Q2 2057 Results
GDIOnline Q2 2057
By the Rocket's Red Glare: General Initiative Rocketry Thread XXII

Nightingale_Dreams

To recap after the last thread hit the page limit.

  1. We don't know what the rockets are going up for.
  2. This has been a long ass three months, with sometimes launches going up every day at times.
  3. Granger did say Novel Technological Solutions. This could be part of it, but the Initiative is keeping its Opsec up, and neither confirming or denying anything.
  4. We are not seeing anything big and new in the sky.
So, keep a lid on the speculation, and try not to break out any of the old conspiracy theories, or memes about conspiracy theories.


Solan
I got a memo about this and all I can say is that there are a lot of engineers going to Space Command right now. It's actually quite nice staying in an office for once and the factory is spewing out a lot of the components for what Granger wants. I hear this is a top priority and mutterings of needing the chemical rockets on standby are being raised here. But this is an orbital job but the strangest thing is that there are a lot of politicians going in and out with MPs in the defence committees requesting regular updates. I don't know what Carter and Granger are talking about but this is really serious and probably the most expensive project we've had for years.

FloatingWood
Hasn't Space Command been getting more active for years though?
I mean, with the construction for the Philadelphia and Enterprise and with them needing to be supplied an average launch rate of 1 every 3 days was slow. You do need to supply all the people living there and maintain stuff.

AccomplishingProvidence
While the specific pace is a bit unusual, haven't we been seeing steadily-increasing rates of construction of space-borne assets? And there's a small research base on Luna at this point? It wouldn't be that strange that they're working to expand these resources.

Nightingale_Dreams
#Floatingwood
There is a difference between "getting more active" and "hundreds of launches in the last month" There is something going on, and nobody is talking.

JohnnyBull
I've made inquiries about getting some ametuer astronomers to look into this-a basic telescope can easily see even a small space station, and more specialized gear ought to be able to easily work out what the actual launch craft are doing in space-the problem is you need a big network of observers. That said, I've put my own trainspotting experience hard at work, and I've successfully localized every single large sat transporter in the GDI rail network-they're quite specialized and sophisticated rail cars, and capacity of this type is probably a major limiting factor. So far, I've not seen anything being loaded or unloaded, but they've been in very brisk action, rolling back and forth from launch sites to factories all week.

FloatingWood
Maybe they are finally building that bunch of outward pointing ion cannons for orbital defenses? I mean, it's such an obvious solution to alien spaceships they must've planned for it.

KropotkinsGhost
I'm putting my money on "more rovers and scientific instruments". I swear bureaucrats will classify ANYTHING these days that there's no point in caring about it. Hell if you do guess right I feel InOps will flag your account and figure out if you're leaking information or a Nod spy.

Ormonde2020
Nah, it's absolutely got to be something tib related. I'm a boring person so I read the public information released in regards to funding allocations of the treasury, and Secretary Granger up until a few years ago loved to focus in on Tiberium spending, if he's allocating this much to something it has to be Tib. My bet is they figured out some kind of method to harvest tiberium fields from orbit by studying Scrin Technology, which will in turn make it easier to refine it and construct stations in space. We probably haven't seen much in the way of big structures because the harvesters are probably pretty small, and they'll want those built before the refineries and manufacturing. Mark my words, the next thing you're going to see is them focusing on getting that manufacturing station fully kitted out.

DammitJanet
But why would they want to bring the evil death crystals into space, where they can eat the space station?

Ormonde2020
GDI has space locked down. If we can harvest from space, we don't need soldiers and tanks defending mining outposts, just need defences to stop Nod taking pot shots.

Besides, properly refined and stored tiberium is more or less harmless.

DammitJanet
I still think it's too much of a potential hazard, but if you say so. I'm just worried about some kind of leak spraying Tiberium all over half the planet. Temple Prime all over again. Lost my entire hometown to that bomb. Nothing but Tib now.

AgathaH
I don't see how harvesting from orbit could work - that's a really long way up… unless the rumors of the aliens' harvesters teleporting things around were true, but that still seems risky. Maybe they found a way of slowing the spread? Or, possibly, it's some sort of super-sensor on new satellites to see through interference and Nod stealth fields? We'd probably see a lot more Ion Cannon strikes if that's the case.

FloatingWood
GDI High Command might be waiting to collect a lot of data in that case, but I'd be extremely impressed if they managed to make satellites that manage to look through Nod's magic stealth systems. Best stuff GDI's got is what, good for 500 meters in optimal conditions? They're probably lying at least a little in those public specifications, but even if they were good out to a kilometer that is a far cry from a satellite that's up at least 100 kilometers, and probably a lot more.

AgathaH
Or it could be magic gene-editing to turn us all into catgirls - that's only slightly less plausible than some of the things suggested here.

Solan
Man I'm just waiting for this to be declassified since the speculations can be hilarious. My buddies and I usually spend some part of our breaks laughing at the hot takes and even more fantastical suggestions we engineers are going to do.

KryptosAdept
Honest, from what I can tell publicly, it's either a sensor or an emissions platform group. No idea why though. It could be an attempt to run ESM on Nod (Possible GDI intel grab or other?) or to deal with Tib.

We'll know when it gets revealed anyways. GDI never does stuff like this without a reason.

AccomplishingProvidence
Mark me down as skeptical of the "Orbital Tiberium Harvesting" idea. While harvesting seems pretty advanced these days, and I won't claim to be an expert on the subject, there seem to be a lot of logistical challenges. As for the "teleport it up" idea, while there's a certain "wow" factor to that concept, it seems inefficient.
I suppose it's possible the satellites have something to do with Tiberium. I think #AgathaH may be closer to the truth with the speculation of it being something that affects Tiberium's behavior. That seems more doable and conceivable from orbit.
It does make me wonder if some of the more "mundane" space missions are getting lost in the proverbial shuffle. Which is a bit sad; Carter and his people have done fantastic work reaching to the heavens.

FloatingWood
But how would you even affect tiberium from space? Magic? Everything we've got right now either needs outright touching the stuff, heating the stuff, or having a machine scream at it really loud.
And I'm not so sure 'orbital heat rays' are a really good choice, given how much energy you'd need to pump into tiberium to have an effect.

AgathaH
#FloatingWood - Catgirls.


AccomplishingProvidence
#FloatingWood I would think that there's some sort of more exotic energy at work here. I trust Granger's people to have made sure this isn't immediately harmful. Though we probably don't want to go hug one of those satellites long-term. But Tiberium gets affected by sound/sonics, and if these utilize any of that weird Scrin/alien technology, it may work on principles a lot of people don't easily understand.

FloatingWood
Just caught this on the news; Nod tried to intercept a Leopard on a return trajectory with a SAM. It's implied they failed, but I've a feeling there's some fresh underwear needed for the pilots and traffic control officials involved.

Results Q2 2057
Politics
The much reduced Free Market Party has begun to rally somewhat, although they are likely to end up rebranding themselves as the party of small business in the near future and shift their positions to being the party of small, privately held business. At the same time, the Market Socialists have begun to see increasing influence from a number of growing retail chains and other large cooperatives; however, they have had difficulty converting the passage of the new grant programs into actual general political support. In other news, the Initiative First Party has succeeded its first leadership challenges, as Ozawa fended off party-splitters who railed against the diminishment of their party influence in the wake of the Militarist split.

The race for the Director has narrowed, with each potential leader having assembled a coalition. While each has to split critical departments with their ideological neighbors, a rough order of status has emerged. Leading the pack are Litvinov and Hackett, with the former representing an Optimist vision for the Initiative, versus a more Pessimist position offered by Hackett. Following them are Carter and Bennett, both of which offer a more moderate and compromising position and coalition. Finally, Tran Cong Tang has found herself in last place, struggling to gather support and build a coalition herself. Unsubstantiated rumors have begun spreading that she is looking to throw her support behind Hackett or Carter in order to push at least some of her views from behind the scenes.
A series of televised debates have occurred this quarter, both group format and one on one, between the candidates. While all have acquitted themselves well, Carter shone as one of the more eloquent candidates, surprising from someone who came out of the military. Tran on the other hand performed relatively poorly, especially on more social questions. While she could talk elegantly about everything from heavy industrial development to space construction, the problems of clarifying policies and her stances on more down to earth projects such as integrating the Forgotten into the Initiative, have been somewhat less coherent.

PAGe Report

Firipi Dakarai Ezrom
The current leader of the Market Socialists, Ezrom is a rare man in the GDI political landscape as one of the few openly religious politicians who are highly regarded. Born after the First Tiberium War, Ezrom and his family are held in the vice of the tumultuous times of the First Interwar Period. Born of the Shona people and raised a Christian, Ezrom was subjected to the same crisis of faith that many of the Christian faithful felt when both Vatican and Jerusalem fell to the ever-advancing Tiberium menace. While many lost their faith in the face of such trials and tribulations, Ezrom kept his. More than that, he embraced in full the teachings of Paul Moore, one of the leading voices in black liberation theology. He began practicing the principle of "God in Action" just as luck– or destiny, depending on one's view- brought him to the academic and political spheres.

At present, Ezrom is the semi-absent leader of the Market Socialists. He prefers to travel the world, working to reach out to the disparate Black and/or Christian communities across the Blue and Green Zones. He is often found preaching homilies to what few faithful remain– and those who are not, yet willing to listen– as he champions the ideals of the poor and downtrodden. In many ways, his absentee leadership is why he is the head of the Market Socialists; no one else has the sheer outreach and popularity to reign the nascent party. Combine this with the steady trickle of representatives from both the Developmentalists and Free Market Party even as the Tiberium mutations are riding high on the public's view, and the slow-but-steady influx from various Christian groups, he managed to congregate a powerbase within the Market Socialists. Ezrom may have started off deep in Liberation Theology, but as time passed he has been able to reach out to most surviving Christian groups. While they don't all necessarily agree on all points, all are united in their goal to make the world better a little bit at a time.

Markets
The new grant programs have been overwhelmingly taken advantage of by existing cooperatives and the old companies being restored. With both the prewar corporations and existing cooperatives bombarding the administrative office with applications seconds after the grant program opened, it is a wonder that any of the new startups got funded in the deluge of high quality applications from people who have done grant applications professionally for years.

Military
The military has continued to consolidate its positions, having spent much of the quarter improving airfields, and laying in more permanent bridges and roads. While somewhat limited, the expansion of logistics has been improving supply to many of the more forward outposts. However, they do still want the Treasury to take an interest and build a supply network forward, rather than the thin lines that the construction battalions have assembled. It has also managed to reduce the demand for consumables below production rates, although only marginally. This means that it will (barring additional production in any case) be ready for further drives early next year. However, they also expect to see further intensification, and likely Brotherhood offensives around the world, as the Initiative takes over half of the remaining habitable surface area.

Military Priorities
  • Ground Forces
For the Ground Forces, the highest priority must be the prompt delivery of zone armor as soon as possible. The second is a prompt solution to the problems with the supply of shells and artillery accuracy. While current supplies can fight the low intensity war that characterizes everyday activities, they cannot meet the needs of large scale and longer term engagements. Third is consumables. While current consumables supplies are enough for smaller scale operations, general operations exhaust supplies quickly.
Currently, the provision of vehicles is generally sufficient. However, many of the existing designs lack the space or other requirements for enhancing capabilities and will require replacements during the coming years.
  • Steel Talons
The Steel Talons see current priorities as having shifted away from Ground Forces and general vehicle development. While they see the development of the Havoc as the most potentially revolutionary system currently available, they are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations.
  • Air Force
The Air Force currently sees its highest priority as having been met, but there are substantial secondary priorities that need addressing. Most notably the A-16 Orca, and the Wingman drone system are significant priorities that should be completed in the next plan.
  • Navy
The Navy currently is behind where it wants to be on rolling out the Cruisers, and future shipbuilding plans rest heavily on other branches of the government. If the priority will be territorial conquest and offensive operations, the Navy sees a pressing need for expansion of modern point defense across the legacy fleet, and the construction of dedicated support craft for naval invasions. However, if the priority is instead a return to a general defensive strategy, the completion of currently planned cruiser yards is seen as generally sufficient, and the next likely step is a dedicated escort frigate to provide coverage and expand naval operations in the world's littorals.
  • Space Force
The Space Force strongly desires the OSRCT concept to move as soon as possible from the drawing board to reality. While InOps is of opinion that the Brotherhood has little real capability to threaten the existing ASAT system, that cannot be relied upon to last, and maintaining the ring of pearls is the absolute highest priority.

Brotherhood of Nod
InOps has reported that the Brotherhood has stepped up their counterintelligence efforts, and killed or captured a number of Initiative agents. Additionally, SIGINT and ELINT sources have been significantly reduced in effectiveness. While analysts do not yet believe that this reduction in noise represents an imminent threat to the Initiative, it is a worrying increase in effectiveness for the Brotherhood, and likely a prelude to generalized conflict in the coming two to four years if following the model of the Third Tiberium War.

'Of course war was going to be on the horizon. I served since the First Interwar, the signs were always there but– call me the fool if you must– Mecca was something we thought would buy us even more time.
'In a way, it did. Not the ways we expected though…'
Excerpts from The Unclassified (2080) by Arthur Hackett​

Forgotten Conference
Going into the Forgotten Conference, it was expected by many parties that this would be the Initiative beginning a process of either reaping rewards from their generosity over the last four years or otherwise draw the Forgotten into the Initiative system more deeply. However, as the news trickled out about the overall treaty, many were shocked at just how generous it was. In exchange for overall minor concessions, the Forgotten had extracted a wide range of assistance and support projects. While the initial thinking was that the Forgotten had run rings around untested and amateur diplomats– with the more experienced of the diplomatic corps dealing with the Meccan Debacle, a more clear picture began to form when members of the actual diplomatic team began to find their way onto GNN, and other news organizations. Not only were the concessions intentional, but they were intentionally balanced so as to treat the Forgotten as a whole as an equal to GDI, despite their lacking both the size and the industrial capacity to manage that in reality. Though there were grumblings from the political sphere on the generosity, none are currently willing to rail against it.

At the same time, the measures for initial integration have already seen Forgotten, especially those either wounded or older, applying for citizenship in droves. While some Forgotten tribes, those least friendly to the Initiative, have pulled back, they are also the least overall useful to the GDI's needs. Equally, a volunteer from the Delta-strain stepped forward for the studies. Zaragoza Atreides stepped forward under his own volition, apparently finding the time to be 'right' for him to subject himself to GDI's testings.

SCED
In more strange news, the SCED has made a finding that has thrown the scientific fields bordering astronomy and stellar physics into turmoil. As part of the Martian surface exploration program, the rover Gleiser Opportunity 1 (sent to explore the Elysium Mons volcano) discovered trace amounts of what appeared to be naturally occurring transuranic elements in the local soil, with the largest amounts specifically in the crater of Elysium Mons. While some more conservative physicists have stated they will wait for more information, others have already publicly called into question current theories on the formation of heavy elements during supernovae and neutron star collisions. With the scientific community debating this find, it does indeed look to be the most unusual find compared to any of the items found to this point. Regardless, this find is likely to provide new insights into the field of transuranics at the very least, as to occur naturally, this specific element would need to be relatively stable with a comparatively long half life.

Resources:‌ ‌655 ‌+‌ 5 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(5 from Taxes) ‌

Political‌ ‌Support:‌ ‌50
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌10 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium‌ ‌Spread‌ ‌
16.45 Blue Zone
4.89 Green Zone
22.00 Yellow Zone (86 points of abatement)
56.66 Red Zone (59 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+10)‌ ‌ (30 population in low quality housing) (2 points of refugees)
Energy:‌ Major ‌Surpluses‌ ‌(+11)‌ ‌(+2 in reserve)
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+17)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Showing Strain ‌(+3)‌ (4 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Major ‌Surplus‌ ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+8)‌ ‌(+5 from private industry)
Labor:‌ ‌Gargantuan‌ ‌Surpluses‌ ‌(+31)‌ ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1300/1480)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌5;‌ ‌25;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(152;‌ ‌129;‌ ‌35;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(37;‌ ‌160;‌ ‌20;‌ ‌20)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌74; ‌104)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(58;‌ ‌15;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(73;‌ ‌82;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(30;‌ ‌18;‌ ‌2;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(350;‌ ‌200;‌ ‌90;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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

Plan‌ ‌Goals‌ ‌ ‌
Capital‌ ‌Goods:‌ ‌5 ‌points‌ ‌remaining‌ ‌
Food:‌ ‌5 ‌(3)‌ ‌points‌ ‌remaining‌ ‌


[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies 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 138/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

Construction of the first wave of new arcologies since the war has continued slowly, as the vast majority of the Initiative's focus has been on Mecca and the Arabian peninsula. However, further work has occurred on the Blue Zone arcologies. For the most part this has been underground, installing the pump stations that allow the arcologies to maintain pressure and handle the many different pipes running through the building. Additionally, the local substations have been installed. With each arcology being effectively a neighborhood, it often makes more sense to run a relatively high voltage line to the arcology and use a transformer there, rather than running a series of lower voltage lines in. However, actual construction of the primary residences, service, and industrial sectors has not yet begun, despite waiting lists hundreds of names long for every housing unit in the currently planned arcologies.

"I want to clarify that there has been no work slowdown. We are making good progress on the Tokyo-3 Complex, and the other Arcology projects listed in the schedule. Some of you have clearly forgotten that it can take years to assemble an arcology under normal circumstances-our workers are not pulling round the clock shifts, or doing overtime, but are working full shifts and going home with a well-earned paycheck." - Jun Yoshizuki, Public Affairs.


[ ] Mecca/Jeddah Planned City (Phase 3)
While the initial phase of construction has begun, and the region has at least the pretenses of military security, bringing birds from the bush into hand, and expanding reconstruction work into Mecca itself will bring both political and practical benefits.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 538/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)

With the Treasury recommitting to the protection of Islamic holy sites across the Arabian peninsula, many of the representatives have calmed down, and talks have recommenced. While so far the progress has been limited, they are at least talking once again, and the Treasury's construction crews can return to work.

Much of the reason for this has been one of the largest and most orderly Hajjs in the last decades, not only from the Arabian Blue Zone, but from across the islamic world. One of the items given by the Initiative's military, as a gesture of good faith, has been a number of old ion cannon targeting beacons, with intentionally scrambled codes in order to be able to move without fear of Ion cannon strikes. The ability to move freely has meant that more people could come, and in far less time.

At the same time, the neutrals have begun slowly falling in line. With GDI choosing to redouble its efforts and expand its goals in the region after a near collapse in negotiations, they have begun to decide that the Initiative is likely a better friend than the Brotherhood of Nod, and one with deep pockets indeed. While their loyalty is likely only transactional, for the people of the region, it makes little difference so long as GDI can begin to move in and provide the benefits of the system.
Much of the work has actually been north of Medina this quarter, primarily aimed directly at tiberium abatement operations and a limited amount of harvesting operations. While most sites are claimed by either the Independents or the Brotherhood, the Treasury has won the right to a handful of sites near the major settlements, which are to be capped off with spikes belonging to the Initiative.
While Medina itself has been broadly untouched by the Initiative's work, its inclusion in the project has significantly shifted the abatement line forward, putting it at the edges of the red zone, rather than comfortably in the yellow.

[ ] 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 970/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

Work has continued on the North Boston complex, with some of the last of the heavy construction going in and the site beginning to prepare for operations. With additional heavy construction robots being made available, the site is a seething, buzzing swarm of construction, with lines of bots in constant motion. The primary Boston complex is all but complete, however there is significantly more processing left after a chip has been finished, and these facilities have not yet been set up. While most of the chips will be general purpose computing, many will also be going to more dedicated designs.
When it comes to building computers in the Initiative, in the modern day, custom builds are very, very uncommon. While there are certainly options, there are often only a handful in any given field, and rarely is there much in the way of overlap. CPUs, for example, only have about five models, although it can be as low as three or as high as seven available at any given time, all fitting into the same slots, merely built to differing levels of computing power. The same applies to graphics cards, RAM, hard drives and SSDs. For almost any workable configuration there is almost certainly a prebuilt version that offers that specific design. However, at the same time, there is quite a bit of rolling repair. Rather than throwing out an entire system when one critical part breaks, nearly every build is designed to be taken apart and repaired.

[ ] 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 184/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

Chemical fertilizers fall into three categories: nitrogen-, phosphate- and potassium-fertilizers, of which nitrogen fertilizer is usually the most in demand, with one of the primary limitations of plant growth being the supply of nitrogen. The first step in its production is the synthesis of ammonia via the power intensive Haber-Bosch process from methane and nitrogen, which serves as the chemical basis for all other nitrogen fertilizers such as ammonium nitrate. With GDI's use of hydro- and aquaponics, these different fertilizers are usually mixed together at the end of the production chain into the basis for Hoagland solution, which is then filled in bags and put into GDI's logistical system. Work has been notably fast, however, the logistics have been somewhat lacking. While thousands of tons of fertilizers have been produced, the majority is still sitting in on-site warehouses due to scheduling issues.

[ ] Yellow Zone Aquaponics Bays (Phase 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed at increasing the self sufficiency of the network. 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 160/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)
(Progress 22/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)

The fourth phase of yellow zone aquaponics has been overtaken in some ways by the course of events. While initially planned to offer the yellow zones a meaningful level of self sufficiency, that has proven to be not the case as resettlement efforts have instead inundated both Blue and Yellow zones with new refugees, leading to ever greater food shipments being required to simply feed the population. In order to relieve strain on the logistics network, especially the bottlenecks in the transition from Blue to Green Zone operations, a new wave of standardized aquaponics bays have been established, primarily in urban areas. Delivering a mix of grains and fruits, they have cut somewhat into the logistical strain, but for every truck and train car of food that is removed, one or another form of supplies has been added, leaving the system at a net zero.

[ ] 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 22/40: 20 resources per die)

While early test models had been relatively productive, attempts to convert one off plants into something that can be grown in any aquaponics bay in the Initiative have run into serious roadblocks. First is unexpected reactions to environmental pressures. Test plants are typically raised in extremely controlled lab environments, including carefully controlled atmospheric conditions. While usually this produces few problems when converting, Spider Cotton seems to react very poorly to temperature and moisture, as small deviance in both significantly reduced the quality of the final product. Such tolerance ranges are no problem in a laboratory, but are not economically achievable in a standard greenhouse environment. However, this is not a severe problem. With potential problem candidates in the genome already identified, the program looks to return to schedule next quarter, so long as it is granted another infusion of funding. Other roadblocks are more practical, the most critical of them is in the formation of the cotton itself. Spider silk, including the dragline silk that this product is meant to mimic in large quantities, is formed from a combination of proteins woven together to form long chain polymers. The test conversion cotton plants have produced appreciable amounts of the correct polymers. Unfortunately this has been in tight wads of interlinked and interwoven material, small balls of protein rather than long chains that would have been useful in everything from clothing to lightweight ropes.

[ ] Tiberium Stabilizers
A low orbit satellite network stretching around the world, each stabilizer is a lotus of panels and transmitter systems. With the system needing to come online all at once, the entire network will have to be launched before the Initiative can make use of it.
(Progress 674/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion)

A single Tiberium stabilizer satellite is 150 tons of material, bulky, fragile, and difficult to handle. While on the ground it is fairly boxy, once deployed it is a lotus of solar and radiator panels, wrapped around a central RTG and battery pack, all built to supply energy to the communications and central messenger systems. The first step was to construct a pair of facilities, one in West Africa and one in Korea, to begin production of these satellites. However, late in the quarter, the first launches began, a systematic drumbeat of hundreds of units being put up. While the entire constellation will be some 3000 satellites, currently the number is closer to two hundred, with many, many more left to launch.
While impossible to fully hide, the true extent of the system seems to have remained secure, although some rumors have begun floating that it is one of Granger's "novel technological solutions" to Tiberium. While true, these rumors have little evidence and no warlord has, as of yet, made mention of the system or made any changes to their operational systems.
One of the returning Leopards had an attempted interception by a Brotherhood strategic SAM system. In retaliation, GDI unleashed over twenty strike operations in the next twenty four hours, keeping a constant air presence in the area for a week afterwards as a threat to ensure the Brotherhood does not try again.

[ ] GDIS Pathfinder
The gravitic drive has met initial use testing, and it is ready for a more thorough test. A relatively small testbed ship is the next step towards granting the Initiative the ability to use the drive system practically. While it will be a major project, and require construction of many of the tools to make the tools, it is a first step towards a mass producible drive design.
(Progress 158/300: 30 resources per die)

In orbit near the Enterprise, GDIS Pathfinder's orbital cradle has taken shape. A skeletal hexagonal tube, the cradle serves as a mounting point for many elements of the ship before it can support its own weight. While currently the cradle is intended to be single use, blown away by explosive bolts before the ship lights off its drive, future designs are likely to be somewhat more permanent. Similarly, on the ground, there has been significant construction work. Most notably has been the construction of a facility in Reykjavik for the assembly of drive nacells. While initial testing was done with a single nacelle, current modeling suggests that the Pathfinder will need eight, set in two offset rings. Using the orientation of the decks, the bow nacelles will be placed at the 12, 3, 6, and 9 o clock positions, while in the stern, they will be placed at the 1:30, 4:30, 7:30, and 10:30 positions. The nacelles produce sets of low slung, contoured teardrops on the surface of the generally bricklike hull. While almost certainly not a particularly efficient design, it is one that the scientists have a relatively high confidence in, and should not produce an unsafe design.
Amid the drumbeat of launches for the stabilizer network, there have been six fusion launches, and many more conventional chemical rocket launches, for the Pathfinder, hauling up a handful of the largest pieces. First was the fusion engine, a standard model found across the Initiative's space fleet, used here as an emergency reaction drive in case the gravitic drive suffers a fault during operations. Second and third were the two primary fission reactors, both pebble beds, that will be used to provide power. While both are fairly small by Initiative standards, they will provide more than enough power to keep the lights on and the ship livable until long after the food has run out. The remaining three hauled internal modules, many repurposed from the Leopard and the Union classes, at least on this initial ship. Similarly, the Enterprise has begun to supply standard hull plating to the Pathfinder, however much of the ship is not yet enclosed, and many of the primary systems, most notably the bridge, have not yet arrived.
One of the most severe bottlenecks in production has been the fact that GDI's entire supply of stable transuranic elements comes out of two sites. Chicago and Jeddah, and while both have been running full pace since the project was proposed, the total amount of STUs has been less than 100 tons, not all of which are useful for the production of gravitic drives.

[ ] 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 350/350: 30 resources per die) (+15 Resources per turn) (Fusion)
(Progress 50/340: 30 resources per die) (++ Light Metals) (Fusion)

On the lunar surface, first stage refining has begun. While Enterprise's systems are quite capable, it helps if the feedstock can be sorted and preprocessed for easier feeding. Primarily this is sorting by density and magnetism currently, leaving significant amounts of random ores in any given sample. These are then loaded onto primarily Union class shuttles. While most have been retasked towards the creation of the massive array of satellites in low earth orbit, a handful can be used to haul hundreds of tons of lunar rock to the Enterprise. Those first shuttles loaded down with Lunar ores made landings on GDSS Enterprise this quarter, bearing the first fruits of the mining program, and establishing a flow of supply that is, from mining to processing, to finishing, completely separated from the Earth. While not yet self-sustaining, with many critical components only manufactured on the surface, it is a major milestone in the history of Initiative orbital operations. While the current supply is enough to fill existing processing capacity, it is far from enough for a long term project. Expansions of the Enterprise, or establishing Lunar processing and manufacturing capacity will be required to power further industrialization of the solar system. Currently Enterprise's orbital processes are primarily servicing its own needs and those of the Philadelphia, and have already cut launches from once every two weeks, to one a month, and with expansion they are likely to soon be oriented towards supporting operations across not just Earth's sphere of influence, but across the inner system.

[ ] Expand Medical Schools
With Initiative medical demands likely to increase significantly in coming years, expanding a number of dedicated training programs and offering incentives to work in the field should begin meeting some of these demands, especially in the field of trained staff.
(Progress 207/300: 10 resources per die) (-- Labor, +++ Health)

The Initiative medical program has been steadily increased every year for the past seven years, with increases in funding coming from the Welfare department, and more doctors being available to serve as mentors and teachers. However, the Treasury has found this increase to be somewhat lacking, and has targeted the medical system for a surge in funding. Primarily this has focused on expanding and renovating existing facilities, and establishing higher targets for the medical system.Most notably in the supply of nurses, but also for doctors, surgeons, and other specialities across the field. While residencies are still in short supply for the expanded classes, this is primarily a problem that requires setting aside further funding to ensure that the supply of medical professionals is maintained, especially in light of the Initiative's continuing refugee influx, even months after Initiative forces halted their advance.


[ ] Indoor park programs
With the Initiative looking to expand public services once more, a series of indoor parks under skylights will provide many of the benefits of playing outdoors without the inherent risks on a Tiberian earth. While the project is not particularly expensive, it will be politically popular among nearly all factions.
(Progress 106/150: 5 resources per die) (5 Political Support)

Indoor parks-to-be have been springing up around the Initiative. While the vast majority have been in the newly established Green Zones, they are also appearing across the Blue Zones as a concession to interests there. While the Blue Zones can, and do, have outdoor parkspaces, there are still safety concerns involved that have motivated lobbying by parents and educators for a more enclosed environment.
At the most basic, each of these parks begins with a hybrid isolated dirt and aquaponic greenspace. While some parts, primarily the isolated dirt, are going to be operated by the Initiative, the vast majority will be handled on an allotment basis, ranging from about a square meter of growing space, all the way up to about a hundred for the most avid gardeners. Beyond the allotments, playing fields (these with artificial grass) are being erected, using a series of geodesic domes with clear panels for cover.
Currently, the parks are effectively complete, however much of the internal setup still remains. Play structures, seed packages, and other accoutrements must be shipped in from across the Initiative and installed on site. These are, for the most part, either backlogged or in transit from the handful of locations with capacity to produce appropriate equipment.

[ ] Remote Weapons System Deployment Predator
With the new laser point defense system, GDI's ground forces are out of patience. Survivability upgrades for the Predator tank are no longer a matter of convenience, but a matter of necessity. While likely one of the last major block upgrades the Predator will see over the course of its life cycle, that does not make it particularly less vital, especially as the Predator will likely serve until at least the mid 2070s in second and third line roles.
(Progress 389/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)

At long last, a major flaw has been fixed in the Predator Main Battle Tank. The addition of a remote weapons system, and currently more importantly a mainline antimissile system is already seeing significant impacts. In Patagonia, for example, the allocation of a single new model predator to an armored squadron has reduced loss rates by 15-20 percent, and decreased ablative plate consumption by between 25 and 30 percent, as their APS have been notably effective in reducing the impact of Stahl's missile equipped Scorpions, forcing him, like most others, to begin switching over to mixed platoons of the vehicles.
In its current state, the Predator has reached some of the limits on its fundamental systems, most notably the power pack and suspension. A fully loaded MBT-6 has gone from 65 tons up to just short of 70, even at regulation specifications. With many troops loading up even more heavily than that, any further systems development will likely require a clean sheet design that integrates many of these systems more efficiently. Additional requirements are likely to include a redesigned armor scheme, a redesigned systems interface bus to reduce the problems faced early on in the remote weapons system project, new Aluminum/Air battery systems, and a more powerful engine to feed the significantly increased power requirements of the railgun and laser systems.

[ ] Universal Rocket Launch System Deployment (Phase 1)
With the system developed, the first step is to convert existing munitions factories to the new standard. While this project can be delayed, once started it should be completed in short order to avoid difficulties in the Initiative's munitions supply. These will replace a broad swathe of existing systems, overall simplifying the ammunition situation drastically.
(Progress 300/300: 15 Resources per die) (High Priority)
(Progress 105/200: 15 resources per die) (-- Energy)

Missile production has worked out many of the kinks that had been plaguing them last quarter, and supply has restarted. While currently Ground Forces are generally happy with the missiles, the biggest beneficiary has actually been the Air Force. Operational tempos have doubled, and with the program, the Orcas are finally flying with full loads. While still distinctly vulnerable, and unable to program or guide the air to air configurations of the Thunderbolt, it is a significant increase in firepower, nearly doubling the striking power of every Orca in the Initiative roster.
Similarly, the new QAAM has already scored its first victories. A pair of Barghests were downed over Patagonia in early June, with another pair being shot down over the North Sea later that month. While the rate is still low, partially due to pilots still getting used to the missiles, it has been a significant counter to the ever growing threat of the Barghest. Of those Barghests, GDI has been able to recover one in relatively good condition. Upon initial analysis it has been discovered that the aircraft uses a liquid suspension cockpit containing a heavily cybernetically augmented soldier. Little more than a torso, the pilot is built into the hull, well protected and wrapped inside the other systems. While it is almost certainly removable, InOps has not found the connections that would have to be disconnected to do that. It is also clearly a gravitic drive craft, using a number of articulating plates to accelerate in any direction at any time, providing a good explanation for the absurd mobility that the aircraft has demonstrated time and time again.
Against ground targets, the force is significantly less revolutionary at the moment. Being little more than a standardization on a handful of performance metrics, it has ensured that there are more diverse munitions available to nearly any force. For example, many missile teams have requisitioned additional missile segments configured for rail launches, in order to give themselves a more standoff anti material capacity.
While the refits have been finalizing, construction has already begun on a series of new plants, both to provide redundancy, and prepare for what some in the Initiative believe to be a solution to the inaccuracy that has hampered fire missions for nearly half a decade at this point.

[ ] 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 45/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)

Hampton Roads, of all the shipyards in the program, suffered some of the worst damage in the Third Tiberium War. In 2047 the GDS Pathe, an Initiative aircraft carrier, was sunk in the harbor as part of a NOD commando operation to seize the port during the Battle of Washington. Just days later, a GDI counteroffensive brought even more ruin as it fought across the city, displacing the Grey Watch Chapel of the Black Hand that had taken up residence to recuperate after leading the breakthrough against GDI defenses in southern Virginia. During the operation, a second ship, the GDS Zheng He, was sunk in the harbor by a squadron of Venoms. While since refloated and returned to service, it was badly damaged, and left scrap across a significant portion of the seafloor, some of which has proven to be problematic for the cruiser program. In both cases, the spearhead of the operations were lead by Commandos. While the Brotherhood has managed to conceal the identity of their operative, GDI operations began with the infiltration of Lt. (Promoted to Captain posthumously after his death at Temple Prime) Whittering. Unfortunately in the operation, he had employed tactics hardly less destructive than those of the Grey Watch he was rooting out of the shipyards.
This has resulted in the shipyard being effectively destroyed, and despite reconstruction efforts in years past, it was not brought completely back online. This has meant that the first task of the construction crews upon arriving on site was to conduct repairs on the rail, road, water, and power linkages that the site requires for operations. Additionally, the GDS Pathe, while left during the reconstruction as too much of a problem, had to be worked around. A cofferdam has been erected around the site of the sinking, and salvage crews have been working over the site stripping the ship down. While most of the crew made their way off the ship during the sinking, it was a somewhat hurried affair, and a handful did not make it, and were unable to be recovered before this point. With the remains sent to Arlington, the ship is scheduled to have its keel pulled out in the coming days, leaving the port clear for continued operations.

[ ] 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 55 + 1 operations die) (81)

Another sweep has been conducted of the Tiberium Department. The most worrying processes found were a handful of monitoring programs, primarily placed to trace the flow of raw tiberium to overseas refineries. These were likely placed by either the Ten Rings or Bintang's factions of the Brotherhood, searching for easily hit ships to feed their own industries. With ever more of the Initiative's processing capacity tied up in a pair of major developments (Chicago and Jeddah) shipments like these are unfortunately common, and their contents, while not disclosed, are often easy to deduce from the precautions taken in transit.
However, no significant personnel infiltration has been found, likely an indication that these programs have been piggybacking on legitimate uses of the system to gather data.
InOps suggests building out a broader and more decentralized array of processing facilities and encouraging more localized shipping as solutions to what seems to be an incipient pirate problem long term.
 
Last edited:
Q3 2057
Q3 2057

Resources:‌ ‌655 ‌+‌ 5 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(5 from Taxes) ‌

Political‌ ‌Support:‌ ‌50
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌10 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium‌ ‌Spread‌ ‌
16.45 Blue Zone
4.89 Green Zone
22.00 Yellow Zone (86 points of abatement)
56.66 Red Zone (59 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+10)‌ ‌ (30 population in low quality housing) (2 points of refugees)
Energy:‌ Major ‌Surpluses‌ ‌(+11)‌ ‌(+2 in reserve)
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+17)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Showing Strain ‌(+3)‌ (4 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Major ‌Surplus‌ ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+10)‌ ‌(+5 from private industry)
Labor:‌ ‌Gargantuan‌ ‌Surpluses‌ ‌(+31)‌ ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1300/1480)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌5;‌ ‌25;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(152;‌ ‌129;‌ ‌35;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(37;‌ ‌160;‌ ‌20;‌ ‌20)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌74; ‌104)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(58;‌ ‌15;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(73;‌ ‌82;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(30;‌ ‌18;‌ ‌2;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(350;‌ ‌200;‌ ‌90;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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

Plan‌ ‌Goals‌ ‌ ‌
Capital‌ ‌Goods:‌ ‌5 ‌points‌ ‌remaining‌ ‌
Food:‌ ‌5 ‌(3)‌ ‌points‌ ‌remaining‌ ‌


Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 3)
With the majority of the easily accessible generation sites from Blue Zones accounted for, planning has moved towards more minor supplies, beginning to eke out every last bit of energy that can be harnessed. While less efficient, it is at the very least a smaller project.
(progress 154/300: 10 resources per die) (+++ Energy)
(progress 0/200: 10 resources per die) (++Energy)

[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies 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 138/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.
(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 Network Construction Campaigns (Phase 1)
With restoration of the rail network complete, a new round of construction can begin linking tracks and improving throughput by laying more direct lines between the often shifting nodes of the global logistics networks that supply the Initiative. The first phase of this is focused on the military lines, laying more direct routes from Blue Zone factories and ports, to the yellow zone towns and cities where most of the supplies are used.
(Progress 83/250: 15 Resources per die) (+++ Logistics)
(Progress 0/275: 15 resources per die) (+++ Logistics)
(Progress 0/300: 15 resources per die) (+++ Logistics)

[ ] Blue Zone Residential Construction (Stage 3)
The continued development of high density residential districts 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 incurs 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)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleets of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, able to reach anywhere in the world in a matter of hours at most, GDI can tighten the bonds between blue zones, and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (++ + Logistics)
(Progress 0/250: 25 resources per die) (+++ + Logistics)
(Progress 0/200: 25 resources per die) (++++ Logistics)

[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/720: 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 reestablishing GDI's presence on India's coastlines, 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 3)
While the initial phase of construction has begun, and the region has at least the pretenses of military security, bringing birds from the bush into hand, and expanding reconstruction work into Mecca itself will bring both political and practical benefits.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 538/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 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)


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)

[ ] Continuous Cycle Fusion Plants
First wave continuous cycle fusion plants are still somewhat under development. However, they are ready enough for mass roll out, with only a few kinks in the connection systems remaining before they can be linked to the grid as a whole.
(Progress 0/350: 20 Resources per Die) (+++++ Energy) (High Priority)
(Progress 0/300: 20 Resources per Die) (+++++ Energy)

[ ] Blue Zone Microgeneration Program (Stage 3)
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 40/120: 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 970/1200: 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 be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 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, to delivery 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 (Phase 1)
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 184/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
(Progress 0/300: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

[ ] Pharmaceutical Synthesis Centers
A variety of high-end medications, ranging from insulin, chemotherapy, psychopharmaca, vaccines, antiviral and antibiotic substances are difficult to produce in sufficient quantities without the right equipment. Building additional synthesising centres will bolster the supply of critical medications and help with the increased demand by the growing population under GDIs umbrella.
(Progress 0/250: 15 resources per die) (+++ Health, -- Energy)

[ ] Johannesburg Myomer Macrospinner (Phase 4)
The expansion of the macrospinner project has reached a point where it is not only providing support locally, but has begun to support all aspects of the Initiative's military and industrial complexes. Providing yet more of the wonder material will improve efficiencies further and increase supplies going to critical war industries.
(Progress 69/720: 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)

[ ] Reykjavik Myomer Macrospinner
With the Johannesburg plant proving the point, Reykjavik will be a good site to expand production and increase output, providing for mass production of the material, and hardening the supply in case of sabotage or destruction of the Johannesburg plant.
(Progress 0/80: 20 resources per die)
(Progress 0/160: 20 resources per die) (+ Capital Goods)
(Progress 0/320: 20 resources per die) (++ Capital Goods, + Energy)
(Progress 0/640: 20 resources per die) (+++ Capital Goods ++ Energy)
(Progress 0/1280: 20 resources per die) (++++ Capital Goods, +++ Energy)

[ ] Bergen Superconductor Foundry
With the proof of concept for larger scale superconductors well and truly proven, a large scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
(Progress 0/95: 30 resources per die) (+ Energy)
(Progress 0/190: 30 resources per die) (+ Capital Goods, ++ Energy)
(Progress 0/380: 30 resources per die) (++ Capital Goods, +++ Energy) (- Logistics)
(Progress 0/760: 30 resources per die) (+++ Capital Goods, ++++ Energy) (-- Logistics)
(Progress 0/1520: 30 resources per die) (++++ Capital Goods, +++++ Energy) (-- - Logistics)

Agriculture (3 dice)

[ ] Agricultural Support
Providing support to the Forgotten is something that should be a relatively simple affair, moving experts and material into the settlements is something that will likely closely mimic what has been done with Yellow Zone settlements and should see similar impacts to nutrition and food availability.
(Progress 0/150: 10 resources per die)

[ ] 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 the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (++ Labor, - Energy, - Capital Goods)
(Progress 0/250: 15 resources per die) (+++ Labor, - 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 5)
With the constant influx of refugees making providing enough staples difficult, the harder to handle high value goods are a clear next target in reducing the load on Initiative road systems, and will make many of these goods far more accessible in the regions where the Initiative is settling many of the refugees.
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Progress 0/250: 10 resources per die) (++++ Food, ++ Consumer Goods, ---- Water)
(Continues)


[ ] Yellow Zone Purification Facilities (Phase 2)
With significant surpluses of water in the yellow zones, further development will primarily serve to future proof the supplies and begin providing for substantial agricultural or industrial use in the Yellow Zones.
(Progress 12/160: 10 resources per die) (++++ Water, - Energy)
(Progress 0/200: 10 resources per die) (++++ Water, -- Energy)
(Progress 0/250: 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)

[ ] 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 22/40: 20 resources per die)

[ ] 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 6)
Driving further into Brotherhood territory is likely to put the Brotherhood on the back foot finally. With the ever increasing red zones, and the completion of this phase, the Initiative will finally control more of the earth's surface than the Brotherhood of Nod.
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(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 remains 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)

[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)

-[ ] Blue Zone 1 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 2 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 3 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 4 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 5 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 6 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 7 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 8 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 9 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 10 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 11 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 12 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 13 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 14 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 15 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 16 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 18 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 19 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Red Zone 6 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement)

[ ] Tiberium Stabilizers
A low orbit satellite network stretching around the world, each stabilizer is a lotus of panels and transmitter systems. With the system needing to come online all at once, the entire network will have to be launched before the Initiative can make use of it.
(Progress 674/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion)

[ ] 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)

[ ] 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)

[ ] GDIS Pathfinder
The gravitic drive has met initial use testing, and it is ready for a more thorough test. A relatively small testbed ship is the next step towards granting the Initiative the ability to use the drive system practically. While it will be a major project, and require construction of many of the tools to make the tools, it is a first step towards a mass producible drive design.
(Progress 158/300: 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 Testbed 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 long term 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 Permanent residents) (5 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (5 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (5 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (5 Political Support)

[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material.
(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 0/45: 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 (Phase 1)
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 0/170: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/155: 30 resources per die) (+5 Resources per Turn) (Fusion)

[ ] Lunar Regolith Harvesting (Phase 2)
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 50/340: 30 resources per die) (++ Light Metals) (Fusion)

[ ] Lunar Heavy Metals Mines
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/395: 30 resources per die) (+20 Resources per turn) (Fusion)
(Progress 0/385: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/375: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/365: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/355: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/345: 30 resources per die) (++ Heavy Metals) (Fusion)


[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(++ Lunar Water)

[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.

[-] Fissile Extraction
While somewhat rare on the moon, SCED exploration has discovered a small amount of economical fissiles near the surface. While not yet practical to extract, fissiles are likely to be a major part of any long term power solution for the moon.


Services (4 dice)

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/160 : 30 resources per die)

[ ] Scrin Research Institutions
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 0/350: 30 resources per die)


[ ] Advanced Prosthetics Development
Across the Initiative's population, decades of war have taken their toll. While current generation prosthetics work, myomers offer major upgrades in responsiveness, weight, and precision. While many who use prosthetics do work, the new models will nearly certainly increase their ability to work, and the spectrum of jobs that they can do.
(Progress: 0/40: 15 resources per die)

[ ] Expand Medical Schools
With Initiative medical demands likely to increase significantly in coming years, expanding a number of dedicated training programs and offering incentives to work in the field should begin meeting some of these demands, especially in the field of trained staff.
(Progress 207/300: 10 resources per die) (-- Labor, +++ Health)

[ ] 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)

[ ] 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)

[ ] Indoor park programs
With the Initiative looking to expand public services once more, a series of indoor parks under skylights will provide many of the benefits of playing outdoors without the inherent risks on a Tiberian earth. While the project is not particularly expensive, it will be politically popular among nearly all factions.
(Progress 107/150: 5 resources per die) (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)

[ ] Long Range Sensor System Deployment (Phase 2)
Mass deployment of the new sensor systems will begin to seriously degrade the performance of the Brotherhood's stealth fields, and place the Initiative in a position to render many of the best of the Brotherhood's units ineffective death traps.
(Progress 26/300: 25 Resources per die)(Very High Priority)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub for increased 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) (high priority)
(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)

[ ] Shimmer Shield Development
Developed from the basis of Scrin shield technology, shimmer shields are weak deflection fields that form in a bubble around a projector unit. Intended to serve as a combination of antimissile and anti energy weapon, defense, development should provide a means to reduce the overall effectiveness of many of the brotherhood's weapons.
(0/60: 20 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.
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/105)

-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/105)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/105)

Zone Operations Command

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

[ ] 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) (Must be completed before End of Plan)

[ ] 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 Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (High Priority) (- Capital Goods)

[ ] 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)

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, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch.
(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

[ ] Universal Rocket Launch System Deployment (Phase 2)
With existing missile and rocket facilities almost entirely converted over, GDI needs far more rockets in order to solve its artillery and supporting arms problems. With a new series of MLRS systems being proposed, massive numbers of heavy rockets will be needed to feed them.
(Progress 105/200: 15 resources per die) (-- Energy) (High Priority)
(Progress 0/200: 15 resources per die) (-- Energy)

[ ] 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)

[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)

[ ] Sandstorm HMLRS Development
A further expansion of GDI's use of artillery, the Sandstorm is intended to be a fast moving, hard hitting missile platform, capable of launching surface to surface and surface to air missiles in large volleys with higher precision than existing Initiative artillery systems in a return to the old concept of the Hover Multiple Launch Rocket Systems of the Second Tiberium War.
(Progress 0/40: 10 resources per die)

[ ] MBT-7 Paladin Development
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 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 (High Priority)

-[ ] 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 45/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/185: 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 0/85: 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)

[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 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 55 + 1 operations die)

[ ] Endorse a Candidate
While Granger is not standing for election, his voice certainly carries its own weight. By endorsing one of the candidates currently campaigning, Granger can substantially shift positions.
(Will initiate subvote)

[ ] Prepare for Retirement
With the Director preparing to leave, and a new age for GDI, perhaps it is time to find your own way towards retirement, leaving the Treasury in the competent hands of Seo Thoki. While holding onto power for another four years would not raise many eyebrows, it is a decision that would have to be made soon, months before the critical days at the end of the plan.

** 4 Hour Moratorium on Voting **
 
Last edited:
Q3 2057 Results
GDIOnline Q3 2057


Prosthetics Development Thread: It Is Finally Here
Three/FourthsMan
So, these last few months I got picked for an experimental cybernetic augmentation. Specifically, for those of you not familiar with my medical history, I got blown up by a land mine in the Second Tiberium War, and had one leg amputated at the hip, and the other at the knee. I have had to use a wheelchair ever since.
With the experimental program, I have been able to walk again. It started with a pair of surgeries to give me the mounting and interface points for the limbs, and then the limbs themselves are modular, both for repair and upgrade purposes. They are using the new myomer bundle technologies, and require a long lasting battery mounted in a belt pack. As the NDAs have expired, I can now talk about what it was like.
Frankly, you can still tell that they are not quite limbs, and I did have quite a number of times where I tripped over something because I could not feel the impact as soon as I needed to. At the same time, I can actually walk again, and do so for hours on end. I can stand on them comfortably. The knee and hip joints are not quite fast enough to actually run with, but at the same time, I can go bouldering with them, and even spent some time on a rock climbing wall in the testing lab.
I still have them, and am going to be using them until they wear out. The doctors don't know when they will get full authorization and mass production, that depends on budget being made available, and we all know that the Treasury can be bad about this kind of thing, but hopefully we can make enough noise to get Granger moving.

FloatingWood
I think you are going to need to wait for the next Treasury Secretary. Secretary Granger just published his resignation letter, so I'm guessing he'll be out sometime next year at the latest.
A question for the more medicine qualified among us, but would a mind/machine interface of some sort help with these new prosthetics?

Velveteen
Arms and legs are pretty good news for opening up accessibility to a large swathe of people, but I wouldn't mind seeing (heh) some more development in seeing more difficult prosthetics being rolled out, I've been blind for a little over twenty years at this point, and I'd really like to do things like see the faces of my children, or a sunrise again before I die. I'd also like to not have to use speech to text, I'm used to it now, but it's a burden I have to put up with that I'd like to be rid of.

MermaidKyoto
I'm using my personal account rather than speaking 'From the Cathedral' as a government official, but I can say that I'm very excited about this new technology, and am eager to see it deployed. However, given the challenges of surgery, maintenance, and the cost of myomer (did you know that the fibers used in our model arms and legs are the same type as used in military hardware? And the cost is appropriate?) I am hesitant to say that there will be much quickness about deploying these prosthetics.
#Floatingwood, while some experimental setups used MMI, we found that it simply didn't pan out as well as had been hoped. Part of the problem is the nature of the human nervous system-a lot of pre-processing of signals happens before they hit the brain, and the military grade MMI used by fighter pilots is designed more for conscious integration of data than subconscious data of kinesthetics, pressure and other factors.
#velveteen, eye implants were part of our initial trials, and were one of the bigger disappointments. No camera exists with the right balance of form-factor, capability, and reliability to replace a lost eyeball. Human vision is much more in the brain than in the eye, but the connection between the two, if severed, is very hard to restore, and we can't reliably hook the two back up right now. There are some experimental techniques that were tried, but they were either unreliable, prone to rejection, or just too fiddly for surgeons to reliably do.

Holon
#velveteen , same boat, blind in one eye. Would love a replacement, shame they don't seem to work so great.

Solan
So I get to work with some of my friends again instead of them being bored out of their minds playing VR chats and just going full-dive most of the time. Not the shit NOD did that has a 66% chance of death during my grandpa's time

Letter of Resignation: Dr. James Granger
Dr. James Granger (Treasury)
It has been eight long years since I took over from my predecessor, as secretary of the Treasury. In that time, the Initiative has passed a number of major milestones. While I have not accomplished all that I set out to do, I am confident that the timelines on those projects will only last beyond my term.
In school, I was taught that the Initiative's purpose was to form a more just world, a more peaceful world. Not one wracked by conflict and ruined by alien technologies, but a peaceful and verdant one. I have done everything in my power to make reality a little bit closer to that beautiful vision.
I know that for many of you, my policies have seemed misguided and soft hearted at best. And I will admit that many of my policies have been driven not by hard headed calculation, but by more moral aims. Taking in the Yellow Zones, supporting the Forgotten, and aiming directly at education have granted us the ability to do more, and fight against the great menaces of our age in ways that we have not been able to do before. I firmly believe that the historical record will bear out that I made the choices that I had to in order to both uphold the values of the Initiative and carry out the work that I was chosen for.
-Sincerely,
Dr. James Granger.




YellowZon3r

You mis-spelled. "Expanding the imperialist yolk to our newly conquered greenzones." Bruh. :D
But no, speaking from the yellow zones you did okay. If those after you continue in your footsteps we'll survive.

FloatingWood
Spelling does not appear your greatest strength either. Imperialist yolk, heh.
But yeah, perfect record? Doesn't look like it. But it sure as hell is tons better than the second interbellum's record. Everytime something looked even vaguely like it'd improve the conditions of the poorest among us, we had to keep hammering home the point to the politicians and bureaucrats until they cracked and stopped being idiots.
It's nice we mostly didn't have to do that these past 8 years.

LastLizard
I hated his guts sometimes but I never thought he was the enemy. It'll be weird seeing him go.

VerdantDreams
Who?

Edit: Oh, the treasury secretary? Eh, not a big deal, guy just did what parliament ordered him to anyway right? Kind of weird that anyone is implying this guy is responsible for anything.

FloatingWood
It's boring, but if you dig through the minutes of meetings you can see that both Director and Secretary Granger tended to see a more inclusive and expansive GDI than the average politician and bureaucrat. Sure, the Secretary of the Treasury in particular is more beholden to Parliament, but several times there were a bunch of meetings where he ended up fighting hard to convince Parliament to change course.

TacticalAssaultElephant
Godspeed, Doc. Treasury put a lot of money into stomping out tib - The tib walls, the glacier mines, harvester fleets, more MARVs than Nod can shake an obelisk at - and you only have to look at a global map to see that it worked. I mean, relatively speaking.
And they put a bunch of money into other stuff too - not vital, life-supporting essentials like coffee, but, like, houses and food and clean water and stuff. Can't complain.
Granger's treasury did God's good work and I can only hope the next mister moneybags keeps it up.

LaganSalvage
Hey Doc, before you go, can you answer a quick question: What the hell is up with all the rocket launches?

KryptosAdept
I don't know specifically what is going on but general consensus is that the launches are in regards to tiberium abatement. Given that there has been some rumors that things have still remained fairly static on the abatement front against the RZs, perhaps that may be the target?

ProfCollingsworth
Well, with both Grangers stepping down at the same time, I feel safe calling this the end of an era - but hopefully not the end of the lean towards more inclusive policies, and the intent for the "Global" in GDI to actually have meaning. The past eight years have been occasionally very unsettling, but I can't say I think we're going in the wrong direction.

Akira Oda (Treasury)
We are thankful for your efforts to stay the course of a more inclusive society of the scant millions left in this world. While it would not be enough to just rest on our laurels, be rest assured that the succession of your position won't be taken for granted by your successor. While it is now the end of an era the policies and legacy you've made both in the GDI and Treasury Central in Manchester would surely be felt for generations to come. Thank you sir for what would be your final months and may your vision and dreams be achieved in our greatest project under your helm.

Q3 2057 Results

Resources:‌ ‌660 ‌+‌ 55 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(5 from Taxes) ‌

Political‌ ‌Support:‌ ‌65
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌10 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium Spread
16.73 Blue Zone
4.61 Green Zone
21.81 Yellow Zone (88 points of abatement)
56.85 Red Zone (61 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+8)‌ ‌ (32 population in low quality housing) (2 points of refugees)
Energy:‌ Noticeable ‌Surpluses‌ ‌(+4)‌ ‌(+2 in reserve)
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+6)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Showing Strain ‌(+7)‌ (4 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Gargantuan ‌Surplus‌es ‌(+18)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+16)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+24)‌ ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1305/1600)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌5;‌ ‌25;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(154;‌ ‌127;‌ ‌35;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(47;‌ ‌150;‌ ‌20;‌ ‌20)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌70; ‌108)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(60;‌ ‌13;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(75;‌ ‌80;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(32;‌ ‌16;‌ ‌2;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(350;‌ ‌205;‌ ‌85;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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


Politics
Jockeying has seriously begun on the coming reallocation and the creation of the next four year plan, and with the Treasury less able to push back against the demands of the politicians, little of it can be influenced at this time.
The Developmentalists and Starbound Party have found themselves in a dominating position, as between them they only need to find one or two coalition members in order to define the plan. Ambitious goals for economic growth, and station construction are nearly certainly in the offing, with orbital mining likely to be scaled up drastically.
Similarly, arcologies have remained an ever growing issue, with petitions millions of signatures long for not only the completion of existing arcologies, but a broad spread. With few politicians willing to push back against such a popular demand, it is likely that the next plan will see its infrastructure demands dominated by the need for arcologies.
With Consumer Goods running a surplus, any goal is likely to be little more than what is being produced without additional investment from the Treasury.

Markets
Developments in the markets have shifted more towards new cooperatives, with a dozen major developments beginning this quarter, although none have yet begun production. There are many products that the Initiative procures at great expense. For example, the Initiative uses about six brake drums a year across its civilian vehicle fleet. Each is manufactured manually, as there is far too little demand overall from the Initiative to make it worth mass production without expanding the production to cover civilian needs. With Granger's Treasury having limited resources to put towards such goals, the free market has begun taking it over, which should likely decrease the Initiative's outlays on such areas within the year.

Military
Military deployments have been generally stable. While some have started seriously mulling offensives against Mehretu or Reynaldo, those plans are almost certain to be delayed until after reallocation. Additionally, logistics has remained a high priority and one that needs attention soon if the military is going to make large-scale sweeping advances around the world. More politically, the military has seen a broad mandate to drive the Brotherhood further back against the wall, with politicians looking to the offensives of 2056 as an indication that the military can engage in general offensives against the Brotherhood of Nod, despite the problems that emerged in the later months of that offensive.

Military Priorities
  • Ground Forces
For the Ground Forces, the highest priority must be the prompt delivery of zone armor as soon as possible. The second is a prompt solution to the problems with the supply of shells and artillery accuracy. While current supplies can fight the low intensity war that characterizes everyday activities, they cannot meet the needs of large scale and longer term engagements. Third is consumables. While current consumables supplies are enough for smaller scale operations, general operations exhaust supplies quickly.
Currently, the provision of vehicles is generally sufficient. However, many of the existing designs lack the space or other requirements for enhancing capabilities and will require replacements during the coming years.
  • Steel Talons
The Steel Talons see current priorities as having shifted away from Ground Forces and general vehicle development. While they see the development of the Havoc as the most potentially revolutionary system currently available, they are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations.
  • Air Force
With the missile problem well on its way to being resolved (although more missiles would certainly not go amiss) the Air Force has reassesed its priorities. The most important job is the A-16 Orcas, but the Wingman drones are not far behind. Beyond that, technical development of various projects including plasma warheads and airborne lasers among other things are high priorities themselves.
  • Navy
Wth the Governor program back on track, and the last of the yards expected to be completed before the end of the plan, the navy sees the escort carriers (especially with navalized A-16s) as the next major important area to invest in, alongside finishing up existing projects such as the long awaited final hydrofoil yard. Additionally, Point Defense Refits need to be completed before the Navy can possibly engage in large scale offensive operations.
  • Space Force
The Space Force strongly desires the OSRCT concept to move as soon as possible from the drawing board to reality. While InOps is of opinion that the Brotherhood has little real capability to threaten the existing ASAT system, that cannot be relied upon to last, and maintaining the ring of pearls is the absolute highest priority.

Brotherhood of Nod
The Brotherhood of Nod has been quiet this quarter, with few offensive actions. Similarly, while the Barghests have been seen in greater numbers, the Brotherhood seems to be using them very defensively, especially as QAAMs have proliferated across GDI formations.
Krukov, after about eight months of general inactivity has mobilized and has begun demonstrating against the Green Zones, having spent that time proliferating Stahl pattern infantry lasers across his army. However he is an exception, and after GDI rapidly mobilized against him, he fell back and has since been quiet.

However, this is more likely to be a change in strategy than anything else. A round of assassinations has swept through. While two were foiled, one made it through. A base in southern Hokkaido, near Mori, was hit by multiple shadow teams. From surveillance footage and post combat reconstruction, the base was hit by a large scale raid, some six combined teams. Two infiltrated through the northern perimeter, while four more had overpowered the crew of one of GDI's hydrofoils, and sailed it into dock. With no one the wiser, they attacked the complex that Dr. Joseph Takeda had been living out of for the last several years. While his operational responsibilities were wide reaching, he had made his home with the scientists of one of the more significant energy weapons research laboratories. While their work with the tactical ion cannon has not yet been deployed, they have also done significant work towards the crystal beam laser, and a number of other energy weapons systems.
The night that the Shadows struck, Takeda was working late, catching up on some of the paperwork required of his position after spending the last day working on revisions to one of the proposals for the Tactical Ion Cannon systems. As the Shadows breached his security, Takeda apparently caught wind of their movements, and grabbed one of the only weapons at hand, a positively ancient Volt Auto rifle, and opened fire on his attackers, killing one via electrocution, and wounding at least one other, before the attackers killed him. Breaking for the breach created by the two shadow teams coming in from the north, they were engaged shortly before reaching their exfiltration point, and at least two more were killed, with unknown others wounded. While a manhunt has been ongoing for the past week, the remaining shadows have seemingly gone to ground, with traces dying down around day six of the operation.
The Department of Information believes that the men were a mix of Mehretu and Bintang's Shadow organizations, operating in coordination to strike at a difficult target far from either of their bases.

Warlord
Yao Qinglian is the most significant of the Chinese Warlords. With much of the area burnt over during Operation Dawn Star back in 2052, the Brotherhood of Nod was thrown into general disarray, with a number of regional leaders springing to prominence. Claiming to be the legitimate successor (one of about a half dozen in the region) to the People's Republic of China, Yao has been able to unite much of the region behind his banner. However, he is also one of the weakest of the major regional warlords, and has been unable to invest much into advancing his technologies of war. At the same time, he is opportunistic, and has been effective in acquiring technologies from nearby warlords in exchange for other forms of support.
In the region, his forces have been generally well organized, and some of the most professional Nod armies. While not up to the standards of Stahl or Krukov in terms of general equipment or tactical acumen, his forces are generally able to hold their own in the field, although they are often let down by inferior equipment. However, the regional warlords have quite a number of heavy batteries of Specter artillery. These have been their saving grace, often using preplanned fire and rapid maneuver to keep the pressure on GDI positions. They have also been one of the least affected by the Initiative's advancing technologies, as in most cases, they have never adopted the systems that the technology was built to counter.



[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies 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 235/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

Even with the work being done on Mecca, the Arcology program has continued expanding. With many people seeing the slow walking as little more than a sop to their feelings, there have been multiple petitions to Parliament to make this a part of the next plan as a significant piece of the total infrastructure spending. Similarly, the Initiative First Party has been maneuvering to attempt to build "Initiative Only" arcologies as a smaller project, rather than the broader population. While their arguments up to this point have not been particularly catching, they have been getting more popular across the Blue Zones as the population is seeing the last year's construction as being likely typical of the coming plan, and therefore looking at only potentially building two rounds of arcology structures, rather than the five to six that is estimated to be needed to move large sections of the Blue Zone population to live in them.

[ ] Mecca/Jeddah Planned City (Phase 3)
While the initial phase of construction has begun, and the region has at least the pretenses of military security, bringing birds from the bush into hand, and expanding reconstruction work into Mecca itself will bring both political and practical benefits.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 640/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
(Progress 244/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)

After nearly a year of construction, the original scope of the Mecca project has been completed, with the opening of a trio of large hotels, built to the specifications of a Blue Zone arcology in a rough equilateral triangle around the site. While not quite in time for the Hajj, they are a fairly permanent marker of the sheer investment the Initiative has made in the region. Right now, the interiors are mostly the same plain interior that GDI uses for everything, but in a few locations, permanent staff and visitors have already begun decorating, in a process that is likely to take years. Mostly this has gone through Bennett's office, with most of the checking being to ensure that the materials being brought with the pilgrims are not contaminated with Tiberium.
Beyond that, the Medina complex has been massively expanded, with a series of barracks, staging grounds and defense complexes built around the city. With Bennett sending over a dozen restoration and reconstruction teams to back up the Treasury, the surviving elements of the inner city have been almost entirely domed, tarped, and some parts have seen substantial reconstruction work done to them.
With the three cities nearing completion, local warlords have begun making under the table offers to allow GDI convoys to pass unharried through their territories and to otherwise facilitate the Initiative's efforts in Red Zone mining across the region. Even though both sides recognize that this would not be sustainable in the face of outright war, it is something that can be done to ensure that the war on Tiberium is fought well away from the holy sites that have survived the trauma of the 21st century.

[ ] 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 1200/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
(Progress 36/2400: 15 resources per die) (++++++ Capital Goods, +++++ Consumer Goods, -- Labor, ---- Energy)

A final wave of major investment has been made into the North Boston Chip Fabricator complex. With it, a surge of capital goods has been made available, and a number of new automation processes are being proposed. Not only heavily automating the shipyards, but also projects across all fields of the Initiative. With the substantial labor crunch on the horizon, providing massive quantities of capital goods has become an ever greater part of long term planning. At this point, further expansion and refit of the project is likely to require significant logistical development across the American Seaboard simply to transport the massive production of chips that is coming out of the plant.
Additionally, even if not quite as important, the surge of Consumer Goods has significantly cut down on grey and secondary market electronics, with many new game systems, primarily PCs but also more specialized systems. While they still fly off the shelves faster than they can be stocked, prices in the grey market for used components and resold components have tumbled to be only marginally above what the Initiative sells for. With it has also come a near immediate wave of game projects being announced on GDI Online. While maybe one percent will actually come to fruition, the projects have been a significant distraction from overall doomsaying and the worries over mutating Tiberium.
Beyond the immediate impacts, there has also been the start of a new experimental carbon based electronics fabricator at the site. While currently it is little more than a set of foundations, it is likely to be an important piece of the future of the Initiative's production of electronics, and computer systems more broadly, as they have significant advantages in both size and speed. While likely not going to replace existing designs broadly, they will have their uses, especially in military equipment where weight, volume, and efficiency are at an absolute premium.

[ ] Chemical Fertilizer Plants (Phase 1)
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 200/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
(Progress 94/300: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

With the first phase of the fertilizer plants coming online this quarter, demand has been relatively low, leading to much of the initial production being sent to help start and expand the Forgotten's agricultural practices. Beyond that however, use has been very sparing, with most farms only using between a third and half of their expected consumption. However this number has been going up, and it seems like primarily a product of due diligence and natural caution, ensuring that the balance between fish and plants is maintained. With most farms at this point using at least some fertilizers in their system, they are consuming all that can be produced at this time, and GDI has already begun construction of a new series of fertilizer plants, many of which are aimed towards forming an even wider array of important nutrients than the originals, and are more aimed towards hydroponic or aeroponic systems rather than aquaponic ones, so GDI will need to provide all of the nutrients in a useful format, rather than being able to feed plant waste to the fish.

[ ] Pharmaceutical Synthesis Centers
A variety of high-end medications, ranging from insulin, chemotherapy, psychopharmaca, vaccines, antiviral and antibiotic substances are difficult to produce in sufficient quantities without the right equipment. Building additional synthesising centres will bolster the supply of critical medications and help with the increased demand by the growing population under GDIs umbrella.
(Progress 69/250: 15 resources per die) (+++ Health, -- Energy)

The synthesis centers faced significant problems this quarter across all fields of medicine, but especially with the biologics, such as insulin. One of the major suppliers of nutrient agar, a seaweed derived gel that the labs use as a feedstock for first phase genetic engineering, has discovered major impurities in its recent batches requiring a general recall. While only a temporary setback, it is a very significant one as it means that nearly all of the labs that have been erected so far will be required to start from scratch as new nutrient agar powder arrives.
Additionally, many of the chemical plants that use similar pressure vessels have hit major breakpoints on their maintenance cycles, meaning that they have monopolized the manufacturing time on those particular parts, including the factories rated for medical supply. This has meant that more chemically synthesized pharmaceuticals are also far behind schedule, requiring further time and significant inputs of resources to ensure completion.

[ ] Agricultural Support
Providing support to the Forgotten is something that should be a relatively simple affair, moving experts and material into the settlements is something that will likely closely mimic what has been done with Yellow Zone settlements and should see similar impacts to nutrition and food availability.
(Progress 127/150: 10 resources per die)

The Forgotten's food situation turned out to be significantly worse than initially expected. Although they can feed themselves to some extent, and they continue to conduct traditional agriculture, even in the deep yellow zones, this is not particularly compatible with Initiative approaches to agriculture. While it was originally planned to be a short term operation, simply sending out some handful of agricultural specialists and a number of small and midsized aquaponics bays, the reality is that they will likely need constant support. One of the biggest problems is actually the environment. Unlike Initiative settlements where enclosed environments are plentiful, Forgotten settlements are barely better sealed than American homes of the late 20th century. They are shelters to be sure, but lack the internal environmental controls that GDI makes so much use of. Beyond that, food production is significantly lower than originally estimated. With many of the actual specialists in place, however, all that remains is a small further infusion of resources from the Initiative, and the installation can be completed in short order, with minimal fuss.

[ ] 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 106/40: 20 resources per die)

Many of the problems discovered in the last quarter's development have been worked out to one extent or another. While the resultant product does have a relatively high failure rate, with about a third of the cotton ending up as simple balls of proteins and sugars rather than the desired arrays of dragline silk, there are enough for it to be considered a sufficient source of high test lightweight line for the foreseeable future. While it is a relatively specialized branch of the Initiative's overall needs, it is also one that can be provided from the agriculture department rather than requiring the inputs of light and heavy industrial attention.

[ ] Tiberium Stabilizers
A low orbit satellite network stretching around the world, each stabilizer is a lotus of panels and transmitter systems. With the system needing to come online all at once, the entire network will have to be launched before the Initiative can make use of it.
(Progress 1673/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion)

The quarter has seen yet another landmark surpassed, with a third of the treasury's budget, and nearly every single fusion launch allocated to a single project. The fusion craft have been run incredibly hard, with the safety margins being cut to the bone. Instead of interflight checks being run in triplicate, each craft is being given a single check, refurbished as little as possible, and sent back to space. The crews, those few brave men, have been pushing things along with heroic efforts, going up often multiple times per week. This, of course, has had consequences. Multiple fusion craft have been downchecked permanently, with many of those either being stripped for parts, or sent to museums for longer term preservation.
In the night skies, the shooting stars of fusion torches have been a constant presence, while the contrails of the fusion drives have been a permanent presence, and the thunder of the drives have been constant.
In the fusion yards, significant expansions have been undertaken, and the same at the fabricator for the satellites. In each, the crews have worked round the clock shifts. "The rockets must fly" has been the rallying call, with management doing more to enforce breaks than pushing their workers. Similarly, across the Initiative, the average working day has spiked significantly, adding a half hour from this project's simple level of motivation. With word spreading about the purpose of these launches, and their being the single greatest stroke against Tiberium in human history, the project has become something of a coup for the Treasury and for Granger personally, a grand final statement of an eight year crusade against the green rock.

[ ] GDIS Pathfinder
The gravitic drive has met initial use testing, and it is ready for a more thorough test. A relatively small testbed ship is the next step towards granting the Initiative the ability to use the drive system practically. While it will be a major project, and require construction of many of the tools to make the tools, it is a first step towards a mass producible drive design.
(Progress 237/300: 30 resources per die)

GDIS Pathfinder has made significant progress this quarter, with all eight drive nacells being shipped up, along with the bridge, life support, and the vast majority of the hull plating. Even as the project has had to beg for tonnage to be allocated to it in the drumbeat of work being done on the Stabilizer system, it has made substantial progress, with the ships systems being all but complete at this point. However, there is another serious stumbling block. The crew. While the flight of the Pathfinder will be one of the gentlest in human history, it is a block of experimental hardware, and so the crew needs special, and expensive training. While technically speaking, the ship only really needs ten to fifteen crewmembers, the starting complement will be forty, who have been selected from among the most experienced of the fusion craft personnel and the engineers who did much of the work designing the drive system. Leading the crew is Captain Ford Malik, one of the most experienced of the Leopard pilots, now promoted to command the Initiative's most advanced craft ever constructed. Many of the rest are veterans of the space program and the industrial efforts that it took to construct the first fusion craft. Currently, spirits are high, even as they are risking everything to give humanity a future among the stars.

[ ] 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 90/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion) (25)
(Progress 90/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (30)
(Progress 18/90: 15 resources per die) (Opens new Space Projects) (20-25 resources)

With the vast majority of the orbital resources of the Initiative tied up in manufacturing and launching thousands of massive satellites, much of the work of the orbital department has been done to continue cleaning up the orbitals. With these the ion drive shuttles have been conducting orbital sweeps, including magnetic drag nets being slung between pairs of shuttles. At this point, many of the most economically viable areas have been completely cleared, with the remainder being primarily older, and usually in smaller pieces. At the same time, the orbitals are more congested than they have ever been, increasing costs as ships and shuttles have to maneuver around hundreds of thousands of tons of orbital infrastructure. While it is still likely to be marginally profitable for the Initiative, future phases will primarily be to open up other projects, most notably the proposal for swarm based interceptors, low orbit defense lasers, communications units, and high powered global positioning transmitters.

[ ] Advanced Prosthetics Development
Across the Initiative's population, decades of war have taken their toll. While current generation prosthetics work, myomers offer major upgrades in responsiveness, weight, and precision. While many who use prosthetics do work, the new models will nearly certainly increase their ability to work, and the spectrum of jobs that they can do.
(Progress: 117/40: 15 resources per die)

Prosthetics first emerged in ancient Egypt and in sites across the middle east, around five thousand years ago. These were primarily aesthetic, a means of covering up disfigurements, rather than restoring mobility or capabilities. While there is occasional evidence of single purpose prosthetics up until about 500 years ago, these are quite few and far between. More functional prosthesis seem to have emerged around that time, but were still quite primitive up until shortly before Tiberium fell to earth. With modern systems, there have been three key limitations. Feel, energy, and precision. First, the problem of feeling. Human bodies are covered in extremely dense multifunction sensor networks. Skin can feel very slight modifications in pressure and temperature, making even high precision touch based systems like braille functional for nearly any human. No sensor or set of sensors built by GDI or Nod can even hope to achieve close to this level of functionality. Higher precision is easy, but skin offers far more than that. Second is energy. While some items, such as the runners blades developed in the 1970s, are purely passive designs, items like hands often require power, and therefore are limited by the capability of batteries and motors to provide energy towards motion. Third and finally, there is the problem of precision. Human hands and feet are able to quite easily handle both very delicate items, and provide quite a bit of force as needed. Most of the previous designs, even those produced by GDI, have had to compromise in one of those areas to provide the other.
The new generation myomer based prosthetics are revolutionary. While still having some problems with reaction speed, precision, and a bevy of other issues, they are a bounding leap above all previous designs. Even for the most power intensive uses, a simple hip or belt pack and some wires can provide days or even weeks of energy, especially due to the extremely high efficiency of the myomer systems. Similarly, while they will likely not last for a user's entire life, they are substantially more durable, likely to last at least for decades, and as they are modular after initial installation procedures, they can be swapped out as needed.

[ ] Expand Medical Schools
With Initiative medical demands likely to increase significantly in coming years, expanding a number of dedicated training programs and offering incentives to work in the field should begin meeting some of these demands, especially in the field of trained staff.
(Progress 361/300: 10 resources per die) (-- Labor, +++ Health)

Working in conjunction with the Welfare department, GDI's supply of doctors is being significantly expanded, and a new wave of clinics, hospitals, and other workplaces is already being prepared, although most will be empty until the new doctors are finally ready. However, it seems likely that few are going to go into general practice. With labor shortages rapidly approaching, the Treasury and the Welfare department (increasingly freed from the need to pay out to support the unemployed), are likely to route many of these new doctors into cybernetics clinics to begin improving the overall capabilities of the Initiative's working age population, as well as their quality of life.
However, the other problem that GDI's medical establishment is dealing with is increasing pressures from the flow of refugees. Many come in with both immediate and chronic conditions, a result of living in substandard housing, with unreliable access to food, water, and sanitation, even before living with the constant threat of Tiberium. For many, their third stop, after arriving in a blue or green zone city, and dropping off their stuff at home, has been to a clinic or hospital, where they are treated for everything from malnutrition and scurvy, to chronic tiberium poisoning. While most are not particularly impactful on the medical system, roughly five percent have significantly higher impact problems that consume about seventy five percent of the care being given to the refugees.

[ ] Indoor Park Programs
With the Initiative looking to expand public services once more, a series of indoor parks under skylights will provide many of the benefits of playing outdoors without the inherent risks on a Tiberian earth. While the project is not particularly expensive, it will be politically popular among nearly all factions.
(Progress 151/150: 5 resources per die) (5 Political Support)

The indoor park program more limped than strode over the finish line this quarter. With progress slowed by not only the disruptions of the all encompassing Tiberium Stabilizer project, but also a lack of overall interest in the parks, with much of the air taken out of the room by the dozens of other projects taken on by the Treasury.
However, with the opening of the park system over the last weeks of the quarter, attendance numbers are just shy of brilliant. With parks seeing people attending nearly every day, and the allotments already completely filled, the program has been a significant success in currying favor with a broad selection of the public, and more generally within GDI's political sphere. However there are still many complaints, especially about the continued general lack of available caffeine, with murmurings of mandating Seo to get those projects done as soon as possible.

[ ] 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 76/40: 10 resources per die) (Must be completed before End of Plan)

With conflicts with the Brotherhood heating up, losses among the Zone Corps have been steadily increasing, especially as there are few to no good ways to evacuate the wounded from the battlefield. Unless you are in reach of a V-35 configured for medical evacuation, or a Hammerhead, most wounds that would be quickly patched up in other branches and other areas, are significantly more dangerous to the Zone Corps.
The solution has been a fairly large hovercraft shaped like a box, carrying both the tools to disassemble Zone Armor, and treat the injuries of the trooper inside. The largest hover unit currently fielded by GDI, it is roughly analogous to the Hover MLRS systems of the Second Tiberium War, except instead of a missile system and a cockpit in the middle, the driver is sat right at the front of the vehicle, and the entire system is covered under an angled casemate.
With responses from both the Forgotten and the Zone Operations Command having been positive, the system is slated to go into full production sometime next year, with political pressure to get it done as soon as possible.

[ ] 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 252/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)

While much of the last quarter's effort was focused on the clearance of the war damages remaining after reconstruction. This quarter, the redoubling of efforts on the shipyard has driven them to completion, and the beginning of a first set of cruisers. More broadly, the grand wave of cruisers has been hitting the waters. While there are still not enough to escort every ship and every convoy, they have begun inhibiting Nod's freedom of action. A submarine of unknown class was intercepted and sunk in late August, while the coastal warlords near any of GDIs convy routes have nearly ceased the use of carryalls within about 30 kilometers of the coastline. Similarly, there has been a general reduction in coastal trade operations and transits as the presence of Initiative cruisers has rendered them unacceptably risky to many of the warlords. With the numbers in the field rising precipitously, especially as the last of the yards are coming online, and beginning to put hulls in the water, the situation is only likely to become more dangerous along the coastlines of the world.

- [ ] Rosyth (Progress 137/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)

In 1903, over a hundred and fifty years ago, approximately three million pounds sterling were allocated to the construction of works at Rosyth for the maintenance of warships, as part of the growing anglo german arms race leading up to the First World War. While the works were privatized in the late 20th century, they were taken over by GDI in 1995, and have since been a major part of GDI's naval operations in Northern Europe. With it being one of the largest battleship yards, the dry docks themselves have not been changed at all. Instead, the vast majority of the effort has gone towards the production of ever more missiles. With the Initiative's fleets chewing through thousands of missiles a month, the missile situation is stable enough, but not entirely good. The Rosyth yard has begun improving that, but in that push, the allocation of resources towards the shipyard itself has been somewhat lacking. A final round of funding should finish the Navy's first round of cruisers. The second round, however, is currently in limbo, with some in the navy suggesting that other classes, most notably the escort carriers will serve GDI's overall needs better than simply applying more cruisers.

[ ] 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 55 + 1 operations die) (139)

The Heavy Industrial sector has been hard at work these last quarters primarily with the assembly of the North Boston Chip Fabricator, and developing large scale fusion power. When investigations swept through the department, multiple industrial espionage attempts were discovered, primarily aimed directly towards GDI's large scale fusion plants. While it does not seem the very most modern designs have been breached, they have almost certainly found enough of the designs to replicate one of the peaker plants. However this was significantly expensive for you, and is likely to be equally so for the Brotherhood of Nod.
InOps believes that this project likely occurred as a response to GDI's offensives into the Yellow Zones, a means to acquire some system that would allow parts of the Brotherhood to threaten key GDI assets in the orbitals as a means of guaranteeing their own security. While this is unlikely to actually work, it does mean that those assets are under significant threat in the coming years without technological deployments to cover them.

[ ] Prepare for Retirement
With the Director preparing to leave, and a new age for GDI, perhaps it is time to find your own way towards retirement, leaving the Treasury in the competent hands of Seo Thoki. While holding onto power for another four years would not raise many eyebrows, it is a decision that would have to be made soon, months before the critical days at the end of the plan.

The last weeks of the quarter have seen Granger taking more late nights at the office than at any point during the sleepless years of the first plan, as the Global Defense Initiative came close to shaking itself to pieces as it attempted to recover from a global war that had seen almost all of the senior leadership cadre wiped out.
In this case however, it is more setting the house in order, a much happier task. Seo is far more politically adept than Granger is, and while he may burn favors painstakingly built up through massive investments in the Initiative's reconstruction, he will be doing so making his mark on the Initiative.
The retirement has been met with some surprise, but is generally seen as marking the end of an era. Rather than an emergency government mandate, and the principle of an executive in action outranking a legislature that does not exist, Seo, and the other incoming candidates will act with the backing of a parliament of the people. While Seo Thoki is the heir apparent, he is not guaranteed the spot. There are other people interested in the outcome of this vote, as their candidate could well be a future competitor for the Director's seat, and will in any case wield enormous power to shape the Initiative. Currently, Seo is fully favored by both the Socialists and Market Socialists. However, other groups have either endorsed other candidates, or are biding their time. The Militarists have rallied behind Julian Taylor, while the Developmentalists have broadly split, without a clear consensus and many not declaring a side.
By mobilizing the political action group, and calling in favors owed to Granger, he can have a coalition built for him before he takes office or has to make promises to gain support for his position.

Subvote
[ ] Limited Campaign: A handful of sit down dinners and office meetings with high level members of Parliament, and calling in a small number of favors will give Seo at least some friendly ears, if not guaranteed votes. While only marginally effective, it is also the least expensive option politically, and the least controversial. (-10 PS)
or
[ ] Expansive Campaign: Throwing the Political Action Group fully behind Seo, and calling in favors from across the Initiative, this will likely guarantee votes from across the spectrum, but will also burn significant amounts of Granger's political capital, although that is of limited importance given the great works that are nearing completion. (-20 PS)

[ ] Call in Developmentalist Favors
Meeting directly with the leadership of the Developmentalist Party to remind them of how much Granger has done for them will rally support for Seo, and may well bring greater support from the greatest faction in Parliament. (-15 PS)

[ ] Call in Starbound Favors
With the Party only as major as it is due to the actions of the Treasury and the SCED, calling in favors from the Starbound party should pull them easily into Seo's camp, and provide their votes without significant problems (-5 PS)

[ ] Call in United Yellow List Favors
The United Yellow List owes much of its existence to Granger's policy choices. While they are one of the most favorable already, they can be rallied, if given good cause to do so. (-5 PS)

** Two hour moratorium on voting **
** I made a minor mistake in the Q3 turnpost, and have since fixed it. I did not include the Capital Goods you gave to the Forgotten **
 
Last edited:
Q4 2057
Q4 2057

Resources:‌ ‌660 ‌+‌ 55 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(5 from Taxes) ‌

Political‌ ‌Support:‌ ‌30
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌10 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium Spread
16.73 Blue Zone
4.61 Green Zone
21.81 Yellow Zone (88 points of abatement)
56.85 Red Zone (61 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+8)‌ ‌ (32 population in low quality housing) (2 points of refugees)
Energy:‌ Noticeable ‌Surpluses‌ ‌(+4)‌ ‌(+2 in reserve)
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+6)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Showing Strain ‌(+7)‌ (4 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Gargantuan ‌Surplus‌es ‌(+18)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+16)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+24)‌ ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1305/1600)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌5;‌ ‌25;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(154;‌ ‌127;‌ ‌35;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(47;‌ ‌150;‌ ‌20;‌ ‌20)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌70; ‌108)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(60;‌ ‌13;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(75;‌ ‌80;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(32;‌ ‌16;‌ ‌2;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(350;‌ ‌205;‌ ‌85;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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



Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 3)
With the majority of the easily accessible generation sites from Blue Zones accounted for, planning has moved towards more minor supplies, beginning to eke out every last bit of energy that can be harnessed. While less efficient, it is at the very least a smaller project.
(progress 154/300: 10 resources per die) (+++ Energy)
(progress 0/200: 10 resources per die) (++Energy)

[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies 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 235/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.
(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 Network Construction Campaigns (Phase 1)
With restoration of the rail network complete, a new round of construction can begin linking tracks and improving throughput by laying more direct lines between the often shifting nodes of the global logistics networks that supply the Initiative. The first phase of this is focused on the military lines, laying more direct routes from Blue Zone factories and ports, to the yellow zone towns and cities where most of the supplies are used.
(Progress 83/250: 15 Resources per die) (+++ Logistics)
(Progress 0/275: 15 resources per die) (+++ Logistics)
(Progress 0/300: 15 resources per die) (+++ Logistics)

[ ] Blue Zone Residential Construction (Stage 3)
The continued development of high density residential districts 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 incurs 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)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleets of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, able to reach anywhere in the world in a matter of hours at most, GDI can tighten the bonds between blue zones, and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (++ + Logistics)
(Progress 0/250: 25 resources per die) (+++ + Logistics)
(Progress 0/200: 25 resources per die) (++++ Logistics)

[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/720: 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 reestablishing GDI's presence on India's coastlines, 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*

[ ] Medina Planned City
With the projects to restore Mecca and Jeddah completed, and with them the original spectrum of the Initiative's work in the region, there is one area that still needs attention, the holy city of Medina. With many of the Initiative's potential leaders involved, this is likely to be a high priority project beginning next plan.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 244/640: 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)


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)

[ ] Continuous Cycle Fusion Plants
First wave continuous cycle fusion plants are still somewhat under development. However, they are ready enough for mass roll out, with only a few kinks in the connection systems remaining before they can be linked to the grid as a whole.
(Progress 0/350: 20 Resources per Die) (+++++ Energy) (High Priority)
(Progress 0/300: 20 Resources per Die) (+++++ Energy)

[ ] Blue Zone Microgeneration Program (Stage 3)
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 40/120: 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 5)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases, where inferior performance in one aspect is made up for my superior performance in others.
(Progress 36/2400: 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 be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 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, to delivery 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 (Phase 2)
With the initial phase of fertilizers completed, and many of the lowest hanging fruits plucked, the next phase is to begin supplying more specialized nutrients and existing ones in greater bulk. While this will be somewhat more expensive for the rewards, it is still worthwhile.
(Progress 94/300: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

[ ] Pharmaceutical Synthesis Centers
A variety of high-end medications, ranging from insulin, chemotherapy, psychopharmaca, vaccines, antiviral and antibiotic substances are difficult to produce in sufficient quantities without the right equipment. Building additional synthesising centres will bolster the supply of critical medications and help with the increased demand by the growing population under GDIs umbrella.
(Progress 69/250: 15 resources per die) (+++ Health, -- Energy)

[ ] Johannesburg Myomer Macrospinner (Phase 4)
The expansion of the macrospinner project has reached a point where it is not only providing support locally, but has begun to support all aspects of the Initiative's military and industrial complexes. Providing yet more of the wonder material will improve efficiencies further and increase supplies going to critical war industries.
(Progress 69/720: 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)

[ ] Reykjavik Myomer Macrospinner
With the Johannesburg plant proving the point, Reykjavik will be a good site to expand production and increase output, providing for mass production of the material, and hardening the supply in case of sabotage or destruction of the Johannesburg plant.
(Progress 0/80: 20 resources per die)
(Progress 0/160: 20 resources per die) (+ Capital Goods)
(Progress 0/320: 20 resources per die) (++ Capital Goods, + Energy)
(Progress 0/640: 20 resources per die) (+++ Capital Goods ++ Energy)
(Progress 0/1280: 20 resources per die) (++++ Capital Goods, +++ Energy)

[ ] Bergen Superconductor Foundry
With the proof of concept for larger scale superconductors well and truly proven, a large scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
(Progress 0/95: 30 resources per die) (+ Energy)
(Progress 0/190: 30 resources per die) (+ Capital Goods, ++ Energy)
(Progress 0/380: 30 resources per die) (++ Capital Goods, +++ Energy) (- Logistics)
(Progress 0/760: 30 resources per die) (+++ Capital Goods, ++++ Energy) (-- Logistics)
(Progress 0/1520: 30 resources per die) (++++ Capital Goods, +++++ Energy) (-- - Logistics)

Agriculture (3 dice)

[ ] Agricultural Support
Providing support to the Forgotten is something that should be a relatively simple affair, moving experts and material into the settlements is something that will likely closely mimic what has been done with Yellow Zone settlements and should see similar impacts to nutrition and food availability.
(Progress 127/150: 10 resources per die)

[ ] 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 the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (++ Labor, - Energy, - Capital Goods)
(Progress 0/250: 15 resources per die) (+++ Labor, - 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 5)
With the constant influx of refugees making providing enough staples difficult, the harder to handle high value goods are a clear next target in reducing the load on Initiative road systems, and will make many of these goods far more accessible in the regions where the Initiative is settling many of the refugees.
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Progress 0/250: 10 resources per die) (++++ Food, ++ Consumer Goods, ---- Water)
(Continues)


[ ] Yellow Zone Purification Facilities (Phase 2)
With significant surpluses of water in the yellow zones, further development will primarily serve to future proof the supplies and begin providing for substantial agricultural or industrial use in the Yellow Zones.
(Progress 12/160: 10 resources per die) (++++ Water, - Energy)
(Progress 0/200: 10 resources per die) (++++ Water, -- Energy)
(Progress 0/250: 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)

[ ] Spider Cotton Plantations (Phase 1)
With spider cotton finally having reached a state where it can be used en masse, the only remaining task is to begin building large scale plantations where it can be grown in bulk. While some applications require only small amounts of the silk to produce useful amounts of goods, these fields are few and far between.
(Progress 0/170: 15 resources per die) (+ Capital Goods)
(Progress 0/180: 15 resources per die) (+ Capital Goods)
(Progress 0/190: 15 resources per die) (+ Capital Goods)
(Progress 0/200: 15 resources per die) (+ Capital Goods)
(Progress 0/210: 15 resources per die) (+ Capital Goods)


[ ] 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 6)
Driving further into Brotherhood territory is likely to put the Brotherhood on the back foot finally. With the ever increasing red zones, and the completion of this phase, the Initiative will finally control more of the earth's surface than the Brotherhood of Nod.
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(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 remains 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)

[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)

-[ ] Blue Zone 1 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 2 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 3 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 4 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 5 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 6 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 7 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 8 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 9 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 10 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 11 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 12 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 13 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 14 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 15 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 16 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 18 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 19 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Red Zone 6 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement)

[ ] Tiberium Stabilizers
A low orbit satellite network stretching around the world, each stabilizer is a lotus of panels and transmitter systems. With the system needing to come online all at once, the entire network will have to be launched before the Initiative can make use of it.
(Progress 1673/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion)

[ ] 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)

[ ] 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)

[ ] GDIS Pathfinder
The gravitic drive has met initial use testing, and it is ready for a more thorough test. A relatively small testbed ship is the next step towards granting the Initiative the ability to use the drive system practically. While it will be a major project, and require construction of many of the tools to make the tools, it is a first step towards a mass producible drive design.
(Progress 237/300: 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 Testbed 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 long term 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 Permanent residents) (5 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (5 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (5 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (5 Political Support)

[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material.
(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 7)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 18/90: 15 resources per die) (Opens new Space Projects) (20-25 resources) (Fusion)
(Progress 0/90: 15 resources per die) (20-25 resources)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (10-15 resources)
(Progress 0/90: 15 resources per die) (10-15 resources)
(Progress 0/90: 15 resources per die) (5-10 resources)
(Progress 0/90: 15 resources per die) (5-10 resources)
(Progress 0/90: 15 resources per die) (0-5 resources)


[ ] 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 0/45: 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 (Phase 1)
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 0/170: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/155: 30 resources per die) (+5 Resources per Turn) (Fusion)

[ ] 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 50/340: 30 resources per die) (++ Light Metals) (Fusion)

[ ] Lunar Heavy Metals Mines
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/395: 30 resources per die) (+20 Resources per turn) (Fusion)
(Progress 0/385: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/375: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/365: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/355: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/345: 30 resources per die) (++ Heavy Metals) (Fusion)


[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(++ Lunar Water)

[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.

[-] Fissile Extraction
While somewhat rare on the moon, SCED exploration has discovered a small amount of economical fissiles near the surface. While not yet practical to extract, fissiles are likely to be a major part of any long term power solution for the moon.


Services (4 dice)

[ ] Automatic Medical Assistants
GDI's medical system is extensive, however it is also significantly overworked. By supplying a number of automated assistants to conduct routine procedures the valuable manpower can be concentrated working on more important and skill based fields.
(Progress 0/300: 20 resources per die) (++ Health, +++ Labor, --- Capital Goods, -- Energy)

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/160 : 30 resources per die)

[ ] Scrin Research Institutions
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 0/350: 30 resources per die)

[ ] Prosthetics Deployment Initiatives (Phase 1)
While deployment of the prosthetics will primarily be the domain of the welfare department, building dedicated factories and clinics focused on the working population will speed deployment and ensure a steady increase in the effectiveness of GDI's workforce.
(Progress: 0/80: 15 resources per die) (- Health, + Labor per turn)
(Progress 0/160: 15 resources per die) (- Health, + Labor per turn)
(Progress 0/160: 15 resources per die) (- Health, + Labor per turn)
(Progress 0/320: 15 resources per die) (- Health, + Labor per turn)

[ ] 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)

[ ] 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 (4 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)

[ ] Long Range Sensor System Deployment (Phase 2)
Mass deployment of the new sensor systems will begin to seriously degrade the performance of the Brotherhood's stealth fields, and place the Initiative in a position to render many of the best of the Brotherhood's units ineffective death traps.
(Progress 26/300: 25 Resources per die)(Very High Priority)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub for increased 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) (high priority)
(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)

[ ] Shimmer Shield Development
Developed from the basis of Scrin shield technology, shimmer shields are weak deflection fields that form in a bubble around a projector unit. Intended to serve as a combination of antimissile and anti energy weapon, defense, development should provide a means to reduce the overall effectiveness of many of the brotherhood's weapons.
(0/60: 20 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.
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/105)

-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/105)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/105)

Zone Operations Command

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

[ ] Zone Emergency Medical Evacuation Vehicle Deployment
ZOCOM believes it needs two facilities, on nearly opposite sides of the world, to serve its general needs, and to supply the Forgotten. While even combined they won't be quite enough to serve all of the Command's medical evacuation needs, they will be enough to make a significant dent in them.
-[ ] Portland (Progress 0/80: 10 resources per die) (- Labor, - Energy) (Must be completed before End of 2058)
-[ ] Sydney (Progress 0/80: 10 resources per die) (- Labor, - Energy) (Must be completed before End of 2058)


[ ] 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 Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (Very High Priority) (- Capital Goods)

[ ] 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)

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, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch.
(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) (High Priority)

Ground Forces

[ ] Universal Rocket Launch System Deployment (Phase 2)
With existing missile and rocket facilities almost entirely converted over, GDI needs far more rockets in order to solve its artillery and supporting arms problems. With a new series of MLRS systems being proposed, massive numbers of heavy rockets will be needed to feed them.
(Progress 105/200: 15 resources per die) (-- Energy) (High Priority)
(Progress 0/200: 15 resources per die) (-- Energy)

[ ] 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) (High Priority)

[ ] 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)

[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)

[ ] Sandstorm HMLRS Development
A further expansion of GDI's use of artillery, the Sandstorm is intended to be a fast moving, hard hitting missile platform, capable of launching surface to surface and surface to air missiles in large volleys with higher precision than existing Initiative artillery systems in a return to the old concept of the Hover Multiple Launch Rocket Systems of the Second Tiberium War.
(Progress 0/40: 10 resources per die)

[ ] MBT-7 Paladin Development
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 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 (High Priority)

-[ ] 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)
- [ ] Rosyth (Progress 137/185: 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) (High Priority)

[ ] 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 0/85: 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)

[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 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 55 + 1 operations die)
[ ] Campaigning For Seo's Appointment
-[ ] Call in Starbound Favors
With the Party only as major as it is due to the actions of the Treasury and the SCED, calling in favors from the Starbound party should pull them easily into Seo's camp, and provide their votes without significant problems (-5 PS)
-[ ] Call in United Yellow List Favors
The United Yellow List owes much of its existence to Granger's policy choices. While they are one of the most favorable already, they can be rallied, if given good cause to do so. (-5 PS)
-[ ] Interdepartmental Favors
While the other department heads don't get a vote specifically, actively requesting that they support Seo's nomination is something that can be done without too many issues. (-10 PS)

[ ] Yellow Zone Qualifications Initiatives
Most Yellow Zone refugees that GDI has taken in have a somewhat fragmentary education. While usually competent in a field, they lack the breadth of knowledge that GDI expects for most positions. While they have so far been assigned to work, finding ways to fully qualify them will unlock a previously underutilized pool of labor (DC 90/120/150)

** 4 Hour Moratorium on Voting **
** Final turn of the second plan, and remember, Seo, or whoever your successor is, is the person whose PS matters when it comes to reallocation**
 
Last edited:
Q4 2057 Results
GDIOnline Q4 2057



By the Rocket's Red Glare: General Initiative Rocketry Thread XXII

Nightingale_Dreams
So, another quarter, and somebody has decided to give out Christmas presents in the theme of SPAAACE! The Stabilizers, a new station that we are pretty sure is for ASAT, more exploration, and even more cleanup operations. Looks like Granger decided to drop a finale on the Starbound Party.

NyaNyaCat
Hm, what are the requirements for joining the Space Force again? It sounds more and more like the easiest path to get to space.

Nightingale_Dreams
If you want to be actually in space, start with a degree in applied mathematics, engineering, or similar. Probably want to go for at least one postgraduate level. While it is the Space Force, a lot of the manpower is still here on the surface.

NyaNyaCat
Too bad. :( Time to watch the SCED documentaries on the NASA space program again.

Illelian
Watched the Pathfinder launch, what a time to be alive. A few months ago the second moon landing was hot shit and now we are only a few weeks away from landing on Mars.

YellowZon3r
Wait, did the Grangers just spend 8 years as Director and Treasury sec to pull a "Build a network of Tiberium abatement satellites, refuse to elaborate, leave." Meme on us?

AgathaH
First, SPAAAACE!
Second, called it! Although I have no idea how it works to get Tib to behave from orbit. Digitized whip and chair? Catgirl memes?
Third, woohoo for Pathfinder! A "new form of space drive"? Sounds like someone may have either figured out the alien's propulsion, or maybe adapted something from those reactionless Nod fighters we've been getting rumors about. Some of my friends with contacts in SCED are getting bouncy, so either it's good news for them, or they managed to break into the coffee stash.

FloatingWood
Apparently 'fucking magic' is a valid way of affecting tib from outer space.
Also, I'm hoping the Space Force manages to work on the Moon bases some more. I'm not trusting tib to remain well behaved.

Dr. James Granger (Treasury)
#YellowZon3r
Not quite. A lot of it is classified to various levels, and there are things even I don't know about the operations besides funding it. Because when it comes to something like this. "I could tell you, but then I would have to kill you" definitely applies.

YellowZon3r
This just in, fascist authoritarian leader part of shadowy deepstate and threatens to kill random citizens. Wait, well, not fascist, they extended the Franchise for voting rights...

FloatingWood
You say that like the information office would've informed him of the particulars of the functioning of the stabilizers instead of 'I could tell you, but then I would have to kill you'.
Just because you are high ranked doesn't mean you have the security clearance for everything you want. Wouldn't be the first time high ranking officials got told 'you do not need to know this information' even if it'd be useful.

KryptosAdept
Echoing what FloatingWoof said. Some things are need to know and will not be revealed even if you are higher up and have a higher security clearance. OPSEC is vital, especially with something as critical and serious as tiberium mitigation. Loose lips sink ships and all that.

MermaidKyoto
#NyaNyaCat, you can always try to get a job on the Philadelphia II, though generally that requires either winning a senior elected office, or being one of the most senior and successful members of the bureaucracy.
Speaking of which, #Dr. James Granger, congratulations on your imminent retirement, I hope you find time to enjoy yourself now that you are stepping down.

FloatingWood
Given some of the… let us remain polite and call them individuals, have as 'qualities' as elected officials I would say that getting onto the Philadelphia is not that difficult.
If you manage to get on there though, send us some pictures? The view must be incredible.

Dr. James Granger (Treasury)
#MermaidKyoto
I fully intend to. Probably going to have a lot more time to spend here and might start getting into doing some model painting again. Going to stay busy though.

FloatingWood
Anyone know if Admiral Carter posts in threads like this? I want to know what he's planning with Pathfinder.

AgathaH
#FloatingWood - Wonderful Things

Q4 2057 Results

Resources:‌ ‌660 ‌+‌ 40 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(5 from Taxes) ‌

Political‌ ‌Support:‌ ‌80
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌11‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium Spread
16.81 Blue Zone
4.61 Green Zone
22.31 Yellow Zone (86 points of abatement)
56.35 Red Zone (59 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+6)‌ ‌ (34 population in low quality housing) (2 points of refugees)
Energy:‌ Noticeable ‌Surpluses‌ ‌(+4)‌ ‌(+2 in reserve)
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+6)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Showing Strain ‌(+5)‌ (4 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Gargantuan ‌Surplus‌es ‌(+10)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+21)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+26)‌ (+2 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1305/1600)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌10;‌ ‌20;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(161;‌ ‌122;‌ ‌30;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌150;‌ ‌20;‌ ‌14)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌78; ‌100)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(65;‌ ‌8;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(85; 70;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(34;‌ ‌16;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(360;‌ ‌210;‌ ‌70;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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



Politics
The politics of the Initiative at this time are seeing the ritual bloodletting of reallocation play out. With the Developmentalists holding a plurality, and the rest of parliament too divided to actually contest their decisions, especially with the socialists unwilling to coalition with the Free Market or Initiative First parties, it is looking likely to be a very civilian focused plan, and one that is likely to involve significant expenditures towards space development.
The people who believe that they are going to get the best deal however are the Militarists, as they believe that their policy planks are likely to see significant concessions due to no side wanting them to lose ground to the Initiative First Party. Al-Jilani is on record saying "While we believe that the first priority of the Initiative must be defense, we also cannot forget that our mandate is not just to survive, but to live"

Elections
On December 1, in a closely run campaign, Emiliana Litvinov won her seat as director of the Global Defense Initiative, and in a surprise turnaround, selected Arthur Hackett, her main opposition, as the Deputy Director. While the two are unlikely to make a particularly strong pairing, they are likely to be stable, with one representing each wing of the Initiative's political spectrum.
Part of Litvinov's victory came from Bennett dropping out of the race and endorsing her. While Bennett will retain his position as Secretary of Archives and History, this is likely the end of his broader political ambitions. It is expected that Litvinov will be supporting many of his positions and goals, especially as they overlap her own.
The most surprising result was actually for Harrison Carter, who severely underperformed expectations, primarily due to going out of his way to reject the support of the Initiative First party, and went so far as to publicly reject the endorsements of the few who did offer their support. Beyond that, he published multiple direct policy positions that would offer broader support to Yellow Zone populations, including direct evacuation plans that gave the Terminus Cities the same evacuation priorities as Blue Zone assets


Markets
While workforce is still cheap, the markets are anticipating a rapid onset labor crunch in the near future, with many of the smallest companies actually beginning to fold, or be acquired by larger companies attempting to ensure that their workforce stays with them. While the actual crunch is potentially a year or more out, it is shaking confidence in the markets, especially as many of GDI's branches are gearing up for mass recruitment campaigns.
Beyond that, preparations are being made to request large scale allocations of capital goods from the Treasury, as they are likely desperately needed to free up workforce from the private sector, and to avoid a spiraling price of labor.
With the rapid oncoming end of masses of surplus labor, unionization has gone from being a proposal to a rapidly forming reality. While currently unions only represent some fifteen to twenty percent of the workforce, that has jumped from ten percent in the last quarter, and Parliament has begun moving on pro union regulation, barring companies from firing workers for being in a union, and expanding the rights of unions to operate on company property.

Tiberium Research
Having been conducting a long term study of the health risks involved in Tiberium Infusion technologies as practiced by the Brotherhood of Nod. , the results are a mixed bag. In the short term, especially as a response to Tiberium exposure, the results are stunning. Significant increases in strength, speed, and reaction time with immediate side effects less impactful than any combat drug any military has ever tested. However, the long term effects are far more dangerous. After between one and two decades, the subjects begin to form painful growths around joints as microcrystalline tiberium begins to cluster there. After two decades, the subject begins to see significant degradation in organ function and begins requiring substantial medical care. While very few of the Qatarites being studied received their treatments before the mid 2030s, those who have are seeing significant organ failure problems, chronic bleeding, and a host of other issues, and many have expired under GDI care. While this will likely be the fate of all who have taken the treatments, it is not yet entirely certain.
For those who have advocated in the past for some form of Tiberium infusion treatment this has been discouraging, but not unwelcome news. Although far from free of side effects, most point to the fact that it does not produce an exposure problem until time comes to dispose of the corpse, and beyond that, the Tiberium infusion treatments offer a much longer lifespan, and a much more comfortable one, than tiberium exposure and diseases like Rock Lung.
Looking into the future, the Tiberium Research Labs are likely to be assisting in the ongoing study of the Delta Variant Forgotten, not only Mr. Atreides, but a handful of others who have come forward, along with developing new methodologies to treat surface tiberium exposure, which is one of the most common forms of exposure.

Military
Ground Forces
The Ground Forces have seen a generally quiet quarter, with much of the north settling into winter standpoints, the South has been in the middle of summer, in both cases not particularly good times for operations without significant pushes from one side or the other. This has left them able to focus heavily on preparing for future operations, with shells being stockpiled in warehouses and Ablat being held in reserve as much as possible. While the stockpiles of both are still desperately short compared to the need in the case of general action, they are still growing. But even without significant offensive action, neither will be to the military's satisfaction until the end of the next plan.
Navy
While funding had started near the beginning of the plan, the Navy, in a stunt intended to sway parliament towards their perspective, commissioned six new carriers. With each one taking years to construct, especially with the damages to many of the shipyards still not being made good by the Treasury's efforts, they have only now, at the end of the plan, reached a point where the Navy is happy enough with the ships to conduct commissioning ceremonies. A similar number of battleships is expected in the first months of next year, bringing the totals to somewhere approximating the total number of capital ships that GDI will be using for decades to come.
Air Force
The Air Force, while still waiting on its new Orca refits, is already engaging in more aggressive patrols. Air to Air configuration Venoms, while no longer new, have become an ever increasing share of the formations fielded by the Brotherhood of Nod. With a pair being captured, it is clear that they are using much the same AIM-9 Sidewinder derived technologies that GDI does. While the warhead is substantially different, using a Tiberium core to increase the effective blast radius in air to air actions, the rest of the systems could almost be slotted into older type GDI produced Rattlesnake missiles on a one to one basis.
While confidence in maintaining air supremacy has certainly not returned, the URLS and the hoped for Orca refit do mean that GDI is unlikely to ever have to concede air superiority barring massive Nod concentrations of forces.
Steel Talons.
While the military more broadly has seen a quiet quarter, the Talons have been able to scrape together enough forces, beyond their standard fare of guarding the sites of many of GDI's research institutions, to carry out a series of reprisals across southern africa. While small in number and desulatory in scope, they are some of the first actions that GDI has been able to take in response to the assassination. It has also redoubled their requests for funding for a wide range of developmental projects.
Zone Operations Command
With the pace of Red Zone operations having slowed to a near halt, ZOCOM has been prowling the halls of power, pushing both for universal zone armor deployment, and more specialized weapons, such as sonic artillery, that are designed to fight in and make use of a Tiberium infested environment. Widespread deployment of sonic weapons should, in theory, both bring the price of the systems down, and substantially increase the combat power of all involved. With them looking at opening the next plan with a further mass surge of Red Zone expansions, not only in Central Africa, and the Egyptian Red Zone, but around the world, significantly greater support is high on their priority list as GDI heads into the battle over budgeting for the next four years.

Military Priorities
  • Ground Forces
For the Ground Forces, the highest priority must be the prompt delivery of zone armor as soon as possible. The second is a prompt solution to the problems with the supply of shells and artillery accuracy. While current supplies can fight the low intensity war that characterizes everyday activities, they cannot meet the needs of large scale and longer term engagements. Third is consumables. While current consumables supplies are enough for smaller scale operations, general operations exhaust supplies quickly.
Currently, the provision of vehicles is generally sufficient. However, many of the existing designs lack the space or other requirements for enhancing capabilities and will require replacements during the coming years.
  • Steel Talons
The Steel Talons see current priorities as having shifted away from Ground Forces and general vehicle development. While they see the development of the Havoc as the most potentially revolutionary system currently available, they are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations.
  • Air Force
With the missile problem well on its way to being resolved (although more missiles would certainly not go amiss) the Air Force has reassesed its priorities. The most important job is the A-16 Orcas, but the Wingman drones are not far behind. Beyond that, technical development of various projects including plasma warheads and airborne lasers among other things are high priorities themselves.
  • Navy
With the Governor project nearly finished, and the last of the ships expected to be completed, at the latest by the end of the coming plan, GDI's naval forces have returned to a point where convoys can expect routine escort, and even attempted blockades can be forced, although not without sacrificing other routes. The navy sees the escort carriers (especially with navalized A-16s) as the next major important area to invest in, alongside finishing up existing projects such as the long awaited final hydrofoil yard. Additionally, Point Defense Refits need to be completed before the Navy can possibly engage in large scale offensive operations.
  • Space Force
The Space Force strongly desires the OSRCT concept to move as soon as possible from the drawing board to reality. While a second orbital station is a good starting point, there are many further elements that still need work, especially when it comes to weapons that are not ion cannons.


Brotherhood of Nod
Krukov and Stahl both unveiled new weapons this quarter, both of which offer strong indications of a worrying level of coordination between far flung warlords. Krukov unveiled a new probe/sensor system. Intel suggests that this is primarily a spotter system, designed to coordinate with a separate launch platform to guide longer ranged missile systems to the target in substantial volleys. While so far only seen on Venoms and various forms of buggy, it is a worrying increase in coordination capacity. Stahl on the other hand revealed a new twin arm heavy missile launcher. While not examined closely enough to be entirely sure, it seems to be a relatively short ground launched cruise missile. What is known is that it is a submunition dispenser, unleashing some 12-15 (reports are somewhat contradictory) heat seeking glide munitions. His system seems to use a set of small beacon UAVs, launched from forward deployed forces to call in strikes from missile batteries placed well back from the battlefield.
Gideon meanwhile, has displayed a worrying revolutionary new technology. Calling it a "shield of faith" it is some form of heavy, emplaced, arc perimeter, forcefield technology. While still clearly in the prototyping stage, it does mean that Gideon now has a substantially tougher set of base defenses, somewhat reminiscent of GDI's Firestorm barriers, although almost certainly inferior in performance.
While Nod does seem to be scrambling for some weapon that can blunt or stop GDI offensives, it is almost certain that GDI needs to be pushing ahead on new technologies that can push Nod's developmental resources to the extremes. There are many technologies currently awaiting funding that can continue pushing the edges of the technical and systematic limits.


[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies 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 409/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

A surge of further resources were poured into arcology construction, and across the initiative the stubby step pyramids are rising from the ground, every day adding flesh and nerves and blood vessels to their bones. While political pressure has not exactly let up, it is slacking, with people looking at a round completing in months rather than years. However, this is not license to slack off. Even with the coming reallocation, and the reduction in budget slated for Treasury, significant progress is likely to be an expectation for every quarter to come, not just from the people, but from their representatives in Parliament. However, significant splits have occurred within the people demanding arcology construction. One side, a smaller but more vocal minority, demand continued rapid construction, no matter what else must be pushed aside. On the other hand, a larger and more moderate group simply asks that a phase be completed before elections, and two more phases after elections, along with whatever the Treasury needs to do in order to maintain a housing surplus of any form.
More broadly, the housing situation in the Initiative has continued to spiral, with many blue zone blocks filled not only with bachelors, but families living out of cramped accommodations. Across the social media sphere, there are stories bouncing back and forth of parents of adult children deciding to move out of duplexes and back into the postwar concrete towers to free up a home for yellow zone families. While overall these are rare, the number has been increasing as the stories make the rounds and other parents make the decision to move.
Beyond that, in the yellow zones, the population has been moving into many of the least desirable houses available, the fortress towns. While they are not yet filled, there are increasingly few spots available, and at current rates, GDI is likely to require more extreme measures in no more than nine months, and likely as little as six before housing moves from being simply undesirable, to actively unavailable.

[ ] Medina Planned City
With the projects to restore Mecca and Jeddah completed, and with them the original spectrum of the Initiative's work in the region, there is one area that still needs attention, the holy city of Medina. With many of the Initiative's potential leaders involved, this is likely to be a high priority project beginning next plan.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 598/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)

About a hundred and fifty kilometers away, the port of Yanbu has become a bustling supply depot. While the site is only half the distance, and in another direction, from the combined Mecca and Jeddah supply routes, it is substantially easier to bring in supplies by ship than most other means. Around the site is a significant fortification, layers of concentric defences, with dozens of 203mm gun batteries providing a full fortified perimeter. The complex exists to defend the port, and supply dozens of harvesting sites both across the region, and many more to the north. While not expected to hold long term in the case of an outbreak of violence across the sector, there are no warlords in the region who have the demonstrated capacity to storm it, and it is effectively impossible to siege due to its nature as a port, and GDI's ability to sail cruisers in to cover any evacuation.
In Medina itself, a long layered curtain wall has been erected across the site. In front is a layer of sonic fencing, and behind that, a series of sonic projectors. Taking up nearly a week's worth of global production, it has turned the city into something of a bastion against Tiberium. Inside the city, construction work is going well, with most construction teams having moved up from Jeddah and Mecca.
Over the region as a whole, there is definitely an air of discontent, as GDI has not quite yet finished the city programs and has continued to pour resources into the area. With the Red Sea now effectively a GDI lake, it is not exactly safe, but it is far safer than many of the routes that GDI asks its merchant marine to take.


[ ] Continuous Cycle Fusion Plants
First wave continuous cycle fusion plants are still somewhat under development. However, they are ready enough for mass roll out, with only a few kinks in the connection systems remaining before they can be linked to the grid as a whole.
(Progress 333/350: 20 Resources per Die) (+++++ Energy) (High Priority)

Around the world, sixteen major complexes are in the process of being erected. However their opening has been unfortunately delayed by a few final rounds of issues, and a number of safety checks. While, in total, the consequences are not likely to be particularly severe. A major milestone has been left for Seo Thoki to reap the rewards of.
These power plants will offer a heady mix of capabilities. Not only are they as capable of supplying baseload power as a nuclear plant, they are far more scalable, with fewer risks and greater responsiveness than even GDI's most modern nuclear power systems. While still significantly more expensive than a comparable output of nuclear designs, they are also far more capable.

"Had an unexpected safety test failure the other day with one of the new test reactors, when the crew, instead of shutting it down, accidentally brought the power output above the maximum safe level and flash-heated the superconductor loop above its critical temperature. Obviously, the entire magnetic trap is a loss, but I'm amazed that this was even possible. I know we're not working with the best engineers for delta-shift, but that even they could screw up this bad indicates major trouble in design and training. We need to go back to the basics with all our crews, and also code some new lock-outs for the system to stop power spikes when the temperature in the superconducting loop is dangerously high." - Oral Testimony by Juan Hernandez, B2 Fusion Plant Test Supervisor

[ ] Reykjavik Myomer Macrospinner
With the Johannesburg plant proving the point, Reykjavik will be a good site to expand production and increase output, providing for mass production of the material, and hardening the supply in case of sabotage or destruction of the Johannesburg plant.
(Progress 81/80: 20 resources per die)

The first phase of the macrospinner assembly has gone relatively well. Few major problems have cropped up, aside from the first shipment of fungal spores going badly. While a second shipment made good on the problem, it did mean some delays in completion of the initial round of bioreactors. Future phases will begin setting up the ropeworks and the other systems, repeating many of the processes of the Johannesburg plant. Work has been noticeably more efficient than the Johannesburg plant, as GDI is not repeating some of the mistakes of the past. With this, a general hardening of the supply of myomer bundles is possible, a vital step, as they have shot towards being one of the most demanded products in the Initiative's supply chains due to their light weight, low power demands, and high strength.

[ ] Pharmaceutical Synthesis Centers
A variety of high-end medications, ranging from insulin, chemotherapy, psychopharmaca, vaccines, antiviral and antibiotic substances are difficult to produce in sufficient quantities without the right equipment. Building additional synthesising centres will bolster the supply of critical medications and help with the increased demand by the growing population under GDIs umbrella.
(Progress 220/250: 15 resources per die) (+++ Health, -- Energy)

While the Synthesis centers have made significant movement towards completion, a number of critical systems are not yet up to standards. For one thing, ensuring end to end cooling is absolutely vital, and multiple test loads (although they were some of the longest routes) failed during transit. Similarly, strategic storage sites are still under construction, with only a relative handful actually complete. A further surge of funds should finish these elements and allow the factories, which have been completed to the satisfaction of the Initiative, to be brought fully online.
To look more broadly at the Initiative's medical system, there are broadly a set of major rates. At the top there is generally trauma care. Below that falls various critical chronic conditions, and below that there are increasingly less immediately vital conditions. Where the synthesis centers are focused is on those chronic conditions. For example, there are relatively few facilities remaining after the third tiberium war that are certified to produce antiandrogens and other medicines for HRT making that treatment effectively unavailable. Similar situations exist across the Initiative. While current medical surpluses help significantly, providing a steady supply of medication is vital.

[ ] Agricultural Support
Providing support to the Forgotten is something that should be a relatively simple affair, moving experts and material into the settlements is something that will likely closely mimic what has been done with Yellow Zone settlements and should see similar impacts to nutrition and food availability.
(Progress 234/150: 10 resources per die)

Rather than simply giving shipments of construction materials, GDI began shipping entire MCV packages. Building GDI specification buildings from scratch is not exactly the cheapest option, but one that can work, and was the best use of the funding given to the project. In case of war, there are now dozens of forward deployed MCVs in friendly territory that can be used for spoiling attacks or defending the Forgotten depending on the overall strategic situation.
They have been set to construct GDI type buildings on the pattern of the barracks system. Each can sustain four runs, in a 2x2 layout. While not long enough for continuous production of some of the longer growing crops, they can provide masses of high nutrition crops, including a small production of Entari. While this is only supplementary at this point, if conflict comes, relatively minor ramp ups of production can begin supplying the Forgotten almost exclusively, and more efficiently than their current production methods.
The liaisons are likely to stay for another six months to a year, in increasingly superfluous roles, but still critical ones aas GDI cannot afford to allow these systems to break down.

[ ] Tiberium Stabilizers
A low orbit satellite network stretching around the world, each stabilizer is a lotus of panels and transmitter systems. With the system needing to come online all at once, the entire network will have to be launched before the Initiative can make use of it.
(Progress 2077/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion)

While the pace slowed from the last quarter's breakneck drumbeat, the Tiberium Stabilizers, at 093002.031 Zulu Time, December 17th 2057, in perfect synchronicity began to transmit. At 1030, Doctor Granger spoke to the people, in what would be his last public appearance before his retirement.
"A year ago, GDI scientists announced that Tiberium itself was beginning to change. To alter itself into forms that made our existing methods of control increasingly less effective.
An hour ago, a network of satellites built to stop tiberium's ongoing mutation activated. Today marks the greatest blow struck against Tiberium in all of human history. But I cannot take credit for this. It was the work of millions around the globe, a joint, concerted effort. Not only those few brave men and women who made launch after launch to bring the network online. Not only to those who worked tirelessly to build the satellites. Not only the brave souls in Chicago and Jeddah braving attack time and again to supply the materials for the satellites. But to every working citizen of the Initiative. Whether you grew the crops, refined the Tiberium, or filed the paperwork, the network of lights in the sky is your work, and your sacrifices."

While it is not a permanent solution to the problems of mutation, and does not solve the Tiberium problem as a whole, it buys decades for other solutions, other methods, and for GDI's scientists to try and find a means to either escape it, defeat it, or live with it in some form.

[ ] GDIS Pathfinder
The gravitic drive has met initial use testing, and it is ready for a more thorough test. A relatively small testbed ship is the next step towards granting the Initiative the ability to use the drive system practically. While it will be a major project, and require construction of many of the tools to make the tools, it is a first step towards a mass producible drive design.
(Progress 321/300: 30 resources per die)

The Pathfinder made its maiden voyage two days after the completion of the stabilizer, as a test run took them to the moon and back entirely on gravitic power. Marking the first manned voyage by gravitic drive, the news has been mostly buried under the thunder of the fusion launches carrying the stabilizer network into orbit, and the other launches. However, with it, the solar system is fully unlocked for GDI's use, with only the timeline being under debate.
While future systems are likely to be somewhat significantly less expensive, they are likely to remain significant line items for GDI's overall budget, and one that is heavily constrained by the number of Hewlett-Gardener method refineries that GDI is supporting.
Currently, the plan for the future begins with building either an expansion to Enterprise, or a dedicated orbital shipyard that can handle a 500 displacement ton ship, and likely a number of Pathfinder repeats to provide the logistical backbone for Martian colonization. Beyond that, everything depends on the pace of discoveries and development. GDI sincerely hopes that increases in speed and decreases in cost can be managed in the near future, with rapid development towards a significantly better design.

"Ever since humans could look up to the stars in the night sky, we have asked what could be up there. At first much of it was subject of myth and legend, but as human society and science advanced so did our understanding of the cosmos. Little by little, invention by invention, great minds mapped out the solar system and the stars with nothing more than simple instruments and the mathematics of their time. By the late 1960s, as part of the space race between the United States of America and the USSR, mankind put a man on the moon, bringing the stars finally within our reach. These discoveries lead to our imaginations being filled with stories of what could be discovered out there, of interstellar empires, worlds filled with strange life and other wonders, but they also lead to a painful realization. The void between the stars and planets is a cold ocean, dark and hostile to life, with the rare islands separated by unimaginably great distances. And yet we pushed on, our drive for discovery enabling us to send out small ships across this great ocean. We stand on the shoulders of those who have brought us this far. For them, for us and for those that will come after, I can proudly say that we made the ocean between the stars a little smaller today." - Admiral Harrison Carter

[ ] Orbital Cleanup (Stage 7)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 103/90: 15 resources per die) (Opens new Space Projects) (20-25 resources) (Fusion)

The work on cleaning up the orbitals has continued. While magnetic sweeping has caught significant portions of the materials, much of the remainder is not magnetic and won't get caught by that means. At this point, one of the most effective means is simple catchment sails. However, progress is still very slow, as much of this is increasingly small pieces. This has been a relatively slow and expensive process, although the sails, woven from somewhat elastic materials, are quite reusable. This is likely to be the theme for much of the remaining debris, assuming new and more efficient methods are not developed, although some GDI scientists believe that there is potential for gravitic drives to be able to sweep larger areas, given the distortion in orbits in the asteroid belt. This proposal may see small scale funding, but currently the price of even a single unit is far too expensive.

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 100/160 : 30 resources per die)

While the previous round was primarily derived from the work of the Qatarite defectors, the serious developments with this call for funding have primarily come from GDI research groups from across the Initiative. Ranging from cybernetics, stealth, and lasers, to biological systems and Nod's so called "divination" proposals have poured in. While all need funding, research assistants and test subjects, few are likely to pan out even to the point of collecting enough evidence to begin pushing towards full development, and even fewer are likely to prove revolutionary. However, this does not mean that GDI will not absolutely require their assistance. Right now, many projects simply need further allocations of funding to provide initial results, and perhaps lead into novel developments.

[ ] Scrin Research Institutions
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 160/350: 30 resources per die)

With the easiest options already well and truly picked over, there are still high hopes for the remaining materials. With assistance from the Forgotten, requests for resources and more importantly pieces of Scrin technology have come pouring in. With teams attempting to do everything from translating Scrin records to cracking their Tiberium harvesting and processing methodologies, to their ships and hover technologies. Work has already begun on some, and applications are still pouring in. However, none are particularly close to having results, and few are likely to actually produce useful breakthroughs. However, hopes are still high for revolutionary technologies that can break the tactical paradigm of modern warfare, or the economic paradigm of the modern Initiative. Even so, many of the applications are for basic research, attempting to understand some of the base principles and expand GDI's understanding of the natural world.

[ ] Prosthetics Deployment Initiatives (Phase 1)
While deployment of the prosthetics will primarily be the domain of the welfare department, building dedicated factories and clinics focused on the working population will speed deployment and ensure a steady increase in the effectiveness of GDI's workforce.
(Progress: 80/80: 15 resources per die) (- Health, + Labor per turn)
(Progress 160/160: 15 resources per die) (- Health, + Labor per turn)
(Progress 2/160: 15 resources per die) (- Health, + Labor per turn)

Contrary to the fears of large sections of GDI's mobility impaired, deployment of the new advanced prosthetics has been global and rapid. In a combined effort from both the Treasury and Welfare departments, most major hospital complexes have established specialty prosthetics units staffed to handle installation of the new prosthetics, and a steady stream of long term disabled civilians and military veterans alike are beginning to walk out of their operating rooms and back into offices, workshops and factories. While waiting lists remain long, managers of the rollout in both Treasury and Health are confident that it will reach the entire population in need given enough time. However, there is a limit to what the existing infrastructure can reach, as many components need maintenance every 1-3 years on average. At the same time, it has been instrumental in returning increasing numbers of mobility impaired individuals to the workforce. The new prosthetics have proven to be of disproportionate interest to inhabitants of the Green Zones, where the routine hazards of environmental exposure to Tiberium, and the prevalence of unexploded munitions after six decades of war have resulted in a limb impairment rate several times that of even GDI military veterans. While this is only one of the myriad of health problems that recent immigrants and refugees present with, the availability of free advanced prosthetics serves as a significant quality of life improvement that helps the afflicted individuals care for themselves, relieving some of the strain on GDI's social services. Classified InOps YZ bulletins also report a measurable improvement in the Initiative Loyalty Index indicators in YZ communities where recipients are known to reside. What, if anything, that portends, remains to be seen.
The quiet success of this program has not gone unnoticed, with other patient and research groups beginning pressure campaigns whether directly or through their Parliamentary representatives to secure Treasury funding for medical research programs. Particular standouts include veterans groups pushing a variety of vision replacement treatments for soldiers who lost their sight to combat injury, and a coalition of groups attempting to secure more funding for the xenograft organ program. While the former has been found to be nonviable under the advanced prosthetics program, the latter has more possibilities, some of which may serve to assist the former at a later point.


[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub for increased 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 225/225: 30 resources per die) (Fusion) (high priority)
(Progress 36/225: 30 resources per die) (Fusion)

After four years of no progress, the ASAT system finally got a much needed upgrade. A second orbital station has been assembled and crewed. At this point, the ground base is fully redundant. Beyond that, it has significantly increased the complexity of any operation to destroy the ASAT system. Inops expects that any attack with conventional technology will be defeated by the system as it stands. However, the risks when facing the Brotherhood have never been conventional. Massive laser installations, plasma weapons, Ion disruptors, and other systems still have potential to defeat the ASAT network by main force, while gravitic drives and stealth could potentially bypass the system entirely, and allow the Brotherhood to stab the entire system in the back. While currently all are believed to be little more than the paranoid dreams of the Department of Information, it is something to be severely concerned with.
For the immediate future there are two further steps that can be taken. First, building in additional control redundancy, and second beginning to substantially diversify the network. Current systems are primarily reliant on the Ion Cannon, and for good reason. An Ion Cannon simply does not have to hit. Even a relatively close miss can destroy incoming munitions, or throw them far enough off course that it lacks the DeltaV to make its target. Conversely, the other two legs of the ASAT network are quite secondary. Existing orbital laser systems, while more than marginally effective, are also slow firing, and have a somewhat limited spectrum of targets that they are effective against. Finally, there are kinetic impactor arrays on many orbits, but these have both a time to target problem, and an accuracy problem, as they are some of the oldest pieces of the current system, with some pods dating back to the late 90s.

"What's living and working on ASAT-O-II like? Pretty unexciting. It's exactly like down in Greenland if not for the fact that our shower time is rationed and you can't exactly go outside. My shifts consist of doing warm-up tests for the weapon arrays and calling Maintenance if one of them is sickly to do a check up. Have not fired the damn thing once so far. The thing that keeps me sane up here is the view. Earth is beautiful from up here, even covered by Tiberium. I could spend hours on the observation deck. I will try to send you some pictures. Lets hope InOps does not classify them after dissecting my emails for secret communication attempts or something. Hope to see you soon." - LT Jenna Higgs to Cora Lebadjev

Office of Information Security internal communique: Right, so what is the SOP for stuff like this again? Given that this is a critical military installation that everybody with a decent backyard telescope can find, I think it is 'no e-mails, no pictures of the equipment, nothing that can be used to figure out who works for the ASAT office', so pictures of Earth from the observation deck should be fine, as long as we get to look through pictures on the datastick to check.

[ ] 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)
- [ ] Rosyth (Progress 155/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)

The Rosyth yard has run into chronic problems. With the project lead falling ill shortly after the deputy retired, the project was left in the hands of lower ranking individuals, many of which were not quite as aware of the whole project as they probably should have been. The total result has been significant misallocation of resources, slowdowns in overall work, and poor coordination between working groups leading to even more slowdowns, and chronic other issues. While some progress has been made, it is far from the finalizing of the project the way it was planned.
More broadly, the Governor program as a whole is somewhat behind schedule, with fewer ships completed or commissioned than hoped for. While certainly impactful, and the navy likely to reach its prewar number of ships in the coming years, they have not yet reached a point where total combat capabilities are anywhere near the same. While the Governor program, even at a relatively slow rate, will be completed by the end of the coming plan, leaving the Navy in a strengthening but still precarious state, even with new carriers and battleships filling in holes in the existing order of battle. Fortunately, the Brotherhood navy is itself a limited commodity, with no indication of new surface warships. While this is certainly not the same thing as no new surface warships, it does mean that anyone who does have them is not using them either against GDI or against the other warlords.


[ ] 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 55 + 1 operations die) (86)

GDI's Orbital services are still quite paranoid about infiltration, although they have slacked off somewhat about launching Nod infiltrators into red zones. However, the Intelligence services have found a handful of small scale infiltrations into the procurement services. While these (unlike the infiltrations found in the military early in Granger's career) are look only, jacking onto some of the auditing systems, they do indicate that the Brotherhood of Nod has been aware of the massive efforts put into the stabilizer network, and more broadly into space development.
 
Last edited:
Reallocation 2057
Reallocation 2057

With Granger retiring, and the Developmentalists in the ascendent, it is widely suspected that the demands will be harsh, and extensive. Civilian Spending is the name of the game, while the militarists play for funding. Even with the Tiberium Stabilizers, there is still a titanic coalition demanding significant progress on space projects.

70 Political Support

Treasury Allocation
[-] 20% (275 Resources per turn) - Accepting not only a substantial cut to the budget, but also a slowdown in overall spending would indicate a Treasury that is interested in building up more slowly and taking a backseat in the overall system. While likely to be quite popular, it is also one where ongoing crises will be difficult to address properly. ( +20 PS)

[ ] 25% (345 Resources per turn) - A small reduction in percent will be reallocating more resources towards the other departments, and indicate a general confidence that the Treasury will find good ways to solve the Initiative's problems efficiently and with a great deal of focus. (+10 PS)

[ ] 30% (410 Resources per turn) - Maintaining the Treasury's percentage, even as GDI's overall economy grows, will see the Treasury maintaining high levels of spending, a likely requirement in the face of extensive plan goals.


Plan Goals

Capital Goods

[ ] 30 points - While the developmentalists will not accept a particularly small goal, a limited array of investments can ned the Initiative a significant growth in the supply of capital goods. (-15 PS)

[ ] 50 points - With the Initiative's politicians expecting great things from Seo's first term in office, a wide spread of investments will produce significant impacts, even if they might not be as great as some could hope for.

[ ] 70 points - With the Initiative spending massively on a wide array of automation and workforce efficiency projects, not to mention the expansive refits and expansions, an intensive program of capital goods expansion is required. (+5 PS)

[ ] 90 points - A staggering investment, and one that will require substantial effort across the plan, it is also a requirement that is significantly popular, as it should likely provide all sectors with sufficient quantities of desperately needed capital goods. (+15 PS)

Consumer Goods

[ ] 80 points - Simply relying on the free market to provide for the needs of the consumer goods demand is possible, but reflects an initiative that lacks interest in providing an extensive array of goods and services to its population (-15 PS)

[ ] 100 points - A relatively conservative and limited plan, providing such masses of consumer goods will be enough to substantially restore significant elements of prewar development (-5 PS)

[ ] 120 points - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.

Food

[ ] 20 points in reserve - With food supplies stable, and extremely significant, the next key priority is establishing strategic reserves. While there are already significant quantities, they cannot feed GDI's population for all that long without substantial augmentation.

[ ] 30 points in reserve - A somewhat higher goal, providing for even greater defense in depth, the project to establish significant reserves will take substantial effort, but will not exclude the agriculture department from deploying resources to put out other fires (+5 PS)

[ ] 45 points in reserve - An actually paranoid level of preparedness, a full 45 points worth of food in reserve is a significant investment and one that can be done only with efforts to both expand total food production and preservation efforts. (+10 PS)

Income

[ ] 600 points - With the array of crises that the Initiative currently faces, significant increases in income, both from Tiberium, and non Tiberium sources is a requirement. 600, a significant but not overwhelming increase from previous plans is a good starting point.

[ ] 700 points - While somewhat more ambitious, 700 points of income from all sources is considered to be quite possible, and will begin reaching close to where the Initiative was in terms of output before the Third Tiberium War.

[ ] 800 points - While still not quite reaching the budgets of 2047, a massive surge of income across the entire plan will place it in a good position as multiple crises raise their bloody heads.

Stations

[ ] 3000 points - A number about as low as the Starbound/Developmentalist coalition will accept, a limited goal on station construction will free up resources to go to other areas. However it will also pass up on many of the advantages of orbital construction. (-20 political support)

[ ] 4000 points - A somewhat more ambitious goal, likely completing or nearly completing two stations, this will be a significant step towards the aims of the Starbound party. However, it is also an eminently achievable one with consistent investment.

[ ] 6000 points - Surging resources towards orbital construction will see expansive work on multiple stations, and the Initiative drastically strengthened both above and below, with more vital elements protected from all both the most complex of Brotherhood Assaults. (+10 political support)

[ ] Complete All Stations - A commitment to completing all four of the starting stations will be an intensely ambitious plan, and one that may well be beyond the edge of possibility. (+20 Political support)

Abatement

[ ] 20 Points - With mutation coming, a limited abatement goal is likely to only increase GDI's push against the green death by a marginal amount, and one that is likely to be unpopular across GDI's political spectrum (-10 ps)

[ ] 40 Points - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.

[ ] 60 Points - A somewhat higher goal, and keeping pace with previous terms, it will require some additional investment into other methods, without being overly burdensome.

[ ] 80 Points - While not quite the hights of the first plan, it is an ambitious goal, one that is likely to require substantial extra effort, on top of income gathering. (+10 Political Support)

Mandatory Military Projects
ASAT Phase 4
OSRCT Phase 4

(You must take at least 901 votes worth of promises from any coalition)
Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌10;‌ ‌20;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(164;‌ ‌122;‌ ‌30;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌150;‌ ‌20;‌ ‌14)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌78; ‌100)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(65;‌ ‌8;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(85; 70;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(34;‌ ‌16;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(360;‌ ‌210;‌ ‌70;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

Parties

  • Free Market Party (0/3/5/8)
    • [ ] Increase GDI income by at least 700 points.
    • [ ] Increase GDI income by at least 800 points.
    • [ ] 30 resources in grants
    • [ ] 60 resources in grants
    • [ ] 90 resources in grants
    • [ ] Take 70 points of Capital Goods
    • [ ] Take 90 points of Capital Goods
    • [ ] Take 100 points of Consumer Goods
    • [ ] Take 120 points of Consumer Goods
  • Market Socialists (3/5/7/9)
    • [ ] Increase GDI income by at least 700 points
    • [ ] Increase GDI income by at least 800 points
    • [ ] Take 70 points of Capital Goods
    • [ ] Take 90 points of Capital Goods
    • [ ] Take 100 points of Consumer Goods
    • [ ] Take 120 points of Consumer Goods
    • [ ] Take 40 points of Abatement
    • [ ] Take 60 points of Abatement
    • [ ] Take 80 points of Abatement
    • [ ] Complete at least three phases of Blue Zone Arcologies
    • [ ] Complete at least five phases of Blue Zone Arcologies
  • Militarists (2/5/6/8)
    • [ ] Take 90 points of Capital Goods
    • [ ] Complete Karachi Planned City
    • [ ] Complete Colombo Planned City
    • [ ] Take three of the following projects
    • [ ] Take six of the following projects
-[ ] Prototype Plasma Weapons Development
-[ ] Shimmer Shield Development
-[ ] Orbital Defense Laser Development
-[ ] Tube Artillery Development
-[ ] Railgun Munitions Development
-[ ] Tactical Plasma Weapons Development
  • [ ]Take three of the following projects
  • [ ] Take five of the following projects
-[ ] Complete the Hydrofoil Project
-[ ] Complete the Point Defense Refits
-[ ] Complete at least three more phases of Shell Plants
-[ ] Complete at least two more phase of Ablative Armor
-[ ] Complete at least two more phases of URLS production
  • [ ] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
  • [ ] Spend at least four dice or 60 resources (whichever is less) on military projects every quarter

  • Initiative First (5/9)
    • [ ] Build at least two phases of Blue Zone (Specialized) Arcologies
    • [ ] Remove Yellow Zoners from Blue Zone Universities
    • [ ] Deregulate Blue Zone Businesses
    • [ ] Spend No More than 2 dice or 30 resources (whichever is less) on Yellow Zone Projects every quarter.
    • [ ] Spend No More than 1 die or 15 resources (whichever is less) on Yellow Zone projects every quarter.
    • [ ]Take three of the following projects
    • [ ] Take five of the following projects
-[ ] Complete the Hydrofoil Project
-[ ] Complete the Point Defense Refits
-[ ] Complete at least three more phases of Shell Plants
-[ ] Complete at least two more phase of Ablative Armor
-[ ] Complete at least two more phases of URLS production
  • [ ] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
    • [ ] Spend at least four dice or 60 resources (whichever is less) on military projects every quarter
    • [ ] Nominate an Initiative First Deputy and Commit to stepping down after a single term.
  • United Yellow List (2/4)
    • [ ] Complete three phases of Blue Zone Arcologies
    • [ ] Complete three phases of shell factories.
    • [ ] Complete at least two phases of orbital communications
    • [ ] Increase GDI processing limit by at least 1200
    • [ ] Increase GDI income by at least 700
    • [ ] Research and Deploy Wadamalaw Kudzu (at least two phases of construction)
  • Starbound (3/5)
    • [ ] Complete GDSS Philadelphia
    • [ ] Complete GDSS Enterprise
    • [ ] Complete GDSS Shala
    • [ ] Complete GDSS Colombia (counts for two)
    • [ ] Complete at least six phases of Lunar Mines
    • [ ] Complete at least three phases of Martian Mines
    • [ ] Complete at least three phases of Asteroid Belt Mines
    • [ ] Gain at least 100 RpT from offworld mining
    • [ ] Fund all remaining probe missions
  • Socialist (2/4)
    • [ ] Complete at least five phases of Blue Zone Arcologies (counts for two)
    • [ ] Complete GDSS Shala
    • [ ] Complete GDSS Colombia
    • [ ] Research and Deploy Wadamalaw Kudzu (at least two phases of construction)
  • Developmentalists (4/8/12)
    • [ ] Increase GDI processing limit by at least 1200
    • [ ] Increase GDI income by at least 700
    • [ ] Increase GDI income by at least 800
    • [ ] Complete the North Boston Chip Fabricator
    • [ ] Complete GDSS Philadelphia
    • [ ] Complete GDSS Enterprise
    • [ ] Complete GDSS Shala
    • [ ] Complete GDSS Colombia (counts for two)
    • [ ] Research and Deploy Wadamalaw Kudzu (at least two phases of construction)
    • [ ] Complete Perennials Phase 3
    • [ ] Complete Chicago Planned City
    • [ ] Take three of the following projects
    • [ ] Take six of the following projects
-[ ] Prototype Plasma Weapons Development
-[ ] Shimmer Shield Development
-[ ] Orbital Defense Laser Development
-[ ] Tube Artillery Development
-[ ] Railgun Munitions Development
-[ ] Tactical Plasma Weapons Development

  • Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
    • [ ] Complete Ranching Domes
  • Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌
    • [ ] Complete Salt Lake Planned City ‌
  • Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
    • [ ] Take at least 70 points of abatement
  • Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌
    • [ ] Complete Karachi Planned City
Edit: 6 hours moratorium for discussion
 
Last edited:
Q1 2058
Q1 2058

Resources:‌ ‌365 ‌+‌ 40 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+5 from Taxes)

Political‌ ‌Support:‌ ‌70
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌11‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium Spread
16.73 Blue Zone
4.61 Green Zone
22.31 Yellow Zone (86 points of abatement)
56.35 Red Zone (59 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+6)‌ ‌ (34 population in low quality housing) (2 points of refugees)
Energy:‌ Noticeable ‌Surpluses‌ ‌(+4)‌ ‌(+2 in reserve)
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+6)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Showing Strain ‌(+5)‌ (4 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Gargantuan ‌Surplus‌es ‌(+10)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+21)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+26)‌ (+2 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1305/1600)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌10;‌ ‌20;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(161;‌ ‌122;‌ ‌30;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌150;‌ ‌20;‌ ‌14)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌78; ‌100)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(65;‌ ‌8;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(85; 70;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(34;‌ ‌16;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(360;‌ ‌210;‌ ‌70;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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

Plan Goals
Capital Goods: 50 Points
Consumer Goods: 120 (40) Points
Food: 20 points in reserve
Income: 695 Points
Stations: 4000 Points
Abatement: 40 Points
Processing: 1200 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Shimmer Shield Development
Orbital Defense Laser Development
Tube Artillery Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete the Hydrofoil Project
Complete the Point Defense Refits
Complete at least three more phases of Shell Plants
Complete at least two more phase of Ablative Armor
Complete at least two more phases of URLS production
Complete at least two phases of Wadamalaw Kudzu Plantations
Complete at least three more phases of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Lunar Mines
Complete Perennials Phase 3



Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 3)
With revisions to reduce to simply the most viable sites, focused on completing a handful of plants still in progress, and expansions on existing plants to provide added redundancies. With fusion energy increasingly viable, many of the more minor sites lack enough output to be worth the maintenance.
(progress 154/300: 10 resources per die) (+4 Energy)

[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies 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 409/650: 15 Resources per Die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)

[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.
(Progress 25/200: 20 Resources Per Die) (+4 Housing) (Supports Yellow Zone Intensification)
(Progress 0/250: 20 Resources per Die) (+4 Housing)
(Progress 0/300: 20 Resources per die (+4 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) (+4 Housing)

[ ] Rail Network Construction Campaigns (Phase 1)
With restoration of the rail network complete, a new round of construction can begin linking tracks and improving throughput by laying more direct lines between the often shifting nodes of the global logistics networks that supply the Initiative. The first phase of this is focused on the military lines, laying more direct routes from Blue Zone factories and ports, to the yellow zone towns and cities where most of the supplies are used.
(Progress 83/250: 15 Resources per die) (+4 Logistics)
(Progress 0/275: 15 resources per die) (+4 Logistics)
(Progress 0/300: 15 resources per die) (+4 Logistics)

[ ]Blue Zone Apartment Complexes (Phase 1)
With GDI struggling against the massed wave of incoming refugees, high efficiency, and high quality housing is still an ongoing demand. Apartment complexes, while not quite what the people actually want, are a far cheaper option than the arcologies, and are quite high quality.
(Progress 0/160: 10 resources per die) (-1 Logistics, +6 Housing)

[ ] 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) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleets of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, able to reach anywhere in the world in a matter of hours at most, GDI can tighten the bonds between blue zones, and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (+3 Logistics)
(Progress 0/250: 25 resources per die) (+5 Logistics)
(Progress 0/200: 25 resources per die) (+8 Logistics)

[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/700: 20 Resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1400: 20 Resources per die) (+5 Housing, -4 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 0/75: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/150: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/300: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/600: 20 Resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/1200: 20 Resources per die) (+8 Logistics, +4 Housing, -2 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 reestablishing GDI's presence on India's coastlines, 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 0/90: 20 resources per die) (-4 Labor) (Can spend mixed Military and Infrastructure dice, at least 1 die must be Military)
(Progress 0/180: 20 Resources per die)
(Progress 0/360: 20 Resources per die)
(Progress 0/720: 20 Resources per die)
(Progress 0/1440: 20 Resources per die)
*many results unknown*

[ ] Medina Planned City
With the projects to restore Mecca and Jeddah completed, and with them the original spectrum of the Initiative's work in the region, there is one area that still needs attention, the holy city of Medina.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 598/640: 20 resources per die) (-2 Labor, -1 Logistics) (+10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)

*many results unknown*

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) (-1 Labor, +16 Energy)

[ ] Continuous Cycle Fusion Plants (Phase 1)
First wave continuous cycle fusion plants are still somewhat under development. However, they are ready enough for mass roll out, with only a few kinks in the connection systems remaining before they can be linked to the grid as a whole.
(Progress 333/350: 20 Resources per Die) (+16 Energy) (High Priority)
(Progress 0/300: 20 Resources per Die) (+16 Energy) (+5 Political Support)

[ ] 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) (+8 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) (+9 Consumer Goods, -4 Energy) (+5 political support)

[ ] North Boston Chip Fabricator (Phase 5)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases, where inferior performance in one aspect is made up for my superior performance in others.
(Progress 36/2400: 15 resources per die) (+32 Capital Goods, +16 Consumer Goods, -2 Labor, -8 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 be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 15 resources per die) (-1 Labor)
(Progress 0/250: 15 resources per die) (+2 Capital Goods, +2 Consumer Goods, -1 Labor)
(Progress 0/500: 15 resources per die) (+ 6 Capital Goods, +6 Consumer Goods, -2 Labor, -4 Energy)
(Progress 0/1000: 15 resources per die) (+12 Consumer Goods, +12 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/2000: 15 resources per die) (+24 Consumer Goods, +24 Capital Goods, -2 Labor, -4 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) (-1 Labor)
(Progress 0/320: 20 resources per die) (+4 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/640: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/1280: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/2560: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 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) (+8 Capital Goods, -4 Labor, -8 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) (+9 Logistics, -1 Capital Goods, -4 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 0/250: 10 Resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)
(Progress 0/250: 10 Resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)

[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, to delivery 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) (+4 Consumer Goods, +1 Logistics)

[ ] Chemical Fertilizer Plants (Phase 2)
With the initial phase of fertilizers completed, and many of the lowest hanging fruits plucked, the next phase is to begin supplying more specialized nutrients and existing ones in greater bulk. While this will be somewhat more expensive for the rewards, it is still worthwhile.
(Progress 94/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)

[ ] Pharmaceutical Synthesis Centers
A variety of high-end medications, ranging from insulin, chemotherapy, psychopharmaca, vaccines, antiviral and antibiotic substances are difficult to produce in sufficient quantities without the right equipment. Building additional synthesising centres will bolster the supply of critical medications and help with the increased demand by the growing population under GDIs umbrella.
(Progress 220/250: 15 resources per die) (+4 Health, -2 Energy)

[ ] Johannesburg Myomer Macrospinner (Phase 4)
The expansion of the macrospinner project has reached a point where it is not only providing support locally, but has begun to support all aspects of the Initiative's military and industrial complexes. Providing yet more of the wonder material will improve efficiencies further and increase supplies going to critical war industries.
(Progress 69/720: 20 resources per die) (+4 Capital Goods, +2 Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1440: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects) (+5PS)

[ ] Reykjavik Myomer Macrospinner
With the Johannesburg plant proving the point, Reykjavik will be a good site to expand production and increase output, providing for mass production of the material, and hardening the supply in case of sabotage or destruction of the Johannesburg plant.
(Progress 1/160: 20 resources per die) (+1 Capital Goods)
(Progress 0/320: 20 resources per die) (+2 Capital Goods, +1 Energy)
(Progress 0/640: 20 resources per die) (+4 Capital Goods +2 Energy)
(Progress 0/1280: 20 resources per die) (+8 Capital Goods, +4 Energy)

[ ] Bergen Superconductor Foundry
With the proof of concept for larger scale superconductors well and truly proven, a large scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
(Progress 0/95: 30 resources per die) (+1 Energy)
(Progress 0/190: 30 resources per die) (+1 Capital Goods, +2 Energy)
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
(Progress 0/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics)(+5 Political Support)
(Progress 0/1520: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)


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 the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (+2 Labor, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+4 Labor, -1 Energy, -1 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) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)

[ ] Yellow Zone Aquaponics Bays (Phase 5)
With the constant influx of refugees making providing enough staples difficult, the harder to handle high value goods are a clear next target in reducing the load on Initiative road systems, and will make many of these goods far more accessible in the regions where the Initiative is settling many of the refugees.
(Progress 22/200: 10 resources per die) (+4 Food, +4 Consumer Goods, -8 Water)
(Progress 0/200: 10 resources per die) (+4 Food, +4 Consumer Goods, -8 Water)
(Progress 0/250: 10 resources per die) (+8 Food, +2 Consumer Goods, -8 Water)
(Continues)


[ ] Yellow Zone Purification Facilities (Phase 2)
With significant surpluses of water in the yellow zones, further development will primarily serve to future proof the supplies and begin providing for substantial agricultural or industrial use in the Yellow Zones.
(Progress 12/160: 10 resources per die) (+8 Water, -1 Energy)
(Progress 0/200: 10 resources per die) (+8 Water, -2 Energy)
(Progress 0/250: 10 resources per die) (+4 Water, -2 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) (+4 Food, +4 Consumer goods, -2 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) (+4 Consumer Goods, -2 Food, -1 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) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)

[ ] Spider Cotton Plantations (Phase 1)
With spider cotton finally having reached a state where it can be used en masse, the only remaining task is to begin building large scale plantations where it can be grown in bulk. While some applications require only small amounts of the silk to produce useful amounts of goods, these fields are few and far between.
(Progress 0/170: 15 resources per die) (+1 Capital Goods)
(Progress 0/180: 15 resources per die) (+1 Capital Goods)
(Progress 0/190: 15 resources per die) (+1 Capital Goods)
(Progress 0/200: 15 resources per die) (+1 Capital Goods)
(Progress 0/210: 15 resources per die) (+1 Capital Goods)

[ ] 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) (-1 Capital Goods)

[ ] Yellow Zone Tiberium Harvesting (Phase 6)
Driving further into Brotherhood territory is likely to put the Brotherhood on the back foot finally. With the ever increasing red zones, and the completion of this phase, the Initiative will finally control more of the earth's surface than the Brotherhood of Nod.
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(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)
With the area around the Jeddah planned city increasingly secure, there are numerous opportunities for operations across Egypt and the Levant more broadly. Aggressive harvesting efforts will provide opportunities for a number of glacier mines that will not have the same severe impacts on the Initiative's logistical network.
(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) (-5 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) (-4 Energy, -2 Logistics)

[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)

-[ ] Blue Zone 1 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 19 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Red Zone 6 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support)

[ ] 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)

[ ] 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)

[ ] Railgun Harvester Development
GDI's harvesters of any model have typically been armed in the years since the Second Tiberium War. The Rapid Fire Railguns of the Steel Talons can be put to good use increasing the firepower that one of these units can deploy, allowing it to better fend off Brotherhood raids while not compromising its primary harvesting mission.
(Progress 0/40: 10 resources per die)

[ ] Enhanced Harvest Tiberium Spikes
Developing a model of Tiberium Spike that not only harvests tiberium, but marginally speeds its growth is a quite radical idea. Based on GDI's work with the Tiberium Inhibitor, and experience with the Scrin's Growth Accelerators. However, it would also substantially increase the throughput, but at the risk of spreading Tiberium more quickly.
(Progress 0/180: 20 resources per die) (-10 PS 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. (Station)
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support) (Fusion)
(Progress 0/1430: 30 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed 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 long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/85: 30 resources per die) (Fusion) (5 Political Support)
(Progress 0/170: 30 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (10 Political Support)

[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material. (Station)
(Progress 0/770: 30 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1540: 30 resources per die) (+2 Capital Goods, +2 Consumer Goods) (2 available Bays) (10 Political Support)

[ ] 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. (Station)
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/340: 30 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/680: 30 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1360: 30 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 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, including the expansion of voting access.
(Progress 13/135: 15 resources per die) (+2 Logistics) (5 Political Support) (Fusion)

[ ] Orbital Cleanup (Stage 8)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 13/90: 15 resources per die) (20-25 resources)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (10-15 resources)
(Progress 0/90: 15 resources per die) (10-15 resources) (+5 Political Support)

(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 0/45: 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 16/70: 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 0/190: 15 Resources per Die)

Lunar Operations

[ ] Lunar Rare Metals Harvesting (Phase 1)
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 0/170: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/155: 30 resources per die) (+5 Resources per Turn) (Fusion)

[ ] Lunar Regolith Harvesting (Phase 2)
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 50/340: 30 resources per die) (+2 Light Metals) (Fusion)

[ ] Lunar Heavy Metals Mines (Phase 1)
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/395: 30 resources per die) (+20 Resources per turn) (Fusion)
(Progress 0/385: 30 resources per die) (+2 Heavy Metals) (Fusion)
(Progress 0/375: 30 resources per die) (+2 Heavy Metals) (Fusion)
(Progress 0/365: 30 resources per die) (+2 Heavy Metals) (Fusion)
(Progress 0/355: 30 resources per die) (+2 Heavy Metals) (Fusion)
(Progress 0/345: 30 resources per die) (+2 Heavy Metals) (Fusion)


[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(+2 Lunar Water)

[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.

[-] Fissile Extraction
While somewhat rare on the moon, SCED exploration has discovered a small amount of economical fissiles near the surface. While not yet practical to extract, fissiles are likely to be a major part of any long term power solution for the moon.


Services (4 dice)

[ ] Automatic Medical Assistants
GDI's medical system is extensive, however it is also significantly overworked. By supplying a number of automated assistants to conduct routine procedures the valuable manpower can be concentrated working on more important and skill based fields.
(Progress 0/300: 20 resources per die) (+2 Health, +4 Labor, -4 Capital Goods, -2 Energy)

[ ] Tissue Replacement Therapy Development
While still far from being able to properly assemble large complex structures from scratch, smaller scale items, such as tissues and skin segments is a first stepping stone towards general replacements. While still potentially traumatic, being able to use a person's own cells as a baseline is a starting point for more complex systems.
(Progress 0/60: 20 resources per die)

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 100/160 : 30 resources per die)

[ ] Scrin Research Institutions
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 160/350: 30 resources per die)

[ ] Prosthetics Deployment Initiatives (Phase 3)
With significant production placed towards the area, further development will begin targeting not only those of working age, but many who will never work again. Work towards this will be politically popular, especially with the United Yellow List and the Socialist parties.
(Progress 2/160: 15 resources per die) (-1 Health, +1 Labor per turn)
(Progress 0/320: 15 resources per die) (-1 Health, +1 Labor per turn) (+5 Political Support)

[ ] 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) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 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) (-3 Food, +2 Consumer Goods) (10 Political Support)

[ ] Emergency Tiberium Infusion Development
Developing an Initiative version of the Brotherhood's Tiberium Infusion treatment is going to be highly politically unpopular, but also will serve as a significant life extension treatment for many who have either been substantially exposed to the crystals, or who have a small handful of otherwise incurable conditions. (Progress 0/120: 15 resources per die) (-5 PS per die)

[ ] Advanced Electronic Video Assistant Development
With the Edinburgh EVA Research Centre working on improved models of the EVA units common across the Initiative, a potential improved model will increase the efficiency of general systems management, and will likely lead to significant advancements in combat and in the civilian sphere. (Progress 0/60: 20 resources per die)

[ ] Early Prototype General Artificial Intelligence Development
While development of true artificial intelligences is politically severely problematic, it is also an area where if a model can be developed that is sane, stable, and willing to help the Initiative, it could be a revolutionary breakthrough in many ways.
(Progress 0/120: 20 resources per die) (-5 Political Support per die)


Military (4 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) (-2 Capital Goods)
(Progress 0/90: 20 Resources per die) (-4 Capital Goods)
(Progress 0/100: 20 Resources per die) (-5 Capital Goods) (+1 Energy)
(Progress 0/100: 20 Resources per die) (-5 Capital Goods) (+1 Energy) (+1d2 Military Dice)

[ ] Long Range Sensor System Deployment (Phase 2)
Mass deployment of the new sensor systems will begin to seriously degrade the performance of the Brotherhood's stealth fields, and place the Initiative in a position to render many of the best of the Brotherhood's units ineffective death traps.
(Progress 26/300: 25 Resources per die)(Very High Priority)

[ ] ASAT Defense System (Phase 4)
Further development of the ASAT system requires a second control hub for increased 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 36/225: 30 resources per die) (Fusion) (Station) (High Priority)
(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)

[ ] Shimmer Shield Development
Developed from the basis of Scrin shield technology, shimmer shields are weak deflection fields that form in a bubble around a projector unit. Intended to serve as a combination of antimissile and anti energy weapon, defense, development should provide a means to reduce the overall effectiveness of many of the brotherhood's weapons.
(0/60: 20 resources per die)

[ ] Stealth Disruptor Development
The research to create improved sensor systems for detecting stealth also produced a method of actively disrupting it via feedback. However, current systems are quite bulky and require significant deployment to work beyond extremely short ranges. With development however, an improved model is likely possible, and potentially a key tool for blocking fixed positions, rather than relying on battle nets.
(0/40: 15 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.
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/105)

-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/105)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/105)

Zone Operations Command

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

[ ] Zone Emergency Medical Evacuation Vehicle Deployment
ZOCOM believes it needs two facilities, on nearly opposite sides of the world, to serve its general needs, and to supply the Forgotten. While even combined they won't be quite enough to serve all of the Command's medical evacuation needs, they will be enough to make a significant dent in them.
-[ ] Portland (Progress 0/80: 10 resources per die) (-1 Labor, -1 Energy) (Must be completed before End of 2058)
-[ ] Sydney (Progress 0/80: 10 resources per die) (-1 Labor, -1 Energy) (Must be completed before End of 2058)


[ ] 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 Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)

[ ] 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)

Space Force

[ ] Orbital Strike Regimental Combat Team Stations (Phase 1)
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, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch. (Station)
(Progress 0/225: 30 Resources per die) (Fusion) (High Priority)
(Progress 0/200: 30 Resources per die) (Fusion)
(Progress 0/300: 30 Resources per die) (Fusion)
(Progress 0/400: 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) (High Priority)

[ ] Skywatch Telescope System
While no longer a requirement for further exploration of the solar system, a constellation of Skywatch telescopes will be useful for the Space Force as well, an early warning tripwire in case of another alien invasion or asteroid bombardments.
(Progress 0/100: 15 resources per die) (Fusion)

[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood.
(Progress 0/175: 30 resources per die) (Fusion) (Station)

Ground Forces

[ ] Universal Rocket Launch System Deployment (Phase 2)
With existing missile and rocket facilities almost entirely converted over, GDI needs far more rockets in order to solve its artillery and supporting arms problems. With a new series of MLRS systems being proposed, massive numbers of heavy rockets will be needed to feed them.
(Progress 105/200: 15 resources per die) (-2 Energy) (High Priority)
(Progress 0/200: 15 resources per die) (-2 Energy)

[ ] 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) (-2 Energy) (High Priority)
(Progress 0/150: 10 Resources per die) (-1 Energy)
(Progress 0/150: 10 Resources per die) (-1 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) (High Priority)

[ ] 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)

[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)

[ ] Sandstorm HMLRS Development
A further expansion of GDI's use of artillery, the Sandstorm is intended to be a fast moving, hard hitting missile platform, capable of launching surface to surface and surface to air missiles in large volleys with higher precision than existing Initiative artillery systems in a return to the old concept of the Hover Multiple Launch Rocket Systems of the Second Tiberium War.
(Progress 0/40: 10 resources per die)

[ ] MBT-7 Paladin Development
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 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 (High Priority)

-[ ] New York (Progress 0/200: 20 Resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 Resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] London (Progress 0/200: 20 Resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 Resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 Resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/200: 20 Resources per die) (-2 Labor, -4 Energy, -1 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)
- [ ] Rosyth (Progress 155/185: 20 resources per die) (-1 Capital Goods, -2 Energy, -1 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) (High Priority)

[ ] 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 0/85: 10 Resources per die) (-6 Energy, -2 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) (High Priority)

(Offensive Navy)

[ ] Island Class Assault Ships
The Island class is a dedicated assault ship, designed to handle the V-35 Ox as its mainstay alongside the Hammerhead and Orca attack craft. Each is also intended to be a general support facility for the first days of landing operations and provide support from deep holds.
(Progress 0/40: 20 resources per die)

[ ] Victory Class Monitor Development
A dedicated littoral combat ship, designed around a series of mission packs, ranging from 203mm rifles and rocket batteries, to antisubmarine and antimine warfare. Intended to be a general purpose support ship for offensive operations against the Brotherhood of Nod, it will fill a wide range of purposes that GDI has often not had the resources to fill effectively.
(Progress 0/40: 20 resources per die)

(Defensive Navy)

[ ] Shark Class Frigate Development
The Shark Class is to be a shorter, thinner, and overall much lighter version of the Governor, including lacking the systems for longer range bombardment systems. Instead, it is primarily oriented towards relatively short ranged air defense, and the constant antisubmarine warfare patrols, filling out GDI's need for convoy escorts.
(Progress 0/40: 15 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)

[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 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 55 + 1 operations die)
[ ] Recruitment Drives
Four years after the last round of major recruitment efforts, a new wave of personnel is available and ready to be recruited for the Treasury's needs. (100/120/140/160/180/200)

[ ] Focus Reallocation
While the existing focuses have served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Heavy Industry, -1 die to Tiberium, and -1 die to Services)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Orbital
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy

[ ] Yellow Zone Qualifications Initiatives
Most Yellow Zone refugees that GDI has taken in have a somewhat fragmentary education. While usually competent in a field, they lack the breadth of knowledge that GDI expects for most positions. While they have so far been assigned to work, finding ways to fully qualify them will unlock a previously underutilized pool of labor (DC 90/120/150)

[ ] Private Industrial Automation
Providing a steady supply of capital goods to the larger cooperatives should serve to increase private output substantially. While these cooperatives would be unlikely to free up labor in any significant amount, they would increase production as much as possible.
(-2 capital goods)

** 4 Hour Moratorium on Voting **
 
Last edited:
Q1 2058 Results
Fighting the Tide: A Postmortem of Initiative Abatement Efforts across the Granger Administration
Dr. James Granger (Ret)

While attempting a postmortem of my own work may seem presumptuous, many commentators have exaggerated how well things went. Going back to before the turn of the century, Tiberium has always been a geopolitical problem as much as an environmental one. One of my greatest mistakes during my time in office was paying too much attention to its environmental aspect and not enough to its geopolitical and geostrategic aspects, neglecting military investments at times in my push for abatement and resource extraction efforts.

Throughout the First and Second Four Year Plans, Tiberium was encroaching near-constantly. All of our abatement efforts did nothing more than slowing it down. However, in the last two years, we finally reached a critical point where Tiberium was being beaten back consistently and the Earth slowly became more habitable. Reaching this point was a slow process, and the way forward will not be any faster. Even in the most optimistic projections, clearing surface Tiberium will be the work of generations, and that is without considering other potential threats, most notably underwater and underground Tiberium deposits. The Ogallala Aquifer, for example, is almost certainly a single large mass of Blue Tiberium, and there exist many other underground masses of the substance across the world. Still, these are problems for future administrations, and I believe they can be dealt with in time.

The sum results of my efforts are a rapidly collapsing Yellow Zone, with both Red and Blue Zones encroaching upon it, leading to rising tensions with the Brotherhood of Nod. Partially this has been because Yellow Zone operations were typically easier, with fewer complications and less upfront costs. With GDI tottering out of the Third Tiberium War, that was a critical factor in my decisions, especially with the need to secure a political and economic base for Initiative actions across the world.


Oldbluezoner
Finally we started regaining the ground we lost after Kane gave the planet a malignant skin tumor, it's great. Still, to think half of the reason we even got to this point was because greedy, old world idiots thought growing alien rocks everywhere was a great idea.. On another note, I can finally get my arthritis medicine, so life's a lot better than under good old Nod, at least here people are trying like Granger. Godspeed and may you enjoy your retirement you did better than most would and we thank you for it.

ProfCollingsworth
Looking back, the past 8 years have been somewhat of a rollercoaster, but the upswing of Tiberium mitigation and removal efforts has been quite impressive, especially given the devastated state we were in immediately after the war. While the issue of the onset of mutation is still looming, despite the network of satellites which will hopefully stave it off, we are still making progress in expanding Blue Zones, and holding Red Zone expansion to a crawl. It has been an impressive effort, and definitely worthy of praise.
That said, we still face over half the planet's land area being uninhabitable, so there is still a vast amount of work to be done.

Blue4Lyfe
Did you really have to recruit those damn Noddies though?

Dr. James Granger (Ret)
According to internal treasury projections we would have lost at least one Blue Zone in the first 6 years without their assistance. So yes.

Blue4Lyfe
Wait what.

Colonel Michael McNeil (Ret)
Dammit Granger. Those were internal for a reason.

MajorMiner
I don't know about that, but I can say that we learned a lot from them, both about how to handle Tiberium, and about how NOT to. I'm pretty sure a couple buddies of mine owe their lives to that information.

Ormonde2020
Dr. Granger, a question, knowing what you know now, is there any single thing you would change regarding your approach to the job? A choice you could have taken, but didn't?

Dr. James Granger (Ret)
#Ormonde2020
There are a few possibilities. I would have liked to emphasize Red Zone abatement more, I would have probably gone on to fund the military more consistently. Should have probably not actively ignored the Steel Talons. I probably should have invested more into shell production. But looking over eight years to try to find one mistake is somewhat difficult.

YellowZon3r
Wait? Is this turning into an AMA? Ahem! Granger! Important question time!
What's better? Feet pics? Or a nice Smile?


BlinkumWokum
I swear to Christ, I will alert the real people mods if you guys mention 'feet pics' in this thread. There are real serious points being discussed here, like Granger accidentally squeezing Nod in a vice, and you care about your stupid fetishes.

LastLizard
Yikes. If we'd lost a blue zone, I don't even want to think about how bad the yellow zones probably would have ended up.

AccomplishingProvidence
#LastLizard indeed, it does not bear thinking what the shape of the world might have been had Granger not given shelter to these...refugees?...from the Brotherhood of Nod. He continues to prove himself an example to the rest of us. It has been unfortunate how many, some here in these very boards but many more in the supposedly-enlightened halls of power within the GDI government, seem to regard anyone without decades of life in the Blue Zones as second-class citizens, at best.
Let Dr. Granger serve as our example in this regard, ladies, gentlemen, and honored forum-goers. Thus Always To Bigots.

Now, I am curious, #Dr. James Granger (Ret)...While it is obvious you simply did not have the resources and manpower to devote to the subject, and we are all thankful for what you did accomplish. Do you wish you had had the means and time to perform more in-depth scientific studies of Tiberium, its nature, and its impact on our world? The information we do get seems to come out in spurts and trickles, and little enough is fascinating or heartening.
While I am by no means attempting to elevate Tiberium as some sort of "divine material" (though I should add I do not wish to denigrate those who do so in a reasonable manner, I am a man who believes in religious freedom after all), it is such a fascinating substance with what we can see. Terrifying, destructive...but fascinating. It seems as if there is more potential yet to be found. Would you agree, or do you believe that there's too much danger at this point to attempt to delve more deeply?

Dr. James Granger (Ret)
#YellowZon3r
No Comment.

#AccomplishingProvidence
I would have liked to do more pure research. I have wanted to be able to fund more broad scientific experimentation. But rebuilding the Initiative and fighting the crystal had to come first unfortunately.

YellowZon3r
# Dr. James Granger (Ret)
Okay, Okay. Serious question time. What was the deal with the FMP? Like, at one point they were up there with the Developmentalists and Hawks. And then the treasury steps in, Mandates a whole bunch of worker protection laws, pays out the wazoo in social security then the "Think B.I.G" Project. (Basic Income Guarantee) And just in general goes for a hard push towards a progressive and socialist Agenda. That basically throws all of our established idea's of GDI's Megacorps and Corporate culture out the window…

And just Like. Everyone expected the nationalised industries to be returned to the private market and civilian owners. And instead for the most part… Sure some Major Corps are starting to recover and rebuild on the backs of the Grant Projects. But for the most part. A whole bunch of stuff is still directly under GDI control, and with everything happening likely to continue that way for the foreseeable future…

Basically my question is… Did something Happen or how much did parliament developmentalists/proto socialists have a say in that?

AgathaH
So. Just going to say, I like having Blue Zones. So, thanks for everything. Hopefully the new administration can keep the trend going.

#AccomplishingProvidence
Regarding your last question: Yes.

Dr. James Granger (Ret)
#YellowZon3r
To clear up a misconception. The "Think B.I.G" project predates me by decades. That was something that actually predates Secretary Boyle.
Honestly, I looked at the prognosis for grants, and decided that it was not worth it. And since the field was pretty clear, I had some backing to push through a wider array of help for the working men and women of the Initiative. And the voters (in mass apparently) decided that the FMP was not worth the asking price.

FloatingWood
Can you imagine the result of GDI's current abatement operations not running? From what I hear part of the reason the conflict is so hot right now is because the Red Zones are displacing a lot of YZ populations, forcing them into ever fewer and ever more marginal land that is more heavily contaminated.

It would be a lot worse if we didn't try and get rid of the damn crystal, I would expect we'd have refugee streams forcing their way into the shrinking Blue Zones backed up by armies of Nod supplied desperate militants looking for a place they aren't going to end up a hunk of crystal. It'd be impossible to provide enough housing, food and medicine, it's hard enough as it is, and as a result of these shortages we'd see a breakdown of public order. And the IF would probably be wrong about who would shoot first.

#Dr. James Granger (Ret)
And you have my thanks for pushing those through. Such reform has been necessary since before the Second War, but there hasn't ever been the political will to implement them before. Too many big wallets buying politicians.

R.O.U.S.
#Dr. James Granger (Ret)
I have several questions, if we're doing a Retirement AMA, but first: Congratulations on surviving everything and pulling all those rabbits out of your hat.

Questions as follows:
-What sort of legacy do you wish to leave in your wake?
-What do you plan to do, now that you're retired?
-How lucky were we to be able to throw up the stabilizer constellation that fast?
-Do you think that we can do more than the stabilizers? (I understand if this one is an opsec problem, don't hurt me Inops I'm fragile.)
-What was the most troublesome project you had to deal with?
-What was the project that surprised you the most? (Other than the stabilizers. Those are pretty damn surprising.)
-You are somewhat famously not a political animal, for all that you dragged GDI leftwards behind you, kicking and screaming (somewhat). Do you think that contributed to your success?
-One last big one - why did you initially take the job?

Akira Oda (Treasury)
#Dr. James Granger (Ret)
Sir from everyone in the Treasury you have my thanks for the most fulfilling yet stressful period for the department. Your projects brought up the morale for the people here in Manchester and the rest of the world with managing projects meant to rebuild the normal life for the citizens. Anyway just a small question and even if he's my direct boss now why Mr. Seo? Sure he is one of the most capable people here in the Treasury but I heard there were other people in your mind to be Vice Secretary and then your successor it is just that there is a degree of serendipity that one of my seniors got in the highest echelons of our government.

Dr. James Granger (Ret)
#R.O.U.S
I will take the questions in reverse order if you don't mind.
First, I took the job because when the Initiative calls, all citizens, no matter their personal feelings, must answer. I never expected, never campaigned for the Treasury seat but when the General called, I answered.
I don't know. Looking back, I believe that much of my success came more from the upending of the political system that came with the Third Tiberium War, and the fact that for my first four years in power, I had quite a bit of leeway to operate unilaterally, without even consulting parliament. I don't believe Seo will have nearly the same ability to operate.
The next three I can't really comment on. Too many classified projects.
As for the stabilizers, it is something where I don't really know how lucky we got. It was certainly quite convenient however.
As far as what I want to do now, hopefully I can get offplanet at some point. Would like to see the stars. I know I did not get as much done there as many had hoped, but there was just so much else that needed doing. Otherwise, I plan to be working on many of my more personal projects.
As for legacy, there is little I can do besides throwing myself at the mercy of the judgement of history.

MistakesWhereMadeForTheUmpteenthTime (Cosmic Plaything)

#Dr. James Granger (Ret)

First I (like most people) wish you a peaceful and happy retirement.

Second if you had a chance to say whatever you wanted to Kane's face 100% consequence free, what would you say?


Dr. James Granger (Ret)
#MistakesWhereMadeForTheUmpteenthTime (Cosmic Plaything)
I like living, thank you.

Q1 2058 Results
Resources:‌ ‌510 ‌+‌ 5 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+5 from Taxes

Political‌ ‌Support:‌ ‌85
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌12(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium Spread
17.36 Blue Zone
4.00 Green Zone
22.26 Yellow Zone (88 points of abatement)
56.38 Red Zone (65 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Limited ‌Surplus‌ ‌(+4)‌ ‌ (36 population in low quality housing) (2 points of refugees)
Energy:‌ Major ‌Surpluses‌ ‌(+15)‌ ‌(+2 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+4)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+9)‌ (4 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Gargantuan ‌Surplus‌es ‌(+9)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+25)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+24)‌ (+2 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1450/1720)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌10;‌ ‌20;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(161;‌ ‌122;‌ ‌30;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌150;‌ ‌20;‌ ‌14)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌48; ‌130)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(65;‌ ‌8;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(85; 70;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(34;‌ ‌16;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(360;‌ ‌210;‌ ‌70;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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

Plan Goals
Capital Goods: 50 Points
Consumer Goods: 115 (40) Points
Food: 20 points in reserve
Income: 550 Points
Stations: 4000 Points
Abatement: 32 Points
Processing: 1080 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Shimmer Shield Development
Orbital Defense Laser Development
Tube Artillery Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete the Hydrofoil Project
Complete the Point Defense Refits
Complete at least three more phases of Shell Plants
Complete at least two more phase of Ablative Armor
Complete at least two more phases of URLS production
Complete at least two phases of Wadamalaw Kudzu Plantations
Complete at least three more phases of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Lunar Mines
Complete Perennials Phase 3

Personal Musings
"Hideo Ozawa can go play hopscotch in a Yellow Zone minefield if he thinks I will agree to implement any of these without the full mandate of a majority of the Parliament." Seo turned to the only other person in the room. "You see this James? 'Specialized' arcologies, segregation of the school system that would render vast swathes of the Yellow Zoners unable to be educated, deregulation of Blue Zone business from both tax and discrimination perspectives. I sincerely don't know how Hideo can think that this kind of platform is in any way acceptable"

"Thoki, one, you do have to learn that sometimes this is the kind of bullshit you have to accept. People apparently vote for the man, and we can't exactly be a military dictatorship all the time. Giving people a voice in the system is one of the only ways we have to ensure that people keep seeing us as better than the Brotherhood. Look at the riots back in 02 and 08 in cities across the United States for example. Urban African American populations got thoroughly subverted by the Brotherhood due to the American political system having blocked them from making their voices heard effectively. Or the Forgotten separations in the 2020s and 2030s. The same problem applies to the Initiative First. Yes they are an issue, but you have to work with them. A system where everyone gets a voice, is a system where everyone gets a voice, and their voice is weaker now than it has ever been."

Post Election Retrospectives
I never did say many things about Litvinov. Didn't feel like I needed to. But she won and it would be remiss for me to not share the perspective of the losing side. For her, it was a fight for the soul of the Initiative. For me, it was an election for the seat of an ascendant mankind that has taken strides to the stars. Yes, perhaps the appellation "Cynic" was one fit for my campaign. I would never have the aspiration to censure what had been — and are — my superiors and comrades of the yester-decades. I would never have the temerity to strike back against what had been the foundation of the GDI, of the old networks that tied the world together before the Second War.

No, I would not have done a hundredth of what Litvinov had planned and would set in motion in her Administration, for better and worse.​
– Excerpts from The Unclassified (2080) by Arthur Hackett

As much as I like my job and my boss as well as his boss, I am allowed my opinions. And it is my opinion that RAdm. Carter is a political idealist. And there is no place for such idealists in the august seat of the GDI. I wouldn't lie and say it didn't hurt to watch him burn the effort of coffeeless sleepless nights managing his campaign, but I already am aware of that one worst case scenario. With Tran backing out, it was a coin-toss on Hackett or Carter getting IF votes. As luck would have it for Litvinov, Carter got the split votes and he burned them away. Honestly- that man…

Hm? Litvinov. Hah, "Idealist" may be her running platform but to call that woman one would be an unfunny joke.

Let this one be off the records, if you will– One does not strive to win the soul of the GDI if one does not intend to change it.​
– Raw interview footage from Sarang Mikoyan for Initiative Times (February 2058)

For all the hype and for all the rancour that preceded and followed the election, there truly was not much that the eminent Director did in her seat for the moment. Her 100 Days were ones of calm and placidity. The 'little' things she promised were enacted by a Parliament willing to acquiesce with the ascendant leader. The 'little' things often amiss in spectacle governance. Of meeting with party leaders, of stamping bills into existence, and of nudging revisions. It's these little things that get entertained by the Parliament who waits for the shoes to drop.

They have, of course. Her crusade of old, of Qalandar v. Perth, has reached its final conclusion with the signing of Traffic Light Omnibus Bill. While separate articles and parts of the Bill have been deliberated continuously by the Parliament to contain controversial or surprising parts, the sections pertaining to education added up to a whole that took the Blue Zone supremacists expectedly. The pieces add up, and made it so that anyone who has recanted their Nod allegiance, no matter who, would be allowed their unalienable right to education even in Deep Blue Zones, provided that they have the grades and will to do so.

It was not perfect– for grading criteria themselves remain rife with standardization pains- but it marked the very first victory for Litvinov in her work.
The 750 Days: The Exclusive Retrospective of Emilia Litvinov (2060), Exclusive Article for TIME

Ground Forces
Operations for the Ground Forces have remained generally stable. While there have been a number of engagements between GDI patrols and Brotherhood forces this quarter, they have been primarily low intensity long ranged skirmishes. When it comes to the infusion of funding that they have received, it has primarily gone towards providing more supplies, although there is still a lack of capacity for many key supply areas, most notably shells and ablative armor.

Navy
Three battleships, bringing the total fleet to 36, have launched from the remaining battleship yards. Along with six newly built Governor class cruisers, these ships have been assigned to the south pacific, where their task is to begin interdicting the strait of Malacca, attempting to try and cut one of a series of critical nodes. While it will be a risky assignment, especially for the battleships still lacking effective point defense, interdicting the strait should provide both improved operational security for convoys across the South Pacific, and hopefully force Bintang to use her remaining heavy warships so that they can be brought to battle and destroyed.

Air Force
The Air Force has begun seriously grinding down the Brotherhood's capacity to deploy air forces. In every operational zone, Brotherhood air presence has begun to hit a death spiral, with fewer experienced pilots and fewer aircraft every day. While this is unlikely to last, it does suggest that the Brotherhood is pulling back many of their experienced pilots, either as training cadres, or to reserve them for a significant strike at some point. The A-15 has found ever increasing freedom to operate, and some have been bold enough to carry out strike operations without escort, although as much as possible one is provided. Similarly, Firehawk flights have been reducing the number of fighter configured aircraft in exchange for greater bomb payloads, increasing their effect against Brotherhood formations.
At this time, the Air Force believes that there are three critical areas that need attention. First, the proliferation of Zone Armor to the Ground Forces. As discovered in operations with ZOCOM, Zone Armor allows the Air Force significantly expanded freedom of operation, and redefines danger close to levels that would be suicidal for any conventional infantry or combined arms force. Second, the development of enhanced capabilities, such as the Wingman Drone system. Third and finally, the Air Force is ready to begin looking to expand its capabilities, most notably with orbital strike in conjunction with the Space Force, but also with bomber variants of the Apollo and other systems to improve Air Force effectiveness against hard targets.

ZOCOM
The Zone Operations Command, even with the allocation of additional resources, is feeling increasingly stretched thin. With Red Zone operations across the planet, alongside major protection details such as Mecca, Chicago, and others, the expanding requirements are a significant problem. The Command, due to its equipment for fighting effectively in the most hostile regions of the planet, are also used for dozens of high value protection positions where smaller units in Zone Armor can provide many times their number in effective force. However, with the Initiative ever more invested into the Red Zones, that situation cannot be allowed to continue. Zone Armor for the Initiative Ground Forces has become a significant priority for the Zone Operations Command.
At the same time, Headquarters for the command has shifted from New York to Duqm, a significant shift due to the increasing importance of the Jeddah planned city's Tiberium Processing plant, and the number of operations planned for the region.

Military Priorities
  • Ground Forces
For the Ground Forces, the highest priority must be the prompt delivery of zone armor as soon as possible. The second is a prompt solution to the problems with the supply of shells and artillery accuracy. While current supplies can fight the low intensity war that characterizes everyday activities, they cannot meet the needs of large scale and longer term engagements. Third is consumables. While current consumables supplies are enough for smaller scale operations, general operations exhaust supplies quickly.
Currently, the provision of vehicles is generally sufficient. However, many of the existing designs lack the space or other requirements for enhancing capabilities and will require replacements during the coming years.
  • Steel Talons
The Steel Talons see current priorities as having shifted away from Ground Forces and general vehicle development. While they see the development of the Havoc as the most potentially revolutionary system currently available, they are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations.
  • Air Force
With the missile problem well on its way to being resolved (although more missiles would certainly not go amiss) the Air Force has reassesed its priorities. The most important job is the A-16 Orcas, but the Wingman drones are not far behind. Beyond that, technical development of various projects including plasma warheads and airborne lasers among other things are high priorities themselves.
  • Navy
GDI's naval forces have returned to a point where convoys can expect routine escort, and even attempted blockades can be forced, although not without sacrificing other routes. The navy sees the escort carriers (especially with navalized A-16s) as the next major important area to invest in, alongside finishing up existing projects such as the long awaited final hydrofoil yard. Additionally, Point Defense Refits need to be completed before the Navy can possibly engage in large scale offensive operations.
  • Space Force
The Space Force strongly desires the OSRCT concept to move as soon as possible from the drawing board to reality. Additionally, the development of new technologies is an increasingly high priority, as systems to defeat the Ion Cannon network are only likely to proliferate.

Brotherhood of Nod
This quarter, technological proliferation has seemed to be the order of the day. In areas like the Chinese front, where technological progression has been significantly behind the others, laser rifles, and Centurion battle mechs have begun appearing alongside Barghests. Gideon's Shield of Faith has been cropping up as far afield as Australia and the Russian steppe, providing mobile protection for Nod forces to protect them from incoming fire, although it is less than effective against indirect artillery. Similarly, the guided artillery systems developed by Krukov and Stahl have been discovered across Africa, with some warlords fielding both systems, to some apparent confusion.
In terms of advancing technology, the systems have been fairly limited. New variants of the existing Stahl pattern of laser rifle have begun cropping up with various forms of targeting screens, a professionalization of earlier communication device field expedients. While those had severe trouble in most cases holding a zero, and were notably fragile in use, they did provide increased effectiveness across range, allowing the forces using them to engage at longer ranges and make use of the precision of infantry laser weapons. The standard model uses a fold out screen, either in a vertical or horizontal configuration, with a camera located in a bulge over the barrel. While the screen itself is fragile and prone to damage, the same holds true for many of the laser's other systems. Additionally, a new Nod submarine class, looking to be between five and seven thousand tons has been spotted operating around the South Pacific. Likely this is the work of Bintang, and it is almost certainly something that other Brotherhood operatives can and will use.

Welfare
With the need to supply basic goods decreasing rapidly, the resources allocated to the Welfare department are being increasingly reallocated to the health sector. One of the few departments that can operate on the same scale as the Treasury, funding for health services is likely to substantially improve services across the Initiative, especially for second and third line medical procedures. Gender affirmation clinics for example have been reopening, and with the supplies of hormones and antiandrogens coming from the pharmaceutical plants, the amount of aid provided has been increasing significantly. Beyond that, an array of other procedures and forms of care are becoming easier to schedule.

[ ] Rail Network Construction Campaigns (Phase 1)
With restoration of the rail network complete, a new round of construction can begin linking tracks and improving throughput by laying more direct lines between the often shifting nodes of the global logistics networks that supply the Initiative. The first phase of this is focused on the military lines, laying more direct routes from Blue Zone factories and ports, to the yellow zone towns and cities where most of the supplies are used.
(Progress 265/250: 15 Resources per die) (+4 Logistics)

For military logistics, the environment before the Third Tiberium War placed many of the logistical rail lines directly to major military bases. Locations like Quantico were the key logistical stockpiles, feeding large sections of the front line from the Appalachians to the North Carolina Piedmont and the coast. Many of these bases are now out of position to best support the areas of hottest fighting, and beyond that, some have still not been reclaimed, as GDI's holdings have shifted around. For example, there is now a corridor south of the Great Lakes, a Yellow Zone holding of GDI's connecting the planned city of Chicago, and through it one of the new rail links.
The first phase of the railway campaign has been primarily providing direct links between port cities and the battle fronts. Much of the work has been done by all in one land train tracklayers, using a heavily stripped down version of the MARV base. In the front is the leveller, a large trench digging tool that carves through the land. Behind it is the filler, which provides a maximally flat path for the rail line. In a separate vehicle, there is the tracklayer, which is similar in two parts, dropping a series of concrete ties, and then laying and nailing down the track. Both are extremely slow, making about 750 meters an hour. However, that is still an impressive pace of laying down track across ground that had not been previously prepared. Working in shifts, these vehicles can be operated 24 hours a day, 7 days a week, and have been for the past three months.
Even more important has been substantial investment in cargo handling facilities. One of the bigger bottlenecks in the entire system is the port handling facilities to move cargo containers from ships to trains and trucks. While port handling facilities are still limited, their ability to move materials onto trains have been expanded, with more cranes and vehicles being assigned to ports around the world.

[ ] Continuous Cycle Fusion Plants (Phase 1)
First wave continuous cycle fusion plants are still somewhat under development. However, they are ready enough for mass roll out, with only a few kinks in the connection systems remaining before they can be linked to the grid as a whole.
(Progress 372/350: 20 Resources per Die) (+16 Energy) (High Priority)

The fusion plants came online early in the first quarter of Seo's administration, and are a significant step forward. While not yet a military technology, fusion reactors like these have two clear design legacies that they are likely to leave. First is increasing miniaturization. The Navy has already begun noting their interest in attempting to build a fusion reactor that can fit on at least its fleet of Mountain class battleships, and Atlantis class aircraft carriers, if not the Governor class of cruisers or smaller. The higher energy density, and greater safety margins would allow significant resources towards greater allocations of energy weapons, sensors, and drive systems. Beyond that, the other branches want smaller reactors for more prosaic needs. Any of the current CCF plants are simply too large for all but the most permanent military bases, and for those, they are too centralized, and not resistant enough to strike operations. A smaller fusion reactor would provide for substantial benefits to a wide range of military operations elsewhere. The second legacy is more civil, and is primarily about making the systems cheaper. The current iteration is intentionally overbuilt and overengineered, with a more than paranoid set of safety features. Stripping down towards something a bit more reasonable will reduce the overall cost of the plants noticeably, especially when combined with greater standardization of parts, and future generations are likely to also be somewhat more reliable, and have greater availability, further reducing the costs of supplying energy to the many problems that the Initiative faces.


[ ] Pharmaceutical Synthesis Centers
A variety of high-end medications, ranging from insulin, chemotherapy, psychopharmaca, vaccines, antiviral and antibiotic substances are difficult to produce in sufficient quantities without the right equipment. Building additional synthesising centres will bolster the supply of critical medications and help with the increased demand by the growing population under GDIs umbrella.
(Progress 324/250: 15 resources per die) (+4 Health, -2 Energy)

The synthesis centers, after a long and deeply troubled construction cycle, are finally fully equipped, and have begun shipping medicines across GDI. The results are already being noticed, with supplies increasing overall health resources, and more importantly pushing relatively less critical cases from inpatient to outpatient care and increasing GDI's ability to treat chronic conditions long before they become critical. This is especially useful when it comes to dealing with the incoming stream of Yellow Zone refugees, as many of their conditions under normal circumstances do not need actual doctors or nurses, simply a steady supply of antibiotics, antifungals, antiparasitics, and antivirals. With those becoming increasingly available, the strain on the medical system is being substantially reduced.

[ ] Red Zone Tiberium Harvesting (Stage 8)
With the area around the Jeddah planned city increasingly secure, there are numerous opportunities for operations across Egypt and the Levant more broadly. Aggressive harvesting efforts will provide opportunities for a number of glacier mines that will not have the same severe impacts on the Initiative's logistical network.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

With the middle east increasingly stabilized and secure, the port of Safga was selected for deep penetration operations into the Egyptian Red Zone. This is the first of four targets, with others aimed at the Sinai, the former areas of Jordan and Israel, and finally Eritrea. These will likely consume the vast majority of the processing facilities located in Jeddah, and be a major security risk, requiring massive forces to ensure that Kane or some warlord is unable to deny GDI those desperately needed resources. Beyond that, plans are somewhat fuzzy, with proposals ranging from the Congo River, to beginning operations across the Australian Outback as part of attempting to turn the area into a secure GDI territory. In any case, these are increasingly distant plans, rather than immediate goals.
With the port itself, the operation went smoothly. Led by a combined airborne and amphibious force with its logistical back end operating out of the fortress city of Yanbu, they met with no resistance, and few signs of Nod operations more recent than 2049. The ruins of the port had been almost entirely overtaken by Tiberium, and the only noise was the whistling of the wind over and through crystal formations and the thud and crunch of power armored feet. Having established an interior perimeter, they did not have to reach particularly far to encounter their first glaciers, with the first outcroppings being only some forty kilometers inland, a far stretch from the one hundred and forty required to reach the rich glaciers of the Nile.

Stage 9
(Progress 131/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

Further north, in the Sinai, the first landings were made near where the former Suez Canal zone once laid. Here, while the landing was not immediately opposed, significant skirmishes occurred between local Brotherhood harvesting operations and the GDI forces pushing north. Few appeared to be from warlords in the Arabian peninsula, rather being, primarily, further away, taking advantage of the rich tiberium harvests across the region to supply bases that InOps believes to be across the fertile crescent and potentially as far away as Iran. While none of the Indian biomechanical monsters were discovered, they did seem to be notably good at surface to air and air to air combat, with the loss of multiple Apollo fighters to Barghests and air to air configured Venoms, alongside camouflaged surface to air missile sites. The conflict did not however stop GDI from reaching the glacier sites within the quarter, and preparations are already underway to begin glacier mining activities.

[ ] 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 180/180: 30 resources per die) (-5 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available) (50 resources)

The North Italian Glacier Mine has finally begun operations. While long delayed, the mines that so many GDI soldiers fought and died for have been completed, with the Treasury surging resources to the sector in an attempt to continue the work that was abandoned in the last year of the last plan. The Zone Operations command has stationed a batallion on the site, one company forward, one in the rear area, and a third running rolling patrols across the mountains between the harvesting area and the rear line logistical and supply camp.
These are typical deployments, leading to a command that is rapidly nearing the end of its rope, especially because it takes years to train an effective soldier for the command. They are the best available, and then require substantial training in the repair and upkeep of their power armor and an array of other advanced and often specialist weapons and devices. Only then, once they can keep the armor in the field, can they actually begin combat training. And combat training for the Command is unlike any other. Not only moving on the bounce, using jetpacks, and learning to use targeting systems built into the armor, there is also quite a bit of targeting knowledge required. While a standard railgun can penetrate a buggy from any angle at all but the most extreme ranges,. tThe same is not true of, for example, a Scorpion tank, which can only be penetrated from a bare handful of weak points across the frontal aspect, or the Avatar and Purifier platforms which require precision fire from all angles in order to penetrate.

(Stage 9)
(Progress 198/180: 30 resources per die) (-2 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available) (60 resources)

Near the former Egyptian town of Safaga, GDI has established a foothold in the Red Zone, and a short railroad headed towards the Nile, which by this point has become little more than a curving snake of blue tiberium glaciers. The mines are notably productive, with a constant stream of barges crossing the red sea, making an eight hundred kilometer trek to the processing center at Jeddah. While there are certainly closer Red Zones, such as the Ereitrian part of R-2, they are much worse terrain, and would require significant effort to build up the handling facilities to supply the ships.
Across the region, the general peace is holding up, and ensuring that the Initiative does not need to provide significant naval support. With GDI SOSUS lines across the Bab al-Mandab and the Gulf of Aden, only a pair of cruisers are required to ensure that all operations in the Red Sea are effectively protected. In time they are likely to be replaced with even lighter vessels, once they become available. ASROC batteries already line the northern shore, ready to rain destruction on any Nod submarine unfortunate enough to be detected. While these rocket batteries do not have nearly the range to cover more than 2/3rds of the narrowest point, they do provide an ever present threat of Initiative fire. At the same time, curtains of CAPTOR mines float on the surface, providing fields of general protection against any submarine trying to sneak through. While imprecise and vulnerable, they are an effective increase in difficulty for Nod operations in the region.

[ ] Medina Planned City
With the projects to restore Mecca and Jeddah completed, and with them the original spectrum of the Initiative's work in the region, there is one area that still needs attention, the holy city of Medina.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 641/640: 20 resources per die) (-2 Labor, -1 Logistics) (+10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)

For decades since the Second War, Al-Munawwarah, the Enlightened City, had lain mostly fallow and abandoned. Mostly. Then, the call of the Muezzin– herald of the five daily prayers– can only be heard from one place- broadcasted as they are through the empty city with a series of megaphones. There, in the dusty halls of Nabawi Mosque that once hosted a million of the faithful, the sole caretaker who took on the duties of relaying the prayer times was a single Forgotten, Ahmad Khashoggi. For nearly two decades, he kept his vigil, oftentimes being the sole person to pray within the mosque. For nearly two decades, the only visitors would be fellow Forgotten dropping supplies and doing rudimentary repairs.

No longer. 'As-Shalatu Khairun Minan-Naum'. For before the break of dawn, the few hundreds technicians and volunteers now would hear the aged muezzin's Adzan call, and flock to the now-refurbished Nabawi Mosque. No ceremony truly occured, save for that now, the imams of the three still disparate factions would rotate Friday sermons here too. The mood that spreads through the entirety of the Muslim faithful, however, cannot be gainsaid. Not just here within the Arabian Peninsula, but all across the world, there's an air that finally, a major wrong has been righted. Nothing could change that.

In the public celebrations, a number of gifts "for the people of the four cities" and other such public displays were made by representatives of both the Initiative and the Brotherhood. While the cities themselves were a clear note of GDI's power and ability, the Brotherhood warlords had to play catch up, pledging units, supplies, and guards along trade routes across the region, and other grand gifts of state. However, more privately, the warlords sent over a small token of their own genuine appreciation, samples, technical specifications, and datasheets for the production of Brotherhood lightweight armor composites.
A combination of thin layers of foamed aluminium with woven sheets of iron fiber it offers astounding single impact resistance for its weight, but degrades rapidly when struck repeatedly even by lesser blows. These sheets also tend to collapse in on themselves in greater than 30-45mm thicknesses. While it is possible to layer this material much thicker than Nod generally uses it, or to hang multiple thinner panels behind each other on the same framework, after action reports and battle damage assessments of previous engagements of Nod units equipped with composites in this manner indicate relatively poor performance over more traditional armour systems. Its uses in GDI service are somewhat limited, but still present. Ranging from aircraft to power armor and light vehicles, it is a somewhat marginal upgrade, usually a few grams of weight reduction, or a few extra cubic centimeters of armor coverage, however it does have a pair of advantages. First it is noticeably cheaper than existing GDI designs for the thicknesses of armor that would be relevant. Second, it is easier to fabricate in the field. While the polycrystalline ferrous fiber weave is somewhat difficult, the foamed metals are much easier, and both are easier than the standard GDI laminated composite arrangements.

Parties continued through the night, especially in the specialist construction crews that began to break up in the coming days and weeks following the event, many of them going back to their old units. The handful of work units that are going to be permanently attached to the projects are facing cuts themselves, but to a significantly lesser degree.

More broadly, while the region cannot by any means be considered pacified, and will all but certainly explode into violence upon the return of Kane, it should not participate in anything less than their messiah returning to lead them once more. While it will still need to be substantially garrisoned, the region is likely to become a rest and refit center, a place where broken units can be safely stored awaiting reinforcements, supplies, and leadership before being thrown once more into the fray, at least for now.
In that potential war, GDI has enough supplies and strongpoints in the region to win nearly any conflict barring absolute worst case scenarios. While the broken peace will likely torpedo the work of the Caravanserai and generally collapse the concord that has been brokered so expensively, it will leave significant parts of the region in GDI hands, offering leverage in any potential winning of the peace.

[ ] 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, including the expansion of voting access.
(Progress 140/135: 15 resources per die) (+2 Logistics) (5 Political Support) (Fusion)

With the increased demand for communications bandwidth and connectivity within and between Blue Zones and GDI mobile assets, the Initiative has chosen to further expand its satellite communications network. Anchored by the set of space stations still under construction and expansion in high orbit, multiple new constellations of broadcast and communication satellites have been seeded in the skies above and below the orbits claimed by the Tiberium stabilizer arrays, reinforcing the invisible web of communications that link every GDI asset on and around planet Earth. Further satellites have been laid to support GDI scientific and industrial operations in cislunar space, with further plans to expand the networks towards Mars and the asteroid belts in support of planned GDI industrial operations. Many of the orbits have been simplified and rationalized at the same time, as the removal of much of the mass of debris orbiting the planet is nearing completion.

[ ] Zone Emergency Medical Evacuation Vehicle Deployment
ZOCOM believes it needs two facilities, on nearly opposite sides of the world, to serve its general needs, and to supply the Forgotten. While even combined they won't be quite enough to serve all of the Command's medical evacuation needs, they will be enough to make a significant dent in them.
-[ ] Portland (Progress 81/80: 10 resources per die) (-1 Labor, -1 Energy) (Must be completed before End of 2058)

The Portland Maine facility has taken the entire quarter. A mix of reallocated factory space and a number of prefabricated segments, the most difficult part is actually the fan assembly. All GDI hovercraft are buoyed on a cushion of air, drawing in air from the top and pushing it down through a number of vectored jets, not particularly dissimilar from the Harrier VTOLs of the late 20th century, but trapping the air below a very thin lightweight skirt. With rubber skirts having a tendency to trap small fragments of Tiberium in the skirt as it passes over any kind of fractured terrain, or rip on rough crystals, they have been a generally deprecated technology, replaced by ultralight alloy. Most of the other pieces are simple enough, but the fans are a difficult piece of technology, especially when working in a factory complex mothballed during the reconstruction after the Third Tiberium War.
While so far only a few of the ambulances have made it to the front, they have gotten good reviews, and are desperately wanted. Each ambulance, even the handful issued, has a small but noticeable tally of lives saved and soldiers returning to duty rather than being discharged for disability.
The units being shipped out come in three main varieties. The first is the full panel system. Emblazoned with local medical symbols (typically crosses or crescents, sometimes both) these are deployed to some of the safest regions, places like the Middle East or South America, where being recognized as a medical transport may not save the vehicle, but generally does save the passengers. The second variant is a plain blank one, used in places like North America, where medical symbolism offers no special protection against an attack. Finally there is a disguised option, built to look as much like another Zone Operations vehicle in order to avoid attack in places like Europe or Africa, where even looking like a medical vehicle invites attack.
"Got the first of the new ambulances today, much to my surprise. Weird things-the paramedics can seal themselves in a little chamber and use remote-operated waldos on a patient with tiberium contamination. Got some wicked-powerful sonic tools too, laser cutters to open a stuck suit, the works. And enough space in the back for two Zone Suited patients. The only problem is that, well, they might be hovercraft, but they're not the fastest things on jets. Let's hope the big medic symbols keep NOD off their backs-they'll be treating our prisoners as well after all."
- Dr. James Garett

-[ ] Sydney (Progress 49/80: 10 resources per die) (-1 Labor, -1 Energy) (Must be completed before End of 2058)

Unlike Portland, Sydney was much more badly damaged by the war, and instead of having a conveniently mothballed factory complex to work with, work had to begin from scratch in a cleared field. With foundations laid, and much of the framework completed, some of the machines have not yet been delivered and there are many conveyor belts still needing to be laid before production can begin in full. Already small stockpiles are being laid in to speed production once the last elements are laid in and brought online.

[ ] 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)
- [ ] Rosyth (Progress 188/185: 20 resources per die) (-1 Capital Goods, -2 Energy, -1 Labor)

The yard at Rosyth finalized its construction this quarter, as the subordinates finally managed to get their act together and operate in conjunction. Five keels have already been laid down and resources have been allocated to begin building up from there. With missile and ammunition loads already allocated for the ships, it is only a matter of time before GDI can secure critical sea lanes. Every day, the hulls of the ships rise towards the waterline, and new critical systems are installed. Workers and construction drones swarm over the hulls like swarming insects, ensuring that each piece is up to specification and ready for action.
With a full ninety ships on order, with the final units of the class expected across the plan, the navy is looking beyond, to what could be described as a Governor A retrofit. With the radical advancements in capabilities and potential capabilities, a substantially more capable, better armed and better protected ship is likely possible, and the Navy is quite interested in exploring that capability. However, this is likely to only come some time in the future, especially due to other critical needs. In terms of increasing production, while the ninety ships on order is unlikely to be quite enough to ensure general protection alongside all other taskings, the Navy believes that other classes are likely to be needed more than simply another thirty to sixty additional cruiser hulls, especially with the rapid pace of technology under the Granger administration.
In broader terms, GDI's naval position remains precarious, with too few hulls to cover vast swathes of ocean, and relying on nuclear reactors to sustain thirty and forty knot sprints between port cities.
Politically, the early investment in military readiness has put Seo in good standing with the military and with the militarist parties. While many see it as continuing his predecessor's work, it is at least better than the first years of both previous plans. While it has not earned him favors to be called in, it has earned the notice of the military establishment.

"Out of retirement today-back to work at Rosyth with some of the other chaps from the Royal Navy days. The yard boss himself came down to my home, hat in hand and begged me to come back with some of the other old-timers to help build these new cruisers. Not the same as a Traflagar class submarine, but with some of the trouble they've been having, I guess it's up to us grey-hairs to show these youngsters how it's done. I hear these new reactors are damn near idiot proof, but it seems they've got a new class of idiot."


[ ] Recruitment Drives
Four years after the last round of major recruitment efforts, a new wave of personnel is available and ready to be recruited for the Treasury's needs. (100/120/140/160/180/200)

While significant effort was expended in the search for candidates, some proved to be quite close at hand, and would only require promotions for their full potential to be achieved. Of these, four can be selected of the eight options.

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

[ ] Sarang Mikoyan
One of the key competitors to your position, Sarang has not given up her ambitions for higher office. By selecting her as Vice Secretary for the Treasury, her expertise can be put to good use. However, this will require long term commitments to her, specifically offering her the Secretary's seat in at most twelve years.
As Secretary
  • Strong Space Qualifications
  • Talented Administrator
  • Lucky (Critical Positives on 99 and 100)
  • Politically Flexible
As Vice Secretary
  • Lucky (Critical Positives on 99 and 100)

[ ] Michael O'Brian
One of the key figures in the development of the fusion systems currently in use across the Initiative, Michael O'Brian appears to be a strong figure to bring on board for broader development of spaceship classes.
  • +1 Orbital Die
  • +2 to Orbital

[ ] Enhanced Security Services
With the threat of assassination more present than ever, hiring former commandos, and veterans will provide the security forces for the Treasury a significant boost, one that will likely help to save lives. While it may seem paranoid to go to such efforts, it is not without precedent.
(+5 to defense rolls for assassinations) (-10 Political Support)

[ ] Logistical Efficiency Initiatives
While GDI's logistical systems are already heavily rationalized, there are further steps possible. Primarily these mean significant pushes to reduce the distances that many goods travel, and streamlining the paperwork for transit even further.
(reduces progress needed for Logistics projects by 5 percent)

[] Arya Gulati
The daughter of Indian refugees who made it into then-GDI controlled Nepal after the First Tiberian War, Arya is a well regarded civil engineer who has made a name for herself for saving failing projects and for clashing with the politicians and bureaucrats sponsoring them, some of whom are quite influential. Putting her firm of largely Himalayan residents on retainer as Treasury consultants will produce significant results in short order, but will come with significant contractual obligations. (Political Enemies: -5 PS) (Very Skilled: +10 to Infrastructure Dice) (Must complete 4 phases of Karachi Planned City by end of plan)

[ ] Brigadier General Tali Jackson
The hero of the battle of Cheyenne Mountain, Jackson will be somewhat difficult to poach from the Steel Talons. However, if it means giving them funding, she would be happy to move into the Treasury to direct military development operations.
(+2 Military Dice)
(Must complete all Steel Talons Development projects by end of plan, and deploy/build at least one factory for each one)

[ ] Hideo Daishi
The son of Hideo Ozawa, Daishi is a notably competent civil engineer, with a speciality in power plants. While somewhat of a gaffe machine himself, he has had some people targeting him in retaliation for his father's political positions, making him somewhat politically radioactive.
(30 point discount on power plants) (-1d4 Political Support per year)

** Vote for whichever four you want most, top four wins.**
** Two hour moratorium for discussion **
 
Last edited:
Q2 2058
Q2 2058

New Mechanic: Drives
Drives are a mechanic that certain characters get because they have something that they care deeply about. These can take the form of additional mandates, rules that you have to include some number of a particular category of project, or similar. In Seo's case, he is very interested in science, and so has a SCIENCE Meter to go along with that. Now, not everything marked Development counts, just the ones that are more radical. As for how you figure out, try it and find out.

Settled in: +1 to all areas (maximum of +8)

Resources:‌ ‌510 ‌+‌ 5 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+5 from Taxes)

Political‌ ‌Support:‌ ‌70
SCIENCE Meter: 3/4
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌12(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium Spread
17.36 Blue Zone
4.00 Green Zone
22.26 Yellow Zone (88 points of abatement)
56.38 Red Zone (65 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Limited ‌Surplus‌ ‌(+4)‌ ‌ (36 population in low quality housing) (2 points of refugees)
Energy:‌ Major ‌Surpluses‌ ‌(+15)‌ ‌(+2 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+4)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+9)‌ (4 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Gargantuan ‌Surplus‌es ‌(+9)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+25)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+24)‌ (+2 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1450/1720)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌10;‌ ‌20;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(161;‌ ‌122;‌ ‌30;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌150;‌ ‌20;‌ ‌14)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌48; ‌130)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(65;‌ ‌8;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(85; 70;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(34;‌ ‌16;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(360;‌ ‌210;‌ ‌70;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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

Plan Goals
Capital Goods: 50 Points
Consumer Goods: 115 (40) Points
Food: 20 points in reserve
Income: 550 Points
Stations: 4000 Points
Abatement: 32 Points
Processing: 1080 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Shimmer Shield Development
Orbital Defense Laser Development
Tube Artillery Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete the Hydrofoil Project
Complete the Point Defense Refits
Complete at least three more phases of Shell Plants
Complete at least two more phase of Ablative Armor
Complete at least two more phases of URLS production
Complete at least two phases of Wadamalaw Kudzu Plantations
Complete at least three more phases of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Lunar Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon
Develop and Deploy Havoc



Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 3)
With revisions to reduce to simply the most viable sites, focused on completing a handful of plants still in progress, and expansions on existing plants to provide added redundancies. With fusion energy increasingly viable, many of the more minor sites lack enough output to be worth the maintenance.
(progress 154/300: 10 resources per die) (+4 Energy)

[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies 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 409/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)

[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.
(Progress 25/200: 20 resources Per die) (+4 Housing) (Supports Yellow Zone Intensification)
(Progress 0/250: 20 resources per die) (+4 Housing)
(Progress 0/300: 20 resources per die (+4 Housing)

[ ] Rail Network Construction Campaigns (Phase 2) (updated)
With prime military lines completed, the next key step towards a more comprehensive network is refitting and expanding the primary lines between Blue Zone cities, and beginning to do the same in the Green Zones, laying out high speed passenger and cargo networks across GDI territory to both ease logistics and evacuations in case of war.
(Progress 15/275: 15 resources per die) (+4 Logistics)
(Progress 0/300: 15 resources per die) (+4 Logistics)

[ ]Blue Zone Apartment Complexes (Phase 1)
With GDI struggling against the massed wave of incoming refugees, high efficiency, and high quality housing is still an ongoing demand. Apartment complexes, while not quite what the people actually want, are a far cheaper option than the arcologies, and are quite high quality.
(Progress 0/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)

[ ] 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 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleets of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, able to reach anywhere in the world in a matter of hours at most, GDI can tighten the bonds between blue zones, and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (+3 Logistics)
(Progress 0/250: 25 resources per die) (+5 Logistics)
(Progress 0/200: 25 resources per die) (+8 Logistics)

[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/700: 20 Resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1400: 20 resources per die) (+5 Housing, -4 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 0/75: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/150: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/300: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/600: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/1200: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor)

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) (-1 Labor, +16 Energy)

[ ] Continuous Cycle Fusion Plants (Phase 2) (updated)
With the plant design standardized and more fully tested, it is time to begin rolling out the designs in mass. While still somewhat more resource intensive than traditional fission plants, they are much faster to build.
(Progress 0/300: 20 resources per Die) (+16 Energy) (+5 Political Support)
(Progress 0/300: 20 resources per Die) (+16 Energy)
(Progress 0/300: 20 resources per Die) (+16 Energy)

[ ] North Boston Chip Fabricator (Phase 5)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases, where inferior performance in one aspect is made up for my superior performance in others.
(Progress 36/2400: 15 resources per die) (+32 Capital Goods, +16 Consumer Goods, -2 Labor, -8 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 be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 15 resources per die) (-1 Labor)
(Progress 0/250: 15 resources per die) (+2 Capital Goods, +2 Consumer Goods, -1 Labor)
(Progress 0/500: 15 resources per die) (+ 6 Capital Goods, +6 Consumer Goods, -2 Labor, -4 Energy)
(Progress 0/1000: 15 resources per die) (+12 Consumer Goods, +12 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/2000: 15 resources per die) (+24 Consumer Goods, +24 Capital Goods, -2 Labor, -4 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) (-1 Labor)
(Progress 0/320: 20 resources per die) (+4 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/640: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/1280: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/2560: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 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) (+8 Capital Goods, -4 Labor, -8 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) (+9 Logistics, -1 Capital Goods, -4 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 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)
(Progress 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)

[ ] Chemical Fertilizer Plants (Phase 2)
With the initial phase of fertilizers completed, and many of the lowest hanging fruits plucked, the next phase is to begin supplying more specialized nutrients and existing ones in greater bulk. While this will be somewhat more expensive for the rewards, it is still worthwhile.
(Progress 94/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)

[ ] Johannesburg Myomer Macrospinner (Phase 4)
The expansion of the macrospinner project has reached a point where it is not only providing support locally, but has begun to support all aspects of the Initiative's military and industrial complexes. Providing yet more of the wonder material will improve efficiencies further and increase supplies going to critical war industries.
(Progress 69/720: 20 resources per die) (+4 Capital Goods, +2 Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1440: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects) (+5 Political Support)

[ ] Reykjavik Myomer Macrospinner
With the Johannesburg plant proving the point, Reykjavik will be a good site to expand production and increase output, providing for mass production of the material, and hardening the supply in case of sabotage or destruction of the Johannesburg plant.
(Progress 1/160: 20 resources per die) (+1 Capital Goods)
(Progress 0/320: 20 resources per die) (+2 Capital Goods, +1 Energy)
(Progress 0/640: 20 resources per die) (+4 Capital Goods +2 Energy)
(Progress 0/1280: 20 resources per die) (+8 Capital Goods, +4 Energy)

[ ] Bergen Superconductor Foundry
With the proof of concept for larger scale superconductors well and truly proven, a large scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
(Progress 0/95: 30 resources per die) (+1 Energy)
(Progress 0/190: 30 resources per die) (+1 Capital Goods, +2 Energy)
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
(Progress 0/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics)(+5 Political Support)
(Progress 0/1520: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)


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 the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (+2 Labor, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+4 Labor, -1 Energy, -1 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) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)

[ ] Yellow Zone Aquaponics Bays (Phase 5)
With the constant influx of refugees making providing enough staples difficult, the harder to handle high value goods are a clear next target in reducing the load on Initiative road systems, and will make many of these goods far more accessible in the regions where the Initiative is settling many of the refugees.
(Progress 22/200: 10 resources per die) (+4 Food, +4 Consumer Goods, -8 Water)
(Progress 0/200: 10 resources per die) (+4 Food, +4 Consumer Goods, -8 Water)
(Progress 0/250: 10 resources per die) (+8 Food, +2 Consumer Goods, -8 Water)
(Continues)

[ ] Yellow Zone Purification Facilities (Phase 2)
With significant surpluses of water in the yellow zones, further development will primarily serve to future proof the supplies and begin providing for substantial agricultural or industrial use in the Yellow Zones.
(Progress 12/160: 10 resources per die) (+8 Water, -1 Energy)
(Progress 0/200: 10 resources per die) (+8 Water, -2 Energy)
(Progress 0/250: 10 resources per die) (+4 Water, -2 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) (+4 Food, +4 Consumer goods, -2 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) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)

[ ] Spider Cotton Plantations (Phase 1)
With spider cotton finally having reached a state where it can be used en masse, the only remaining task is to begin building large scale plantations where it can be grown in bulk. While some applications require only small amounts of the silk to produce useful amounts of goods, these fields are few and far between.
(Progress 0/170: 15 resources per die) (+1 Capital Goods)
(Progress 0/180: 15 resources per die) (+1 Capital Goods)
(Progress 0/190: 15 resources per die) (+1 Capital Goods)
(Progress 0/200: 15 resources per die) (+1 Capital Goods)
(Progress 0/210: 15 resources per die) (+1 Capital Goods)

[ ] 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)

[ ] Freeze Dried Food Plants (New)
Freeze Drying effectively turns most food into permanent, shelf stable systems. While building additional plants to process food in this way will be expensive, it should significantly reduce waste, and increase the lifespan of the stockpiles noticeably.
(Progress 0/200: 20 resources per die) (+4 Food, increases efficiency of stockpile actions, -1 Energy)

[ ] Strategic Food Stockpile Construction (Phase 1) (New)
Beginning to lay in a set of additional stockpiles, these can be cached in strategic positions to feed the Initiative's population in case of a shortage. Many of these will be forward positions, in the Green Zones so that those populations will not have to be evacuated in the case of distribution shortfalls.
(Progress 0/150: 10 resources per die) (+2 Food in Reserve, -4 Food)

[ ] Extra Large Food Stockpiles (New)
Laying in all that is possible in the currently existing storage space will be a significant undertaking, requiring a large surplus beyond what is being consumed. While not the most efficient of options, it is the cheapest of the lot, requiring no real additional construction
(+8 Food in reserve, -16 Food)

Tiberium (6 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) (-1 Capital Goods)

[ ] Yellow Zone Tiberium Harvesting (Phase 6)
Driving further into Brotherhood territory is likely to put the Brotherhood on the back foot finally. With the ever increasing red zones, and the completion of this phase, the Initiative will finally control more of the earth's surface than the Brotherhood of Nod.
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(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 10) (Updated)
Further offensives against Tiberium in the Levant will continue feeding resources into the Jeddah refinery complex, and will continue increasing GDI presence across the region. While putting so many resources into a single area is risky, it is also the best way to continue exploiting glaciers that do not require shipments of Tiberium to cross the world.
(Progress 1/130: 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 10) (Updated)
The Sinai peninsula holds a number of glaciers in it, and while not the most secure of areas, is worth exploiting for materials. With this, the Red Sea will become one of the more travelled parts of the sea lanes, due to the simple number of barges required to ship Tiberium out to Jeddah and finished goods beyond.
(Progress 18/180: 30 resources per die) (-2 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) (-4 Energy, -2 Logistics)

[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)

-[ ] Blue Zone 1 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 19 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Red Zone 6 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support)

[ ] 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)

[ ] 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)

[ ] Railgun Harvester Development
GDI's harvesters of any model have typically been armed in the years since the Second Tiberium War. The Rapid Fire Railguns of the Steel Talons can be put to good use increasing the firepower that one of these units can deploy, allowing it to better fend off Brotherhood raids while not compromising its primary harvesting mission.
(Progress 0/40: 10 resources per die)

[ ] Enhanced Harvest Tiberium Spikes
Developing a model of Tiberium Spike that not only harvests tiberium, but marginally speeds its growth is a quite radical idea. Based on GDI's work with the Tiberium Inhibitor, and experience with the Scrin's Growth Accelerators. However, it would also substantially increase the throughput, but at the risk of spreading Tiberium more quickly.
(Progress 0/180: 20 resources per die) (-10 Political Support per die)

Orbital (4 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. (Station)
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support) (Fusion)
(Progress 0/1430: 30 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed 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 long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/85: 30 resources per die) (Fusion) (5 Political Support)
(Progress 0/170: 30 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (10 Political Support)

[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material. (Station)
(Progress 0/770: 30 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1540: 30 resources per die) (+2 Capital Goods, +2 Consumer Goods) (2 available Bays) (10 Political Support)

[ ] 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. (Station)
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/340: 30 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/680: 30 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1360: 30 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)

[ ] Expand Orbital Communications Network (Phase 4) (Updated)
With ever more communications capacity coming online, more rounds of orbital communications provides for a stronger backbone, and greater redundancy in the face of potential attacks on GDI's orbitals. However, they are beginning to reach a point of saturation, and the limits of current technology though there are still more seats of parliament able to be added.
(Progress 5/135: 15 resources per die) (+2 Logistics) (5 Political Support) (Fusion)
(Progress 0/135: 15 resources per die) (+2 Logistics) (10 Political Support) (Fusion)

[ ] Orbital Cleanup (Stage 8) (updated)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 13/90: 15 resources per die) (20-25 resources) (Fusion)
(Progress 0/90: 15 resources per die) (15-20 resources) (unlocks Low Orbit Support Satellites)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/90: 15 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)

(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)


[ ] 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 16/70: 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 0/190: 15 resources per die)

Lunar Operations

[ ] Lunar Rare Metals Harvesting (Phase 1)
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 0/170: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/155: 30 resources per die) (+5 Resources per Turn) (Fusion)

[ ] Lunar Regolith Harvesting (Phase 2)
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 50/340: 30 resources per die) (+2 Light Metals) (Fusion)

[ ] Lunar Heavy Metals Mines (Phase 1)
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/395: 30 resources per die) (+20 Resources per turn) (Fusion)
(Progress 0/385: 30 resources per die) (+2 Heavy Metals) (Fusion)
(Progress 0/375: 30 resources per die) (+2 Heavy Metals) (Fusion)
(Progress 0/365: 30 resources per die) (+2 Heavy Metals) (Fusion)
(Progress 0/355: 30 resources per die) (+2 Heavy Metals) (Fusion)
(Progress 0/345: 30 resources per die) (+2 Heavy Metals) (Fusion)


[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(+2 Lunar Water)

[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.

Services (4 dice)

[ ] Automatic Medical Assistants
GDI's medical system is extensive, however it is also significantly overworked. By supplying a number of automated assistants to conduct routine procedures the valuable manpower can be concentrated working on more important and skill based fields.
(Progress 0/300: 20 resources per die) (+2 Health, +4 Labor, -4 Capital Goods, -2 Energy)

[ ] Tissue Replacement Therapy Development
While still far from being able to properly assemble large complex structures from scratch, smaller scale items, such as tissues and skin segments is a first stepping stone towards general replacements. While still potentially traumatic, being able to use a person's own cells as a baseline is a starting point for more complex systems.
(Progress 0/60: 20 resources per die)

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 100/160 : 30 resources per die)

[ ] Scrin Research Institutions
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 160/350: 30 resources per die)

[ ] Prosthetics Deployment Initiatives (Phase 3)
With significant production placed towards the area, further development will begin targeting not only those of working age, but many who will never work again. Work towards this will be politically popular, especially with the United Yellow List and the Socialist parties.
(Progress 2/160: 15 resources per die) (-1 Health, +1 Labor per turn)
(Progress 0/320: 15 resources per die) (-1 Health, +1 Labor per turn) (+5 Political Support)

[ ] 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) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 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) (-3 Food, +2 Consumer Goods) (10 Political Support)

[ ] Emergency Tiberium Infusion Development
Developing an Initiative version of the Brotherhood's Tiberium Infusion treatment is going to be highly politically unpopular, but also will serve as a significant life extension treatment for many who have either been substantially exposed to the crystals, or who have a small handful of otherwise incurable conditions. (Progress 0/120: 15 resources per die) (-5 Political Support per die)

[ ] Advanced Electronic Video Assistant Development
With the Edinburgh EVA Research Centre working on improved models of the EVA units common across the Initiative, a potential improved model will increase the efficiency of general systems management, and will likely lead to significant advancements in combat and in the civilian sphere. (Progress 0/60: 20 resources per die)

[ ] Early Prototype General Artificial Intelligence Development
While development of true artificial intelligences is politically severely problematic, it is also an area where if a model can be developed that is sane, stable, and willing to help the Initiative, it could be a revolutionary breakthrough in many ways.
(Progress 0/120: 20 resources per die) (-5 Political Support per die)


Military (6 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) (-2 Capital Goods)
(Progress 0/90: 20 resources per die) (-4 Capital Goods)
(Progress 0/100: 20 resources per die) (-5 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-5 Capital Goods) (+1 Energy) (+1d2 Military Dice)

[ ] Long Range Sensor System Deployment (Phase 2)
Mass deployment of the new sensor systems will begin to seriously degrade the performance of the Brotherhood's stealth fields, and place the Initiative in a position to render many of the best of the Brotherhood's units ineffective death traps.
(Progress 26/300: 25 resources per die)(Very High Priority)

[ ] ASAT Defense System (Phase 4)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions
(Progress 36/225: 30 resources per die) (Fusion) (Station) (High Priority)
(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)

[ ] Shimmer Shield Development
Developed from the basis of Scrin shield technology, shimmer shields are weak deflection fields that form in a bubble around a projector unit. Intended to serve as a combination of antimissile and anti energy weapon, defense, development should provide a means to reduce the overall effectiveness of many of the brotherhood's weapons.
(0/60: 20 resources per die)

[ ] Stealth Disruptor Development
The research to create improved sensor systems for detecting stealth also produced a method of actively disrupting it via feedback. However, current systems are quite bulky and require significant deployment to work beyond extremely short ranges. With development however, an improved model is likely possible, and potentially a key tool for blocking fixed positions, rather than relying on battle nets.
(0/40: 15 resources per die)

[ ] Ferro Aluminum Armor Testing (New)
With Nod having supplied the armor, a series of tests are required before it can be trusted to protect GDI's people. Both in protection and production, the new armor is not yet proven, but could be a significant upgrade to large portions of GDI's equipment.
(Progress 0/30: 5 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.
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/105)

-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/105)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/105)

Zone Operations Command

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

[ ] Zone Emergency Medical Evacuation Vehicle Deployment
ZOCOM believes it needs two facilities, on nearly opposite sides of the world, to serve its general needs, and to supply the Forgotten. While even combined they won't be quite enough to serve all of the Command's medical evacuation needs, they will be enough to make a significant dent in them.
-[ ] Sydney (Progress 49/80: 10 resources per die) (-1 Labor, -1 Energy) (Must be completed before End of 2058)

[ ] 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 Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)

[ ] 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)

[ ] Aurora Strike Bomber Development (New)
A variant of the existing Apollo fighter, the Aurora will be a means of penetrating even the most fortified of Nod territories with near impunity, striking targets near the front, and escaping before the Brotherhood can scramble a response. While likely more lightly armed than the Firehawk, it will be able to remove key elements of Brotherhood defenses.
(Progress 0/40: 15 resources per die)

Space Force

[ ] Orbital Strike Regimental Combat Team Stations (Phase 1)
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, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch. (Station)
(Progress 0/225: 30 resources per die) (Fusion) (High Priority)
(Progress 0/200: 30 resources per die) (Fusion)
(Progress 0/300: 30 resources per die) (Fusion)
(Progress 0/400: 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) (High Priority)

[ ] Skywatch Telescope System
While no longer a requirement for further exploration of the solar system, a constellation of Skywatch telescopes will be useful for the Space Force as well, an early warning tripwire in case of another alien invasion or asteroid bombardments.
(Progress 0/100: 15 resources per die) (Fusion)

[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood.
(Progress 0/175: 30 resources per die) (Fusion) (Station)

Ground Forces

[ ] Universal Rocket Launch System Deployment (Phase 2)
With existing missile and rocket facilities almost entirely converted over, GDI needs far more rockets in order to solve its artillery and supporting arms problems. With a new series of MLRS systems being proposed, massive numbers of heavy rockets will be needed to feed them.
(Progress 105/200: 15 resources per die) (-2 Energy) (High Priority)
(Progress 0/200: 15 resources per die) (-2 Energy)

[ ] 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) (-2 Energy) (High Priority)
(Progress 0/150: 10 resources per die) (-1 Energy)
(Progress 0/150: 10 resources per die) (-1 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) (High Priority)

[ ] 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)

[ ] 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)

[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)

[ ] Sandstorm HMLRS Development
A further expansion of GDI's use of artillery, the Sandstorm is intended to be a fast moving, hard hitting missile platform, capable of launching surface to surface and surface to air missiles in large volleys with higher precision than existing Initiative artillery systems in a return to the old concept of the Hover Multiple Launch Rocket Systems of the Second Tiberium War.
(Progress 0/40: 10 resources per die)

[ ] MBT-7 Paladin Development
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 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 (High Priority)

-[ ] New York (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] London (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)


Navy

[ ] 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) (High Priority)

[ ] 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 0/85: 10 resources per die) (-6 Energy, -2 Labor)

[ ] Naval Defense Lasers (New)
With the Treasury having constantly delayed implementation of existing naval defenses, the state of naval combat has significantly changed. With long range cruise and ballistic missiles an ever greater threat, the existing point defenses, built to intercept bombs from Vertigos and shellfire from shore batteries, is no longer good enough. A new generation of defense laser systems, based on the Crystal Beam Laser technology is required posthaste.
(Progress 0/60: 15 resources per die) (-5 Political Support Per Turn progress is not made)

(Offensive Navy)

[ ] Island Class Assault Ships
The Island class is a dedicated assault ship, designed to handle the V-35 Ox as its mainstay alongside the Hammerhead and Orca attack craft. Each is also intended to be a general support facility for the first days of landing operations and provide support from deep holds.
(Progress 0/40: 20 resources per die)

[ ] Victory Class Monitor Development
A dedicated littoral combat ship, designed around a series of mission packs, ranging from 203mm rifles and rocket batteries, to antisubmarine and antimine warfare. Intended to be a general purpose support ship for offensive operations against the Brotherhood of Nod, it will fill a wide range of purposes that GDI has often not had the resources to fill effectively.
(Progress 0/40: 20 resources per die)

(Defensive Navy)

[ ] Shark Class Frigate Development
The Shark Class is to be a shorter, thinner, and overall much lighter version of the Governor, including lacking the systems for longer range bombardment systems. Instead, it is primarily oriented towards relatively short ranged air defense, and the constant antisubmarine warfare patrols, filling out GDI's need for convoy escorts.
(Progress 0/40: 15 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)

[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 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 55 + 1 operations die)

[ ] Focus Reallocation
While the existing focuses have served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Heavy Industry, -1 die to Tiberium, and -1 die to Services)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Orbital
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy

[ ] Yellow Zone Qualifications Initiatives
Most Yellow Zone refugees that GDI has taken in have a somewhat fragmentary education. While usually competent in a field, they lack the breadth of knowledge that GDI expects for most positions. While they have so far been assigned to work, finding ways to fully qualify them will unlock a previously underutilized pool of labor (DC 90/120/150)

[ ] Private Industrial Automation
Providing a steady supply of capital goods to the larger cooperatives should serve to increase private output substantially. While these cooperatives would be unlikely to free up labor in any significant amount, they would increase production as much as possible.
(-2 Capital Goods)

** 4 Hour Moratorium on Voting **
 
Last edited:
Q2 2058 Results
GDIOnline Q2 2058


Yellow Zone Community Thread X: Qualifications?
TabithaCat

So I just got back from the last day of testing for the first month's intake of Yellow Zone Qualifications applicants. I had five days, most of the others only had two or three. I was going for General Engineering quals, which are hard, but I think I got them. Generally the first day was easy. Algebra, some calculus, reading and writing mostly. I would have been insulted if I did not know that some people failed out on that first day. Second was harder, got into a spectrum of sciences. Physics and chemistry mostly, with some biology. Third through fifth were specialist, and I got put through the damn wringer. It was everything from robotics to high energy dynamics to aerospace (although I don't expect to ever be authorized for a job there).
Overall, it was a challenging course, meant to give GDI a baseline of who is where. Been living here for a couple years, and I want to do something. I was told to expect a week before my quals came back, and two to three before I am assigned to anything. But, well, I can wait.

GreenBird
all those tests were super hard how were u able to do so well? i got through like the first test with the number before they took me out to do a diff bunch of tests!!!! they say my learning wassnt so good so they gave me this one test where there was a whole bunch of shapes in a row in a pattern and then told me to predict how the rest of the pattern went. then there was another qustion about about what a dice would look like if they unravelled it and told me to guess what it would look. they called it and eye cue test or something.

i never went to this school thing they asked about. dad was the one who had all the learning in the family. im afraid of this special catchup school they are puttin me in for smart but no school people. dad tole me a little about it but i cant ask him about it any more since he die last year.

TabithaCat
I was lucky. The local Confessor was big on education. I keep remembering him telling me "knowledge is power, use it well." Of course, there was also a lot of "holy tiberium" nonsense. That lasted until he walked into a Tiberium field.

GreenBird
mum and dad tried really hard to keep me away from the nod guys and they always kept coming and we had to move all the time from place to place. i didnt get why when i was younger but then one time i saw a bunch of nod guys make a bunch of their guys stand on a plank of wood over this tib pit and try to push each other into it. mum told me the confessor guy sometimes make each other do that when they argue. but then that confessor sometime brought fresh ration packs to the town and most of them usually were still sealed. we didnt stay there too long, dad said more of the confessors guys would come later.

SpeakertoManagers
#Greenbird, you should be thankful for the chance you are being given. On your knees with gratitude that you're only having to pass an IQ test rather than being sent back to that Yellow Zone you crawled out of. There are too many people in the world who take for granted what they have, and think they deserve things. What you have been given is a chance and a gift and you do not deserve it! It is charity, plain and simple, and I see far too many people acting like this supreme kindness is in some way anything else.

FloatingWood
#SpeakertoManagers, well, I see that we found one bitch whose parents failed to educate her properly on her manners.
Or, for that matter, on her history. Used to be that having an education of any kind at all was something you could only get if your parents were rich. Us in the Blue Zones are very fortunate indeed that GDI invests tremendous effort in making sure the population is educated, regardless of whether or not they deserve it. Why, one could call it charity.

AccomplishingProvidence
#SpeakertoManagers , you are the one who should be thankful, on her knees and crying out in thanks to whatever deity or force you place your faith in. Because it is by no inherent merit that you found yourself in what is clearly a position of privilege. Since you certainly don't seem to be showing any inherent merit to being what sounds like a poster child for Nod's propaganda about "decadent Blue Zoners".
#GreenBird just ignore Speaker. Whoever they are, they don't know you, or where you came from. It sounds like you've endured a lot of pain and trials in your life. I'm glad you seem to still have a positive outlook. I know it's difficult now, but keep trying with those tests. From what I've been hearing, the people at the testing center will do their very best, so all you need to do is your best, and let them worry about the rest. I'm happy you're taking the steps to improve yourself. Keep it up!

SpeakertoManagers
#FloatingWood I do not see anything impolite about my manners-I am simply trying to correct the breathtaking greed of the average poster who says they 'deserve' things like this before it gets out of hand. Nobody 'deserves' an education or a place to live, you either have to earn it with hard work or acquire it through the good graces of someone else. It is even moreso in this case, but
#AccomplishingProvidence you misunderstand both my character (I am a hard working woman, a devoted mother, and an interested community leader!) and my points here. I am not a meek and submissive kitten who can be bullied like some other people, I have strength and wisdom. I lost my home in the last war, and I can tell you I have not an ounce of privilege in my body.

Calvary8472
{Deleted by Tin_Father: Personal Attacks, Excessive Profanity}

Tin_Father
#Calvary 8472, this is not the first time one of the moderators has had to take action about this. Remember that this is a family friendly forum and one where we do not need to be calling people subhuman, let alone any of the rest of your screed.

AccomplishingProvidence
#SpeakertoManagers, your words reek of privilege. The greatness of the Global Defense Initiative in the last decade, the strength and resurgence of this world-wide nation, has come from leaders who decided that every single person within the reaches of GDI deserved to have food, water, shelter, clothing, health care, and education. The world is ravaged by a crystal that consumes all in its path. Tiberium is fascinating but ruthless, and would not care a wrap about your "character."
Any person who would speak down to a person the way you spoke to GreenBird, especially with his statements about the trials his family has undergone, has shown themselves to have exceedingly poor character. Attitudes like yours belong in the dustbin of history.

Only when mankind finally sheds the weight of these prejudices once and for all can we truly reach our potential. There will always be disagreements, debates, and arguments; we will not agree on many things, including religion, politics, and the best toppings for pizza. But it is my dream that one day humanity can agree that treating others as lesser due to the circumstances of their birth, the misfortunes of the economy, or the like is simply needless, useless, and baseless. It is a dream that may seem that of a fool, but it is one I hold close to my heart. We have but to look around to see the potential the collective of mankind holds. One day these "Tiberium Wars" will be over, and we will be left picking up the pieces; mark my words that the path we take to achieve that victory will determine our fate beyond this humble sphere we reside on.

TabithaCat
#AccomplishingProvidence
Thank you for the support.

MajorMiner
I'm happy to see more people who grew up in Yellow Zones getting pulled in for certification for work - when you work with Tib for a living, having the dangers hammered in from a young age is definitely a plus. I can't tell you how many idiot newbies have medical'd themselves out with Tib-related injuries that were their own damn fault, but most of them came from Blue zones. So the IF and their patsies can shut up and let us save the world for them.
And remember, treatment for rock lung or other Tib-related illnesses costs a lot.

FloatingWood
#MajorMiner, actually, they cost you very little. Not to say that the treatments themselves aren't expensive, but you have an astonishingly good health care insurance plan.
It's called 'taxes'. GDI covers most of the bill, you might end up paying a small fee, a few hundred credit a year, tops.
That said, if you look at the unemployment and job vacancy numbers you can see that there's a reason the certification matter was pushed through. We have plenty of people who want to work, but lots of jobs that require an education where certified people are near enough impossible to find, so finding people's qualifications and making sure they're up to snuff and certifying for them through the standard system makes a lot of things a lot easier.

MajorMiner
#FloatingWood
I was referring to total cost of treatment, not the cost to the person who's sick.
Given that the IF bigots seem to be focusing on "how much does this take away from my precious moneys". Just thought I'd point out how stupid their screeds are, when you actually look at the facts.

AccomplishingProvidence
Before things potentially get too heated I'd just like to point that as far as I can tell, both of you (#MajorMiner and #FloatingWood) said nearly the same things in terms of intent and "mission" (if you will). Just from different perspectives. Which can be exceedingly useful! We all benefit when we take the time to consider the "angles" in this way.
Well, everyone except the mindless bigots, but that's really on them, isn't it?

Ormond2020
Speaking as an actual teacher, #Greenbird, I want you to know that you don't have anything to be worried about, any teacher actually worth the name will want to do their best to help you, it sounds like you're a very bright person with a good future ahead of you. Do your best and I can guarantee you'll have a rewarding experience learning; if you find you're having any kind of trouble at all, either in School or with people like #SpeakertoManagers you can send me a private message and I'll do whatever I can to help you out. You deserve an education. Every Human Being does.

YellowZon3r
Well I don't have much to add to this save my job is still going along. I've been doing the same job under GDI as I have been prior to them coming along and I'm good at it. To those of you bettering yourselves, best of luck and keep up the hard work.

Solan
I see some of the tests I helped create is making rounds here especially the engineering ones it took us in the whole committee there to find out how to accurately measure engineering skills as well as other jobs.While I wait to go back to Yellow Zone deployment I was chosen to be part of the academia track my superiors told me since even with the many Red Zone mining sites I would love to do I was part of the select people to work on these tests and double check in grading them since the machine might not work as intended. I also heard that the essay-type qualification exams are harder to grade since you can't use an EVA but I'm not yet grading that since we actually have entire departments helping us out. Though from what I heard an ethics test might be on the table especially those who will go to Department work and they're mostly essay types so this will be fun because I was chosen as a part of the committee to check on the thousands of new citizen applicants' entry to the central offices of each department.

Politics Thread XV: Expansion of Parliament?

PoliProf
Looks like the sat net is back up. Parliament is probably going to be expanded again. Would anyone like to give their ideas as to who might benefit from the new coverage? If I were a betting man, my money would be on the Militarists, seeing as the army has been making headway in the Middle East, and perhaps a dozen or so splinter factions of the existing parties.

FloatingWood
UYL and similar parties who depend a lot on the Green Zone vote. Most of the sat net will be used for getting in the votes that aren't on the hardline network in the Blue Zones.

Crucible
I know I'm going to get rebuked for this, but I must be honest and stand up for what I believe in. I am a lapsed Noddite. I believe the Faith is in desperate need of reform. We have lost our way. In the next elections, I intend to start a Party of Reformist Noddites. I accept that this will likely result in either my assassination or imprisonment, but it must be done. I believe that there has to be change. That GDI has proven that it is capable of actually living up to what it claims to be. I am tired, tired of fighting for peace when the toll inevitably falls on the civilian population. Kane forgive me, but there must be a better way than this? More than that, I want to prove that the beliefs of Nod and the beliefs of this new GDI can work together and indeed, must, for the good of all of Humanity.

ProfCollingsworth
#Crucible
As a historian, I have to say that the Brotherhood of NOD's professed beliefs have had a fair amount of justice behind them. As shown by the virulent entitlement of the Initiative First party, the GDI has at best a spotty record of living up to its own professed high ideals. I support everyone who seeks to support the best ideals of humanity, whatever the label they use.
...now if we could only break the influence of Gilded-Age beliefs about wealth/privilege justifying morality… Sorry, I'll save the lectures for my students.

LaserKiwi2000
It's been a while since I heard from a family friend in the Far North, but it sounds like their community is going perfectly fine, for a yellow zone anyway. Satellites finally got dense enough that we can talk to each other. Pretty cool.

BlueGuppy
My streaming base has had a minor uptick from new IP codes, which is nice. Might have something to do with the sats?

Crucible
#ProfCollingsworth
It is an unfortunate fact that the root Nod grows from is disaffection. It is a sad reality that Nod has been forced to act as a monument to the Sins of the old world. The poor and unloved filled our ranks, and instead of doing what I believe was originally intended; supporting one another, becoming part of something great and wonderful, the anger at the injustice of our situation poisoned our hearts and minds. There is nothing wrong with Peace. There is nothing wrong with believing in something greater than us. Even now, the focus of most Nod Warlords, and they are Warlords, is on their own personal power. There are no city builders among their ranks. There is no love in their hearts for the oppressed. Only fear, that they too will one day be crushed under the boot of GDI or their own Brothers and Sisters. I truly believe that Nod was justified in rising up against GDI in the first Tiberium War, but the dead outnumber the living now. This cannot continue.

ProfCollingsworth
#Crucible
To be pedantic, something I am told I am extremely good at, some factions of NOD were justified in their actions in the first Tiberium War. Unfortunately, reality continues to be messy, and those with pure intentions often find themselves in a position where they have no simple, clear path of action. And too often, unless they are careful, they find themselves used by people who are skilled at making themselves seem reasonable, until it's too late. I hope that you can find a way that allows you both the peace and the freedom you seek.

FloatingWood
#Crucible, you may believe that, but the past 70 years have sadly shown that whatever the good intentions of Nod as a religion, it has drowned in cruelty, terror and wrath. Religion has a long and storied history of being used by the powerful and ambitious to further their own goals no matter the cost to others, so it's at least in good company there.

Crucible
#ProfCollingsworth Thank you for your kind consideration, I hope that you too will enjoy peace and freedom.
#FloatingWood, I am all too aware of the darkness in the heart of Mankind. I have seen it, all my life I have seen it. Even in the depths of sleep, I cannot escape it. But if GDI... if even that closed hearted, closed fisted tyrant can unclasp its hand and reach out to those it has by turns ignored and brutalised, if even it can change, perhaps I can help save the heart of Nod. In either case, I believe that an alternative must be presented. Even if it is mostly futile, even if only a few listen.

FloatingWood
#Crucible, I wish you the best of luck. The path you seek to walk is not easy, nor is it safe, and you know it. But it is one worth walking.

AccomplishingProvidence
#PoliProf , I would echo the guesses that we will see gains for the United Yellow List and Militarists. I would wager the Market Socialists and likely the Socialists will also grow, perhaps even splintering off members of Developmentalists.
#Crucible , I applaud your courage. It is easy to simply sit back and mourn "what could have been", and for some, that is all they might be able to due thanks to circumstance. It seems you have found yourself in a position wherein you feel you can do more than that. I hope you find success, rather than the barrel of a gun or the shackles of oppression. Here's to your success, my friend.

YellowZon3r
United Yellow List voter here. And yeah, for now most yellow zoners that are Nod or Former nod have found their home in this party. So one hand, vote splitting. But on the other, UYL does too much good to be tarred with further accusations of being Nod Sympathisers. That said, an actual Nod Party isn't a bad idea. The core principle of democracy being anyone willing to abide by democracy has a say in democracy.

Akira Oda (Treasury)
Speaking as someone in the halls of power of GDI's government I would say that it is too early for now to be speculating on elections since while I have my own preferences on who to vote the projects being decided is making the political situation in flux and parliament is deciding on many important projects to greenlight with Mr. Seo's scientific interest however, rest assured that GDI's political apparatus will still be a pluralistic one since I doubt we would return to an era of the two-party system that happened before the war. Director Litinov is also a factor as the first post-reconstruction Director she would do more than just a holding action like General Granger mostly because of the resources and time that Granger gave us.

Q2 2058 Results

Settled in: +2 to all areas (maximum of +8)

Resources:‌ ‌585 ‌+‌ 5 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+10 from Taxes)

Political‌ ‌Support:‌ ‌75
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌6‌ ‌
Tiberium Spread
17.76 Blue Zone
3.6 Green Zone
22.56 Yellow Zone (88 points of abatement)
56.08 Red Zone (67 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Limited ‌Surplus‌ ‌(+9)‌ ‌ (31 population in low quality housing) (1 points of refugees)
Energy:‌ Major ‌Surpluses‌ ‌(+15)‌ ‌(+2 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+4)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+9)‌ (4 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Significant ‌Surplus‌es ‌(+6)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+30)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+30)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1520/1720)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌10;‌ ‌20;‌ ‌95)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(161;‌ ‌122;‌ ‌30;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌150;‌ ‌20;‌ ‌14)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌48; ‌130)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(65;‌ ‌8;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(85; 70;‌ ‌0;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(34;‌ ‌16;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(360;‌ ‌210;‌ ‌70;‌ ‌0)‌ ‌
Independents‌ ‌11 ‌seats‌ ‌
-Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
-Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
-Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

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

Plan Goals
Capital Goods: 50 Points
Consumer Goods: 110 (40) Points
Food: 20 points in reserve
Income: 550 Points
Stations: 4000 Points
Abatement: 30 Points
Processing: 1080 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Shimmer Shield Development
Orbital Defense Laser Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete the Hydrofoil Project
Complete the Point Defense Refits
Complete at least three more phases of Shell Plants
Complete at least two more phase of Ablative Armor
Complete at least two more phases of URLS production
Complete at least two phases of Wadamalaw Kudzu Plantations
Complete at least three more phases of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Lunar Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon
Develop and Deploy Havoc


Emilia Litvinov.
After bending Parliament to her will, as much as possible anyway, Litvinov has turned her eyes to the bureaucracy of government, especially looking at the Treasury.

Seo,
While your efforts to integrate the refugees into the workforce have been exemplary, I believe that more investment will need to be made in education, especially in the Green Zones. Beyond the educational side of affairs, my administration is looking to further improve integration and immigration systems, and will be expecting the Treasury to take a leading role in that. While much of the work will be assigned to the Welfare department, they will need your support. I expect to be able to send you program proposals in the coming weeks, and will expect you to give them all due attention.
Beyond that, I look forward to collaborating on a number of future projects to better serve the people of the Initiative and the world. If there are tasks that you believe will be useful, but require other departments, please send them to my desk.
Sincerely,
Director Litvinov

Politics
The Initiative First party has seen a marginal rally, having been able to frame themselves in the aftermath of the attack of Hideo Daishi as Cassandras rather than ignorant bigots. However, this has not been an altogether effective strategy, with only marginal gains for most of their ranks. The end result meant that IF remained a niche party, especially with the repeated snubs from other corners of the political groups and system as a whole– but it is now one that has fully closed ranks around Ozawa, axing and curtailing any chance of reform aside from leaving the party wholesale.

In big-picture politics, the Militarists are quite pleased with the current situation, as they have gotten significantly increased military spending during the same timeframe in either of the last two plans. Secure as they are, Al-Jilani and the rest of the Militarists have no complaints, as the military are well positioned to launch a successful campaign, having spent the last two years riding relatively high on massive military spending. In this, they are senescent and would not rush the new heir of the Treasury as the department continues to be on-board with their given mandate, particularly considering that they have expected the Department to continue with the intensification of resource extraction.

Beyond that, the future is a point of hazy chanciness. The manifold forms of the GDI are left wondering what comes next. For between the bureaucratic tugging driven by impending labor shortage against worker rights push, the sown seeds of the reforms undertaken by Professor Granger, as well as the new Director's ongoing crusade against the excessively punitive measures of the GDI security state, someone expects some form of shoe to drop within the coming years. The mood on the whole, however, is one of guarded optimism, for the Initiative's left wing has seized more meaningful victories within the past decade than it has within the lifetimes of its younger citizens.

Capital Goods
Over the last few quarters, GDI's surplus of capital goods has gone towards backfilling the technical deficit of the Initiative's manufacturing capabilities. Inch by inch and bit by bit, delayed and deferred maintenance cycles are dealt with and in this quarter, the auditing resulted in another record. For now, since the onset of the Third Tiberium War, maintenance cycles across GDI territories are fully up to date. With many facilities having returned to standard operating capacities, many in GDI's government are ready to begin stockpiling masses of capital goods in secured warehouses, replacing the spent caches that Professor Granger had used in his crusade against the aggressive Tiberium encroachment in his first Term. However, they need authorization to begin such forms of massed stockpiling as well as first priority to ensure that they can call on modern goods before they get snapped up by factories or the public marketplaces.

However, this proposal is not without its detractors. Every subfactions from within the Developmentalists up to the Market Socialists felt that while stockpiling is eminently reasonable, the market is at a pivotal juncture where numerous cooperatives and startups have truly gained tempo in picking up the slack where the Treasury cannot easily prioritize. They argued that enacting the stockpiling schema within the next year or so would stall the markets, potentially leading to an unwanted tertiary goods market shortage. While such things are survivable, to have it happen in the first years of Seo's leadership is likely to be bad for the optics, especially with the expectations that he would not be as politically detached like his predecessor.

Environment Suits
On a more positive note, the P2050 Civilian Environment Suit produced by GDI has become a staple addition of aid supplies, with significant numbers of updated models being provided to the Caravanserai as Hajj packages due to the ability of the Commanders of the Hajj to penetrate deep beyond GDI's zone of influences. The Commanders and their subordinates then would use the Suits both as bargaining chips– as the P2050s are of standardized high-quality beyond most of what most Warlords can produce– and pilgrim aid both. A quick estimate shows that ten percent of the elderly Hajj pilgrims are saved from untimely and life-threatening medical complications due to the suit's insulation, even as the Caravanserais travel unimpeded without worrying about GDI's Ion Cannons. Not only that, nearly the entire production of the suits by this point are being sent out beyond GDI borders as basic humanitarian goods. The P2050 now can be found not only in GDI territories, but– allegedly, as the InOps are unable to truly confirm– across all Brotherhood of Nod regions except for the most radical and hardliner of the factions.

Assassination Attempts
This quarter the Brotherhood of Nod made two strikes against the Initiative's political system, once against Arthur Hackett, and another against Hideo Daishi. Both are dangerous marks to be singled out.

Hackett's base of operations is in Vauxhall Cross London, in a complex centered around the old MI6 building. However, he lives further upriver in Kew, leaving a long period of relative vulnerability.
In early February, a fairly major London Shadow Cell received orders to take out Hackett, and having taken nearly two months to prepare, they made their move. On the night of May 6th, eight Shadows bypassed Hackett's guarded perimeter and made their way towards the garage where a trio of Guardian APCs were parked. As they moved in to plant explosive charges inside the maintenance hatches, they were taken by surprise via a salvo of concussive and stun grenades before being quickly overwhelmed by Hackett's security team. In truth, the team had spotted the intruders near the perimeters and gambled for a capture operation. With the Shadows captured alive and relatively whole– as much as anyone subjected to a dozen shock grenades could be– the rest of the London cell has been rolled up. With operations coming to a halt in the last few days, Intelligence has begun taking stock of what has survived.

The latter assassionation attempt however, is in some ways far more threatening than the former, at least to the consensus of the GDI politicos not in Initiative First's camp. The attempt at the son of Hideo Ozawa lends credence that he's not only chasing shadows against potential threats, but one that chased an adversary out for his own kin, slightly estranged as they are. This time, the assassination vector is Daishi's proclivity for travelling, as he does on-site consulting work with construction teams around the world. Some unknown person leaked Daishi's travel plans and led to a Shadow Team at the ready with RPG-43s to intercept his flight path. In the corresponding salvo consisting of five missiles, the Carryall transporting him took two missile strikes, one to the port forward rotor, and one to the port cabin below it. While Daishi was on the other side of the cabin, he took multiple pieces of shrapnel to his left arm and leg as the Carryall made an emergency landing. The response from GDI was swift, with security flooding the area in under twenty minutes before further harm could come to Daishi. In the aftermath, Shadow Team's equipment was found abandoned, the team itself had made itself scarce beforehand. Luck was not on their side, however, as within the next day their trail was picked up again, and in the next eighteen hours, they were hunted down and eliminated piecemeal.
Hideo Daishi has spent the following weeks in a hospital, recovering from the shrapnel wounds. In this time he has refused all requests for interviews and has done nothing to contest his father's version of events. There is little that can be done to push him into testifying, as he likely knows very little, and beyond that, any pressure on him would taint his testimony.

Middle East
Across the Middle East, tumultuous times are abound. Nod Warlords, and several of the few remaining neutral ones, have been found dead or vanished altogether. While the culprits are unknown, the motive is clear for the vast majority of the victims are the ones who have worked with GDI in the past. The Caravanserai in particular seems to be hit hard by this. While this year's Hajj pilgrims are higher than the last due to the inherent stability of the routes and the completion of the Planned Cities Cluster, the Initiative has had to take a more complete charge, and often directly negotiate with Warlords across the Muslim-adherent Nod territories to ensure safe passage for the pilgrims due to the death of many Caravanserai intermediaries. This appears to be retaliation for the betrayal of the Brotherhood by one of the more hardline figures in the organization.

Navy and the Battle of Natuna Isles
Within the first months of the quarter, news media and the eyes of the world were fixed to the largest naval engagement since the Third Tiberium War, the Battle of Natuna Isles. The engagement happened early in the quarter as a flotilla of six Governors did a regular patrol mission around the coastlines of Natuna Islands, an archipelago within the confines of the Malacca Strait with over 250 islands within it. It was here, among the shallower Tiberium-reefed waters, that the Brotherhood of Nod sprung their ambush. With coastal artillery emplacements breaking out of stealth fields and the signal-jamming cover of the Tiberium-encrusted islands, they fired a synchronized salvo on each of the Governors. Though most of the fire was intercepted with the CIWS, it was a constant barrage that allowed for elements of Bintang's fleet to reach combat ranges without being intercepted, including Bintang herself aboard the Rajanaga present on the Brotherhood's side. Sensing a losing battle when he saw one, the Flotilla Admiral, one Ranjeet Savitr, ordered a fighting retreat as he opened contact with both the Space Force and any naval presence that he could reach. It was a harrowing three hours as the flotilla broke free of the shallower waters, sprinting at forty knots north, towards Japan. All the while, Brotherhood air assets maintained continuous attack on the flotilla, although they did minimal damage. Glide and dive bombing attacks from Vertigo Squadrons based on the coasts of Borneo did minimal damage, but kept the men at their posts, and the antiaircraft and CIWS systems firing near constantly. At the end of those three hours, the micromissiles had been shot nearly dry across the task force, and the other systems had begun to show strain. However, Bintang's own complement maintained a safe following distance, close enough to shadow, but far enough away to avoid any parting shots taken by the retreating group.

The reasoning became clear soon after, as abnormal signatures began to be detected under the water- then above the decks. Lithe and sleek, many-tentacled cephalopodic boarders made themselves known, moving with speed beyond the languid agility of the seaborn creatures normally have. With great cost to the relatively lightly armed seamen and with the deployment of the ship's contingent of Zone Armored troops, they were repelled as the Governors continued to beat a hasty retreat. Respite seemed close, however, as the Carrier Battle Group "Talay Khan," having sprinted south from their posting near Taiwan, launched their own large contingent of Firehawks to cover the retreat and with the Space Force ready to fire their ionic salvos. By this point, however, the Rajanaga had entered the engagement range and revealed that Bintang had not rested on her laurels. With the unnerving sounds of plasma weaponry, the Pirate Queen's flagship scorched the decks of Raskolnikov and Paricia, rendering the two Governors helpless to fight, though still able to flee as the other Governors covered for their smouldering sister ships. Not willing to risk the loss of further lives, Rear Admiral Savitr called in the bombardment, well before Rajanaga's supporting elements massed enough for the ion salvo to hit them.

Instead of the expected destruction and death of a Warlord, Bintang revealed her trump card as a shield shimmered around her flagship and the diffusion of the ion bombardment around the barrier. At the same time, eight Brotherhood destroyers, ships of about seven thousand tons, launched from the coast of Borneo, made interception, prompting a close range gun battle as the four still capable ships of Savitr's fleet took desperate measures to safeguard their sisters. Firing at maximum rate, the destroyers were pummeled with 200mm railgun shells, punching through their bows and detonating inside, while they returned fire with octets of 130mm conventional guns, and salvoes of deck launched torpedoes and missiles. It was a running knife fight, with any loss in speed turning rapidly into death at the hands of an implacable enemy. With the arrival of Talay Khan's Firehawks, the two surviving destroyers were rapidly sunk, and Bintang seems to have been dissuaded from further pursuit, scattering her flagship escorts south, into the seas.

The end result of the three and half hour long Battle of Natuna Isles, is an unequivocal tactical loss to the GDI, even as none of the Governors were mission-killed and having blooded the ambushing forces. Though it had revealed the greater extent of Bintang's capability as a Warlord and Rajanaga's ability to counter GDI's Ion SOP against HVTs, it came at the cost of 19 naval airmen, 201 dead seamen and a further 472 heavily injured- a blow to the highly skilled workforce of the GDI Navy. Furthermore, each one of the six Governors had been significantly damaged, with the least damaged– Zaratan– having melted its railguns with constant high-intensity fire and three of its AA platforms destroyed from artillery salvos and hydraulic press like vice of the bioweapons, leaving only its forward starboard gun able to operate. It is estimated that repairs will take some five to seven months, though it could be reasonably shortened with the completion of the Busan-Ulsan shipyard complex– as the flotilla will undergo repairs within the confines of the Korean Peninsula and the Japanese Home Islands. Furthermore, post-battle analysis showed that R.Adm Savitr and his flotilla had done as close to an optimal engagement against a numerically superior– and importantly– skilled foe. Unwilling to risk actual ship and further manpower losses, the Navy stopped all patrol operations within the Malacca Strait and limited operations within the Java and South China Seas strictly to larger flotillas and carrier battle groups.

In a silver lining, the battle had become the Governors first major surface engagement and showed that it is a surprisingly hardy platform against sudden ambushes on the shallower waters with its damage control and fire suppression systems working as expected. Its weapons have, at the least, been proven to destroy the numerous and standard cruisers that Bintang favours with ease. Though no slugging match occurred due to Savitr's discretion, simulated analysis indicated that a good part of Bintang's strategic calculus hinged on waiting for the Governors weapon systems being mostly destroyed or spent before closing in. Its weaknesses however, are laid out clearly. The lack of updated point defense systems are keenly felt, as additional PD emplacements would have helped shoot down the artillery shells and pick off the boarders before the Zone Troopers could intercede.

Military Priorities
  • Ground Forces
For the Ground Forces, the highest priority must be the prompt delivery of zone armor as soon as possible. With the development of new artillery pieces, they are expecting delivery on a somewhat accelerated schedule, with the aim of drastically reducing the overall shell problem. Third is consumables. While current consumables supplies are enough for smaller scale operations, general operations exhaust supplies quickly.
Currently, the provision of vehicles is generally sufficient. However, many of the existing designs lack the space or other requirements for enhancing capabilities and will require replacements during the coming years.
  • Steel Talons
The Steel Talons see current priorities as having shifted away from Ground Forces and general vehicle development. While they see the development of the Havoc as the most potentially revolutionary system currently available, they are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations.
  • Air Force
With the missile problem well on its way to being resolved (although more missiles would certainly not go amiss) the Air Force has reassesed its priorities. The most important job is the A-16 Orcas, but the Wingman drones are not far behind. Beyond that, technical development of various projects including plasma warheads and airborne lasers among other things are high priorities themselves.
  • Navy
GDI's naval forces have returned to a point where convoys can expect routine escort, and even attempted blockades can be forced, although not without sacrificing other routes. In the aftermath of the Battle of Natuna Isles, the Navy reprioritized. Though they see the escort carriers (especially with navalized A-16s) as the next major important area to invest in and waiting for the final hydrofoil yard completion, they have strenuously pushed for Point Defense Refits, effective next quarter. This is at least the prerequisite requirement before the Navy feels safe doing more than probing missions to the Malacca Strait.
  • Space Force
The Space Force strongly desires the OSRCT concept to move as soon as possible from the drawing board to reality. Additionally, the development of new technologies is an increasingly high priority, as systems to defeat the Ion Cannon network are only likely to proliferate.


[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies 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 549/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)

With the completion of the apartment blocks, the Treasury has returned to work once more on the Arcology complexes clustered all around the world. These new complexes are not concentrated anywhere in particular, but are primarily located in a number of secondary and tertiary cities, locations like Porto or Albany rather than Tokyo or New York. Approval-wise, the restarting of the project has been met with fanfare and mollified the parts of the public that were unsatisfied with the perceived distractions of working on the apartment project. So long as the arcology complexes continue apace, the expected demands and complaints would subside to a dull roar. Progress has been significant, if not unproblematic, with multiple arcologies being sealed in the last days of the quarter, ready to have their amenities and furnishings installed before habitation begins. The need based allocations will primarily prioritize yellow zone families, especially those currently living in the Fortress towns, many of which are close enough to the border for Nod raiding forces to attack.

[ ]Blue Zone Apartment Complexes (Phase 1)
With GDI struggling against the massed wave of incoming refugees, high efficiency, and high quality housing is still an ongoing demand. Apartment complexes, while not quite what the people actually want, are a far cheaper option than the arcologies, and are quite high quality.
(Progress 188/160: 10 resources per die) (-1 Logistics, +6 Housing)

The apartment complexes are in many ways a layer cake version of the duplexes that GDI has already constructed. Built around a central common area and transit shaft, the apartment blocks are some twenty to thirty stories tall in most places, although some are shorter due to ground conditions. Each block typically has two floors of mixed shopping, including an Initiative rationing commissary, provided for it. While far from enough to actually supply all of the needs of the population, requiring travel to reach larger complexes, it does provide many of the day to day needs. The rooms themselves are made modularly spacious, with a quick hotline for apartment furnishing and able to host three people with crampless ease and up to six with enough elbow room and personal privacy.

These have been mostly filled by families, many of whom have moved out of the immediate postwar residential blocks to the more luxurious apartments. This has opened pathways for Yellow Zone families, some of whom currently live in the fortress towns, to move into the Blue Zones, and for families in general, many of whom do not wish to be caught between GDI and the Brotherhood of Nod once more.

"Dear diary. Arrived in Thule today. Movers helped us unpack our belongings-not that they can compare to the pre-built furnishings. I have my own room– father has an office and there's a little garden-space looking out on the central courtyard of the apartment building with this thing called a balcony. I sat there with the plants and watched people go by. Tomorrow, I'll see what I can grow in those planter boxes though, the plants they have now are toxic apparently."


[ ] 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 139/250: 20 resources per die) (+9 Logistics, -1 Capital Goods, -4 Energy)

Ground has been broken on a number of civilian shipyards, including one at the Busan-Ulsan complex. These shipyards are building the already heavily automated (including a number of standardized evasion patterns) standard civilian cargo ship design. While so far progress has not reached a point where hulls can be cut, there are many steps before that point. Each ship, beyond the hull, is a series of standardized subassemblies. For example, standard containerized cargo ships, unpressurized liquid haulers, pressurized liquid haulers and passenger ships all share the same bridge assembly, only differentiated by its location on the ship, with the former two having the bridge at the stern, and the latter two at the bow. Similar principles apply to a number of other systems, such as lifeboat launch bays, accessways, and numerous other assemblies that apply to multiple classes of ship.
The serious developmental work has delayed a number of other projects, however this is one of the very highest priorities, not only to continue supplying GDI's many far flung outposts, but to maintain open lines of transport and redeployment around the world.

[ ] Red Zone Tiberium Harvesting (Stage 10) (Updated)
Further offensives against Tiberium in the Levant will continue feeding resources into the Jeddah refinery complex, and will continue increasing GDI presence across the region. While putting so many resources into a single area is risky, it is also the best way to continue exploiting glaciers that do not require shipments of Tiberium to cross the world.
(Progress 176/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

Moving north, into what used to be Israel and Jordan has been a tough fight. The elements of the middle eastern Brotherhood hostile to GDI's interests have decided to make a stand and engage GDI forces much more generally. This is likely because, in addition to the previous strike on the other side of the Sinai peninsula, the region has been effectively cut off from unfriendly Brotherhood forces, and they made an all out offensive to attempt to break out, including a nuclear strike on the forward operations base on April seventh. While casualties were overall not as bad as they could have been, they were significant. The strike did however open up enough of a hole for many of the assets of the hostile elements of the Middle Eastern Brotherhood to manage an evacuation, pushing out through the fallout of the strike towards the former territories of Iraq, and their supply lines. Operations continued throughout the rest of April and into early May, including skirmishes as far north as Meggido, and as far east as the Wadi al-Mujib on the edges of the once Dead Sea, now a single mass of blue Tiberium. This fortunately happened early enough in the quarter for the Zone Operations Command to surge reinforcements to the region and carry out their objective, expanding mining operations nearly to the edges of the Mediterranean sea.

While the region was formerly one of the heartlands of western civilization, today it is a wasteland, one scarred by tiberium, but covering over decades of chemicals, radiological, and nuclear warfare as the region had bled in the late 1990s and early 2000s. The always unstable consequences of western meddling with Sykes-Picot, and the broader ethnic and cultural grudges that had divided the region across the centuries. In the Israli region, tensions were inflamed following the first Intifada, and in 1995, there was an uneasy settlement enforced by "neutral" GDI peacekeepers. While broadly seen in the region to be on the side of Israel, and the face of western oppression, they were also deeply unpopular among the Israli settlers. This state of affairs lasted until 1997, when increasing Brotherhood activity forced the withdrawal of GDI forces to fight in the European and African theaters. Soon after, with weapons being fed in from both sides, the region erupted into a general strategic exchange, leading to the death of millions in just two years. By 1999, the war had died down more due to the lack of arms than anything else. With Tiberium levelling the field of play, and GDI operations being limited due to ongoing conflicts, the Brotherhood of Nod had little opposition in the region. Even after the 2003 defeat of the Brotherhood at Sarajevo, the Middle East remained a significant flashpoint and the crossroads of the Brotherhood, until the rise of Hassan in the late twenty teens. Even then the region had not seen an end to conflict, as it played host to the rise of Anton Slavik, and the dawn of the Second Tiberium War.

[ ] Tiberium Glacier Mining (Stage 10) (Updated)
The Sinai peninsula holds a number of glaciers in it, and while not the most secure of areas, is worth exploiting for materials. With this, the Red Sea will become one of the more travelled parts of the sea lanes, due to the simple number of barges required to ship Tiberium out to Jeddah and finished goods beyond.
(Progress 210/180: 30 resources per die) (-2 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)

The Tiberium Glacier mines of the Suez region have been caught up in the general action across the peninsula. Three companies of ZOCOM were deployed to the region following the nuclear strike, and operated out of the base camp provided by the previous quarter's mining expedition. While the need to load thousands of tons of ammunition has cut into the allocations for the glacier mine, it has been completed, and shipments of Tiberium have begun crossing the Red Sea. The ports of Jeddah have become a constant bustle of ships. At any hour of any day, dozens of ships are being unloaded or loaded. The refinery systems there are pouring forth titanic quantities of materials, ranging from the standard structural materials, silver, steel, and silicon, to a trickle of the incredibly precious transuranic materials.
With the port complex increasingly congested, the naval protection detail has been stepped up, with an additional pair of Governors being allocated to the region, and plans for a carrier battle group to take up at least part time residence in Duqm.

[ ] Railgun Harvester Development
GDI's harvesters of any model have typically been armed in the years since the Second Tiberium War. The Rapid Fire Railguns of the Steel Talons can be put to good use increasing the firepower that one of these units can deploy, allowing it to better fend off Brotherhood raids while not compromising its primary harvesting mission.
(Progress 42/40: 10 resources per die)

GDI's modern harvesters were first commissioned in the months after the Second Tiberium War. Mounting sonic systems to help clear Tiberium off of them, they were designed to be lightly armed due to the consensus that the Brotherhood had been effectively defeated and unable to contest harvesting operations. While future designs, such as the circa 2040s Heavy Harvester of the Zone Operations Command built upon this by adding heavier weapons, the core schematics was never displaced, not only in more secure regions of the Yellow Zones, but instead everywhere across Initiative operations. It had the desired durability, economical cost, and all around an easy to use workhorse that makes it accepted. However, the Third Tiberium War put paid to that concept. In many locations, raids and skirmishes around and on harvester operations were– and are– some of the first signs of Brotherhood interest in a region, oftentimes the precursor to general assault operations in a given region.

The new design is more iterative than revolutionary. Taking ZOCOM's already heavier Harvester schematics, the design work had to add multiple tons from the final weight. Not only to mount the railguns, but also the attached capacitor banks, power systems, and other miscellaneous equipment and maintenance tools. While in some ways this is significantly simpler than the two arm system that ZOCOM favored, in others it is much more expensive and limiting. While it is unlikely to actively replace the vast majority of the designs– for there was nothing inherently wrong with them in the first place– it is likely to supplement the Steel Talon's variant, or otherwise be assigned to the most bitterly embattled Harvesting operations. In long terms, it is hoped that the model could replace the Steel Talon Harvesters wholesale, and for field officers to request greater proportions of the heavily armed harvesting systems.

[ ] 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. (Station)
(Progress 100/715: 30 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support) (Fusion)

Much of the restarted work this quarter has gone towards Philadelphia's life support systems, mainly oxygen. Most GDI stations use some form of algae based air exchange system, using external tanks to allow the sun to keep the air circulating. With the intention to nearly double the peak capacity of the station in this expansion project, expanding the ring of algae tubes is a substantial project. These expansion tubes have been filled at this point, and seeded with algae. However, it will take some time for the system as a whole to expand to the point of being able to support that kind of peak performance as the algae has only been seeded in the last days of the quarter, and so far has seen only limited growth.

[ ] Expand Orbital Communications Network (Phase 4) (Updated)
With ever more communications capacity coming online, more rounds of orbital communications provides for a stronger backbone, and greater redundancy in the face of potential attacks on GDI's orbitals. However, they are beginning to reach a point of saturation, and the limits of current technology though there are still more seats of parliament able to be added.
(Progress 135/135: 15 resources per die) (+2 Logistics) (5 Political Support) (Fusion)
(Progress 79/135: 15 resources per die) (+2 Logistics) (10 Political Support) (Fusion)

Significant progress has been made towards completing the orbital communications network. When the network is completed, GDI will have a global network of communications capacity, connecting every ship, home, and station into a single contiguous network, all able to talk to each other without interruption. While ion storms and other atmospheric events can close off all communications, they do have to be directly overhead.
In more standard affairs, business travel for anything but classified information has been nearly eliminated, as almost all business can be either conducted on a work from home, or telepresence basis. This has notably reduced the weight on both local and strategic logistics networks, leaving significantly more space for other needs. In many cases this has been taken up by transporting secured data or transuranics on the strategic scale, and consumer goods for more local affairs. While it does not reduce recreational travel, it does significantly reduce the peak traffic hours, as people can have much more flexibility. With standard time schedules there are two key rush hours, usually between the hours of 0800 and 1000 in the mornings, and 1600 and 1800 in the evening, the work from home schedule spreads out the travel, allowing for a regularization of schedules and streamlining traffic, rather than having to surge transit options in two time slots of the day.
The only remaining work is a number of hardening operations, leaving GDI able to compensate for losing the Philadelphia hub once more, with communications being routed to the other stations, and being ready to take on additional load in case of Brotherhood ASAT operations.

[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 124/160 : 30 resources per die)

The research into the Brotherhood's technologies has gone worse than anticipated. Missed deadlines and progress markers abound as research teams hit dead ends after dead ends. With the most recent round of assassination attempts adding to the stresses of the research projects, slow progress is to be expected, but not perhaps this slow. The security sweeps in the sector have also not helped progress, with many of the scientists, some of whom have connections to the Brotherhood in their past, spending more time looking over their shoulders than at their jobs. The only thing that can be done to continue the research is a further round of resource infusions and a serious attempt to regain feelings of security and safety for the scientists.

[ ] Scrin Research Institutions
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 328/350: 30 resources per die)

The Scrin research has only been somewhat more successful. While there are a number of theoretical developments, all are quite expensive to develop towards something significant, let alone brought to full capacity. With the more unserious proposals winnowed out, there are still quite a few possibilities, many of which could be revolutionary, from blink packs and hovercraft, to Scrin mining techniques and even methods of FTL travel. However, none of these have yet panned out, and many will require significant further infusions of funding.

[ ] 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 60/60: 20 resources per die) (-1 Capital Goods)
(Progress 52/90: 20 resources per die) (-3 Capital Goods)

Under the current system, the Treasury has gone to great lengths to ensure that the military has enough supplies. During the collapsing global economy of the Third Tiberium War, the Treasury built dozens of factories, and more broadly massive investments into military readiness. While this did require significant triage, it was enough to keep the military in guns, shells, and most importantly vehicles and environmental equipment. However, it has required significant sacrifices, not only on the Treasury's part to ensure the flow of war material to the exclusion of civilian concerns, but also sacrifices in the altar of expediency, where 'what works' became the working ethos. Efficiency and quality control thresholds were lowered, and that had left indelible marks on the GDI war machine even after the war. Ones shown in the disparity between older Zone Armour factories and the newer ones that no longer needed to rely on hand-fitted armours.

Given how long the refit proposal had languished, the work itself has gone stunningly well. While the completion of the project this quarter was always expected with minimal interruptions, nobody expected the sheer efficiency gains made by the introduction of new automation systems. Perhaps it was a boon that advances to automation systems happened before the refit project was started. Due to GDI's diversification attempts in spreading factory sites, the spare parts flow much easier and easier to produce– with a great sum of the supply chain no longer backlogged waiting for one factory to finish the whole list. Due to other advances in myomers and iterations to modern material engineering, superior performance could be eked out with comparatively lesser cost than any electric hydraulic systems. All these, and more, led to a significant reduction in the estimated need for capital goods. And not only would this cost-savings impact the current phase, but also that of the hundreds of system refit proposals left to cover.Current progress is projected to have significant impacts on readiness. While standard equipment pools have had some supplies on standby ever since the Third Tiberium War, they have rarely been full, especially with the nearly constant aggression of the Granger administration. However, with this first phase of refits, core assets, especially the Firehawks, are reporting not only increasing readiness rates, but are projected to fill their standard stockpiles by the end of the year, and beyond that significant strategic stockpiles are expected to be formed, beginning in major hub cities in the Blue Zones and propagating forward to meet the front lines around the world.

[ ] Ferro Aluminum Armor Testing (New)
With Nod having supplied the armor, a series of tests are required before it can be trusted to protect GDI's people. Both in protection and production, the new armor is not yet proven, but could be a significant upgrade to large portions of GDI's equipment.
(Progress 31/30: 5 resources per die)

The testing program ran into severe and chronic problems with the development of effective manufacturing. While each of the elements, foamed aluminum, woven iron/titanium alloy fibers, self sealing fluid crystal layers are simple enough to produce individually, and easy enough to combine in certain ways, they are not simple to turn into a militarily useful composite. The first batch was too brittle, shattering into thousands of razor flecks when hit with test impactors above 170,000 joules, or approximately the kinetic energy of an American M1 37mm antiaircraft gun back in the second world war. The second and third batches were too soft and weak, with 90,000 joule impactors penetrating without significant issue. Sequential problems were found with the next six batches.

"I was nearly ready to throw in the towel and say they'd handed us a lemon when the new guy came in and took a look at what we were trying to produce. Turns out, Johan was like… a slave laborer in some NOD factory? Debt slave, or something, he doesn't like to talk about it. But the upshot is, Johan had come in from a Yellow Zone, and had worked with this stuff before. He knew all it's tricks and temperaments and we got a lot of information about how to actually handle it. So here you go General, one Pitbull, one Orca, and one Wolverine with this fancy new armor composition, courtesy of NOD. Now can you get INOPS to stop breathing down my neck?"

It was the aid of a number of newly qualified workers, many of whom had worked at various Brotherhood armor plants before and during the Third Tiberium War, who provided answers. While some were straightforward misinterpretations (because the arabic that the documents were provided in was translated, and some of the nuances were lost) others were apparently a combination of lore passed down from senior workers to new ones by word of mouth, especially as it kept the workers valuable enough to the Brotherhood so that they would not be sent onto the front lines as militants.

This produces some interesting insights about the Brotherhood more generally. While it has long been known that many of the warlords cloak their purpose in faith, and the upper echelons are often heavily obscurantist in nature, the lower levels apparently have their own culture of obscurantism, especially with more desirable jobs. Something like the armor manufacturing is relatively safe, high status, and well paid, meaning that those in position are doing everything they can to stay in that position, rather than allowing a warlord to send them where he wishes. With nearly everything in Brotherhood society up for negotiation, every side is searching for some edge over not only their rivals, but their subordinates and superiors.

[ ] 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 53/40: 15 resources per die)

At this time, GDI's artillery park is standardized around three guns. First, a 203mm rifle, originally built for the Mark 2 Juggernaut, and later expanded out in lighter configurations. Second, a 152mm smoothbore, And third, a 120mm mortar. Of these, the first and last are quite acceptable. Somewhat short ranged on the former, and somewhat slow firing on the latter, but perfectly acceptable. The problem comes from the middle of the three.
The current 152mm artillery gun was an emergency measure to create a stopgap solution for the demand for more artillery. As the MBT-6 Predator was undergoing a force wide upgrade to rail guns, its old 152mm smoothbore high velocity guns were available in great quantities, and would not require substantial retooling at a time when GDI was still deep in reconstruction efforts following the Third Tiberium War. Unfortunately, it has performed poorly, with commanders commonly attempting to leave the 152mm pieces behind and requesting greater allotments of 203mm Juggernaut walking artillery and 120mm mortar equipped Bulldogs. Sadly, the problems for the current iteration of 152mm cannons are chronic. As a smoothbore gun, shells are not spin stabilized, and as the gun was designed for high velocity operation it requires very high pressure to properly function, necessitating a thick, heavy barrel. These are useful traits for a gun firing APFSDS shots, as the shot would not engage with the rifling anyway and sheer velocity was the main method of breaching enemy armour. They are not as useful for an artillery piece that is meant to be accurate at great ranges. The new model is substantially optimized for artillery work. First, the gun has been redesigned to work with lower pressures, allowing the barrel to be made thinner and lighter while losing little in range. Second, as the pressure has been lowered it has become possible to use shells with considerably thinner shell walls, holding more filler for better effect on target. Third, the barrel has been rifled, imparting much greater accuracy at range. While the absolute maximum range has shrunk, the effective range has thus been increased. Fourth, the gun can now operate on both integrated munitions, with shell and propellant in the same cartridge, and with separated shell and propellant charges in case the standard load would be inconvenient.
Beyond modifications to the 152mm gun, the primary changes have been made to the targeting computer. With GDI increasingly relying on forward observers and massed battery fire, the use of centralized fire direction, despite adding in another step between a call for fire and shells reaching the target, increases accuracy and speed of response. In GDI's next generation force, each company will have a fire direction vehicle, almost certainly an extensively modified Guardian chassis, replacing its crew compartment with computers, sensors, and communications equipment to allow for directed fire against targets across an over fifty kilometer range.
The total refit costs are going to be incredibly marginal. While refits are definitely required, they will not require more than a series of modifications to existing equipment. This will not immediately remove the existing smoothbore guns from service, but it will relegate them to increasingly marginal roles, and over the course of the next five to seven years, they will be removed completely, as GDI transitions to a more modern artillery park.


[ ] 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 69/85: 10 resources per die) (-6 Energy, -2 Labor)
Nearly four years ago, when the hydrofoil project was first developed, a section of the broader yard complex was set aside for their use. However, with the Treasury not going ahead on development, the other departments and independent working groups managing the shipyard, have built up all the areas around it, leaving it in a pocket that would be a logistical snarl to bring material into and take waste out of. While significant work has gone on to bring the sector up to standard, it has mostly not been in the shipyard itself, but in the surrounding areas, rationalizing and relaying track, roads, and marshalling yards for the complex. The shipyard itself has reached a state of near completion, but many of the final components, most notably the assembly cranes, have not yet arrived. With a final investment however, there should be enough hydrofoil production in the coming months to not only provide commands for many young officers, but also protect against Brotherhood activities

[ ] Naval Defense Lasers (New)
With the Treasury having constantly delayed implementation of existing naval defenses, the state of naval combat has significantly changed. With long range cruise and ballistic missiles an ever greater threat, the existing point defenses, built to intercept bombs from Vertigos and shellfire from shore batteries, are no longer good enough. A new generation of defense laser systems, based on the Crystal Beam Laser technology is required posthaste.
(Progress 63/60: 15 resources per die) (-5 Political Support Per Turn progress is not made)

The existing naval point defense systems are ineffective beyond two to three kilometers. Primarily this is due to an optimization problem, as they have to be able to make rapid target correction against very close range threats. For example a Vertigo bomber used to be able to make an attack within two to three kilometers before it had to break its stealth field in order to deliver its ordinance. With these kinds of airborne threats being the standard, it is no surprise that the Navy's first attempt at point defense systems overwhelmingly emphasized that band of ranges, using them to make smaller, lighter, and more distributed defense networks.
The new Naval Laser System is, much like the rest of GDI's defensive laser work, derived from the Steel Talons rapid fire laser systems. While it proved too difficult to make work on a land bound system, especially a mobile land bound system, GDI's navy has far more capacity to use such high intensity systems, and can use the system with minimal modifications to ensure seaworthiness. As a missile interceptor system, it can work out to ranges between five and ten kilometers, depending on environmental conditions. While technically capable of engaging beyond that range, it is difficult to ensure sufficient stabilization to keep the beam on target, and there is the constant problem of achieving sensor locks on the usually stealthy and always sea skimming Brotherhood missile systems. There are still some circumstances where longer ranges are likely possible, using multiple ships in a data link, but those have not yet been tested. Unfortunately the system as a whole is substantially larger and heavier than the existing mounts, meaning that a one to one conversion will be difficult. However, it can be used as a replacement for existing anti aircraft mounts, only needing a much more substantial power supply.
In terms of refits, the most likely approach will be to mount one on the Governors, retaining their existing point defense systems and replacing one of the stern antiaircraft mounts with a naval laser system. While not the best location possible, it is far better than nothing, and the ships are maneuverable enough to at least attempt to bring the system to bear against incoming missile threats. The Mountain class battleships and Atlantis class aircraft carriers will be a significantly more extensive refit project, with each likely trading off between a fifth and a quarter of their air defense systems to mount the new lasers.

[ ] Zone Emergency Medical Evacuation Vehicle Deployment
ZOCOM believes it needs two facilities, on nearly opposite sides of the world, to serve its general needs, and to supply the Forgotten. While even combined they won't be quite enough to serve all of the Command's medical evacuation needs, they will be enough to make a significant dent in them.
-[ ] Sydney (Progress 82/80: 10 resources per die) (-1 Labor, -1 Energy) (Must be completed before End of 2058)

The ZEMEV units, or Zombies are beginning to finally roll out en masse. While it will take some time for ZOCOM to be supplied properly, many are being sent to the Forgotten. These units are mostly unmarked, and some of the disguised versions, primarily because the Forgotten will not be using them entirely as ambulances. They are also significantly stripped down from the GDI versions, meaning that larger portions can be used as either a mobile first aid station, or actually as fast (if lightly armored) personnel carriers. While current deployments are primarily aimed towards the largest and most friendly tribes within the Forgotten, they will be eventually deployed to any who want some such units.
For the Zone Operations Command, one of the interesting side effects has been a marginal but significant uptick in readiness rates for the Zone Armor suits that they rely on. With the Ambulances often delivering the armor back to base along with the soldiers, it has meant that more can be salvaged, as both the suit and the person are more intact than without the ambulance conducting an evacuation. These salvaged components are often being put back into service with other units, reducing overall needs for supplies, although it has increased the tempo of maintenance operations, as many of the components are already partially through their rated service life.
More broadly, they are reducing overall combat losses in ZOCOM substantially, and Ground Forces have already registered their interest in such equipment as a supporting asset, especially once they begin receiving their allocation of Zone Armor.

[ ] Yellow Zone Qualifications Initiatives
Most Yellow Zone refugees that GDI has taken in have a somewhat fragmentary education. While usually competent in a field, they lack the breadth of knowledge that GDI expects for most positions. While they have so far been assigned to work, finding ways to fully qualify them will unlock a previously underutilized pool of labor (DC 90/120/150) (265)

The Initiatives as implemented began with community drive sign ups for qualifications self reporting, followed by tests and training programs. These tests are, for the most part, skills based, aimed to determine who is already up to Initiative's standards. Overall, known and suspected former members of the Brotherhood of Nod have scored reliably well. They often do not know the precise mechanisms or systems of GDI procedures, but do know the principles and many will only nee a few weeks at most of on the job communications instruction before they can be considered fully qualified.
The regular men and women however are significantly less broadly skilled, with most only knowing one or two procedures and how to work a particular set of machines. These are being given specialist certifications, as a prelude to being educated for more general certification. While they can be gainfully employed, it will be far more difficult to move them around, and they are at risk of near permanent unemployment due to improving automation. However, at least for now, they can be assigned to jobs, and can aid the Initiative.
Beyond tests however, there are educational programs. Many of the results are being fed into GDI's educational systems, and not only will these tests provide a surge of skilled labor immediately, they are laying the groundwork for a steady influx of labor over the coming years and potentially decades.
Additionally, many of their children have attempted to sign up for testing, and after some bureaucratic kerfuffle, they have been allowed to take the tests. While their skills were not as complex or as complete as the adults, some do show noticeable technical talent, likely trained into them as part of yellow zone life.

[ ] 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 55 + 1 operations die) (169)

The attack on Hackett has InOps in something of a tizzy. Seeing potential threats in every shadow and every corner, they have rampaged through the services department like bulls in a china shop, requesting ream after ream of documentation from everyone from the highest management to individual teachers and line workers. Throwing themselves into the work of searching for security threats to reassure themselves that they are in control and can counteract the Brotherhood of Nod.
However, their search, no matter how spirited, has shown little in the way of results. Little to nothing has been found. While there are some handful of low placed Brotherhood Humint assets in the department that have been arrested and imprisoned, that is the extent of what the InOps search teams have been able to turn up.

[ ] Private Industrial Automation
Providing a steady supply of capital goods to the larger cooperatives should serve to increase private output substantially. While these cooperatives would be unlikely to free up labor in any significant amount, they would increase production as much as possible.
(-2 Capital Goods)

Beginning to supply the private sector with a steady stream of labor saving devices has led to noticeable restructings across the sector, with thousands being transferred to other jobs, and more broadly a general replacement and restructuring of the system as a whole. While this has increased the output of the private sector significantly, including a noticeable increase in taxes, the restructuring has widened the gaps between larger and smaller companies, creating a wealth gap in the workforce, and making it more difficult for small companies to compete. However, with the workforce problem, if not solved, put at bay for some time, more companies are being founded, and many new startups are filing for incorporation, a fifteen percent increase over the average for the program.
 
Last edited:
Back
Top