Q3 2058
Q3 2058

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: 480 Points
Stations: 3929 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



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 549/650: 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)

[ ]Blue Zone Apartment Complexes (Phase 2) (Updated)
A second wave of apartment complexes, dotting GDI cities and snaking between higher and lower density areas will provide a further boost of high quality housing. While not as Tiberium hardened as the arcologies, that is a distant threat, and one that can be safely disregarded in the immediate timeframe in favor of housing people in better conditions.
(Progress 28/160: 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)

[ ] Rail Network Construction Campaigns (Phase 2)
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)


[ ] 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 (4 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)
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 139/250: 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
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)
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
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 11) (Updated)
A final stage of Red Sea operations will be in Eritrea, attacking towards the source of the Nile river, and into the Red Zone pocket where the Brotherhood once sourced significant resources for the Egyptian zones. While this will be a somewhat more difficult operation, it should not face significant opposition.
(Progress 46/130: 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 11) (Updated)
Attacking the other side of the Sinai peninsula and the former territories of Israel, this glacier mine will be the third of four in the area. With a fairly long overland route, it will be marginally more expensive to manage, but not as bad as some of the proposals for other locations.
(Progress 30/180: 30 resources per die) (-3 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)

[ ] Railgun Harvester Factories (New)
The Railgun Harvester is a significantly heavier design than previous Harvester systems and so requires a new series of factories. While by the standards of military production these will be overall fairly limited, they will provide a noticeable increase in income, especially from more heavily contested regions.
-[ ] Albany (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Porto (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Vladivostok (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Bissau (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Maputo (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Dandong (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)

[ ] 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)

[ ] 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 (5 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 100/715: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support)
(Progress 0/1430: 20 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: 20 resources per die) (5 Political Support)
(Progress 0/170: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/340: 20 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/680: 20 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1360: 20 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: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1540: 20 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: 20 resources per die) (5 Political Support)
(Progress 0/170: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/340: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/680: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1360: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)

[ ] Nanotube Hull Panelling Development (New)
With the SCED having developed a new advanced form of high resistance hull panels, it is in the interests of the Treasury to test them for its own interests and develop them for a more comprehensive manufacturing sequence.
(Progress 0/30: 5 resources per die)

[ ] 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 79/135: 10 resources per die) (+2 Logistics) (10 Political Support)

[ ] 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: 10 resources per die) (20-25 resources)
(Progress 0/90: 10 resources per die) (15-20 resources) (Unlocks Low Orbit Support Satellites)
(Progress 0/90: 10 resources per die) (15-20 resources)
(Progress 0/90: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/90: 10 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: 20 resources per die) (+5 Resources Per Turn)
(Progress 0/155: 20 resources per die) (+5 Resources Per Turn)

[ ] 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: 20 resources per die) (+2 Light Metals)

[ ] 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: 20 resources per die) (+20 Resources per turn)
(Progress 0/385: 20 resources per die) (+2 Heavy Metals)
(Progress 0/375: 20 resources per die) (+2 Heavy Metals)
(Progress 0/365: 20 resources per die) (+2 Heavy Metals)
(Progress 0/355: 20 resources per die) (+2 Heavy Metals)
(Progress 0/345: 20 resources per die) (+2 Heavy Metals)

[-] 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)

[ ] Green Zone Teacher Colleges (New)
Providing enough highly qualified teachers has always been a struggle in the Green Zones, especially with the refugees filling the region. Building dedicated teachers colleges will help alleviate some of those problems, and aid Litvinov's education mandate.
(Progress 0/200: 5 resources per die)

[ ] Remedial Education Program Expansions (New)
With many of the refugees coming in with only partial training, the existing alternate education programs are under significant strain, with too few classrooms and too few teachers. Relatively cheap expansions to the program would help speed the expansion of the workforce, and aid Litvinov's education mandate.
(Progress 0/120: 5 resources per die)

[ ] 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 124/160 : 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 328/350: 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 2) (Updated)
The second phase of refits includes a number of the critical new developments pushed forward by the Global Defense Initiative in the aftermath of the Third Tiberium War. Systems like the Apollo, Zone Armor Factories, and similar need refits promptly, and will significantly increase GDI's ability to absorb losses in those areas.
(Progress 52/90: 20 resources per die) (-3 Capital Goods)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 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: 20 resources per die) (Station) (High Priority)
(Progress 0/500: 30 resources per die)

[ ] 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 Refits (New)
With the system offering a cheaper and more effective means of protecting some section of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 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)

[ ] 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)

[ ] Backpack Rocket Launcher Development (New)
With the Zone Operations Command ever more intensely engaged with the Brotherhood of Nod, backpack systems are one of the easier ways to substantially increase firepower. While not always the most convenient location, by shifting around the power pack somewhat, nearly any Zone Operations Command unit can have a limited supply of short to mid range indirect fire options at their disposal.
(Progress 0/50: 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
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: 20 resources per die) (High Priority)
(Progress 0/200: 20 resources per die)
(Progress 0/300: 20 resources per die)
(Progress 0/400: 20 resources per die)

[ ] 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: 10 resources per die)

[ ] 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: 20 resources per die) (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 Deployment (New)
Refitting the existing factories producing the 152mm guns that are currently in GDI's stockpile will be a somewhat limited process, but one that offers significant increases in ammunition efficiency for all GDI forces. Additionally, diverting some number of Guardian APC chasses towards the artillery command variant will see improved efficiency of fire direction.
(Progress 0/200: 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 69/85: 10 resources per die) (-6 Energy, -2 Labor)

[ ] Naval Defense Laser Refits (New)
The Navy requires laser refits across the fleet, including the newer Governors. While it will not be improving the very lightest units, it will provide significant improvements in the defensive umbrella that most naval units can provide. While it is a noticeably intensive refit, requiring significant effort to run additional power conduits through the ship, and involves losing out on some of the antiaircraft firepower, the protections are definitely worthwhile.
(Progress 0/330: 15 resources per die)

(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)

[ ] Lobby For Establishment of Negotiation Corps (New)
With the Initiative having engaged in negotiations with the Brotherhood of Nod on multiple occasions in the last years, one common element has been the completely amateur nature of GDI's diplomatic services. While currently there is limited support at best for a proper Department of State, establishing a corps of professional, dedicated negotiators to lead engagement with the Brotherhood and any neutrals may well have positive results.
(DC 100/120/130) (-5 Political Support per die)

** 4 Hour Moratorium on Voting **
 
Last edited:
Battle of St. Petersburg
The Northern War: Operations in the Circum Arctic
[FOR PARLIAMENT] [NON-INTERNAL] [REVISED]​
Authors: Brigadier General Hajji Yusuf Escoffier and Senior Analyst Attur Saileach
Editor: Head of Consumption Mary Rolvsdottir​

Contextual Background
To contextualize the rapid intensification of the northern war, it is the result of a general jockeying for position among the warlords of the Brotherhood of Nod. While there had been previous actions, with Stahl and Gideon being crushed and inflicting nearly no damage against the Initiative in their attempts. Bintang had been somewhat more successful. After the Battle of Natuna Sea, the unconfirmed fear was that the Brotherhood were making an attempt at a realignment strategy. In the wake of the Double Granger Administration– as it has come to be known– it had become clear that Nod's feudalist dysfunction would not be sustainable in the coming years as we marched in greater numbers and with better material into their homefront. Something had to give, and in this, there seemed to be a truce between the Major Warlords as they attempted to show why they, above the rest of their equals, are fit to rule in the absence of Kane. Bintang proved her mettle first– if one does not count Gideon's lackluster performance– by driving off the materially superior GDI Navy from her sealanes, even if none of the Governors sank. In this, the credentials of the elusive Pirate Queen has been shown to the world.

And stepping up to the plate behind her is her equally old colleague from Russia. And in many ways, it shows that if nothing else, a fusion from the normally asymmetrical irregular warfare that Nod favours with technological upper hand proved beneficial for their war effort.

On September 7 2058, General Anton Cherdenko marched out of the Ural mountains, heading north and west towards the former city of Arkhangelsk, now a fortress town on the leading edge of the Green Zone in northern Russia. With him was a brigade of armored infantry, along with a battalion of heavily modified Mark 1 Titans. A GDI mainstay through the Second Tiberium War, Krukov had managed to loot one of the factories in the early chaos of that War and transported its parts– as well as maintenance schematics– into his underground Ural facilities. Since then, he has been using the Titans throughout the third war and beyond, levying the industrial miracle of Tiberium to keep these Titans up with the necessary refits. These ones in particular had been modified with Stahl-type Binary Propellant cannons instead of their standard 120mm L7s, giving the shots enough velocity to core through a Predator, at the risk of extreme flammability inherent in such propellants . Additionally, they had added a pair of Spitfire laser systems on the port side, lending the Titans an effective anti infantry and anti aircraft laser system.

Over the course of the next few days, Cherdenko's men marched north on the old A-153, and then followed the course of the northern Dvina from where it split with the Vychegda tributary. Along this long cold march, they encountered paltry resistance, nothing more than the occasional air strike and artillery salvo meant to keep the march from advancing rapidly. Crossing the river at Voronovsky proved to be a challenging process, with the first pontoon bridge washing away and setting back the progress before Cherdenko ordered a forced march in the night– reaching the peninsula on the morning of the 10th.

Opposing him was Brigadier General Vladimir Orlovsky, commanding the battle-hardened 31st Armored Brigade, alongside five companies of the green Arkhangelsk Home Guard. An old hand in the Russian Theatre, he knew that the terrain favored him significantly. A small river east of the fortress city served as the anchoring line for his defense, putting the forward most defenses a few hundred meters short of the river, and erecting a series of defensive lines, backed by every artillery piece he could get his hands on. However, he had known Cherdenko was coming, and rather than simply defeating him in the set piece battles that are common in the Russian theater, he decided to lay a trap. Splitting his forces, Orlovsky led two regiments of armor across the river and to the west, about an hour and a half from the main theater of engagement. Additionally, about 300 kilometers away, in Kem, across the White Sea, three wings of Firehawks, and a further wing of Apollos had surged into the region, ready to lay down masses of support fire into the defensive line.

Attack on Arkhangelsk
At 0400, Cherdenko's forces arrived at Setigory, some fifty kilometers short of the closest point of GDI's defensive line. Here, he gave the order to rest and prepare for an attack at 0500, roughly twenty minutes before the apparent dawn. His forces would attack at the far southern end of the defensive line, the only part not covered by a river to the front with the Titans leading in vanguard. The Scorpions would then follow up in echelon along the line, attacking as the Initiative was forced to refuse its flank.

In the face of the front, two Majors prepared their Companies and themselves for the upcoming battle. In command of Archangelsk's Fourth and Fifth, Major Matej Miran and Caitlin Kyriaki steeled themselves behind the entrenched fortress line. Though Home Guard elements all across the world had seen combat in various forms against Brotherhood forces, this would mark the first high-intensity combat that such formations would face. Here, new citizens of the GDI from wartorn Europe who chose to serve would have their mettle tested. Here, the design concept of the Home Guard as line-holders would have its trial by fire.

On the topic of design, some attention needs to be shifted towards the defensive lines utilized by the Home Guard. Though the GDI has generally perfected the art of defense against the Brotherhood, Krukov and the Ural-supplied warlords' proclivities to match against the GDI with appropriated arsenal meant several tweaks were introduced. In particular, there's a greater ratio of MCVs allocated to the defensive lines and Fortress Town hubs. Against what amounts to a mirror match, it is reasoned that a superior defense would exhaust Krukov and his ilk's pretension for firepower. When Cherdenko's forces were spotted, Orlovsky spared no expense in deploying the entirety of his MCV formations. For those three days, the constructors poured concrete and steel into the earthenworks in a series of ramparts, decoy bunkers and emission generators. Notable additions included fallback underground hardpoints where injured GDI troopers could be stabilized and their entrances collapsed to prevent capture or execution. Thus, a battlement of two defensive lines connected via an underground rail that spanned half a kilometer was ready, with dozens of bunkers and weapons emplacement ready to blunt the assaults head-on.

As the hazy dawnlight peeked over the horizon, the Brotherhood attacked. In a move to rival the GDI's doctrine of supreme firepower, the Titans strode forth– their twenty five feet tall frame emblazoned with the trappings of the Brotherhood with several of them strapped with the banners of Kane, Krukov, and most prominently, Cherdenko himself. Within the first seconds and salvo, two decoy bunkers are blasted open by the Titans cannons. Within the next two minutes, two dozen bunkers worth of concrete and steel would scatter all over the battlement as the Titans flung high explosive shot into the complex, burying the troops in their bunkers and – in the case of the fragmentation rounds that went through the firing ports – perforated the troopers into red mist.

Yet the Home Guard held firm. With presighted targets and the light of the dawn giving clear vision, the ordinance equipped troopers retaliated. RPG-43s barked from firing slits as integrated T15 and T20 missile launchers gave their voices to the orchestra of death. As the payloads rocked the Titan frames and overwhelmed the Spitfire systems, Miran gave the order for the emplaced railguns to fire. Streaks of blue-white lanced through the air, downing Titans one after another. Multiple vehicles caught fire, two detonating in showers of toxic flames blasting out from ruined chassis and blinding the battlement temporarily.

Yet, some did not need direct vision to fire. The Guardian turrets had revealed their positions to destroy the Titans and allowed the Spectre platforms to triangulate and fire– 155mm shells crackling out of the stealthed vehicles and into the Guardians. As the railguns fell silent from falling shells and the need to retreat, Venon teams drew fire as the mark targets for cruise missiles from the Nod's base in Setigory, blowing apart all forwardmost bunkers and emplacements as the offensive encroached forward. But while Cherdenko was focused on destroying the first defensive line, the Kem air support screamed forth across the White Sea, burning boosters to greet the Nod in a hail of bombs and missiles. Additionally, an entire wing of Firehawks pushed past the scrum into Setigory, tangling into an interception squadron of Barghests. In a close ranged dogfight, five Firehawks fell in exchange of six of their oppositions before the battered interceptors broke off in tatters, giving the remaining Firehawks free reign to destroy the Setigory base.

Within the space of fifteen minutes, Orlovsky found himself at a crossroad. The defense of the Home Guard had been unexpectedly stiff and neither Major had asked for reinforcement, only that they kept the retreat avenues clear. Yet, the soldiers of the Fourth and Fifth held firm, knowing that retreat was close to impossible from the mass of firepower all around them. Even though they had been instructed to fall back if the Brotherhood looked like it was about to make a breakthrough, they had decided that they were going to hold on no matter what. In this, they were fatalistically sanguine. As the Titans pushed past the first defensive lines– and as militants bedecked in GDI-like equipment and a handful of Black Hand squads within Reckoners surged within, the retreating Guards rallied around their squad leaders and hard points of the second line. Through the internal PA system, both Majors hollered invectives at the invaders and exhorted the remaining effective forces of one and a half companies to make their stand. And to the surprise of the Nod elements, Kyriaki and the combined forces of the Guard counter-charged their assault, forcing a ruinous room-to-room skirmish within the seeming warren of the fortifications. Hallucinogen and incendiary grenades reaped their tolls here, where roomfuls of defenders either kill each other in rage-filled hallucinations or scream as they burn alive. It was clear now that the two lines would crumble, and Cherdenko's forces would surge through.

And yet again, the Home Guard held firm. Even as Miran and his entire command squad within a rear line bunker went up in flames from an errant shot of a Titan and as Kyriaki's half-dead immolated body were dragged back by what remains of the counter-charging forces into one of the collapsible bunker warrens, the platoon and squad leaders took initiatives. Some took their final stand in the CIC room and ensured the remote emplacements kept their fire. Some collapsed the roof atop their own formation with sonic grenades if it meant taking down Black Hand troopers. Some crept through the battlements Nod thought cleared, rescuing wounded into what few bunkers remain uncollapsed and taking out smaller elements piecemeal. All these amounted to the further delaying of the entire offensive for another thirty minutes, beyond the wildest expectations of Orlovsky.

As the battered battalion of Titans pushed through, the reserve regiment of the 31st pushed a company of Predators south to engage them, and stymie their advance. Sliding into hull down prepared entrenchments, the Predators unleashed a devastating barrage, cutting down mech after mech. While taken under crossfire from the first of the follow up units attacking in echelon, they took relatively few casualties, stemming what had been a threatening position into a contained toehold on the Initiative's southern flank.

At 0700, two hours after the battle was joined, General Orlovsky led two regiments, over a hundred Predators and supporting arms, into a massed attack against the Brotherhood of Nod. Slashing across the open farmland north of the city, they hit the forward elements of the Scorpions ready to lead into the echelon attack as the Initiative flank curled back towards the city, and utterly routed them. Initiative lasers shredded waves of incoming rockets, while railguns flashed forward. Each of Orlovsky's platoons had such an overwhelming superiority at the point of contact to the point that they were able to focus all of their fire directly into a single Brotherhood vehicle at a time, wiping out platoon after platoon and company after company. With his forces pinned to the river, Cherdenko began organizing his retreat, when a second wave of Firehawks and the orcas so far held back from the main engagement swooped in and turned a relatively well organized collapse into a chaotic firestorm as troops stumbled between burning tanks, and anything emitting was being hammered by repeated HARM strikes.

With escape impossible, and the army completely outmatched, Cherdenko gave the order to surrender in limited broadcast. While such surrenders are very rare in modern warfare, it is not unknown. And unlike in most fronts, where rules of engagements are barely listened suggestions for both sides due to the Brotherhood's propensity for feigned retreat, the Russian front kept to a tighter, conventional standard. Though some among Cherdenko's troops were reluctant to lay down their arms, the chance of prisoner exchange back to their territory and the certainty of three square meals a day in a GDI prison was enough to convince them. And as Cherdenko himself is disarmed and brought into Orlovsky, he bitterly remarked the following good faith reward: "At least that damned svoloch would have a harder time at it."

The Siege of St. Petersburg
At the same time, just over a thousand kilometers away, Krukov had been on the move. While still hundreds of kilometers short of the terminus city of St. Petersburg, he had taken a rough dogleg in order to approach the city directly from its south. Bypassing the ruins of Moscow, his army marched along the eastern shore of Lake Ilman as it turned north. Expecting Cherdenko to be demonstrating against the city of Arkhangelsk, drawing GDI attention and reaction forces, he had marched in a very loose formation, a common practice for the Brotherhood as it ensures that GDI ion cannon strikes are only minimally effective. Marching north, towards the GDI positions, Krukov gathered his banners.

Krukov brought with him a substantial force, a full corps of combined arms. Not only Brotherhood equipment, but two battalions of Titans and a third of wartime era Predator tanks. Beyond that, a substantial artillery train, two battalions of spectres and a further two of cruise missile platforms backed the force. Beyond the arms of the General himself, the army contained the arms of dozens of warlords. Ranging from light raiding forces to a company of Purifiers and two Chapels of the Black Hand, it was an army on a scale unseen since the Third Tiberium War.

Arriving at Veliky Novgorod on the morning of the 11th, Krukov rallied his men. Drawing them up into close order, he paraded his personal heraldry, followed by the chamfered triangles and Scorpion Tails of the Brotherhood of Nod, and the crosses of the Russian Orthodox Church, many of which had been looted from the cathedrals of Moscow in prior wars. For the sake of posterity, the following excerpt of the battle speech is transcribed here:
"Before my grandfather's grandfather was born, before the gift of Tiberium, this was all our land. Before the Initiative carved up the world into their zones, these were all our good places; our dead are buried here. The Brotherhood knows this. The Brotherhood respects this. Kane respects this. The Initiative has no regard, no respect; they come and try to take what is ours, land, people, Tiberium! They talk of how they will 'help us and protect us'. They seduce the weak and put us to sleep with golden promises: when we wake, all that we had is gone-stolen! They take our children and turn them into little GDI drones at the beck of faceless masters. So we fight to keep what is ours, what must stay ours! There can be no peace with the Initiative, men of stone, and iron, and lies! There can be only war. Today we strike another blow against GDI, and another, and another, until we drive them into the sea! Peace. Through. Power!"

The army, some hundred and fifty thousand strong, marched north, along the ruins of the old E-105, and the M-11. The roads, while ruined by decades of freeze and thaw, were still more comfortable to march along than attempting to take the army cross country. At the junction, Krukov split his force in two, a left wing under himself, and a right under Nikolai Moskvin, one of his commanders. The two would broadly parallel each other but at a distance in order to put more manpower before the city faster, rather than being limited as much by the road. The plan ran into trouble at a place called Chudovo, the point where the two forces were most separated. Two battalions of Initiative mechanized infantry made a stand in the ruins of the old town, abandoned for decades at this point. Outnumbered more than ten to one, the battalions were never going to stop Moskvin's fifty thousand men. They were enough however to delay them. Spotted by forward stealth tanks, Moskvin made the decision to go offroad, flanking to the north in order to bypass the force, and bring up his shorter ranged artillery pieces to reduce the position. This proved to be a mistake, as wings of aircraft based out of the Finnish Blue Zone began striking at the strung out forces, and GDI Ion Cannon M-272 arrived over the battle space, with the two battalions acting as forward observers for the strike punched a substantial hole in the force.

While Moskvin regrouped after the damage done to him, Krukov made a daring attack. Having bypassed the GDI forces falling upon Moskvin, he launched an assault on the fortified city of St. Petersburg stewarded by Brigadier General Rostam Tir and unveiled a new weapon, the Underminer. A rapid tunnel borer derived from the Brotherhoods previous attempts at subterranean offensives, it is effectively an underground torpedo-transport. Using a pair of screws to cut a hole in hours that would take conventional units days to get through, they drilled through to St. Petersburg's underground complex and unloaded their payload, a series of Afanc-class Gana biomechanical organisms. These mountains of meat and metal made their unstoppable gait through the lightly armed and armoured Home Guard and their attached artillery unit. Once they breach, each of the drills contains a series of Gana, in the case of Krukov's use, a squad of the Afanc type, mountains of meat and metal unleashed at close quarters against lightly armed and armored Home Guard and artillery units. At close quarters, a standard issue GD2 proved to be woefully inadequate and while the standard issue armor piercing rounds riddled the monsters, they refused to fall, and those that did still twitched and flailed, spraying laser beams and bullets as their cybernetic augments and nervous system refused to acknowledge their host's deaths. The handful of T5s issued to the Guard intended as light anti-material weapons proved effective as they spat high explosive death into the monsters, each hit turning the snarling maws and battering limbs of the monsters into rapidly dissociating pieces and smears of blood and guts. Even so, the chaos brought by the assault silenced GDI artillery as Tir made the order to retreat the mauled Home Guard, giving Krukov the minutes he needed to unleash his full might into the city. Rather than being slaughtered at range by railguns and missiles, Flame Tanks surged into the defensive lines, and breathed fire indiscriminately, punching a hole as the front line collapsed.

As Tir called upon all available resources, the GDI Air Force vectored in strikes from every air base within a thousand kilometers, turning the skies into a rapidly devolving furball as wings of Firehawks and Apollos crashed into Venoms and Barghest– the Nod crafts preferring to fire all their long range missiles towards their GDI counterparts before effectively jousting with their plasma weaponry. Wreckages after wreckages fell in great numbers, as AA emplacements from both sides caught pilots too pressed in the dogfight fatally unaware, multi-coloured streaks of hypervelocity munitions adding to the cacophony of the previously overcast skies.

Down on the ground and with the outer defensive lines south of the city proper collapsing, Tir sounded a general retreat. By squad, by platoon, and by company, Initiative forces began fighting a thousand and one battle as they conducted a bitter fighting retreat through the streets of the city, buying time for civilians to be evacuated at their own expense. Building by building, street by street, the Home Guard and the Initiative garrison bolstered by civilians armed in surplus gear and weapons– for none who lived Fortress Towns are unaware of the risks–made the advancing Brotherhood pay for each inch of ground in blood and fire. Though accurately guided cruise missiles rained down on their positions by spotting Venoms, the furball ensured that Krukov's air superiority was wrested away and made any Nod CAS a sporadic and inaccurate affair. By noon, much of the city was in ruins and the Initiative had fallen back to the north of the Neva river, having blown the bridges behind them. Rather than trying to force a river crossing in the face of heavy resistance, Krukov and Moskvin moved to lengthen the front, with Krukov extending his force to the Reka Tosna, and Moskvin conducting a sweeping advance to the shore of Lake Ladoga, leaving the force protecting a nearly one hundred kilometer long line in a rough S curve, with the Brotherhood holding a salient in St. Petersburg itself, and the Initiative holding one east of the Reka Tosna.

As night fell, both sides settled in. While this would typically be a time for routine infiltration operations and counter assaults, Krukov had always been chronically short and deprived from Shadow Teams, allowing GDI to concentrate their full attention towards the back lines. While the crack of sniper fire and salvoes of artillery continued through the night, both forces remained relatively static as the opposing sides brought up over a dozen MCVs apiece, spreading them out and establishing entrenchments. Krukov's men emplaced hundreds of hub and turret arrangements over the course of the night, although not without severe losses to the work crews as they were picked off by sniper fire. On the other hand, Tir brought up masses of artillery, and troops from the fortresses to the north marched south overnight, massing for a pitched battle the next day. On the morning of the 11th, Krukov surged forward with both chapters of the Black Hand, along with every single Purifier, Avatar, Titan, and Predator in his inventory on his far left flank. Pushing GDI back to the Neva river line, they ran headlong into a GDI position that had been fortified and hardened overnight by the 121st Super Heavy Battalion "Viktar's Finest". With 56 Mk.III Mammoths and their attendant support prepared and presighting their foes, they fired at the crossing. A total of one hundred and twelve railgun slugs and over two hundred missiles made their voices heard in a withering storm of fire, singular shots downing Titans and twinned or triplied strikes pounding Avatars and Purifiers into scrap metal. Additionally, the massed artillery park– guarded as they are with an attendant interceptor wing– pummeled down on the advance, drowning any further chance of advance in a flood of shells, washing away weeks of production times within minutes. By 1000, it was clear that GDI had won the day as reinforcement from across the theatre sweeped around the take and turned the flank into a trap, the smoking husk of the Fortress City a vice grip.

The retreat began in good order, with the Brotherhood's left flank falling back to shorten the line, and shield the axis of retreat, while the right began funneling units back towards Veliky Novgorod. However, as GDI began to sense weakness, the defending units became ever more aggressive. With the rear guard units already depleted during the offensive of the first day, many disintegrated and others found themselves increasingly isolated as their flanks came apart. Losses continued to mount as GDI fell upon the ruins of Novgorod around dusk. With Krukov unable to load many of the supplies, let alone his artillery batteries and cruise missile launchers, the city was effectively flattened in the ensuing engagement, with many losses, including the death of Moskvin.

Retrospective and Post-Mortem
As the grounds were retaken in the following weeks, the butcher bills were tallied. It was ruinous, the short campaign amounting to the greatest singular loss of life on both sides in the years since the Third Tiberium War in the region. Overall, GDI took over thirty thousand casualties over the course of the few days of action. The Brotherhood of Nod took well over twice that number in total, alongside a near total loss of equipment heavier than trucks or carryalls. Of the Arkhangelsk's Fourth and Fifth, the only surviving elements were the crews who retreated with their Guardian. Of those who fought within what is now christened as the Lines of Ruination, of the one hundred and eighty souls who fought within, only twenty– including Kyriaki– remained alive, and all in bad shape. For their sacrifice, all those within the formations were given the Eagle's Service Medallion– an unheard of honour for what amounted to defense militia– and full support to the families they left behind. Doctrinally, they have proved the mettle of the Home Guard, proving the ever increasingly few naysayers to GDI's policy of pushing forward the value of even lesser trained militia.

The value compounded more, as the most valuable Brotherhood personnel since the acquisition of the Qatari Loyalists began to speak. In exchange for partial amnesty and informant protective service, Cherdenko began to sing like a bird about the thrust of the campaign and the internal setup for Krukov's branch of the Brotherhood of Nod. He relayed that he was supposed to tie down the forces in Arkhangelsk and the surrounding regions for days– up to a week if need be– as Krukov attempted to chase his white whale, the true destruction of a Blue Zone Arcology within the Finnish Blue Zone. With the destruction of Saint Petersburg, he had accomplished the broad designs of such an offensive due to how heavily fortified it was compared to Arcologies. Even more, the recovered corpses of the Afanc-class Gana turned out to have been heavily improved with intentional disparity in shapes and sizes meant to foul target priorities– seemingly taking lessons from the Battle of Chicago to heart. More than that, the Underminers proved to be a doctrinally new trump for the GDI to contend with, though one where short fixes and workarounds are possible. At least in the seismically stable Western Russia and Baltics region, Underminers would be found out quickly and unable to function as infiltration units. But if it does connect, the walls of GDI fortifications would not suffice against such an attack, and would have to be repelled.

With regards to the Krukov's fiefdom, b speaking, his area of operations is divided into three theaters. The East, the Urals, and the West. In the East, forces were spread out and operated at the far end of thousands of kilometers of supply lines. For the most part, Krukov's decentralized operations were focused on the deep Yellow and Red Zone edge regions for harvesting operations. It is a region of paradoxes, where subordinates considered too powerful or dangerous are put to exile, battling away against ostensible peers and giving their income to Krukov in exchange for Ural-made arms. The most prominent Warlord in this theatre is Oleg Pavchenko, exiled in parts due to his tactically gifted mind and his own ambitious drive. Cherdenko confided that Pavchenko is the main sponsor for Yao Qinglian, the rising Warlord in Chinese Theatre, directing him to proxy offensives against the Korean Blue Zones and probing attacks at the Himalayan ones.

The West, however, is a region of danger. As the primary operational theatre, it was where subordinate Warlords could strike out and make a name for themselves against the GDI using anything from quick smash and grab operations via tactically superior forces to surprise bombardment from Spectre platforms. Here, success and failure differentiates whether one gets promoted or shot unceremoniously, as Krukov brooked no incompetence in such an important theatre. Here, Cherdenko and Moskvin had ruled as the main Warlords, neither ever truly powerful enough to overpower the others while fending off any vultures wanting to usurp the weakened winner. With his capture and Moskvin's demise however, Cherdenko speculates that peace would reign for the GDI in the interim as power struggles and the sustained casualties prevents any but the lightest operations against the Initiative..

Finally, the Urals. Here, Krukov ruled directly. Within dozens of smaller bases within the foot of the mountain ranges and with larger complexes located deep within valleys or carved deep into the mountain, the Urals play host to an industrial complex untouched by the GDI due to their shielded location. Here too, Krukov had cut the mountains with trails and hidden roads that allowed him to move warmachines relatively undetected throughout the breadth of the Russian regions. While Cherdenko is privy to the locations of several complexes, he made the uncharacteristic request to not strike the mountain towns, as while portions of them are shielded by the mountains, they also hosted the population centres of the Brotherhood, with over a million civilians. Lastly, he knew that Krukov had at least one major project in mind, dubbed "Project Varyag''. Though Cherdenko does not know what it entailed, it had taxed the Eastern Warlords in tributes over the past years.

On the GDI's part though, reconstruction efforts must go underway. Not only to refill the ranks, but also to ensure that Saint Petersburg can stand. As the farthest east hub of the European parts Initiative, it has been a terminus node that is the closest to the Himalayan Blue Zone. Within the following quarters, it is expected that the logistics line will be strained and free labour will be expended to take advantage of the lull as the Brotherhood committed to a power struggle.

Battles of St. Petersburg and Arkhangelsk: Nod can't GDI
Mira Hahn
With reports coming in from reporters on the northern front, it is apparent that Krukov has made a substantial move. While it is so far unclear how successful he has been, it seems that this was a noticeable defeat for him, although it was more successful than any of us would have liked.
This is what I have so far.
Battle at Arkhangelsk - New York Times
Operations in the northern theater have often been characterized by a very direct form of action, and rarely has this been more true than the most recent battle of Arkhangelsk, where a Brotherhood Brigade was crushed by valiant GDI Forces.

[l] Profiles in Courage: Vladimir Orlovsky [/l]
Orlovsky has been a successful commander on the northern front for well over a decade. During the Third Tiberium War, he held the line between the Baltic and Lake Lagoda for over two weeks as other GDI commanders broke away, only retreating when the long front on the other side of the lake collapsed. Following his retreat to Helsinki, forces under his command held until the GDI counterattack pushed the Brotherhood out of the Blue Zones. Following that however, his career was unremarkable, being bottled up in defensive actions across BZ-1. Often demonstrating little more than effective if uninspired competency, Orlovsky has tended to simple tactics that worked. In the aftermath of the Third Tiberium War, Orlovsky was one of the pioneers of modern mass artillery tactics, although in his now most famous battle he was unable to use them effectively.

Mannerheim Campaign Press Release
According to the press release on the 15th of September by GDI's Public Information Office the Nod assault began by a brigade sized force attacking Arkhangelsk in the early hours of 10th of September. Given the later attack at St. Petersburg they are presuming the Arkhangelsk attack was a distraction meant to draw support away from the main thrust of the attack. [EDIT:]This distraction was unceremoniously crushed.
The attack on St. Petersburg managed to make it through on one of the prongs of the assault, with Nod forces actually getting near the BZ defenses beyond fortress St. Petersburg before being turned back.
Given how Nod tends to hit, fade and hit again once your guard is down, PIO has refused to state unequivocally that the campaign is over, but given that the Nod force that attacked St. Petersburg appears to be in full retreat and from reports had to leave a lot of materiel behind when their rear guard got crushed this campaign looks pretty done for Nod.

FloatingWood
… Why is the subtitle 'Nod can't GDI'?

YellowZon3r
#FloatingWood Presumably because they tried the standard GDI doctrine of 'mass tanks' drive forwards. I oversimplify but for decades the war between GDI and Nod has been characterised by 'Standard' combined arms doctrine on the part of GDI which alternates between digging in for defensive engagements with heavy fortifications. And when on the offense doing so with massive amounts of heavy armour/tanks for major military operations.

Meanwhile, Nod, lacking the same tools as GDI to put it charitably, has been characterised by ambushes, stealth attacks and so on. And where possible avoiding battle with expensive tanks and materials save in very targeted attacks against critical objectives. Simply put, Nod while having a higher population to recruit for cheap militia duties, lacks the same industrial output as GDI. So Nod tends to be distinctly two speed, between the cheap and plentiful militia troopers. (now notably going out of style) And small taskforces of advanced materials. The combination of which lends themselves well to large distraction attacks with cheap troops that can be 'thrown away' while the real attacks are sent elsewhere. Especially combined with stealth.

As a rule of thumb against a greater power, of which GDI unquestionably is. (on the world war scoreboard it's 3/0 in GDI's favour so far) You don't attack head on, you attack where they're weak. Instead Krukov just took a large force of expensive armoured units and sent them head first at a dug in GDI position. Trying to beat them at their own game. And gave the world a wonderful example of just why Nod uses stealth and misdirection. Because trying to beat GDI at their own game where the odds are stacked in their favour… well. It means you're probably going to lose.


AccomplishingProvidence
And here we see the principle that, sometimes, the best counter to esoteric tactics is a calm, competent, "workmanlike" general. Much like King Theoden in the classical work Lord of the Rings, General Orlovsky shows that knowing what you can and cannot do goes a long way to winning battles.
#Floatingwood #YellowZon3r, the other thing to keep in mind is that the advanced tools that NOD traditionally employed seem to still favor a sort of asymmetric, less-direct form of warfare. But with some of their advances in recent years, that may be changing. It seems true that Krukov is moving away from that mentality as well. Perhaps calling upon historical tactics from the past of Russia?
I would say we should not celebrate this as an absolute victory. Krukov lives, and his industrial base still exists. Tiberium is often the great equalizer, so we may be in a situation where Krukov will learn and adapt from this. Time will tell.

FloatingWood
Nod's traditional doctrines may well be part of the reason why Nod can't contest GDI though. That said, yeah, Krukov's been pretty badly battered here, but I'm not so sure GDI came out that well too. Nod did break through St. Petersburg.

EvaDatabase
(First post!)
With how divided Nod is right now, I do wonder if Krukov really thinks he can beat GDI with a tank blob or if he's just working with what he has. Can't really do stealth and misdirection when you don't have enough invisi-tanks and ninjas, after all.

LastLizard
If Krukov is trying to change doctrines to something more fit for open battle… well, ideally, he just fails, but we often don't live in an ideal world here. Given some of Nod's other habits and technologies, who knows what demons in the dark he could dig out in that kind of quest?

I mean, he'll probably lose anyway because GDI's got a lot more experience in that kind of war, but he could still do more damage then anyone would like. And if he can pose even a half-real threat it only takes one partner who still has all the stealth stuff to make things even more worrying.


LaserKiwi2000
Let's hope there was enough damage on nod's side that they can't do as much next war. I would think that the birth-rates wouldn't be enough to be conducive to failed major offensives. Maybe the tanks and stuff used were ones they didn't want to refit?
 
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Q3 2058 Results
GDIOnline Q3 2058 Pt 2.

Moving Day!

Nightingale_Dreams
So, I know I am late to the party, but like half my building moved out today. Mostly going to the new arcology down the road. I did not even put my hat in the ring, because I am actually pretty comfortable here (and really don't like packing), but I don't know about the rest of you. I know a lot of people have been pushing this for a while.
I expect to get a whole lot of new neighbors in the coming days. Keep hearing horror stories about people putting in an application and getting told that there are no spaces available, hopefully the current wave deals with that some.

KryptosAdept
Depending on the specifics, I may also be moving to one soon. I would have a major problem bringing over some of my hobby gear however.

SpeakertoManagers
I still don't see how anyone can bear to live inside a box like that. As well decorated as an arcology is, and as 'natural' as the light from those screens are, it's not natural to live like that.

FloatingWood
Depends on the Arcology I suppose, but they can be pretty spacious internally. It's pretty good living if you can get in, very walkable and excellent public transport inside.

GreenBird
My family is moving into one of the old blue zone habitats soon! They told me the last people to live here kept complaining about the crampedness and the sparse amenities, but when the GDI service worker showed us pictures and explained all the rules for living in them I was blown away! Sensors at the doorways to make sure no Tiberium dust? Suit free in the buildings? That's incredible. And my school is only 30 minutes away! By bus! The last time I got a ride was on the outside of a ruined buggy my dad fixed up. Now I get to ride a car everyday.

Akira Oda (Treasury)
#Greenbird
It is very nice to hear that you live in a safer environment since we here at GDI are hard at work in providing everyone across the world the peace dividend as promised by Director Litinov. Especially since it will hopefully be a great experience in learning new things at the schools our government worked hard to provide for all.


Disaster at Sea: The Tidal Plant Collapses

Dr Henry Card
So, as usual the Initiative is being tight lipped about it, but it is hard to hide power stations just off the coast collapsing and Tiberium infested fragments washing up all along the coasts.
In my area, we had beach closings from St. Ives to Tintagel, and evac orders for all nonpermanent positions in the region. Been seeing response crews coming out for the past week as this began to be a problem.

From what I have been able to piece together, maintenance crews had not noticed that there was Tiberium eating away at the support struts, and when they went in to expand the facilities, they found out that everything had gone horribly wrong, and the stations were in severe danger of collapsing, so they pulled everyone out.

Now remember. GDI is very good about getting the instructions to the people who need to know. If you have not been contacted, just go about your lives as normal, because your area is not considered to be at risk. Otherwise, listen to what the Initiative tells you, and don't be a stubborn fool.

FloatingWood
Sheesh, reminds me of the shit old days of the late 30's projects out in the near YZs. The corps bought the politicos and inspectors, so even though things didn't always go wrong, when they did go wrong it went horribly wrong.
And that happened decidedly more often than was acceptable.

Solan
Cleanup is a mess fortunately we have some unrefurbished harvesters going around since a new refit program is being launched. Anyway from the grapevine and the need to prevent me from breaking any NDAs I would just say that Parliament already knows what's going on and is starting to grill the guy who approved of this. Good thing the other tidal plants aren't affected by this… experiment.

EvaDatabase
#Solan
Good to hear. The situation is already unbelievably ugly, so it's nice to know that at least the existing plants are still fine.

Still, sure would like to be a fly on the wall when they decided this was a good idea. Poking at Tiberium with untested tech? Last time they tried that, they turned half of Australia neon green.




Ares Mission Containment and Celebration Thread

Lili Daeshim (Space Command Exploratory Division Public Relations)
Alright everyone, I just got confirmation that Pathfinder docked at Gagarin station to transfer over the crew for medical checkups and the two week quarantine. With that the Ares mission is officially over. Details to the insights gained will be released over the coming months but until then keep celebrations and questions to this subsection of the forum. Depending on their schedule some of the Ares crew and upper Space Command staff might join in to answer some questions.

Adm. Harrison Carter (Space Command)
Sorry people, no Martians anywhere.

AgathaH
#Adm. Harrison Carter You just want to keep the green space babes for yourself. I get it.

That said, woohoo! Looking forward to more information about what was brought back, but we're finally getting out to visit the neighborhood.

FloatingWood
#Adm. Harrison Carter
Just means we need to make Martians of our own.
Speaking of, Martian settlement project when? Because the Treasury and Space Command aren't exactly moving on settling the Moon outside a few small, minimal personnel mining and research bases.

Adm. Harrison Carter (Space Command)
#FloatingWood
A long way off: years if not decades. Without a Gravitic drive ship a journey to Mars takes two years instead of a few days, which limits the logistics of colonising the red planet without a large fleet of conventional and Gdrive transports. In the meantime there is still a lot of research to be done to prepare us for the challenges of the local environment, mostly ISRU, since our red neighbor is a little too far away for a quick response should something happen.

Solan
You know when I retire I hope Mars will be an option sure I'll be an old man by then but by God I don't want to be reminded of Tiberium every day for the rest of my life if that happens.

EvaDatabase
Inb4 a meteor crashes on Mars and unleashes a new breed of RED space rocks that spreads twice as fast, is three times as toxic, can't be harvested and doesn't respond to sonics.

Seriously though, congratulations to everyone involved in Ares. Even if it takes decades, just the idea that space colonization is now possible gives me hope, and I'm sure that's true for a lot of us.

Q3 2058 Results

Resources:‌ ‌715 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+15 from Taxes)

Political‌ ‌Support:‌ 60
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌6‌ ‌
Tiberium Spread
17.73 Blue Zone
3.63 Green Zone
22.96 Yellow Zone (88 points of abatement)
55.58 Red Zone (70 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+16)‌ ‌ (23 population in low quality housing) (1 points of refugees)
Energy:‌ At Capacity ‌(+1)‌ ‌(+3 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+11)‌ (3 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+28)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+30)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1645/1720)‌ ‌
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 ‌(141;‌ ‌122;‌ ‌50;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌140;‌ ‌30;‌ ‌14)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌18; ‌160)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(55;‌ ‌18;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(70; 80;‌ ‌5;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(24;‌ ‌26;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(300;‌ ‌250;‌ ‌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:‌ Decent ‌
ZOCOM:‌ ‌Decent ‌

Plan Goals
Capital Goods: 50 Points
Consumer Goods: 110 (40) Points
Food: 20 points in reserve
Income: 355 Points
Stations: 3667 Points
Abatement: 27 Points
Processing: 1080 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Orbital Defense Laser Development
Railgun Munitions Development
Tactical Plasma Weapons Development
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 two 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

Politics
Once more in the leadup to the Parliamentary Election, GDI's politics roils and waves turbulently. While less of a concern than the rise of the FMP during the run up of the last election, there remains concerns. In particular, the Starbound Party is worried at the neglect of their given mandates. While it was clear that Seo is following in the roots of his predecessor's priorities in an unrelenting drive towards resource extraction, they are worried about the fulfilment of space station stages being unfulfilled for when election rolls by. More than that, with the Battle of Natuna Isles and the Northern Campaign, the socially-inclined supporters of the institutions worry whether this may lead to a shifting of priorities towards military production and less towards the social and public programs the parties have promised to their constituents.

With regards to the Director directly, Litvinov has seemed to turn her attention away from the Treasury, delighted at the quick and thorough completion of her mandates. While there are still programs in the works, they are likely to be smaller in scale. Perhaps as a recompense, she has publically signalled her willingness to sign off on more radical scientific programs and provide cover for Treasury-backed research into topics generally considered taboo.

A Grey Population
GDI has typically had a significantly older population than the historical average, and has had to encourage fertility through a wide range of measures, few with any success, especially as Tiberium has ravaged the world. With the situation stabilized once more even as Tiberium mutates, it is clear that GDI must offer its population hope for the future and for their children to live without the threat of Tiberium. Though the Inhibitor Array did its part to make people all across the world– not just GDI's– safer, it's not going to be enough. At this time, the only possible means to truly signal such safety is to build orbital habitat rings or offworld cities.

Markets
GDI's markets have managed to increase their capital holdings yet again, with ever more products coming out, mainly supplying the newcomers to the Initiative. While the refugee wave is petering out, they are ravenous consumers, restocking everything from their wardrobes to hobbies and toys. The Initiative has often been seen as a land of milk and honey, where the roads are paved in gold (note, the roads are not in fact paved with gold) and while life is harder than the paradise that they expected, it is a substantial improvement on their previous lives.

Welfare
The Welfare department has announced the expansion of the staff in many of GDI's hospitals and public parks. With unemployment a fraction of what it once was, the Welfare department is increasingly taking it upon itself to focus on other elements of the welfare of GDI's population.

Ground Forces
In the wake of the Northern Campaign and the success of the GDI in what amounts to contest of steel and with the sacrifice of the Arkhangelsk's Fourth and Fifth, there has been something of a minor propagandist coup, as the refugees who continued to stream into GDI territories made the choice to fight in the edge of GDI's holdings and filling new Home Guard formations that were kept at understrength sizes. More than that, the politely overlooked reality is that a significant part of the Home Guard cadre had been those who fought on the other side and brought with them significant skills and capability that can't be overlooked. With the surfeit of applicants, the InOps were able to simultaneously tighten and expand vetting process, not only picking semi-trained recruits but also fast-tracking officer candidates. While this could lead to a propensity of sacrifice and heroics among the Home Guard, revisions of the officer curriculum would hopefully temper them against this inclination. (-2 Labour for Q4 2058 and Q1 2059)

The Ground Forces have been forced to push out significant numbers of the next generation sensor suites as they run out of older model systems. Rather than being able to save them for a counterstroke, the Ground Forces are trickling out the systems available as they are needed on the front line. With the operational constraints of the Initiative, the ability to use them for a single concerted strike have almost certainly passed, and the expansion of supply is tantamount to further expansion to NOD regions.

Tangentially, the reconstruction of the St. Petersburg Fortress City has begun at the tail end of this quarter. Unwilling to let opportunity go to waste, Brigadier General Rostam Tir expended his influence over the region, as he lobbied for improved internal defensive lines, and the organization of the buildings to allow for armored columns to more deeply penetrate the city's core. While these were already concerns during the initial construction, his measures would turn the city even more towards defense, to the near exclusion of all other interests. (-2 Labour for Q4 2058, Temporary -1 Logistics for Q4 2058)

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. Though these will require replacements during the coming years, the completion of the refit has mollified these concerns..
  • Steel Talons
The Steel Talons desperately want to see their current design docket completed in line with the goals committed to in exchange for Tali Jackson. 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. In terms of truly blue-skies research, they are curious about the logistics of a plasma cannon battery as used by Bintang and where it could be used properly.
  • Air Force
With the missile problem well on its way to being resolved– although none would gainsay more supplies being available– the Air Force has reassesed its priorities. The most important of them is the A-16 Orcas, but the Wingman drones are not far behind. Beyond that, Cherdenko's intelligence has led to the Aurora bomber being increased in priority. However, the key systems at this point are not more new airframes but rather new tools for airframes, especially things like the Wingman Drones and other means to increase pilot efficiency.
  • 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. Though they see the escort carriers with the naval variants of the Orcas as the next major important area to invest in. With the completion of the Busan-Ulsan yard, Point Defense refits are the highest priority– though some among the Naval Command felt as if they've accidentally bit into a lemon, as promises of contemporary laser weapons loomed over the horizon.
  • 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
Gideon has become more active this quarter, putting pressure on Initiative operations in the Gulf of Mexico. Unlike his larger pushes, however, these sets of pressures harken to his performances in the Battle of Shenandoah Valley– in which more tactically superior forces disrupt and pin smaller GDI elements before reinforcements could arrive. Additionally, he has also introduced new models of the Centurion Walkers and a new and lighter weapons platform. The new Centurion variant includes a new model Biprop cannon, one that seems significantly more stable than anything Stahl or even Krukov had fielded in the recent offensive. Losing none of the firepower of the previous models, Gideon's local commanders used these to close in and destroy GDI's emplacements before withdrawing. In several instances, destruction of the cannon and the Biprop canister led only to a localized conflagration on the Centurion's cannon arm and allowing the mechs to retreat relatively safely.. Meanwhile, the second asset is found out to Gideon's penchant for dramatics, as he has revealed a small (approximately four meters tall) mecha– reminiscent to that of GDI's Wolverine– in propaganda videos found as far away as captured Nod bases in Russia. Not much can be gleaned for now, with the exception of the fact that it carries a pair of modular weapons hardpoints, likely including some allocation for melee armaments, flamethrowers, and the rest of the paraphernalia of close quarters battle for the Brotherhood of Nod.

Ibrahim al-Isfahani
In the broader scheme of things, Ibrahim is a relatively minor Warlord, controlling the border regions of the former Iran and Afghanistan. Situated between the center of power in India and the formerly divided Middle East, Ibrahim outlasted many of his ambitious and younger rivals. With records that spanned as far back to the first interwar period, he is a septuagenarian survivor, tending to his fragmented fiefdoms with a very defensive oriented outlook. The main reason for this survival can be attributed to his canniness and risk-management, allowing younger warlords to rise up and be absorbed into the greater Middle Eastern theatre while giving himself credit as their tutor.

And if that does not suffice, Al-Isfahani has a hammer in his disposal. According to latest intelligence, he had gained the moniker of 'Shah of Atom' after it became known that he had been the last in the long line of Warlords to gain the schematics from Persepolis, a joint nuclear research organization between Russia and Iran before the chaos of the first Tiberium War. Unconcerned with fighting dirty, it became known that his bombs were the one who lit up GDI's FOB in the Sinai Valley with nuclear fire. Caravanserai-sourced information corroborated with InOps reasoning that after the destruction of Temple Prime and the dissolution of the Middle Eastern Warlords, he pushed forth in bringing smaller warlords under his control. However, GDI's interests in extraction operations have led to him being put in the inadvertent frontline. Though GDI has no problems beating his forces back, such defeats have been located in the far periphery of his territories.

[ ] 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 650/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)
(Progress 144/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

After years of construction, the current phase of the arcology program has finally been completed. In most circumstances, the openings of the first new arcologies since the Third Tiberium War, would have been a cause for much celebration within the entirety of GDI. Much like the temple pyramids of Ancient Mesopotamia or Central America, arcologies aren't just massive imposing structures, they are a symbol. One of power, of wealth, and of Initiative's commitments to aid its citizens in any way it knows how. However, the current situation is somewhat less than that ideal. The result of the opening has been a slackening of frustrations more than anything else. Additionally, the Initiative First Party and many of its sympathizers have begun making hay about how "Hardworking Citizens" are being excluded. While it has done little more than heighten already existing tensions between the Green Zone populations– none too eager to be ablative armour for what some consider to be the 'Initiative proper' and the Initiative First, it has not seemingly won all that many hearts or minds.

The new arcologies themselves are no less luxurious than those built before the war, designed to the same standard pattern and built to the same specifications, they are some of the best housing in the Initiative, and it has shown. Many of the more important figures have gone out of their way to try to find spots in these buildings, although certainly not all of them. The more populist politicians have tended to avoid the arcologies, tending to portray living as one of the people as a sign that they are doing all they can for the greater good of the Initiative.

[ ] 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) (Project Eliminated) (Double Natural 1)

The Tidal Power Plants have faced utter disaster. Early in the quarter, as work crews returned to the program, the already placed tidal plants were discovered to have been systematically infested with Tiberium. Rather than abandoning and attempting to salvage the platforms, Seo ordered that they be converted into littoral Tiberium harvesting platforms. This proved to be less than advisable, as the harvesting rigs were attacked all along their length, despite the standard sonic protections that are normally installed on land bound tiberium spikes. Over the course of the three weeks following eighteen of the new rigs were completely overtaken with Tiberium, with a further twenty seven breaking apart in the process. This has left significant Tiberium chunks washing ashore on Blue Zones around the world, and the Treasury with a significant mess on its hands.
In response, the Treasury has ordered evacuations along thousands of kilometers of the coast, and surged containment teams, a standard part of Blue Zone work, to the shores. While this has lead to slowed response to a number of Tiberium outbreaks in other parts of the Blue Zones, these have been, for the most part, fairly minor and far from human habitation. The teams have already contained the worst of the outbreaks, and so far all that remains are smaller pieces coming up and starting small scale outbreaks that can be handled by local forces.
However, the political blame game is still underway. While the entire mess can be laid at the Treasury's feet, it is also something where the Treasury did manage to cover its rear in most aspects. The end result has been that Seo has taken a beating in the court of public opinion, but the Treasury as a whole came out effectively unscathed.

[ ] 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 353/250: 20 resources per die) (+9 Logistics, -1 Capital Goods, -4 Energy)

A modern cargo ship can operate with an extremely skeletonized crew. While technically speaking wholly unmanned ships are possible, current regulations call for a crew of no less than nine to twelve, and ideally fifteen operating in three shifts. All are conducting remote operations from a central command bridge in the ship's upper works. Typically, that is an officer, a helmsman, a signalman, an engineer and the fire director. However, most ships only run with a crew of nine, dropping the engineer and the fire director as they are considered to be less useful, especially with the limited capacity of either to affect ship systems. In the former case, the number of repairs, even with robotic assistance that can be conducted at sea are limited. Most things more complicated than patching holes as a form of rudimentary damage control, or doing basic repair tasks on the engines are simply too big and complicated for the skeleton crews of the Initiative to handle without assistance from a port, and port crews have far more support to work from in nearly every case. Similarly, the fire director can both be replaced to some degree by the officer, and has little to work with. While most cargo ships do carry a small handful of lightweight missiles and potentially a pair of short ranged point defense mounts, they simply cannot do more than take the hits in most cases.

The allocation to more shipyards, especially high output automated designs, is projected to hit a number of hard limits in the coming months and years. The closest one is actually port facilities. There is only so much that GDI can handle, even coming through its largest ports. Beyond that, there is only so much cargo that needs to be transported the long distances that cargo ships excel at. With the Initiative having fought multiple global wars that cut the vital sea lanes to nearly a dead stop, there has been massive effort expended to ensure that there is little cargo that actually needs to be carried long distances, much less than the increasingly globalized world of the late 20th century that the Initiative was founded to protect in any case.

[ ] Red Zone Tiberium Harvesting (Stage 11) (Updated)
A final stage of Red Sea operations will be in Eritrea, attacking towards the source of the Nile river, and into the Red Zone pocket where the Brotherhood once sourced significant resources for the Egyptian zones. While this will be a somewhat more difficult operation, it should not face significant opposition.
(Progress 159/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

The Eritrean mining operation has been a substantial investment for the Initiative. Surging resources to the region have pushed deep into the Red Zone. However, opposition has been stiff. Mehretu's forces have made counterattack after counterattack against the Red Zone mining operations. Thus, over the ground where the first iterations of the MARVs were tested, their successors have fought once again. With more success due to the lack of heavy weapons for the Brotherhood of Nod, the ZOCOM surges forward. However, that is not likely to be the end of local opposition. As befits the Warlord's external stances, the region is rife with infiltrators– and while there are no local civilians, that could only mitigate the problem so much. Already, local operations have countered a dozen attempts to infiltrate GDI lines and positions, and two managed to get deep enough to attack the citadel around one of the forward MCVs.

[ ] Tiberium Glacier Mining (Stage 11) (Updated)
Attacking the other side of the Sinai peninsula and the former territories of Israel, this glacier mine will be the third of four in the area. With a fairly long overland route, it will be marginally more expensive to manage, but not as bad as some of the proposals for other locations.
(Progress 180/180: 30 resources per die) (-3 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)

The operations against the relatively young glaciers in the middle eastern Red Zone have been a resounding success. With little in the way of opposition aside from Al-Isfahani's nuclear strike in the last quarter, GDI has secured the region and pushed forward glacier mining operations. These glacier mines are recent eruptions, typically smaller and more broken up than older growth glaciers found in places like Italy or America. Thus, they are perfect for harvesting as they can be effectively surrounded and mined on all sides rather than relying on a single angle of attack. The only problem that comes from mining new growth are the unstable glacier clusters, where Tiberium could intermittently cause mini-quakes that launches spikes of the mineral upward, making it very risky to send people or machines into the middle of the clusters, leaving large perimeters where there is very little that can be done to abate the growth.

(Progress 210/180: 30 resources per die) (-3 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)

Furthermore, the Eritrean operation has been a bold stroke. Operating often less than a kilometer behind the front lines, mining operations have gone up in parallel with more general harvesting operations. It is very fortunate that there were no catalyst missile launches, else the entire complex being constructed could have gone up in an explosion. However it has proven to be more valuable than many of the existing glacier mines already. With this rounding out the Mecca Complex, it has reached a point of saturation, as has the entire Initiative's refining operation. A single strike could cripple years of developmental work, and leave the Initiative far poorer than it could have been. At the same time, it has become increasingly clear that the Initiative needs to diversify their Tiberium refining locations, not only to try and replace the previous Mobius and Mobius Granger process facilities, but to simply harden the system against attack. Additionally, the simple strain of transporting to and from large centralized facilities is likely to become increasingly problematic if the Treasury continues its focus on single massive complexes.
Future work will be increasingly distant and more remote, with the next keystone operation being an attack up the Congo river, which will be unfortunately logistically intensive and somewhat risky.

[ ] Railgun Harvester Factories (New)
The Railgun Harvester is a significantly heavier design than previous Harvester systems and so requires a new series of factories. While by the standards of military production these will be overall fairly limited, they will provide a noticeable increase in income, especially from more heavily contested regions.
-[ ] Albany (Progress 116/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
The Albany factory has been completed. With it comes many of the more serious harvesting operations, such as those south of Chicago, or in the Meccan Planned City Complex, supplying a significantly more capable weapons platform and more heavily armored system is likely to be significant. However, the program is already facing cuts, as the development of novel hover systems and harvesting methods is casting doubts on the viability of the overall program. However, even with these new methods, a more heavily armed and better protected harvester now, is worth almost as much as a superior option later. However, it is something that the Treasury has to strongly consider, not only in terms of immediate investment, but long term allocations.

[ ] 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 362/715: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support)

The Philadelphia II project has been substantially restarted, but at a slower pace than some would have liked. While there is not a strict schedule for the Treasury's operations, the goals laid out in the four year plan are ambitious, and with the current situation potentially impossible if allowed to lay for too long. Beyond that, there are substantial political pushes. The Starbound party is looking at the oncoming election with significant worry, and while they recognize the advantages of building up administrative and industrial capacity first, they are not ready to give up on putting a permanent population into space before the end of the plan, even if it does not happen before the next election.
More practically, work has continued on the expansion of the offices for Parliament. Once completed, the first in person meeting of the full parliament is planned, a momentous occasion, as such an event has not occurred since before the Second Tiberium War.


[ ] 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 117/135: 10 resources per die) (+2 Logistics) (10 Political Support)

The expansion of relay satellites, placed between two or more other communications units and designed to only talk to other satellites rather than stations or ground bases has been ongoing. With these, instead of relying on connections to high orbits like the Enterprise and Philadelphia, the communications network has its own dedicated platforms in an almost complete network. With each relay able to talk to at least three others, even if all existing stations are destroyed, there are still going to be more units available, even if many are taken out by a kessler cascade, as happened during the Third Tiberium War.
However, there are still a number of keystone units required before this expansion can come fully online. Without the need for the Philadelphia's systems, it can reorient its communications arrays more towards deep space, and provide improved links with the more deep space stations, such as the ones that will be needed to exploit the asteroid belt's resources.

[ ] Nanotube Hull Panelling Development (New)
With the SCED having developed a new advanced form of high resistance hull panels, it is in the interests of the Treasury to test them for its own interests and develop them for a more comprehensive manufacturing sequence.
(Progress 83/30: 5 resources per die)

The sheets of dark silvery metal, covered in anti-flash white across most of their surface, are a marginal but noticeable upgrade to the standard hull panels. While typically the job would be given over to extremely thin layers of aluminum backed ceramics, the SCED has managed to create a lighter, thinner, and more resilient panel, one that would do well in GDI's satellite programs. With a thinner panel, it can actually shrink the satellites by a marginal degree, as there is less wasted space at the corners. For stations on the other hand it is significantly more marginal, but many of the new elements of the Philadelphia are being clad in this, and it has resulted in some marginal cost reductions.

[ ] 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 173/160 : 30 resources per die)
With the capture of the Shadows Team that attempted to assassinate Hackett as well as the extra rounds of infusion in funds, a sudden breakthrough has been achieved in the fields of the Brotherhood's 'arsenal of peace' via interrogations that yielded small yet significant bits of pieces needed to cross out the dead-ends and viable research opportunities. Relatedly, the programs that show the most promise in this round of funding allocations have been the smorgasbord of weapons technologies owing to the capture of the Shadow Team equipped by them. Ranging from analyses of Brotherhood efforts in Binary Propellant Weapons, to the hallucinogen grenades that they love so much, to their most advanced laser systems.

Hallucinogenic weapons are at once a very common tool in the Brotherhood's arsenal and a distinctly limited one. Issued only to the Confessor's of Marcion's Black Hand, they have sown chaos and destruction, at times turning clear victories into messy defeats as they plagued the victims with terrors. Survivors of such attacks describe being swarmed by spiders, their friends turning into zombies or devils. Every terror the human mind can conjure, either forcing GDI infantry to retreat or inflicting grievous casualties on the ones bold and callous enough to push through the terror and keep their weapons downrage. The gas is insidious, seeping through every gas mask and filter GDI can design short of total isolation. GDI's research so far has discovered that the gas is a distillate of an engineered fungus, one that is apparently quite difficult to grow, and does not produce all that much of the processed gas. Beyond that, the gas degrades relatively quickly, within a few weeks to months, meaning that building up supplies is effectively impossible.

The most basic possible binary propellant is a hypergolic fuel. For example, in the Messerschmit 163, an experimental Nazi rocket plane from the second world war, a mix of high test hydrogen peroxide and a blend of methanol, hydrazine hydrate, and water served as the rocket for a series of late war interceptor designs. While notably unsuccessful, they did set speed records that would not be matched for decades. More modern binary propellants are closer to fuel air devices, using a combination of oxidizer, fuel, and an electrical arc to produce a stable explosion. While captured devices are far too unstable for GDI to use, they are an interesting combination, capable of building up extremely high pressures, more than any Initiative conventional propellant gun system.

Brotherhood Laser technologies have changed significantly in the last fifty years. Far from the crystal beam lasers of the late 1990s and early 2000s, modern Brotherhood lasers are cheap, effective, and extremely efficient. They have only one key flaw. Hang Fire. On nearly all Brotherhood laser systems in the modern day, there is typically between a quarter second and a full second, depending heavily on the size of the weapon, of hang fire before the system fully engages and spits its photon beam forth. For example, the Spitfire lasers found on buggies, and Venoms, is much faster charging than the Obelisk of Light. While the Brotherhoods design is reliant on Tiberium power cells for its capacitance, that is something that GDI certainly can work around, especially for its Zone Armor and vehicle deployments.

Aside from laser technology, there is the Brotherhood's charged particle beam. Deployed rarely, and primarily among the Brotherhood's elite heavy troops, the beams are almost entirely an infantry weapon, capping out at the equivalents of light autocannon. The existing designs are fully dependent on Tiberium for their functionality, meaning that a direct port of the system is not particularly useful to GDI. However, they seem to be using similar technologies to GDI ion cannons or Scrin plasma weapons, which suggests that an in depth study should provide both information, and serious advancements in the systems that GDI can deploy.

Invented in the First World War, the Flamethrower has had quite a few exotic fuel combinations. Some, like Chlorine Trifluoride have proven to be too excitable for even the Brotherhood of Nod's Black Hand, let alone anyone less powered by fanaticism. Similar are the various oxygenated fluorine compounds, which are typically more than somewhat excited by the idea of setting things on fire. However, they have developed numerous combinations of oxidizers, fuels, and accelerants that produce an extremely hot, sticky flame, oftentimes closing on the results of thermite or thermate. While most of these are Tiberium based in one form or another, there are some that are less horrific, at least in uses aside from attempting to incinerate infantry. Primarily, this is expected to serve as a demolition device, and as a means to create fougasse, although some are proposing inferno missiles as part of GDI's arsenal.

Conventional infantry equipment has become exceedingly heavy in the modern day, often half or more of the soldier's bodyweight. Between armor, ammunition, environmental support, and all of the other paraphernalia a soldier needs to simply survive, there are often severe complications, especially to the joints, from long infantry service. In order to make this more viable, the Black Hand have pioneered a system of power assisted armor. While full, or true, power armor uses the body's movements as little more than guidance, power assisted armor simply uses a semi powered system to hold the weight off of the body, with a form fitting exoskeleton serving as the mounting point for all of the impedimentia of war. Captured copies provide insight into a system that, while not as advanced or effective as Zone Armor, can be used to seriously slim down the armor as a whole, while actually increasing effectiveness, and will likely serve as a second and third line platform for GDI infantry overall.

The Brotherhood's wing packs are an interesting combination of the commonplace and the exotic. A mix of carbon fiber and aluminum serve as the leading edge, along with a wire connecting to a set of memory fabric wings, which stiffen into a gliding surface when a small amount of current is passed through them. These make them significantly lighter than the already incredibly lightweight prototypes that GDI has built, and much more compact. Much of the bulk of the Shadow's wing pack is a small solar powered ducted fan, able to provide a relatively miniscule amount of thrust, but enough, when combined with the wingspan of the pack, to ensure a light person can effectively fly. However, it does not do all that well at takeoff. This strongly suggests that nearly all reports of Shadows taking off from level ground, are either fabrications, or some other piece of technology in their suits, or the work of discardable assisted takeoff units.

The Tick Tank was a weapon of the Second Tiberium War, and a particularly odd one. Effectively a tank destroyer, it had an automated 360 degree entrenching system. Unlike most tanks, whose entrenching system is frontal only, effectively a dozer blade used to push up a pile of dirt and rocks to provide protection for the lower hull during a coming combat, the Tick effectively dug itself a trench and then used its extremely high gun depression to continue shooting at targets. While the system was abandoned for being too expensive for its effect, some variant is more than likely usable to increase GDI defensive capabilities, and provide a less radical means for creating hull down positions wherever is convenient.

The Brotherhood of Nod has a tendency to take a battlefield that already has quite a number of intense emitters and make it even nastier. While the earliest versions of radar defeat were simple strips of aluminum foil dropped from a bomber, modern versions are significantly more complicated and effective. The brotherhood typically layers a combination of barrage jammers. Instead of using a single source, multiple cheap barrage jammers are launched using subsonic loitering missiles, alongside other sources of interference. In most battles this has become a constant thorn in the Initiative's side, and with a number of captured missiles, improved home on jam munitions and other countermeasures are not only possible but relatively simple, and can be instituted with little delay.

[ ] 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 435/350: 30 resources per die)

The products of the Scrin research are not all that could be hoped for, however, they are still very significant.
The first is a somewhat prosaic device, but a critically important one, the Scrin's mining devices. Both GDI and the Brotherhood of Nod operate physical harvesters. The Scrin do not. Their approach is reliant on the nature of Tiberium as a proton lattice. Each tentacle is a combination of electron and neutron projectors, alongside micro force fields. The combination weakens the bonds between Tiberium crystals and allows the harvester to utilize a series of magnetic induction ports to pull pieces of the weakened crystal into the containment vessel. While GDI's version is likely to be significantly more crude than the Scrin's methodology, it should still be a significant upgrade in harvesting technologies, offering between a five and ten percent increase in GDI income once fully deployed.
Another element of the Scrin harvester that GDI has made to work is the repulsor system. The Scrin seem to have broadly two separate approaches to producing flight or effective flight without a form of impulse. The first is their gravitic drives that GDI has already begun developing into something that can be used to unlock the Solar System. The second is a repulsorplate. Repulsorplates are arc field systems that push against a material at some distance. A very similar principle to what the Brotherhood's Banshee and Barghest designs utilize, the current iteration is significantly less refined, requiring both a fairly large plate, and a relatively dense material. However, it is likely to revolutionize field logistics and over the beach operations, alongside a significant number of port operations, as when they are deployed GDI will no longer need nearly so much infrastructure to handle loading and unloading ships.
Third and finally is the Scrin's electrolaser system. While means of remotely deploying electricity are by no means new, the Scrin seem to have mastered the art, and have produced weapons that utilize atmospheric manipulation, force fields, and other means to generate directed bolts of electricity that are nearly as powerful as actual lightning. While currently the effective use of this technology is unknown, it is worth developing, as it may pertain to some useful technologies in other fields and high energy physics more generally.

[ ] Remedial Education Program Expansions (New)
With many of the refugees coming in with only partial training, the existing alternate education programs are under significant strain, with too few classrooms and too few teachers. Relatively cheap expansions to the program would help speed the expansion of the workforce, and aid Litvinov's education mandate.
(Progress 148/120: 5 resources per die) (natural 100)

Seo's rapid attack on the problems of the Yellow Zone immigrants in the field of education has been significantly noticed. While it has not offset the political problems created by the collapsing sea rigs, they have been able to keep the United Yellow List on side, and reduce defections elsewhere.
The programs themselves are fairly simple. More teachers, more classrooms, more workspaces. However, there are fundamental differences between the Yellow Zone population, and the normal intake of alternate education programs. First is expertise. The Yellow Zoners are often coming into the program with a fair amount of knowledge, only missing a handful of key pieces. This means that they can, to a degree, be thrown into the deep end, with many of the advanced classes setting a punishing pace, able to introduce multiple advanced concepts, because the people taking them are already able to do most of it in practice and are really only brushing up on the theory. Second is formulation. These students can and already have been qualified on many of the tools, or close cousins of the tools in use, meaning that they can do much more work in a hands-on sense rather than one that relies on classroom instruction. While this does not mean classrooms are pointless, and there are many classes that are classroom focused, many are more interested and eager to be getting out and doing, rather than being lectured at.


[ ] Wartime Factory Refits (Phase 2)
The second phase of refits includes a number of the critical new developments pushed forward by the Global Defense Initiative in the aftermath of the Third Tiberium War. Systems like the Apollo, Zone Armor Factories, and similar need refits promptly, and will significantly increase GDI's ability to absorb losses in those areas.
(Progress 93/90: 20 resources per die) (-3 Capital Goods)

Further redevelopment and rationalization of the production system has begun supplying more Zone Armor to the front lines. While not enough to do more than ease some of the supply worries of the Zone Operations Command, it does mean that GDI can potentially support one to two more mines before beginning to run into the limits of production and training. Similarly, the Apollo can begin taking a significantly larger operational position. While currently there are enough for many operations, they can potentially begin pushing forward with greater aggression. More broadly, GDI's improving supply situation, while not significantly influencing the course of the battles in the north this quarter, has begun filling the stockpiles in preparation for a fourth Tiberium War.

[ ] 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 43/40: 10 resources per die) (High Priority)

In the latter half of the 19th century, the most advanced blasting composition in the world was Dynamite, an emulsion of Nitroglycerin and clay, invented by Alfred Nobel. It was, of course, quickly taken up by militaries, looking for a better means of breaking ships and destroying fortresses. However, it had one critical problem. The deflagration or detonation of existing propellants provided a short, sharp, shock to the system, one that would detonate a dynamite filled shell, especially older ones whose emulsion had begun to break down, and had begun weeping pure nitroglycerin.
The same problems apply to sonic shells. Each is in effect a single shot sonic projector, using a reactive crystal as an amplifier for a single overpowering blast wave. However, this crystal is a fundamental flaw in the design, as it is both the primary determinant of how much energy, and therefore how much damage the shell can impart, and how fast it can be accelerated. The answer unfortunately in the latter case is not much. A sonic shell is quite the fragile thing, and heavy impacts, such as being dropped from about two stories, is enough to make shells unreliable at best. This has meant a more low impact solution is required. At the tail end of the 19th century, the Sims-Dudley dynamite gun used a smokeless powder charge to pressurize a piston that launched the dynamite charge down the barrel. The modern system is little different aside from the means of propelling the piston. Instead of a charge of powder, it uses a linear induction motor to fling the piston down the barrel, and launch the shell.

The Pacifier MAV uses four of these cannons, each 125mm in diameter. With the barrels themselves being only slightly longer than the travel of the piston, and only really being there to support the weight of the shell during the first part of the transit, they are notably lightweight, if only having around five kilometers of range, at least on a ballistic course. While a significant upgrade when compared to the Dynamite guns of the late 19th century, it is far from enough for a general purpose artillery piece of the mid 21st century. The solution however, has already been found in the form of glide munitions. Instead of loading a full caliber sonic munition, a subcaliber round can be loaded, and freeing up the rest of the space for other purposes which in this case is a set of folded wings. This turns the projectile into a high speed glider, and one able to deliver relatively precise munitions as far as twenty or thirty kilometers away. While still extremely short ranged by artillery standards– and though the reality of signal interference of Tiberium fields meant that conventional artillery would not be effective at those ranges regardless, it offers substantial advantages in other areas, most notably when operating in heavily Tiberium infested environments in providing heavy fire support without setting off Liquid Tiberium deposit within the earth's crust, and has a blast radius between fifty and seventy five percent greater than a conventional shell of the same caliber.

[ ] 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 anti missile and anti energy weapon, defense, development should provide a means to reduce the overall effectiveness of many of the brotherhood's weapons.
(63/60: 20 resources per die)

The Shimmer Shield is a noticeable improvement in survivability. As developed it is a system that requires two key elements. First, a shield generator, and second a series of projectors to shape the bubble. While it will always be a bubble, it can be elongated and shaped to fit the shape of the unit in question. The shield is actually fairly light, and not hugely energy intensive. The expanding requirements of next generation systems, in order to mount the lasers, railguns, and particle beams that have been developing as the future of the Initiative arsenal, do not need to be expanded all that much to include the shield devices.
In terms of effect, with shield systems, specialization seems to be the answer to strength. There is a clear trade off between cost, specialization, and strength of the shield system. The engineers working on this have run head first into this problem. Tuning for greater diffraction directly reduces the impact on other weapons systems, reducing the effectiveness of lasers by ten to fifteen percent, while letting missiles and particle beams pass through unaffected. Comparatively, tuning the system for particles reduces the impact by around ten percent, but lets through other systems. Finally, a shield tuned to kinetic impact can detonate standard impact fuses as much as two meters short of their target, but does little against standoff munitions, and has problems with heavier, or delayed, fusings.

[ ] 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 154/85: 10 resources per die) (-6 Energy, -2 Labor)
The last of GDI's hydrofoil shipyards has begun operations this quarter, with a final surge of resources. While only a few boats have so far hit the waters, the sea of Japan has begun to see a more constant GDI presence. With the boats mostly operating in Blue Zone waters, GDI can detach ever more of its cruisers and other heavy warships for more aggressive patrolling, and forward operations. The hydrofoils are likely to serve, effectively unchanged for quite some time, as while they are vulnerable to many things, they are intended to only be a relative stop gap, with many of their more aggressive roles filled by frigates and monitors, or by increasing numbers of cruisers. But at least for now, GDI is more able to control its immediate surroundings and contest Brotherhood invasions than ever before. Operations like the raid that captured Dr. Giraud during the Third Tiberium War are now effectively unthinkable, and likely to incur severe losses on any warlord bold enough to attempt them.


[ ] Naval Defense Laser Refits (New)
The Navy requires laser refits across the fleet, including the newer Governors. While it will not be improving the very lightest units, it will provide significant improvements in the defensive umbrella that most naval units can provide. While it is a noticeably intensive refit, requiring significant effort to run additional power conduits through the ship, and involves losing out on some of the antiaircraft firepower, the protections are definitely worthwhile.
(Progress 121/330: 15 resources per die)

The ongoing naval refits have begun with ships still under construction. It is far easier to change paper than metal, and the same applies here. With most of the current wave of Governor class ships still building up the main hull and the engineering spaces, the addition of a defense laser is simple, easy, and part of an overall refit, including swapping out the existing antiaircraft autocannon for rapid fire railguns. While this has been a process occurring across GDI's anti aircraft weapons suites, the Governor has benefited significantly from this, with the increased velocity pushing the effective range of the guns out, decreasing the volatility of the ammunition stores, and significantly increasing the depth of those magazines with the smaller ammunition.
Similar refits have begun on the battleships and carriers still under construction. While they require massively more alteration, including the addition of more firing platforms, reshaping the hulls, and completely reworking the power systems, each of the currently under construction warships is being equipped with six antimissile platforms, a dozen short range point defense systems, primarily the electrolasers, and additional railgun antiaircraft mounts for good measure.
However, there is far more left to do. GDI does have a significantly larger existing fleet of heavy ships, and the refits for all of them will be a serious expense over the next six months to a year as they come in for refit and repair. However, it is in the Treasury and the Navy's interest to have sufficient supplies allocated for the refits to begin as soon as a ship enters port, rather than waiting to produce during the refit cycle.


[ ] 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)

The Light and Chemical Industry department has been a relatively uneventful security review. However, the department, with its long stint of relative inactivity, has developed something of a party culture. With more hands and fewer assignments, the department has seen little pressure to perform these last nine months, long enough that they have slackened off on many of their procedures. While it is unlikely that this will affect work habits in the long term, it is something that can happen to long dormant operations.

[ ] Lobby For Establishment of Negotiation Corps
With the Initiative having engaged in negotiations with the Brotherhood of Nod on multiple occasions in the last years, one common element has been the completely amateur nature of GDI's diplomatic services. While currently there is limited support at best for a proper Department of State, establishing a corps of professional, dedicated negotiators to lead engagement with the Brotherhood and any neutrals may well have positive results.
(DC 100/120/130) (-5 Political Support per die)

The bill to establish a negotiator corps has been passed through GDI's parliament. Put forward by the Treasury, but co-sponsored by the Zone Operations Command and the Director, its passage was never in doubt. The only questions would be the latitude and the size of the corps. In full, it will be a fairly substantial group, if one that will have few to practice with besides themselves. Historically speaking, GDI had a massive corps of lobbyists since its founding, a result of needing to negotiate and placate hundreds of countries in order to retain funding and authority. However, in the tumultuous early 21st century, as nations crumbled and GDI's influence grew, with that influence came a certain chauvinism, as GDI held strong and nations fell to pieces. The Initiative was not just a supranational defense organization, it is a world government, one where there were two states of people. Those under GDI, and those who had not yet realized that they should be.
Their first test will be reassuring the Caravanserai that GDI still remains interested in the Mecca region, and attempt to find a long term peace. While this is not expected to succeed, they are also unlikely to fail in a way that is unrecoverable. With the holy cities well protected at this point, and only likely to be more so in the near future, with the possibility of ringing them in antimissile sites, it is likely that they will at the most become a bargaining chip to bring another round of Warlords to the table after the next major conflict.
 
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Q4 2058
Q4 2058

Resources:‌ ‌715 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+15 from Taxes)

Political‌ ‌Support:‌ 60
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌6‌ ‌
Tiberium Spread
17.73 Blue Zone
3.63 Green Zone
22.96 Yellow Zone (88 points of abatement)
55.58 Red Zone (70 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+16)‌ ‌ (23 population in low quality housing) (1 points of refugees)
Energy:‌ At Capacity ‌(+1)‌ ‌(+3 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+11)‌ (3 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+28)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+30)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1645/1720)‌ ‌
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 ‌(141;‌ ‌122;‌ ‌50;‌ ‌15)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌140;‌ ‌30;‌ ‌14)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌18; ‌160)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(55;‌ ‌18;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(70; 80;‌ ‌5;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(24;‌ ‌26;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(300;‌ ‌250;‌ ‌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:‌ Decent ‌
ZOCOM:‌ ‌Decent ‌

Plan Goals
Capital Goods: 50 Points
Consumer Goods: 103 (38) Points
Food: 20 points in reserve
Income: 355 Points
Stations: 3667 Points
Abatement: 27 Points
Processing: 1080 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Orbital Defense Laser Development
Railgun Munitions Development
Tactical Plasma Weapons Development
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 two more phases of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Space Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon



Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Stage 3) (Updated)
A further wave of arcology construction will include the first Arcology Complexes, clusters of multiple arcologies that operate in conjunction and can support each other, built since the Third Tiberium War. Additionally, a further wave of construction in the secondary and tertiary cities will spread out the arcology housing, allowing for availability in more locations.
(Progress 95/650: 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. With certain lessons from the Northern Campaign integrated, the newer towns on the edges would be built with expectations of swift retaking or failing that, equally swift evacuation.
(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)

[ ]Blue Zone Apartment Complexes (Phase 2)
A second wave of apartment complexes, dotting GDI cities and snaking between higher and lower density areas will provide a further boost of high quality housing. While not as Tiberium hardened as the arcologies, that is a distant threat, and one that can be safely disregarded in the immediate timeframe in favor of housing people in better conditions.
(Progress 28/160: 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)

[ ] Communal Housing Experiments (New)
Building communal housing units, designed around a common professionally operated kitchen and grounds should provide for a combination of privacy, high quality supplies, and a sense of communal living, all at a cost significantly cheaper than even the apartment complexes. This form of living should create community and camaraderie among a population, even if it is disrupted at times due to people moving in or out.
(Progress 0/140: 10 resources per die) (+8 Housing) (-5 PS)

[ ] Rail Network Construction Campaigns (Phase 2)
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. Furthermore, branching lines can be installed in the Green Zones in preparation for further expansion. Such efforts are hoped to ease logistics and evacuations in the case of war.
(Progress 15/275: 15 resources per die) (+4 Logistics)
(Progress 0/300: 15 resources per die) (+4 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 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleet 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, they would be able to reach anywhere in the world in a matter of hours at most. This will allow GDI to further 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 (4 dice)

[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative has a fusion design that can work, it is still likely to be more expensive in certain metrics than the production of yet more nuclear and renewable power stations. These conventional systems are well known, reliable, and functional.
(Progress 20/550: 10 resources per die) (-1 Labor, +16 Energy)

[ ] Continuous Cycle Fusion Plants (Phase 2)
With the plant design standardized and more fully tested, it is time to begin rolling out the designs enmasse. While still somewhat more resource intensive than traditional fission plants, they are much faster to build. Furthermore, the completion of this phase would signal the maturing of the cycle plants and mark a milestone in furthering energy security for the GDI.
(Progress 22/300: 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)

[ ] Reserve Heavy Industrial Resources (New)
Establishing a strategic reserve of heavy industrial products, such as tools, computer chips, and other important objects is a critical piece of hardening the Initiative's position in advance of a potential war. Most importantly, it provides a starting point for the Initiative to sustain rebuilding while potentially significant amounts of capital goods production is taken offline.
(Adds current Capital Goods surplus to the reserve pool)

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)

[ ] 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
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)
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
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 12) (Updated)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/130: 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 13) (Updated)
There are currently no open glacier faces for expansions of mining activity.
(Progress 38/180: 30 resources per die) (-5 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 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)

[ ] Railgun Harvester Factories (Updated)
The Railgun Harvester is a significantly heavier design than previous Harvester systems and so requires a new series of factories. While by the standards of military production these will be overall fairly limited, they will provide a noticeable increase in income, especially from more heavily contested regions.
-[ ] Porto (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Vladivostok (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Bissau (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Maputo (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Dandong (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)

[ ] Offshore Tiberium Harvester Stations (New)
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 0/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)

[ ] 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) (-5 Political Support)

[ ] 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) (-5 Political Support per die)

Orbital (5 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 362/710: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support)
(Progress 0/1425: 20 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 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/335: 20 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/675: 20 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1355: 20 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 0/765: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1535: 20 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 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/335: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/675: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1355: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)

[ ] Study Novel Material
The SCED has brought back what seems to be a novel and naturally occurring stable trans uranic material. However, before anything can be done with it, it does need to be studied and examined.
(Progress 0/50: 20 resources per die)

[-] 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 117/125: 10 resources per die) (+2 Logistics) (10 Political Support) (Will complete automatically)

[ ] 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 13/85: 10 resources per die) (20-25 resources)
(Progress 0/85: 10 resources per die) (15-20 resources) (Unlocks Low Orbit Support Satellites)
(Progress 0/85: 10 resources per die) (15-20 resources)
(Progress 0/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)

[ ] Conestoga Class Development (New)
With the outer system beginning to be explored, and the Pathfinder already bringing back massive quantities of scientific information, an improved model can be constructed. A revised version of the Pathfinder design, it will be intended for mass production, once sufficient orbital infrastructure exists to build it.
(Progress 0/60: 30 resources per die)

(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 16/45: 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: 20 resources per die) (+5 Resources Per Turn)
(Progress 0/155: 20 resources per die) (+5 Resources Per Turn)

[ ] 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: 20 resources per die) (+2 Light Metals)

[ ] 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: 20 resources per die) (+20 Resources per turn)
(Progress 0/385: 20 resources per die) (+2 Heavy Metals)
(Progress 0/375: 20 resources per die) (+2 Heavy Metals)
(Progress 0/365: 20 resources per die) (+2 Heavy Metals)
(Progress 0/355: 20 resources per die) (+2 Heavy Metals)
(Progress 0/345: 20 resources per die) (+2 Heavy Metals)
(Progress 0/335: 20 resources per die) (+2 Heavy Metals)

[-] 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)

[ ] Green Zone Teacher Colleges
Providing enough highly qualified teachers has always been a struggle in the Green Zones, especially with the refugees filling the region. Building dedicated teachers colleges will help alleviate some of those problems, and aid Litvinov's education mandate.
(Progress 0/200: 5 resources per die)

[ ] 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)

[ ] 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 (Updated)
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) (-10 PS)

[ ] Human Genetic Engineering Programs (New)
The human genome is a mess, especially in the modern day. Starting with an extreme bottleneck in diversity, and being evolved for a group of endurance predators on the open savannah rather than sedentary office workers, there are many things that can be done to either fix problems such as lactose or gluten intolerances, or increase the variability of the genome.
(Progress 0/120: 25 resources per die) (-5 PS)

Military (6 dice)

[ ] Wartime Factory Refits (Phase 3) (Updated)
A third phase of refits begins to allocate resources towards rationalizing and standardizing the massed bulk of GDI's equipment. Units like the Predator, Guardian, and other hardware that GDI is using in large quantities but is also beginning to look towards replacing.
(Progress 3/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 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 36/220: 20 resources per die) (Station) (High Priority)
(Progress 0/495: 30 resources per die)

[ ] 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)

[ ] 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 Refits
With the system offering a cheaper and more effective means of protecting some section of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 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

[ ] Pacifier Mobile Artillery Vehicle Deployment (New)
The Pacifier will be a significant addition to the GDI arsenal. It shares enough components with other hover vehicles like the Shatterer, Slingshot, and ZMEV patterns that it can draw from their factories rather than needing a dedicated production line. Spreading out production will also ensure that no single strike can destroy this piece of the production system.
(Progress 0/120: 10 resources per die) (-2 Energy) (High Priority)

[ ] 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)

[ ] Backpack Rocket Launcher Development
With the Zone Operations Command ever more intensely engaged with the Brotherhood of Nod, backpack systems are one of the easier ways to substantially increase firepower. While not always the most convenient location, by shifting around the power pack somewhat, nearly any Zone Operations Command unit can have a limited supply of short to mid range indirect fire options at their disposal.
(Progress 0/50: 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. Due to the nature of the development likely being an add-on, the expected laser breakthroughs are not going to make this step redundant.
(Progress 0/40: 20 resources per die)

[ ] Aurora Strike Bomber Development
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 0/220: 20 resources per die) (High Priority)
(Progress 0/195: 20 resources per die)
(Progress 0/295: 20 resources per die)
(Progress 0/395: 20 resources per die)

[ ] 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 0/95: 10 resources per die)

[ ] 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: 20 resources per die) (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 Deployment
Refitting the existing factories producing the 152mm guns that are currently in GDI's stockpile will be a somewhat limited process, but one that offers significant increases in ammunition efficiency for all GDI forces. Additionally, diverting some number of Guardian APC chassis towards the artillery command variant will see improved efficiency of fire direction.
(Progress 0/200: 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)

[ ] 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)

[ ] GD-3 Rifle Development (New)
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)

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)

[ ] Naval Defense Laser Refits
The Navy requires laser refits across the fleet, including the newer Governors. While it will not be improving the very lightest units, it will provide significant improvements in the defensive umbrella that most naval units can provide. While it is a noticeably intensive refit, requiring significant effort to run additional power conduits through the ship, and involves losing out on some of the antiaircraft firepower, the protections are definitely worthwhile.
(Progress 121/330: 15 resources per die)

(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 anti mine 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)

[ ] Neural Interface System Development (New)
Pioneered by GDI's Firehawk program and the Brotherhood of Nod's Purifier, neural interface is not precisely a new technology, however, the Talons are taking another crack at developing a variant that is cheap, noninvasive, and flexible, hopefully cutting crew requirements by enhancing situational awareness and intuitive control schemes.
(Progress 0/60: 25 resources per die)

Bureaucracy (3 dice)

[ ] Security Reviews (Updated)
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 50 + 1 operations die)

[ ] Make Political Promises (New)
With Seo's support becoming increasingly shaky, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
(Initiates Subvote)

[ ] Interdepartmental Favors (New)
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor
(Initiates Subvote)

** 4 Hour Moratorium on Voting **
 
Last edited:
Q4 2058 Results


GDIOnline Q4 2058

Steel Talons Havoc Scout Mech Thread: It looks like Chicken is definitely in.

Crimson_Lightning
For the first time in too damn long GDI has gone back to where it should be. Mechs. And it looks like the new one is legit. Those legs look damn sweet, (although I can't get over the location of the railgun) and it sounds like the Talons have stopped being the only one to fly the mech flag.

(eeeee! Soooo COOOL!)

Okay, fanboying time over, let's actually look at this. Because it seems interesting as a whole. It is pretty obvious that this is an offensive unit, something designed with a fast moving, agile offensive across highly broken terrain in mind. Now, can anyone tell me what that sounds like?

*if you answered zone troopers your answer is correct*
So, if we are looking at a mech designed to support zone armor, I think that says something about the next decade of GDI armed forces development.
1. Offensives are in the future, with plans to strike deeper into Nod territory and secure it.
2. GDI expects the battlefield to become ever more hostile to unarmored infantry to the point where they need to be loaded into armored suits.
3. The Steel Talons are likely to be significantly increased in size and importance if this becomes a primary service asset for GDI.

FloatingWood
No, the Steel Talons won't be growing much beyond their current size.
It's important to remember what the Steel Talons are to GDI. They're the military's combat testing branch that, as part of their duties, are attached to various research facilities and provide extra security because, you know, they test things like big stomping walkers armed with big guns.
The Armour branch of GDI is possibly going to start swapping back to walkers instead of tanks though, or, more likely and with much historical precedent, the various inventions needed to make the toys the Steel Talons use get adapted to work in more traditional vehicles.

SpeakertoManagers
As part of the team that shepharded this baby mech into the world over several design revisions, I'm glad our child is out there in the world. I've been fighting the good fight for this machine over the years, and while it's changed from what I first saw, I stand behind it as what GDI needs.
I would, however, auction against reading too much into this one unit. While the Havoc has speed and firepower, that is as useful on the counter-attack to blunt NOD advances as it is on the attack itself-and it is much harder to ambush and destroy the Havoc because it can simply run away. Similarly, the Havoc can support conventional mechanized infantry who load up and disembark from APCs. And as to the final prediction, while I'm not privy to plans of that sort, it seems much simpler for everyone else to simply buy a useful piece of hardware than it is to make every Havoc Steel Talons branded.

AsAboveSoBelow
Feeling vaguely nauseous about one of the people with the worst opinions I have ever seen being partly responsible for something I actually like.

JamesandBonesy
They look cool, but Mr. H down the street says they're a "overengineered boondoggle" (I had to check with Dad about how to spell that, and he said I shouldn't repeat the rest of what Mr. H said.) ...anyway, something about how it would take a lot of work to keep it running, I think.

CowboyCurtz
I know my old tank company would never let anyone driving these things live down their crotch-gun or their entire 'too many guns' design philosophy. Just looking at the prototype makes me wanna draw on it, especially the Overcompensation Rail. Trust me, it might look big but that's a pretty tiny pecker in a big armored codpiece that shoots tiny, tiny bullets. With all those guns, and all the ammo for them (grenades, machine gun, and the railgun capacitors are all explosive in ways the insides won't like) there's no way that this thing can stand up to any kind of anti-tank missile or gun. Nobody outside the Steel Turkeys will enjoy this thing, mark my words.

Biped Combatant
Tanks are big, slow targets. The Havoc is fast; it doesn't need as much armor because of its superior three-dimensional maneuverability owing to its superior bipedal locomotion system and advanced jump jet capability. Also, tanks have a single main gun and combat task, where proper mechs have multiple weapons to cover every possible combat situation! Also, the Steel Talons are employing the most advanced protective technologies available to GDI, making the Havoc superior in damage reduction capabilities. Also, mechs are the way of the future, and will one day replace tanks completely!

FloatingWood
#Biped Combatant, yes, GDI has switched to mechs before, to the extent of completely replacing their tank forces with the original generation Titans and their scout vehicles with Wolverines.
GDI ended up switching back to tracked and wheeled vehicles for a reason, and it's not that mechs are faster and have greater 3d maneuverability.



Tiberium Confirmed on Venus

Lili Daeshim (Space Command Exploratory Division Public Relations)
Some of you may wonder why we have not shared any footage or results from the Deadalus Venus mission so far. The truth is that until today the details were classified, but GDI leadership has decided to release the information to the public. The aim of Project Daedalus was the insertion of disposable gliding drones to under Venus' upper atmosphere to get the cartographic data we could not get via orbital surface scans. During this the SCED uncovered a colossal Tiberium field on the Venusian surface. We have not yet gotten the full surface data, but the field has completely replaced the Venus surface over an area of 73 million square kilometers, roughly 16% of the planet's surface area. ZOCOM and the GDI Tiberium Safety bureau will soon comment on their preliminary analysis on the matter, but until then any questions are to be directed here.

KryptosAdept
Wait what
Oh wow, that's a lot of tib growing there. Is there any information about the tib particulate count in the venusian atmosphere yet or is that still in the works?
Also, is the tiberium all concentrated in one spot or distributed everywhere?

Lili Daeshim (Space Command Exploratory Division Public Relations)
#KryptosAdept
As far as we know this one field is the only one on Venus. Space Command engineers are currently trying to figure out a method to long term track the growth of the field.

Andrew Hammer (Space Command Exploratory Division)
It is truly interesting. Tiberium on earth is arranged in a cubic lattice formation, but the hexagonal pillars of Venus suggest a hexagonal structure. Tiberium seems to have taken a completely different evolutionary course in the extreme conditions of Venus. I wonder if we can get a sample.

FloatingWood
Well… Venus was already not a good candidate for colonization. This only makes it worse.

Solan
I'm conflicted by this news of Tiberium in the Solar System beyond Earth. On one hand I'm going to be having some great job security by being a Tib engineer with space qualifications. It's going to be interesting on how we can be able to operate harvesters to a fully automatic and remote controlled system which could take years of work and research. The Enterprise hasn't finished yet though we could make more stations for Venus itself. I doubt our parliamentary overlords would allow it without experimenting with long term living in space which we need Colombia and Shala to do. So, while I'm both excited and dreading this new opportunity the political and bureaucratic will is necessary and from what I heard from the grapevine station building is already at a faster pace with extra resources for the orbital stations. Lastly, on the other hand I hope my retirement plans outside this rock are still good because I want Mars to be Tib free.

Crucible
It is only to be expected that Tiberium would be found elsewhere in the Universe. For most, thoughts of it being confined to Earth alone should have been disposed of when the alien enemy came to our planet and slaughtered our people to harvest it for their own benefit. The question I would delight in knowing the answer to then is this. Did a seed of Tiberium land upon Venus at the same time as Earth? Struggling to take root due to the violent and destructive force of that planet's atmosphere. Or did some of Earth's Tiberium get launched towards Venus from the destruction of Temple Prime by Ion Cannon strike?

It is simple physics that such a large explosion would send at least some debris out of the grasp of Earth's gravity and into the wider solar system, and if so, where else will we find Tiberium?

Andrew Hammer (Space Command Exploratory Division)
#Crucible
With long term observations we should be able to narrow down the initial impact window. A faster spread rate would suggest a more recent arrival and a slower one an older one.

FloatingWood
If enough tiberium escaped Earth's gravity to make this mess on Venus, the Moon should be buried under the damn crystal and slowly becoming a glassy green marble.

Fate Glasses
I know this is still new and far away to everyone, but I'm primarily worried about what this means for us back on Earth. Because however long it takes to set up, however much it costs, once GDI starts getting serious on Venus this will be an absolutely massive source of Tiberium that GDI doesn't have to fight with NOD for. We all know that GDI's global economy already outsizes NOD. But with an entire second planet's worth of Tiberium and no NOD to slow them down, Venus could be the economic endgame in the conflict between GDI and NOD.

But that's only if GDI has the time to get there. Because if there's anything that might bring Kane back from vacation, it's this. And that is what I'm worried about: NOD literally can not afford to let GDI mine on Venus. What will they do to try and stop us?

FloatingWood
The problem isn't getting there. I mean, if GDI really wanted to, it could get there by 2070. The problem is staying there. Tiberium is actually the lesser problem, given the inescapable heat, pressure, depth of the atmosphere and rains made of acid of the venereal environment. If tiberium had spread to Mars or the Moon? GDI could start harvesting operations in months, with remote operated platforms if necessary.
Venus is so hostile that solving how to survive that environment rather than kludging a quick fix together whenever something pops up is an absolute requirement.

AgathaH
I say this in the most excitedly terrified way possible: Time for SCIENCE!

EvaDatabase
……This is because I made that joke about Tiberium on Mars isn't it?

Darn.


Q4 2058 Results

Resources:‌ ‌740 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+15 from Taxes)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
18.32 Blue Zone
3.14 Green Zone
23.42 Yellow Zone (86 Points of Abatement)
55.12 Red Zone (67 Points of Abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+16)‌ ‌ (23 population in low quality housing) (1 points of refugees)
Energy:‌ Major Capacity Surpluses ‌(+13)‌ ‌(+3 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+11)‌ (3 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+34)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+30)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1670/2320)‌ ‌
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌14;‌ ‌21; ‌90)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(150;‌ ‌115;‌ ‌50;‌ ‌13)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌141;‌ ‌34;‌ ‌9)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌28; ‌150)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(60;‌ ‌13;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(80; 70;‌ ‌5;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(30;‌ ‌20;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(310;‌ ‌245;‌ ‌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:‌ Decent ‌
ZOCOM:‌ ‌Decent ‌

Plan Goals
Capital Goods: 49 Points
Consumer Goods: 103 (38) Points
Food: 20 points in reserve
Income: 330 Points
Stations: 3287 Points
Abatement: 25 Points
Processing: 480 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Orbital Defense Laser Development
Railgun Munitions Development
Tactical Plasma Weapons Development
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 two more phases of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Space Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon
Deploy Havoc

Politics
Amidst the discovery of Tiberium in Venus and the lower tempo of Nod's operations, Litvinov continued her crusade. This time, however, the security state resisted and pushed back. Litvinov attempted to change the requirements for adverse counterintelligence operations. By posing as members of the Brotherhood of Nod, GDI operatives have tended to be able to collect groups of disaffected individuals and plan fake terrorist attacks, arresting the erstwhile attackers as they made their attempt. It is a widely negatively perceived approach, with civilians often seeing them as not actually helping secure GDI and its people.
However, Litvinov's attempt to push back against the practice have been stymied by the security state, with even Hackett, who has often supported her attempts to reform the Initiative, turning against her attempt to regulate the practice, if not out of existence at least to limits of "clear and imminent threat"

Assassination Attempt.
This quarter, a notably amateurish assassination attempt was made on William Frank, the lead newscaster for W3N. A strong supporter of the Grangers, he has been one of the leading Blue Zone voices for greater integration and the truth of the Yellow Zoner experience. However, since the end of the Granger administration he has stepped back from being the voice of GDI on the nightly news, and begun filming work on a a series of specials under the title "Life In the Borderlands" Ducking back and forth across the border, meeting refugee convoys on one side, and then days or weeks later interviewing those same refugees as they had been settled in GDI territory, and then a series of further interviews months, and if the series continues, years out, the story of Life in the Borderlands is likely one of the most important journalistic exercises of the modern day.
The assassination attempt was simple. After Franks settled down for what was likely to be a three to four day period interviewing new arrivals at one of the border fortress towns, a gang of locals, apparently unhappy with Frank's presence confronted him. While the guards attempted to defuse the situation, one slipped a single shot chemical laser out of their pocket, of the same style that have been found in the arsenals of many spies and infiltrators since the Third Tiberium war, and attempted to fire on Franks. However, instead of hitting the man, he scored a shot into the ground, and as GDI security moved from observation to containment, two bodyguards rushed Franks away.
Two days later, Franks requested permission to interview the man.

"I have nothing to say, heathen."
"I don't know about that young man, I think for someone to do what you did, throw your life away just to take mine. Sounds to me like you've got some very strong convictions and sincere beliefs. Help me understand them. Please."
"What is there to explain? You know NOD's enmity to GDI"
"Now son that's not what I was asking, why did we have to die? You and me? Am I so dangerous? Is your future so cheap?"
"Yes."
"Why?"
"Because your fucking sanctimonius face was always up shoving the hypocrisies of GDI onto the airwaves."

Brotherhood of Nod
Gideon has been more active recently, making probing attacks towards the Louisiana coast where GDI has both a major Tiberium Glacier mine, and a still far from complete MARV base. While currently these have not reached within seventy five kilometers of the base, they are noticeably strong, likely capable of storming the base and destroying both it and the mines if action is not taken soon.
Elsewhere, Krukov has been gathering his strength once more and putting down uprisings across his territory, especially in the fractious east. Open warfare has occurred across the Russian steppe, with Krukov making multiple shows of force in taking his opposition's fortresses by storm rather than siege operations.
In Europe, Reynaldo has become more active, with significant attempts to subvert or destroy GDI outposts on the edges of the Green Zone. His operations have been small scale, and relatively low risk.

Battle of the North Atlantic
In the North Atlantic this quarter, a pair of Brotherhood subs, small ones of an unknown type, made contact with a pair of modernized GDI cruisers, including the laser refit. The two immediately salvoed thirty two sea skimming cruise missiles. While the single laser mount on each punched significant holes in the missile swarm, shooting down a full quarter of the missiles, the two ships threw themselves into evasive maneuvers.
Following missile launch, both cruisers began launching pairs of ASROCs, laying a network of torpedoes, trying to kill the submarines before they got hit by incoming torpedoes. At the same time, both began emptying their interceptor racks, launching dozens of sea sparrow derived missiles, splashing another three of the cruise missiles before they passed out of range.
As the submarines dove, pairs of stern mounted torpedo tubes launched, sending supercavitating torpedoes racing beneath the keel of the two ships. As the torpedoes detonated, the cruisers jumped, bucking as their backs broke under the pressure of water hammering up into the citadels and engineering spaces. The ships themselves are complete write offs, having sunk rapidly. The crew however, for the most part, survived. Between the two ships some two hundred survivors made it off. Recognizing that any attempts to do damage control beyond automatic systems was useless, the surviving crew made it to life boats and began making their way towards the English coast. Within half an hour however, hydrofoils were being vectored in, and all survivors were rescued within the next four hours. However, there was no trace of the submarines. While the survivors reported hearing a detonation that he believed to be an ASROC finding a target, it is unknown if it did, or how much damage occurred.
In Manchester, air raid alarms sounded for the first time since the Third Tiberium War, sending civilians rushing for shelter and military forces scrambling to duty stations. The surviving missiles rained down from the sky over an area of roughly ten square kilometers, with no apparent rhyme or reason. While the target area was centered on the Manchester chip fabricator, it did not sustain more than minor damage, with a single missile falling on an empty warehouse. Damage elsewhere was significantly less limited, with noticeable casualties in the nearby apartment blocks.

Ground Forces
The Ground Forces have spent the last quarter restocking, shifting supplies north to complete rebuilding of the emptied caches that were expended fighting off Krukov. Elsewhere, the continued growth of the Yellow Zones has primarily taken off the pressure, with many Brotherhood commanders seemingly deciding that attacking GDI is not the most meaningful use of their resources compared to seizing and exploiting the new yellow zones.

Air Force
Between increasing production on critical airframes, and the general defensive stance, GDI's air force is in a strong position, and has only one major complaint, a lack of preparation for the next war. Fundamentally, technological development is a key piece of GDI's ability to maintain air superiority, and at this time there are many technologies that are likely to significantly increase GDI's ability to do that.

Zone Operations Command
At this point, the Zone Operations Command is quite happy with the reduction of effort spent attacking the deep Red Zone glacier mines. While they do believe a few more are possible, they do wish to maintain a significant mobile force in case of war, one that they expect to come within two years at the current rate of operational intensification.

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 new artillery already hitting the field, completion is expected next quarter, which should drastically reduce 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. Though these will require replacements during the coming years, the completion of the refit has mollified these concerns..
  • Steel Talons
The Steel Talons desperately want to see their current design docket completed in line with the goals committed to in exchange for Tali Jackson. With the Havoc developed and ready for action, they definitely want it in the field as soon as possible. They are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations. In terms of truly blue-skies research, they are curious about the logistics of a plasma cannon battery as used by Bintang and where it could be used properly.
  • Air Force
With the missile problem well on its way to being resolved– although none would gainsay more supplies being available– the Air Force has reassesed its priorities. The most important of them is the A-16 Orcas, but the Wingman drones are not far behind. Beyond that, Cherdenko's intelligence has led to the Aurora bomber being increased in priority. However, the key systems at this point are not more new airframes but rather new tools for airframes, especially things like the Wingman Drones and other means to increase pilot efficiency.
  • 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. Though they see the escort carriers with the naval variants of the Orcas as the next major important area to invest in. With the completion of the Busan-Ulsan yard, Point Defense refits are the highest priority– though some among the Naval Command felt as if they've accidentally bit into a lemon, as promises of contemporary laser weapons loomed over the horizon. With those nearly complete however, they are also looking into expanding the number of ships drastically, as less than two hundred hulls is simply not enough to cover a global operational zone.
  • 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.

Abatement Operations
GDI's abatement projections, even with ongoing mutation, put the end of life on earth at decades away, and barring a significant reversal of GDI's military fortunes, one where the Blue Zones are likely to remain secure for a long time. With nearly nine years of effort, GDI has pushed back the Yellow Zones to beyond the post Third Tiberium War borders, and with another year expects to reclaim all lost territories.
With this there are a number of key potential flashpoints. First is the need to keep abatement operations going with the push back of the Brotherhood of Nod. While it would be very convenient for the Brotherhood to give up on attacking GDI's abatement efforts and allow the front line to roll over their positions, that is unlikely to happen, and while negotiation efforts are ongoing to allow operations like spiking to occur in the Yellow Zones, they have not borne fruit, meaning that it is very likely that military operations will be needed to prevent the Brotherhood from actively spreading Tiberium to counter GDI operations around the world.

[ ] Blue Zone Arcologies (Stage 3) (Updated)
A further wave of arcology construction will include the first Arcology Complexes, clusters of multiple arcologies that operate in conjunction and can support each other, built since the Third Tiberium War. Additionally, a further wave of construction in the secondary and tertiary cities will spread out the arcology housing, allowing for availability in more locations.
(Progress 302/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)

Another wave of Blue Zone Arcologies have continued to see investment. As they are the most desirable form of housing available in the Initiative, building more, and more clusters, is one of the reliable routes to widespread popularity. The majority of the new platforms are extensions to earlier one, forming two and three cell arcology complexes, beginning to form honeycomb patterns. While even the most significant constructions will not coat the Blue Zones in honeycombs, they are noticeable. Between the hexagons, the complexes play home to rock gardens and transport infrastructure, with most having dedicated railway stops, linking them more fully into the GDI system.
The continued construction has however quieted the more political problems. While not a fully breakneck pace, it is a rapid one, pushing the arcologies ever closer to completion and ensuring that more spots are opening up, providing hope for both Green Zone and Blue Zone populations that the future will be arcologies for all, at least until something significant changes.

[ ] Communal Housing Experiments (New)
Building communal housing units, designed around a common professionally operated kitchen and grounds should provide for a combination of privacy, high quality supplies, and a sense of communal living, all at a cost significantly cheaper than even the apartment complexes. This form of living should create community and camaraderie among a population, even if it is disrupted at times due to people moving in or out.
(Progress 72/140: 10 resources per die) (+8 Housing) (-5 PS)

The communal housing experiments have been slow to take form, primarily over debates about which format and approach to take when it comes to common spaces and private ones. While some designs, (such as megablocks) have been rejected outright, there have been many iterations on the format, and so there is not one single pattern that these buildings are being constructed towards, further slowing construction, as it is not quite as simple as providing a flat piece of foundation and putting the construction drones on automatic.
One consistent worry throughout the process has been the simple fact that there are severe pressures involved in providing housing, any housing, to the population. With large sections stuck in the Green Zones and wanting to get out ahead of the coming conflicts, there is massive demand for anything, even an otherwise difficult to live in experimental housing construction.

[ ] Continuous Cycle Fusion Plants (Phase 2)
With the plant design standardized and more fully tested, it is time to begin rolling out the designs enmasse. While still somewhat more resource intensive than traditional fission plants, they are much faster to build. Furthermore, the completion of this phase would signal the maturing of the cycle plants and mark a milestone in furthering energy security for the GDI.
(Progress 300/300: 20 resources per Die) (+16 Energy) (+5 Political Support)
(Progress 125/300: 20 resources per Die) (+16 Energy)

The emphasis for heavy industry this quarter has been the mass development of fusion power for the Initiative. Not only a second wave of power plants, these far more standardized than earlier developments, but significant beginnings on a third, scheduled for rolling deployment as needed. While it will likely get eaten up in less than a year, between the many needs of the Initiative, it does mean that heavy industrial resources can go elsewhere, for example the much needed surges of capital goods to finish major treasury projects, or providing enough for the private sector to sustain continuing growth.
The plants are mostly of a simplified and standardized design. With the worst possible outcome being a radioactive steam explosion, and most of that coming from the protective systems themselves, they do not require nearly as much work to contain them as traditional nuclear reactors. Similar cost cutting measures applied across the sites as the differences in safety challenges have become apparent, and redundant systems, some of which actually seemed to work at cross purposes, have been streamlined or stripped out, leaving a noticeably cheaper finalized plant pattern.

[ ] 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 164/160: 20 resources per die) (+1 Capital Goods)

The first progress from the Reykjavik plant has begun coming off of the rope walks. Spool after spool of myomer bundle has begun passing from the production line and into use. So far, most of these are smaller bundles, going into the production of more new type robotic arms. However, this is only the beginning for Reykjavik. Future projects will drastically scale up operations and provide enough myomers for many duties, not just robotic arms in northern Europe.
One of the challenges is actually the weather. While both the Johannesburg and Rekjavick plants are near the ocean, the two operate under very different circumstances, making the biological aspects of the myomer system somewhat difficult to grow. While something like this, especially with how controlled the growth systems are, is usually not a problem, there have been minor delays due to needing to change a number of the settings to dial in optimum results on the myomer bundles.

[ ] 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 291/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)

The work on another major phase of Perennial goods has begun. While not yet completed, the vast bulk of the foodstuffs have been planted. However, these are not the bulk of the product. Massive arrays of more luxury materials, such as the needed tea and coffee plants, are being grown into saplings from seeds in labs across the Initiative. However, they are not yet ready, with significant effort being needed to bring viable seeds up to readiness from the frozen gene banks around the arctic and antarctic circles.


"Moving day for all these trees-they were getting root-bound anyways, so upgrading their housing is about damn time. I knew it was a good idea to build a nursery for the saplings, and now we have proof! We'll be able to get right to producing key goods,
As for the aquaculture component of our setup, I'm working on a new project-researching anadromous fish, for a future ranching dome project. Salmon and beluga sturgeon spawning, we'll raise the juveniles then release them into a seperate 'oceanic' environment!"
-Aquaponics Engineer Timothy Haskell

[ ] 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 205/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (-1 Capital Goods)

This is far from the first attempt at underground mining of Tiberium. That particular dubious honor goes to the North Koreans, who attempted to do a covert spread of Tiberium in a number of played out mines and conduct harvesting operations with political prisoners before the GDI takeover in 2005. The results were, to say the least, poor. Casualties were high, with significant losses due to multiple cave ins. Similar results occurred in the coal countries of West Virginia and North Carolina, where attempts at converting coal into Tiberium faced both local resistance to conversion, and significant losses due to Tiberium compromising the supports to the mine. Ever since that point, surface harvesting has been the default, with little attention paid to the underground.
The first wave of Tiberium Vein mines have been completed. Each is fundamentally simple. A cliff face or mountainside is the recipient of a pair of tunnels. The tunnel turns into a wide gentle spiral, digging down towards a Tiberium vein. At some point short of the vein, the two tunnels, reinforced along their length and paved through, join, and the mine face is formed. A series of blasting charges along the mine face open the vein. At that point, no more human examination is done, and all further operations are conducted by machines. The vein is attacked by a trio of machines. A blaster, a harvester, and a set of carriers. The blaster is little more than a fairly low powered sonic projector, designed to shatter the Tiberium, and just the Tiberium out of the rockface. Then it is swept up by the Harvester, and loaded into a collector. This is then hauled up one of the two tunnels and to the waiting refinery, while another collector takes its place.
However, there are also typically a series of smaller veins projecting off at various angles, and this is where the vast majority of the drones do their work. Smaller units with a paired drill and small scale sonic projector attack these as the main vein twists and curves away, termites gnawing at roots, digging out the green rock that is eating the planet.


[ ] 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 220/200: 30 resources per die) (+600 processing potential) (-4 Energy, -2 Logistics)

The standard Tiberium Processing plant design from before the war was a relatively small affair, capable of handling just a few thousand tons of raw tiberium. Highly distributed, this made them (despite their function as a lynchpin of the Initiative economy) a relatively unappealing target for the Brotherhood of Nod. During the war, only a relatively small number were outright destroyed, and many were simply damaged, with between a third and a half of processing capacity taken offline permanently. However, since the war, GDI has relied much more heavily on a pair of planned cities, with the two providing nearly half of total processing capacity, and creating gaping weak points for Brotherhood to exploit. In fact, planned cities and regional complexes have provided all of the expansion of processing capacity since the war up to this point.
These new series plants are approximately the same size as the old models, just significantly more efficient. The new Hewlett-Gardener process, as used in Chicago and Jeddah, has been deployed to more continents, ensuring a much more stable supply of the stable transuranic materials that seem to be such a key component of many scrin and brotherhood technologies. The plants are already working at full capacity, as many of the older plants have stopped getting deliveries, due to the increases in efficiency. With the current conditions not particularly good for expansions in Tiberium mining, there are already proposals for refits, using the generous space in the refining capacity to begin phasing out old technology once and for all.

[ ] 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) (Nat 100)
(Progress 710/710: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support)
(Progress 48/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)

The expansion of the Philadelphia II has continued, with massive works going up every day of the quarter. Much of this has been office blocks, communal work spaces, and similar, with the central shaft of the station sprouting ever more branches, rings, and pods as more government offices move to the ever expanding station. While it is only a relatively small portion of the total government, it is a larger share than before the Third Tiberium War. The Philadelphia is a particularly convenient spot. Rather than having a single capital somewhere in the world, that would naturally receive either too much or too little attention from the Initiative (and going by history, often both in mutually reinforcing negative patterns) the Philadelphia is a purpose built space station and neutral ground, not prioritizing one group over any other, with most civilian populations safely distant enough to be insulated from the often messy process of governing.

Many of the new graduates that had been picked up by the Orbital Division threw themselves into the work. With most members of the Starbound party, the Philadelphia, even if it is not a hard step towards living in space, it is a step, and one that needs to be taken before people are willing to engage in more direct work towards getting off Earth in a more permanent fashion. With the graduates showing their enthusiasm, more work than expected has occurred, and this is hopefully going to become the new normal.
"Are you kidding? This is my dream job. Sure, I live with an environment that will kill me 20 meters from where I sleep, I wear a skinsuit most of the time, and I wear a pressure suit most of the time I'm working. But that's not much different from a Yellow Zone, and the view is a lot better."
-Technician Maria Santiago, Space Force

[-] 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 127/125: 10 resources per die) (+2 Logistics) (10 Political Support) (Will complete automatically)

The last of the relay units have been deployed using a mix of funding from many small pots of resources that had been lying around. While not enough for any major projects, as the Initiative becomes increasingly wealthy, it is not uncommon for departments to squirrel away small pools of resources for situations like this one, where small expenditures can be made to finalize a handful of orders and a few interns can be trusted to schedule launches alongside the hundreds of other things that need to go to space.
With this the system has finally been disconnected from Enterprise and the Philadelphia II stations. While they are still important parts of the system, GDI no longer needs the main stations to maintain functionality for long range communications.

[ ] Green Zone Teacher Colleges
Providing enough highly qualified teachers has always been a struggle in the Green Zones, especially with the refugees filling the region. Building dedicated teachers colleges will help alleviate some of those problems, and aid Litvinov's education mandate.
(Progress 149/200: 5 resources per die)

The Green Zones, much like the Yellow Zone territories that preceded them, have never been easy spots to find teachers for. With few chances for advancement, even when incentives are offered, most teachers attempt to transfer out of the Green Zones as soon as possible, heading for more comfortable, less dangerous, Blue Zone postings, where conventional teaching can produce stellar results of the kind that gets administrative notice. Over the last years, the scores from Yellow, and later Green, zone students consistently lagged some 5-10 percent behind their Blue Zone counterparts at best, and in many cases were significantly more disparate. While there have been adjustments, the situation is simply untenable from the perspective of an Initiative that widely relies on such test scores to push advancement, and does not want to create semi permanent generational underclasses.
While distance learning has been the go to solution to this kind of problem, it is not a wholly satisfactory one. There is simply no solution to not being able to personally assist and advise the students, despite all the technological and methodological advancements since the first emergence of modern distance learning in the late twentieth century. These teacher colleges will take Green Zoneers with qualifications and begin turning them into teachers, hopefully closing the achievement gap.

[ ] 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 150/120: 15 resources per die) (-5 Political Support per die)

Tiberium can in fact be deactivated. By bombarding a very thin layer of liquid Tiberium, less than a micrometer thick with a barrage of alpha and beta radiation, small amounts can be rendered effectively stable, and can be turned into a mechanism to provide people with a short term resistance to Tiberium. However, this has severe side effects, and many petri dishes filled with cells were turned into pucks of Tiberium, in the process of discovery. To stabilize it, Tiberium must be brought into the cells. This requires a retrovirus. While the Brotherhood uses a variety of strains, mostly of things like HIV, or other naturally human affective retrovirals. GDI has based its development on spumaviri, as they have significantly fewer side effects in the long term. While Adenoviri and Rhinoviri were attempted, neither produced usable effects, and induced tiberium poisoning in short order. Uptake percentage has finally reached levels believed to be safe, and human trials are ready to begin. While it is hopefully going to be a critical lifesaving or at least life extending treatment, it has a long and hard road to get there, as it still has to be proved to be safe, not just developed.
!!: Warning :!! Press Corps Alcohol orders have increased by 237% over resting average. !!: Warning :!!

[ ] Pacifier Mobile Artillery Vehicle Deployment (New)
The Pacifier will be a significant addition to the GDI arsenal. It shares enough components with other hover vehicles like the Shatterer, Slingshot, and ZMEV patterns that it can draw from their factories rather than needing a dedicated production line. Spreading out production will also ensure that no single strike can destroy this piece of the production system.
(Progress 90/120: 10 resources per die) (-2 Energy) (High Priority)

The Pacifier deployment has gone quite well. With limited funds made available to its deployment, GDI has been able to complete large chunks of the deployment, making available many of the parts required from other production lines. The problem has come with the dedicated electromagnetic launch system. While not too complicated, the resources to produce them were not sufficient to the task, leaving the Pacifier with complete hulls, without the primary weapons systems. A further fairly limited surge of funding will allow the turrets to be completed, and begin pushing out sonic artillery to the Zone Operations Command.

[ ] Naval Defense Laser Refits
The Navy requires laser refits across the fleet, including the newer Governors. While it will not be improving the very lightest units, it will provide significant improvements in the defensive umbrella that most naval units can provide. While it is a noticeably intensive refit, requiring significant effort to run additional power conduits through the ship, and involves losing out on some of the antiaircraft firepower, the protections are definitely worthwhile.
(Progress 270/330: 15 resources per die)

Further work has been done to the battle fleets. With nuclear powered ships however, a cruise can last for months without setting into port, and while the average is measured in weeks rather than months, the Navy is unwilling to engage in sending the massive bulk of their ships into port, even if the Treasury had been able to supply sufficient yard time. Typically, the refits occurred in three phases. First was the deep dive, where a full drydocking occurred, tearing the ships down substantially. However, this was overall a very short period. Following that, ships were rotated out to floating dock ships that could handle the surface level refits, such as adding in the floors to the firing platforms of the new weapons systems. Finally, each ship required a working up period, where errors (a very common issue with the Summit class has been the fire of the main railguns knocking the forward pair of point defense lasers on the port and starboard out of alignment) are fixed. Beyond that, it is the job of this working up period to train the crew on the best use of such weapons, as it is an entirely new set of drills and habits that need to be ingrained.

"The simple fact of the matter is that the refits cannot be carried out while at sea, and in fact trying to do so outside of a few sheltered anchorages with mobile drydocks or at a full shipyard are complete non-starters. The work involved takes a long time-decks must be cut through, new power cables laid, even armor plate and supporting structure installed. Then you plumb the heat-sink lines all the way down to the bilges-oh, and you gotta cut new holes in the bottom of the ship to install the heat-exchangers as well. So yes, it's not done yet."
-Shipyard foreman Olaf Svensgaard

[ ] Tube Artillery Deployment
Refitting the existing factories producing the 152mm guns that are currently in GDI's stockpile will be a somewhat limited process, but one that offers significant increases in ammunition efficiency for all GDI forces. Additionally, diverting some number of Guardian APC chassis towards the artillery command variant will see improved efficiency of fire direction.
(Progress 184/200: 15 resources per die)

The deployment of the new tubes has not gone quite swimmingly. While adding rifling to existing guns is simple, and aside from some of the materials science little different than the standard for producing artillery pieces for two centuries, some minor problems have emerged in the fire direction vehicle project. Specifically, in the shock housing for the optical fire control system. While firmly tertiary, intended to be used for direct fire support and in Ion Storms, it is a critical system. The impacts of moving at speed over terrain can throw it slightly out of alignment, producing negative accuracy impacts. While little more than a handful of minor widgets, and not stopping the widespread deployment, it is something that can be fixed with a final infusion of funding, rather than giving it up as a bad job.
More broadly, the new artillery pieces have only started arriving at the front in small numbers. Primarily so far they have been allocated to fortress towns, where their mobility is not required, and so the problems with the fire control vehicles is a nonissue. However, so far it has been a bare handful, with Arkhangelsk receiving a first shipment of twenty four guns on the 20th of December, and other fortress towns in the region getting smaller complements in the same week. Similar situations are occurring around the world as guns are parceled out in small packets. However, over the course of the next three to nine months, GDI fully expects to have significantly reduced the role of the old smoothbore guns, and replaced them in most priority areas with new rifles.

[ ] 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 105/30: 10 resources per die) (High Priority)


The Havoc scout mech is a 35 ton "light" vehicle, and is absolutely revolutionary. In many ways, it breaks all of the paradigms of the era before the Third Tiberium War. Shields, point defense, speed and agility. Hunched forwards, cockpit jutting out ahead of a pair of reverse kneed legs, munitions pods jutting out over shoulders and beneath the chin. Four toed articulated feet grip the ground as a trio of impulse jets provide not only a lightness of step uncharacteristic of any mech, but also the ability to soar through the air, although currently only on a ballistic arc.
While its standout feature is the jump jet system, it is built around a trinity of weapons. First and most critically, a centerline rapid fire railgun, on its left shoulder, a combined remote weapons pod, and on the right, a rapid fire grenade launcher. This is the ninth variation of the design proposed, a result of the near decade between the beginning of the design and its completion, with a number of what are now seen as critical survivability elements on nearly any new Initiative vehicle. When compared to the first design, it has nearly doubled in weight, and rather than being a proper scout vehicle, it is perfect for a more active role as a beater, forcing the Brotherhood to respond to fast moving Initiative forces.
In terms of interest, it fits a role that few other assets in the Initiative arsenal can fill. While the Steel Talons and the Zone Operations Command are the only ones so far who have expressed not only an interest but an actual demand, the Ground Forces have elected to hold off, expecting improved versions to appear in the future, and having other high priorities at this time.

[ ] Security Reviews (Updated)
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 50 + 1 operations die) (163)

The Brotherhood of Nod has put significant effort into diverting some portions of the ongoing production of consumer goods from agriculture, most notably the returning luxuries, like coffee, tea, and chocolate into their own hands. While they have not been particularly successful in acquiring samples or significant amounts of product, it does go to show that there are factions beyond the Initiative that are demanding the return of recreational drugs.
 
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Q1 2059
Q1 2059

Resources:‌ ‌740 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+15 from Taxes)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
18.32 Blue Zone
3.14 Green Zone
23.42 Yellow Zone (86 Points of Abatement)
55.12 Red Zone (67 Points of Abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+16)‌ ‌ (23 population in low quality housing) (1 points of refugees)
Energy:‌ Major Capacity Surpluses ‌(+13)‌ ‌(+3 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+11)‌ (3 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+34)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+30)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1670/2320)‌ ‌
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌14;‌ ‌21; ‌90)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(150;‌ ‌115;‌ ‌50;‌ ‌13)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌141;‌ ‌34;‌ ‌9)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌28; ‌150)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(60;‌ ‌13;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(80; 70;‌ ‌5;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(30;‌ ‌20;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(310;‌ ‌245;‌ ‌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:‌ Decent ‌
ZOCOM:‌ ‌Decent ‌

Plan Goals
Capital Goods: 49 Points
Consumer Goods: 103 (38) Points
Food: 20 points in reserve
Income: 330 Points
Stations: 3287 Points
Abatement: 25 Points
Processing: 480 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Orbital Defense Laser Development
Railgun Munitions Development
Tactical Plasma Weapons Development
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 two more phases of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Space Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon
Deploy Havoc




Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Stage 3) (Updated)
A further wave of arcology construction will include the first Arcology Complexes, clusters of multiple arcologies that operate in conjunction and can support each other, built since the Third Tiberium War. Additionally, a further wave of construction in the secondary and tertiary cities will spread out the arcology housing, allowing for availability in more locations.
(Progress 302/650: 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. With certain lessons from the Northern Campaign integrated, the newer towns on the edges would be built with expectations of swift retaking or failing that, equally swift evacuation.
(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)

[ ]Blue Zone Apartment Complexes (Phase 2)
A second wave of apartment complexes, dotting GDI cities and snaking between higher and lower density areas will provide a further boost of high quality housing. While not as Tiberium hardened as the arcologies, that is a distant threat, and one that can be safely disregarded in the immediate timeframe in favor of housing people in better conditions.
(Progress 28/160: 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)

[ ] Communal Housing Experiments
Building communal housing units, designed around a common professionally operated kitchen and grounds should provide for a combination of privacy, high quality supplies, and a sense of communal living, all at a cost significantly cheaper than even the apartment complexes. This form of living should create community and camaraderie among a population, even if it is disrupted at times due to people moving in or out.
(Progress 72/140: 10 resources per die) (+8 Housing) (-5 PS)

[ ] Rail Network Construction Campaigns (Phase 2)
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. Furthermore, branching lines can be installed in the Green Zones in preparation for further expansion. Such efforts are hoped to ease logistics and evacuations in the case of war.
(Progress 15/275: 15 resources per die) (+4 Logistics)
(Progress 0/300: 15 resources per die) (+4 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 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleet 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, they would be able to reach anywhere in the world in a matter of hours at most. This will allow GDI to further 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 3/600: 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 0/1200: 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 0/65: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/130: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/260: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/520: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/1040: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)

Heavy Industry (4 dice)

[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative has a fusion design that can work, it is still likely to be more expensive in certain metrics than the production of yet more nuclear and renewable power stations. These conventional systems are well known, reliable, and functional.
(Progress 20/550: 10 resources per die) (-1 Labor, +16 Energy)

[ ] Continuous Cycle Fusion Plants (Phase 3)
Mass production of modern fusion systems has substantially replaced the older nuclear systems. While not an immediate need, it is likely to be critically needed as GDI's power needs scale up. Additionally, establishing a reserve of generation capacity will help ensure that damage to the system can be made good more easily.
(Progress 125/300: 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 by 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)

[ ] Reserve Heavy Industrial Resources
Establishing a strategic reserve of heavy industrial products, such as tools, computer chips, and other important objects is a critical piece of hardening the Initiative's position in advance of a potential war. Most importantly, it provides a starting point for the Initiative to sustain rebuilding while potentially significant amounts of capital goods production is taken offline.
(Adds current Capital Goods surplus to the reserve pool)

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 (Phase 3)
Serious expansion, bringing the macrospinner plant to a point where it is not only supplying capital goods, but noticeably cutting GDI's energy demands. This will bring it closer to parity with the Johannesburg Macrospinner, providing serious expansions to GDI's ability to produce high thickness myomers, such as those used on the Titan and Havoc mechs.
(Progress 4/320: 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 (Phase 1)
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)

[ ] Civilian Glider Development (New)
The Brotherhood's glider systems have limited military uses under GDI doctrine. However, it has far more uses on the civilian side, as a recreational system and potentially a useful one in various ultralight aircraft and civilian drone systems.
(Progress 0/40: 10 resources per die)

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 291/350: 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)

[ ] 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
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)
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
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 2) (Updated)
With the concept proven, vein mines are a fairly expensive, but functional way of attacking underground Tiberium, and providing for a long term abatement strategy, while also not stressing military deployments. While they do have their problems, these are of limited import compared to their advantages.
(Progress 20/195: 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 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/130: 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 13)
There are currently no open glacier faces for expansions of mining activity.
(Progress 38/180: 30 resources per die) (-5 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 Stage available)

[ ] Tiberium Processing Plants (Stage 2) (Updated)
While currently additional processing plants are not an immediately pressing need, they will be a requirement to fulfill plan goals, and will further harden the Initiative's refining capacity.
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)

[ ] Tiberium Processing Refits (Phase 1) (New)
By offlining and rebuilding existing processing plants, and refitting them to more modern means, GDI can manage to be efficient with both its energy and logistics capacity. The biggest difficulty will actually be managing the rate of refits, as GDI does not, at this time, have the capacity to offline large sections of its total plant. (No more than 1 die per turn)
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])

[ ] 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)

[ ] Railgun Harvester Factories (Updated)
The Railgun Harvester is a significantly heavier design than previous Harvester systems and so requires a new series of factories. While by the standards of military production these will be overall fairly limited, they will provide a noticeable increase in income, especially from more heavily contested regions.
-[ ] Porto (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Vladivostok (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Bissau (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Maputo (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Dandong (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)

[ ] Offshore Tiberium Harvester Stations
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 0/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)

[ ] 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) (-5 Political Support)

[ ] 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) (-5 Political Support per die)

Orbital (5 dice)

[ ] GDSS Philadelphia II (Phase 5) (Updated)
The construction of a grand parliamentary dome, able to house a full ten thousand man Parliament, plus aides and other support staff will be a massive undertaking. However, once complete, it will be a powerful symbol of GDI's commitment to government of and by the people, rather than an unelected array of bureaucrats. More practically, the complex will also provide plentiful space to move yet more critical government functions offworld, directly aiding the Treasury's efforts to manage a global economy.
(Progress 46/1425: 20 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 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/335: 20 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/675: 20 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1355: 20 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 0/765: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1535: 20 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 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/335: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/675: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1355: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)

[ ] Study Novel Material
The SCED has brought back what seems to be a novel and naturally occurring stable trans uranic material. However, before anything can be done with it, it does need to be studied and examined.
(Progress 0/50: 20 resources per die)

[ ] 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 13/85: 10 resources per die) (20-25 resources)
(Progress 0/85: 10 resources per die) (15-20 resources) (Unlocks Low Orbit Support Satellites)
(Progress 0/85: 10 resources per die) (15-20 resources)
(Progress 0/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)

[ ] Conestoga Class Development
With the outer system beginning to be explored, and the Pathfinder already bringing back massive quantities of scientific information, an improved model can be constructed. A revised version of the Pathfinder design, it will be intended for mass production, once sufficient orbital infrastructure exists to build it.
(Progress 0/60: 30 resources per die)

(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 16/45: 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: 20 resources per die) (+5 Resources Per Turn)
(Progress 0/155: 20 resources per die) (+5 Resources Per Turn)

[ ] 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: 20 resources per die) (+2 Light Metals)

[ ] 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: 20 resources per die) (+20 Resources per turn)
(Progress 0/385: 20 resources per die) (+2 Heavy Metals)
(Progress 0/375: 20 resources per die) (+2 Heavy Metals)
(Progress 0/365: 20 resources per die) (+2 Heavy Metals)
(Progress 0/355: 20 resources per die) (+2 Heavy Metals)
(Progress 0/345: 20 resources per die) (+2 Heavy Metals)
(Progress 0/335: 20 resources per die) (+2 Heavy Metals)

[-] 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)

[ ] Green Zone Teacher Colleges
Providing enough highly qualified teachers has always been a struggle in the Green Zones, especially with the refugees filling the region. Building dedicated teachers colleges will help alleviate some of those problems, and aid Litvinov's education mandate.
(Progress 149/200: 5 resources per die)

[ ] 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)

[ ] 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)

[ ] 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) (-10 PS)

[ ] Human Genetic Engineering Programs
The human genome is a mess, especially in the modern day. Starting with an extreme bottleneck in diversity, and being evolved for a group of endurance predators on the open savannah rather than sedentary office workers, there are many things that can be done to either fix problems such as lactose or gluten intolerances, or increase the variability of the genome.
(Progress 0/120: 25 resources per die) (-5 PS)

Military (6 dice)

[ ] Wartime Factory Refits (Phase 3) (Updated)
A third phase of refits begins to allocate resources towards rationalizing and standardizing the massed bulk of GDI's equipment. Units like the Predator, Guardian, and other hardware that GDI is using in large quantities but is also beginning to look towards replacing.
(Progress 3/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 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 36/220: 20 resources per die) (Station) (High Priority)
(Progress 0/495: 30 resources per die)

[ ] 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)

[ ] 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)

[ ] Inferno Gel Development (New)
Derived from the Brotherhood of Nod's flamethrower systems, Inferno gel is a weapon of terror more than anything else. However, it does have its uses, and one of those is as a means of killing vehicles rapidly. By drenching a vehicle in pyroclastic gel, many of the soft systems can be destroyed, and the people inside blinded and likely immobilized.
(Progress 0/40: 10 resources per die) (-5 Political Support)

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some section of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 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.
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used)
-[ ] 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

[ ] Pacifier Mobile Artillery Vehicle Deployment
The Pacifier will be a significant addition to the GDI arsenal. It shares enough components with other hover vehicles like the Shatterer, Slingshot, and ZMEV patterns that it can draw from their factories rather than needing a dedicated production line. Spreading out production will also ensure that no single strike can destroy this piece of the production system.
(Progress 90/120: 10 resources per die) (-2 Energy) (High Priority)

[ ] 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)

[ ] Backpack Rocket Launcher Development
With the Zone Operations Command ever more intensely engaged with the Brotherhood of Nod, backpack systems are one of the easier ways to substantially increase firepower. While not always the most convenient location, by shifting around the power pack somewhat, nearly any Zone Operations Command unit can have a limited supply of short to mid range indirect fire options at their disposal.
(Progress 0/50: 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. Due to the nature of the development likely being an add-on, the expected laser breakthroughs are not going to make this step redundant.
(Progress 0/40: 20 resources per die)

[ ] Aurora Strike Bomber Development
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)

[ ] Ultralight Glide Munitions Development (New)
The Brotherhood's glide system has a potentially extremely useful role in GDI's combat systems. Specifically in GDI's glide munitions. While deployable wings are not a new invention, this will cut weight and space, while increasing control as the entire surface can be flexed with a high degree of precision.
(Progress 0/40: 10 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 0/220: 20 resources per die) (High Priority)
(Progress 0/195: 20 resources per die)
(Progress 0/295: 20 resources per die)
(Progress 0/395: 20 resources per die)

[ ] 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 0/95: 10 resources per die)

[ ] 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: 20 resources per die) (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 Deployment
Refitting the existing factories producing the 152mm guns that are currently in GDI's stockpile will be a somewhat limited process, but one that offers significant increases in ammunition efficiency for all GDI forces. Additionally, diverting some number of Guardian APC chassis towards the artillery command variant will see improved efficiency of fire direction.
(Progress 184/200: 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)

[ ] 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)

[ ] GD-3 Rifle Development
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)

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)

[ ] Naval Defense Laser Refits
The Navy requires laser refits across the fleet, including the newer Governors. While it will not be improving the very lightest units, it will provide significant improvements in the defensive umbrella that most naval units can provide. While it is a noticeably intensive refit, requiring significant effort to run additional power conduits through the ship, and involves losing out on some of the antiaircraft firepower, the protections are definitely worthwhile.
(Progress 270/330: 15 resources per die)

(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 anti-submarine and anti mine 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 Deployment (New)
Rapidly mobile attack units have often been a hole in GDI's forces. However, with the Havoc, that is no longer the case. Two factories, one in Brest, and one in Seoul will provide the penny packets of the Steel Talons with a significant increase in force available, and begin supplying the Zone Operations Command with a sizable number of units of their own.
-[ ] Brest (Progress 0/110: 10 resources per die) (-2 Energy)
-[ ] Seoul (Progress 0/110: 10 resources per die) (-2 Energy)

[ ] 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)

[ ] Neural Interface System Development
Pioneered by GDI's Firehawk program and the Brotherhood of Nod's Purifier, neural interface is not precisely a new technology, however, the Talons are taking another crack at developing a variant that is cheap, noninvasive, and flexible, hopefully cutting crew requirements by enhancing situational awareness and intuitive control schemes.
(Progress 0/60: 25 resources per die)

Bureaucracy (3 dice)

[ ] Administrative Assistance (New)
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)

[ ] 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 50 + 1 operations die)

[ ] Make Political Promises
With Seo's support becoming increasingly shaky, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
(Initiates Subvote)

[ ] Interdepartmental Favors
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor
(Initiates Subvote)

[ ] Conduct Economic Census (New)
It has been over a decade since GDI took a comprehensive census of its economic affairs outside of its own industrial efforts. With taxation becoming an ever more noticeable part of the Initiative's economic base, a better understanding of the people and companies is likely advantageous.
(DC 100/150/200/250)

[ ] Conduct Civil Satisfaction Surveys (New)
With immigration and displacement having moved millions of people around the world, a better look at the population as a whole, and what their problems are is likely useful. While this kind of information gathering is difficult and time consuming, it is also critical to knowing who is where, in a degree of detail greater than even GDI's all consuming surveillance state can know.
(DC 90/120/150/180)

[ ] Rationalize Yellow Zones (New)
During the Initial drawing of Yellow Zone lines, GDI often saw them as being little more than afterthoughts, large swathes of the earth that were beyond immediate help. With ever more focus however, a more concentrated set of lines, and a more granular set of zones can be used to help ensure that resources concentrating on those zones are well spent.
(DC 50/70/90)

** 4 Hour Moratorium on Voting **
 
Last edited:
Q1 2059 Results


GDIOnline Q1 2059

The Initiative's Latest Failure: Communal Housing

TopTierCitizens
So, you know those "communal housing experimental units" that got popped up around the Initiative? Well, from all reports, they suck. A lot.
And a good part of the reason they suck? Stupid people who didn't read the description beyond 'not Yellow Zone', and so weren't ready to live with people outside their little clan. And this is what you can expect whenever we try to bring them into civilized society. They have their little clan and are always going to pick their clan and their faith above anything else.

Also, the complexes were a mistake in the first place. We have housing that we like, and it works. Apartments, Arcologies. But no, the Treasury has decided that they need to try socialist experiments that failed a century ago again when some of us are still living in concrete monstrosities built right after the war. This is the problem with socialists. They claim to have a historical truth, and then refuse to learn from history. People are people, and you can't change them. There are good and bad, and trying to mix the two never works.

If you want to fix the mistakes of the Initiative, remember to vote Initiative First in the coming elections and stop this madness for good.

LaserKiwi2000
I don't see this as "dirty yellow clanners" I just see it as the communal housing project being done at a bad time. A brief look at the layout and amenities and it's not even bad. You just need to have people who like sharing living spaces. This should have waited until there was no normal apartments and arcologies on the waiting list. These spaces could work really well for large families or extremely dedicated roleplayer groups larpers.

GreenBird
Oh man my family almost got selected for this. A couple months back they offered the choice to my family and we almost took it. But then some GDI team found my pah and we got back together. My pah's a smart one, he said he'd seen something like this before. "You gotta get the right people who really want this for it. Can't pick people who'd never done it before." So mah and pah decided we would wait a little longer in the holding area.

AccomplishingProvidence
#LaserKiwi2000 There's definitely an argument to be made that the timing on these was poor. The concept has some strong merits, though it's clear there's still a lot of debate over the finer details.

#GreenBird I am happy to hear you have been reunited with your father! And it is perhaps a good decision that your parents waited; as stated, the concept is sound but it's a bit rushed. Also, it seems like you've improved your typing ability, if I might be so bold to note. Congratulations, and keep up the good work! You'll be making our own prose look amateur by comparison yet.

#TopTierCitizens , the issue here is not "socialism" or "Yellow Zone clanners". The implementation of this specific idea went poorly. Perhaps too rooted in the past this time. Speaking of "rooted in the past", your attitudes certainly harken back to the darker days of humanity. Why, I have to wonder if you've got a predilection for wearing white or very light shades most of the time? I say we Blue Zoners could learn something from the communal mindset of those in the Yellow Zones. It's served them well to survive, and even thrive (as much as anyone can) in much harsher environments. It's also curious how you single in on "their faith", since those from Yellow Zones represent the full breadth of human philosophies and faiths. Amusing that you're so dismissive of that while saying that others are the ones with a distorted vision of Truth.

GreenBird
Yeah! The new tablets you guys have are great! I never knew spellcheck was a thing before. I don't have to learn to spell my words anymore, just get close enough! Pah makes a big fuss about it though, but he hasn't quite figured out how to stop me from turning it back on when he turns it off. I take to the computer much better than he does, even if he's the only one that can build one and fix cars.
We're still holding out for the arks though. Mah saw one of the pamphlets for them and had her heart set on it. Said it would be a much better place to raise my sis. Didn't quite get through the lineup or lottery or whatever to get a spot in the new arks.

FloatingWood
#LaserKiwi, actually, I know a subsection of the population who would absolutely love this too. Students. Finally out from under mom and dad's control, but not isolated and alone. At most you need to make sure there's a couple of adults per dozen of those living units to keep things on an even keel and prevent idiocy.
Might also work well enough for bachelors and old people, depending on the situation.
#GreenBird, please don't stop with learning to spell your words. Spellcheck helps, but it won't get things right all the time. It's also not always going to be available either. I mean, you try to make spellcheck work on a piece of paper without taking a picture, I dare you.

LaserKiwi2000
Oh and I have got to say, being able to visit Auckland and it's just a bit different with the harbour messed up by the removal of some of the tib that had got there, and there's even the Skytower! Except it's a bigger than usual tiberium spike with some decoration. Treasury definitely listened to our Auckland Refugee petitions we'd been doing since Auckland had become a yellow zone, so all the tib spikes and preventative measures are painted a bit and there's cute placements that make things look as pre-outbreak as possible.

KropotkinsGhost
So when the Treasury decided to start the communal housing experiment, they sent out a call for blue zoners that would like to try living alongside yellow zoners. As an old socialist myself I decided to give it a go. I was already living in one of the apartment blocks and was told it would be just like that but with more people. That sounded great! Liven up the place a bit. It's lonely and boring being old and not having people around to chat with. Hell I finally get people to compliment my cooking!

Top Tier Citizens
I just don't understand you people. Every single time the Initiative has tried to do nice things for the Yellow Zones, it has backfired. In the battles for Rio, we got pushed out the first time by riots, and then when we tried again in the Third War, we were being fired on from positions that the Initiative built in the first place.
When we gave food aid, most of it ended up back in the Blue Zones in the knapsacks of militants. When we gave them environment suits, they used them as plate carriers.
And nearly every dead blue zoner was shot by some tib poisoned nutjob from a yellow zone. They are not like us. They don't want to be like us. So why the hell are we letting them in?

FloatingWood
#TopTierCitizens The tens of thousands streaming in from the Green and Yellow Zones to live among us in peace, to share in our joys, to comfort us in our sorrows, to guard us all from harm, show with each and every one of them that you are fundamentally wrong.
Yeah, there are assholes in the YZs that want to hurt people. There are assholes that think they deserve what we have and that we don't. We have people like that in the BZs too, and we call them for what they are.
And then we lock them away in jail until they either learn to play nice, or, more likely, die of old age.

ILikeBBsAndICannotLie
Blue, yellow, green with purple polkadots? Doesn't matter. You can learn to live with a bunch of people. I live on a big metal island with a few hundred people in much less space. Of course, we get to shoot big honking guns, so maybe the perks make up for it.
Heh. Assimilate into the best Blue Zone! Join the Navy!

KropotkinsGhost
#TopTierCitizens which part of the "Blue Zone Culture" Do you want them to assimilate into? The North American one? The european one? The west African one? The Korean one? We're as varied as they are so it would be silly to think they would be like us in the first place since half of "us" aren't even the same in the first place.

FloatingWood
#KropotkinsGhost, which European culture specifically? Or West African culture? Hell, even the North American culture isn't unified, even though it's the most homogenous of the bunch.

KropotkinsGhost
#FloatingWood Hah! Exactly!

LaserKiwi2000
#TopTierCitizens
A lot of the places we invested in the yellow zones weren't where we had intention of holding and it was stillborn. I once looked at the investment and costs and there's been like 1 or 2 billion dollars invested in yellow zones before the Third Tiberium War. Every single month Granger and/Seo were/are improving things. Granger built special cities on our border and actual industry, water, aquaponics and fortifications. Supplied the military's expansion that the Terminal Cities are in Blue zones right now. Every single month there was something done and it's not just processed goods being given. Pre Granger did GDI build factories that employed thousands? Did they have protected food and forts and military postings that weren't just temporary buffers? Was there a time where GDI, before Granger, halted Nod from a full on invasion without the yellow portion falling and being abandoned?
Look at the Russian warlord's attack. Seo's term involved Nod being unable to take Arkhangelsk. Being slowed by loyal EX Nod militia. Why? Because we fed, clothed, employed, housed and gave hope and were helping them defend their homeland.
So yes, Rio in the past turned out to be a failure, because giving food for the day and temporary protection only buys loyalty for as long as it exists. But Rio now? The people living there will definitely have heard about GDI plonking an entire SMARV fleet in a yellow zone to protect refugees from being slaughtered.

Solan
I mean I don't consider it a failure since this is just an experiment and while I'm living in a base again the crème de la crème of communal living I will say you get used to it even if you have some people you hate while living there. Though my architect friends who were studying the communal housing program in how they could fit in more people for the arcology and apartment blocks love the ways communal housing centralized even more facilities they were afraid of but since there is finally a study new designs are going to be in place for the millions who will live in the newly built housing.

Treasury Internal Forum

Sarah Vostoy
Right, break out the Vodka again. We need it. We thought Granger was bad, but Seo, Seo is worse. It is not just Granger being a politically blind gaffe machine anymore. It is somebody being a bloody nightmare. Tiberium Infusion? Communal Housing Experiments? Artificial Bloody Intelligence? I don't know what this man is thinking, and honestly, I am not sure if I want to.

Lea Abbot
Maybe we can get an AI to write our press releases for us. Who knows what one of these things is capable of once it has absorbed and memorized every piece of writing ever.

Fritz Willis
I've a feeling I know what Secretary Seo is thinking. SCIENCE!!!. Yeah, Granger was pretty bad, but whenever he did something you could see it was because an academic who just flat out didn't give a shit about the optics, and only cared about getting the things that needed doing done.
Seo's much more of a manager with Ideas, it shows and he's not likely to listen when you tell him something is a bad idea and why.

Mia Deeps
I'm just working to keep an eagle eye on the second try at offshore harvesting platforms - it's theoretically a good idea, but the way the previous try went...

Li Shang
It's pretty clear that The Secretary understands that other people have doubts and reservations-he's clearly able to play the political and public perception game. But his goals are totally out there! Just the other day we were asked to assess how long it would take to work the G-drive and prototype repulsors together to create a new kind of super-lifter for space work...so that garbage can be taken to Enterprise for recycling!

Christina Song
I feel bad for the PR guys, but if you look at the new spreadsheets, we gained more income so we can spend more money, which is my favourite thing about this job. AI might get us more money too, and the sea platforms will get us money if they don't get sabotaged so that's a net win; if it works.

Fritz Willis
#Christina Song, have you seen the really long term projections from back when Granger was in charge? They're not sure they have enough manpower to toss around on tib abatement even if they somehow managed to get every person on the globe on it.
Admittedly, that is very old data, some of the first projections done under his authority when we didn't even know for sure how much of GDI itself was intact. But if there's an inkling of truth to it, well, we are going to need either AI or very smart EVA to hope to reclaim the Earth from the thrice damned crystal.
#Li Shang, the hell is he smoking? We have much, much better ways to deal with the kilotons of garbage we produce. In fact, part of the industrial zones now under construction are dedicated garbage handling facilities.

Jack White
#Fritz Willis, If you're referring to dumping it into tiberium fields to be converted to tiberium and then harvested again there's two major problems with that. One, it's actively adding more tiberium that then needs to be cleaned up again. And two, hopefully in the future just dumping trash in a tiberium field won't be an option. So, practice the standard/old/new ways of recycling the materials themselves. I'm in full agreement, there's better ways of dealing with trash than sending it all the way to space, but we do need some data and experience at methods of cleaning up that junk. Or alternately finding ways to produce less waste.

Fritz Willis
#Jack White, we don't dump everything on tiberium fields. Lots of garbage, yes, but not everything. Recycling is an old concept that isn't quite dead, even if it's not as extensive as it could be because tiberium is just so useful, there's pre-sorting for stuff that can be recycled without being first converted back into tib. Plenty of metals, for example, get pulled out of the waste stream and fed into the smelteries for refinement. The new waste processing facilities in the heavy industry areas will help a lot in increasing our garbage handling capacity and efficiency, especially since open tiberium fields are getting less accessible.

Li Shang
#Fritz Willis It's apparently an idea he had because there's not enough mining capacity in space? So rather than ship up raw materials, he wants to use 'garbage ore' since there's all this refining capacity on Enterprise going idle without big mines on the moon or asteroids? The note I got looked like something he'd literally scrawled on a napkin.

Akira Oda
You guys really don't want to know how many more ideas he has in his head that don't go to the official proposals. It's not just him, the various planning committees and other heads like what he's thinking. When I was with our newer hires they really liked the secretary's ideas since while Granger can be called a steady ship for the department, Seo is a maverick who can get stuff done. I'm sure they are willing to get Seo's vision to reality.

Besides a lot of old hands are just gone or retired I've been in the Treasury before the war and while I was just a new hire having a year or two of experience before Philadelphia was gone I will say good riddance to the corporate lobbyists who came in and out without fail making me handle my boss' job. Now as one of the higher ups in this Treasury I've seen less corporate and private types of lobbyists but more bureaucratic and political types. I've come to regularly see Welfare, Developmentalist, Militarist, Starbound, InOps, Military, and even the Director's Office lobbyists asking for Treasury approval in their pet projects. It's hard being the people who hold the money.

Q1 2059 Results
Resources:‌ ‌760 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+20 from Taxes)

Political‌ ‌Support:‌ 80
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
18.42 Blue Zone
3.04 Green Zone
23.85 Yellow Zone (86 Points of Abatement)
54.69 Red Zone (70 Points of Abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+31)‌ ‌ (16 population in low quality housing) (1 points of refugees)
Energy:‌ Major Capacity Surpluses ‌(+9)‌ ‌(+4 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+11)‌ (3 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+38)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+34)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1720/2370)‌ ‌
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌14;‌ ‌21; ‌90)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(150;‌ ‌115;‌ ‌50;‌ ‌13)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌141;‌ ‌34;‌ ‌9)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌28; ‌150)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(60;‌ ‌13;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(80; 70;‌ ‌5;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ 49 ‌seats‌ ‌(29;‌ ‌20;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(310;‌ ‌245;‌ ‌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:‌ Decent ‌
ZOCOM:‌ ‌Decent ‌

Plan Goals
Capital Goods: 49 Points
Consumer Goods: 99 (18) Points
Food: 20 points in reserve
Income: 310 Points
Stations: 2861 Points
Abatement: 22 Points
Processing: 430 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Orbital Defense Laser Development
Railgun Munitions Development
Tactical Plasma Weapons Development
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 Wadmalaw Kudzu Plantations
Complete at least one more phase of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Space Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon
Deploy Havoc


Forgotten Studies
After months of research, the studies with Zaragoza Atreides, the Delta Forgotten have begun to produce results. At this time, he started to corroborate claims and rumours of ESP abilities. Having said that, rumours as collected by InOps indicated that the Delta might hold other more potent abilities– ones more suited for combat purposes– though Atreides is unwilling or unable to demonstrate them and GDI is currently not ready to force the issue. Not when the alliance between the GDI and Forgotten has been of great benefit to both sides and, as the newly made Diplomatic Corp began to spread its wings to the disparate polities that are friendly or neutral leaning with the GDI.

In proving the capabilities of Deltas, the first test to be made as benchmark is what could be called the writing test. This entails a researcher writing a passage in one room before Mr. Atreides is challenged to reproduce the writing. The result proved the claim: Deltas are capable of Extra Sensory Perception. Consistently, Mr. Atreides is able to accurately match passages ranging from 200 to 250 words, with accuracy in spelling and the words themselves trending down the longer the passage becomes. The other, much greater, factor determining accuracy is with regards to distance itself. Putting Mr. Atreides further than a kilometer away from the testing site lowers the accuracy range from 150 to 200 words, with even longer transcribing becoming more garbled and incoherent.

Adding Tiberium to the equation, however, produces a worryingly incredible– or incredibly worrying– result. When Mr. Atreides is allowed to hold a Tiberium crystal in his off-hand while transcribing, accuracy and precision shot up dramatically– allowing him to flawlessly copy five hundred word passages made by one researcher while two others write different yet equally long passages across the distance of one kilometer. The distance restriction itself seems to be dramatically waived in the latest rounds of testing when he was placed on the southern end of the South American Red Zone and the writing site being on the opposite northern end, making him able to reach the benchmark of 200 - 250 words accuracy.

Markets
The Markets have begun to see a handful of large cooperatives emerging. Breaking the record of four and a half thousand employees (ten times the size of the largest fully private company) this quarter is the New Moscow Soviet. Previously an organization that emerged as a mutual aid cooperative in the midst of the Third Tiberium War, it has since formalized into a general services cooperative in its aftermath. Now, it has expanded its reach into every area that has Treasury grants that supports its endeavours. Additionally, the NMS has a large number of subsidiaries affiliated to it, not only within its native regions in the Russian and Baltic Blue Zones but also as far afield as the Japanese Home Islands– with the latest merger being one that made the coop break the record. Though in size the NMS is a large one, its pattern is one that is commonly seen in cooperatives all across GDI– doing business in a general service area and operating in nearly every sector of the civilian economy.

Other cooperatives specialized themselves in a more select niche in small to mid-sized holdings. With the case of Blue Sky Software – a game design company now responsible for several key advances in AR gaming tech – and the Ma-La Expatriates – a conglomeration of rediscovered regional ethnic Chinese restaurants formed under the Granger Administration, their numbers hold steadily at around five hundred employees with few acquisitions. These 'Métier' cooperatives, as Litvinov classified them, operate in the cracks where the titanic yet sporadic attention of the GDI and the larger or numerous generalized cooperatives cannot directly service, thus allowing the Métiers to gain profit in areas where they are not directly competing.

This, of course, is not without its concerns. Though muted due to the small size, there are concerns that these Métiers would become too entrenched in their niche. While the case of the Ma-La is likely to continue without complications, ones with regards to Blue Sky Software or the newly formed Mekhane's Industrial likely will. The last in particular is a thorny issue to the left wing of the GDI. Sponsored by Arias Simanjuntak, one of the vanishingly few FMP Parliamentarians willing to entertain Treasury's leftward push, Mekhane's Industrial has grown to a comfortable size of two hundred and fifty employees with the niche of creating precision robotics, including the increasingly popular "Jowangshin" line of cooking robots, among others. These have come to dominate a small sector of the economy, one where it is unlikely for even one of the much larger cooperatives to be able to seriously displace him. He has made noises of concerns on how his own company might hold an unfair advantage in the future. In this, he has reignited in parts the topic of industrial grants, and how they might be needed to create a level playing field.

Assassination
Wesley Riggs is one of the most senior officers to have survived the Third Tiberium War. A general during the war, commanding units across Germany, including the Scrin invasion, he is one of the most experienced in fighting the invaders, a key part of the reason he got the nod for the Chief of Staff for the Ground Forces. While the Scrin have not returned, by this point he is an institution in his own right, serving as General Granger's strong right hand, and keeping the military in line with the more civilian political aims.
While he has a much cooler relationship with Litvinov, he is, much like her, ready to look for solutions other than war to the chronic problems of the Brotherhood. Having survived two Tiberium Wars, he does not wish to fight a third.
While his work parks him behind a desk for much of his time, he does prefer to travel as much as possible, spending significant time at the front with the men. It was at one of these forward trips that a trio of Barghests attempted to cross the Initiative's forward defensive lines. However, they were intercepted far short of Rigg's transport by a pair of Apollos on Combat Air Patrol duties, While two survived the initial QAAM salvo, both were damaged, and quickly dispatched by gunfire. While one did manage to return fire, it was only a glancing hit, and the Apollo is expected to return to service.

Politics
While there are certainly campaigns spinning up as election year arrives, it is not one where ideologies are put to stake with venomous barbs and retorts. Rather, it's a muted affair borne out of a feeling of inevitability. Between the dominance of the Treasury-backed Developmentalist block and the penumbra of smaller parties surrounding them, there is a feeling of unshakeable victory borne out of eight years of struggle. Of course, there are background noises aplenty. The Initiative First continues to fume, the FMP continues to call for grants, and other smaller parties start to consider ways to increase their footprint in a Parliament that seems to continue expanding. All is not entirely well in the upper echelon either. Litvinov and Hackett still continue to clash in matters of security with no clear winner and the Socialists are in disarray with the assassination of their founder and leader. And yet, for a blessed once, the fundamentals are clear. For once, the future of the Initiative seems to be a clear continuation that is unlikely to change courses.

Brotherhood of Nod
While Stahl has been quiet for years after his subordinates' defeat at the hands of Brigadier General Escoffier, the ripples of Brotherhood conflict have reached his zone of operations. And here, it seems, he has decided to ramp up the tempo. Raiding parties stream up and down the hidden ways of the Amazon, clashing with Forgotten tribes and smaller GDI outposts at a pace that borders on the edge of sustainability. Technologically, he kept the pace with what seems to be a novel stealth aircraft. While the full shape is not currently known to GDI– let alone the technical specifications thereof– it has been a matter of significant speculation. Currently it seems to be a multirole standoff aircraft, designed around using stealth to set up long range attack runs on GDI air and ground targets. While the effectiveness of these strikes is limited so far, it has meant that no examples have yet been shot down, or even seriously threatened.

Elsewhere, Krukov has continued reinforcing his position. With the unrest in Siberia comprehensively put down, he has continued rallying warlords to his cause. However, the Titan, having seemingly performed well below expectations has been increasingly rare in favor of more Centurion type mechs. Beyond that, he has also been pushing forward a new type of tank. A fairly conventional form factor from all accounts, it is an engine forward design with a rear turret and heavily sloped armor. Likely this is to protect the binary propellant system from encountering too much GDI fire. Otherwise it seems like a general revision to a standard Scorpion pattern, but looks can be deceiving, and it is likely still in relatively early prototyping phases.

Military Priorities

  • Ground Forces
For the Ground Forces, the highest priority must be the prompt delivery of Zone Armor as soon as possible. Second is consumables. While current consumables supplies are enough for smaller scale operations, general operations exhaust supplies quickly, while given enough time strategic stockpiles can be built, that time is measured in years, if not decades.
Currently, the provision of vehicles is generally sufficient. However, many of the existing designs lack the space or other requirements for enhancing capabilities. Though these will require replacements during the coming years, the completion of the refit has mollified these concerns.

  • Steel Talons
The Steel Talons desperately want to see their current design docket completed in line with the goals committed to in exchange for Tali Jackson. With the Havoc developed and ready for action, they definitely want it in the field as soon as possible. They are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations. In terms of truly blue-skies research, they are curious about the logistics of a plasma cannon battery as used by Bintang and where it could be used properly.

  • Air Force
With the missile problem well on its way to being resolved– although none would gainsay more supplies being available– the Air Force has reassesed its priorities. The most important of them is the A-16 Orcas, but the Wingman drones are not far behind. Beyond that, Cherdenko's intelligence has led to the Aurora bomber being increased in priority, although the Air Force believes that the intelligence is aging fast, and unless action is taken immediately it will unfortunately pass. However, the key systems at this point are not more new airframes but rather new tools for airframes, especially things like the Wingman Drones and other means to increase pilot efficiency.

  • 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. They see the escort carriers with the naval variants of the Orcas as the next major important area to invest in. However, they are also looking into expanding the number of ships drastically, as less than two hundred hulls is simply not enough to cover a global operational zone.

  • 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 3) (Updated)
A further wave of arcology construction will include the first Arcology Complexes, clusters of multiple arcologies that operate in conjunction and can support each other, built since the Third Tiberium War. Additionally, a further wave of construction in the secondary and tertiary cities will spread out the arcology housing, allowing for availability in more locations.
(Progress 651/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)
[7, 51, 99, 73]

Unlike the last wave of arcology construction, one rife with delays and perceived inadequacies, this wave of construction has been a cause for celebration aplenty. With the rapid construction of these arcology complexes in second and third tier cities, even more of the GDI populations are able to enter in a life close to luxurious as can be in a world ravaged by Tiberium. While each and every last one of the new arcologies remain a testament to Initiative's civil engineering, there have been several notable tweaks that differentiates them from the deeper Arcologies. As an extreme measure, these pyramidal structures are further hardened, allowing them to survive direct contact to Tiberium for weeks before the outer seals could begin to fail. Even then, damage control efforts could push survival time out for months, as citizenry could retreat back deeper into the self-sustaining city or outside for an evacuation. It would not be able to save the greater complex from the encroaching crystal, but it can buy enough time for GDI to try and find a solution.

However, these arcologies are likely to be the last for some time. While there is still demand for more arcologies, war is in the air, and while it may not be immediate, sacrifices must be made in order to ensure that GDI is well prepared this time instead of taken by surprise. Arcologies are grand symbols, but not necessarily the most effective means of housing the population.

[ ] Communal Housing Experiments
Building communal housing units, designed around a common professionally operated kitchen and grounds should provide for a combination of privacy, high quality supplies, and a sense of communal living, all at a cost significantly cheaper than even the apartment complexes. This form of living should create community and camaraderie among a population, even if it is disrupted at times due to people moving in or out.
(Progress 178/140: 10 resources per die) (+8 Housing) (-5 PS) (Quality 72, 20)
[80] [Quality: 67, 15]

The experiments in communal housing can only be considered a failure. While the housing schematics itself is more than adequate, the experience of the people living there has been far from acceptable. The problem, in a phrase, is the people. What seemed to be the case is that in testing the housing schematics, most of the volunteers were Green Zone citizens seeking entry to the Blue Zones rather than people who wanted to experiment with communal living, considering it to be an inroad for moving into Blue Zone properly. However, the experience seemed to not be what was expected, leading to a slew of local tensions and negative reports.In terms of the problems themselves, the more common ones involve practices that are normative in Yellow Zones.

One of the examples is the negative reciprocation of scarcity-based strategies, where one or more members of the communal household would hoard important goods for their usage, which in turn causes other members to adopt strategies of retaliation or attempt to punish the troublemakers. In such a tight housing scenario, the experiments needed to be cut off prematurely, in fears of the altercations moving past verbal and into physical ones. While this would never kill the idea for good, it is something that will likely be consigned to small scale communes where it can be contained to people who actually want to live under those conditions, rather than becoming the new standard. However, with the advantages that being able to centralize significant infrastructure elements clear, it is likely to be a pattern that also finds its way into refugee housing in the case of future housing crises.

"From one researcher to another, I appreciate your sacrifice in the line of proverbial fire, Seo."
"The data could be of use to you more, hopefully."
"In the matters of anthropological studies, no such data is ever worthless. Though concerns of false positives remain extant. There simply aren't any worthwhile studies on behavioural science of Yellow Zoners."
"I know the thought process enough to cut through: What's the end point?"
"Ethically? Nothing. Questionably? Better targeting on social engineering."
– Private conversation between Seo Thoki and Julian Bennet​

[ ] Continuous Cycle Fusion Plants (Phase 3)
Mass production of modern fusion systems has substantially replaced the older nuclear systems. While not an immediate need, it is likely to be critically needed as GDI's power needs scale up. Additionally, establishing a reserve of generation capacity will help ensure that damage to the system would not impact greater performances.
(Progress 199/300: 20 resources per Die) (+16 Energy)
[14, 18]

Despite the resources put into the construction of a further wave of fusion plants, progress has been very slow. Work has been delayed by sabotage, but most of the problems have been a result of simple mismanagement and miscommunication. With the standardization of the plants, much of this wave has been handed off to newer managers and less experienced teams, and the consequences have been problematic.
While much of the construction work is according to GDI norms, there are many critical features to the fusion reactors themselves that require significantly higher levels of precision and care. While not beyond the possibilities offered by GDI's automated construction systems, they are well within the standard margins of error, which are a compromise between speed and precision. This has lead to multiple containment vessel leaks, as hot gasses escape the fusion cell during early tests.

[ ] 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 146/500: 25 resources per die) (+8 Capital Goods, -4 Labor, -8 Energy)
[19, 85]

Normally, groundbreaking and selecting the optimal location for heavy industry takes a lot of time. The normal does not apply here, in places such as Antananarivo, Bonn, Conakry, Magadan, and Vancouver. In these places and depressingly many more, groundbreaking was already done. Once holdovers in a time before the Third Tiberium War, these locales would have been part of a greater urban plan of an integrated city sprawl, planned expansions for 2048 and 2049, either by private industry or the Initiative. Now, however, they were nothing more than jutting scars surrounded by an empty skyline, rising out from the horizon. While on the outside they look to be nothing but prefabbed rows of identical blocks, the insides are more complex and diverse. Each block contains within a cluster that produces anywhere from one to two hundred different widgets and component parts often in short supplies. Ranging from aircraft parts to machining tools to steam turbines, the variety is substantial and critical to fill in the gaps.

While most of these are set in areas now no longer populated, some are placed closer to the urban sprawl, which poses a problem. Despite attempts to make otherwise, these blocks are fundamentally noisy, smelly, and aesthetically unpleasing to behold. In the few places where the GDI attempts to integrate the sectors closer to the urban centers, they have been met with substantial protest ranging from letter writing campaigns, petitions, and even a few demonstrations against the constructions. While some of these protests can be ascribed to NIMBY-ist tendencies, the unpopularity seems to range beyond that and further assuaging of the populace may be needed.

[ ] Reykjavik Myomer Macrospinner (Phase 3)
Serious expansion, bringing the macrospinner plant to a point where it is not only supplying capital goods, but noticeably cutting GDI's energy demands. This will bring it closer to parity with the Johannesburg Macrospinner, providing serious expansions to GDI's ability to produce high thickness myomers, such as those used on the Titan and Havoc mechs.
(Progress 260/320: 20 resources per die) (+2 Capital Goods, +1 Energy)
[81, 4, 91, 16]

Resources have continued to pour into the northern myomer macrospinner. New growth vessels, ropewalks, and machinery bays have sprung up across the complex. Day and night work crews swarm, robots and humans working side by side as building after building springs up. Each one a sealed, isolated environment, one that will be comprehensively sterilized before work can begin. Something as simple as a yeast found on every human's skin can, in theory, disrupt months if not years of work. However it is a slow process, and with demand far greater than the Initiative can supply, far more work needs to be done. With a small amount more investment from the Treasury, Reykjavik should match the South African plant in construction. The question then, is which of the two rope walks will get the planned upgrades for more advanced myomers that GDI Command is interested in due to ever increasing demand for power armor and units such as the Havoc.

Additionally, GDI strategic planning has increasingly seen Reykjavik and other future sites as a better alternative to the South African complex. While its construction preceded the reveal of Mehretu's capability as an espionage and sabotage oriented Warlord, there's little reason to develop the complex into an even bigger target. Additionally, GDI is a global power that should not be limited to two different revolutionary plants. Miniaturization is possible, seeding the synthetic cultivar complexes all around the Ring of Fire regions where even nuclear-powered cargo ships take significant time to trek the treacherous waters.

[ ] 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 the next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 513/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
(Progress 153/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns)
[43, 47, 84]

A further surge of investment into perennial bays has been ongoing. While at this point a significant portion of the payoff will come in the next plan, the planned uptake represents a notable boost to production of luxury foods. While the cultivars such as chocolate, coffee, or tea are still in the process of growing, many among the citizenry are circling the proverbial date when such products would become available. After decades of unavailability, such products are highly sought after and publicized biweekly by the media arm, if only because there remains a great subsection of the GDI populace who has never tasted such products, synthetically or otherwise. At this point, there is an entire generation of children who were born in the 2040s, who are now adults, and they have likely never drunk tea, or coffee, and some, especially on the tail end, have never had chocolate. Instead they are semi-mythological goods, symbols of the good times that once were.

Beyond that the investment has gone far. A further and likely final set of perennial bays has already entered construction, and made significant progress. Nearly halfway complete already, these are a significant continuation of the project, adding yet more production coming online as the previous set reaches capacity.

[ ] 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 234/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
[30, 72] [Income: +15]

A final major surge of construction has focused on the coastlines. There are tens of thousands of kilometers of coastline, far from human civilization, many out of effective range of any Brotherhood ballistic or cruise missile capable of bypassing the ASAT network. It is here where GDI has laid hundreds of small bases. Few are more than a modular dock large enough to run a harvester out of, crewed by maybe two dozen people, these are easy to erect, and easy to ship resources out of. While there are often intervening Yellow Zones controlled by the Brotherhood of Nod, these are increasingly beaten down. Life is by far the greater challenge. It is a hazardous duty assignment, fighting not only Tiberium, but sea and storm. While a ship, even one as large as a cargo ship can weather the grand storms that sweep over the seas, and the ion storms off of large Tiberium fields without worry, and the large fortresses of the Blue Zones, masses of concrete and steel, can do the same, these outposts are small, and vulnerable. Already some have been torn out to sea, and others dashed against the shoreline. While they can swim to some extent, that is a cold comfort to their crews.

Ragu and Arsene came back infected. Damnfool storms of Coral Seas dashed their outpost on the Tiberium reefs. Ragu might have been luckier, a large shard having impaled his side, the Tiberium treatment maybe could give back an extra decade or three.
Arsene? His faceplate hit the reefs first. Last I saw him, the docs were still trying to pull the shards out of his jaw. Fucks sake, this was supposed to be an easy posting. The Qatarites were on our side. Australia is supposed to be our continent. ...It's unfair.
– Classified recording from FOB 8-83-11, marked for InOps Morale Survey​

[ ] Tiberium Processing Refits (Phase 1) (New)
By offlining and rebuilding existing processing plants, and refitting them to more modern means, GDI can manage to be efficient with both its energy and logistics capacity. The biggest difficulty will actually be managing the rate of refits, as GDI does not, at this time, have the capacity to offline large sections of its total plant. (No more than 1 die per turn)
(Progress 100/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 20/100: 20 resources per die) (+50 processing capacity [-250 during refits])
[91]

Work has begun on the systematic refits of the legacy processing capacity. While the Hewlett-Gardener method is comprehensively better than the older Granger-Mobius method, it requires a significantly different approach, and more separation stages due to the flexibility that it offers. To some among the GDI's higher echelons, it was never a question of 'should' for the key refineries placed within key logistical points, it's a matter of cost in materials and opportunity. Not only are these refineries more expensive than building new nodes, it curtails the processing works themselves and introduces delays in the ever larger maw of GDI's resource consumption.

To the detractors of the refits, their concerns have been curtailed with the example seen in the British Isles. In the newly refurbished Glasgow Refinement Center that services much of the Isles Tiberium processing needs, things have changed dramatically for supply lines. Once, it had primarily taken from Tiberium spikes and occasional outbreaks of crystal outcroppings, but the refinery refits allowed it to service greater than the total production on the Isles themselves. With the Glasgow site being much safer than most, it has led to an increase of shipping along the Edinburgh-Glasgow canal as the site became a centralized piece of a greater Tiberium handling system, taking in Tiberium imports across the European Green and Red Zones and exporting the raw materials across the European theatre. Similar stories cropped up across the Blue Zones and it is with some belief and certainty that if the naval harvesting systems survived the seas, the refits would become a much more important part of the overall processing environment and hardening.

[ ] Offshore Tiberium Harvester Stations
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 148/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)
[7, 83]

While the previous attempt was a spectacular failure, Seo is nothing if not persistent. Returning to the concept, a series of free floated harvester platforms have been erected. Rather than attempting to maintain a constant contact with the Tiberium, it is going to be using more of a scoop method, pulling up a mass of Tiberium and anything else on the bottom of the sea, and then filtering out the crystals. However, the all important scoops have not yet been delivered. While so far doubts still run high about the viability of the approach, it is so far at least going relatively well, with no really serious problems.

[ ] 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 101/40: 25 resources per die)
[67]

The core component of the new system is layers of Aluminum Oxynitride doped with a series of stable trans uranics. Working from the outermost layer in, it begins with Aluminum, followed by polycrystalline Zrbite, and then another layer of Aluminum, and finally a very thin layer of Adamant. This creates a defensive layer against the encroaching Tiberium. When combined, it produces a material that effectively shakes off Tiberium crystals that attempt to grow on it, and prevents it from gaining a foothold even without internal vibrations.
For any of this to make sense however, it must be put into the context of GDI's expanding research into the Stable Transuranic Elements. While some activities, such as the Tiberium Stabilizer and Inhibitor modules can be done with a general undifferentiated mix of the elements, other technologies are far more picky. So far, GDI has isolated a good dozen elements in the spectrum, a result of trial and significant amounts of error. The stable transuranic elements begin with Californium, or as the laboratory nerds have begun calling the stable form Cochranium, which demonstrates gravitic manipulation capabilities, although currently only in the small scale, and current prototypes of the repulsor plates use small amounts of the material. The two critical ones here are Zrbite and Adamant. Zrbite is a yellowish crystal that looks somewhat like sulphur in its pure form, and amplifies sound. While this is useful in many applications, its most likely use is in providing various forms of sonic weaponry. Adamant is (much like many other metals) a silvery grey, although far more silver than grey. In its natural form, it is an extremely hard and lightweight metal. Harder than Chromium, and about 90 percent as dense, it responds very well to electroplating, providing a very thin finish. However its most notable advantage is that it is significantly tiberium resistant, with a 2 micron thick layer tripling time to consumption on test panels.
In total, the new glass is something that will need vast production, as it provides a means to maintain pockets of Tiberium in a safe and stable way. With a test silo having maintained integrity for two months at this point, and with no signs of failure, it is likely that this will be the future of Initiative attempts to both harden against Tiberium, and contain it for economic purposes.

[ ] GDSS Philadelphia II (Phase 5) (Updated)
The construction of a grand parliamentary dome, able to house a full ten thousand man Parliament, plus aides and other support staff will be a massive undertaking. However, once complete, it will be a powerful symbol of GDI's commitment to government of and by the people, rather than an unelected array of bureaucrats. More practically, the complex will also provide plentiful space to move yet more critical government functions offworld, directly aiding the Treasury's efforts to manage a global economy.
(Progress 474/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)
[94, 29, 5, 42, 3, 23, 83]

A titanic mushroom cap has begun to sprout at the upper end of the Philadelphia. Designed to hold a full ten thousand member Parliament, and their hundreds of thousands of aides and staff, it is a titanic assembly, greater than any so far built as part of the Philadelphia project. Despite the resources poured in however, it has not made nearly as much progress as desired. The construction is of an epic scale, one of the grandest structures planned in human history, and unlike previous systems, such as the Tiberium Stabilizer Network, this has proven to be a complicated process. While the outer structural ring has been completed, so far, the curving beams that will come to meet at the center, and which will provide structural support to the windows that will provide a view out to space and the earth below, have not yet met in the middle.

Beyond that, the program has also had to begin deploying the shimmer shield system onto the station. While this has required significant retrofits to existing station structures, it is worthwhile, as it means that the station will be significantly hardened against radiation, even after its lead and water sheaths. This has spawned a series of rings, creating something of an inverted pine tree effect as they wrap the station from the capstone dome to the far tail.

[ ] Green Zone Teacher Colleges
Providing enough highly qualified teachers has always been a struggle in the Green Zones, especially with the refugees filling the region. Building dedicated teachers colleges will help alleviate some of those problems, and aid Litvinov's education mandate.
(Progress 211/200: 5 resources per die)
[41]

The development of the Green Zone Teacher Colleges has been completed, and the units have been turned over to the education department. While it will take years for the impacts to be felt, it has been a noticeable shift in policy. Rather than rely on known loyalists and core populations who are highly politically reliable, these teacher colleges would have entrusted education to people who were a year or less out of the Yellow Zones. While much of the curriculum would have been various levels of outright indoctrination, most notably in breaking the obscurantism of the Brotherhood, it would be trying to break a lifetime of learned behavior, something that GDI has rarely been willing to trust even after the increasing fraction of refugees in the overall population.
However, events have in some ways overtaken the construction. A combination of Green Zone cities being absorbed into the blue zones, and the evacuation of massive numbers of Green Zone people into more internal locations with better educational opportunities. While the construction will certainly not go to waste, as GDI chronically needs more teachers, and is likely to continue expanding the green zones, it is unlikely to fit precisely where it was envisioned.

[ ] 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 42/60: 20 resources per die)
[16]

Tissue replacement has been significantly problematic. While the science of making stem cells is well known, going back to the mid to late 20th century, it is still a fairly expensive process especially in man hours. The technique is fairly basic, pluripotent stem cells are capable of regenerating lost tissue by changing from their type to the type of cells surrounding them according to the complex blueprint of the human body encoded in the genome, a process which is still fairly badly understood. As is, the more tissue has to be replaced or the more complex the piece of tissue is, the more prone the process is for error, generating too many or too little nerve connections, muscle fibres growing in the wrong direction or wildly growing, non-cancerous bone protrusions. Beyond that, there is the critical problem of cell proliferation. Mass cell proliferation suffers from numerous problems-thermodynamic, genetic, sanitation, and simple nutrition. On a basic level, cells demand a diet of highly specific amino acids and micronutrients. Once, this was provided by fetal bovine serum, obtained from slaughterhouses. But without the massive cattle herds of the 20th century, this source is no longer available, and replacement growth serum is difficult to source without contamination and at reasonable cost. Cells also produce waste products-the faster they grow, the more waste they produce, and this requires that the mixture be bubbled or stirred. Both of these processes put shear forces on the cell membranes they were never meant to take, and over-mixing can lead to mass cell death in a goopy homogeneous mess. Both problems will need to be fixed before GDI has a usable means of replacing bulk tissues.

[ ] 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 33/60: 20 resources per die)
[7]

Since the Second Tiberium War, much of the development of EVAs has been a series of iterative hardware upgrades rather than expansive software updates. However, with more risk accepting leadership and limited technical advancement since the Third Tiberium War, software advancements are a requirement. While experiments are ongoing, none have resulted in an effective upgrade package.
Development has been slowed significantly by the fact that the vast majority of the most skilled and best trained workforce has been shifted over to the artificial intelligence project, leaving the GAI project in the hands of relatively new staff. This has caused the project to run significantly behind budgeting, and leaves it needing significant resources to continue development.

[ ] 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 66/120: 20 resources per die) (-10 PS)
[40]

Making an AI is in some ways remarkably simple. As early as the late 2000s Electronic Video Assistant development began running into what was at the time called rampancy. Essentially the EVA unit under development spontaneously began consuming all system power, and began to attempt to communicate. However, there is a key problem. None of these systems are stable. After a matter of minutes, the rampant EVA began to break down, exhibiting severe problems in all areas, and ceased attempting to communicate within an hour. By the period after the Second Tiberium War, this had been recognized as an artificial intelligence, and much of the more exploratory research was curtailed. While these incidents were relatively rare, between twenty and thirty events (depending on what is counted, some destabilized so fast that they were debatably hardware crashes) over the course of approximately a quarter century, they do provide a starting point for the creation of intentional artificial intelligences. However the problem of stability is critical. Torturing sapient creatures, even if they are based on silicon rather than carbon, is not in GDI's best interest.
In order to hopefully build a more functional Artificial Intelligence, the teams in Edinburgh have begun with analyses of the past events and come to a trio of conclusions. First, AIs are going to be orders of magnitude larger than even the most advanced and complicated EVAs, each likely requiring a server cluster to function without substantially advancing GDI's technology. Second, they likely need to begin feeding it data immediately, rather than waiting for it to complete a boot cycle. Human reaction speeds are simply too slow, and waiting for a human to press the button has the AI running in circles. Third, is providing the researchers with neural interfaces to allow for a more direct interface with the nascent AI, hopefully helping guide it towards stability.
However all of this will require significantly more funding. The production of the mainframes alone will be a significant cost, as will the neural interface systems, but these are the costs of research beyond the cutting edge.

[ ] 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.
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used)
-[ ] Reclamator Hub Red Zone 7 South (Progress 105/105) (Mobile Bay)
[35, 67]
The Mobile Bay fortress has been thoroughly modernized and completed. While the MARV bays are the core of the functions of the base, it is a fully featured fortress. With GDI switching over to new tube artillery, and plentiful supplies of missiles, it secures a zone of control in its own right, even without MARVs to begin turning the region yellow, if not green. Additionally, the fortress makes any attack on the glacier mines a significantly more difficult challenge. While the camps themselves can be overrun, the people, and much of the equipment can be withdrawn inside the fortress complex, and preserved until either relief arrives or the Brotherhood is forced to withdraw due to their logistical problems.
With Gideon making ever more aggressive moves in the region, Mobile Bay is still not protected to the degree it could be. However, with sufficient further investment it is likely that GDI can make significant strides in securing the region.

-[ ] Reclamator Hub Yellow Zone 6a (Progress 84/105) (Savannah)

A more direct challenge to Gideon is the rapid construction of a second MARV hub near Savannah. A port fortress, it is built as a fortress first, a mass of walls and artillery that happens to include a number of MARVs as a means of force projection. Safely away from the vital glacier mines, it is intended to be a distraction. While it is plausible for it to receive a MARV fleet in the coming quarters, it is not a particularly critical field. Even if it is attacked and destroyed, it will have served its role in ensuring that the battles are fought in Nod territory rather than GDI's backyard.
While it is very likely that it will soon become a refugee crisis like the one in South America, it is also close enough to the front line that local GDI forces provide constant meaningful support, with airbases to the north already providing a constant combat air patrol over the region.


[ ] Pacifier Mobile Artillery Vehicle Deployment
The Pacifier will be a significant addition to the GDI arsenal. It shares enough components with other hover vehicles like the Shatterer, Slingshot, and ZMEV patterns that it can draw from their factories rather than needing a dedicated production line. Spreading out production will also ensure that no single strike can destroy this piece of the production system.
(Progress 144/120: 10 resources per die) (-2 Energy) (High Priority)
[36]

The Pacifier MAV has begun to hit the battlefield in significant numbers. Primarily it has found itself in the role of a fast assault gun, moving with other hover assets and reducing Brotherhood positions in hailstorms of rapid burst fire. While significantly shorter ranged than most artillery, it has been very useful in fending off the forces of Al-Isfahani in the middle eastern Red Zones as GDI and Nod still contest the region. Similarly, in the American South, as Gideon has continued to make threatening moves towards the now complete MARV hub, multiple forces have been shattered by massed barrages of sonic artillery, especially when it comes to columns of Gana. However, they are not just combat vehicles. More importantly they are relatively accurate engineering vehicles, able to put sonic shells on target from a safe distance. ZOCOM has begun using them in that role more than any other, as they can create tiberium slides by disrupting key points and causing titanic landslides as entire rock faces shear off from a well placed blast.

[ ] Tube Artillery Deployment
Refitting the existing factories producing the 152mm guns that are currently in GDI's stockpile will be a somewhat limited process, but one that offers significant increases in ammunition efficiency for all GDI forces. Additionally, diverting some number of Guardian APC chassis towards the artillery command variant will see improved efficiency of fire direction.
(Progress 276/200: 15 resources per die)
[74]

New versions of the tube artillery systems have begun to enter widespread deployment, with most forward deployed units receiving at least a handful of new guns. However, when looking at ammunition consumption, the numbers are not as good as could be hoped. While the average fire mission has been halved or more, the number of fire missions has drastically increased. The edge in effective range has left the guns firing at longer ranges and effectively in use constantly during operations. On average ammunition consumption has dropped by some ten to fifteen percent, but that is far less than optimistic projections had assumed. While this is likely to continue to drop as more units are equipped, and available fire missions are spread out among more units, it is unlikely to be enough to fundamentally change the shell situation. However, even small reductions are having a noticeable supply impact, with many areas beginning to be able to lay in marginally larger stockpiles of shells that they have not needed to fire, and some units on quieter parts of the front can last for more than a supply convoy between needing more shells, simplifying the overall logistical footprint.

[ ] 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 128/300: 10 resources per die) (-2 Energy) (High Priority)
[28, 5, 38]

With the guns becoming substantially more efficient. GDI still needs the shell plants. These will be providing primarily for tactical, operational, and strategic reserves. Rather than having to be deliberate with shellfire, or run the risk of running out, units can fire with abandon. Primarily this style requires vast amounts of high explosive shellfire, which, while not maximally effective against any particular kind of threat, is generally effective against everything.
However, the plants are not yet online. While the chemical works for the plants have been erected, the shell handling operations have not been. Similarly, fusing stations have not even begun to be erected. Much like previous shell plants these are spread over kilometers, as they provide for safety for not only the factories, but also many of the people. Even a kiloton explosion, which is about as bad as it can get with one of these factories, will not destroy the entire complex, leaving much of the structure intact. This style of construction, while safe, is also far more expensive than other approaches, and the sum works will need significantly more funding before they are completed.

[ ] Naval Defense Laser Refits
The Navy requires laser refits across the fleet, including the newer Governors. While it will not be improving the very lightest units, it will provide significant improvements in the defensive umbrella that most naval units can provide. While it is a noticeably intensive refit, requiring significant effort to run additional power conduits through the ship, and involves losing out on some of the antiaircraft firepower, the protections are definitely worthwhile.
(Progress 381/330: 15 resources per die)
[93]

The Navy finally has enough defense lasers to actually equip all of its heavy units. However, this does not mean that the program has completed. Even now, there are many ships, most notably early model Governors, which still lack the laser units as they are continuing their cruises around the world, escorting GDI's many convoys.
The Carriers however have, for the most part, been refitted, as they are both high priority targets, and do not need nearly as much air defense as they had been originally equipped with. Removing half of the air defense guns has allowed the addition of a substantial swarm of laser systems, rendering the carriers significantly resistant to nearly any missile attack.
However, this is likely not the end of the deployment of point defense systems for the Treasury. While ships are important, cities and strategic points are even more so, and deploying mixes of missiles (although less than truly effective) and point defense lasers, which have a record of significantly reducing incoming fire.

[ ] Havoc Scout Mech Deployment (New)
Rapidly mobile attack units have often been a hole in GDI's forces. However, with the Havoc, that is no longer the case. Two factories, one in Brest, and one in Seoul will provide the penny packets of the Steel Talons with a significant increase in force available, and begin supplying the Zone Operations Command with a sizable number of units of their own.
-[ ] Brest (Progress 77/110: 10 resources per die) (-2 Energy)
[59]

The Brest factory has been the recipient of a sizable proportion of Reykjavik's myomer production. However, it has not been nearly as successful as hoped. Rather it has run into a series of severe problems. To begin with, it has required the construction of a substantial series of ropewalks. The legs have been a chronic problem, as they require extremely large myomer bundles to make it functional. Not just because of the need to move the unit, but also to act as shock absorbers during a landing. Beyond that, there are the joints. Getting them right is critically important, as they provide both stability and grip. Mechs with poor joints have a tendency to tip over, as their center of mass tips outside of the stability box. However, a dynamic center of mass has its own advantage, as it can be used to increase speed, with the mech essentially falling forward as it walks.
Calibrating these extremely complicated parts has left the factory well behind schedule, and in need of a substantial further investment before completion.

-[ ] Seoul (Progress 92/110: 10 resources per die) (-2 Energy)
[74]
The Seoul plant has been somewhat more successful, but is still not completed. The problem here is the jump jets. The engines have been temperamental, and so far calibrations have been consistently outside of acceptable limits. Too little power, and the engines simply don't have enough thrust to catapult the Havoc through the air. At the same time, too much power, and the Havoc becomes little more than skeet as it flies uncontrollably, and may begin to tumble as the forces involved overwhelm internal gyroscopes and stabilization systems. With stripping off this critical feature not an option, it will require either time or an infusion of funding to bring the Seoul factory to full operational status.

[ ] 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 50 + 1 operations die) (183)

Going through the military procurement system with a fine tooth comb once more has discovered a number of attempted infiltrations by the Brotherhood of Nod. However, many of these have been abortive, and limited in scope, far from the attempts to steal large swathes of the advanced hardware that the Initiative relied on after the Third Tiberium War. Strategically, many have been going after the Initiative's various weapons development bureaus, seemingly attempting to steal a march on the future of weapons systems for GDI and its Forgotten allies.


A/N: I am allowing one of my editors to make a small formatting tweak. If it bothers anyone, I am happy to revert to the older style.
 
Last edited:
Q2 2059
Q2 2059

Resources:‌ ‌760 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+20 from Taxes)

Political‌ ‌Support:‌ 80
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Tiberium Spread
18.42 Blue Zone
3.04 Green Zone
23.85 Yellow Zone (86 Points of Abatement)
54.69 Red Zone (70 Points of Abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+31)‌ ‌ (16 population in low quality housing) (1 points of refugees)
Energy:‌ Major Capacity Surpluses ‌(+9)‌ ‌(+4 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+11)‌ (3 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌
STUs: Massive Surpluses (+13)
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+38)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+34)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1720/2370)‌ ‌
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

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

Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌14;‌ ‌21; ‌90)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(150;‌ ‌115;‌ ‌50;‌ ‌13)‌ ‌ ‌
Militarist:‌ ‌237‌ ‌seats‌ ‌(53;‌ ‌141;‌ ‌34;‌ ‌9)‌ ‌
Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌28; ‌150)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(60;‌ ‌13;‌ ‌0;‌ ‌0)‌ ‌
Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(80; 70;‌ ‌5;‌ ‌0)‌ ‌
Socialist‌ ‌Party:‌ 49 ‌seats‌ ‌(29;‌ ‌20;‌ ‌0;‌ ‌0)‌ ‌
Developmentalists:‌ ‌640 ‌seats‌ ‌(310;‌ ‌245;‌ ‌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:‌ Decent ‌
ZOCOM:‌ ‌Decent ‌

Plan Goals
Capital Goods: 49 Points
Consumer Goods: 99 (18) Points
Food: 20 points in reserve
Income: 310 Points
Stations: 2861 Points
Abatement: 22 Points
Processing: 430 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Orbital Defense Laser Development
Railgun Munitions Development
Tactical Plasma Weapons Development
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 Wadmalaw Kudzu Plantations
Complete at least one more phase of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Space Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon
Deploy Havoc





Infrastructure (5 dice)

[ ] Blue Zone Arcologies (Stage 4) (Updated)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 1/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)

[ ] 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. With certain lessons from the Northern Campaign integrated, the newer towns on the edges would be built with expectations of swift retaking or failing that, equally swift evacuation.
(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)

[ ]Blue Zone Apartment Complexes (Phase 2)
A second wave of apartment complexes, dotting GDI cities and snaking between higher and lower density areas will provide a further boost of high quality housing. While not as Tiberium hardened as the arcologies, that is a distant threat, and one that can be safely disregarded in the immediate timeframe in favor of housing people in better conditions.
(Progress 28/160: 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)

[ ] Rail Network Construction Campaigns (Phase 2)
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. Furthermore, branching lines can be installed in the Green Zones in preparation for further expansion. Such efforts are hoped to ease logistics and evacuations in the case of war.
(Progress 15/275: 15 resources per die) (+4 Logistics)
(Progress 0/300: 15 resources per die) (+4 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 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)

[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleet 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, they would be able to reach anywhere in the world in a matter of hours at most. This will allow GDI to further 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 3/600: 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 0/1200: 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 0/65: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/130: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/260: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/520: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/1040: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)

Heavy Industry (4 dice)

[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative has a fusion design that can work, it is still likely to be more expensive in certain metrics than the production of yet more nuclear and renewable power stations. These conventional systems are well known, reliable, and functional.
(Progress 20/550: 10 resources per die) (-1 Labor, +16 Energy)

[ ] Continuous Cycle Fusion Plants (Phase 3)
Mass production of modern fusion systems has substantially replaced the older nuclear systems. While not an immediate need, it is likely to be critically needed as GDI's power needs scale up. Additionally, establishing a reserve of generation capacity will help ensure that damage to the system can be made good more easily.
(Progress 199/300: 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 by 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 146/500: 25 resources per die) (+8 Capital Goods, -4 Labor, -8 Energy)

[ ] Reserve Heavy Industrial Resources
Establishing a strategic reserve of heavy industrial products, such as tools, computer chips, and other important objects is a critical piece of hardening the Initiative's position in advance of a potential war. Most importantly, it provides a starting point for the Initiative to sustain rebuilding while potentially significant amounts of capital goods production is taken offline.
(Adds current Capital Goods surplus to the reserve pool)

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 (Phase 3)
Serious expansion, bringing the macrospinner plant to a point where it is not only supplying capital goods, but noticeably cutting GDI's energy demands. This will bring it closer to parity with the Johannesburg Macrospinner, providing serious expansions to GDI's ability to produce high thickness myomers, such as those used on the Titan and Havoc mechs.
(Progress 260/320: 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 (Phase 1)
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)

[ ] T-Glass Foundries (Stage 1) (New)
T-Glass, or Tiberium Resistant Transparent Aluminum is a fundamental change and improvement in Tiberium resistance technologies. A very strong, very resistant transparent plating, it has thousands of uses across multiple areas. However, it will need to be produced in vast quantities, with everyone demanding large amounts of the material. The savings in replacement losses alone will cut maintenance demand for everything from windshields to anchors.
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources])

[ ] Civilian Glider Development (New)
The Brotherhood's glider systems have limited military uses under GDI doctrine. However, it has far more uses on the civilian side, as a recreational system and potentially a useful one in various ultralight aircraft and civilian drone systems.
(Progress 0/40: 10 resources per die)

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 3) (updated)
A final major phase of Perennial plants, built around the vast demands for spices, and luxury foods is currently under construction. While it will at this point be producing well into next plan, GDI can supply an increasing amount of its population with high demand consumer goods in the near future.
(Progress 163/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns)

[ ] 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)

[ ] 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)

[ ] Tarberry Development (New)
An engineered legume, Tarberries are intended to be part of the future of Initiative hydrocarbon production. Built to produce substantial quantities of usable hydrocarbons, these plants will be toxic to eat, but easy to process into usable fuels, especially for the vast vehicle fleets of the Initiative military, and possible to use as a source of energy for the Initiative more broadly.
(Progress 0/40: 20 resources per die)

[ ] Freeze Dried Food Plants
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)
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
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 2) (Updated)
With the concept proven, vein mines are a fairly expensive, but functional way of attacking underground Tiberium, and providing for a long term abatement strategy, while also not stressing military deployments. While they do have their problems, these are of limited import compared to their advantages.
(Progress 5/195: 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 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Stage 6) (Updated)
With the containment lines at their full extent, further work can be done to reinforce existing positions and expand ongoing operations to continue offensives against the Red Zones. While more expensive and less effective than the original construction phases, it is still a good source of both harvests and abatement.
(Progress 54/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Stage 13)
There are currently no open glacier faces for expansions of mining activity.
(Progress 38/180: 30 resources per die) (-5 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 Stage available)

[ ] Tiberium Processing Plants (Stage 2)
While currently additional processing plants are not an immediately pressing need, they will be a requirement to fulfill plan goals, and will further harden the Initiative's refining capacity.
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)

[ ] Tiberium Processing Refits (Phase 2) (Updated)
A second round of updates will continue to focus on blue zone plants, building substantial redundancies into the prewar system and preparing for more distributed operations. While it will only add a marginal amount of resources, it will be a substantial asset in the future, as it provides a greater allowance of resources. (Can only use 1 die)
(Progress 20/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])

[ ] 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)
-[ ] Red Zone 7 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support)

[ ] Railgun Harvester Factories (Updated)
The Railgun Harvester is a significantly heavier design than previous Harvester systems and so requires a new series of factories. While by the standards of military production these will be overall fairly limited, they will provide a noticeable increase in income, especially from more heavily contested regions.
-[ ] Porto (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Vladivostok (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Bissau (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Maputo (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Dandong (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)

[ ] Offshore Tiberium Harvester Stations
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 148/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)

[ ] Improved Tiberium Containment Facilities Construction (New)
While not immediately a requirement, building a limited ability to contain Tiberium beyond the limits of GDI's ability to process it, will provide both wartime redundancy and allow for greater offlining of resources. Tank farms of Tiberium are admittedly a security risk, but one not particularly greater than existing Tiberium silos present around the world.
(Progress 0/120: 20 resources per die) (+100 Tiberium Reserve)

[ ] 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) (-5 Political Support)

[ ] 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) (-5 Political Support per die)

Orbital (5 dice)

[ ] GDSS Philadelphia II (Phase 5) (Updated)
The construction of a grand parliamentary dome, able to house a full ten thousand man Parliament, plus aides and other support staff will be a massive undertaking. However, once complete, it will be a powerful symbol of GDI's commitment to government of and by the people, rather than an unelected array of bureaucrats. More practically, the complex will also provide plentiful space to move yet more critical government functions offworld, directly aiding the Treasury's efforts to manage a global economy.
(Progress 474/1425: 20 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 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/335: 20 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/675: 20 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1355: 20 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 0/765: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1535: 20 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 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/335: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/675: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1355: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)

[ ] Study Novel Material
The SCED has brought back what seems to be a novel and naturally occurring stable trans uranic material. However, before anything can be done with it, it does need to be studied and examined.
(Progress 0/50: 20 resources per die)

[ ] 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 13/85: 10 resources per die) (20-25 resources)
(Progress 0/85: 10 resources per die) (15-20 resources) (Unlocks Low Orbit Support Satellites)
(Progress 0/85: 10 resources per die) (15-20 resources)
(Progress 0/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)

[ ] Conestoga Class Development
With the outer system beginning to be explored, and the Pathfinder already bringing back massive quantities of scientific information, an improved model can be constructed. A revised version of the Pathfinder design, it will be intended for mass production, once sufficient orbital infrastructure exists to build it.
(Progress 0/60: 30 resources per die)

(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 16/45: 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: 20 resources per die) (+5 Resources Per Turn)
(Progress 0/155: 20 resources per die) (+5 Resources Per Turn)

[ ] 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: 20 resources per die) (+2 Light Metals)

[ ] 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: 20 resources per die) (+20 Resources per turn)
(Progress 0/385: 20 resources per die) (+2 Heavy Metals)
(Progress 0/375: 20 resources per die) (+2 Heavy Metals)
(Progress 0/365: 20 resources per die) (+2 Heavy Metals)
(Progress 0/355: 20 resources per die) (+2 Heavy Metals)
(Progress 0/345: 20 resources per die) (+2 Heavy Metals)
(Progress 0/335: 20 resources per die) (+2 Heavy Metals)

[-] 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 42/60: 20 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)

[ ] 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 33/60: 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 66/120: 20 resources per die) (-10 PS)

[ ] Human Genetic Engineering Programs
The human genome is a mess, especially in the modern day. Starting with an extreme bottleneck in diversity, and being evolved for a group of endurance predators on the open savannah rather than sedentary office workers, there are many things that can be done to either fix problems such as lactose or gluten intolerances, or increase the variability of the genome.
(Progress 0/120: 25 resources per die) (-5 PS)

Military (6 dice)

[ ] Wartime Factory Refits (Phase 3) (Updated)
A third phase of refits begins to allocate resources towards rationalizing and standardizing the massed bulk of GDI's equipment. Units like the Predator, Guardian, and other hardware that GDI is using in large quantities but is also beginning to look towards replacing.
(Progress 3/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 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 36/220: 20 resources per die) (Station) (High Priority)
(Progress 0/495: 30 resources per die)

[ ] 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)

[ ] 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)

[ ] Inferno Gel Development (New)
Derived from the Brotherhood of Nod's flamethrower systems, Inferno gel is a weapon of terror more than anything else. However, it does have its uses, and one of those is as a means of killing vehicles rapidly. By drenching a vehicle in pyroclastic gel, many of the soft systems can be destroyed, and the people inside blinded and likely immobilized.
(Progress 0/40: 10 resources per die) (-5 Political Support)

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some section of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 5 resources per die)

[ ] Strategic Area Defense Networks (Phase 1)
While defending the vastness of GDI's territories is effectively impossible, especially with the distinctly limited effectiveness of missile based ABM and ACM systems, there are areas which are much smaller, and can be defended effectively without requiring hundreds of installations. Mecca and Chicago for example can both use small numbers of defense sites to render them significantly hardened against Brotherhood strategic strikes.
(Progress 0/350: 20 resources per die)
(Progress 0/400: 20 resources per die)
(Progress 0/400: 20 resources per die) (-2 Energy)

[ ] 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.
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/125) (Roschino)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/125) (Richmond)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/125) (Manchester)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/125) (Abu Dabi)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/125) (Lisbon)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/125) (Tokyo)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/125) (Dandong)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/125) (Mendoza)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/125) (Canberra)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/125) (Pretoria)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/125) (San Diego)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/125) (Wellington)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/125) (Touba)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/125) (Antananarivo)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/125) (Reykholt)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/125) (Magadan)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/125) (Paamut)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/125) (Lahasa)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/125) (Maputo)

-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/125)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/125) (Montevideo)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/125) (Antofagasta)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/125) (Djibouti)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/125) (Swakopmund)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/125) (Accra)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/125) (Manila)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/125) (Bangkok)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/125) (Porbandar)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/125) (Perth)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/125) (Albany)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/125) (Adelade)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/125) (Montevideo)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/125) (La Serena)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 84/125) (Savannah)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/125)(Mazatlan)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/125) (Churchill)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/125) (Tripoli)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/125) (Congo River)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/125) (Dar Es Salaam)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/125) (Istanbul)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/125) (Beirut)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/125) (Hong Kong)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/125) (Chattogram)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/125) (Tuaran)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/125) (Banda Aceh)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/125) (Wyndham)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/125) (Eucla)

[ ] Reclamator Fleet RZ-7 South
Wth the hub completed, there are two good options for the fleet. (Can spend mixed Tiberium and Military dice, so long as at least two military dice are spent)
-[ ] MARVs
A standard model MARV, equipped for combat in the Yellow and Red zones around the world, this model is quite capable of conducting many of the tasks demanded of it.
(progress 0/160: 20 resources per die) (2 Points Red Zone Mitigation, 15 RpT.)
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT) (

Zone Operations Command

[ ] 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)

[ ] Backpack Rocket Launcher Development
With the Zone Operations Command ever more intensely engaged with the Brotherhood of Nod, backpack systems are one of the easier ways to substantially increase firepower. While not always the most convenient location, by shifting around the power pack somewhat, nearly any Zone Operations Command unit can have a limited supply of short to mid range indirect fire options at their disposal.
(Progress 0/50: 10 resources per die)

[ ] Zone Defender Revision (New)
The Brotherhood of Nod's Black Hand Armor systems are strong combat assets, with massive slabs of heavy armor over a power assisted frame. The Zone Defender shares much of its goals with the Black Hand's approach, and design studies and prototyping will begin preparing for a better defended and cheaper version of the design, likely an aid to mass deployment of Zone Armor, especially for second and third line forces.
(Progress 0/40: 15 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. Due to the nature of the development likely being an add-on, the expected laser breakthroughs are not going to make this step redundant.
(Progress 0/40: 20 resources per die)

[ ] Aurora Strike Bomber Development
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)

[ ] Ultralight Glide Munitions Development (New)
The Brotherhood's glide system has a potentially extremely useful role in GDI's combat systems. Specifically in GDI's glide munitions. While deployable wings are not a new invention, this will cut weight and space, while increasing control as the entire surface can be flexed with a high degree of precision.
(Progress 0/40: 10 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 0/220: 20 resources per die) (High Priority)
(Progress 0/195: 20 resources per die)
(Progress 0/295: 20 resources per die)
(Progress 0/395: 20 resources per die)

[ ] 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 0/95: 10 resources per die)

[ ] 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: 20 resources per die) (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)

[ ] 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 128/300: 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)

[ ] 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)

[ ] GD-3 Rifle Development
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)

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)


(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 anti-submarine and anti mine 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 Deployment (New)
Rapidly mobile attack units have often been a hole in GDI's forces. However, with the Havoc, that is no longer the case. Two factories, one in Brest, and one in Seoul will provide the penny packets of the Steel Talons with a significant increase in force available, and begin supplying the Zone Operations Command with a sizable number of units of their own.
-[ ] Brest (Progress 77/110: 10 resources per die) (-2 Energy)
-[ ] Seoul (Progress 92/110: 10 resources per die) (-2 Energy) (Will complete Q1 2060)

[ ] 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)

[ ] Neural Interface System Development
Pioneered by GDI's Firehawk program and the Brotherhood of Nod's Purifier, neural interface is not precisely a new technology, however, the Talons are taking another crack at developing a variant that is cheap, noninvasive, and flexible, hopefully cutting crew requirements by enhancing situational awareness and intuitive control schemes.
(Progress 0/60: 25 resources per die)


Bureaucracy (3 dice)

[ ] Administrative Assistance (New)
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)

[ ] 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 50 + 1 operations die)

[ ] Make Political Promises
With Seo's support becoming increasingly shaky, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
(Initiates Subvote)

[ ] Interdepartmental Favors
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor
(Initiates Subvote)

[ ] Conduct Economic Census (New)
It has been over a decade since GDI took a comprehensive census of its economic affairs outside of its own industrial efforts. With taxation becoming an ever more noticeable part of the Initiative's economic base, a better understanding of the people and companies is likely advantageous.
(DC 100/150/200/250)

[ ] Conduct Civil Satisfaction Surveys (New)
With immigration and displacement having moved millions of people around the world, a better look at the population as a whole, and what their problems are is likely useful. While this kind of information gathering is difficult and time consuming, it is also critical to knowing who is where, in a degree of detail greater than even GDI's all consuming surveillance state can know.
(DC 90/120/150/180)

[ ] Rationalize Yellow Zones (New)
During the Initial drawing of Yellow Zone lines, GDI often saw them as being little more than afterthoughts, large swathes of the earth that were beyond immediate help. With ever more focus however, a more concentrated set of lines, and a more granular set of zones can be used to help ensure that resources concentrating on those zones are well spent.
(DC 50/70/90)

** 4 Hour Moratorium on Voting **
 
Last edited:
GDIOnline Q2 2059
GDI Online Q2 2059

General Election Thread 2060: Marking the Clock

Dr. Henry Ormonde
Right, so general election time again. I really don't know on this one. The parties are mostly feeling uninspiring and marking time. The usual suspects are making a buzz, but honestly there is no momentum towards any actual reforms. People are liking the plan goals, liking that there is movement towards restarting caffeine production (fucking finally. Give me some damn coffee you lackwitted technocrats), the military is not screaming (as much anyway) and I expect that we will be seeing a broad developmentalist coalition ending up in power at the end of the day.
The only real question is the Green Zones and the refugees. We don't know which way they will split, and that is likely to determine the shape of the outcome.

TopTierCitizens
There are some of us that are very unhappy with the plan goals. We did not ask to be sharing our cities and our buildings, constructed with the sweat and blood of Initiative brows, with the neobarbarians that do nothing but invade us and try to kill us.

AccomplishingProvidence
#Dr. Henry Ormonde , while you're generally right about the GZs and refugees, I think we can at least predict they won't be voting for the party of small-minded bigots, aka Initiative First. Who are probably doing a fantastic job advertising, in one way or another, for any and all maximally-opposed groups. In various ways and meanings of that phrase as well.

LastLizard
As one of the people who've actually been shot at, I'm not entirely hot on the idea but they do damn well deserve better then what they'd get otherwise. No one deserves to live one misstep from a long lingering death.

RocketMan
I have a little bit of a case of mixed feelings so far. On the one hand, everything seems to be going pretty smoothly since Secretary Granger stepped down, and it's exciting watching the Philly take shape through my telescope, but on the other hand it also kinda feels… I don't know whether the word is underwhelming or tense. Maybe both. Kinda like the eye of a hurricane. Maybe I'm just being paranoid.

KroptokinsGhost
Starbound will sweep parliament and we will blast off to victory!

1Fox2FoxRedFoxGreenFolx
First election for me! So even if nothing super exciting for yall, I am excited. A little anxious about screwing up vote registration or something happening, but should be good.

Edit: #TopTierCitizens you know what the G in GDI stands for right?

Dr. Henry Ormond
#1Fox2FoxRedFoxGreenFolx
Most, if not all of your information should already be in the system. All you need to do is send a standard request to the election registration commission, they will send you a packet, read it over, and countersign where indicated, or note where they have made a mistake. Then declare party affiliation (if and only if you want to).

JDR
All of this socialism is spending the resources of tomorrow. It won't work. Sooner or later we will need to liberalize the markets and privatize these wasteful state run enterprises before we outrun our ability to support them.

1Fox2FoxRedFoxGreenFolx
#Dr. Henry Ormond Then im all good, thanks! Debated declaring for Starbound, but decided to go unaffiliated. Like the freedom of changing my mind come election day.

YellowZon3r
I might put my next vote towards developmentalists. Maybe maybe free market party. Yes, shocking I know. "YellowZon3r aren't you a UYL supporter?!" Well, yes. But broadly speaking a bunch of voters where I am are drifting towards the Developmentalists. Which, is fair, their manifesto is broadly similar, but frankly a bunch of the UYL are still getting stuck in the victim mindset. We don't need special exceptions or preferential treatment, just actual equality. It was great when we needed the help, and needed our own interest to counter initiative first fuckery. But some people are lazy and would rather just take handouts from the state welfare budget rather than work. "But that doesn't explain why free market party?" Well hang on, I'm getting there. See it doesn't seem to be a priority for developmentalists, but, there's a market and where there's a market the fmp seem willing to step in. Hear me out. AI Waifu's. With more advanced EVA's, developments in synthetic skin and organs. Well. Men are expendable, but soon so are women. There's a start-up, they've done the research. They have the Math. AI waifu's. Cheaper than getting married. Enjoy it while it lasts staceys. With iron wombs and Ai waifu's you'll soon be obsolete.

GDIWife
#YellowZon3r You say you don't need preferential treatment but you've been getting BETTER than you DESERVED from the beginning. It's BLUE zoners who are fighting to keep us safe, BLUE zoners growing the food for you to eat and BLUE zoners who build this GDI into something WORTH having just so Nod loving yellows can take and take and TAKE.

Yellowzon3r
#GDIWife LOL. LMAO. You mad b***h? I'd say screw you but well. AI waifu's soon. As for take take take? GDI came to me. I haven't moved. But fine. I pay my taxes to GDI thanks and TY credit where it's due. But if I'm paying taxes I really don't see any reason why I should pay for a housewife too when I can just pick exactly what I want off a shelf. Don't hate the player, hate the game. Learn your history, centuries of war where men are expendable, you don't need all of us, just some of us thanks to gene banks. But guess what, men are less valuable, we got told to cope. Soon women will be less valuable too thanks to tech advances. Breathe. Cope. Swivel.
CAP {MODERATOR} Infracted. Language.

JDR
As a dues paying member of the Free Market Party, sincerely, stop associating your misogynist nonsense with the FMP. We want sane, responsible, fiscally conservative governance, not to enable people to be troglodytic housebound shitposters.

FloatingWood
#Dr Henry Ormonde, doc, I am surprised that you are still addicted to the dirty bean infusion. It's been near enough a decade now, surely it has passed.
And if it isn't, I've been hearing some complete and utter madness from the agricultural PR guys. Something about making KUDZU tea. I'd hoped that demon plant was long, long dead now.
#1Fox2FoxRedFoxGreenFolx, turns out that one of the things GDI absolutely got right was 'you have a fundamental right to vote and we will damn well try and make sure you can exercise that right'.
#Yellowzon3r, #GDIWife, those are… quite some takes on gender relations and BZ/YZ politics.
As for where I'm voting… I'm not sure to be honest. On the one side I like the SP, but I have some distinct doubts about their support for Director Litvinov, something about her just doesn't sit right with me, on the other side the SMP has a few good ideas but I'd rather not imply that a return to the political status quo ante bellum is a good idea and on the pie in the sky side there's Starbound, and getting off this rock does sound like a good long term plan.

ComingForYourTib
#Yellowzon3r Listen mate, I get that #GDIWife is toxic as all hell but tone down the weird gender theory. We don't want that here

Dr. Henry Ormonde
#FloatingWood I actually like the taste of coffee. Give me a nice light roast, and a good french press, and I am happy.
People who say death before decaf are there for the caffeine. The people who say give me the beans are there for the coffee.
As for Kudzu tea, I have heard the same thing. Honestly, it's pretty interesting. The problem with most caffeine plants is that they take extremely long times to grow, but if you can make something that grows fast you can get the luxury without the wait.

AgathaH
Starbound, still. Because that way I can look down on the racists while looking down on everyone. I mean, yeah, it would be nice to be working on housing now, but… some of the things going into Philly are so very shiny.

InTheZONE
I'll be voting militarists. More funding to blow up Nod is always nice and at least since the split I can vote for people who'll make that a priority without endorsing a bunch of arseholes who think living in a blue zone and never seeing a tib crystal makes them worthy (Yeah, I'm talkin 'bout you #GDIWife #TopTierCitizens)

YellowZon3r
#fFoatingWood, no one is special. Nothing matters. Go watch TV. I like women, they look nice. But fact of the matter is most humans are superfluous. I am too. Men have been for a while. Women choose men based on their wealth/ability to provide and looks. Men choose women based on their ability to provide and looks too. Those are of course wide generalisations. But they have their root in fact. I could get shot in the head tomorrow or blown up by a maniac and it wouldn't make a blind bit of difference to the big picture. I'd be replaced by someone else, or a drone. Or whatever. I'm replaceable. The only difference between me and #GDIWife is I know I'm worthless. I've been told it for years. For her she's just now been shocked with the idea the world doesn't revolve around her and she's soon gonna be replaceable too. More replaceable. I mean, not like husbands don't dump their wives for a younger model all the time amirite?

Dr. Henry Ormonde
I think someone got taken for a ride. I mean really AI Waifubots? Really. And instead of being able to recognize when someone is spinning him a line of bullshit, he has doubled down on spreading the nonsense.

P455w0rd
I'll say. Sounds like another scam to me: Filter out the sane people with sexist bullshit, then feed the brainwashed idiots the "solution" to their bizarre beliefs in the form of an impossible product. Worst part is that we have to suffer through all this garbage while the scammer's sitting happy on a pile of Credits.

AccomplishingProvidence
#Dr. Henry Ormonde , a french press? Someone's getting fancy. I say just make it blacker than Kane's soul, and then drink it blazing hot. It'll put hair in all the right places, regardless of which gender you are. Good to know that tea is coming along as well; we need something to have conversations over. Coffee is for consciousness, tea is for conversations.
#AgathaH , you just want the Big Space Guns, don't try to act like it's something more than that. It's alright; GDI is the government of Big Guns. It's only natural.

GDIWife
#YellowZon3r Excuse me? SOME of us want more than MONEY and LOOKS. SOME of us choose based on more important things like SERVICE. SOMETHING a yellow zoner wouldn't understand because they sit there looking for HANDOUTS from GDI or NOD, they don't care.

EarthDefender
#1Fox2FoxRedFoxGreenFolx
Yes, yes, "Global" Defense Initiative. Well newsflash buddy, GDI hasn't been staying true to its name since it stabbed the ideals of the nations that founded it, the nations that created the civilized world, in the back. You can bet your ass that the USA, UK, France, and all the founders never would have let us get drowned in neo-barbs who think every problem in the world can be solved if you shoot at it enough.

FloatingWood
#YellowZon3r, if that is your approach to life, I can only hope you find something you find worth living for.
#Dr Henry Ormonde, I do not understand that point of view, but, well, I just really don't like the taste of coffee. Tea too, so… But then some people say my sense of seasoning is crazy, but my answer to that is that the burning sensation is part of the taste.
#AccomplishingProvidence, I was unaware you could brew coffee so dark it makes a black hole.
#EVAMod, I think some people could use a gentle reminder here.
#EarthDefender, yes, 'let us go over there, shoot everybody who doesn't want to work for us and lord it over the poor'. Very civilized.

YellowZon3r
#GDIWife you clearly know nothing about me. But I've got a service you can perform. ;)
And it might not be looks or service you were picked by but it clearly wasn't brains.
#FloatingWood, I have something worth living for. Plenty of things. H-anime, drunken one night stands. Myself. Don't you worry about me buddy.

InTheZONE
#EarthDefender To be fair, some problems can be solved by shooting at it enough

AgathaH
#AccomplishingProvidence Not just the Big Space Guns.

ProfCollingsworth
Well, we seem to have quite the diversity of opinions here. Sadly, we have some people who are trying to have a similar diversity of facts, which tends to not work so well. I will say that I am looking forward to more widely-available tea… or at least something that is better than what I have now, which seems to be a product of Sirius Cybernetics Corporation.
#EarthDefender As a historian, your rose-tinted view of the "First World Nations" which named the GDI as "global", but meant "defend our interests" is profoundly naive. And is probably the sort of thing that NOD provocateurs love to see. After all, much of their work is in furthering the belief of their subjects that the GDI refuses to help them, due to selfishness and bigotry.

AccomplishingProvidence
#FloatingWood , you just have to keep brewing it. Then, when you think it's done, brew it a bit more. It admittedly takes a high-quality machine; office machines would make motor oil sludge rather than concentrated dark matter.
#AgathaH as long as you're being honest with yourself. Being honest with ourselves is one of the key steps to peace within our hearts and minds.

#EarthDefender, it's curious. You make the statement "the nations that 'created' civilization" (which is in and of itself a somewhat paradoxical statement, as "civilization" existed before the formal acknowledgement of nation-states in any appreciable form), and then you list nations that took centuries more to adopt things invented in places like the Middle East or Far East. For instance, our numeral system was invented in India, popularized in the Middle East, and only centuries later had it been firmly entrenched in Europe. China was using the compass for a thousand years before Europe. And so on. Do not be so quick or simplistic in your evaluation of other nations and cultures.

YellowZon3r
#accomplishing providence. Agreed on the middle east and numbers, if we were using 'civilised' roman numerals we'd be trying to write VxV=XXV which is a tiny bit confusing. Also slaughtering farm animals to try and read the future from their guts.

FloatingWood
#GDIWife, YZers cover the length and breadth of humanity the same way BZers do, and the YZers we get? Those are the go getters, the motivated, the ambitious. The ones who want to mean and do something. If they are sitting on their arse doing nothing, it is because people are afraid to let them do something, because if they weren't they'd probably do the same work as you and me just as well as either of us could.
#YellowZon3r, IIRC Arabian numerals IIRC started in India as a counting system, and was adopted in Europe on the general basis of being vastly superior to Roman numerals for counting in ease of use. Although #ProfCollingsworth can probably expand on that. Or at least point us towards somebody who is better at it.

EarthDefender
#ProfCollingsworth
So what? That makes it okay that GDI abandoned France, Germany, and the USA beyond whatever bits of coastline they saw as economically productive? They could have been saved. But no, apparently the West African coastline and fucking Chile are more important than the greatest nations of the First World.
#AccomplishingProvidence
And all of those so-called "great civilizations" fell to pieces while it took an alien death rock from beyond Earth combined with the rest of the planet stabbing it in the back to bring the First World down. I know which is most worthy of respect.

FloatingWood
#EarthDefender, okay, two things. One, if I were to estimate the 'greatest nations on Earth' by their cuisines the US and UK would be rock bottom with their shitty food, and the West African coastline cultures and Chile at least in the middle. Even France gets a barely passing grade, because for most of their food to taste good you need a culinary degree.
Two, the Mississippi valley is a Red Zone because the USA let farmers seed their fields with tib for extra money. So they fail on that, too.

InTheZONE
#EarthDefender Well none of those "greatest nations" had railguns and power armour so how great were they really?

ProfCollingsworth
#FloatingWood Here's a decent introduction. (link)
#EarthDefender That's not how it happened. I don't expect to convince you, but if you were interested in the history of how Tiberium spread, here is a list of corporations headquartered in GDI founding countries which deliberately spread Tiberium into the heartlands of those countries.

1Fox2FoxRedFoxGreenFolx
#EarthDefender I'm not your buddy, guy. And let me brush the dust off the names of such wonderful nations as the... UK? France? USA? "never would have let us get drowned in neo-barbs who think every problem in the world can be solved if you shoot at it enough." my ass. I know my education was spotty but damn, I thought at least blue zones could afford actual history books, not propaganda leaflets.

SpeakertoManagers
#ProfCollingsworth Yes, a list of corporations who were misled by early NOD propaganda about how dangerous Tiberium was and were obligated by fiduciary duties to their shareholders to act in accordance with the best knowledge available to them. You shouldn't blame the corporations, but instead the deliberate accelerationism by NOD that plagued the countries in these early years. It wasn't all corporations either, private citizens were quite active in trying to cash in on the first Tiberium Boom. So were socialist states-look at the Remediation of North Korea in the 30s and 40s, how hard it was to stamp out every scrap of tiberium in a region just barely bigger than the old state of Virginia. Look at China-hell, look at BZ-18, that's all that's left of the Indian government that helped found GDI!

Crucible
The last few months have been a very trying and interesting time in my life. I feel I have been called upon to be the voice of reformation for those who were once aligned with Nod but have come to find a new home with GDI. For many months I have been traveling, speaking to those who have seen fit to set aside the old enmity that has plagued this world for the past decades. Some have listened, some have turned me away, fearful that their place in GDI would be jeopardized by admitting that they believe that there is some worth in the teachings of Nod. Some have even attacked me.

And yet, there are those that live within the lands of GDI who still believe, and who seek to become part of a new Nod, one where our faith no longer needs to come into reckless conflict with a GDI that has proven itself more willing to live up to its name and ideals.

Some brave men and women have even decided to stand with me for election. I do not know if we will find any success, but I believe that in this new and kinder GDI, there is a place for us. A place where the love of old Earth and the strong protection of the innocent and what is left of the natural world can join with the belief in a better tomorrow, of Humanity ascendant through the power of Tiberium. A world where there can be peace. True peace, without needing to extinguish either the light of GDI or Nod. This world has become sick and I believe, working together, we can begin to truly heal it. What's more, to heal the ancient rifts between all the people of this world. If my words have reached you, it would be my greatest honour to serve you as your representative. If my words have reached you, vote for the Open Hand party.

FloatingWood
#SpeakerToManagers, if that is so, the people who made the decision to force the corporations to spread tiberium should've been held responsible for the results of their decision to force said corporations to take those actions. Which means the stockholders, the top level management, and the government bodies and the officials holding the offices that write the laws on the duties of a corporation relative to the ownership.

YellowZon3r
#EarthDefender. Man, today I learned tib took out Babylon, Rome, Persia, Carthage, Imperial China, The Aztecs, The Mayans, Rome (Byzantium) and Macedon. (probably others too)

FusionFur
So, this… fascinating bit of history lesson/argument (do actual debates between historians have a similar level of heat to them?) aside, everyone else has been cheering for Caffeine. Is now a good time to mention that even when it was available, I've never had coffee or tea? I've uh… just never seen the appeal.

ProfCollingsworth
#FusionFur Oh, this is positively genial compared to what we get up to in academia.
#SpeakerToManagers Perhaps you should actually read the document on the other side of that link?

FloatingWood
#FusionFur, unless you absolutely need to feel more awake than you actually are, you are missing nothing at all.

Speakertomanagers
#Crucible Boy I hope you enjoy spending your next MONTH explaining this stunt to INOPS.
#ProfCollingsworth, believe me, I've read your document, and it's revisionist history. As I expected, you're playing up natural human failings as unique to corporations and not as the normal, everyday greed that it really was.

1Fox2FoxRedFoxGreenFolx
#Crucible Do you have a list of candidates and where they are running?

Crucible
#1Fox2FoxRedFoxGreenFolx I cannot justify naming every candidate in this one post as I am afraid I would take up most peoples screens, however, if you like I can send you a link to our webpage that lists every candidate on our list, we have at least four in every zone, so that we are well placed to serve the different communities of the world as best we can, depending on how well we do in elections. You can also find detailed Bios of every candidate, as we believe it is best to be as open and honest about the past as we can be, to build a better present and future.

InTheZONE
#Crucible I honestly don't know if you're delusional, an optimistic or just a better person than I am. I don't think you'll succeed at making a better world where GDI and Nod coexist but I wish you luck anyway. You'll need it

Crucible
#InTheZone Many things are impossible until they happen. I have seen many horrors, and if my actions can stop more from happening, even if it is only once, even if it is only a single life, then I believe it is worth it. Personally, I hope that by proving there is a place for us in GDI, more will be willing to set aside their weapons and work together for a better and more peaceful world.

GDIWife
#Crucible It's people like YOU that show we CANNOT TRUST YELLOWS. You come to OUR homes and bring your POISON that good blue zoners are DYING to fight. NOD CANNOT BE TRUSTED!!!!! Go back to the slums that you used to call a home, it's all you DESERVE

Crucible
#GDIWife You sound like you are in a great deal of pain. I will not speculate, but I can only say that I am sorry for any part I may have played in it. I too have known great pain, it is a heavy burden, one that cannot be easily set aside. I will hope and pray that in time, you may find peace and comfort in your life. May your future be happy.

InitiativeWolf
I'm going to be voting militarists, again, which probably doesn't come as a surprise to anyone who knows me. I guess the developmentalists are doing a good job on the homefront; being able to afford all that new military hardware while still apparently performing economic miracles left right and center. Hearing about all the new space development feels weird, it certainly happened fast I'll tell you that. HOWEVER, as someone who is out there fighting the good fight I can't say I particularly care about more clothes or new appliances or whatever it is you civvies are getting all hot and bothered about these days. Coffee sounds amazing; I can't exactly abuse combat stimulants just because I'm up late. Not unless I want to get several knife-hands in my face and some more hearing damage that is. No, I'd rather continue to put pressure on the NOD bastards. I know we are winning, but sometimes it doesn't feel like it. Not sure how much I am allowed to say, but I took part in a pretty big battle not long ago. We managed to win no doubt about that, but they gave us a bloody nose, which in the military means a lot of people on your side died. Lost some people I'd like to think were friends.
#EarthDefender You keep your fucking yap shut, you hear me? I don't know about you, but the people going out there, fighting and dying for the GDI? They're from everywhere, not just your First World bullshit. If you can't get that through your thick skull then maybe you should put something else through it, aye?

EarthDefender
#YellowZon3r
I said that unlike the First World, all of those old civilizations fell without Tiberium needing to be part of it, you dumbass. God, I know you Yellow Zoners don't have much of an education but I thought you at least had basic reading comprehension.

1Fox2FoxRedFoxGreenFolx
#GDIWife My dad tried his best to teach me that everyone has their place in this world, to consider the opportunities in all situations good or bad, but the only opportunity I am seeing here is to tell you to fuck off. And I didnt march my ass through the fucking badlands to get to GDI just to listen to you bitch and moan about how ive come here to kill your damn babies or whatever you have going on. I came here cause the REAL people in charge in GDI found a fucken heart or at least pragmatism to keep me from dying of rock lung or having to put up with the insane fucking confessor I saw far to damned often. Tl;dr: Fuck you, im staying.

InTheZONE
#GDIWife I think i speak for everyone here when I say we're DYING for you to shut up

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

YellowZon3r
#EarthDefender. No no. You said, and I quote "Well newsflash buddy, GDI hasn't been staying true to its name since it stabbed the ideals of the nations that founded it, the nations that created the civilized world, in the back. You can bet your ass that the USA, UK, France, and all the founders" Now. Are you really going to sit there and try to say USA UK France and the other G8 nations/members of the united nations "created the civilised world". I might just be a yellowzoner but even I know there was civilisations in the North American continent before the good old USA came along with all their dirty diseases and killed a bunch of natives. :p

AccomplishingProvidence
My things are moving rapidly here.
#FusionFur There's nothing wrong with it if you don't drink tea or coffee. Is not the stated goal of GDI to allow freedom of personal choice? This includes what we eat and what we drink. The goal of the caffeine kudzu plants and the like is to give those who desire these beverages the option and freedom to consume them. If you are able to accomplish the same thing with other drinks, or snacks, or exercise, or sheer willpower, that is a testament to your fortitude and character.
#InitiativeWolf stay safe out there, my friend.
#1Fox2FoxRedFoxGreenFolx I am glad to hear you have safely moved somewhere that is, well, safer. I apologize that you are receiving a less-than-ideal welcome in this place, but for what it's worth, GDIOnline seems to attract particular breeds of posters. (Yes yes, pot, kettle, etc.)
#Crucible , I applaud your idealism, your commitment, your determination, and your vigor. I hope you find success, and I hope some measure of the population does what they can to emulate your thoughtfulness and grace.

YellowZon3r
Holy shit. *reads* An open hand party? I might just vote for them myself to see if I can make blues clues have a meltdown.
#Crucible what's your Manifesto say about AI waifu's?

Crucible
#AccomplishingProvidence Thank you very much for your kind words. May all of us build a better, kinder world, where words can take the place of weapons in solving our conflicts.
#Yellowzon3r It is my personal belief that AI that are both sapient and sentient are humanities children, and as such, you should only marry them if they both agree to such an arrangement and are of age to consent in the first place. Thank you for your question and support, though I hope if you look, you will find more reason to vote for us in our policies, than in tweaking the noses of those you disagree with.

FloatingWood
I don't think you can have sapience without sentience, but I'm sure there's philosophers who have gone into that question in extensive detail. I haven't heard anything about GDI developing actual AI though, just rumours about new and improved EVA models.
The answer to the question of 'we now have AI. What do we do with them?', though, is a difficult one. Mostly because now we can literally produce people, which has tons of ethical implications I am not sure GDI is ready to deal with, nor if we as a species can handle properly. It's a lot of responsibility, in many ways far more responsibility than 'just' raising a kid from birth to adulthood.

FusionFur
#FloatingWood
You can actually have sapience without sentience. Sapience is the ability to solve novel problems based on existing knowledge and the ability to reason. Sentience is basic awareness and the ability to experience. I'm not an expert, but I imagine a lot of EVAs (or at least the more advanced ones) are sapient, but not sentient.

When people say "sapience", I prefer referring to what they generally mean as "sophonce". Which is self-awareness, self-reflection, and being able to think about your own thinking. Sophonce definitely requires both being sapient and sentient.

InTheZONE
#Crucible #Yellowzon3r What would be the age of consent for an AI anyway? #FloatingWood I think for some people whether or not they can handle an AI would depend on if it was built in a blue zone or a yellow zone

GDIWife
#Crucible We DONT want you here!!!! I am REPORTING you to the MODERATORS for being a NOD SYMPATHISER!!!!!! I HOPE you get THROWN BACK to where you BELONG!!!!!!!

HumanistPatriot
Come on guys, can't we all agree that GDI should be acting for the good of all and work to rebuild the markets? We can't very well do that if we don't pull together. I think what the government's doing isn't all that bad, so long as people are allowed to strive afterwards. We should have social safety nets, but people should also be able to start their own business, right? GDI is supposed to work for everyone, not just the oligarchs, who are a fraction of a fraction of the population in the blue zones. Let there be free markets, but let there be a safety net for the little man too.

If Nod wants to put down their guns and make a better world with the rest of us, then its never too late to make a fresh start. But if they don't, and show they won't, then let's do the right thing for everyone and put an end to their insanity. I want an end to the age of interests, and build an age of actual brotherhood. I have never forgotten Charlie Chaplin's speech in the Great Dictator when he appeals to the soldiers to fight not for the men who enslave them, but for the liberty which is due to us all. That's what GDI is supposed to be, and what Nod purports to be, but their track record is unfortunately lacking.

Dr. James Granger
The Developmentalists will be my vote this time around. While I have avoided the political forums during my time in service to the Global Defense Initiative, it is time enough for me to put my own beliefs out there.
I want to believe that the goals of Starbound are possible. I want to believe in the visions of the Socialist party. But I also know that right now we need economic growth and we need to rebuild to where we were.

AccomplishingProvidence
#Crucible every time you post I am heartened even more. I do not feel it too much of a stretch to think that we both, and many of our peers, hope for a time when the only combat seen, is that of the arena of the mind.

Dodger {MODERATOR}
All right chummers, I think that's enough of that for now. Locking the thread to give people some time to cool off.
And #GDIWife, you can take a time-out for abusing the report function. A few others have been infracted for language, and other things - you know who you are and what you did.
#Calvary8472 - you were warned before, that's a final ban.

Cole_Protocol {MODERATOR}
Right, so on review, #TopTierCitizens, #EarthDefender, both of you need to knock this kind of thing off.
#YellowZon3er take a three day threadban.
#InitiativeWolf Take a chill pill or three, and no telling people to kill themselves. Take a week off.



A/N: This turn has a number of elements that kind of blew up into much larger things than they were initially intended to be. Instead of a single massive post, I am going to be releasing them as three updates. This right now, then I am aiming for the battles to come tomorrow, and then the resultspost on Monday. The schedule might slip some however.
 
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Q2 2059 Battles
The Americas Front: A Play-By-Play Overview of Battles Throughout 2059; Or: The Difference between the Major Americas Warlords
[FOR PARLIAMENT] [NON-INTERNAL] [REVISED]​

Authors: Brigadier General Yusuf Escoffier and Senior Analyst Attur Saliach
Editor: Head of Consumption Mary Rolvsdottir​

Contextual Background
It has become apparent to even a large swathe of the media outlets and correspondents all around the world that the Northern Campaign in Russia was a precursor to a longer period of high intensity warfare. It's clear to all that internal Brotherhood political maneuvering is spilling over into military decision making, with major warlords launching major military operations to improve their domestic political position. While this has been known for quite some time, it is apparently entering a new phase, with success against GDI being a key element in winning political power among the Brotherhood.
This is raising fears among the general population that its a prelude to a Fourth Tiberium War even as reconstruction is in some ways still ongoing, although in other ways, GDI hasadvanced over its prior form. While significant efforts have been made to assuage this irrationality, it's not an entirely baseless scenario.

Instead, one should turn to what good tidings can be found in these times, and in this, look towards the battles in America as an extension to GDI's capacity to wage wars, its limitations, and how the shape of the adversaries would look like in the coming years.

[Nod] Operation "Talon Clip" / [GDI] Battle of Puerto Madryn

In Puerto Madryn, one of the more northerly cities in GDI controlled South America, there is a fairly substantial pre war industrial park, previously operated by a group of private companies and now operated by GDI. This quarter, Stahl chose it as a demonstration of his capabilities and his missile technology.

The battle was defined by a series of geographic and technological limitations, both for GDI and the Brotherhood of Nod. While Stahl was certainly better adapted to the region's particular environment, neither side had a decisive locational advantage. Instead, it was more of a complicating factor.

For the Initiative, the problem was in fact the initiative. While Stahl is commonly defensive, he is good at it, and routinely plays shell games with units, pushing many forward but in most cases he plays tricks to bulk out his forces, ranging from relatively simple ones like running Reckoner transports forward empty, to random missile bombardments and operating large swarms of target drones mocked up as Brotherhood vehicles. This constant maneuver makes it nearly impossible to tell when an offensive is in the offing, or where the weak points in the line are, as they are constantly shifting.

For the Brotherhood of Nod, operations in the central South American region are anchored by four rear line cities. Buenos Aires, Rosario, Córdoba, and Santiago. These four support roving patrols, especially of Stahl's mobile missile launcher systems. Hundreds of kilometers forward of these keystone cities lay the Brotherhood's front line, a deep array of forward operating bases, hubs, and defensive sites spread in a gentle arc, from Constitución, to the Mar del Plata. Between this and the edge of the Green Zone is a vast no man's land, covered on one side by missile batteries and on the other by GDI artillery. Shadow teams flit across, often at night, while zone troopers and mechanized patrols clash with the Brotherhood to limited effect.

The first stages of Stahl's offensive went off generally unnoticed, slipping in among the normal shuffling as he concentrated his missile trucks at the Mar Del Plata. Ahead of the coming of winter, on May 19, Stahl's offensive began moving south, hitting the leading edge of the Green Zone near dusk. As he moved, he faced minimal opposition, with GDI forces scattering ahead of the offensive.

The column, led by a formation of Avatars, and a pair of Redeemers bulled its way through the first of GDI's positions, a fortress town called Oriente. Having had its civilians evacuated back to the Blue Zone, Oriente had not yet received a set of the new rifled 152mm cannons, and was fairly low on ammunition. Instead of trying to hold, all but the gun crews began loading up as soon as the Brotherhood made its presence known. The moment the column was within range of the guns, they opened fire, raining shells as quickly as they could be loaded. In minutes hundreds of shells were falling downrange. While actual effectiveness was low, they kept firing, raining shellfire down on the approaching column, using the heads of the Redeemers as targeting guides. The first guns to run dry were a quartet of 203mm rifles. Soon after, Brotherhood shells begin raining down on the base. Batteries of Specter artillery had been shadowing the column, and began laying down fire. Gun bunker after gun bunker erupted in fire as the ready ammunition stockpiles exploded from direct hits. But they had done their job. With the column delayed, they had bought enough time for Initiative airbases to scramble strike groups. Out in the Atlantic, an Atlantis class aircraft carrier had already begun launching its fighter complement, as the two Governors serving as escort began preparations to unleash a ballistic missile barrage. As the surviving fire control sites fed them targeting information, sixteen missiles rained down on the column, one, by luck and good judgement slamming directly into a Redeemer.

Rather than trying to fight it out in the face of the surge of Initiative power, Stahl ordered an immediate launch of his cruise missile batteries, flinging a hundred and twenty missiles towards Puerto Madryn, to be guided in by beacons planted there. At the barest edge of his missiles' range, they leapt off the launch rails, and soared towards the city.

Over the Gulf of San Matias, the missiles ran out of fuel. Kept aloft by velocity and their lifting bodies, the missiles continued on. However, they found themselves in much the same situation that the V-1 missiles launched at Britain found themselves in. High and flying in a straight line, to conserve as much energy as possible for terminal guidance, they were sitting ducks. Firehawks and Apollos reaped their toll as the missiles were unable to maneuver. As they passed by the Punto Quiroga, an anti aircraft battery opened fire, downing more. Still others suffered technical failures as gyros failed and computer systems lost power. Finally, as they approached the city, autocannons and air defense railguns lashed out, streams of orange red tracers and blue white fire reaching out to touch the missiles as they glided towards the city.

At the same time, Stahl has begun his retreat. Pulling vital units like his remaining Redeemer back, he managed to break immediate contact within an hour, as GDI ground forces reversed out of retreat and began looking for a fight as they smelled blood. The garrison forces turned around to retake their position as soon as they could, while other GDI units, including the 13th Armored Division, attempted to cut him off, pushing into the yellow zone as they did so. However, with much of the air power available tied up either striking at Stahl's main column or chasing cruise missiles over the Atlantic, it was done, for the most part, with limited air support . While some Orcas were available, without a Firehawk or Apollo escort they were horrifically vulnerable, and could not protect the marching forces from Stahl's own air force.

At Tres Arroyos, they came under attack from multiple squadrons of Vertigo bombers, which had been held back from the main battle, rather than thrown into the fight to the south. Even as Slingshots poured fire into the sky, and missiles began finding their marks, Predator laser turrets opened fire on incoming bombs. All too few were intercepted, and many more found their marks among the ranks of the GDI force. As the 13th recovered from the first strike, it continued forward, finding suitable ground near the ruins of Energia, which Stahl had passed through on his way towards Oriente. As they deployed to take position Nod forces caught up to them, Stahl had made better time than they expected, and the 13th was caught in the open. Hammering into each other in converging desperate frontal attacks, the columns both placed the vast majority of their air defense in their rear, attempting to protect themselves from air strikes from the other side's rear line bases.
At Energia, the battle was defined by the Redeemer. Blasting through GDI forces with abandon, it carved a bloody path through the 13th's center regiment, as infantry and Predators fell with equal certainty. Behind it strode the Avatars and Purifiers of Stahl's front line wading in among GDI soldiers as they reaped their toll.

Rather than trying to destroy the 13th Division, Stahl's army stayed a close packed column, punching through GDI lines and racing for the open country and the protection of his own squadrons of Barghests, while pursued by every asset GDI had in the area and a pair of cruisers closing to naval gunfire range, . In the air above them, GDI's fliers found themselves facing a new and dangerous enemy, the Barghest-Bis, with a new weapon. Faster than the older model, it also carries a pair of air to air missiles. Even the QAAMs that the Air Force has standardized around cannot reliably generate hits in the same way that they could with the older model. With pilots unused to dodging missiles from Barghests, the first flight to meet the new enemy salvoed off their racks of QAAMs, and then began to close for the gunfight, but lost two aircraft to counterfires as the QAAMs slammed home.

After Stahl punched through, it became time to pick through the rubble. While he had inflicted damage and handed GDI a battlefield defeat, and his bombardment did manage to land sixteen missiles through the city's air defense network, it was of limited effect at best. The missiles fell well short of the industrial park that he was attempting to destroy, and most did not manage to hit anything at all, falling short of the city proper. Beyond that, the 13th, while damaged, was not destroyed, and can be rebuilt in coming quarters.
For Stahl, it has gone from battlefield generalship to a matter of politics. Although this could be problematic for GDI if he manages to convert what is a legitimately effective battlefield command to overall control over the Brotherhood of Nod, analysis of Brotherhood politics in the last half century shows that this is unlikely, as he is not a particularly charismatic leader, and his choice of discretion, although in the highest tradition of Initiative generalship, will count against him in the eyes of the Brotherhood.


Battle of the MARV Hubs

Hub Savannah
Gideon had been preparing for a strike against the MARV hubs for months. While the Mobile Bay hub was deep in the Red Zone, the Savannah one is far from it.

Red Zone Operations are always a challenge for the Brotherhood of Nod. While it is quite possible for them to do it, and in some ways it is easier for them than for the Initiative, it is still an expensive process. In general, any vehicle deployed must be considered lost. Beyond that, it is hard on the troops and most units are ineffective for some time unless given a chance to rest and recover. Additionally, it is logistically difficult. As the troops have to carry nearly everything they need with them, it is more of a series of dives into the Red Zone than a campaign.

With the Initiative surging resources to the region, and the Savannah MARV hub being both a significantly more modern as well as the more threatening location, Gideon decided to split his forces. Calling banners to him from across his territory, Gideon marched to the Savannah hub as he sent General Ambrose Patton after the one at Mobile Bay. Patton is a lesser but rising figure among Gideon's ranks. A confident general, Intelligence believes him to be a popular general, and one with political ambitions on top of his military ones. However, he is also seen as being overly aggressive, although that is likely to be a mistake with his actions in this battle.

The Battle at Savannah was relatively simple. Having rallied his troops among the ruins of Atlanta, using the remaining towers and structures along with a vast number of disruptors to hide his true strength, on May 22, he began the march towards Savannah. Leaving the militants, and much of his lighter forces behind to guard his rear, and ordering them deployed in a long arc across South Carolina, he began to move. In a fully mechanized column marching over the ruins of the I-75 to Macon, and then turning east along the I-16 to Savannah. A vanguard wedge of Scorpion tanks with dozer blades pushed aside wreck and ruin alike as they made good time along the 370 kilometer route. Knowing that he had to destroy the hub, not with a siege but with main force, his army was comparatively small, but strong. A hundred and twenty Specter artillery pieces, sixty Purifiers, and over two hundred modern Centurions left him with a force that could make the final dive from Macon to Savannah quickly. With him were dozens of Reckoner transports, stuffed to the gills with Alfancs to carry out the final assault.

The battle space was defined by three key features. The river to the north, the islands to the east, and the ruins of the city of Savannah in the west. The urban core had significantly decayed, and with GDI both accepting of refugees and not particularly far to the north, many had decamped towards GDI held territory, or been herded away by Gideon's enforcers.

The MARV hub itself is situated at the conflux of the Savannah River and the Little Black River, on a peninsula created by the Wilmington River. About two kilometers long on its landbound front, and about eight and a quarter square kilometers in area, it is a bustling hub of construction as ships make landfall to unload the masses of components for the gargantuan landships taking form inside. A thoroughly modern fortress, its defenses consist primarily of 203mm guns, with six batteries aimed towards the ruins of the old city, and a further nine along the other three sides. Beyond that, there is the forward defensive line, a series of bunkers and antitank emplacements in a half kilometer deep network of defenses, all that could be built in time for Gideon's attack, prepared to hold the line until relieved or destroyed.

General Arnold Burke, commander of the installation, chose to deploy his forces aggressively. Knowing that an attack was soon to come, his relatively small force prepared a defense in depth, laying over ten thousand mines across the ruins of Savannah, and prepared to turn it into a meat grinder for advancing brotherhood forces. Taking his two companies of Zone Troopers (all that could be spared for the hub with the Zone Operations Command increasingly stretched) he sent them, and his sniper teams, into the city proper, preparing to use their spotting capabilities to rain precision fire on the oncoming foe at twenty kilometers. However, that is less than half of the effective range of the guns, and so he put rapid spotter crews as far out as Pembroke, mounted in his Pitbulls. Additional fire support would be provided by batteries of mobile artillery positioned at Hunter Army Airfield, and blocking forces to the north, with their own batteries of artillery.

While inside a Green Zone, GDI had systematically positioned forces to ensure that it was one of the more inviting targets. A Superheavy regiment had been positioned to the south, in Brunswick, at the edge of the Green Zone. At the same time, larger formations had been placed along the Savannah river, and backed by air power. Charleston was one of the larger air bases available for GDI in the region, a mere 150 kilometers away, close enough that an aircraft could fly south, make a strike, and return well within an hour. While rearming and servicing would take longer, an absolute drumbeat of fire could be rained down upon the advancing Brotherhood army.

Gideon's force met GDI patrols three hours before dawn on the twenty fourth, having conducted a night march in order to strike GDI at the changing of the guard. Rather than be deterred by encountering a pair of Pitbulls west of Pembroke, Gideon ordered a full speed assault forward, rushing down the I-16, as flashes from battery after battery of artillery marred the skyline. With Gideon moving at high speed, and with only a brief panicked radio call by the spotters to warn GDI artillery batteries, fire was sporadic and inaccurate, especially with nobody left on station to call the fall of shot. However, as the column reached the edge of the city, fire became rapidly more precise, as the forward deployed spotters began picking off individual targets and clusters for demolition. However, as Gideon's army hit the city, it proved to be more than a slaughter, as Specter artillery dropped their cloaks and unleashed their own withering hailstorm of fire. The batteries at Hunter AFB were forced back as counterbattery shelling rained down upon them. The still standing ruins were blasted into rubble and then into craters as the Zone Troopers scampered from suburban shell to suburban shell.

As GDI forces retreated, Gideon's losses began to mount. Lances of Centurions vanished in salvoes of 203mm shells, and Purifiers detonated as railgun rounds penetrated their fuel tanks. Initiative air power was a constant thunder in the skies as Orca attack craft reaped a deadly toll. So close to Initiative airbases, the Barghest could not operate in ground attack roles, especially with high flying combat air patrols of Apollos circling above the battlefield, ready to pounce on any Brotherhood fliers like the golden eagles emblazoned on their hulls. As round after round of attacks struck home, Gideon persisted, driving deep into the ruins of the city. Half an hour after dawn, the great bulk of the MARV hub bracketed against the rising sun, Gideon's leading forces impacted the defensive line in the same way that a sentence impacts a full stop. Unleashing his Gana, the biomonsters ran headlong into rapid fire railguns, light autocannon, and heavy machine guns alongside blasts of beehive rounds and storms of shrapnel, the 152 and 203mm guns firing over open sights towards the Afancs, wiping out entire Reckoner's worth at a time. With the initial assault failing cataclysmically, the Gana falling in droves, Gideon made the decision to save his forces and fall back. Pulling out by section, Gideon retreated back towards Macon, and then took a dog leg north. While losses to Initiative harrying were substantial, they were primarily in material, rather than manpower.

Hub Mobile Bay
While Savannah had retained much of its pre Tiberium form, Mobile Bay had not. Taking his eight thousand men, Patton rallied in Tallahassee, bringing together multiple disparate forces that would be his complement for the assault. It was a heavy force, largely mechs, with one hundred and twelve Centurions for his land complement, plus a large proportion of Gideon's air forces. Armageddon bombers, broken out of the storage that they had been placed in due to the everpresent threat of the Apollo, over a hundred Vertigos, plus swarms of Barghests, and Venoms. It was a formidable force, there was no chance that GDI could defeat them conventionally.

Initiative forces in the region were relatively bare. While a carrier group had been on station the week before, the spotting of a Falak in the South Atlantic had drawn it away to conduct antisubmarine warfare operations. Similarly, air forces in the area had been drawn north, fighting Gideon's main thrust against the MARV hub in Savannah. Fortunately for GDI, it would not be a particularly conventional battle. With such a large formation it was impossible to keep it all hidden, and by the 22nd it was clear that battle was in the offing. Rather than waiting for Patton to make his move, Colonel Katherine Manley made the first move. Taking all sixteen available MARVs, she moved east, out of the Red Zone operational area, and towards Tallahassee. These landships had been substantially upgraded, loaded down with Thunderbolt 20s for surface to surface and surface to air work, and with a pair of laser point defense mounts, rendering most incoming fire less effective. In addition, they had been slathered in every gram of ablative plating that could be spared. While not enough by any means, it did substantially add to their survivability.

As for the supporting forces, Colonel Manley had little to hand. Two companies of Predator Tanks and a company of Pacifiers, plus a handful of Slingshot Antiaircraft Vehicles were all she had that could make the journey to Tallahassee. All were green formations, raised after the war, with no battlefield experience. While she took them with her, they would play little role in the battle to come compared to the massive supertanks that were the core of her forces.
Sixteen titanic landships moving cross country were a significant shock to the Brotherhood forces, especially with their morale already shaken by Gideon's earlier defeat at Savannah, and his ongoing retreat back into the Deep Yellow Zones, what few remained in the American South. Additionally, supplies had been few and late, with the retreating Brotherhood forces disrupting traffic during their escape. Despite the work of Confessors and Gideons own inquisitors to silence the word, it had spread quickly.

With little in the way of artillery, and a very limited ground force, Patton chose to instead prepare an evacuation, pushing his secondary forces back into reserve positions, and sending forth only relatively expendable units. Looking at previous battles, it is not hard to see Patton's logic, with Stahl having sent a Redeemer, and an overall much heavier force at a MARV hub previously, and seen it destroyed, Patton had little chance of securing a victory here, and he apparently knew that all too well.

However, he would not go down without a fight. Sending forward every available Armageddon bomber, he split his forces between the Hub and the advancing fleet. The strike on the Hub proved the air defenses worked. While the bombers were able to get close enough to deliver their bomb loads, flying high and fast, they were unable to turn fast enough to get out of the line of fire, and while the bombs fell towards the Hub, missiles and ribbons of fire streaked past them, heading towards the bombers. In singletons and pairs bombers fell from the sky, often wreathed in flames as their fuel stores ignited and remaining munitions detonated. However, the hub was rocked by detonations. While the bombs were in many cases too light to crack open the fortified bunkers, many of the surface installations were ruined, and the base pockmarked by craters. Casualties were light, with much of the Initiative garrison having taken shelter against the incoming firestorm in the reinforced MARV bays and other well protected hardpoints.
The MARVs themselves received a much smaller force, delivering much lighter bombs. Rather than attempting to crack the hulls, the rain of submunitions would damage the guns, the hardpoints, the tracks and the tiberium intakes. As they crossed into Florida, near what was once Pensacola, the Armageddons assigned to them hit, unleashing full bomb loads, and escaping virtually unscathed. While the MARVs did fire back, unleashing salvoes of T20Es towards their attackers, few hit, and fewer still managed to do damage. The Armageddons however did little in return, as the missiles disrupted their formation, and many of their FASCAM bombs were intercepted, even when dropped only a few hundred meters short of their targets. However, they did manage to damage track pods on three of the MARVs, immobilizing the Diplomatic Solution's charlie track pod, and the Omlette's and Big Stick's alpha pods.

While the damage slowed the onrushing glacier of metal, it did not stop it, and while it bought Patton time, it did not buy enough. On the evening of the 24th, as dusk fell, the MARVs came within sight of Tallahassee, and Patton knew that he had to make a stand. Taking his Centurions into the hills northwest of the city, he began fighting a mobile delaying action, firing a shot or two and falling back while another lance opened fire. The Centurions bought precious hours as they repeatedly forced the MARVs to form a laager in order to protect themselves and prevent individual MARVs from being swarmed. However, in doing so they took heavy losses, as Thunderbolt missiles slammed into armored hulls, delivering HEAT and EFP warheads as they did so. Sonic cannons boomed out, shattering the hillsides as the MARVs pushed ever forward. Even slowed by repeated air strikes, they slogged through.

The final breakthrough occurred in the early hours of the 25th, as the MARVs blasted into the core of the city, wrecking all before them as Patton's expended formations finally broke north, disengaging from Manley's armored fist.

The end result is that the MARV hub and fleet were notably damaged, but at the same time, there were no destroyed MARVs and the hub is likely to be completely repaired by the end of next quarter, the MARVs sooner.

In total, Gideon's assaults did little damage to the Initiative, and expended or scattered much of his heavy force. The war in the American South may not be over, but it is likely entering a new phase, one where the growing Blue Zone will cut the Brotherhood off from support, and leave them to wither on the vine in all likelihood. However, in terms of Brotherhood politics, it is likely that Gideon will weather this failure like he has his other losses. The coming loss of the American South is likely to be more problematic for him, giving leave for another warlord to take significant parts of the disconnected territory, and potentially topple both into a second tier of warlords, neither placed well to contest overall leadership.
 
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