(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)

[ ] Chicago Planned City (Phase 2)
The first step in preparing for the city's eventual extent is to establish the core of its industrial capability, Tiberium Processing. Using this, local operations can be marginally rerouted, feeding into the city, rather than needing to be shipped across the Appalachians.
(Progress 43/160: 20 resources per die) (+ Housing, --- Labor, - Logistics, - Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+50 Tiberium Processing Capacity)

[ ] 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 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Peaker Plants
While currently incapable of producing power long term, fusion is mature enough to serve as a peaker plant, a facility only activated during the hours of peak demand, typically late morning to early afternoon. While total power production is going to be limited, the project will actually be fairly effective, and further the initiative's knowledge of fusion power.
(Progress 0/240: 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 3)
While current usable technologies only allow for the installation of yet more solar and wind energy solutions, the prime locations are generally already in use. Further development will require more resources and additional work for not significantly better results.
(Progress 71/350: 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)


Light and Chemical Industry (4 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 327/400: 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)

[ ] 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)

[ ] Johannesburg Myomer Macrospinner (phase 1)
Before serious work can begin to use the myomers in mass quantities, substantial Production facilities are required. Not only directed towards military needs but also increasing the efficiency of robotics, and a number of medical fields.
(Progress 0/90: 20 resources per die)

[ ] 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 69/125: 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 177/350: 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 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 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)

[ ] Tiberium Prospecting Expeditions (Phase 4)
As the first quarter's expeditions tapped most of the near surface veins, further development will require Tiberium Taps, a modified and rare method that uses a small surface node to drill down to the Tiberium vein some 30 to 50 meters beneath the surface. While more expensive, it is also not particularly risky, making it safe for use in the Blue Zones.
(Progress 99/150: 5 resources per die) (Small additional income trickle [5 Resources])

[ ] 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) (0 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 been 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)

[ ] GDSS Philadelphia II (Phase 3)
While the command deck is complete, there are several more decks, and the equivalent of multiple office buildings left for construction. With this, GDI will return to its status before the Second Tiberium War. While not a full governmental structure, it is enough to conduct most military operations, and many political ones.
(Progress 229/360: 30 resources per die) (+2 to all dice, +1 Free Die) (5 PS for completion) (Fusion)

[ ] 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) (Fusion)

[ ] 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) (Fusion)

[ ] 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) (Fusion)

[-] Expand Orbital Communications Network (Phase 3)
Without more work done to clean the orbitals, more satellites being deployed would only make the debris problem worse, especially in the lower orbitals where they would be deployed.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 PS for completion) (Fusion)

[ ] 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) (Fusion)


(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)

[ ] 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)

[ ] 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 97/150: 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 50/200: 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) (Fusion)

[ ] 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 5b (Progress 20/105)

[ ] Reclamator Fleet YZ-5a
Wth the hub completed, there are three good options for the fleet.
-[ ] Proto MARVs
Smaller and lighter than most production model MARVs it uses a single barrel sonic cannon, and is otherwise a stripped down version of the MARV, with less armor and only a single pair of modular hardpoints. Similarly, its Tiberium capacity is more limited than either the production or Super versions of the platform.
(Progress 0/110: 20 Resources per Die) (1 Point Yellow Zone Mitigation, 5 RpT)
-[ ] 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 Yellow Zone Mitigation, 10 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 35/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)

[ ] Crystal Beam Laser Prototype Development
With work on the beam laser system effectively completed, there is more to be done to bring it into a format that can be deployed. Working with all branches of the military, a joint technological base can be established, branching into specific projects.
(Progress 0/40: 20 resources per die)

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

[ ] 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)

[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(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) (Fusion)

[ ] 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) (Fusion)

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)

[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)

[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 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 Deployment (phase 1)
Ablat pucks are something that is relatively easy to deploy and distinctly useful in many circumstances, to the point where getting some into the field immediately is far better than getting enough to everyone later. While initial production will only be enough to equip a relative handful of units with full coverage, or a double handful with partial, it should directly increase the survivability of critical assets.
(Progress 150/200: 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 0/30: 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 58/150: 10 resources per die) (-- - Energy)

[ ] 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 0/30 : 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 0/30: 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)

Electoral Odds
1500 Members of Parliament (+300 if Philadelphia II Phase 3 Completed)


Free Market Party: 19 Seats: 3d100
Market Socialist Party: New : 3d100
Militarist: 14 Seats : 8d50
Initiative First: 17 Seats : 9d50
United Yellow List: 10 Seats: 3d50
Starbound Party: 4d20
Socialist Party: 6d20
Independents: 1d15
Developmentalists: 53 Seats: First Party

** 4 Hour Moratorium on Voting **
 
Q4 2055 Results
GDIOnline Q4 2055

GDI Elections: I Can't Think of a Snappy Title Edition

Dr. Henry Olvier
So, another four years, and another election. This time with a whole lot more seats. You can criticize Granger for a lot of things, and you all know I have, but one thing that nobody can deny is that he cares about democracy. I was not expecting to vote in 2052, but I was able to, despite everything else that was on fire.

In any case, have some analysis.

Developmentalists: Still the biggest, to absolutely nobody's surprise. I can certainly hear the creaking already as their biggest opposition has imploded or been all but wiped out under Granger's ability to centrally plan the freaking toothbrushes and his drives into the Yellow Zones, but, well, they are going to be the big dogs this time like usual. Looks like Pravin Herrerra might well keep his post, but at the same time other people are gearing up for a challenge, from both left and right.

Free Market Party: Well, we all saw their rise and fall. They talked a big game, had some interesting ideas, and then the Treasury in two years went from ignoring consumer goods to pumping them out in absurd quantities. And good thing too, I was running out of shirts. Now they are smaller than an offshoot party, which has got to sting. No official announcement yet, but Terrence Hood is almost certainly stepping down from leading the party, especially as he lost his seat despite the absolutely absurd degree of expansion.

Market Socialist Party: From zero to absolute hero. The Market Socialists have gone from being actually nothing to being a major power in the new order of things. People, look at how they did it, because it shows just how easy it is to actually get into Parliament. Have a good message, take advantage of GDI's media accessibility programs, and have some real issues, and you can go far.

Initiative First: They had some absolutely flaccid results. They had all the Hawk leadership, all the Hawk preparation and infrastructure, and somehow they managed to screw it up and actually underperform Al-Jilani's splinter faction (woohoo!). With their positions, I don't expect Ozawa to go anywhere, but at the same time, I expect them to be effectively told to stay in the corner and let the adults do the talking. And I will certainly be emailing my representative to that effect just as soon as I finish writing this post.

Militarists: Certainly a loaded term as AccomplishingProvidence so rightly pointed out. And they did surprisingly well. Looking at the turnout they certainly got some serious licks in, and seem to have gotten a LOT of Yellow Zone votes. I am certainly happy I voted for them, but someone else should probably do the actual analysis, because I am too close.

United Yellow List: Look. Let's be frank here. The party only exists because of the Initiative First guys. They are pretty minor at this point, and will probably go away in the next few elections, barring the Blue Zones going absolutely brain dead. On the other hand, their members are probably gonna be the incumbents to beat in their districts for decades, even if they switch parties.

Starbound: Yet another case of a party who were almost unknown exploding out. These guys are riding the cultural zeitgeist of a new moon landing, the Philadelphia being expanded out like crazy, and just the sheer number of heavy rocket launches to get into power in a big way. I didn't know their actual platform until I read it while making this post and it is absolute bananas hog wild stuff. Stuff like, 'move everyone to space in 50 years' crazy stuff. Short term, they want to massively build out space infrastructure, and land men on Mars and stuff. Their terrestrial policy is a little thin, but seems to be mostly based on 'get more things into space.'

Socialist: Look, I think these guys underpolled a bit but they're doing great for a party that says centrally planned toothbrushes are great, no cars for you, and hate any company with more than 500 workers. And, well, the Treasury is doing a damn good job of proving them right. Still miss driving sometimes, but, well, at least I can do that at work. Market Socialists kinda stole your thunder though, what with being more hip and cool. The plain socialists look kinda drab and grey by comparison. Except for a couple who are so radical they look like a punk band from last century.

AgathaH
So, first: Woohoo for Starbound! Represent!
Second, I'd just like to point out that we're now finding tiberium underneath the Blue Zones. We may well be able to figure out how to solve this, but it Just. Keeps. Coming. I like to be a believer in the power of Science, but… the solution may well be to get off of crumbling ground before it collapses under us.
Also, there's a lot of potential out there, and less evil green vore rocks.
Finally: SPAAACE!

KropotkinsGhost
Choices, choices. How will I ever choose when I am just one vote to spread around? The Starbound certainly fits with with my optimistic desire to someday see the *green* earth from a wider view. But on the other hand Market Socialist is up my alley with their criticisms of the current system and the manifesto they put out. The fact there is a split between the Developmentalists, Socialists, and Market Socialists brings me back to my youth having philosophical squabbles with other leftists on how to lead a revolution hah! I do agree with Dr. Oliver that driving was an enjoyable activity sometimes, but I would rather take the metro over being stuck in traffic. Maybe the parties can agree on some centrally planned racetracks for us old nostalgic peeps to play around on.

ProfCollingsworth
So, since Dr. Henry felt he was too close to the Militarist party to provide analysis, let me dust some off. First, this is not what I expected. They seem to be trying to be a pretty single-issue party, which works because we've been in a hot-and-cold war with NOD for over half a century. (Single-issue parties rarely do all that well, but in this case, "survival" is a pretty good issue.) Al-Jilani rode the outrage over the Initiative Firsters' comments and built on it expertly - I expect that he was planning something like this, and if he wasn't exactly ready, he seized the moment and made it work. My congratulations for off-the-cuff campaigning. That said, the choice of "Initiative First" was a shot in the foot on Ozawa's part. The historical parallels are… unsavory, as has been explained at length.
For all that I continue to support the Developmentalists' push for increased industry and infrastructure, I have to say they provide a compelling and (currently) admirable pro-military party.

Mohammed Al-Jilani
#ProfCollingsworth
I will be honest, what I did these last six months have been an absolute roller coaster that I have been hanging onto for dear life. I took a half written speech, gave it in front of an audience of millions, and somehow got away with it.
My people don't know how it worked as well as it did, but for all of you who chose to vote for us, well, you made all of this possible.

LastLizard
Personally, as a member of our fine navy, my vote is going to continue to go to anyone who promises to push for increased shipbuilding. The hydrofoils are fine craft, but they're not a full ship by any means. Which makes it regrettable that they've been forced to try to cover the gaps the lack of a proper ship leaves oh so often these past years.

Dr. Henry Olvier

Alright, so coming back around to the Independents.

Biodiversity Party: 3 seats. Well, we know that Granger has been doing some experiments with those biodomes that went up. And yes, we could do more with them, but really, is this the right time to be pushing for more species to be brought out of the vaults?



Dominion Party: 1 seat. And here is the mandatory crazy person. Don't know much about him, merely that he wants to try and push his theology on people.

Reclamation Party: 5 seats. Look, I am a Tib engineer, and we have been pushing basically as hard as we can, at least when we were not filling the Treasury's coffers so we could push people harder. I get the appeal, but I just genuinely don't know where we would get the kinds of progress these people want.

Homeland Party: 3 seats. These guys are basically a splinter of the existing United Yellow List, and what they want is simple. To go home. Now, unfortunately, many of their homes are under Red Zones, and you can't really come back from that, but at least they care and made their voices heard.


Dr. Folinic
Suck on it Initiative First! As someone who was raised in YZ before moving to a BZ, those kinds of people are triggering me, like GDI isn't made to cater to people solely in BZ. After all it's on the name, Global Defense Initiative, focus on the Global. Glad that the militarist party gained more seats than the IF.

Developmentalists here, and I'm happy that Dr. Granger is actually focusing on YZ and BZ, instead of hyper-focused on BZ only like what I feared after the previous election again. I guess I should be thankful that the good doc has no political acumen and just does what he thinks is right again. I wish that he keeps developing YZ more just to spit on Initiative First, but with his lack of knowledge in politic stuff, chances are he's going to do it incidentally.

LastLizard
At least he's going to do it, right? Whatever the reasoning, the important thing is that it gets done. Though I'll admit spiting those unmentionables is a pretty potent benefit. Not as big of one as getting people out of those shanty towns, but still a pretty good one.

Holon
#AgathaH
Starbound party! I'm in a similar boat, honestly. Space oriented development has always been super cool to me, and the kind of mess Tiberium is making makes it all the sweeter.

FloatingWood
I'll admit, I waffled a long time between the Market Socialists and the UYL. I mean, I also like some of the platform of the Starbounds, but I just don't think it'll happen anywhere near quick enough for me to live among the stars or on another planet, no matter how exciting that'll be.
So thinking on the other parties, the following are notable to me; Initiative First can take a long walk off a short pier, the Dominion Party, ehm, well, last I checked theological arguments in government are invalid, and there's a guaranteed freedom of religion so… Nope. Reclamation Party is with its 5 seats probably too large to be called 'independent', and the Biodiversity Party might caucus with the Starbound Party, because I've seen lines in the Starbound Party party platform that refer to building a massive space side biodome.
Also, I'm really glad cars haven't been a focus. I mean, sure, there's plenty of cars still riding around, older cars than usual these days, but it's so nice that GDI has been forced into actually good city planning habits. You can actually walk and do your shopping in the new developments. There's too many places in the Blue Zones that are still completely car centric, where if you don't have a car you effectively don't have a life.

LaserKiwi2000
I love democracy.
Also I voted for the religious nut, it was pretty funny, it was pretty close. I guess I will vote more carefully in the future.

PrettyGuppy
I voted Initiative First, not because I like them as such, but because I know that they would invest in blue zones more, which is more likely to directly help me. It's not like their more racist ideas would be accepted anyway, but lobbying for blue zones would be something accepted enough.

FloatingWood
#PrettyGuppy, please take a moment during this parliament and next election to see how serious they are about the racism. Because the more support they get, the more they will take that as meaning that their entire platform has support, including the racist stuff. We've seen that sort of xenophobic/racist rethoric creeping in during the interbellum of the 1st and 2nd Tiberium Wars, and it did not improve matters. Calling back to those years was IIRC actually a major motivating factor behind the whole 'fuck the Yellow Zones' movement prior to TW3.

AccomplishingProvidence
#Dr Henry Oliver, there's certainly worse names the Militarists could have picked. And as you've noted, they are a much more narrowly-focused party than some of the others. While they certainly have a more holistic and inclusive vision within the scope of their mission, at the end of the day the primary focus seems to be "make military numbers go up". Which, admittedly, is an entirely understandable and reasonable stance to take in this hostile world. I would wager that we might see them adjusting their branding and messaging in years to come, but they seem poised to be a long-term presence in Parliament. Until the war with NOD is won, decisively, I expect that those who champion the military will continue to have a presence. They have a strong "loyal opposition" vibe. Al-Jilani's maneuvering as the Hawk party split and crumbled? A veritable masterstroke. I'd love to buy him a drink one day.

I would say that my favorite of the new parties are the Market Socialists. A well-balanced set of policies and goals. A strong and compelling vision. And seeking to achieve broad appeal by pulling in the most attractive parts of the big-tent philosophies of the Free Market Party while also blatantly pulling in the most successful and attractive approaches of the broad left-wing coalition within the Developmentalists. I expect they will enjoy a long, long life of strong success and appeal, barring any horrific mishaps on the part of leadership.

Now. The "Initiative First" party. What can we say that hasn't been said? I would just like to gently remind you, #PrettyGuppy, that behind the nice-sounding rhetoric that the party has presented officially to the public, Ozawa is on video record emulating the language and "spirit" of speeches penned by one of the most reviled men in history, Adolf Hitler. A party that so casually utilizes the speeches and language of a genocidal, racist, sexist, imperialist philosophy is one that should, at best, be watched….well. Like a Hawk.

Solan
So it's pretty quiet in the MARV department not because we aren't doing any work but because we have been split to two continents currently. Chicago was quite an experience even if it's just a base filled with soldiers and scientists and engineers like me. The drones are a bit acting up but at least we got some nice amenities here only the finest for the GDI's War against Tiberium. Anyway the base was buzzing about the election and with us given a priority for the elections because any day now there might be a Nod attack or ion storms so an early vote was held here. I would guess a lot of people working for the GDI in the Yellow Zones and Red Zones finished voting before election day.

#AccomplishingProvidence Yeah I get you the people in Chicago were rather unmoved by how Ozawa practically went mask off in how much he said to the Yellow Zones. I mean yikes the guy was really rabid about it when he visited us and I don't think anyone here voted for him. Many people already died for the possibility of global unity so going back already felt like a slap in the face for the fallen.

AccomplishingProvidence
#Solan as I've read in some literature, "be sure your sin will find you out". I think we can extend this to racist and xenophobic rhetoric, especially in the age of digital video capture and distribution.

YellowZon3r
Voted United yellow list. He lost to the incumbent, a former yellow list who jumped parties to the developmentalists and he kept his seat based on name recognition over the new guy. I can't be too mad at him but, we're not a bluezone that turned yellow, we've always been a yellowzone even if we're by now well and truly turning 'green' The mixed blue/yellow that is, not tib green. It's I dunno. Change is scary. Loads of people might have forgotten their history. And the new GDI is trying but… I'm still a YellowZoner, and I won't let GDI forget their sordid little history, of how they abandoned us, and how they're non-ironically still favouring the 'homeland'. If nothing else united Yellow provides a counterbalance to Initiative first.

Akira Oda (Treasury)
Well, it was nice to be in space again as part of the entourage for the swearing in ceremony. I swear I kept on being moved through different offices at this point. Anyway thanks to Philadelphia II being completed just as when new offices are cropping up people are once more happy that we can coordinate with each other faster. I don't think we'll ever leave our planetside headquarters with the trauma Kane gave us on the first Philadelphia and it would only be when there are now people living permanently in space which may or may not happen depending on current government priorities.

Talking to my peers in the other departments is quite fun and doing the interdepartmental communication thing has been a work in progress that I'm sure the ministers who are going to liaison with our department might breathe a sigh of relief. It was getting a bit strange that there was only one MP for the Treasury in the cabinet since during previous administrations there were at least 5-10 MPs handling the Treasury portfolio usually in an oversight and policy-making position. But since policy was relegated to a civil servant executive committee for six years with Dr. Granger as the head I don't know how this new relationship will work. It is a mixed blessing that parliament is quite diverse since we won't see a ramming of policies without a bit of haggling. Then again the soon-to-be ministers in-charge of the Treasury might be seeing knife fights soon because it takes quite a while for the developmentalists to remember that while they're currently the top dog news coming out of a close leadership election is not brimming with confidence that our new ministerial friends will be there for the full four years. Thankfully democracy has run its course and gave a new set of people's representatives pity that it could be higher but we did all we could to expand the franchise.

GDI Parliament Communications Office (Gathered by EVA Newsbot)
It is our pleasure to announce the full list of members of parliament coming to the swearing in ceremony to be conducted for the 2056-2060 session. The list is filled with distinguished citizens from all walks of life coming in to propose and debate policies for the future of mankind's cradle and the stars. While unfortunately the parliamentary rotunda for Philadelphia II is not finished, a series of conference halls and secure links are provided to the representatives of the people for their new jobs. [Read more]

Q4 2055 results

Resources: 540 + 0 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Political Support: 50
Free Dice: 6
Fusion Dice: 4 (+1 per turn)
Tiberium Spread
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)

Current Economic Issues:
Housing: Significant Surplus (+11)
Energy: Major Surpluses (+13)
Logistics: Major Surpluses (+6)
Food: Significant Surpluses (+7) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (=)
Consumer Goods: Large Shortages (-7)
Labor: Gargantuan Surpluses (+58)
Tiberium Processing Capacity (1190/1300)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)

Free Market Party: 125 seats (0; 25; 25; 75)
Market Socialist Party: 329 seats (150; 129; 35; 15)
Militarist: 237 seats (37; 150; 30; 20)
Initiative First: 178 seats (0; 8; 70; 100)
United Yellow List: 72 seats (50; 22; 0; 0)
Starbound Party: 153 seats (75; 75; 3; 0)
Socialist Party: 45 seats (30; 10; 5; 0)
Independents 12 seats
  • Biodiversity Party (3 seats: Weak Support)
  • Dominion Party (1 seat: Strong Opposition)
  • Reclamation Party (5 seats: Weak Support)
  • Homeland Party (3 seats: Weak Support)
Developmentalists: 649 seats (349; 200; 100; 0)

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

Plan Goals
Capital Goods: 16 points remaining
Consumer Goods: 15 points remaining
Food: 23 points remaining
MARV Fleets: 2 remaining
Deployment Programs: 3 remaining
Abatement: 9 points remaining
GDI Income: 90 remaining
Arcology Programs: 1 remaining.



Military
Battles with the Brotherhood of NOD has seen a steady increase in intensity over the last quarter as the military services, buoyed by a major round of funding, have expanded offensive operations, while the Brotherhood of NOD have responded with bringing more new technologies forward, many still clearly in the prototype stages.
One of those new technologies is something of a return to form for the Brotherhood of NOD, a new model of air superiority fighter, clearly derived from the Banshee of the Second Tiberium War. While only seen individually (In total nine confirmed contacts and sixteen potential), and slower than the Firehawk, let alone the Apollo, it has pulled what look to be 15-20 gravity maneuvers repeatedly, indicating that it has some level of alien technology. Designated the Barghest, two units have been brought down, and one recovered. While most of the systems are too badly damaged to recover, some parts have been turned over to the scrin drive researchers.
A second model, the Lampades, has been seen in the service of Stahl's South American forces. Unlike the Barghest, it is a pure ground attack aircraft, and much more primitive, using a pair of standard turbofan engines in place of a drive system. Instead of the pair of plasma weapons that the Barghest and Banshee carried, the Lampades is built around a large axial laser system, capable of about three degrees of deflection. However, the bulk of the system has seemingly made it significantly less maneuverable, although not much slower than the Barghest.

Brotherhood of NOD: Talitha Bintang
One of the few members of the Brotherhood leadership to not have divorced themselves from their original name, Talitha Bintang was born in the year 2000, and has had a very long career in the brotherhood of NOD. Enlisting before the Second Tiberium War, she missed the major battles, only rising to prominence as the "Pirate Queen of the South Sea" in the years between the Second and Third Tiberium wars, as the seas once more became major logistical lines. Outwitting or outfighting GDI commanders for a decade, she played little role in the Third Tiberium War, husbanding her forces. Today she is one of the best equipped NOD warlords, having some of the few remaining NOD battleships, one of which, the Rajanaga, she has taken as her flagship.
In the years since the war, she has tended to keep her head down and her raids limited. While still the pirate queen, at fifty five, she has become more concerned with keeping her own power rather than winning victories in the name of the Brotherhood.

Markets
Markets have been generally stable, a mark of uncertainty in the face of what has shaped up into a dominant Developmentalist-Market Socialist alliance, setting aside plans for expansion. Similarly, applications for new grants have cratered this quarter, but are expected to return to normal in coming quarters.

Mecca
One developing situation is in the Arabian Peninsula as Mecca has come under threat from Tiberium expansion. While the site has been abandoned for decades as the water supply became untenable, it is still one of the most significant surviving holy sites, and the location of a yearly escorted hajj. However, the continued spread of Red Zones has meant that it is ever closer to being overtaken. While there have long been proposals to move the site, it has been left in place as the risks have generally been managed. With the recent reversal in the spread of the Red Zones, there have been some handful of proposals to bring it into being a full planned city instead.


[ ] 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 with Initiative First.
(Progress 136/170: 15 resources per die) (+++ Housing)

The construction of a series of arcology buildings was widely read as a strategic thumb in the eye of Ozawa's Initiative First party. While the buildings have not completed, and are little more than hollow shells, they have become a rallying point for treasury supporters in the yellow zones, a promise of housing. While they will be far lower quality than the best available in the Blue Zones, they are a far sight better than anything produced by the Initiative in the yellow zones. The construction has been slowed significantly by bureaucratic wrangling, some of which seems to have been prompted by supporters of the Initiative First party, alongside security concerns, some of which have been borne out. While all have been put aside, the overall result has been a project that requires another phase of funding before completion.

[ ] 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 240/200: 15 Resources per die) (++ Logistics)

A number of high capacity lines have been opened for business. While not a massively impactful addition to the overall problems of GDI's economic system, they have meant that there are fewer trucks and aircraft needed to link together GDI's major cities. The key problem has become not trains but rolling stock, with few available engines and cars able to fill the lines.
Broadly, these lines are primarily connecting local cities. With these typically close enough to be connected by barge, truck, or sometimes aircraft, the only real advantage of trains was their relative bulk capacity. Able to move thousands of tons of cargo at two to three times highway speeds, trains are certainly highly efficient. However, with Tiberium and hardened, decentralized supply chains, there is relatively little cargo actually moving between the cities for them to take care of. Additionally, many of these are single track lines, meaning that they can only service one direction at a time, and even with modern control systems, running multiple trains in different directions or even multiple trains in the same direction is asking for trouble.

[ ] Chicago Planned City (Phase 2)
The first step in preparing for the city's eventual extent is to establish the core of its industrial capability, Tiberium Processing. Using this, local operations can be marginally rerouted, feeding into the city, rather than needing to be shipped across the Appalachians.
(Progress 209/160: 20 resources per die) (+ Housing, --- Labor, - Logistics, - Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+50 Tiberium Processing Capacity)

The first wave of actual settlement and processing capacity has been established in Chicago, sucking up red zone harvests from the northern half of the American Red Zones. While this has not yet managed to increase the efficiency significantly, it has begun rerouting abatement activities away from the Ohio River Valley battlefields, and instead pushing them north, safely out of the way of the heaviest Brotherhood presence. Similarly, the defenses have been pushed forward, covering much of the old footprint of the city, likely reaching the final coverage.
At the same time, a small scale Tiberium processing facility has opened up, providing for a small stream of fully processed raw material, in addition to Tiberium, being sent up the lakes to the Canadian and New England cities in the Blue Zones. With significant expansion planned, the plant will become a forward basing operation ready for not only a significant harvesting operation of its own, but also becoming the nexus for Red Zone operations across the northern United States.

[ ] 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 171/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

Despite the best efforts of the engineers, the heavy rolling stock plants have run face first into a series of major problems. First and least critical was that the partially completed plants had significantly degraded in the fifteen months between the project being started and funding being continued. While the partially finished plants were mothballed, water and wind had started a number of problems across the plants that took time and resources to solve. Furthering their problems, the production of the actual presses, and other industrial goods required to actually produce has been slow and unusually expensive, meaning that not all of the plants have their full complement of equipment. Despite these delays, the plants are at worst nearly completed. However, they are still far from being brought online, requiring a further infusion of funding.

[ ] Fusion Peaker Plants
While currently incapable of producing power long term, fusion is mature enough to serve as a peaker plant, a facility only activated during the hours of peak demand, typically late morning to early afternoon. While total power production is going to be limited, the project will actually be fairly effective, and further the initiative's knowledge of fusion power.
(Progress 172/240: 20 Resources per Die) (+++ Energy)

Some thirty eight major fusion assemblies have begun construction, and the vast majority have been nearly completed. However, there is a key problem. With the drive for construction and the scale of the investment into these peaker plants, they ran headlong into a supply bottleneck. Confining fusion requires large amounts of high precision equipment, and GDI simply cannot supply enough hardware and enough material for all thirty eight plants. All of the plants are near completion, although awaiting final shipment and installation of the last materials, and for a series of inspections to be made. While fusion is far less dangerous in failure than fission is, it is also far newer, and more poorly understood, leading to many of the same inspections procedures taking place, barring only the ones actually dealing directly with radioactives. While eventually new methods and inspection regimes are almost certain to be created, part of the process for these plants is to examine existing procedures as a baseline for operating fusion reactors safely and sustainably.

[ ] 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 454/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

The Light Industrial Sectors completed effectively just in time for the election, and are one of the single largest investments in consumer production in the postwar world. While much of the production, especially at first, will actually be allocated towards the Blue Zones, that is due to the Blue Zones having far more wealth to spend towards goods, and even Yellow Zoners under Initiative rule having lower expectations in terms of quality of life, rather than some inherent bias. However, they have also increased availability of goods in the Yellow Zones, and are set to reorient in coming years as the consumer goods situation stabilizes overall. While this will likely cause some indicators to stick as increasing consumption counteracts increasing production, it will be a temporary situation.
More broadly, the light industrial sectors are an important source of jobs for the Yellow Zones, which are both relatively low skill and pay well. While in the prewar environment they would not be enough to support a family on, in the modern day, when combined with welfare programs, pro worker regulation, and the political goals of the Treasury, more and more Yellow Zone households have moved to a single breadwinner approach. Politically this has typically drawn significant support to the Developmentalist Party, as many of the United Yellow List politicians that supported the goals have jumped ship over to the other side in the recent election.

"Dear brother. I am writing this from Tacna. The GDI moved us again, and before you ask, yes. Dad is doing better. the doctors said that the Tib infection haven't hit his lungs, as we used to fear before in Rio. And yes, I know. You're not with us. And that you'll never join us here. With Dad and your son."
"But for all that, I just want to say that he has gotten accepted in the new Industrial Sector here. He's working at this new coop where he uses 3D printers to make tabletop toy designs. That's the three-legged mech that I'm sending with this letter. Just like those old War of the Worlds figurines you used to show him back in Rio, back when there were five of us. Amazing isn't it? Not even 19 yet and he's already working and living a better life than us."
"I know. You'll never [Illegible scratches, stained with some tears] I miss you still, brother. But your choice is yours. May it be that our path crosses in good or never at all in bad. "
Your dearest sister, Luisa Vargas"

[ ] Johannesburg Myomer Macrospinner (phase 1)
Before serious work can begin to use the myomers in mass quantities, substantial Production facilities are required. Not only directed towards military needs but also increasing the efficiency of robotics, and a number of medical fields.
(Progress 73/90: 20 resources per die)

The Macrospinner is like nothing else ever constructed previously. The fungal works are actually the most complete, using waste cellulose as a growth medium, which can be scaled up quickly as needed. However, the problems arose when trying to calibrate the spinners. If they wind too slowly, they cannot get the thousands of kilometers of throughput required for the fully functioning factory. On the other hand, if they try to wind too quickly, they will tear the fragile fibers of the myomer bundle rather than actually producing usable strands. Similar issues have occurred across the production chain, something that was more or less expected, rather than an actual problem. Myomers are a thoroughly novel technology, and attempting to bring them to real mass production was always going to be problematic, barring extreme strokes of luck.

[ ] 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 84/125: 10 resources per die) (+++ Consumer goods, --- Food)

No physical problems have emerged to slow the creation of state breweries, but instead a mountain of red tape and objections from many of the Free Market Party. In one of their last acts before the election, as it was clear that they would lose massive portions of their influence in the new 1800 member parliament, they targeted the breweries as a clear example of state overreach and inviting abuse, drawing on the example of Tsarist Russia's 1895 monopoly on the production of alcohol, alongside the Taiwanese monopoly corporation. Accusing the Treasury of encouraging heavy drinking and of abuse of power, the doubters were silenced relatively quickly by the election, and the effective removal of the FMP from the halls of power. Replaced largely by Market Socialists, the accusations were dropped as clear misinterpretations of the Treasury's goals, and fundamentally bad faith. However, the FMP's obstructions have drastically slowed development, meaning that a further infusion of funding and resources is unfortunately required.

[ ] 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 278/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)

The Perennials plants have continued to make slow but steady progress this quarter. While preparations are not yet complete, much of what remains is final rounds of testing and certification to ensure safety, rather than actual construction or assembly work. Many of these regulations are there to prevent the kind of subversion that would occur with pre Initiative capitalist systems. One of the most common examples was with the purity of the water. Water filtration was an expense to be cut in many cases, rather than borne, as it is also something that could be easily missed by a consumer. Similarly, cutting costs on the substrate used in the aquaponic system can easily introduce contaminants, as can using substandard feed materials. In all cases, these are easily caught by an effective bureaucratic regulatory system, however it is also a system that has to be applied to Initiative projects to fight corruption, ensure regulatory compliance, and present an image of fair play, as both sides have to work to the same standards. As a matter of professional pride the Agriculture department typically maintains more stringent standards than the law does, so as to ensure both a higher quality of produce and to ensure that a plant does not ever need to be shut down due to contaminated products or workplace accidents.

[ ] Tiberium Prospecting Expeditions (Phase 4)
As the first quarter's expeditions tapped most of the near surface veins, further development will require Tiberium Taps, a modified and rare method that uses a small surface node to drill down to the Tiberium vein some 30 to 50 meters beneath the surface. While more expensive, it is also not particularly risky, making it safe for use in the Blue Zones.
(Progress 322/150: 5 resources per die) (Small additional income trickle [5 Resources]) Phase 5 : 177/175) (+10 resources)

Subterranean Tiberium mining has been a relative rarity in the last fifty years. While certainly something that has been done, for example in pre collapse China and India as they supercharged their growth not only with surface harvesting, but also by introducing Tiberium into their mines and then extracting from there, and to a lesser extent in other countries around the world, ranging from the Appalachian mountains to the Urals. While dangerous and with a notoriously high casualty rate (although not nearly the death pits that mines were before the 1950s) it has been generally abandoned for cheaper surface harvesting. However, there have been more innovations in the field, most notably the Tiberium Tap. Derived from old fracking technology, the system drills down into a Tiberium vein and then uses water and sonics to break up and suck up fragmented Tiberium which can then be processed. While previously it was a firmly theoretical technology, it has become a mainstay of these expeditions ,where after exploratory radar imaging, taps are generally a fairly simple way to reach and begin extracting subsurface Tiberium. While subsidence is a known problem with this form of technology, it is one which tends to have its problems on a somewhat longer timescale than Tiberium ripping up through the surface.
While a smaller investment than last quarter, the six months have made clear that underground Tiberium, even in the blue zones, is not a problem that can be solved with simple spikes and taps. Far more complex methods are likely to be needed, however those methods also need to be safe, with every human becoming increasingly valuable as Tiberium has continued to tighten the noose.

[ ] GDSS Philadelphia II (Phase 3)
While the command deck is complete, there are several more decks, and the equivalent of multiple office buildings left for construction. With this, GDI will return to its status before the Second Tiberium War. While not a full governmental structure, it is enough to conduct most military operations, and many political ones.
(Progress 389/360: 30 resources per die) (+2 to all dice, +1 Free Die) (5 PS for completion) (Fusion)

One of the first duties of the new decks has been the swearing in of the new parliament. While only the director and the secretaries (aside from a designated survivor) were actually on the station, with the rest appearing via telepresence, it was a return to at least a symbolic version of the prewar environment. More broadly, another wave of GDI's administrators have moved up into the station full time. While this does not represent moving the bulk of central planning offworld, it does mean that the Initiative can, in theory, operate without groundside administrative structures, although at a severely problematic disadvantage.
Further development will begin to move the central planning commissions entirely offworld, aiming towards the completion of the station. While not particularly important aside from the collocation of government activities, as the Initiative looks towards colonizing the Moon, Mars, and other bodies in this lifetime, the station will become an increasingly important connection point for meetings between Earth and her colonies.

[ ] 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 203/200: 15 Resources per die) (++++ Consumer Goods, -- Energy, - Labor)

While most durable goods have vanished from the shelves for this quarter, they have been poured into a number of durable goods libraries. The modern public free library has often been a socialist project, offering everyone free access to information in a way that no other society has managed. The new Durable Goods Libraries have been a similar project for specialized tools, both for kitchen and housework. While the around the house handyman persona is all but dead, and has generally been so for the better part of fifty years, especially with the standards of construction and increasing complexity of the hardware found in GDI housing, it is not just kitchen tooling being handed out. Rather it is everything from vacuum cleaners to screwdrivers, borrowed for a day, or a few days, and then returned.
In terms of public reception, it has been a, so far, relatively grudging acceptance, a "better than nothing" rather than enthusiastic acceptance. However, a small number of people have fully embraced the approach, some even going so far as to turn over things like stand mixers or toolboxes to the libraries in the name of slimming down and reworking their social presence more towards community. Despite this, the population has begun almost immediately making extensive use of the libraries, with between 30-50 percent of any given library's stock being checked out at any given time.

[ ] 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 164/150: 10 Resources per die) (- Food, +++ Consumer Goods)

The two main types of restaurant operate at severely different levels of regulation. While archival restaurants typically operate from a menu or set of cookbooks that were laid out centuries ago. (for example the De Re Coquinaria, although most are much more modern), and effectively cannot change from that basis, that is due to their status as archival restaurants, attempting to represent a particular era and location as faithfully as humanly possible. On the other hand, operational restaurants only have to show that their dishes are a part of a particular cuisine, which is often defined broadly enough that a relationship in the ingredients is enough to show similarity, or in using the same specialized cookware.
While these restaurants inherently to some degree compete with normal restaurants, they are serving generally a somewhat different niche, keeping food and cooking traditions alive, rather than merely the most popular options, and what has become an increasingly fusionist modern cuisine. With available foodstuffs generally homogenized, and mass displacement of populations, the commonly available cuisine has become somewhat standardized, both in methodology and materials. For example, nearly everyone has at least some form of paella, many of which would have sent pre Tiberium Spaniards into fits as they take the methods and change nearly everything else about the dish, from asian fusion to barbecue. Similarly, at a series of relatively newly reopened stores, one can order quickly cooked to order roasted cold noodles, jianbing, or frech crepes, all with an array of toppings/fillings. Chili oil coated catfish stuffed rice noodles live alongside strawberry jam filled crepes, and a hundred other unlikely neighbors. While delicious, it is far from traditional, and something where the Initiative does not need to concern itself overly much with preserving, compared to older methods and assemblies.
Both sides of the group have proven to be reasonably popular, primarily because they offer a higher food diversity and a significantly higher diversity in tastes and textures, despite using many of the same ingredients as any other restaurant in the region, either Initiative based like the canteens or privately held.

[ ] Crystal Beam Laser Prototype Development
With work on the beam laser system effectively completed, there is more to be done to bring it into a format that can be deployed. Working with all branches of the military, a joint technological base can be established, branching into specific projects.
(Progress 40/40: 20 resources per die)

This quarter, as a Christmas present to Director Granger, the Initiative's first combat effective laser system was unveiled. While only effective out to a kilometer, capable of about four shots a minute with current cooling systems, and very heavy and bulky, the system, mounted on a modified Predator hull was the talk of the celebration. In the days afterwards, requests have come in from every branch of the military bar the Zone Operations Command for their own version of the system. For the Air Force, they are looking so far as to mount it on the Apollo, and potentially even the Firehawk as a replacement for existing kinetic armaments. Similarly, the Navy is looking at it as a point defense system. The Ground Forces actually want it as a dual role antiaircraft/antimissile weapon. Beyond the military, laser systems have actually become of interest to the Tiberium mining department as a potential supplement to existing sonic systems, although the sheer energy need has put them off immediate demands.

[ ] Ablat Plating Deployment (phase 1)
Ablat pucks are something that is relatively easy to deploy and distinctly useful in many circumstances, to the point where getting some into the field immediately is far better than getting enough to everyone later. While initial production will only be enough to equip a relative handful of units with full coverage, or a double handful with partial, it should directly increase the survivability of critical assets.
(Progress 238/200: 10 resources per die)

Much of the first wave of ablat plating has been delivered to units fighting in South America, where it has proved massively effective. While a single plate can only absorb typically two shots from a standard NOD laser turret before being completely ablated away, when facing multiple laser turrets the total effect is that a single vehicle equipped with such assets can effectively manage to absorb dozens or even hundreds of blasts, although in the latter case it was a combination of fog and being extremely lucky, rather than being purely about the effectiveness of the plating. Stahl's forces have relied heavily on laser weapons, and with those weapons being significantly reduced in effectiveness, GDI forces have been able to begin ranging through the area with relative ease, as the commanders of NOD units pulled back.
The clamor for more, much like with shells, has been intense, with every commander with knowledge of the material requesting an immediate stockpile. The deployment requests have also spread to other parts of the system with ZOCOM, and the Navy being very insistent on having some for themselves. Similarly the Steel Talons have made a request, although they have ordered less than either of the other two, seemingly intending to use it as a partial armoring system to protect only the most critical areas.

[ ] 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 43/40: 10 Resources Per die)

The second attempt at competition proved to be far more competitive than the first, rather than an endless stream of unmitigated failure. The Vigilante is probably the simplest of them, essentially installing a second fire control system, independent of the main gun and handed over to the TC entirely. Other systems aimed to be more all inclusive, including the eventual winner, the Raptor. Instead of simply being a second aiming system, the remote weapons system can feed and be fed targeting data from the main gun, and can be operated either semi autonomously, only needing to have its selected targets picked out by its operator, or manually in case of the system freezing up or misidentifying a target. While it does put more work on the TC, it is somewhat unavoidable, and something that can be mitigated with the introduction of improved data networking systems.

[ ] 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 75/40: 15 resources per die)

The Governor class is a relatively conservative design, built much like the cruisers and destroyers of the late 20th century. Forward, a pair of twin railgun turrets provide for direct fire against most targets. Behind them, the superstructure, festooned with large radar plates, towers above the rest of the ship. Around the base of the structure, four antimissile point defense systems crouch in armored basins, alongside a pair of rapid fire antiaircraft mounts. Behind the superstructure is a 54 cell VLS system. Behind that, a raised drone shed provides for reconnaissance flights deployed from a catapult rail, and on its roof are another pair of antiaircraft weapons in their own basins.
The ship has been long requested, and has been paid for in the blood of GDI's navy. With the prewar navy's near exclusive focus on the heavy warships, the carriers and battleships, the destroyers, frigates, and other deepwater escorts were heavily obsolescent, based nearly entirely on pre first tiberium war designs, and were far too few in number. The navy at the time had some 290 ships, 90 of which were capital weight. Today, sixty capital ships, and only some hundred other warships survive. To make good the losses, the navy desires some ninety ships as soon as possible with potential to expand the order to some one hundred and twenty to one one hundred and fifty ships. While this will not be a single tranche of craft, it should make good a substantial portion of GDI's total need for heavy warships. While the ships will not be the only new class desired, they will be the most numerous, and the most versatile, covering everything from naval gunfire support for amphibious operations, to missile strikes, antiaircraft perimeters, and antisubmarine warfare.

[ ] 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 32/30: 10 resources per die)

When approaching a naked Mark 3 Titan from the left, it is nearly indistinguishable from its Mark 2 predecessor. Same shaping of the turret, same sensor ball and counterweight, and the same general shape of the legs. However, as one begins to move around it, things become a bit more clear. The other side holds a railgun, rather than the previous standard 152mm gun, while the counterweight is actually a shield for a second, rapid fire railgun. Additionally, there are a number of hardpoints, currently with nothing mounted besides a simple plate of armor over the connectors. The key to what makes the new unit fundamentally different from its predecessors are the internals and the modularity.
Rather than a simple update to the older model, the Mark 3 is a near complete rebuild, keeping only the shape. Starting in the crew compartment, while the Mark 3 has kept both crew seats from the Marks 1 and 2, the entire suite of controls is available from both positions, and one of the Talon's goals for the platform is to eventually reduce the crew needed to one. Otherwise, the key is in the modular hardpoints. Particle beams, plasma cannons, and even laser systems are planned for both of the main weapons hardpoints, although of significantly different scales. To go with the main weapons mounts, a centerline ventral "crotch mount" and two dorsal mounts round out the potential armament load. The ventral system is aimed to be primarily used either for a targeting pod, or an anti personnel system. Dorsally, the Talons are being more ambitious with a long list of projects, most significantly a series of proposals for either jamming or shooting down incoming missiles.
However, the new model Titan is not without drama. Rather than being a straightforward upgrade, the system had been iterated time and time and time again not only before and during the Third Tiberium War, but afterwards, in one of the most significant examples of scope and mission creep in recent history. Once funding actually became available, what had grown into a nearly 150 ton monstrosity, had to be pared down to a reasonable state. Working through the nights in shifts for three weeks, Talons engineers had to bring it down to something that could actually be fielded.

[ ] 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 154/150: 10 resources per die) (-- - Energy)

Wolverine deployment barely scraped by, with people working into what should have been break time in order to get the lines back into action. In a global conflict, no month is particularly slow. Rather, the conflict ebbs and flows with the far north and south having summer campaigning seasons, with less intensive winters, while the middle latitudes are more constrained by monsoon seasons. This has meant that rather than units being allowed to receive their new units en masse during expected lulls, they have had to be transported nearly immediately from the factory to their destinations. The new Wolverine's production is barely keeping up with demand, with the model being adopted that damaged units are being more commonly written off and scrapped for spare parts, to keep the rest of the fleet running, with the pilots being allocated new Wolverines. Over half a decade after being requested, the Steel Titans have had an infusion of new steel and new technology.

"Took long enough."
"Damn too long. That fucker Granger. The Doctor, I mean."
"Hey, at least he listened at the end, no?"
"Too late for Stevenson, Adlai, and Murat."
"...Aye. Too late."

The opinion of Steel Talon towards the Treasury has settled to an unstable equilibrium. With three quarters of continued development towards projects proposed by the Steel Talons, the air of hostility towards the Treasury has settled to a state of worn resentment. Should the current pace of Steel Talons projects be continued, even at a more relaxed but constant pace, the animus towards Treasury may abate in two decades...
— InOps classified Intra-Departmental Dossier, for Director Granger's perusal only.

[ ] 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-7 North (49/105)

The RZ-7 North MARV hub has progressed relatively slowly. With the first series of candidate sites rejected for reasons ranging from NOD presence to unsuitable lowland, the second series has proven to be more acceptable. Located just north of Chicago, the complex has begun with a dual layer defense system and a perimeter of defenses. However, there has not been the time this quarter to lay out the full system for Tiberium handling and the housings for the MARV fleet. While still far from being complete, it has become a site where NOD presence nearby is relatively common, as it is fairly isolated and not nearly as well defended as possible.

[ ] Reclamator Fleet YZ-5a
-[ ] 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 88/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)

Much of the resources allocated to the Yellow Zone 5 A hub have in fact gone towards establishing an outer defensive line, and a curtain wall, containing what is broadly considered an impromptu refugee camp. On the return voyage, instead of the expected load of Tiberium, the ships carried refugees towards the North American Blue Zones. While few are actually ready to look for work, they have typically found the Blue Zones more cushy than they can really adapt to in the short time since their evacuation.
However, some progress has been made on the MARV part of the program. Naked frames have begun to take form, crouched in the cavernous bays of the Hub, titans of steel and ceramics, with swarms of engineers crawling over them like termites. Much like ships, they are built from the keel out, and are fully formed before they are armed. These behemoths however do not even have their engines or Tiberium systems installed, let alone their coverings.

[ ] 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.) (188)

Feelers and forms have made their way out to GDI's other departments. While a not particularly uncommon thing overall, the Treasury has typically plotted its own course, relying on direct requests from other departments to serve their needs, rather than attempting to stay in contact and reflect their priorities. While not a good approach for the relative status of the Treasury's own position within the government hierarchy, and certainly not without its detractors, the ability to stay in touch has been significant in shifting the planning priorities, moving projects like the Zone Suit Factory, up, while the High Orbit Ion Cannon, while important for civilian morale, have been moved down the priority list.
"The first meeting went as expected. The Steel Talon representative smoldered at the far end of the meeting room, alongside the taciturn representative of InOps, rapping her fingers with boredom as the Tib rep continued his barely restrained argument with the attache sent by the Ground, which happened to be a Firster. The tense atmosphere only ended as the last representative, the ever-busy suits of Services, entered with the InOps loudly greeting them in. "Overall, couldn't have asked for a better first meeting."
— Private journal of Harlan Curie, Treasury Representative of the First Monthly ICI Meeting
 
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Q1 2056
Q1 2056

Resources: 540 + 0 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Political Support: 50
Free Dice: 6
Fusion Dice: 4 (+1 per turn)
Tiberium Spread
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)

Current Economic Issues:
Housing: Significant Surplus (+11)
Energy: Major Surpluses (+13)
Logistics: Major Surpluses (+6)
Food: Significant Surpluses (+7) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (=)
Consumer Goods: Large Shortages (-7)
Labor: Gargantuan Surpluses (+58)
Tiberium Processing Capacity (1190/1300)
Yellow Zone
Water: Limited Surpluses (+3)

Expected Market Demand
Labor: -2

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)

Free Market Party: 125 seats (0; 25; 25; 75)
Market Socialist Party: 329 seats (150; 129; 35; 15)
Militarist: 237 seats (37; 150; 30; 20)
Initiative First: 178 seats (0; 8; 70; 100)
United Yellow List: 72 seats (50; 22; 0; 0)
Starbound Party: 153 seats (75; 75; 3; 0)
Socialist Party: 45 seats (30; 10; 5; 0)
Independents 12 seats
  • Biodiversity Party (3 seats: Weak Support)
  • Dominion Party (1 seat: Strong Opposition)
  • Reclamation Party (5 seats: Weak Support)
  • Homeland Party (3 seats: Weak Support)
Developmentalists: 649 seats (349; 200; 100; 0)

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

Plan Goals
Capital Goods: 16 points remaining
Consumer Goods: 15 points remaining
Food: 23 points remaining
MARV Fleets: 2 remaining
Deployment Programs: 3 remaining
Abatement: 9 points remaining
GDI Income: 90 remaining
Arcology Programs: 1 remaining.




Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 2)
Phase 2 of the Tidal Power Plants is looking at major tidal power plants, such as the Penzin Bay Facility. These massive installations will provide almost as much energy as a standard nuclear power plant in many cases, although unlike those nuclear plants, these are geographically limited.
(progress 0/450: 10 resources per die) (++++ Energy)

[ ] Blue Zone Arcologies (Phase 2)
Investing in constructing new arcologies and not just repairing existing structures, reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

[ ] 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 substantially 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 with Initiative First.
(Progress 136/170: 15 resources per die) (+++ Housing) (High Priority)

[ ] Rail Link Reconstruction (Phase 3)
A final phase of reconstructing the rail links, double tracking much of the system, will ensure that the Initiative's rail system can sustain much larger amounts of rolling stock, and can route around damage without major delays.
(Progress 40/300: 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)

[ ] Chicago Planned City (Phase 3)
With GDI's ongoing development of Chicago, the next phase is likely to significantly increase total effective abatement as the more proximate Chicago means less wasted effort transferring Tiberium from the Red Zone to processing centers. The expansion will also entail a major expansion to the processing facility in order to cope with this increased throughput.
(Progress 49/320: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +100 Tiberium Processing Capacity)

[ ] 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)

[ ] 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, one significant way to improve civilian morale and provide a steady stream of high quality housing would be to encourage the formation of a series of civilian housing cooperatives and supply them with a steady stream of materials. This will be politically popular, and easier to administer than attempting to keep all housing under the Initiative. (15 resources per turn) (+ Housing per turn)


Heavy Industry (5 dice)

[ ] Blue Zone Power Production Campaigns (Phase 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Peaker Plants
While currently incapable of producing power long term, fusion is mature enough to serve as a peaker plant, a facility only activated during the hours of peak demand, typically late morning to early afternoon. While total power production is going to be limited, the project will actually be fairly effective, and further the initiative's knowledge of fusion power.
(Progress 172/240: 20 Resources per Die) (+++ Energy) (High Priority)

[ ] 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 3)
While current usable technologies only allow for the installation of yet more solar and wind energy solutions, the prime locations are generally already in use. Further development will require more resources and additional work for not significantly better results.
(Progress 71/350: 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 171/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy) (High Priority)

[ ] 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) (High Priority)

[ ] 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)



Light and Chemical Industry (4 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)

[ ] 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) (High Priority)

[ ] 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)

[ ] 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) (High Priority)

[ ] Johannesburg Myomer Macrospinner (phase 1)
Before serious work can begin to use the myomers in mass quantities, substantial Production facilities are required. Not only directed towards military needs but also increasing the efficiency of robotics, and a number of medical fields.
(Progress 73/90: 20 resources per die) (High Priority)

[ ] 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 84/125: 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 278/350: 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 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 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)

[ ] Tiberium Prospecting Expeditions (Repeating Phase)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])

[-] Tiberium Vein Mines (Phase 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)

[ ] 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 for a further intensification campaign.
(Progress 63/100: 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)
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 been 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)

[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)

[ ] Hewlett-Gardener Method Development
With GDI running into the limits of available processing capacity, the somewhat more efficient Hewlett Gardener Method should increase the impact of further expansions in the processing plants. While initial estimates have proven somewhat optimistic, it should still be a significant increase in investment efficiency.
(Progress 0/40: 30 resources per die)

Orbital (3 dice)

[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/720: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)

[ ] 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) (Fusion)

[ ] 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 with material.
(Progress 68/390: 30 resources per die) (+ Capital Goods, + Consumer Goods) (Fusion)

[ ] 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 Political Support) (Fusion)

[-] Expand Orbital Communications Network (Phase 3)
Without more work done to clean the orbitals, more satellites being deployed would only make the debris problem worse, especially in the lower orbitals where they would be deployed.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)

[ ] 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) (Fusion)


(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)

[ ] 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)

[ ] 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)

[ ] 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)

[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)

[ ] Vaccine Development Programs
While GDI has few major problems with infectious disease, keeping on top of the problem has its own advantages, especially with the strategic aim towards expanding Initiative influence in the Yellow Zones, and keeping in practice with modern vaccine technology.
(Progress 0/150: 25 resources per die) (++ Health)

[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)

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 pitbulls. 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)

[ ] Stealth Disruptor System Development
While not precisely a general area stealth field disruptor, what has come out is a dedicated multispectral sensor system, capable of effectively breaking through NOD stealth systems out to significant ranges. While it needs a final infusion of funding to bring it to full capability, it should blunt one of NOD's major advantages in the wars to come.
(Progress 0/40: 25 Resources per die)

[ ] 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) (Fusion)

[ ] 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 5b (Progress 20/105)
-[ ] Reclamator Hub Red Zone 7 North (Progress 49/105)

[ ] Reclamator Fleet YZ-5a
Wth the hub completed, there are three 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 88/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 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) (Very High Priority)

Air Force

[ ] 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) (High Priority)

[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)

[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)

[ ] Quick Maneuver Air to Air Missile Development
The arrival of supermaneuverable NOD aircraft has prompted a new look at air to air missile development. While venerable derivatives of the AIM-9 and AIM-120 have served for decades, neither is perfectly suited to the realities of modern air to air combat. A novel system, built for extreme maneuverability, even at significant costs in range, has been put forward as a proposal for development.
(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) (Fusion)

[ ] 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) (Fusion)

[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die)

Ground Forces
[ ] Remote Weapons System Deployment Predator
With a system developed, it needs to be refit onto existing tanks, and included in the production of new models. While not particularly expensive, the sheer scale of the problem is significant.
(Progress 0/240: 10 Resources Per die) (High Priority)

[ ] 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)

[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)

[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- power) (High Priority)

[ ] 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 Deployment (phase 2)
The deployment of ablative plating has gone well. While it certainly does not make anything immune to NOD lasers, it does mean that survival rates go up significantly. However, much more is needed to fill the needs of the Ground Forces, let alone other groups.
(Progress 38/200: 10 resources per die) (Very High Priority)

Navy

[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Hampton Roads(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Vladivostok (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Yokohama (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Dakar (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Durban (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)



[ ] 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 Deployment
With the Mark 3 ready to be rolled out en masse, the primary remaining requirement is to refit the production lines towards the new unit. While many components have stayed the same, others must be replaced entirely, and whole sections of the line are now obsolete or obsolescent. This requires a major work through of the entire production system.
(Progress 0/175: 10 resources per die) (-- Energy)

[ ] 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 0/30 : 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 0/30: 10 Resources per die)

[ ] Rapid Fire Laser Weapons Development
The Steel Talons have had a long interest in laser weapons systems. With the Crystal Beam Laser system ready and operational, the Talons are looking at the system as an anti personnel weapons system, deriving from the old Brotherhood of NOD laser minigun. However, it will also have a second potential purpose as a laser anti missile system.
(Progress 0/40: 15 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)

[ ] Search For A Successor
With Dr. Granger's term in office at least halfway over, it is now time to begin at least thinking about a potential successor to the office. While there is no shortage of qualified candidates, choosing and grooming one will take some time.

[ ] Expand Union Support
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)

[ ] Cooperative Focus
Cooperatives have historically proven to be both more resilient in the face of economic shock, and tend to have less inequality than other companies. By reorienting the grant programs to favor cooperatives over other company structures, the Treasury can fully break from the programs of the past.
(DC 80/100/120) (-10 Political Support)

[ ] 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)

** 4 Hour Moratorium on Voting **
 
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Q1 2056 Results
GDIOnline Q1 2056


Arcology Mayhem: Or Why Granger's Newest Boondoggle is a Massive Mistake

TopTierCitizens
Granger has done it again folks. Another one of his pandering little projects to make the lives of those moochers out in the yellow zones easier. Shoot at us one day, show up for handouts the next. You all know how it goes by now.
For all you saboteurs and splitters in the Militarists, this is what your hard work buys you, giving cushy pads for NOD sympathizers and their families.

KropotkinsGhost
I'm glad people are getting housed away from the Tiberium, desperation can do some messed up stuff to people's psyches and being housed is just one of those stresses being taken away. Shame there are people who think it's a bad thing to improve the lives of others but at least it is happening and I applaud Grangers efforts to steer the government into a brighter tomorrow.

Blazing Raptor
Well… Good for those YZers then, getting quite a bit of attention after being neglected since God-knows-when. Now that GDI has invested in you folks, perhaps it's time for y'all to start pulling your weight instead of being babied in the last 6 years.

After all, those who have bled in the tiberium wars are mostly BZers, it'll be lovely if y'all join the fun in the military instead of being leeches in the last half-a-decade.

Sincerely, a very concerned BZ citizen

Adelady
#sisyphean
Have you even seen the quality of residence most YZers live in? They're cramped apartments with barely enough room to stretch, zero luxuries, minimum comfort, maximum utility - and somehow, still one of the nicest 'handouts' GDI ever bothered giving us. And by 'one of the nicest', I mean, 'one of the only', because, whilst I can't speak for the other Yellow Zones, GDI pretty much ignored my neck of the woods - after they messed it up playing silly buggers with the death rock.

These arcologies are the closest thing I've gotten yet to an apology from GDI for turning my home into a wasteland. About damn time. Maybe if we'd had them sooner, my daughter would still be alive.

MajorMiner
It's obvious a lot of y'all idiots haven't set foot outside a blue zone in decades, if ever. Rock lung is not something I'd wish on just about anyone.
Edit: No, not Kane. The snake would probably just assimilate the Tib and use it to go super-saiyan or something.
Second Edit: My apologies to snakes for the comparison.

Dodger {MODERATOR}
All right, chummers. I've had to delete all but 5 posts of the last 50 pages, and forward 3 people to InOps for actual criminal behavior. So, this thread is now on notice. You are going to be polite, and not accuse anyone of treason, sedition, or anything else.The AutoMods are on Restrictive mode, and I will be paying attention.

AR15Bill
GOOD! Keep those lot in the yellow zone, then they won't want to immigrate to the blue zones. Not to mention, different targets for Nod to attack maybe.

[AUTOMOD EDIT: INFLAMMATORY CONTENT REMOVED]

RufusRedding
Ah yes, Initiative First scumsuckers proving once again that they're braindead sacks of trash. Here's a tip for you, just because your mommy and daddy had the resources, wherewithal and luck to be safely tucked away in bluezones doesn't make you a good or worthy person. Friendly reminder that 100% of the world used to be Tib Free, and GDI being isolationist pricks along with NOD being a death cult has turned over half the planet into nothing but Tib fields. My family fucking died in Germany, so please, tell me again why I don't deserve somewhere nice to live because assholes like you turned my home into a wasteland!

FloatingWood
Yeah, but here's the thing. If they're showing up for handouts they aren't shooting at us. So I think that Director Granger, Secretary Granger, the Secretary of Services and the Joint Chiefs of Staff know what they're doing.
There's more than one way to get peace, and shooting everyone you don't like is a really bad one.

Solan
For one thing I did not like the obscene amount of hate for the yellow zoners that happened in the past 50 pages and the other thing is that I have to work with them. The people I've worked with who spent their lives in the yellow zones deserve a lot more from our global government and the arcologies are part of the solution. In the MARV end our first base in the yellow zone is already filled with refugees that we now have a favela going around there. More walls had to be put up and more of our soldiers were being stationed there to defend people trying to find a modicum of stability left in their lives. This has not been a good year for those working with Tiberium with Blue Zones gains wiped out and we are once again building a buffer. But please try to be sensible and not be a fuel for the hatred that burned this world five times over.

Trainspotters Assemble!

MikoNyan
Eee! New Trains on the lines!
I have two new candidates. One looks to be a variant of the old FP45 used on the Southwestern lines back in the mid to late 20th century. The other is something pretty different from anything before. No pilot cab, just a solid block of engine, guessing it is controlled from some central location.

AgathaH
Trains! Yay!
I haven't had a chance to get out to look yet, but will be glad to contribute 42.5 brain cells to anyone who needs help identifying things.

KropotkinsGhost
Ah the more trains there are the more communister the government is right? Hah! I hope this helps smooth out the transportation of materials and supplies across the zones once we actually get boxcars or whatever they are called. At my job, and around town. Who knows I might even try to hop on a passenger train when they come online to visit my family in another zone.

LaserKiwi2000
Choochoo! Finally some good fucking rail.

FloatingWood
No pilot cab, solid block of engine, central location control? Sounds to me like something that's meant for a marshalling yard. It's nice we are getting some more and new stuff though, I looked at the numbers… last year I think, you'd be surprised how hard the material was being driven, and the failure rates.
This'll give the maintenance crews some more material to move around so they have more time to do maintenance and keep things from breaking down.

Akira Oda (Treasury)
The rolling stock is finally complete and thank goodness that was done and over. You couldn't believe how difficult it was to build the facilities to make trains. The central planning people were screaming to get it done but the amount of delays was getting ridiculous and it was found out the delays were genuine because somehow a lot of moving parts were missing in the blueprints and we had to help Transport in fishing for train blueprints and the automation network. I'm now very thankful IT is not my job since the eyebags were huge and all of them are now on a mandatory two month vacation after that herculean task in remaking the drone system for the new trains. That was not all. It seems some of the DRM was not fully cracked yet and we had to make a parallel system of the other software to make it proprietary government property before releasing an open-source version for the local authorities. The last thing we had to do was buy some mechs and robots for the rolling stock yard since it was also a goodwill project for certain research elements of the military establishment and it's cool for the train people to have new toys.

Anyway for my job this month I am accompanying the Transportation department inspectors in testing the trains so this will be a fun month. My first time in any non-crowded train for years.

AccomplishingProvidence
#Akira Oda hopefully it's a peaceful ride. It's truly sad that many of the luxury/vacation train options of yesteryear have been unavailable. While this heroic effort was, obviously, focused on logistical trains meant to move bulk goods, we can hope that longer-term it can lay a foundation for a train system that can also handle passenger traffic.
Are most of the new train engines running full-electric, or on some iteration of petrochemical derivative?

JohnnyBull
#Floatingwood #AccomplishingProvidence #MikoNyan
There are a variety of new engines, flatcars and passenger options coming online, and I have been keeping a very exact count of all of them, both traditional rail and Maglev types. The 'solid block of engine' sounds like a GDI Distributed Power Unit Model 286, or DPU-286. Electrical powered, but with enough battery reserve to go outside the catenary network a bit-20 minutes of maximum tractive power or thereabouts. They have an actual cab in there, but the driver uses cameras to see outside. They can be used in marshalling yards in pure remote control mode, or linked remotely to another prime mover to provide power to the middle or end of a super-long train. There are no fully-automated units, but they are as close as you get to my understanding-two men can run an entire train, and only union rules stop that from being one guy.
For passenger traffic the real wonder is the brand-new L24 series maglev express, derived from the old Shinkaisen trains. Expect to see these starting in Japan and Korea, but also roaming out onto the trans-siberian lines. L24s are all multiple-unit driven, and in fact can alter their consist on the fly with the driver commanding new coaches to slot in at the rear of the train or break away to extend service at a station the main express doesn't visit directly. The speed these unitstrains are capable of are incredible as well, and I can't wait to leave B-3 to take a ride in one.

Q1 2056 Results

Resources: 545 + 0 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Political Support: 55
Free Dice: 6
Fusion Dice: 5 (+1 per turn)
Tiberium Spread
14.34 Blue Zone
27.85 Yellow Zone (77 Points of Mitigation)
57.81 Red Zone (50 Points of Mitigation)

Current Economic Issues:
Housing: Significant Surplus (+15)
Energy: Major Surpluses (+9)
Logistics: Major Surpluses (+8)
Food: Marginal Surpluses (+4) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Effective Surplus (+3)
Consumer Goods: Meeting Demand (=)
Labor: Gargantuan Surpluses (+55)
Tiberium Processing Capacity (1195/1300)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)

Free Market Party: 125 seats (0; 25; 25; 75)
Market Socialist Party: 329 seats (150; 129; 35; 15)
Militarist: 237 seats (37; 153; 27; 20)
Initiative First: 178 seats (0; 4; 70; 104)
United Yellow List: 72 seats (55; 17; 0; 0)
Starbound Party: 153 seats (75; 76; 2; 0)
Socialist Party: 45 seats (30; 11; 4; 0)
Independents 12 seats
  • Biodiversity Party (3 seats: Weak Support)
  • Dominion Party (1 seat: Strong Opposition)
  • Reclamation Party (5 seats: Weak Support)
  • Homeland Party (3 seats: Weak Support)
Developmentalists: 649 seats (349; 200; 100; 0)

Military Confidence
Ground Forces : Decent
Air Force : Decent
Space Force : Decent
Steel Talons: Low
Navy: Low
ZOCOM: High

Plan Goals
Capital Goods: 13 points remaining
Consumer Goods: 8 points remaining (will complete)
Food: 22 (15) points remaining
MARV Fleets: 2 remaining
Deployment Programs: 2 remaining
Abatement: 9 points remaining
GDI Income: 85 remaining


Lunar Resources
Aside from the masses of regolith, primarily the silicates expected, the SCED's lunar landing discovered several small natural caches of Iridium, primarily in craters. These are almost certainly the result of iron-nickel asteroids hitting the moon at some point in its history, some of which are rich in rare minerals. While for a non Tiberian system these would be a great find, today they are more of a curiosity. However, they are worth doing extraction and refining operations, primarily to provide a steady stream of non Tiberium resources for use in space operations. However, this will require further development of GDSS Enterprise in order to take advantage of the resources properly.

Markets
With the proliferation of consumer goods and substantial increases in GDI's total economic output, the growth of the major markets have reached a significant turning point, with major accelerations in growth after the elections. While there is an expectation of further regulatory shifts, they are expected not to make a significant difference in overall profitability. However, it is also likely that further growth in the sector, even at existing rates, will not significantly shift Initiative economic demand indicators as Yellow and Blue Zone populations reach prewar levels of consumption. At current growth rates however, there will be enough value being created at some point before the end of the next plan for some level of effective taxation.

Brotherhood of NOD

Before talking about the warlords of the regions, the key is in the dynamic. The Brotherhood of NOD in Europe, the Middle East, and North Africa has often been shaped by Kane and Temple Prime either in Egypt or Sarajevo. However, with the destruction of Temple Prime and the disappearance of the leaders in key regions for the Brotherhood, relative newcomers have appeared in these regions.

Europe
Before the Third Tiberium War, Reynaldo was a nobody and part of an extremely minor branch of the Brotherhood of NOD. Western Europe has always been GDI territory, and Reynaldo's branch was cut off by the Pyrenees sitting on the historical border between France and Spain. His position is unusual for the Brotherhood in the region, where the most powerful and favored Warlords were typically those found in the Balkans and tended to be increasingly less relevant from there, with Reynaldo's branch being the furthest and most minor. However, with the Brotherhood's best and brightest expended in the Third Tiberium War and all but wiped out during the Scrin invasion, the Spanish branch found itself the largest and most intact in the region.
Doctrinally, Reynaldo favors infiltration and Shadow Teams along with his own specialists, the Guerileros, to avoid direct engagement. Massive use of land mines, IED positions, and hit and run tactics has been his preferred approach, a tactic of weakness before the Third Tiberium War, and an intentional approach to avoid conflict since then. These Fabian tactics have not won him many friends, but at the same time, most of his potential enemies have died, either to the encroaching Red Zone or to the GDI. At this time, no critical locations are known, and his efforts to obfuscate his supply lines have been very successful, especially as his forces grind down or do not include maker, proof, or other identifying markings on many of their weapons systems.

North Africa
The North African Brotherhood has not seen a singular prominent warlord. Instead, a group known as the Ten Rings has taken overall command. These ten smaller warlords, ranging along what was once known as the Barbary Coast, formed a loose alliance, choosing to fight GDI rather than each other. All have tended to focus on smaller light boats, with their largest being only 250 to 300 tons of displacement. However, with the deployment of large numbers of Hydrofoils to the region, their focus has shifted from piracy to raiding, specifically using dumbfire missiles in a series of terror attacks on blue zones. While so far they have been generally so inaccurate that they are not a significant problem, or there has been a hydrofoil line in a position to shoot down the missile before it could impact, they have been an increasing problem in the last year.
While ground combat is rare, their operational core seems to be in a series of settlements along the coast, supported by a number of trans-Saharan trade routes, likely using some variant of the old Beduin caravan system, although they have been generally able to avoid overflight, suggesting that they have some particularly impressive offensive intelligence, and some very well prepared dugouts.

Middle East
The Middle Eastern Brotherhood is currently in disarray. Traditionally, they have been at the center of a series of interlocking rings of feuding ethnic, religious, and cultural groups frequently fuelled and fanned by the Brotherhood. By the end of the Third Tiberium War and the destruction of the Temple Prime however, their primary and both secondary headquarters have been destroyed. Since then, the inexorable spread of the Red Zone has put paid to every warlord attempting to make a play for power, as they have inevitably been forced to move, setting off another wave of internecine feuding as the survivors scrabble for any remaining scraps. However, there is an exception to this norm. An oasis of relative peace have formed itself, a neutral cordon between Mecca and Medina, where a combination of Neutral and loosely-aligned NOD Warlords joined forces with a task force of The Forgotten and GDI to stave off the encroaching Tiberium threat and organize what remained of the yearly Islamic pilgrimage. However, this oasis is not likely to last, as Tiberium means that the full resources of a major power is required to defend the site.

Military
While the military is generally confident that it can begin effectively beating NOD back, it is not universal. The Steel Talons and the Navy both have distinctly low confidence. However, the Navy does project that there will be enough assets to fill its general role by the end of the plan, assuming a completion rate of one shipyard per quarter. Even the Talons have been relatively interested in moving towards a more offensive stance, aiming towards taking ground and holding it, come what may. While offensives are likely to be costly, taking the fight to the Brotherhood is far better than allowing them to reach out into the Blue Zones again.

[ ] Tidal Power Plants (Phase 2)
Phase 2 of the Tidal Power Plants is looking at major tidal power plants, such as the Penzin Bay Facility. These massive installations will provide almost as much energy as a standard nuclear power plant in many cases, although unlike those nuclear plants, these are geographically limited.
(progress 278/450: 10 resources per die) (++++ Energy)

The first key element of the Penzin Bay power plant has been the installation of a retaining dam, able to hold in the water once the tide has begun to recede. Installed in hundred meter sections, some thirty thousand of them, the line across the bay stretches from the mainland to the Kamchatka peninsula, jutting into New Sevastopol. While currently little more than a massive investment of concrete, the subsequent phases are some of the most critical. With further investments, the installation of turbines and power generation will begin to ensure that the area generates nearly 200 terawatt hours a year, at least by design. While this will not be particularly stable power, that is an inherent fault of the system, and a series of massive battery banks are already planned to allow it to feed the power into the grid in a more stable manner.
Penzin Bay has been a proposed site since 1972. Before about 2025, population density in the region was far too low for the productivity of the site. While there were proposals for various uses, these were functionally prestige projects. Since 2025, there have been only a few years where the oceans were not clogged by enough Tiberium to make the project completely infeasible. Today however, it is not only viable, but a necessity, especially with the amount of energy that a number of proposed military and economic facilities will be consuming in the coming quarters.


[ ] 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 with Initiative First.
(Progress 170/170: 15 resources per die) (+++ Housing) (High Priority)

In this quarter, the Initiative First Party has raised security concern after security concern. Most are baseless obstructionism, crowing about supposedly inadequate protection to the work crews being assigned. Others have more weight to them, however, as NOD launched several rocket attacks, the most impactful of which struck Sydney this quarter, causing a dozen dead and hundreds injured. Fortunately, the combined efforts of the United Yellow List and Socialists amongst others have ensured that each stoppage was short, and construction efforts completed days before the end of the quarter. While the buildings are still empty, as a result of this, in the coming weeks, many more people will be able to have significantly better housing.
With the major housing surplus, more noises are beginning to be made about the need for aggression and beginning to secure and evacuate more of the Yellow Zones, especially in the face of the continued spread of the Red Zones.

"In manifold have injustice served itself, my fellows. From the cradle of our birth, from the milk that we sup, from all the circumstances that we cannot control, we are victims of injustice. We are victims of those who never had a voice. We are victims to those whose voices ask us to bleed and die in the name of a false Messiah. Indeed, we are victims to the voices who say that they had the Initiative to protect us. Evermore have we been left as the downtrodden, scraping by to live and to protect our homes and families. No longer. No longer will we be silent victims who can find solace only in the company of misery. In one step, an injustice has been rectified. But there are many more steps to go. One foot in front of the other, we shall repay every single injustice with a corresponding justice for all humankind. Today, let us celebrate, and enjoy the first fruits of our labour."
— Excerpt of Opening Statement for Casablanca Arcology from Barkad Toulali, Parliamentarian of Casablanca-Settat region

[ ] Chicago Planned City (Phase 3)
With GDI's ongoing development of Chicago, the next phase is likely to significantly increase total effective abatement as the more proximate Chicago means less wasted effort transferring Tiberium from the Red Zone to processing centers. The expansion will also entail a major expansion to the processing facility in order to cope with this increased throughput.
(Progress 107/320: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +100 Tiberium Processing Capacity)

Chicago has seen a relatively minimal level of ongoing investment this quarter, with a handful of housing developments going up, along with another new dock to increase the throughput of Tiberium products. While calling it a hive of activity would be a drastic overstatement,it is a gaping maw for construction robots. While they do tend to last, the city is so close to the encroaching Red Zone that it is actively unpleasant to work outside. While the Tiberium department is used to that kind of activity, many people seconded in from Infrastructure are very much not. Infrastructure is, at this time, trained for shallow yellow zone operations, places where relatively basic precautions can enclose an area for the duration without significant risk of contamination. With Chicago now on the outskirts of a Red Zone, those precautions are insufficient.

"Dear Fiona,
It has been a hellish month here. Storms nearly every night now, blowing in from the Red Zone. Keeps frying the drones. I have not been outside since I got here, it's just too dangerous and there are not enough proper zone suits for all of us. Not sure when this will get to you, communications have been intermittent at best. Been spending most of my time trying to work, especially with how rough the conditions are. I signed up to do construction work to help build houses in the Blue Zones, and it was safer than fighting NOD. But here I am out on the ass end of nowhere trying to operate bots in conditions that people get paid hazard wages for.
Love,
Oliver Sherry"

[ ] Fusion Peaker Plants
While currently incapable of producing power long term, fusion is mature enough to serve as a peaker plant, a facility only activated during the hours of peak demand, typically late morning to early afternoon. While total power production is going to be limited, the project will actually be fairly effective, and further the initiative's knowledge of fusion power.
(Progress 248/240: 20 Resources per Die) (+++ Energy) (High Priority)

The first round of major fusion peaker plants has been completed. While certainly something with its purpose, it is too limited in other ways, most notably in total power output and consistency of production. While long term stability is still well beyond the reach of GDI's engineers, another proposal has emerged. This new proposal is aimed at synching up several reactor systems to stabilize the stream of power. As the power curve on the peaker plants is known, by linking six such plants together, it should be possible to create an effectively stable power supply by coordinating the activation and deactivation of each plant. While likely to be expensive, it is also a major improvement, especially for Yellow Zone power supplies, as it frees them from the limits of renewable energy. However, it is not a universal solution, as it is still more expensive per kilowatt hour than fission. GDI's scientists have increased the length of time that a fusion reactor can hold the reaction, although still not enough for full development to replace the mass use of fission sites.

[ ] 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 297/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy) (High Priority)

While the heavy rolling stock plants have been considered at times a cursed project, beset by problems, they are now completed. With the Initiative desperate for more ability to move material, the direct impact has been fairly marginal so far. However, far more trains are going double, and sometimes even triple engined, with far longer total lengths, a concession to the limits of the Initiative transport system while at the same time loading ever more cargo through it. However, even more critical has been the ability to begin bringing a larger share of the engines and train cars in for maintenance. Broadly speaking, there are three main ways that rail logistics collapse. The first and most important is the degradation of maintenance. The second is the destruction of rail. And third and the least is the direct destruction of rolling stock. For much of the last five years, the Initiative has had to write off portions of the rolling stock as it had become too degraded and worn to be used, resulting from not being able to take time off without unacceptable delays across the network.

[ ] 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 78/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy) (High Priority)

Typically, the Initiative does not care the hows or whys their capital goods are gained. As long as sufficient supplies are procured, the Treasury is free to deal with the procurement it sees fit. However, Kure has been an exception. While 3D printing has come a very long way since its conceptualization in the 1940s. In 1945, Murray Leinster described the process near exactly. "But this constructor is both efficient and flexible. I feed magnetronic plastics — the stuff they make houses and ships of nowadays — into this moving arm. It makes drawings in the air following drawings it scans with photo-cells. But plastic comes out of the end of the drawing arm and hardens as it comes ... following drawings only." However, the first functional model of such a device took until 1971, with a continuous inkjet design. Since then, the devices have become orders of magnitude cheaper across the next eighty years while also increasing dramatically in quality. Today, 3D printers are a standard appliance in high school and in maker facilities around the world.
Kure is intended to be quite different. While additive manufacturing has long been able to work with metals, ranging from aircraft parts to bridges, it has rarely entered the world of truly high performance mass production. That will change with the completion of the Kure Machine Works. However, so far, all that has been constructed is a series of incomplete structures, a framework for the facility. None of the machine works has been installed, nor have the structures been sealed against the weather. Fortunately, as the location is deep in a blue zone, it has a very low risk of Tiberium contamination.

"Revitalization In the Rustbelt"
Today's demolition of two blocks of antiquated industry makes way for the first cornerstone of a new GDI industrial development project. However, critics have been quick to point out that the concept drawings from almost two years ago look nothing like the proposed plant displayed on screens at the demolition event, and professors Ikari and Saotome have stated that it is very doubtful that the vast multi-billion credit facility will be built as envisaged. Ikari-sensei has stated in an interview that "3-D printing in major manufacturing operations is still a very immature project, and one factory cannot bring it to full practicality." Doctor Saotome added, "The precision of a modern manufacturing robot is no doubt very high, but as a factory worker in my younger days, I can tell you that nothing from the laboratory will survive long in the world of factory workers."
-Kyoto Shimbun

[ ] 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 100/200: 15 resources per die) (++ Capital Goods, -- Energy)

The chemical precursor plants have had to be effectively restarted after years of neglect. Having been a project effectively since the Initiative began tracking capital goods production again after some small amount of work was done, the task fell to several long years of neglect and has significantly degraded. While some restoration work was possible, much of it has had to be torn down and restarted.
The modern chemical industry dates back to the opening of a sulphuric acid factory in 1749, in Prestonpans Scotland. Used as a replacement for urine or sour milk in the tanning process, it was one of the first recorded factories for the large scale production of chemicals. The chemical industry radically expanded across the next two centuries, ranging from the production of bleaching agents to fertilizers and chemical weapons. While many of these are toxic, caustic, or otherwise potentially harmful, they also have had diverse uses, solving famines, serving as medicine, and becoming one of the key bases of human society.
Before the Third Tiberium War, GDI typically relied on dispersed smaller scale facilities, as these are harder to take offline. However, they are also challenging to secure, and more importantly, capital goods intensive. Once these facilities are brought to completion, capital goods production of pressure vessels and other tools can be reoriented towards other, more pressing needs with large scale, high efficiency production serving as the primary driver of the chemical industry's varied needs.
(15 progress lost to degradation)

[ ] Johannesburg Myomer Macrospinner (phase 1)
Before serious work can begin to use the myomers in mass quantities, substantial Production facilities are required. Not only directed towards military needs but also increasing the efficiency of robotics, and a number of medical fields.
(Progress 274/90: 20 resources per die) (184/180) (High Priority) (Capital Goods: +)

The myomer macrospinner had made significant progress this quarter, with the foundations laid out near the beginning and reaching initial operational status in the last days before reports were due. Currently, it is producing over a kilometer of type 1 bundles per day. However, that is, in fact, far from enough, with everyone from Zone Operations Command, to the Steel Talons, to every single industry, and even the medical establishment attempting to place orders.
The medical uses for these fiber bundles are apparent. Large sections of the Initiative population are, to one extent or another, disabled. With these new bundles, replacement limbs, most importantly hands, are much more straightforward and potentially far more responsive than any existing design. Indeed, despite decades of work by the GDI or NOD towards providing a simple, reliable, easy to use and maintain prosthetic for nearly any injury, the myomers have represented a groundbreaking step.With over two years worth of orders placed in the first days of operation, the macrospinner needs massive upgrades to keep up with the requests and ensure that there is enough of the new wonder material to go around.

"First day as foreman and I've decided that we need to clone me. This construction project is crazy-and they want me to start producing these fibers in the middle of it? I've gotta help find feedstock for the fungal beds, and sterilize them to keep the industrial feedstock pure, and work with a thousand temperamental spinners that have to be worked by people who've never seen a spinner before. Blood of Jesus, I need help..." -Mcebisi Dlodlo, personal journals.

[ ] Perennial Aquaponics Bays (phase 1)
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 473/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)

Over the next two years, the Initiative expects to see one of the most significant increases in food diversity since the end of the war. Perennials do not, however, all grow at the same rate. Some, like Asparagus, produce reasonably quickly, while others can take years to reach a harvestable state. Unfortunately, many of the sources of easy caffeination are in the categories that take years to grow. So, the second phase of perennial bays has been approved, oriented more towards long term consumer goods production, specifically to make coffee, tea, yerba mate, chocolate, and similar plant products much more available. While many have learned to do without or with far less, the production of enough caffeinated beverages is a critical political aim.

[ ] 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 192/125: 10 resources per die) (+++ Consumer goods, --- Food)

Beer is not the only primary product of GDI's breweries. Cider is nearly as old produced from fermented apple juice and is, technically speaking, a wine. Similarly, perry is produced from fermented pears once those become more available. Wine can be made from just about any form of fruit juice once fermented. As a matter of fact, wine predates beer by close to two thousand years and seems to have emerged first as a means of preserving fruit juices. Much like beer, it was discovered in multiple areas over the course of thousands of years, with no single origin point. In China and Japan, grapes and rice were mixed for a predecessor of modern rice wines, while grapes were the standard for much of the western world. However, they were never the only standard. Fruit juices have three key elements that make them perfect for fermentation. First, a relatively high acidity level fights off harmful bacteria and fungi. Second, their sugars provide plentiful food for the yeasts that colonize all alcoholic beverages. Third and finally, if kept in an anoxic environment, they retain many of their original flavors, producing a combination that can be reliably reproduced, even with relatively primitive methods.
While none of these are common enough in modern production to be particularly widespread, especially compared to beer, they also do not transport particularly well, meaning that any production over and above what can be immediately used for other purposes can be directed towards the production of various forms of alcoholic beverages. Typical here is a mixed fruit wine, produced by crushing whatever is locally available before filtering out the juices and fermenting them. These are generally relatively small batches of less than a thousand liters per run, each one entirely unique in flavor due to having different mixes of fruit (always labeled on the bottle) for each run.
Total production is limited, a result of a limited quantity of feedstock. However, even small amounts of alcohol, generally found in bottlings of either 250 or 500 milliliters, has proven to be extremely popular across the blue zones. While serving sizes have gone down drastically, often to the point where a single 500 milliliter bottle can be considered plenty for a family of five, there is far more demand for alcoholic beverages than can be serviced at this time. While some of this, and the entire demand for distilled spirits will be covered by licensed private industry, at some point in the future the Initiative will need to support more production of alcohol.

[ ] Tiberium Prospecting Expeditions (Repeating Phase)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 202/200: 5 resources per die) (Small additional income trickle [5 Resources])

Yet more development of Tiberium Taps has been deployed, not only in the Blue Zones but also out into the confines of the Green Zones, where near surface Tiberium is more common. While not as efficient as even intensification operations, these taps provide for even more jobs and more income for the Initiative as a whole. However, they have also become targets of opportunity for NOD saboteur and infiltrator teams. Reynaldo and the Western European branch of NOD considers them prime targets, forcing GDI task forces to contain Tiberium outbreaks rather than fighting. This is primarily due to the nature of the taps, as they bring Tiberium to the surface while operating normally, and when damaged, can be used to bring it up in an uncontrolled manner. While successes in the area have been limited, especially with the increasing material superiority of GDI forces, they have gotten lucky a few times and produced small pockets of additional Tiberium spread in the Yellow Zones, although these have been contained within 18 hours of breakout.
Observation of the teams from on site security has revealed that they are typically various forms of hard infiltration, likely targeted by deep cover agents in the Yellow Zones. However, as the strikes are being carried out by operational groups from stealthed bases beyond GDI patrol routes in all likelihood, this is far from confirmed.
Despite sabotage, the projects have completed, bringing yet more tiberium to the surface and feeding it directly into the bottomless gullet of GDI's industrial complexes. While only consuming a fairly marginal amount of processing capacity, some has been shipped as far as halfway around the world to find a Tiberium plant with enough spare capacity.

[ ] Hewlett-Gardener Method Development
With GDI running into the limits of available processing capacity, the somewhat more efficient Hewlett Gardener Method should increase the impact of further expansions in the processing plants. While initial estimates have proven somewhat optimistic, it should still be a significant increase in investment efficiency.
(Progress 109/40: 30 resources per die)

Standard GDI development on the Granger-Mobius method is technically 100 percent efficient. However, it produces at a fixed ratio, one that often creates excesses of marginally useful materials. While GDI does tend to find ways to alloy in those materials, others are either too toxic to be usable, like mercury and arsenic, or are otherwise not worth using. Generally, these materials are recycled back into Tiberium, meaning that a given amount of processing capacity is less than it would otherwise seem. The Hewlett-Gardener approach steals some steps from the Brotherhood APK approach in the intermediate processing phases to allow the yields to be dialled. While not perfectly variable, it has significantly increased usable outputs on test facilities by about 20 percent. However, it has also significantly increased the costs of operations, eating up any potential profits. While it will be too expensive to refit existing facilities for the new methods, newly built facilities, such as the Tiberium processing plants currently planned and the Chicago processing center currently under construction, will have these methods applied.

[ ] 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 with material.
(Progress 183/385: 30 resources per die) (+ Capital Goods, + Consumer Goods) (Fusion) (Nat 100)

Work on the Enterprise has restarted after a long break while the first few phases of Philadelphia were brought online. With current crews being some of the most experienced in history, it is somewhat unsurprising that significant breakthroughs in efficiency can be made. For example, modern stations are flat packed on the ground before being launched into space. While there is some waste of packing material, that is marginal compared to the efficiency gains of not launching fairings and large amounts of empty space. However, the engineers have proposed a slightly modified system, where the packing becomes part of the hull plate, recycled and foamed in orbit to provide an interior layer between the aqueous radiation shield and the exterior hull, replacing dedicated launch space. With Enterprise being quickly able (after some marginal modifications and some new equipment) to produce composite metal foam in nearly any configuration required, it has cut launch weights for any new station component down significantly.
Work on the Enterprise itself in this quarter has been rapid and stayed below expected costs, making far more progress than anticipated. A round of bonuses has gone out to nearly everyone involved in the project, between innovations in construction methods and for nearly heroic exertions in construction. Especially with the discovery of exploitable pools of offworld minerals, having orbital refining capability will be critical for future development of space, as bringing ores, no matter how pure, down to earth is not worth it, especially with Tiberium being as useful as it is.

[ ] 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 44/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)

Swarms of electromagnetic sweepers have begun their trek across the night sky, streaks of light against the night. In some places, a nightly event is to gaze up and watch as the orbits are cleaned, usually through low powered telescopes or binoculars. However, progress has been slow, and the satellites are far less effective than initially expected. Each satellite is pretty simple, nothing more than a series of four electromagnetic coils around little more than a retrorocket and a stack of batteries. When launched on its track, it is set on a long elliptical orbit, usually coming in from a relatively high velocity so that the peak or near the peak of the trajectory intersects GDSS Enterprise for it to deliver its cargo of magnetic scrap. While this process was always expected to be slow, surveys have found that there is much more scrap in orbit than initially thought, and each launch (although the probes are reusable) is not gathering all that much material.

[ ] 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 16/90: 15 Resources Per Die)

The asteroid belt is a band of space that has roughly 3 to 3.6 x 10^21 kilograms of mass, or approximately four percent of luna in it, drifting in orbits between Mars and the gas giants. Instead, however, that mass is distributed inorbit all around the sun. This, in turn, means that even for a modern ion engine with an RTG or mixed RTG/Solar system, exact courses are needed in order to be able to survey enough of the belt fast enough to be meaningful.
In pre-development checks, using a series of orbital telescopes, it has been found that the Scrin invasion has knocked many of the asteroids off course. While typically small, it is still well beyond the tolerances of such a flight. Even as little as ten to twenty meters per second more in a burn is likely too much, especially if repeated several times throughout a potential multi-year mission.
Resolving this problem is beyond the immediate resources or skills of the SCED. However, it is a relatively small project for the Treasury's immense resources. A series of additional deep space telescopes launched from the array of fusion spacecraft available to the Treasury should be able to map the new courses in a matter of weeks and provide for a much better surveyed sky.

[ ] 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 89/225: 10 resources per die) (+++ Consumer Goods)

Fashion has been one of the most radically destructive forces in human history. From the near extinction of both the American beavers and sperm whales to spreading combinations of lead and mercury on faces as makeup. The pursuit of looking good has led to incredible waste and oftentimes the destruction of health. However, that has never stopped just about anyone, especially when fashion can change radically, and pricing out the proletariat is often a key goal.
However, Initiative fashion houses have a somewhat different set of goals. There are four stated criteria for any item that comes out of the initiative fashion houses. Durable, Sustainable, Comfortable, and Affordable. Anything produced has to be able to be worn not on a scale of months once every week, but on a scale of years and worn near-daily. Similarly, it has to be easy enough to produce that it can stay in production for decades. Sustainability currently means severe limits on the use of organic materials, as those are still rare enough that mass production can run into severe problems in the supply. Comfort is a tripartite set of limits. First, they cannot damage the person wearing them. While not a problem under GDI's auspice, it has been one at various points in history. Second, they have to be able to be worn under an environmental suit as a concession to the constant potential for NOD attack and for their adoption in the Yellow Zones. Third, they have to survive preproduction customer reviews. Finally, affordability is a metric based on production cost. While the Initiative tends to price things at somewhere approximating an all inclusive cost of production, some of the proposed designs have been so complicated and so material intensive that they cost days or weeks worth of pay. For Initiative baselines, no piece can cost more than half a day's pay at the base pay rate.
With the nailing down of these important sets of principles and securing a series of physical spaces for the fashion development houses taking up the vast majority of the quarter, little time has been found to find the people needed to staff the houses.

[ ] 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 232/300: 5 Resources per die) (+++ Consumer Goods)

While the origin of video games is still a debated topic, most can agree that for nearly a century, video games have been a significant part of the human entertainment medium. From the 1972 Magnavox Odyssey to the first Massively Multiplayer Online Game, Island of Kesmai, computer games and systems have been a long term system of development. However, by the early 2000s, producing games on the cutting edge required hundreds of people and millions of dollars. While modern EVA systems, and reaching the edges of what the human eye can perceive, have meant that even a relatively small game studio can produce results that would have been stunning thirty years ago, there are still places where it does take the mobilization of vast arrays of talent in order to program a game.
Historically, games in the 21st century can be split into two eras. First is the Graphics era, typically defined as before 2030, when game systems and screens hit the limits of the human eye, with file sizes commonly reaching over three hundred gigabytes. Since then, the post graphics era, where art style and content has dominated game marketing and game discussion. Today, efficiency is the name of the game, with companies advertising vast amounts of unique content, and vast, densely populated open worlds. Places like pre Tiberium New York are popular sites to demonstrate the near perfect environmental modeling and the vast number of people that it is possible to render at one time.
While the vast majority of the work has been done, between allocations of computers, server time, and other needs of the game development ecosystem, the one part that has not yet been completed is the most important- The people. Game developers are typically passionate, and that has often been taken advantage of. Burnout and abuse scandals were a yearly occurrence before the war in 2047. Even today however, many of those developers are eager to get back to work. The only thing that remains is organizing them into development teams, allocating resources, and putting them to work.

[ ] Vaccine Development Programs
While GDI has few major problems with infectious disease, keeping on top of the problem has its own advantages, especially with the strategic aim towards expanding Initiative influence in the Yellow Zones, and keeping in practice with modern vaccine technology.
(Progress 59/150: 25 resources per die) (++ Health)

One of the few positives of the Tiberium apocalypse has been the end of severe concerns about epidemic infectious diseases. Between the end of global travel, increasing ability to work from home, and the widespread use of environmental suits, humanity has many other means besides vaccination to combat the spread of disease. At the same time, some of the most lethal diseases are extinct or effectively so, such as Ebola, which died with its chimpanzee hosts as the Central African Red Zone expanded. However, that does not mean that disease is a solved problem. Sexually Transmitted Infections are still around, despite a half century of the Initiative attempting to destigmatize them and bring people in for treatments, as are things like the common cold, and various forms of Coronavirus, among others.
This has meant that vaccines are still one of the most effective weapons in the fight against infection. Most modern vaccines are RNA based. First developed in the decade before the Second Tiberium War, these mRNA vaccines provide orders for the body to produce bacterial or viral proteins that the immune system will continue to recognize, even after the vaccine's RNA is used up. One advantage of this approach is that it is easy to change the vaccine in response to rapidly mutating diseases.
Much like GDI's paranoid tendency elsewhere with research departments, the new labs are distinctly high security aiming to keep the Brotherhood of NOD out and the diseases in. Built to the equivalent of Biosafety level 3 or 4, every disease is treated as if it was a potential bioweapon, especially because in the hands of the Brotherhood of NOD, even a relatively harmless strain of Escherichia Coli can be mutated into a carrier for some quite horrific diseases. All such facilities are access controlled from the exterior, much like most major scientific sites across the Initiative, and are often located within or adjacent to a major military base. Currently however, the labs stand empty, neither supplied nor staffed.


[ ] 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 Red Zone 7 North (Progress 105/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)

GDI's ongoing work towards the array of MARV hubs has finished one near Chicago, specifically in Evanston. Unlike all other MARV hubs built so far, it lacks its own port facilities and instead relies on a connection to the Chicago planned city less than five kilometers away. The separation, while not perfect, is primarily a result of a concession to the needs of the MARV fleet and Chicago's defensive line, which is not designed to be easy to pass through with multi thousand ton land ships. Similarly, MARVs require massive specialized roadworks to travel into and out of the hub itself. Though that is primarily a safety measure to ensure that squishy meatbags are rather thoroughly deconflicted from the same travel areas as the aforementioned giant tanks.
While Evanston is not actually in a Red Zone, it is close enough for it to be practical as a site for Red Zone harvesting operations with the continued growth of the Tiberium. Planned routes primarily take the MARVS south, across much of Chicago's frontage, and then doglegging west across what was once southern Illinois and into Missouri. The land is nearly perfect tank country, predominantly flat terrain with limited rolling hills. While the MARVs will still be massive targets, they are easy enough to protect with an escort that can keep with them, at least if adequately supplied.
GDI has also begun another sitting astride the same river systems as the glacier mine in the American South. While separated by thousands of kilometers, the two Hubs will serve to protect GDI operations across the middle of America. Much like the Evanston Hub, it is not in an optimal position for a MARV hub. And like the Evanston Hub, it is a decision dictated by the other investments that GDI has made in the North American Red Zones. Protecting those, especially in light of the ever improving Brotherhood of NOD, is the highest priority and something where MARV fleets are one of the best weapons in the Initiative arsenal for the job. While not capable of threatening NOD on the offensive, MARVs can make it unacceptably expensive to attempt to drive these harvesting operations into the nearest body of water.

[ ] Reclamator Fleet YZ-5a
With the hub completed, there are three 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 159/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)

With limited resources made available, more work has been done towards the fleet. Complicating this has been the combined problem of NOD skirmishes and the refugees that have continued to arrive. Combined, these factors have taken up the vast majority of the shipping capacity of the hub, as ammunition and replacement parts for the defense group have been expended at a prodigious rate. This in turn is driven by the decision of the garrison commander, one Yusuf Escoffier, who has set an especially aggressive pace for the patrols to prevent the NOD from ranging and raining shells on the vulnerable favelas that have continued to swell around the site. A MARV Hub, while it is intended to supply massive land battleships, does not in fact have a particularly massive cargo handling area, and can service no more than two ships at a time.
The demands of the fleet being assembled and of the surrounding refugees would have been bad enough, but the hitherto unknown NOD commander has been smart, and manoeuvred as a set of forces-in-being, each allocated enough artillery that it must be kept far from the hub. While they have not yet gone in for the killing blow, it is clear that NOD smells weakness. After all, a large GDI position thousands of kilometers away from support and surrounded by people who are turning away from the Brotherhood is a target far too tempting. An attack has to be imminent, just as soon as the commander can be sure of victory.
The favela itself is both a security problem and a humanitarian one. NOD infiltrators have been found multiple times using it to place explosive charges against the walls of the hub. However, so far they have been stopped by the residents, who by dint of their circumstances have been armed enough to repel and even kill the more equipped of the infiltrators. Moreover, without any real sanitary mechanisms beyond the temporary ones set up by the engineers when the hub was first constructed, dysentery and other diseases have swept through the camp, ones barely kept in check by the attached medical divisions on the garrison unit..

[ ] 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 77/60: 15 resources per die) (-- Labor, -- Energy) (Very High Priority)

Nearly two years after its last predecessor and the other branches of the military beginning to register interest, the last of the Zone Suit factories has been finally completed. With it, the long planned conversion to an entirely armored Zone Operations Command has entered its final stage. In less than a year, every last foot soldier in the Command will have a fully equipped Zone Suit, numbering two Corps worth of soldiers who can operate in Deep Yellow and Red Zones for a long time. While the majority of them are using the basic Defender-Pattern Suits, every platoon is a combined arms arsenal, carrying more firepower than a full company of standard mechanized infantry.
In a series of wargames conducted in the previous year, ZOCOM has convincingly trounced both much larger and much better equipped forces, with one notable incident where two ZOCOM platoons were able to fend off against a battalion worth of GDI Mechanized. With this, their confidence is high that they can take on the best that the Brotherhood of NOD has to offer, and that they can not only take the fight to the Red Zones, they can win there.
In response, the other branches have not stood still. Initiative Ground Forces has already put in a request for a full battalion's worth of Defenders for general field trials, likely a prelude to adopting the suits full scale, which will almost certainly include the Steel Talons as a by-product. More than that, the Air Force and Navy are not entirely happy with existing zone armors however, and both have put in requests for specialized patterns to be produced for their needs, particularly as quick response and landing forces, respectively.

[ ] Ablat Plating Deployment (phase 2)
The deployment of ablative plating has gone well. While it certainly does not make anything immune to NOD lasers, it does mean that survival rates go up significantly. However, much more is needed to fill the needs of the Ground Forces, let alone other groups.
(Progress 291/200: 10 resources per die) (Very High Priority)

With the Ablat plating reaching ever more units, the Brotherhood of NOD has already started responding. With their laser systems becoming noticeably less effective, NOD warlords have begun deploying mixed companies of tanks. Typically either square companies split into two, or triangular with two laser armed and one kinetic, primarily due to the better effectiveness of the laser system, although the Brotherhood's warlords field everything from binary formations all the way out to pentomic. This is a significant change from previous periods. Before, if a warlord could, they would generally entirely convert to laser systems, or keep it for their own personal force, rather than parcelling it out and mixing them with kinetic arms. This has cut NOD's ability to concentrate striking power significantly. However, at the same time, it has begun spawning several innovations, most notably the mass use of Tiberium cored missile systems, with multiple warlords, including both Gideon and Stahl, loading at least two missiles onto each of their laser armed Scorpions. This refit offers the staple NOD war machine a significant first strike capability, capable of stripping off much of the ablative armor at a minimum and if they're lucky, outright mission-killing an entire Predator tank.


For the Initiative, Ablat is incredibly popular, with soldiers seeing it as one of the most significant investments in their survival in decades. While not yet deployed to all front line units, and with existing stockpiles expected to be exhausted within 48 hours of general combat, it has been a sweeping change nonetheless.

"Mission failed for the claws of the dread capitalists have sharpened. Valdon and Aram died as their rockets exploded from the new ablative layers. Their chainguns raked through the buggies accompanying the patrol but that was all before the tank barrel swivelled their way. We could not recover their bodies. Squad now consists of me, Enfield, and Quirinius. Requesting reinforcement and new tasking. Current weaponry insufficient against heavy armor. Elsewise, requesting cluster missiles and mines as additional ordinance."
— Log recovered from an abandoned cave within RZ-7 area, suspected to be from HVT-0532/Confessor Squad Leader Damien Walker

[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Yokohama (Progress 260/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)

The Yokohama Battleship Yard has been radically reconfigured from three battleship lines to five cruiser lines, set side by side, requiring the redigging and relaying of many of the tracks. While few of the components are directly transferable from a heavy battleship to something less than half its displacement, although the critical missile systems do. However, most of the existing systems of the dockyard can be simply converted over, as can the hardware for manufacturing.
In terms of timeline, the ships will take six to nine months to hit the water and another nine months to a year before they are fully fitted out and go through sea trials. By that point, each ship should have enough missiles for a full combat load.
Missile wise, GDI's Navy tends to use a mix of super and hypersonic cruise and ballistic missiles as its standard long range armament, with multipacked anti aircraft missiles for midrange defense. One of the notable costs in the development of the shipyard has actually not been in Yokohama or anywhere near it. Instead, it has been distributed into multiple factories to increase the number of missiles being produced. Unlike the late 20th century, where navies generally did not order enough missiles to fill its available array of cells, GDI tends to have multiple reloads available for an immediate refill, shortening the time required to put ships back on station in case of full scale warfare.
Militarily speaking, this shipyard will not sustain the full deployment of the Navy's cruiser fleet. Even fifteen or thirty ships will be asking much of it.

[ ] Rapid Fire Laser Weapons Development
The Steel Talons have had a long interest in laser weapons systems. With the Crystal Beam Laser system ready and operational, the Talons are looking at the system as an anti-personnel weapons system, deriving from the old Brotherhood of NOD laser minigun. However, it will also have a second potential purpose as a laser anti missile system.
(Progress 100/40: 15 Resources per die)

With laser weapons, the concept of rate of fire has become something of a misnomer. A fully functional beam laser system is cutting a continuous path through the air, and whatever is unfortunate enough to be in its way. However, it has its problems. Most notably, heat. Even the best available cooling systems are not good enough on the crystal beam lasers to stop it from flexing or cracking if the beam is active for more than a second or so. The response has typically been to head for systems that strap multiple lasers together, an approach that was shared both by GDI and the Brotherhood of NOD at various points. Unlike NOD's six-barrels schematics though, GDI has gone to favour the usage of a three-barrelled system.. Each of the three lasers is even more highly powered, and can reach out significantly further than NOD's approach, a requirement when looking at mechanized battlefields.
However, the development has not proven to be as effective as the Steel Talons desired. While plausibly effective, the system is too large and power intensive to replace the railgun arrays on a standard Mark 3 Wolverine. The system has not been abandoned though, with the Talons moving towards a dedicated antimissile schematics instead. While not all the programming kinks have been worked out, as an antimissile system, it has had a significant impact in testing, shooting down streams of missiles with abandon, although struggling against massed salvoes. In initial testing, it could reliably shoot down two missiles from differing angles, a third and fourth simultaneous launch depending on location. Though unable to even reliably intercept launches from five or more different approachesThe system can intercept up to twenty different missiles from a single approach- a simulacra of the alpha-strike pattern of the dreaded Stealth Tanks- with no more than two missiles leaking through. Typically this comes from very tightly bunched launches, where the laser completely overheats due to continuous fire. Though this will often use up the ablative layers, this is an unprecedented improvement over the standard scenario of the destruction of any given GDI vehicle with all souls inside lost.

"Are the Talons playing silly buggers?"
"Some indications point to yes. A harmless one, where they want to see if the Treasury actually learned if there's no one to grumble."
"Surprise then, for Granger seems to have his head straight in that matter."
"And for that, the Talons will at the least swallow their distaste once the good Doctor puts forth his successor."
"And for that silly buggery, pay a visit to the Talons. Tell them to quit while they're ahead. And while they're at it, tell them to allocate an actual high priority to their pet projects."
- [REDACTED]

Notable amongst the meeting this quarter, aside from another argument between the Tib Rep and the IF Rep among the ground force, is the fact that the Talons Rep this time seems to be more agreeable. Don't rightly know what happened but here's hoping their good mood lasts.
— Private journal of Harlan Curie, Treasury Representative of the Fifth Monthly ICI Meeting

[ ] 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) (Military) (177)

Despite massive investment in the last years, the Military production sector has proven to be exceptionally clean, with no successful infiltration despite over six hundred attempted subversions in the previous years. While the deep clean almost always turns up something, none of the compliance issues are anywhere near significant enough to bring up to the level of the Secretary of the Treasury.


[ ] Search For A Successor
With Dr. Granger's term in office at least halfway over, it is now time to begin at least thinking about a potential successor to the office. While there is no shortage of qualified candidates, choosing and grooming one will take some time. (49)

While there are thousands of viable candidates, four have stood out as having both the aptitude and the political support needed to make good candidates for the next Secretary of the Treasury. While Granger's Assistant Secretary is undoubtedly competent, she is old and looking for retirement herself. Therefore, the first step is to promote the candidate to be the assistant secretary to expose them to the high level politics of the Initiative and familiarize them with the day-to-day operational needs of the Treasury.

[ ] Julian Taylor
Born in the B2 blue Zone, Julian Taylor enlisted at 18, and was selected for ZOCOM training soon after the branch was formed. Attending OCS before the Third Tiberium War, he was rapidly promoted as part of General Cherdenko's commands. Now, with ZOCOM's mandatory retirement age fast approaching, he is looking for a new way to contribute to the greater good of the Initiative.
While not exceptionally skilled in any treasury relevant areas, he is politically popular and someone who has the credentials of a war hero to cover many potential gaffes and mistakes in negotiation. While this will be generally good for the operational freedom of the department, it may not make up for his flaws.
  • High Military Support
  • High Political Support
  • Supports Grant Programs
  • Wants to privatize parts of the Treasury's consumer goods development.
  • Supports Yellow Zone Development

[ ] Seo Thoki
A relatively young candidate, Seo Thoki is someone whose career has been tremendously accelerated by Secretary Granger's Tiberium policies. While it had languished under Boyle's administration, he became the administrator for the first of the Tiberium Glacier mines, and from there has been repeatedly promoted as the program expanded, each time growing to meet the growing challenges. A leftist, he is likely to continue many of Granger's policies regarding civil engineering and workers rights.
While likely to have problems in the political sphere, he is also one of the best candidates to lead from the perspective of their talent as an administrator, and as someone who can quickly step into the very large shoes that Dr. Granger will leave behind.
  • Politically unknown
  • Promoting within the department
  • Talented Administrator
  • Fast Learner
  • Supports Tiberium experimentation

[ ] Sarang Mikoyan
Born shortly after the establishment of the Russian Blue Zone, Sarang Mikoyan is the daughter of a Russian refugee and a Korean aid worker. Becoming space qualified before the Third Tiberium War, she was lucky enough to be on leave when the Philadelphia exploded. Since then, she has commanded the GDSS Enterprise, taking it from a framework to what is about to be a major processing complex. Economically, she tends to focus on central planning in space as a consequence of the nature of most problems. However, more generally she has few strong feelings one way or the other.

  • Strong Space Qualifications
  • Talented Administrator
  • Lucky (Critical Positives on 99 and 100)
  • Politically Flexible

[ ] Kai Jun (君凯)
Born in the deep YZ that once was Southern China, Kai Jun was the grandson of then infamous Da Jun, a Nod Warlord in the halcyon days between the interwar of First and Second Tiberium War, renowned for numerous war atrocities that went unanswered due to his untimely death in the years before Slavik's Ascension. Before Da Jun's death however, Kai and his father fled to Australian BZ, renouncing all ties with their patriarch and went to work with the numerous diaspora groups before Kai climbed the ranks of the GDI Parliament on the back of Developmentalist and then-Militarist support with parts of the UYL. More than most, he embodies the saying that there's no stronger faith than that of a converted man. He embodies the duality of a politician who cares for the auspice of a Global Initiative yet zealous in persecuting the Nod to an extent some find too much.
  • Politically Divisive
  • Politically Adept
  • Supports Yellow/Red Zone Advances
  • Supports Yellow/Red Zone Integration
  • Supports Heavy Punitive Measures against Nod

**This is an important decision for the future of the quest, so I will have an eight hour moratorium on voting, and will have 72 hours to vote.**
 
Last edited:
Q2 2056
Adhoc vote count started by Ithillid on Aug 1, 2021 at 9:28 PM, finished with 434 posts and 127 votes.

With the current result, I am going to call it here for Seo Thoki.

Q2 2056

Resources:‌ ‌545‌ ‌+‌ ‌0‌ ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(20‌ ‌allocated‌ ‌to‌ ‌grants)‌ ‌

Political‌ ‌Support:‌ ‌55‌ ‌
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌5 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium‌ ‌Spread‌ ‌
14.34‌ ‌Blue‌ ‌Zone‌ ‌
27.85‌ ‌Yellow‌ ‌Zone‌ ‌(77‌ ‌Points‌ ‌of‌ ‌Mitigation)‌ ‌
57.81‌ ‌Red‌ ‌Zone‌ ‌(50‌ ‌Points‌ ‌of‌ ‌Mitigation)‌ ‌

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+15)‌ ‌
Energy:‌ ‌Major‌ ‌Surpluses‌ ‌(+9)‌ ‌
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+8)‌ ‌
Food:‌ ‌Marginal‌ ‌Surpluses‌ ‌(+4)‌ ‌(+4‌ ‌stored)‌ ‌
Health:‌ ‌Substantially‌ ‌improved‌ ‌(+5)‌ ‌
Capital‌ ‌Goods:‌ ‌Effective‌ ‌Surplus‌ ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ ‌Meeting‌ ‌Demand‌ ‌(=)‌ ‌
Labor:‌ ‌Gargantuan‌ ‌Surpluses‌ ‌(+55)‌ ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1195/1300)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ ‌Limited‌ ‌Surpluses‌ ‌(+3)‌ ‌

Expected Demand
Labor (-2)
Logistics (-1) ‌

Status‌ ‌of‌ ‌the‌ ‌Parties‌ ‌
(strong‌ ‌support,‌ ‌weak‌ ‌support,‌ ‌weak‌ ‌opposition,‌ ‌strong‌ ‌opposition)‌ ‌

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌25;‌ ‌25;‌ ‌75)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌329‌ ‌seats‌ ‌(150;‌ ‌129;‌ ‌35;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(37;‌ ‌153;‌ ‌27;‌ ‌20)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌4;‌ ‌70;‌ ‌104)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌72‌ ‌seats‌ ‌(55;‌ ‌17;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌153‌ ‌seats‌ ‌(75;‌ ‌76;‌ ‌2;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌45‌ ‌seats‌ ‌(30;‌ ‌11;‌ ‌4;‌ ‌0)‌ ‌
Independents‌ ‌12‌ ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌
Developmentalists:‌ ‌649‌ ‌seats‌ ‌(349;‌ ‌200;‌ ‌100;‌ ‌0)‌ ‌

Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌ ‌:‌ ‌Decent‌ ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Space‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Steel‌ ‌Talons:‌ ‌Low‌ ‌
Navy:‌ ‌Low‌ ‌
ZOCOM:‌ ‌High‌ ‌

Plan‌ ‌Goals‌ ‌ ‌
Capital‌ ‌Goods:‌ ‌13‌ ‌points‌ ‌remaining‌ ‌
Consumer‌ ‌Goods:‌ ‌8‌ ‌points‌ ‌remaining‌ ‌(will‌ ‌complete)‌ ‌ ‌
Food:‌ ‌22‌ ‌(15)‌ ‌points‌ ‌remaining‌ ‌
MARV‌ ‌Fleets:‌ ‌2‌ ‌remaining‌ ‌
Deployment‌ ‌Programs:‌ ‌2‌ ‌remaining‌ ‌
Abatement:‌ ‌9‌ ‌points‌ ‌remaining‌ ‌
GDI‌ ‌Income:‌ ‌85‌ ‌remaining‌ ‌






Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 2)
Phase 2 of the Tidal Power Plants is looking at major tidal power plants, such as the Penzin Bay Facility. These massive installations will provide almost as much energy as a standard nuclear power plant in many cases, although unlike those nuclear plants, these are geographically limited.
(progress 278/450: 10 resources per die) (++++ Energy)

[ ] Blue Zone Arcologies (Phase 2)
Investing in constructing new arcologies and not just repairing existing structures, reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

[ ] 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 substantially 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 2)
While there are no immediate commitments to complete more arcology programs, they are significant markers of GDI's investments into the Yellow Zones. With the security situation improving rapidly, more arcologies can be used to support refugees and increase the quality of housing across the yellow zones.
(Progress 0/170: 15 resources per die) (+++ Housing)

[ ] Rail Link Reconstruction (Phase 3)
A final phase of reconstructing the rail links, double tracking much of the system, will ensure that the Initiative's rail system can sustain much larger amounts of rolling stock, and can route around damage without major delays.
(Progress 40/300: 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)

[ ] Chicago Planned City (Phase 3)
With GDI's ongoing development of Chicago, the next phase is likely to significantly increase total effective abatement as the more proximate Chicago means less wasted effort transferring Tiberium from the Red Zone to processing centers. The expansion will also entail a major expansion to the processing facility in order to cope with this increased throughput.
(Progress 107/360: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +120 Tiberium Processing Capacity)

[ ] 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)

[ ] Colombo Planned City (Phase 1)
While it may be premature, seizing Sri Lanka, and preparing a planned city for the island is the first step in taking back the Indian subcontinent, one of the largest areas in the world where GDI has not had a serious presence in decades. The planned city will provide a nearby logistics hub and strategic entrepot.
(Progress 0/100: 20 resources per die) (--- Labor) (Can spend mixed Military and Infrastructure dice, at least 1 die must be Military)

[ ] Mecca/Jeddah Planned City (Phase 1)
With Mecca currently under threat from Tiberium, a planned city complex, based on the Chicago pattern is a clear requirement. However, it is unfortunately going to be expensive, as the situation requires a pair of planned cities. One in Mecca to support the Hajj and Red and Yellow Zone operations, and one in Jeddah, some seventy kilometers away.
(Progress 0/160: 20 resources per die) (---- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (5 Political Support)

[ ] 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)

[ ] 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, one significant way to improve civilian morale and provide a steady stream of high quality housing would be to encourage the formation of a series of civilian housing cooperatives and supply them with a steady stream of materials. This will be politically popular, and easier to administer than attempting to keep all housing under the Initiative. (15 resources per turn) (+ Housing per turn)


Heavy Industry (5 dice)

[ ] Blue Zone Power Production Campaigns (Phase 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Synchronized Cycle Fusion Plants
The next wave of fusion hardware is a series of synchronized cycle plants. Running either four or six fusion reactors in a synchronized cycle is a serious developmental step towards producing clean, universal power solutions, ones that will provide energy for the Initiative for decades to come.
(Progress 8/350: 20 Resources per Die) (++++ Energy) (High Priority)

[ ] 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 3)
While current usable technologies only allow for the installation of yet more solar and wind energy solutions, the prime locations are generally already in use. Further development will require more resources and additional work for not significantly better results.
(Progress 71/350: 5 resources per die) (++ + 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)

[ ] Nuuk Heavy Robotics Foundry (phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 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 78/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy) (High Priority)

[ ] 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)



Light and Chemical Industry (4 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 100/200: 15 resources per die) (++ Capital Goods, -- Energy)

[ ] 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) (High Priority)

[ ] 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)

[ ] 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) (High Priority)

[ ] Johannesburg Myomer Macrospinner (Phase 3)
With initial production already starting, the macrospinner needs to be severely scaled up in the coming quarters as current production is far from enough for any serious attempt to use myomers across the broad swathes of Initiative industrial and military needs.
(Progress 4/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)

[ ] 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)

[ ] Perennial Aquaponics Bays (Phase 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While the full products will take well into next plan, it will be an investment into the future and a generally popular decision.
(Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 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 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 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)

[ ] Wadmalaw Kudzu
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)

Tiberium (5 dice)

[ ] Tiberium Prospecting Expeditions (Repeating Phase)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])

[ ] Tiberium Vein Mines (Phase 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)

[ ] 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) (High Priority)

[-] 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 for a further intensification campaign.
(Progress 63/100: 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)
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) (High Priority)

[-] 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 been 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 will carry out the recently discovered Hewlett-Gardener process providing 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) (+600 processing potential) (--- Energy, -- Logistics)

[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)

[ ] Tiberium Inhibitor Development
The Scrin, during their invasion deployed a number of Tiberium Growth Accelerators. By constructing a version of the hardware essentially running in reverse, the Initiative can slow the growth of Tiberium in a relatively small area. While not able to stop the growth of Tiberium, it should provide a significant boost in overall abatement potential.
(Progress 0/60: 30 resources per die)

Orbital (3 dice)

[ ] Gravitic Drive Development
The Scrin gravitic drives have proven to be particularly interesting. Rather than being reaction drives, keyed off of mass, they seem to be volumetric and geometric, with the positions of drive nodes being the critical factor. However, they have reached a point where a development push is required to bring them to being something of science fact, rather than science fiction
(Progress 0/60: 30 resources per die)

[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)

[ ] 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 0/85: 30 resources per die) (Fusion)

[ ] 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 with material.
(Progress 183/385: 30 resources per die) (+ Capital Goods, + Consumer Goods) (Fusion)

[ ] 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 0/85: 30 resources per die) (5 Political Support) (Fusion)

[-] Expand Orbital Communications Network (Phase 3)
Without more work done to clean the orbitals, more satellites being deployed would only make the debris problem worse, especially in the lower orbitals where they would be deployed.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)

[ ] 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 44/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)

[ ] Skywatch Telescope System
The Scrin gravitic drives produce a field massively larger than the ship itself, throwing off asteroid courses. That is enough to make even modern ion drives problematic. By launching a number of very large telescope arrays, the Initiative can make new asteroid drift charts and open the asteroid belt to probing once more.
(Progress 0/150: 15 resources per die) (Fusion)

(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)

[ ] 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 16/90: 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)

Lunar Operations

[-] Lunar Rare Metals Harvesting
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non tiberium based mining and refining infrastructure.
(Progress 0/175: 30 resources per die) (+5 Resources Per Turn) (Fusion) (Requires Enterprise 3)

[-] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 0/350: 30 resources per die) (+15 Resources per turn) (Fusion) (Requires Enterprise 3)

Services (4 dice)

[ ] 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 89/225: 10 resources per die) (+++ 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 232/300: 5 Resources per die) (+++ Consumer Goods)

[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)

[ ] Vaccine Development Programs
While GDI has few major problems with infectious disease, keeping on top of the problem has its own advantages, especially with the strategic aim towards expanding Initiative influence in the Yellow Zones, and keeping in practice with modern vaccine technology.
(Progress 59/150: 25 resources per die) (++ Health)

[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)

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 pitbulls. 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)

[ ] Stealth Disruptor System Development
While not precisely a general area stealth field disruptor, what has come out is a dedicated multispectral sensor system, capable of effectively breaking through NOD stealth systems out to significant ranges. While it needs a final infusion of funding to bring it to full capability, it should blunt one of NOD's major advantages in the wars to come.
(Progress 0/40: 25 Resources per die)

[ ] High Efficiency Heat System Development
Derived from NOD's cyborg systems, this combination of heat sink, active cooling system and exchanger should significantly increase the efficiency of not only GDI's laser systems, but also of many other components. While significantly more expensive to produce than a conventional system, it is also substantially smaller, meaning that it can effectively be mounted on tanks, aircraft, and other mobile vehicles to increase their effective rate of fire.
(Progress 0/40: 15 resources per die)

[ ] 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) (Fusion)

[ ] 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 5b (Progress 20/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)

[ ] Reclamator Fleet RZ-7 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)

[ ] Reclamator Fleet YZ-5a
Wth the hub completed, there are three 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 159/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 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 Emergency Medical Evacuation Vehicle Development
Medical care in Red Zones is a significant problem. Time, even more than in normal circumstances, is of the essence. Not only is the casualty bleeding in most cases, there is severe risk of Tiberium infection, and the only medical care available is usually back at base. A fast hovering armored personnel carrier is a secondary concern, but one that should significantly enhance survivability.
(Progress 0/40: 10 resources per die)

[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)

Air Force

[ ] 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) (High Priority)

[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)

[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)

[ ] Quick Maneuver Air to Air Missile Development
The arrival of supermaneuverable NOD aircraft has prompted a new look at air to air missile development. While venerable derivatives of the AIM-9 and AIM-120 have served for decades, neither is perfectly suited to the realities of modern air to air combat. A novel system, built for extreme maneuverability, even at significant costs in range, has been put forward as a proposal for development.
(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) (Fusion) (High Priority)

[ ] 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) (Fusion)

[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die)

Ground Forces
[ ] Remote Weapons System Deployment Predator
With a system developed, it needs to be refit onto existing tanks, and included in the production of new models. While not particularly expensive, the sheer scale of the problem is significant.
(Progress 0/240: 10 Resources Per die) (High Priority)

[ ] 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)

[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)

[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- power) (High Priority)

[ ] 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 Deployment (Phase 3)
GDI's military has continued finding more places that it wants ablative plating than there are available stocks of ablative plating, especially now with Ground Forces now wanting to reequip itself with Zone Armor. Yet more development is needed, especially more carbon nanotubes.
(Progress 91/200: 10 resources per die) (Very High Priority)

[ ] Bulldog ARV Development
The Bulldog is intended to be a successor to the Pitbull. Built around the new rapid fire rotary railgun first intended for use with the Wolverine, the redesign is relatively limited, focusing on bringing the new weapon into general use, and bringing with it a number of minor quality of life increases.
(Progress 0/40: 10 resources per die)

[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)

[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)

[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements

-[ ] New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] London (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Santiago (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)


Navy

[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Hampton Roads(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Vladivostok (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Dakar (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Durban (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)



[ ] 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 Deployment
With the Mark 3 ready to be rolled out en masse, the primary remaining requirement is to refit the production lines towards the new unit. While many components have stayed the same, others must be replaced entirely, and whole sections of the line are now obsolete or obsolescent. This requires a major work through of the entire production system.
(Progress 0/175: 10 resources per die) (-- Energy) (High Priority)

[ ] 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 0/30 : 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 0/30: 10 Resources per die)

[-] Laser Point Defense Systems Development
GDI's rapid fire laser system was something of a disappointment. However, even on an improvised chassis it served distinctly well as a point defense laser. By developing dedicated and automated systems, it should render NOD missile attack on the tactical level a much more minor problem.
(Progress 0/40: 15 Resources per die) (Requires Titan Mark 3 Deployment)

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 Union Support
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)

[ ] Cooperative Focus
Cooperatives have historically proven to be both more resilient in the face of economic shock, and tend to have less inequality than other companies. By reorienting the grant programs to favor cooperatives over other company structures, the Treasury can fully break from the programs of the past.
(DC 80/100/120) (-10 Political Support)

[ ] 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)

** 4 Hour Moratorium on Voting **
 
Last edited:
Q2 2056 Results
GDI Online Q2 2056


Battle of Hub YZ-5a

Dr. Emiliana Campoy
Today in breaking news has been the battle of the Yellow Zone 5a Hub. I was on site as a medical practitioner helping with the outbreak there. Only really heard and felt the battle itself. The Sonic Cannons on those MARVs are loud. Well, I knew they were loud, but we felt it in our bones, even here. Good thing we were not doing surgeries that day. My hands were shaking like leaves by the end of it.
But at the end of the day, they tried, they failed, and I am on a ship in dock in a blue zone ferrying a load of refugees for a better life with the Initiative.

Solan
The work for those in the MARV hubs is never done. I was on site to prepare the final construction of the MARVs for YZ-5a. It was deemed by the officials in Manchester to be prudent to finish it because of the sporadic attacks in the region. Oh boy, we didn't know there already was a battle happening when we entered the hub. You can see many engineers working double time to finish the giant Tiberium harvesting platforms to destroy those nearing mechs. Thank God for the Navy making sure Nod can be kept at bay while we finish the MARVs. I can tell it was grim before the resupply with the commander reporting a nearly empty shell load and food for the favelas reaching a critical low don't let me even tell you about the kludged together facilities they built. The pilots for the MARVs also weren't there yet finishing their training certifications. Fortunately all MARV engineers are capable pilots so it was good firing at those Nod mechs. Almost lost some good friends there but with that and Chicago it will never be a boring day.

FloatingWood
Wasn't there a slum build around the hub? I hope they got out okay. Civilians caught between two armies tends to result in lots of very dead civilians.

TrueBlue
Wonderful. Another boatload of sellouts crawling in to get Dr. Granger's latest handouts and prizes for licking Kane's boots. Will he learn his lesson when they bite the hand that fed them? Of course not.
God, every day the Initiative just gets worse and worse.

Accomplishing Providence
#FloatingWood, "slum" is perhaps a bit harsh on the one hand, but on the other, "favela" is a localized word for a particular type of "slum". So make of that what you will. It sounds as if they were able to pull the civilians inside the perimeter of the actual hub-base during the fight?

Ormond2020
#TrueBlue Hey man, be careful typing so fast, I can hear you huffing and puffing from here, you useless sack of shit, hey mods, punish me for telling the truth if you want, but I'm sick of these IF freaks ruining the forums, how about you do your goddamn job, they're almost as corrosive to the GDI as the actual Noddies

FloatingWood
#AccomplishingProvidence, I hope that the next hub that goes up in the Yellow Zone takes the refugee matter into account from the get go. I mean, I get not wanting to let just anyone into the secured facilities, but surely a ditch and berm to form an outer perimeter refugees can hide behind isn't too much to ask for? All you'd need is a backhoe (goddamnit English, figure out whether you stick words together or not) or bulldozer to get it done. Some soldiers with entrenching tools in a pinch.

TrueBlue
#Ormond2020
At least Initiative First hasn't forgotten that GDI is supposed to fight the ones who let civilization burn for the sake of an alien crystal fetish, not reward them.

Solan
#TrueBlue Please do not generalize the Yellow Zoners on people working for YEARS with them. It has taken a lot of our time to actually talk to them and say they aren't going to be shot the moment they enter the border. Because we're not Nod and those bastards would rather turn you into a cybernetic monstrosity than help you if they think they could get away with it. While I wait for my next deployment after the battle let me just say that if you say something about leaving one of the last holy sites of the Abrahamic faiths to die might leave you some irrecoverable wounds because we are doing some work on outreach in holy sites now.

ProfCollingsworth
Well, from what I've heard, this probably wasn't intended to bait NOD into attacking, but we probably won't know for sure for a few decades. That said, I am glad that GDI was able to get the fleet operational in time to mount a successful defense.
#TrueBlue You seem to be forgetting that, for decades, the effective policy of GDI has been to provide minimal support, if that, to people whose only crime is to not live in a Blue Zone. For all that I appreciate all that GDI has done, I am not blind to its faults. Or at least, I try.

AccomplishingProvidence
#FloatingWood oh you're not wrong about needing to plan better in the future. It just seems that this was very unexpected compared to reactions when the other Hubs went online? Perhaps due to the location of this hub. More isolated, near the sea, and so on? It sounds as if the Navy is working to build a strong presence as well, which only bodes well for those seeking the protection under the aegis of GDI's metaphorical wings.
#Solan the stories trickling out of the area around Mecca are truly soul-heartening to read and hear. If you are working there now, please keep up the good work, and pass on the thanks of mankind to your fellow workers.

BummerZoom2
#ProfCollingsworth From what I've heard, Granger and Granger were planning this surprise turnabout since last year. Rumor is InOps has had their fingers all over YZ-5a even before it was finished construction; if you read between the lines there's a lot of unusual details about all the supposed delays that have been obscured.

SoLone34
Speaking of work that far out, I heard that the Red Zones actually shrank this month, is that true?

MikoNyan
#SoLone34 Looking at Granger's Doomwall, yeah, it has. Not much, but we are finally making progress. Feels like more than rearranging the deck chairs at this point.

AccomplishingProvidence
#MikoNyan I have to wonder, does the entire office stop working for a few moments while The Doomwall is updated?

MikoNyan
#AccomplishingProvidence Not really anymore. First few times were dramatic, but it gets updated so often nowadays that we would not be getting anything done if we had to check The Wall, every time it updated.

AccomplishingProvidence
Entirely fair, #MikoNyan. Was mostly just an amusing thought about the potential melodrama. We all need a bit of fun melodrama in our lives, or they'd be unbearable under the weight of the world's woes.

YellowZon3r
So, here's the thing. And it's something you won't hear me say often. But good work GDI. It's… they went to a whole other continent, helped a bunch of people who needed help. Protected them, and got shot at for trying to do the right thing. I live in a lighter yellowzone, a green zone if that term ever picks up. And for all the shady shit GDI has pulled in the past, today was one of the first times I was proud to call myself a GDI citizen. When Nod started pushing back GDI committed to defend my fellow yellowzoners. And I hope they're happy in GDI I really do.

FloatingWood
I'm curious, but does the Tiberium Department keep track of how much they expect to be able to drive back the damned crystal back per month? Because looking through the yearly reports to Parliament I get this weird sense that the department was expecting much more effectiveness in its abatement efforts than they are actually getting.

8c1DB00Tz
#FloatingWood
If you know where to look, there are statistics detailing the expected min and max level of growth, based on historical data, that more or less maps somewhat serendipitously to between 0 and 1% of the worlds land surface a quarter. There are also projections, though much harder to get access to, regarding how much the harvesting and defensive positions employed by GDI will impact the growth, but frankly I believe that model should have been thrown out several years ago, because it's been 'optimistic'.

Let me put it like this.

If the Good Doctor hadn't gone as hard on abatement as he has, or worse yet, if abatement had more or less fallen to pieces after Tib War 3?

I don't have access to the numbers from some of the earlier years, but...

Rough, back of napkin underestimate? World currently stands at roughly 14.34‌ ‌BZ ‌27.85‌ ‌YZ ‌57.81‌ RZ, in the alterverse where Granger the doc didn't come along and start mining like mad? You're looking at 3.39% BZ, 32.63% YZ and 63.98%RZ.

People seriously don't get it, because GDI and Granger are saving our asses, but they're also hiding how bad the problem really is. People joke about Grangers doom wall. Well it isn't a fucking joke. Initiative first should be lining up to kiss Grangers ass, because he's the only reason most of them have a Blue Zone to be high and fucking mighty about.

YellowZon3r
Yeah, initiative first aren't just pricks they're outright fucking wrong. Realpol for a second, all a yellow zone is, is the strip of land standing between the 'precious' blue zones and the deathworld red zones. Bluezoners bitching about refugee's and yellow zoners? I don't see any fancypants initiative first assholes out here putting in the work that we do.





Consumer Electronics Expo: Best and Worst

MikoNyan

Well, AAA is well and truly back. I can't think of any previous expo that had this consistency of good and interesting concepts. No real gameplay yet, just early pre alpha footage and some slideshows so far. Expecting more next year however.

So, the best:
Terra Nova Looks to be a colonization game focused on the solar system. Lots of emphasis on stations so far, with planetary and lunar colonies being a late game secondary affair. Lots of focus on top down command and building colonies that are reachable through chemical rocket trajectories.

StarFury XV You know it, you love it. Newtonian/Einsteinian starfighter combat with the classic fuel management system. Looks like fuel will be a fair bit tighter than XIV. Likely to be more missile dominated compared to the gunfights of most of the teen series so far.

Containment Gee, you think this one was made by a guy in the Treasury's Tiberium department? You manage one of the many GDI bases assigned to keep the green death crystal from spreading. Which from what's been shown and talked about, is far, far easier said than done.

Titan General A promising turn based strategy game set during the Second Tiberium War. The graphics are rather retro but the presentation was solid.

Bit and Chip: Tools of Construction Well this looks interesting. A mascot builder/shooter game focused around manipulating the battlefield for your advantage. Cute cat and robot pairing, with a construction gun as the primary draw. Throw down cover, build and repair vehicles and buildings, and a focus on system play rather than simply running and gunning like the previous entries.

Honorable Mention: Armor Superiority A game about commanding a Mammoth Tank in the 3rd Tiberium War. Now, I'm pretty sure that premise alone would create a fanbase even if the graphics and gameplay were trash, but everything looks solid so far. I'll keep an eye on it to see if it's just another drive tank and make things go boom game, or a hidden jewel.

And the Worst:

Direct and Destroy 4 Well, I don't know if the developers have ever seen Direct and Destroy before. But this crawler setup is just awful. Do not want.

HAVOK Looks to be a rather terrible and schlocky First Tiberium War shooter. Larger than life characters, one liners and blood and bits everywhere. For the 'maturity' value.

Days Past Looks like a throwback to pre Third War nostalgia games. We have enough of those already, and they were already past their prime anyway.

New Eden To be honest, the concept art looks rather slick, but there is something about the way it was presented with this 'shooter set during the Alien Invasion of Stuttgart' with 'visceral combat' and 'hard decisions' that are making me think this is going for shock value.

Autocracy While I know political games are all the rage currently it seems disappointing on how simplistic it is and well playing as a dictator is a dime and dozen now so it can get boring if they don't do some animated scenes. While reading the text can be interesting I can see it as a niche but the title seems to be very controversy inducing.

FloatingWood
Honourable Mention: Tiberium Cultivator. Basically a 'what not to do' when it comes to handling tiberium of any sort. There's some absolute wallbangers in there, I'm not sure anybody in the development team even read the manuals, or a short encyclopedia entry.
Or it's a double bluff and they read through the long, sordid history of industrial accidents and mishandling of tiberium causing disasters. Not sure yet.

LadiesMan47
#MikoNyan Are you stupid, Direct and Destroy 4 looks awesome. The IP has finally been returned into Westwood hands after EA nearly ruined it with DnD Rivals.

Born2Mine
I'm looking forward to Mountain Springs Vale. No tiberium and I can just farm like my grandad used to? Sounds relaxing when I'm back from a hitch in the red zones.

AccomplishingProvidence
Was Mister Parker the primary consultant for HAVOK? It certainly sounds as if he was providing direct input on it.
Titan General and Armor Superiority sound interesting, though. Strategy is, after all, the highest form of gaming, followed closely by complex driving/simulator games.

Jim Hackett (Education, Culture, and Sports)
Working on this year's Consumer Electronic Expo was a blast and even though we don't have a lot of games releasing yet be rest assured that in the coming years we will have more hands-on features, and release dates for most of the games coming out. We would also like to thank both the indie studios making new games and the old hands of the industry both East and West to provide their insight to the new generation.

One of the game collections DECS is providing for free is the Maker Collection, a series of game makers on different genres to help budding developers in their journey in the video games industry. These game makers come from the surviving companies pooling together their resources to provide a fun experience for makers and players alike. To submit your video game design please send it to the DECS game maker portal for everyone to play in this link bit.gdi/gamemakers

MikoNyan
#LadiesMan47 Rivals was mobile garbage. And you realize that New Westwood has literally three people in common with Old Westwood? And none of them were in particularly high positions in the studio?

LadiesMan47
#MikoNyan It's the spirit that counts, the new guys are a little ambitious, but they have been very communicative on their forum about their plans. If anything it can only be better than Rivals.

FloatingWood
I am finding the game about being a Scrin commander in remarkably bad taste. And I mean beyond 'this is an interesting idea done poorly', I mean the bit where the entire basis of the game is 'murder everybody'.
Also, I've heard our favourite Swedish grand strategy developer is working on a new version of Eagle and Scorpion, that is meant to stretch the timeline from the 1990's to the modern day.

MikoNyan
#LadiesMan47 Better than Rivals is a bar so low you can tunnel over it.

AgathaH
I'm hearing some good things about the new version of Gerbil Space Program. From what is available, the physics looks pretty good, both in terms of trajectories and thermodynamics. Those poor gerbils, though!

LastLizard
Personally I'm looking forwards to the new fishing simulator. It's been a while since we've had a good one. Titan General also looks like it will be fun, and I'm always down for a good RTS.

YellowZon3r
WillsofTitanium IV is going straight on my must have. Yes, the alt-history focus trees for GDI Blue zones are unrealistic. (United kingdom reinstating the monarchy and claiming france is downright silly at this point) But it's a cool what if. Forgotten in the middle of redzones forming a state that's too inhospitable for GDI or nod to claim without serious abatement efforts. Warlords splintering from the Brotherhood and creating their own new states or trying to claim the mantle of old states. Even things like richer blue zones, islands in particular leaving the GDI faction to remove the tax debuff that comes from supporting other blue zones. Just mwah, great military/economic/political/history strategy game.

FloatingWood
Now here's an interesting, if somewhat depressing one. Reclaimer, where you are a robot send from the far reaches of the solar system to reclaim the Earth from tiberium, many centuries after humanity died to the crystal and all that was left was a small collection of fully automated orbital mining and processing facilities.
#AgataH Come on, you know those gerbils enjoy it. Well, when things aren't actively exploding. Unless they are Badass, in which case, bring the explosions.

YellowZon3r
What is the state on AI's Actually? Because I know most computers can't run an actual combat AI since so often in many games the AI' has to cheat in the background through free resources or such to remain competitive but surely they can make a decent strategy opponent by now?

FloatingWood
As far as I know, that's more a thing to do with making an AI that offers a challenge to one player without completely styling over another. It's easier to just shove resources at an AI and let it play with that than it is to create an AI that can accurately gauge how good their human is and can tailor their playstyle to offer a beatable challenge.



Q2 2056 Results

Resources:‌ ‌605 ‌+‌ ‌60 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(20‌ ‌allocated‌ ‌to‌ ‌grants)‌ ‌

Political‌ ‌Support:‌ ‌55‌ ‌
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌6 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium‌ ‌Spread‌ ‌
14.79 Blue Zone
27.66 Yellow Zone (80 points of mitigation)
57.55 Red Zone (57 points of mitigation)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+15)‌ ‌
Energy:‌ ‌Marginal ‌Surpluses‌ ‌(+1)‌ ‌
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ ‌Marginal‌ ‌Surpluses‌ ‌(+5)‌ ‌(+4‌ ‌stored)‌ ‌
Health:‌ ‌Substantially‌ ‌improved‌ ‌(+7)‌ ‌
Capital‌ ‌Goods:‌ Significant ‌Surplus‌ ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ ‌Meeting‌ ‌Demand‌ ‌(=)‌ ‌
Labor:‌ ‌Gargantuan‌ ‌Surpluses‌ ‌(+51)‌ ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1255/1300)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ ‌Limited‌ ‌Surpluses‌ ‌(+3)‌ ‌

Status‌ ‌of‌ ‌the‌ ‌Parties‌ ‌
(strong‌ ‌support,‌ ‌weak‌ ‌support,‌ ‌weak‌ ‌opposition,‌ ‌strong‌ ‌opposition)‌ ‌

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌25;‌ ‌25;‌ ‌75)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌329‌ ‌seats‌ ‌(150;‌ ‌129;‌ ‌35;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(37;‌ ‌160;‌ ‌20;‌ ‌20)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌2;‌ ‌72; ‌104)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌72‌ ‌seats‌ ‌(57;‌ ‌15;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌153‌ ‌seats‌ ‌(70;‌ ‌81;‌ ‌2;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌45‌ ‌seats‌ ‌(30;‌ ‌11;‌ ‌4;‌ ‌0)‌ ‌
Independents‌ ‌12‌ ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌
Developmentalists:‌ ‌649‌ ‌seats‌ ‌(349;‌ ‌200;‌ ‌100;‌ ‌0)‌ ‌

Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌ ‌:‌ ‌Decent‌ ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Space‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Steel‌ ‌Talons:‌ ‌Low
Navy:‌ ‌Low‌ ‌
ZOCOM:‌ ‌High‌ ‌

Plan‌ ‌Goals‌ ‌ ‌
Capital‌ ‌Goods:‌ ‌9 ‌points‌ ‌remaining‌ ‌
Consumer‌ ‌Goods:‌ ‌3 ‌points‌ ‌remaining‌ ‌(will‌ ‌complete)‌ ‌ ‌
Food:‌ ‌21 ‌(15)‌ ‌points‌ ‌remaining‌ ‌
MARV‌ ‌Fleets:‌ ‌1 ‌remaining‌ ‌
GDI‌ ‌Income:‌ ‌25 ‌remaining‌ ‌

Politics
The Developmentalist Party, the absolute dominant force in the GDI Parliament, has begun to creak. With the two key political foes, the Hawks and the Free Market Parties, having been dismembered and much reduced, the internal contradictions in the party have begun to show themselves.
For decades, the Developmentalists were able to paper over political differences because the main internal political problem for the Initiative was the question of military spending versus civilian development. While some parts of the party were Free Market supporters in all but name, and others fell across the center-left and even into the far left, they found common ground in the need to ensure that people could not only exist, but to thrive in a Post-Tiberium world. However, that common ground is far from being enough in an era when other pro civilian parties are ideologically more coherent than the big tent of the Developmentalists.
While currently, no clear leaders have emerged and no direction has been taken, the rumblings and creakings are obvious even to the less politically engaged. It seems likely that there will still be a Developmentalist party, but with many of the other parties weak, it is likely that both wings will shed membership. On the left to the Market Socialists and Socialists, and to the right the Free Market Party might well be consumed by former Developmentalists.

Brotherhood of NOD

Gideon has unveiled a pair of new weapons systems this quarter. First is what he has termed the Centurion. A smaller battlewalker than either the Avatar or Purifier, the Centurion carries a missile launcher in the left torso and an Avatar grade laser cannon in the right arm. The missile launcher has performance characteristics of a powered launch system, with four main cells, and firing a 6x50 centimeter rocket, using either fragmentation or incendiary warheads. While InOps estimates that between sixty and one hundred and twenty have been made, they seem to be an iterative upgrade on the existing systems rather than a revolutionary new design.

The other system is what Gideon calls a Cyberwheel Servitor, which is apparently some mad science creation using a badly damaged human body to control a fast unicycle tankette, somewhat along the lines of the Second World War era Keugelpanzer. Seemingly armed with a pair of low velocity 20-25mm autocannons, the tank will have difficulty penetrating anything in the Initiative arsenal heavier than a Pitbull.

Meanwhile, out of Joaquim Stahl's arsenal, a new warmachine has been rolled out.. Going by the designation 'Salamander', it is armed with a fixed gun. Though the weapon seems to fire conventional ballistics, it is extraordinarily volatile and an unusually dangerous showing. The times when struck by Firehawks or Orcas have left the vehicles rather thoroughly brewed up, leaving little more than a burnt-out husk for GDI to capture, if it left even that much. Its form factor suggests inspirations from the Hetzer or other Second World War casemate tank destroyers, although the armor is probably not much better. In terms of penetration, it has been able to penetrate all the way through a Guardian APC (at least on the short path) at ranges below 200 meters, while long range has not been demonstrated at this point.

In the air, GDI has seen repeated combat victories against the Lampades, while taking few losses in the air or ground against it. While its unusual maneuverability proved useful in its first excursions against the Initiative, GDI gunnery teams have been generally able to lay enough fire to bring down the aircraft during its attack runs. In the last month, the Lampades has apparently vanished. Likely a result of limited success, and high casualty rates, the aircraft proved to be less useful than Stahl wished. The Barghest however has become more common, now appearing in pairs. While still a distinctly rare occurrence, less than one percent of all NOD air contacts, they have begun operating more aggressively, even overflying GDI positions on two occasions. However, their greatest purpose has been as a threat in being. Rather than actually attacking Initiative formations in the air, their mere existence means that GDI cannot operate its own air forces freely. While an Apollo is generally nearly immune to the Barghest across most energy envelopes, able to break contact at will by simply climbing, the same cannot be said for the Firehawks, Hammerheads and Orcas that still form the bulk of the Initiative's combat air forces. Neither able to outturn or outrun the Barghest, they absolutely require aggressive escorts, meaning that neither the strike craft nor the Apollos can be operated to their best effect.

Russia
Nicholai Krukov is a former Russian Army officer. As the region collapsed in the lead up to the Second Tiberium War, he found his natural allies to be the Brotherhood of NOD. Naturally aggressive, many of his formations use as much captured GDI equipment as the Brotherhood's. But unusually among Brotherhood leaders, he is very willing to engage GDI head on, relying on combined arms and a secure base of operations to maintain his ability to do so.

In the Third Tiberium War, his columns drove as far as Helsinki before being driven back, punching through many of the same positions his ancestors had broken on over a century prior.
Based out of the Ural Mountains, his position is deep enough in the Yellow Zone that GDI has effectively no ability to actually reach out and touch him. Concerningly, while little is known about his bases, it seems highly likely that they are built around and into the mountains themselves, countering GDI orbital superiority.
In terms of personality, Krukov is notably stable as a NOD commander, having earned respect not through fear and intimidation, but through competent and effective leadership, on and off the battlefield. While his territory is large, he seems to have significantly less dissension than many other NOD commanders.

Food in the Initiative
Feeding the population has been a substantial problem for nearly every civilization and has been met with a number of different solutions. Under GDI, the emphasis has usually been on maintaining some forms of rationing and other mechanisms of enforced food distribution as part of a comprehensive welfare system. Ensuring that people eat well and regularly is one of the most efficient means of welfare, and one that translates well into wartime rationing. Taking inspiration from British wartime rationing systems, GDI's framework has been focused towards scalability, and has attempted to be unobtrusive enough to be maintained in times of relative peace, but can be expanded to meet demand during the hard times. Broadly speaking, there are two main elements to the system. The cafeteria, and the ration.

The cafeteria is one of the major tools of wartime rationing and peacetime welfare. More than nearly any other institution, the cafeteria, operated by the Initiative, offers standardized hot meals made with the best quality available to any and all that come through their doors. Adhering to the nutritional guidelines, a typical modern menu is a three-course meal. Generally, that means alternating between vegetable soups and salads made with available tender leafy greens for the first course. For the main meal, it is generally thought of as a protein (fungus bars, or fish most commonly), paired with two hot vegetables, and a starch-derived edibles. For dessert, whatever fruits are available are used, either cooked or raw, depending on the fruit. Typically this is industrially prepared food served at a price point competitive with, if not less than, fast food prices, depending on the total cost to produce. Even in times of peace, cafeterias are popular for the day to day meals of many families, especially those who have commutes or other commitments and want something healthy and filling to keep them going. With the latest Treasury scheme to involve ethnic cuisines and the relative surfeit of victuals, there has been a lobbying drive by the Department of Archive and History towards the Welfare Department to incorporate both traditional and fusion ethnic cuisines in the cafeteria schematics. The former had reasoned that with the continued drive towards YZ area, a more expansive and expensive cafeteria meal templates is a good tradeoff for a more thorough integration and propagandizing the virtues of the GDI.

Adding on to that is a commonly available ration of basic goods as part of the Initiative's welfare system. While rations are, at this point, usually available, that has not always been the case. It is floated at around the production price and is generally substantially more expensive. The system allows for a known amount of nutrition and essential goods to be acquired by everyone, while insulating the impact of uncertainty as it makes hoarding more difficult. Precisely what is covered by the Ration has typically depended on what goods the Initiative can make available to everyone. During the darkest days of the Third Tiberium War, the standard ration dipped as low as 1250-1500 calories per person per day in some areas. While incredibly bland and filled with starch and basic protein, the ration has kept people alive. Gone were those near-extinction days with the new rations system. Using physical credit books with digitized tracing methods through distribution centers, a GDI citizen can claim 1800-2100 calories worth of food per day. This new scheme allows previously impoverished Yellow Zone citizens to work through the day with moderate exertions, which is necessary considering the ever increasing need of bodies for Treasury's programs.

Shopping is typically done in two ways. For larger bulk items, shopping is a matter of either physical order forms or digital orders, which are then shipped to the local store for pickup. The latter method is how the ration is distributed. For smaller non-essential items, or other filler options that need to make it through the week for the next shipment, stores keep a small inventory stocked on the shelves. However, with the unreliable nature of post-War shipping, these small inventories are picked clean before the weekends arrive. Even now, most shelves are bare mere hours after a shipment arrives, as most GDI citizens opted to put themselves on a priority listing. The situation has started to change though, with deliveries coming in every day, with the warehouses and central distribution centers able to fill most orders within a few days at most.

Forgotten Typology
The Forgotten are a breed apart, both from humanity and from each other. Due to aversions regarding eugenics and invasive genetical surgery, it is unknown how much cross-compatibility there is between each typology and towards baseline humans themselves. What is known, however, is that there seem to be a number of phases to mutation and each has what seems to be its own set of advantages and problems. None of the following information is taken for a fact due to a combination of having only field observations rather than autopsies or invasive biopsy as well as rapid mutations to even Alpha Strains that obsoleted prior GDI knowledge. However, greater details than expected have been uncovered due to a push by the Department of Archive and History in part due to Secretary Bennett's anthropological focus towards the Forgotten.

Alpha Strain
The Alphas are the most human of the strains, and the earliest type of Forgotten to be recorded. In the early days after the First Tiberium War, it became clear that sustained overexposure causes the rock to grow on biological substance, forming a quasi-parasitic behaviour with human physiology to the point that even the air they expel from breathing contains trace amount of Tiberium particulates. While it is now known that these minute traces of Tiberium do not have the capacity to propagate into more of themselves, the defining moment for the Forgotten was when numerous screeds exclaimed that the Alphas are Tiberium vectors and super-spreaders. And in the chaotic years after the First Tiberium War and the relatively weak grip of the GDI, many governments worldwide began ostracizing the Forgotten, forcefully displacing and exiling them at best, and at worst- committing pogroms and execution orders. Though it would've been comforting to find that the misinformation campaign that started it all was an act by the NOD, newly unclassified records show that at best, NOD's involvement were marginal. In fact, several high-profile NOD sympathizers within the UN at the time advocated to cease the unfolding genocide since the start while the GDI had been internally torn by the matter, taking two whole years before they began deploying taskforces for peacekeeping operations and dispel the misinformation campaign. The damage had been done, however, and the Forgotten had made escape towards the Red Zone, where no xenophobic hatchetmen could reach them. This had led to their moniker, 'The Forgotten'. By now and in most parts of the world, Alpha strains have become increasingly rare, due to greater strides in environmental suit protection even for those living under NOD's auspice as well as continued exposure for those who had already been mutated advancing to the next strain.
The most well known example of Alpha strain Forgotten is Umagon, the commando in charge of the Forgotten during the Second Tiberium War. Appearance wise, their skin is marred by Tiberium crystals, but aside from such blemishes, they are clearly human at even a second and third glance. Physically however, they are capable of far more than their bodies would suggest, with Umagon being able to keep up the pace with the gruelling benchmark of the GDI Commandos. That someone who has not been fed and trained to the Commando's extent can keep up is a notable and admiring thing in of itself. Furthermore, collected testimonials and verifiable combat records have shown that while Umagon is on the ceiling of the Alpha's capacity for war, most trained Forgotten of this strain are benchmarked to endure all aspects of high-intensity combat to a degree that a third of GDI soldiery couldn't dream of reaching. No wonder then, that a great number of Alpha strain had sold their talents to both the GDI and NOD as small bands of specially trained mercenaries from the interwar period of the First and Second War, and well after Umagon's alliance with the GDI during the Second Tiberium War.

Beta Strain
Betas are the most common strain in the modern day. First recordings of Beta strains were, curiously enough, almost simultaneous throughout Forgotten communes worldwide, though none knew of this at the time. Various unproven hypotheses abound as to why this is the case. From reasonable theories such as a more subtle Tiberium mutation designed for humans to more fringe, almost conspiracy-theorist postulations that Kane is behind it, none can say for certain of the why. The what is well recorded however. Little different in size and stature to unmutated humans, the Betas are characterized best by large crystal growths, jagged protrusions rather than scarring marks of the Alpha strains. These crystalline tumors are removable and doing so are oftentimes necessary due to turning the organs beneath into Tiberium lumps, consigning them to death by organ failure. However, such surgical procedures leave the Forgotten in question enervated and incapacitated for several days on end. This is because above all else, the Beta Strain has unusually large reserves of stamina and regeneration that are derived from their jagged protrusions. Beta strains can draw energy from the Tiberium that surrounds them and into their less malignant tumours, fuelling their movement and removing their need for sustenance, though food and water is still preferable than not. This makes them the ideal miners and messengers for the Forgotten and GDI task forces, treading into lands with too few supply lines and perilous terrain. Though Beta strains are common, the population is noticeably trending down, being replaced by ever more Gammas. From observational demographics, turnover is almost certain to happen by 2060.

Gamma Strain
The appearance of Gamma strains were confusing at first. Originally, they were considered to be a 'stable' state of Tiberium-infused humans, born into the Post-Tiberium world rather than being mutated. This hypothesis was the working order for the GDI, until the defection of the Qatar Loyalist, specifically Lailah Al-Qawiya, who was once a Beta mutant. Continued exposure to deep RZ Tiberium, however, had progressed her mutation to this strain- though many of her fellow comrades hadn't. This is notable because physically speaking, and as befits Lailah's epithet "The Strong", Gamma strain mutants are hulking slabs of muscle. No longer do they have notable Tiberium protrusions and risk death from organ failures. Instead, both Tiberium and the body's physiology has adapted to one another, where flesh and bones and nerves are crystalized to a certain extent. This leads to a notable increase in both mass and height, with the average Gamma Forgotten reaching heights of over two meters tall and a significant minority, like Lailah, approaching the three metres ceiling and weighing at least one and half times more than an average human.

In combat training sessions between Zone Troopers and Gamma Forgotten, this led to them being able to outfight the former in a slightly-less-than-even record, where Troopers not equipped with Jump Jets simply unable to dodge out of the bursts of human movements, allowing the Forgotten to close in and pummel the Troopers down on their chest, restricting their ability get up simply through their mass. Live-fire combat records against the NOD has also shown that even Gamma noncombatants are able to shrug off the effects of concussive and explosive forces from Militant grenades and rockets, so long as they're not a direct hit. The trade off to this seems to be that they tire easily, with the hypothesis that the reservoirs of energy that Beta strains have are repurposed towards fuelling the catalytic process needed for Gamma Forgotten to live with their new condition.Most commonly, they have been found working for one side or another hauling around heavy weapons that would take two or three soldiers to operate. However, with the Washington Conference and the renewal of GDI's alliance with the Forgotten in mostly peaceful roles of Tiberium mining, the mercenary bands have almost entirely disappeared as mercenaries, with only a few rogue bands still serving in that role. That does not, however, mean that they have disarmed. Forgotten bands and tribes have seen a steady increase in armament over the last three years, one that can be primarily attributed to former mercenaries moving back home.

Delta Strain
The last strain known and recorded are the Deltas. Unlike other strains, which come as the result of both mutation and childbirth among the Forgotten, Deltas are almost certainly born out of Forgotten parents and this strain has only been recorded in the last two decades, with the oldest known turning twenty this year. While not as outwardly mutated as the Gammas and closer to Alphas in terms of appearances, their physiological makeup shows that the human anatomy and Tiberium have formed an almost perfect synthesis — or as some cautions, assimilation. Though they are no more durable or better physically than Alpha — which in itself an achievement — Deltas have been observed to show abilities more in common to pseudoscientific notions of psychic powers than anything else. While nothing so obvious as throwing fireballs or levitating objects has yet been documented, many GDI observers have reported that Deltas are uncommonly perceptive and know facts that they could not have otherwise known, suggesting abilities related to extrasensory perception (ESP) and degrees of limited clairvoyance, if not mind reading. While it will take direct testing to ensure that it is not a result of outside interference, Deltas are of great interest to the scientific establishment, however so far no Delta has yet consented to even the most basic of testing, with all known facts being due to GDI personnel directly interacting with them.


[ ] Tidal Power Plants (Phase 2)
Phase 2 of the Tidal Power Plants is looking at major tidal power plants, such as the Penzin Bay Facility. These massive installations will provide almost as much energy as a standard nuclear power plant in many cases, although unlike those nuclear plants, these are geographically limited.
(progress 336/450: 10 resources per die) (++++ Energy)

Relatively limited progress has been made this quarter. Between Penzhin Bay, and the other large scale facilities, little has been installed, but much has been produced. Each needs turbines, generators, and masses of battery banks or pumped hydraulic reservoirs to ensure that they can provide not just a surge of power with the tide, but actually provide a stable and usable supply of energy across the entire day. Technically speaking, these are only different from the previous smaller power projects in terms of scale. A series of turbines strung across a relatively low retaining dam, in the case of Penzhin Bay roughly thirty kilometres long.
However, the work has been slowed by a number of factors, most notably the weather. While in most cases GDI has been able to effectively ignore weather conditions due to the massed use of robotics, operating on top and around a very thin concrete slab out in the middle of some of the most variable tides on the planet, is not one of them. This has meant that repeated storms have significantly slowed construction. Similarly, transport problems, while far less of a problem than in previous quarters, have slowed deliveries, with many of the primary assets arriving far too late in the quarter for practical installation.
Politically, the continuing major investments in power generation capability, on top of the major surpluses has begun to raise questions. While many have taken it as an indication that the Treasury intends to spend much of the last year driving a number of massively power intensive projects, such as the Ulsan-Busan yards, or major Capital Goods investment, others, especially those already skeptical of Treasury policy, put it as a potential problem, especially with people already tired of living in the hurriedly constructed apartment blocks of the first four year plan. While currently, it is little more than already discontented politicians looking for a wedge issue, mostly from the Initiative First and Free Market looking for a Treasury "mistake" to turn into an issue, it is something that could potentially become much more significant. Although the Initiative has been actually spending the energy almost as fast as it has come in, the story has proven to have some play in the circles of public opinion.

[ ] Chicago Planned City (Phase 3)
With GDI's ongoing development of Chicago, the next phase is likely to significantly increase total effective abatement as the more proximate Chicago means less wasted effort transferring Tiberium from the Red Zone to processing centers. The expansion will also entail a major expansion to the processing facility in order to cope with this increased throughput.
(Progress 225/360: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +120 Tiberium Processing Capacity)

Significant progress has been made on the construction of Chicago this quarter. Between a series of new housing projects, and a number of significant upgrades to the processing plant, the city has seen its first permanent residents move in, along with its first restaurant. While it will likely always be a hardship posting to some degree, it is in the process of being transformed from a series of temporary facilities into a proper city, one that will provide for the needs of the population full time, rather than people being rotated back to safe Blue Zones regularly.
Environmentally, the Red Zone has been pushed back enough that Ion Storms have become significantly more rare, a weekly occurrence, rather than the daily cut off. However, some have begun wishing for the return of the storms, as they are less disturbing than the sonic booms of Apollos and Armageddons crisscrossing the airspace.
At the same time, the Brotherhood has stepped up harassment operations, primarily using long ranged aircraft. A number of Armageddon bombers have overflown the position. While they have been unable to make attack runs due to a constant Apollo presence, that has tied up multiple airbases in the region. While the Armageddon is an old bomber, with a notably light payload, it is also one of the longest ranged and best maneuvering heavy aircraft in NOD's arsenal. Generally able to insert and extract from contested airspace during the Third Tiberium War, they have become somewhat long in the tooth, and are no longer nearly as capable of doing incursions against GDI airspace.
With pushes into the Yellow Zones now taking and holding ground, GDI cannot afford to let up the pressure on either the Brotherhood or Tiberium. However, Chicago is secure enough and well positioned enough that it is not a particularly high priority overall. While a further wave of investment would help bring the critical tiberium processing infrastructure online, it is more a convenience than a requirement at this point.

[ ] Synchronized Cycle Fusion Plants
The next wave of fusion hardware is a series of synchronized cycle plants. Running either four or six fusion reactors in a synchronized cycle is a serious developmental step towards producing clean, universal power solutions, ones that will provide energy for the Initiative for decades to come.
(Progress 150/350: 20 Resources per Die) (++++ Energy) (High Priority)

While fusion is far cleaner than fission, and therefore safe enough to bring much closer to inhabited areas, it is not without its downsides. For one, while far safer than traditional fission reactors, it does unfortunately produce significant amounts of radiation. Even with the best confinement measures available, this means that a fusion reactor needs just as much plating and containment as a standard fission design, especially since the Brotherhood of NOD has a tendency to target civilian energy systems as part of any major attack.
So far, construction has focused on these large scale containment systems. A number of complexes spread around the world's blue zones have been constructed. While none of them have actual fusion components installed, the containment structures are mostly complete, only requiring some post installation anti tampering measures to be finalized. Each is between two and four times the size of an equivalent wattage of fission plants, a result of each of the units having its own separate containment cell. This is because a synchronized plant has four to six independent units, each of which is up to a maximum of eight hours in any given day. This gives the plants significant surge capacity, but at the cost of being down for the next few days for repairs, especially because the connection to the grid is not designed for that kind of surge. (although standard overbuilding means that it mathematically should be able to handle it.)
With this project well underway, calls have already begun to rework plans for yellow zone power generation, as these systems are seen as a good solution to the previous problems of high density generator systems, specifically that they require a lot of effort to do more than be a localized pile of radioactive waste.

[ ] 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 322/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy) (High Priority)

Kure has begun serious production. While so far the outputs have a cost drastically out of scale compared to the required inputs, between costs, labor, and ongoing energy supply, it is also quite interesting. Take for example a standard triangular bracket. With most technologies, it requires either an expensive to start up stamping, a milled bracket where the chronic tradeoff is between time to produce and the weight of the item. With Kure's additive manufacturing base, that bracket can be made far cheaper, because not all parts of the reinforcement are created equal. Some parts are absolutely vital, while others can be skeletonized to the extreme, or even omitted entirely. Additionally, Kure's methods are extremely agile. Rather than a single unit making a single part, with the right programming, each unit can make a mix of components so that there is absolutely minimal amount of wasted time.
While long term, this is not quite the future of Initiative design in all likelihood, it is almost certain to be one part of it. Kure derived machines are going to be used to create specialized and limited run parts, while the screws, nuts, bolts, and bars are made more conventionally. In combination, multiple methods can each play to their strengths. Conventional designs can be used for true mass production of simple components, while additive manufacturing can cut down on weight without losing strength, and integrate complex components into a single coherent whole.

[ ] 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 238/200: 15 resources per die) (++ Capital Goods, -- Energy)

Similarly, another capital goods infusion has come from the Chemical Precursor plants. While not nearly enough to supply even a tithe of the Initiative's total needs, it adds on to it in a noticeable way. Many of the more minor facilities have had their own chemical works packed up and transitioned or centralized so that critical locations have an uninterruptible supply, while they make do with regular shipments. While the facilities had begun to degrade after years of neglect, surging funding has brought them online and are now fully staffed, ready to be handed off to the chemical directorate that will run day to day operations. While the precursor trucks themselves are an inviting target, they are almost entirely kept deep in the blue zones, rather than being shipped forward.
In terms of use, much of the output has gone towards a variety of polymer and chemical supplies. Things like solvents, peroxide solutions for cleaning and sterilizing surfaces, and the like, mainly in the smaller chemical works that had proliferated before the Third Tiberium War. Many had been privately owned, and either collapsed or were nationalized during the long crisis of the war years. These have been generally built near cities and primarily served the needs of local cities, minimizing the overall demand for logistics.

[ ] Johannesburg Myomer Macrospinner (Phase 3)
With initial production already starting, the macrospinner needs to be severely scaled up in the coming quarters as current production is far from enough for any serious attempt to use myomers across the broad swathes of Initiative industrial and military needs.
(Progress 61/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)

The Johannesburg facility was the site of an attempted attack this quarter. A number of NOD Shadow teams attempted to break in and deliver bombs to a number of critical areas. The attack began shortly after midnight on 19 May, when two teams hit the substation providing power to the facility. Around 0045, four more teams hit the southern outer perimeter, punching through between patrols, and entering the facility proper by 0055. At that point, the military QRF and police SWAT units were already en-route. However, the Shadow teams had mistimed their approach by a matter of minutes, and were caught out by one of the guard patrols on the inner perimeter, who ordered a lockdown of the facility. While the patrol, and two others that responded, were wiped out by the teams, their sacrifice had delayed the infiltrators enough that they could not abort or carry out their mission. Choosing instead to try to fight their way out, they engaged the SWAT team in a short but brutal firefight, where they were buried under the sheer weight of fire that an effective mechanized platoon could provide.
While medals have already been awarded to the dead, and care for their next of kin already being provided, there is little that the Treasury can do at the moment, as many of these are in the jurisdiction of another department. With ratcheting up of pressure, attacks like this are likely, and the Initiative has been very fortunate that the first attack did no serious damage. While it took some time to restart production and continue the expansion work after the attack, it is fortunate that the first known attack of this type since the war was as much of a failure as it was. The teams that infiltrated were carrying enough explosives that, if placed correctly, could have effectively ruined the facility, requiring weeks to restart production at all, and likely months before full operations could resume.

[ ] 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 130/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation) (High Priority)

GDI has also begun pushing once more into the Yellow Zones for the first time in years. Armored assault columns are paving the way for more harvesting. While so far, operations have not ranged particularly far from the blue zones, NOD resistance has already begun to stiffen substantially. One of the more major conflicts has been in the cities outside of Arkhangelsk, where forces under General Krukov have engaged GDI in a number of tank skirmishes. So far the conflicts have been distinctly small scale, the largest being roughly three companies including all GDI and NOD forces involved. Elsewhere, the new offensives have generally involved large scale skirmishing, and artillery exchanges. Typically this has been using Specter batteries and prepositioned spotter and beacon combinations to fire a salvo of shells and then scoot away before GDI's own artillery park can rain shells on the point of origin. While it seems likely that NOD have generally gotten the better of these fights, they have been unable so far to actually stop or significantly slow Initiative efforts around the globe.
The first phase of construction efforts have also begun. So far the only things built have been temporary base complexes, each serving multiple roles. So far, GDI has only found relatively small numbers of potential refugees, as the area so far covered has already been substantially depopulated by previous refugee columns headed for the terminus cities. Future quarters are likely to see new populations moving towards the Initiative, especially once the overall situation is more stable.

[ ] 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)

In a statement of the military's renewed confidence, one of the first acts this quarter was to drive south, into the Italian Red Zone, over the same territory where nearly two years ago the forward elements of a similar drive were destroyed. Today, when Reynaldo's men and women tried to do the same thing, they were met with a rain of shells and fast moving Zone Armor forces cutting apart formations as they moved towards the jumping off points.
Behind them, engineers have cut a rail line forward, dotting their flanks with outposts. Late in the quarter, the teams reached the glacier face. While the resources to do more than establish some forward observation positions were not available, another glacier mine can be constructed in the coming quarters.

[ ] 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 434/180: 25 resources per die) (254/180, 74/180) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation) (High Priority)

This quarter has seen the return of GDI investment into the Red Zones. While not quite the absolute maximum effort possible, the surge of investment made waves around the world. Gideon ranted and raved from his Appalachian bunker complex, declaring that "The Infidels and the Heretics have continued to defile the purity of Tiberium. Fighting the future. Fighting the Vision! It is a futile exercise, but one that must be stamped out!" While Gideon tried, he has so far failed to actually inflict meaningful damage on any of the major positions inside his claimed territory.
Other warlords have seemed to adopt a strategy of avoidance. Allowing GDI to shoulder the costs of protecting them against encroaching Tiberium while using that presence to shore up their support in the face of the "great enemy." Reynaldo for example has spent the lives of some of the traditionally more important groups freely, while husbanding his own resources safely in the European Yellow Zones.
In terms of actual practical effect, at this point the containment lines, rather than being a real continuation of GDI's deals with the Forgotten are a majority GDI affair, with the Forgotten being beneficiary subjects in all but name, covering short stretches of territory alongside Initiative harvesting teams.

It would have been a sight to see, no matter the era. A testament to how much the GDI has grown. Not even my predecessors could have envisioned something like this. We had more before, but ZOCOM had never truly gotten the grand share of funding, not with all the directions in which the GDI was torn with. But Granger had been the visionary, who found that he had need for us, in a way disproportionate compared to his predecessors. To serve as the GDI, to put the world under an aegis of order.
And so we marched, and what a sight it was. I was lucky enough to be out of rotation at Lisbon HQ and I had the timing to watch the muster proceed in full. I watched as the digital screens captured the sight of my fellows throughout the world. From frigid Vladivostok to balmy Adelaide, they muster in raiments of metal amalgam, ready to ward the sonic lines in full. In Viña del Mar, a Battalion readied themselves for a shuttle through the Mar de Grau to assist Sayın Escoffier. In Fort Wayne, two more already marched for Chicago. All across the world, in dots of green and blue, two Corps of Zone Troopers strides forth. And we shall not be found wanting.
— Excerpt from "Memoirs of Global Defenders" (2060), attributed to SFC Cennet Melitta

[ ] Gravitic Drive Development
The Scrin gravitic drives have proven to be particularly interesting. Rather than being reaction drives, keyed off of mass, they seem to be volumetric and geometric, with the positions of drive nodes being the critical factor. However, they have reached a point where a development push is required to bring them to being something of science fact, rather than science fiction
(Progress 20/60: 30 resources per die)

This quarter has been a frustrating one for the development teams, with some working on the ground and others doing much of the assembly up on GDSS Enterprise. The first test ship, an automated drone craft, tore itself apart for unknown reasons seconds after the command for it to begin powering up the drive system. The problem seems to have been the geometry, however the number crunching is not yet completed for a full understanding of the flaws in the system. At the same time, the minimum safe distance for the Leopard carrying the observation team turned out to be not quite minimum enough, with about 50 centimeters of wingtip being sheared off as the test ship destroyed itself. While both parts of the Leopard have been recovered, and there have been no casualties among any of the participants, it is a warning that this is a dangerous step into the unknown.
With the need for a new testbed prototype and further funding for predictive modeling for the program to better understand the geometric constraints of the system, a further round of major funding is required.

[ ] 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 222/90: 15 resources per die) (132/90; 42/90) (Opens new Space Projects) (25-30 resources) (Fusion)

Rather than working on space stations, this quarter the vast majority of the fusion launches have been oriented towards continuing cleanup efforts. A final major round, for now at least, of unmanned scrap collectors have finished stripping the debris clouds from a number of the remaining major pieces of the Philadelphia, and damaged or destroyed satellites as the debris created a kessler cascade across the orbitals. Following on from the stripping, the last of the Philadelphia remaining in orbit has been brought in for processing. Critical historical components have been reserved, while the rest has been reprocessed for use in the new station.
As part of this, a pair of old NOD stealth satellites, now clearly defunct, have been captured. From their power systems, they seem to have been pre First Tiberium War, launched on a commercial rocket that did not pay close enough attention to what precisely they were launching. Tracing back to the original launch it was a series of 1996 Delta 1 launches from an American company. Officially the two were part of a constellation of 16 secure communications satellites for a private military company, and the stealth features were a piece of paranoia on the part of the group's owner. In point of fact, the PMC was a Black Hand front organization. While they had been defunct for decades at this point, and completely useless from an intelligence standpoint, they are historically interesting, and a warning of how thoroughly NOD had managed to infiltrate the pre Tiberium societies. Even the rich and powerful could be subverted.

[ ] Game Development Studios
The private market has begun a thriving market in independent video games. 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 330/300: 5 Resources per die) (+++ Consumer Goods)

Sixty new game development studios, from Westwood in the California Blue Zone, to Criterion in the UK have been formed. Each bears the name of a widely beloved studio that had folded in the decades since the fall of Tiberium. While none have yet released a game, many are excited about the possibilities. However, some games that have just recently been proposed have been nearly universally panned, such as Direct and Destroy 4. Similarly, Half Life 3 (now the ninth game in the Half Life franchise) has been announced, leading to a round of jokes about cursed titles and Valve being unable to count to three. Most of the games are expected in two to three years, but some are likely to take longer. Producing a modern game is a complicated affair, and will take longer than a couple of quarters.
Looking at the reactions to the proposed games, there are some clear trends. While shooters have remained in a strong position, the realistic modern military shooter has all but died as a trend. Instead, most are lighter, more colorful, and do not even have pretensions of realism. For Driving games, the tendency is heavily historically inspired, with a first golden age in the 1930s and 40s, and a second in the 1970s and 1980s.
Long term, these game studios are directed towards building engines and tools rather than constantly publishing games. With the overall market constantly growing, having tools freely and easily available to anyone who wants to make a game is one tool to ensure that anyone who wants to try to make a game can. Similarly, these games studios will be publishing all or nearly all of their assets for free.

[ ] Vaccine Development Programs
While GDI has few major problems with infectious disease, keeping on top of the problem has its own advantages, especially with the strategic aim towards expanding Initiative influence in the Yellow Zones, and keeping in practice with modern vaccine technology.
(Progress 154/150: 25 resources per die) (++ Health)

There have been few truly novel diseases since the end of the 20th century. While viral outbreaks were a key part of making the overall situation worse before the second tiberium war, the time since then has seen the Initiative redress those problems. However, this has not meant that GDI has been lax in its vaccination campaigns. For the Initiative, vaccination is one of its best weapons against bioterrorism and biowarfare, and, with ever more of the human population living in relatively sterile cities that concern has become ever greater. Without vaccines, even a basic wild virus can rip through a GDI population in short order. While things like quarantines, lockdowns, and other means of combating the spread of disease are known and accepted, few are as effective as vaccination.
This has led to a fairly draconian policy on vaccination. While legitimate medical exemptions are rare, testing is commonplace, and aside from some limitations (like not being able to serve in much of the medical field due to not qualifying as frontline staff) it is broadly accepted that some people are not going to be able to get vaccinated. Unwillingness to be vaccinated is far less accepted. Typically, the only two options are vaccination or most social environments being varying degrees of closed off. To take influenza for example, while it has not yet been wiped out, a statistically insignificant number of cases are actually lethal or require more than basic measures. While some of it is a result of actually emphasizing cleaning and mask wearing, part of it is also the near universality of vaccination.
One of the few really serious concerns for the Initiative at this point is biowarfare. While neither side of the conflict has yet seriously uncorked that particular genie, it is a lasting concern, especially with operations planned before the fall of Tiberium in mind. One proposal as potential preparation, although it has never really gained traction, has been conducting biowarfare using intentionally "safed" pathogens, ones that are intentionally low lethality and possible to effectively contain and exterminate. However, beyond the problems of effective containment, there are also the medical and governmental ethics problems of infecting one's own population, hence why it has never gone beyond vague proposals and some graduate theses. However, the idea has also never died, as it reflects the severe concerns of GDI's medical establishment about the continued strength and good function of human immune systems.

[ ] Reclamator Fleet YZ-5a
Wth the hub completed, there are three 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 291/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)

Over the beach capability is something that GDI has honed for a very long time. In the First Tiberium War, hovercraft served in every theater, providing vital support and supplies to forces across the world. In the years after the Second Tiberium War, the first ship of GDI's new navy was a hovercraft, designed to deliver a third generation Mammoth Tank across most bodies of water in the world, although the oceans themselves can be a bit much. This quarter, that capability came in very handy. With NOD poking at the isolated base, the Navy took one of its few carriers, and a half dozen escorts, plus two battalions of naval infantry and surged them towards the Colombian Red Zone. Bypassing the Hub's overstressed cargo handling system entirely, the forces landed unopposed, bringing hundreds of tons of shells, and over a thousand tons of spare parts to the defenders, plus enough water purification and medical supplies to squash the disease outbreak.
With the Favela in the hands of the Navy, the MARV hub was free to bring in the last wave of equipment in, most importantly the main guns for the MARV fleet. When NOD forces decided to make their move, it was a clash of the titans. A Redeemer, brought out as a weapon of terror and a mark of NOD's power, along with two companies of good quality dual laser Avatar walkers and a further three of Purifiers, along with what is estimated at a full division of assorted Brotherhood armored and infantry forces. Facing them was a full dozen Super MARVs, rushed into service, alongside an effective brigade of GDI forces, the vast majority of which was ZOCOM. The result was a one sided slaughter, with the Redeemer falling in the largest open field battle fought since the assault on Cheyenne Mountain.
Surviving NOD forces retreated south, including the surviving company and a half of Avatars that were not committed to the fight. While NOD's internal politics are always somewhat inscrutable, there has been a reshuffling of insignia across Stahl's territories, with more indications of Stahl centralizing power under himself.

[ ] Ablat Plating Deployment (Phase 3)
GDI's military has continued finding more places that it wants ablative plating than there are available stocks of ablative plating, especially now with Ground Forces now wanting to reequip itself with Zone Armor. Yet more development is needed, especially more carbon nanotubes.
(Progress 245/200: 10 resources per die) (Very High Priority)

With this phase, Ablat plating has begun to become available to non ground forces units. While currently only a small sliver of production is available, it has already begun to find uses. While both the Steel Talons and ZOCOM have made general conventional use of the material, they have both found interesting offset uses. For ZOCOM they have begun redistributing it from vehicles to infantry, with few going out into the field without at least one pauldron or their torso plate being covered with ablat pucks. With no standard pattering, they have been finding it to significantly increase survivability. For the Talons, they have begun experimenting with scatter pattern placements, usually 1 to 3 scatters that provide partial protection against lasers and allow far more coverage overall. Especially as a mech has much more play in its movement, with a standard mech stride moving the center of mass up to half a meter in all three planes, total coverage is much less of a requirement. While they still armor the crew compartment the most heavily, it has meant that the Talons can provide better protection to more units than they otherwise would have been able to. The Navy has begun using it on the turret fronts of its railguns, and around command centers to provide just as little extra protection. Even some small shipments of a few thousand pucks have been sent to the Forgotten. While little more than a token amount of protection, it is one more element in reinforcing the alliance. They have begun using it on their civilian armored busses and other vital population and economic vehicles.
Politically this also marks the completion of the Treasury's commitments to the military in terms of specific new technological and material deployments. The Militarists especially, but to a lesser extent the other parties, are currently waiting with bated breath to see what the long term results of this are. While some expect Granger to once more reorient away from the military, most of the betting has suggested that a high level of investment is likely to be continued, although with more attention being diverted to economic buildup. While some in the Militarist party have been passing around a letter of demands, including maintaining a high level of military spending, Al-Jilani has quietly suggested patience, and has worked to draft a joint letter with the Developmentalist and United Yellow List parties.

[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Durban (Progress 148/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)

The Governor Class, much like the prior battleships and carriers, are nuclear powered. Nuclear propulsion dates back to the USS Nautilus (SSN-571) in 1955 for submarines and the Soviet icebreaker Lenin, first built in 1959. In terms of surface warships, the first nuclear powered version was CGN-9 Long Beach. In 1964, Long Beach, along with the USS Bainbridge, and the carrier USS Enterprise, conducted a circumnavigation of the globe, maintaining an average speed of 25 knots and covering over 48,000 kilometers in 58 days, without resupply. In a modern context, this is a vital capability, as the pointilist empires constructed by Britain, the United States, and other major imperial powers have effectively collapsed. In its place are a series of vital nodes that need defending, but each is incapable of supporting the others without the ability to sail at high speeds around the world, fight a battle once there.
While nuclear propulsion has been tried for over a hundred years, it has never been nearly as major a part of naval shipbuilding as it is today. Throughout the late 20th century and early 21st century, naval shipbuilders relied on relatively cheap marine diesels and high efficiency gas turbine engines to keep costs down. For the Initiative, this is not really an option. With most of the world's fuel oils consumed by Tiberium either directly or indirectly, nuclear was one of the few remaining options. While biofuels and kerosene alikes are produced, and in large amounts for everything from jet engines and rockets to helicopters and tanks, it is not produced in nearly the quantities needed for a global navy. A single ship can burn thousands of tons of fuel during a cruise, enough to power entire armored divisions for days on end.
The Governor class uses a pair of pebble bed reactors. Using uranium graphite spheres and a nitrogen coolant, these are fairly stable gas cooled reactors, and more importantly are very simple in operation. While both can be assigned to propulsion if needed, under combat circumstances, one is used for the sensors, point defense, and railguns while the other provides for maneuver. The same make and model (just in much smaller number) as the ones found on the battleships and carriers, the primary sticking point for the Durban yard has been changing over the fittings to connect the reactor system to the control units in the CIC. While not a particularly major problem, it is one that will require a further infusion of resources to fix.

[ ] Titan Mark 3 Deployment
With the Mark 3 ready to be rolled out en masse, the primary remaining requirement is to refit the production lines towards the new unit. While many components have stayed the same, others must be replaced entirely, and whole sections of the line are now obsolete or obsolescent. This requires a major work through of the entire production system.
(Progress 231/175: 10 resources per die) (-- Energy) (High Priority)

The dreams of mechanical fighting creatures are old. In 1880, Jules Verne wrote La maison à vapeur, or in english, The Steam House. In it, a steam powered elephant hauls a pair of mansions on wheels around India in the aftermath of the 1857 Indian Rebellion. In 1897, War of the Worlds saw alien tripod fighting machines destroy Britain. However, practical walker development would wait for the 21st century. In the aftermath of the First Tiberium War, the X-O power suit proved the practicality of limbed locomotion, and from that GDI began developing what would become the Titan and Wolverine walkers. First seen on the battlefields in the late 2020s, they would soon replace conventional tanks in service across GDI's frontline units, although second line units would not replace their medium tanks until the introduction of the MBT-5 Bull and MBT-6 Predator by the early 2030s.
The initial version of the Titan was quite a capable unit, able to outrange and outshoot most NOD base defenses and almost any Brotherhood unit of the same era. However, it proved to also be something of a hangar queen, with the legs providing near constant problems, and readiness rates for most units equipped with them being far below the Initiative's needs. In the aftermath of the Second Tiberium War and the Firestorm crisis, the Titan Mark 2 was developed as a successor, carrying over the range and accuracy of its predecessor, while also being used as a testbed for new technologies. The most critical of these was the development of the railgun, alongside lightweight engines and advanced articulation. While today, these technologies have proliferated across the Initiative, by the early 2040s, they were the exclusive domain of the Steel Talons.
The deployment of the new Mark 3 has been fast, with changeovers in production taking under a month from halting the line section to restarting it for LRIP on the new models. The key in this has been the ability to stage sections and materials before beginning the project. With ever more capital goods production becoming available, GDI can afford to allow days or even weeks of production to sit idle while the full complement is ready, rather than trying to push it into service in stages. By the end of the plan, the last of the second generation Titans will have been retired, and a steady flow of new third generation models will be available for testing and strategic purposes.
One of the Initiative's classic white whales has been the tactical ion cannon. While a practical version code named Avalon was built shortly after the first Tiberium War, it was too expensive, too limited, and too heavy for general deployment. While the Talon's do not believe that they can make a functional shoulder mounted design, they do want to try for a vehicle weight version. While full functionality is unlikely, it is a common enough project that has often provided some insights into applied high energy physics.

[ ] 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 252/100) (--- Capital Goods)

Strategic planning has been a critical flaw in centrally planned economies for as long as they have been tried. The Soviet Union encountered severe calculatory bottlenecks, leading to widespread corruption and the eventual collapse of the system. While in the modern day processing power is relatively cheap, bringing enough hardware to predict the interactions of thousands of projects across millions of square kilometers of the Earth's surface, requires multiple supercomputer clusters just to construct an applicable model in a reasonable amount of time.
While calculation is a critical component, there are several others. First is that the entire system needs far more and better data than current methods can supply. While the sentiment dates back at least to Charles Babbage, the first time the phrase "Garbage In Garbage Out" appeared was in 1957, nearly a century ago, and is still just as true as it was in the pre Tiberium age. Without having a detailed and accurate dataset to feed to even the most powerful computers, the other part is to ensure that the data is as accurate and clean as possible. Second, is trust. Both trust in the people and trust in the system. Both are critical elements, because without trust any system will begin to be fed garbage, which will in turn produce garbage. Similarly, without trust in the people, the system becomes not a tool of planning, but a tool of oppression, a means to force pegs of all shapes and sizes into the square holes cut for them.
While the total results are likely to be more iterative than truly revolutionary, they represent a massive investment into the good running of the Initiative, and will have a lasting impact on future projects, built with the strategic minds in place.
 
Q3 2056
A/N: Important terminology change now that you have Strategic Planning.
Phased Projects are those that change in cost with each completed project due to each project doing something fundamentally different. For example, Chicago, Mecca/Jeddah, and the Chip Fabricators.
Staged Projects are those that exist as incremental subdivisions of the same basic activities. For example, Shell Plants, Arcologies, and the like.

Additional System: Bays
Bays are additional customization steps you can take towards stations. These are additional upgrades that can be slotted into partially completed stations that provide some benefit, without having to complete the station fully. However, bays are slot limited, and there are more options than available bay slots, which means you will have to pick and choose which options you want on any given station.

Q3 2056

Resources:‌ ‌605 ‌+‌ ‌60 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(20‌ ‌allocated‌ ‌to‌ ‌grants)‌ ‌

Political‌ ‌Support:‌ ‌55‌ ‌
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌6 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium‌ ‌Spread‌ ‌
14.79 Blue Zone
27.66 Yellow Zone (80 points of mitigation)
57.55 Red Zone (57 points of mitigation)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+15)‌ ‌ (24 population in low quality housing)
Energy:‌ ‌Marginal ‌Surpluses‌ ‌(+1)‌ ‌
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ ‌Marginal‌ ‌Surpluses‌ ‌(+5)‌ ‌(+4‌ ‌stored)‌ ‌
Health:‌ ‌Substantially‌ ‌improved‌ ‌(+7)‌ ‌
Capital‌ ‌Goods:‌ Significant ‌Surplus‌ ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ ‌Meeting‌ ‌Demand‌ ‌(=)‌ ‌
Labor:‌ ‌Gargantuan‌ ‌Surpluses‌ ‌(+51)‌ ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1255/1300)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ ‌Limited‌ ‌Surpluses‌ ‌(+3)‌ ‌

Status‌ ‌of‌ ‌the‌ ‌Parties‌ ‌
(strong‌ ‌support,‌ ‌weak‌ ‌support,‌ ‌weak‌ ‌opposition,‌ ‌strong‌ ‌opposition)‌ ‌

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌25;‌ ‌25;‌ ‌75)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌329‌ ‌seats‌ ‌(150;‌ ‌129;‌ ‌35;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(37;‌ ‌160;‌ ‌20;‌ ‌20)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌2;‌ ‌72; ‌104)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌72‌ ‌seats‌ ‌(57;‌ ‌15;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌153‌ ‌seats‌ ‌(70;‌ ‌81;‌ ‌2;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌45‌ ‌seats‌ ‌(30;‌ ‌11;‌ ‌4;‌ ‌0)‌ ‌
Independents‌ ‌12‌ ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌
Developmentalists:‌ ‌649‌ ‌seats‌ ‌(349;‌ ‌200;‌ ‌100;‌ ‌0)‌ ‌

Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌ ‌:‌ ‌Decent‌ ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Space‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Steel‌ ‌Talons:‌ ‌Low
Navy:‌ ‌Low‌ ‌
ZOCOM:‌ ‌High‌ ‌

Plan‌ ‌Goals‌ ‌ ‌
Capital‌ ‌Goods:‌ ‌9 ‌points‌ ‌remaining‌ ‌
Consumer‌ ‌Goods:‌ ‌3 ‌points‌ ‌remaining‌ ‌(will‌ ‌complete)‌ ‌ ‌
Food:‌ ‌21 ‌(15)‌ ‌points‌ ‌remaining‌ ‌
MARV‌ ‌Fleets:‌ ‌1 ‌remaining‌ ‌
GDI‌ ‌Income:‌ ‌25 ‌remaining‌ ‌



Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 2)
Phase 2 of the Tidal Power Plants is looking at major tidal power plants, such as the Penzin Bay Facility. These massive installations will provide almost as much energy as a standard nuclear power plant in many cases, although unlike those nuclear plants, these are geographically limited.
(progress 336/450: 10 resources per die) (++++ Energy)
(progress 0/300: 10 resources per die) (+++ Energy)
(progress 0/200: 10 resources per die) (++Energy)

[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies and not just repairing existing structures, reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

[ ] 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 substantially 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)
(Progress 0/250: 20 Resources per Die) (+++ Housing)
(Progress 0/300: 20 Resources per die (+++ Housing)

[ ] Yellow Zone Arcologies (Stage 2)
While there are no immediate commitments to complete more arcology programs, they are significant markers of GDI's investments into the Yellow Zones. With the security situation improving rapidly, more arcologies can be used to support refugees and increase the quality of housing across the yellow zones.
(Progress 0/170: 15 resources per die) (+++ Housing)

[ ] Rail Link Reconstruction (Phase 3)
A final phase of reconstructing the rail links, double tracking much of the system, will ensure that the Initiative's rail system can sustain much larger amounts of rolling stock, and can route around damage without major delays.
(Progress 40/300: 15 Resources per die) (+++ Logistics) (high priority)

[ ] Blue Zone Residential Construction (Stage 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) (low priority)

[ ] Blue Zone Duplex Row Housing (Stage 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)

[ ] Chicago Planned City (Phase 3)
With GDI's ongoing development of Chicago, the next phase is likely to significantly increase total effective abatement as the more proximate Chicago means less wasted effort transferring Tiberium from the Red Zone to processing centers. The expansion will also entail a major expansion to the processing facility in order to cope with this increased throughput.
(Progress 225/360: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +120 Tiberium Processing Capacity)
(Progress 0/720: 20 Resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1440: 20 Resources per die) (+++ Housing, --- Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 Tiberium Processing Capacity)

[ ] 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)
(Progress 0/160: 20 resources per die) ( + Logistics, ++ Housing, -- Labor)
(Progress 0/320: 20 resources per die) (++ Logistics, ++ Housing, -- Labor)
(Progress 0/640: 20 Resources per die) (+++ Logistics, +++ Housing, -- Labor)
(Progress 0/1280: 20 Resources per die) (++++ Logistics, +++ Housing, -- Labor)

[ ] Colombo Planned City (Phase 1)
While it may be premature, seizing Sri Lanka, and preparing a planned city for the island is the first step in taking back the Indian subcontinent, one of the largest areas in the world where GDI has not had a serious presence in decades. The planned city will provide a nearby logistics hub and strategic entrepot.
(Progress 0/100: 20 resources per die) (--- Labor) (Can spend mixed Military and Infrastructure dice, at least 1 die must be Military)
(Progress 0/200: 20 Resources per die)
(Progress 0/400: 20 Resources per die)
(Progress 0/800: 20 Resources per die)
(Progress 0/1600: 20 Resources per die)
*many results unknown*

[ ] Mecca/Jeddah Planned City (Phase 1)
With Mecca currently under threat from Tiberium, a planned city complex, based on the Chicago pattern is a clear requirement. However, it is unfortunately going to be expensive, as the situation requires a pair of planned cities. One in Mecca to support the Hajj and Red and Yellow Zone operations, and one in Jeddah, some seventy kilometers away.
(Progress 0/160: 20 resources per die) (---- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (5 Political Support)
(Progress 0/320: 20 resources per die) (--- Labor) (5 Political Support) (+1 Red Zone Abatement, +1 Yellow Zone Abatement, +60 Processing Capacity)
(Progress 0/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
*many results unknown*

[ ] 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)

[ ] 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, one significant way to improve civilian morale and provide a steady stream of high quality housing would be to encourage the formation of a series of civilian housing cooperatives and supply them with a steady stream of materials. This will be politically popular, and easier to administer than attempting to keep all housing under the Initiative. (15 resources per turn) (+ Housing per turn)


Heavy Industry (5 dice)

[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Synchronized Cycle Fusion Plants
The next wave of fusion hardware is a series of synchronized cycle plants. Running either four or six fusion reactors in a synchronized cycle is a serious developmental step towards producing clean, universal power solutions, ones that will provide energy for the Initiative for decades to come.
(Progress 150/350: 20 Resources per Die) (++++ Energy) (High Priority)

[ ] Blue Zone Microgeneration Program (Stage 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 Fusion Power Campaigns (Stage 1)
With fusion energy nearly ready to act as the primary means of powering GDI civilization, the plans for a renewable energy power network for the Yellow Zones has been abandoned. In its place, an array of synchronized cycle plants are planned in many of the Terminus cities to provide all of the high density power that they could feasibly need.
(Progress 0/350: 20 Resources per Die) (++++ 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)
(Progress 0/2400: 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)
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, - Labor)
(Progress 0/500: 15 resources per die) (++++ Consumer Goods, +++ Capital Goods, -- Labor, --- Energy)
(Progress 0/1000: 15 resources per die) (+++++ Consumer Goods, ++++ Capital Goods, -- Labor, --- Energy)
(Progress 0/2000: 15 resources per die) (++++++ Consumer Goods, +++++ Capital Goods, -- Labor, --- Energy)

[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (- Labor)
(Progress 0/320: 20 resources per die) (+++ Capital Goods, -- Labor, --- Energy)
(Progress 0/640: 20 resources per die) (+++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/1280: 20 resources per die) (++++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/2560: 20 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)

Light and Chemical Industry (4 dice)

[ ] Blue Zone Light Industrial Sectors (Phase 1)
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. The project has also subsumed a number of other factories that had been on the docket for years, as the Initiative no longer needs to focus on that scale.
(Progress 0/500: 10 Resources per die) (++++ ++ Consumer Goods, ++ Health -- Energy, -- Capital Goods, --- -- Labor)

[ ] 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)

[ ] 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) (High Priority)

[ ] Johannesburg Myomer Macrospinner (Phase 3)
With initial production already starting, the macrospinner needs to be severely scaled up in the coming quarters as current production is far from enough for any serious attempt to use myomers across the broad swathes of Initiative industrial and military needs.
(Progress 61/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
(Progress 0/720: 20 resources per die) (+++ Capital Goods, ++ Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1440: 20 resources per die) (++++ Capital Goods, +++ Energy) (Reduces cost of mech and zone armor projects)

[ ] 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 (Phase 1)
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 0/150: 15 resources per die) (++++ Food, - Energy, - Capital Goods)
(Progress 0/250: 15 resources per die) (++++ Food, - Energy, - Capital Goods)

[ ] Perennial Aquaponics Bays (Stage 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While it will take well into next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support)

[ ] 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)
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Continues)

[ ] Yellow Zone Purification Facilities (Phase 1)
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 0/160: 10 resources per die) (++++ Water, - Energy)
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)

[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

[ ] Agricultural Processing Plants (Stage 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)

[ ] Large Strategic Food Stockpile
With a major allocation towards increasing food stockpiles and forward deploying caches of long lasting food, GDI can ensure that even in the case of major disruptions in the food supplies people can eat for months.
(+++ Food Stockpile -- Food)

[ ] Wadmalaw Kudzu Development
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)

Tiberium (5 dice)

[ ] Tiberium Prospecting Expeditions (Repeating Stage)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])

[ ] Tiberium Vein Mines (Stage 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)

[ ] 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 130/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation) (High Priority)

[-] Intensification of Yellow Zone Harvesting (Stage 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 for a further intensification campaign.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 Stages available)

[ ] Red Zone Tiberium Harvesting (Stage 8)
While the current security situation is problematic, one of the few remaining untapped red zones on the planet is the Central African Red Zone. Attacking up the Congo River should provide both good access to Tiberium glaciers and be generally difficult for NOD to attack, although they have shown impressive capacities in Red Zone Operations before.
(Progress 0/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Stage 5)
A final major stage of development will put the full supportable effort into effectively containing the spread of Red Zones around the world. While it will not be the last gain in containment efforts, it is the point where further pushing will be seeing less impact on the spread of Tiberium.
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)

[ ] Tiberium Glacier Mining (Stage 8)
A further drive into the Italian Red Zone will feed the Saarland facilities, and complete what had been a major project at the beginning of the plan. While it will be logistically intensive to bring material over the Alps, this is unavoidable with the prepared route.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)

[ ] Tiberium Processing Plants (Stage 1)
While initially a low priority, as GDI's economy has been 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 will carry out the recently discovered Hewlett-Gardener process providing 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) (+600 processing potential) (--- Energy, -- Logistics)

[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)

[ ] Tiberium Inhibitor Development
The Scrin, during their invasion deployed a number of Tiberium Growth Accelerators. By constructing a version of the hardware essentially running in reverse, the Initiative can slow the growth of Tiberium in a relatively small area. While not able to stop the growth of Tiberium, it should provide a significant boost in overall abatement potential.
(Progress 0/60: 30 resources per die)

[ ] Liquid Tiberium Power Cell Development
Liquid Tiberium has a tendency to decompose if exposed to significant amounts of energy. While it is the basic principle of a Liquid Tiberium Bomb, it is also a potentially significant power supply, as demonstrated by the Brotherhood of NOD. With GDI currently running on the edge of available energy reserves, it is a politically problematic, but relatively simple means of providing mass amounts of energy.
(Progress 0/50: 30 resources per die) (-10 Political Support)

Orbital (3 dice)

[ ] Gravitic Drive Development
The Scrin gravitic drives have proven to be particularly interesting. Rather than being reaction drives, keyed off of mass, they seem to be volumetric and geometric, with the positions of drive nodes being the critical factor. However, they have reached a point where a development push is required to bring them to being something of science fact, rather than science fiction
(Progress 20/60: 30 resources per die)

[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)
(Progress 0/1430: 30 resources per die) (+4 to all dice, +1 die to each category) (10 Political Support)

[ ] 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 0/85: 30 resources per die) (Fusion)
(Progress 0/170: 30 resources per die) (.25k Orbital Population) (5 Political Support)
(Progress 0/340: 30 resources per die) (.5k Orbital Population) (1 available Bay) (5 Political Support)
(Progress 0/680: 30 resources per die) (1k Orbital Population) ( 2 available Bays) (5 Political Support)
(Progress 0/1360: 30 resources per die) (2k Orbital Population) (3 available Bays) (5 Political Support)

[ ] 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 with material.
(Progress 183/385: 30 resources per die) (+ Capital Goods, + Consumer Goods) (Fusion) (High Priority)
(Progress 0/770: 30 resources per die) (++ Capital Goods, ++ Consumer Goods) (1 available Bay)
(Progress 0/1540: 30 resources per die) (+++ Capital Goods, +++ Consumer Goods) (2 available Bays)

[ ] 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 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
(Progress 0/340: 30 resources per die) (.2k permanent residents) (++ Food, + Consumer Goods) (5 Political Support) (1 available Bay)
(Progress 0/680: 30 resources per die) (.3k permanent residents) (+++ Food, ++ Consumer Goods) (5 Political Support) (2 available Bays)
(Progress 0/1360: 30 resources per die) (.4k permanent residents) (++++ Food, +++ Consumer Goods) (10 Political Support) (3 available Bays)

[ ] Expand Orbital Communications Network (Phase 3)
With another major wave of clearance done, further communications bandwidth can be launched, reducing the number of dead zones and increasing connection reliability.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)

[ ] Orbital Cleanup (Stage 5)
Massive new project arrays, clearing away the general debris and remaining parts of much of the older material are now required. While near Earth space has been extensively cluttered since launches began discarding fairings, stages, and other paraphernalia, plus a massive number of dead satellites, the only question now is one of time, and putting resources towards picking out the historically valuable units and reprocessing the rest.
(Progress 42/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)

[ ] Skywatch Telescope System
The Scrin gravitic drives produce a field massively larger than the ship itself, throwing off asteroid courses. That is enough to make even modern ion drives problematic. By launching a number of very large telescope arrays, the Initiative can make new asteroid drift charts and open the asteroid belt to probing once more.
(Progress 0/150: 15 resources per die) (Fusion)

(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)

[ ] 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 16/90: 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)

Lunar Operations

[-] Lunar Rare Metals Harvesting
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non tiberium based mining and refining infrastructure.
(Progress 0/175: 30 resources per die) (+5 Resources Per Turn) (Fusion) (Requires Enterprise 3)

[-] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 0/350: 30 resources per die) (+15 Resources per turn) (Fusion) (Requires Enterprise 3)

Services (4 dice)

[ ] 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 89/225: 10 resources per die) (+++ Consumer Goods)

[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)

[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)

Military (5 dice)

[ ] Wartime Factory Refits (Phase 1)
As a first critical phase of refits, there are the various specialist vehicles that GDI is not at this time looking to replace. Things like the RIGs, Firehawks, and MCVs are unlikely to make any significant changes in the near future. Simply by supplying marginally more capital goods and some relatively simple installations, major improvements in the availability of spare parts and actual fully functional vehicles can be made.
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
(Progress 0/90: 20 Resources per die) (--- Capital Goods)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy) (+1d2 Military Dice)

[ ] Stealth Disruptor System Development
While not precisely a general area stealth field disruptor, what has come out is a dedicated multispectral sensor system, capable of effectively breaking through NOD stealth systems out to significant ranges. While it needs a final infusion of funding to bring it to full capability, it should blunt one of NOD's major advantages in the wars to come.
(Progress 0/40: 25 Resources per die)

[ ] High Efficiency Heat System Development
Derived from NOD's cyborg systems, this combination of heat sink, active cooling system and exchanger should significantly increase the efficiency of not only GDI's laser systems, but also of many other components. While significantly more expensive to produce than a conventional system, it is also substantially smaller, meaning that it can effectively be mounted on tanks, aircraft, and other mobile vehicles to increase their effective rate of fire.
(Progress 0/40: 15 resources per die)

[ ] 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) (Fusion)
(Progress 0/225: 30 resources per die) (Fusion)
(Progress 0/500: 30 resources per die) (Fusion)

[ ] Prototype Plasma Weapons Development
While so far projected plasma weapons have not worked out as well as GDI could hope, it is an unparalleled source of destructive power. However, Initiative scientists have developed a compromise system that can cheaply produce relatively small amounts of plasma and project a lance beyond the detonation point. While requiring small amounts of exotic materials, plasma weaponry can provide both standoff capability and significantly increased destructive potential to many Initiative munitions.
(Progress 0/60: 25 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 5b (Progress 20/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)

[ ] Reclamator Fleet RZ-7 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 Emergency Medical Evacuation Vehicle Development
Medical care in Red Zones is a significant problem. Time, even more than in normal circumstances, is of the essence. Not only is the casualty bleeding in most cases, there is severe risk of Tiberium infection, and the only medical care available is usually back at base. A fast hovering armored personnel carrier is a secondary concern, but one that should significantly enhance survivability.
(Progress 0/40: 10 resources per die)

[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)

Air Force

[ ] 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) (High Priority)

[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)

[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)

[ ] Quick Maneuver Air to Air Missile Development
The arrival of supermaneuverable NOD aircraft has prompted a new look at air to air missile development. While venerable derivatives of the AIM-9 and AIM-120 have served for decades, neither is perfectly suited to the realities of modern air to air combat. A novel system, built for extreme maneuverability, even at significant costs in range, has been put forward as a proposal for development.
(Progress 0/40: 15 resources per die) (High Priority)

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) (Fusion) (High Priority)

[ ] 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) (Fusion)

[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die)

Ground Forces
[ ] Remote Weapons System Deployment Predator
With a system developed, it needs to be refit onto existing tanks, and included in the production of new models. While not particularly expensive, the sheer scale of the problem is significant.
(Progress 0/240: 10 Resources Per die) (High Priority)

[ ] Universal Rocket Launch System Development
GDI's ground forces require a wide array of different rockets and missiles, ranging from simple and cheap tactical launch systems such as those mounted on the Mammoth and Pittbull, to heavy antitank missiles, and increasingly the large heavy strike length bombardment missiles. However, this has proven to be an increasing strain on the overall logistical system.
(Progress 0/40: 15 Resources per die) (High Priority)

[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)

[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- Energy) (High Priority)
(Progress 0/150: 10 Resources per die) (- Energy)
(Progress 0/150: 10 Resources per die) (- Energy)

[ ] 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 Deployment (Stage 4)
While GDI can, at this point, feed many of its needs for Ablat, the supply is still distinctly short. Beginning to not only feed forward deployed units, but second and third line positions, and building a stockpile to last for more than the first few days of a future war.
(Progress 45/200: 10 resources per die) (Very High Priority)

[ ] Bulldog ARV Development
The Bulldog is intended to be a successor to the Pitbull. Built around the new rapid fire rotary railgun first intended for use with the Wolverine, the redesign is relatively limited, focusing on bringing the new weapon into general use, and bringing with it a number of minor quality of life increases.
(Progress 0/40: 10 resources per die)

[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)

[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)

[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements

-[ ] New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] London (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Santiago (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)


Navy

[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Hampton Roads(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Vladivostok (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Dakar (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Durban (Progress 148/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)

[ ] 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

[ ] 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 0/30 : 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 0/30: 10 Resources per die) (High Priority)

[ ] Laser Point Defense Systems Development
GDI's rapid fire laser system was something of a disappointment. However, even on an improvised chassis it served distinctly well as a point defense laser. By developing dedicated and automated systems, it should render NOD missile attack on the tactical level a much more minor problem.
(Progress 0/40: 15 Resources per die) (Very High Priority)

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 Union Support
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)

[ ] Cooperative Focus
Cooperatives have historically proven to be both more resilient in the face of economic shock, and tend to have less inequality than other companies. By reorienting the grant programs to favor cooperatives over other company structures, the Treasury can fully break from the programs of the past.
(DC 80/100/120) (-10 Political Support)

** 4 Hour Moratorium on Voting **
 
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