I'll agree it's highly unlikely we're going to make use of Flamethrowers, but I am of the opinion everything we get off the Nod and Scrin gatach trees are worth doing. We never know exactly what we'll get, but we've yet to regret it. Do we need this stuff now? Gut reaction would be to say no, but seeing as we don't know, it can't be said.

Which is not an endorsement to rush off on development actions, but to make sure this stuff gets done sooner rather than later.
 
I'm 100% fine with researching it.

Deployment however is entirely dependent on what we find.

Not likely to support a weapon system unless it's absolutely amazing for some reason.
 
Apologies if this has been brought up, but Mass Effect said that ship based FTL was limited by a build-up of charge within the ship, and they had to discharge over planets, limiting range.

I wonder if that charge can be bled off through a portal instead.
 
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I'll agree it's highly unlikely we're going to make use of Flamethrowers, but I am of the opinion everything we get off the Nod and Scrin gatach trees are worth doing. We never know exactly what we'll get, but we've yet to regret it. Do we need this stuff now? Gut reaction would be to say no, but seeing as we don't know, it can't be said.

Which is not an endorsement to rush off on development actions, but to make sure this stuff gets done sooner rather than later.
I'm not opposed to doing the research for development, at some point. However, we have lots of things that are more urgent and more useful.
It's a prioritization thing.
Aplogies if this has been brought up, but Mass Effect said that ship based FTL was limited by a buildup of charge within the ship, and they had to discharge over planets, limiting range.

I wonder if that charge can be bled off through a portal instead.
Very likely. Now, we're unlikely to have portals on anything other than fleet flagships, but that still should allow for discharge.
 
Aplogies if this has been brought up, but Mass Effect said that ship based FTL was limited by a buildup of charge within the ship, and they had to discharge over planets, limiting range.

I wonder if that charge can be bled off through a portal instead.

Why wouldn't we just use Ion Collectors to remove the charge and turn it into usable energy? I mean it would take a lot of research to make such a system fully closed, but Ion Collectors should get us more distance to start with by either extending the time it takes for the charge to build up or by collecting part of the discharge and then using it to power our systems.
 
I suspect that AECCM is one of the larger force multipliers we have available to us. Not just due to allowing our forces to detect and engage Nod's forces earlier (potentially including Nod agents), but also to improve co-ordination between our units. Reducing electronic interference to (mostly) tiberium seems like it will have an out-sized affect on performance.

But we'll probably want to roll it out fast once we do develop it, so that will probably be put on the backburner until 2062.
 
Reminder that the Shadow Brokers ship would likely be capable of recycling its own static buildup for use as power but said system was also noted as being exceptionally expensive and a one-off. Butbit is still theoretically possible
 
It would probably be a pretty good policy to keep 1-2 dice per turn on both military tech development and civilian tech development. Just to keep our research ticking over, because right now we're researching stuff slower than it comes in and there's a years-long tech backlog just piled up waiting for development. We don't have to put every single thing we develop into full production immediately, just chew through our research backlog every turn so the options are there with actual hard cost/benefit numbers we can be sure of whenever we DO decide it's time to deploy stuff.

Although even if we make it a policy to spend a couple dice on research every turn it's still going to take a while to get to inferno gel and biprop in the military sector, because there's plenty of other techs that rank higher priority IMO. But in principle, we should probably be researching harder than we have been.
 
A lot of mil development tech projects can have affects of the civilian sectors of the economy.

I think that there can be justification for a free die or two being spent in the military to speed the research along. But I really hope that our days of 11+ mil dice/turn our over now that the war has died down.
 
Regardless of whether some of the research areas pursued by the military may be useful to our civilian economy in the future, the last? current? war has exposed some massive weaknesses that we need to correct.
Furthermore, we should prepare for a conflict with the only warlord with whom we have had almost no direct contact in order to improve or finally secure the supply of our Blue Zone in the Himalayas.
For this we need more ships, which we also need for other reasons, and better armament for our ground troops to be able to fight better against the genetic monstrosities.
Due to the increased danger from the limited NOD nuclear arsenal, we should also invest in missile defence.
And we must fulfil our political promises in order not to lose the trust of our population.
Nevertheless, we have liberated areas from NOD and must also invest in these areas to undermine local support for NOD.
 
Very likely. Now, we're unlikely to have portals on anything other than fleet flagships, but that still should allow for discharge.
I'm thinking of long-ranged exploration drones, using molecule wide apertures.

A very big stretch goal would be a drone vessel that has a portal aperture wide enough (several cm diameter?) that allows for minidrones and a dissembled humansized portal machine to be brought through and assembled on the other side.
 
I do hope some plans put dice ln fortress towns. We've had, what, like 3 turns of gains without anyway of holding onto and securing the territory?

I just want the current phase done so we get it locked down. Then I don't really care as the war seems basically over.
 
I'm thinking of long-ranged exploration drones, using molecule wide apertures.

A very big stretch goal would be a drone vessel that has a portal aperture wide enough (several cm diameter?) that allows for minidrones and a dissembled humansized portal machine to be brought through and assembled on the other side.
We're unlikely to put portals on anything that can't defend itself very effectively, at least for a long time. Each portal set is likely to require a chunk of STUs to create, which we will not want to risk.
I do hope some plans put dice ln fortress towns. We've had, what, like 3 turns of gains without anyway of holding onto and securing the territory?

I just want the current phase done so we get it locked down. Then I don't really care as the war seems basically over.
Building Fortress Towns is not the only way we have of locking down/security territory - it's just a quite effective way, since it doesn't take money out of the military's budget to do so.
That said, 1 die has a 70% chance of completing the current phase, so it's quite doable.
 
I do hope some plans put dice ln fortress towns. We've had, what, like 3 turns of gains without anyway of holding onto and securing the territory?

I just want the current phase done so we get it locked down. Then I don't really care as the war seems basically over.
Infrastructure-wise, we completed:
-2 phases of YZ fortresses
-3 phases of rail networks
-5 phases of YZ harvesting
-2 phases of GZ intensification
During the war. They all were used to hold onto and secure territory from Nod. The land that we were unable to hold onto and secure, our military razed.

I'd like more phases of YZ fortresses so that we can improve the defenses of our forward bases, and unlock more phases of GZ intensification. IIRC, the formula for total number of GZ intensification is Min(YZ Harvesting, YZ Fortresses +2). Currently we have 10 phases of YZ harvesting, and 5 phases of YZ fortresses. So opening up our territory for the maximum amount of exploitation will require an additional 3 phases of YZ fortresses.

I'm not in any particular rush though, and I think that we can throw a die into it every now and then to slowly progress our defenses forward. There's something to be said for leaving a crumple-zone, and it'll give time for the rest of our infrastructure to catch up to our new borders(and hopefully allow the progress costs to fall back down).
 
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Q1 2061
Q1 2061

Resources:‌ ‌1020 + 0 in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)

Political‌ ‌Support:‌ 54
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Tiberium Spread

21.29 Blue Zone
2.16 Green Zone
22.82 Yellow Zone (98 Points of Abatement)
53.73 Red Zone (70 Points of Abatement)

Current Economic Issues:
Housing: +36 (31 population in low quality housing) (-10 per turn from refugees)
Energy: +16 (+4 in reserve)
Logistics: +26 (-7 from raiding) (-7 from military activity)
Food: +22 (+10 in reserve)
Health: +9 (-8 from Wartime Demand) (-10 from Refugees)
Capital Goods: +27 (+101 in reserve) [-10 at End of War (Will go back this turn) ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +37 (-22 from demand spike) (+3 from Private Industry)
Labor: +43
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1925/2470)‌ ‌
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +75
Green Zone Water: +6

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

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌20; ‌158)‌ ‌
Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌ ‌ ‌
Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌ ‌
United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5)
Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0)
Reclamation Party: 12 Seats (0; 8; 4; 0)
Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌

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

Plan Goals
Consumer Goods: 12 Points
Food: 18 points in reserve
Income: 20 Points
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Railgun Munitions Development
Complete at least one more phase of URLS production
Complete at least two more phases of Blue Zone Apartment Complexes
Complete GDSS Enterprise
Complete at least three more phases of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Complete Isolinear Chip Foundry Anadyr
Deploy Crystal Beam Industrial Laser




Infrastructure (6 dice)

[ ] Blue Zone Arcologies (Stage 4)
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 6)
Future waves of Fortress Towns will be positioned deeper into formerly Brotherhood territory, and require substantial networks of roads, rails, and other means of support. While not yet at the limits of GDI ability to construct and support such facilities, they are substantially ahead of most other civilian infrastructure.
(Supports Green Zone Intensification)
(Progress 220/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
(Progress 0/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)

[ ] Blue Zone Apartment Complexes (Phase 3) (Updated)
A third wave of Apartment complexes will be focused on more of the Inland cities, building housing in recently claimed Blue Zones. While these will be noticeably harder to properly defend, these new clusters will become the backbone of actually developing a global interior, rather than major urban areas dotted along the coast.
(Progress 72/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)

[ ] Rail Network Construction Campaigns (Phase 5)
A further wave of construction will finalize securing the routes to the Australian Red Zone, and ensure improved supply to GDI's various fronts. At this point however, further construction of rail networks is likely to see increasingly small improvements in the overall supply network
(Progress 39/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+3 Logistics)

[ ] 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 92/200: 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)
With GDI firmly in control in the region, and the city now in a Blue Zone, the project must be substantially re-envisioned. Rather than being a terraforming project, it is now a heavy industrial site, with massive projects to produce a wide array of useful goods, one of the first outside of the traditional Blue Zones, and turning it from a periphery city to a core part of the Initiative.
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
(Progress 0/1100: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods)

[ ] 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)

[ ] Tokyo Harbor Reconstruction
With the damage to Tokyo Harbor due to Bintang's strike, the ability of GDI to sustain a full spectrum sea and air defense network around the islands is currently noticeably degraded. While there is basing capacity spare, multiple heavy ships will need to be withdrawn to other harbors further north, or across the Pacific.
(Progress 0/300: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter)

[ ] Emergency Caloric Reclamation Processor Installations (Phase 1) (New)
While even building CRP installations as an emergency baseline is politically controversial, especially as part of a systematic effort to make food reserves go further, it is something that could quickly make good the Treasury's commitments for calories in reserve, operating at a slow pace during peacetime turning regional food waste into emergency rations.
(Progress 0/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)
(Progress 0/80: 10 resources per die) (+5 Food in reserve) (-10 Political Support)

[ ] Bureau of Arcologies
With GDI in chronic need of higher quality housing, separating out a stream of resources and personnel to maintain a constant inflow of new high quality construction, as the demand for housing has remained a serious political issue. Ensuring that construction continues at a reasonable pace may head off parliamentary pressure, and potentially punitive demands for vast amounts of arcology construction.
(-1 Infrastructure die, -2 to Infrastructure dice, -15 RpT) (+1 Housing per turn)

Heavy Industry (5 dice)

[ ] Advanced Alloys Development (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)

[ ] Continuous Cycle Fusion Plants (Phase 8) (Updated)
While the pace of factory construction is likely to decline as GDI stands down from ongoing offensives, more immediate fusion generation is likely to continue to be a high priority. At the same time, there are concerns about the longevity of the class, even with limited evidence for it.
(Progress 67/300: 20 resources per Die) (+16 Energy) (-1 Labor)

[ ] Improved Continuous Cycle Fusion Development (New)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)

[ ] 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) (May aid AI research)

[ ] Nuuk Heavy Robotics Foundry (Phase 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/1200: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2400: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Suzuka Prototype Hover Chassis Factory
While the current design is a very minimum viable product, it is a viable product, and one where a small stream of production, not just development work should provide greater insights into the technology. At the same time, providing a sizable number of platforms to various use cases allows for people to begin preparing requests for future generations of hovercraft.
(Progress 0/175: 20 resources per die) (+2 Logistics, -2 STU, -2 Energy)

[ ] Crystal Beam Industrial Laser Deployment (New)
Producing enough of the Crystal beam lasers in enough varieties, from the microscale laser etching systems, to massive steel cutting lasers, is going to require hundreds of plants. Between the overall fragility and ease of production it is far more efficient to build a relatively small and specialized plant for each major industrial area than to try to feed everyone from a single major site. While this does pose some significant security concerns due to the potential for product loss, CBLs are not of particular interest to the Brotherhood of Nod.
(Progress 0/600: 20 resources per die) (+6 Capital Goods, +10 Energy)

[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhoods Charged Particle Beams are in effect very high efficiency particle accelerators, energized from Tiberium based power cells. While the Initiative is unwilling to adopt the power cells, the technologies behind the particle beams have potential uses in a wide range of industries, including extremely high precision additive manufacturing, lithography, large particle projectors, and industrial cutting machinery.
(Progress 0/120: 20 resources per die)

[ ] Isolinear Chip Foundry Anadyr
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 85/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)

[ ] Personal Electric Vehicle Plants (New)
While production of commercial scale trucks is sufficient, there are a substantial number of people who need or want a variety of smaller vehicles for a number of reasons. Ranging from small cooperatives who need minivans and microvans, to families wanting personal transport, these small vehicles are, for the most part, currently out of favor but in great demand.
(Progress 0/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support)

[ ] Microfusion Cell Development (Tech) (New)
A micro scale fusion cell, designed for personal scale high density energy needs, is of critical importance, especially with the advent of ever more power hungry personal systems, ranging from energy weapons, to personal tools for space construction. While it is almost certain to be Elerium hungry, that is an unfortunate requirement for such systems.
(Progress 0/60: 20 resources per die)

[ ] Division of Alternative Energy
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)

Light and Chemical Industry (5 dice)

[ ] 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 276/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)

[ ] Reykjavik Myomer Macrospinner (Phase 5)
At this point, Reykjavik's macrospinner is entering its final form, a substantial district of the city in its own right, and one of the largest complexes in the world for the production of new components for everything from combat arms to advanced training robots for the military, able to simulate Brotherhood combatants.
(Progress 50/1280: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)

[ ] Bergen Superconductor Foundry (Phase 3) (Updated)
While current production of superconductors is enough for a few test batches of new style fusion power plants, beginning to produce enough for a full rollout is somewhat more problematic, and will require significant expansions to the Bergen system.
(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 Drone Factories
Civilian drones have a large number of potential uses, ranging from rapid delivery of goods and medicines, to simple recreation. While flying a drone is not the same as flying an actual aircraft, it has often been a popular sport, with drone races (both in stock and custom categories) being a fairly popular sport, especially for children.
(Progress 104/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)

[ ] Civilian Ultralight Factories (New)
With reduction in the need for military development, civilian ultralight aviation has quite a bit of potential, both practical and more recreational. For practical uses, it is a field where it is both long range specialist deliveries, and more short ranged vertical delivery capacity. Recreationally, it is a regaining of personal flight.
(progress 0/190: 15 resources per die) (+8 consumer goods) (-1 Energy)

[ ] Civilian Support Expansion (Phase 1) (New)
With the millions upon millions of new citizens needing everything from bedding to teapots, a solid round of civilian factory expansion is likely to be relatively important, and fairly cheap.
(Progress 0/250: 10 resources per die) (+6 Consumer Goods) (-1 Labor)

[ ] Carbon Nanotube Foundry Expansions (New)
While making longer carbon nanotubes is still difficult, making substantially more carbon nanotube is relatively easy, and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/300: 20 resources per die) (+4 Capital Goods)

[ ] Artificial Wood Development (Tech) (New)
While there are an array of current approaches to produce fake woods, mostly using foamed polymers, none actually provide a reasonably close approximation. However, new methods using cellulose and lignin do offer some promise, although mostly for relatively low end uses of wood.
(Progress 0/60: 10 resources per die)

Agriculture (4 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 rapidly increase food production by a significant margin
(Progress 0/150: 15 resources per die) (+8 Food, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

[ ] Blue Zone Aquaponics Bays (Phase 4)
With refugees swarming GDI's borders, and the population expected to increase by some substantial number of percentage points across the next year, massive new and expanded aquaponics bays are going to be a core element in being able to feed that population. While other facilities can help, these will be the backbone of what can be done.
(Progress 75/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)

[ ] 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. The health-care services also will benefit from cattle blood, and more animal test-subjects, not to mention there being zoos again, in time.
(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 Plantations (Phase 3)
A final and substantial upgrade to the system of Kudzu production will see a finally sufficient level of caffeination returned to the Initiative. While not as important as many other things, having a hot caffeinated beverage serves as a social lubricant and does noticeably improve overall outcomes on the macro scale.
(Progress 56/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)

[ ] Tarberry Development (Tech)
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)

[ ] Poulticeplant Development (Tech)
A kudzu derivative like the teas currently being produced, poulticeplants are genetically engineered to carry topical medication and clotting agents in order to provide a steady supply of basic medical goods with little to no specialized equipment. While a dedicated chemical works can produce more antiseptics and with better results, they also require specialized staff and treatment plans in a way that these genetically engineered plants do not.
(Progress 0/50: 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 151/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy)

[ ] Strategic Food Stockpile Construction (Phase 2)
A further expansion of food stockpiles and granaries in deep reserves, Cut into the frozen wastes at the far northern and southern reaches of GDI's grasp, these will be a final backup for GDI's overall food supply. While they will be far from enough, even at full capacity, they can buy the Initiative critical months in case of massive reverses in its fortune.
(Progress 38/150: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/175: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 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)

[ ] Caloric Reclamation Processor (Phase 1) (New)
While incredibly politically unpopular, Caloric Reclamation systems can make existing food production go much further, taking otherwise wasted foods and turning them into shelf stable noodles and bricks for later consumption.
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-15 Political Support)

Tiberium (7 dice)

[ ] Tiberium Vein Mines (Stage 2)
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 11) (Updated)
With the risk of nuclear exchange far too high at this time, further offensives into the Yellow Zones are not viable.
(Progress -/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)

[ ] Intensification of Green Zone Harvesting (Stage 7)
A further wave of Green Zone Tiberium harvesting will both improve the logistical connections across the forward Green Zones and provide greater numbers of forward hardpoints and firebases for Initiative troops.
(Progress 78/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 Stage 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 29/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[ ] Red Zone Border Offensives (Stage 1) (Updated)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)

[ ] Red Zone Containment Lines (Stage 6) (Updated)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 54/225: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation) (+1 Energy)

[-] Tiberium Glacier Mining (Stage 13) (Updated)
There are currently no open glacier faces for expansion of mining activity.
(Progress 38/205: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 Stages 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 5)
A final wave of postwar, and pre Hewlett Gardener Process redevelopment will retire older processes, and bring the entire Initiative stock of refining capacity to the modern day. However, at this time, it will do little more than expand a surplus, as GDI lacks sufficient Tiberium income to make use of these refineries.
(Progress 6/100: 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)
-[ ] Yellow Zone 11 (Progress 0/130: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Red Zone 7 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support)

[ ] Improved Tiberium Containment Facilities Construction
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) (+500 Tiberium Reserve)

[ ] Liquid Tiberium Power Cell Deployment (Phase 1)
With an effective Liquid Tiberium power cell system developed, it is still a political hot potato. While it will be possible to spend political capital to prevent it from being bogged down forever in parliamentary review, at the same time it may well not be worth it, as the cells, plus the needed bunkers to provide both containment and protection against enemy action, are not that much cheaper than fusion for the amount of energy produced.
(Progress 41/140: 20 resources per die) (-5 Political Support) (+8 Energy)

[ ] Enhanced Harvest Tiberium Spikes (Platform)
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)

[ ] Visceroid Research Programs (Tech)
Visceroids are some of the bare handful of Tiberium life forms to have survived the mutation, with the Forgotten holding an ever closer relationship with GDI, studies of these creatures may provide secrets to adaptation, or might provide some means of dealing with liquid tiberium deposits.
(Progress 0/120: 15 resources per die) (-10 Political Support)

[ ] Harvesting Tendril Deployment (Phase 1)
A substantially novel development in Tiberium harvesting, GDI can now begin to deploy the Harvesting Tendril in significant numbers. While it will not be able to entirely replace the existing harvester models with the current project, future projects will make it into the standard, and redefine how GDI approaches laying out Tiberium mining projects.
(Progress 0/600: 30 resources per die) (+90 Resources per turn) (-1 STU)
(Progress 0/750: 30 resources per die) (+100 Resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations)

[ ] Improved Hewlett Gardener Process Development (Tech) (New)
While larger changes are likely to be needed in the near future, minor changes are already being suggested by the scientists rescued from the Brotherhood of Nod. These will be far from a revolutionary change, only nibbling around the edges, but is likely to make a small but noticeable difference in the pace of xenotech deployment.
(Progress 0/160: 20 resources per die)

[ ] Tiberium Harvesting Claws Development (Tech) (New)
Tiberium harvesting claws are a derivative of the Brotherhood of Nod's tiberium harvesting technology. While not as good at clearing the surface, the digging claws are far better at extracting subsurface tiberium. While adding a secondary fleet of diggers will significantly improve overall tiberium production, the most major impact will be on the Tiberium vein mines.
(Progress 0/80: 15 resources per die)

Orbital (6 dice)

[ ] GDSS Columbia (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 5)
Upgrading the GDSS Enterprise to a fully functioning orbital industrial station will make significant progress towards giving humanity an interplanetary future. The goal is small scale fabrication of nearly every needed component for space travel and habitation, a test bed for future development and technologies.(Station)
(Progress 102/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)

[ ] GDSS Enterprise Bays (1 available)
-[ ] Military Bay
Converting the open slot to military production offers significant developmental potential due to the ability to do large amounts of manufacturing without the stresses of gravity interfering with the process. While not everything will be aided by such a construction, this will make the OSRCT significantly less dependent on massed fusion launches from ground support facilities.
(Progress 0/450: 20 resources per die)
-[ ] Advanced Materials Bay
Across a wide selection of fields within materials science, the ability to make objects in zero gravity has significant implications, ranging from optics and large scale crystals, to alloys and composites. While small scale production as done in such a bay will be of limited overall use, it is likely to heavily inform future projects.
(Progress 0/400: 20 resources per die) (+8 Capital Goods)
-[ ] Satellite Bay
Most satellites are very low density constructions, with much of their bulk composed of materials such as foamed aluminum or layers of foil. By specializing the Enterprise towards building these units, there are significant cost savings due to being able to haul up materials by the ton, rather than having to figure out how to fit them into a launch. Additionally the satellites themselves will be significantly more refined, as they do not need to undergo the difficulties of a chemical or fusion launch.
(Progress 0/400: 20 resources per die) (Discounts Satellites by 20 points)
-[ ] Station Bay
The largest limitations on the size of a station are the dimensions of the Leopards and Unions doing the construction. For example, there is significant use of ten meter struts on both stations, rather than longer ones that can take greater loads per kilogram. This in turn means that there are thousands upon thousands of joins, adding hundreds of tons of material that do not need to be there. Building a dedicated bay for building large scale station components will both increase the strength of the stations, and substantially decrease their costs.
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[ ] Gravitic Shipyard
With the exception of GDIS Pathfinder, GDI cannot effectively reach beyond the moon in a reasonable amount of time. While the throughput of a fusion craft is higher within that boundary, attempts to exploit Martian and belt resources, let alone materials beyond the belt, require the construction and maintenance of dozens of gravitic drive ships capable of long range transits. While still too limited in acceleration to move people and materials off earth, the same problem certainly does not apply to many of the other areas of interest in the solar system.
(Progress 0/450: 30 resources per die) (-2 STU, -1 Capital Goods)
-[ ] Fusion Shipyard
Currently, all GDI fusion craft are designed with the ability to climb out of the Earth's gravity well as a core function. However, with the moon and beyond as goals of GDI's space program, the need for substantial numbers of heavy transit vessels is critical. Large fusion tenders, either in short legged manned, or long legged unmanned designs can serve to fill key niches as part of a complex of transport solutions across the solar system.
(Progress 0/500: 20 resources per die)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (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)

[ ] Orbital Cleanup (Stage 11)
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 32/85: 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 (Platform)
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)

[ ] Leopard II Factory
The Leopard II, as developed by the SCED is a general upgrade, both in size and performance over the original design. With the need for more launches, and substantially more complicated flight profiles, another major fusion yard is required, this one located near Kagoshima to expand the sites of fusion production away from Mehretu.
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)

(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)

[ ] 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 45/140: 20 resources per die) (+5 Resources per turn)
(Progress 0/125: 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 276/310: 20 resources per die) (+15 Resources per turn)

[ ] Lunar Heavy Metals Mines (Phase 4)
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 25/365: 20 resources per die) (+20 Resources per turn)
(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)
(Progress 0/325: 20 resources per die) (+2 Heavy Metals)
(Progress 0/315: 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 (5 dice)

[ ] 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)

[ ] Advanced Electronic Video Assistant Deployment
The Advanced EVA system will need substantial pools of computer supplies for deployment, but should substantially improve the overall output of the Initiative. It will also require significant assistance from the field, which makes it somewhat problematic for immediate deployment beyond the need for capital goods.
-[ ] Infrastructure (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Heavy Industry (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Light and Chemical Industry(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Agriculture(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Tiberium(Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Orbital (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Services (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Military (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Bureaucracy (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)

[ ] Human Genetic Engineering Programs (Tech)
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 Political Support)

[ ] Hallucinogen Development (Tech)
While the Brotherhood's version is far too strong, and far too risky for any use outside of warfare, it might have more therapeutic uses if reformatted substantially. Exploring the more civilian applications may prove to be little more than a wild goose chase, but could also provide a new generation of critical lifesaving, and quality of life increasing drugs.
(Progress 0/60: 15 resources per die)

[ ] Pinhole Portal Early Primitive Prototype Construction (Tech)
Portals are a potentially revolutionary technology for communication, transport, and dozens of other fields. However, at this time, it is only ready for a critical test run, seeing if the very most basic of functionalities, a short range pinhole, can be created.
(Progress 56/180: 100 resources per die)

[ ] NOD Research Initiatives (New)
While the lowest hanging fruit has been plucked, there is still much more on the tree, especially with the wide array of captured materials from the war. While it will be expensive, sufficient funding can provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/200: 30 resources per die) (1d10-1 technologies)

[ ] Scrin Research Institutions (New)
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 0/400: 30 resources per die) (1d9-2 technologies)

Military (8 dice)
[ ] Advanced ECCM Development (Tech)
The development of countermeasures to better punch through, and punch out in certain cases, Brotherhood means of battlefield jamming, will have significant impacts on the functionality of Initiative long range sensors. While Tiberium will still be significantly problematic in increasing effective ranges, it will be significantly less impactful than Tiberium and Brotherhood sensor countermeasures.
(Progress 0/40: 20 resources per die)

[ ] 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)

[ ] Stealth Disruptor Development (Tech)
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 (Tech)
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)

[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)

[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the packs that make infantry versions of the Brotherhood's particle beam system work, it does have a place in supplementing the Initiative's machine guns and autocannons, mounted on everything from hydrofoils, to zone armor and various forms of light vehicles.
(Progress 0/100: 20 resources per die)

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some sections 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. Adding new Infernium lasers to the batteries will increase upkeep costs, but cut the total number of batteries required.
(Progress 0/275: 20 resources per die)
(Progress 0/325: 20 resources per die)
(Progress 0/375: 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 39/335) (Roshchino) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/335) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/335) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/335) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/335) (Lisbon) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/335) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/335) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/335) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/335) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/335) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/335) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/335) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/335) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/335) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/335) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/335) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/335) (Lhasa) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/335) (Maputo) (2 Points Yellow Zone Mitigation, 10 RpT)

-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/335) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/335) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/335) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/335) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/335) (Qingdao) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/335) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/335) (Luwuk) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/335) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/335) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/335) (Guaymas) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 East (Progress 0/335) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 West (Progress 0/335) (La Serena) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/335) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/335) (Lagos) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/335) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/335 (Valencia) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Berbera) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub YZ-18 (Progress 0/335) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Tripoli) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/335) (Congo River) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/335) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/335) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/335) (Beirut) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/335) (Chattogram) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/335) (Tuaran) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/335) (Banda Aceh) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/335) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/335) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Zone Operations Command

[ ] Infantry Recon Support Drone Development (Platform)
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 (Platform)
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 (Platform)
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)

[ ] Zone Lancer Development (Platform)
A variant of the Marauder suit refitted with a personal plasma gun, the Zone Lancer is intended to augment and support the already extremely capable antiarmor capacity of the Initiative's Zone Armored forces, and provide a viable replacement for the Marauder's limited ammunition.
(Progress 0/40: 15 resources per die)

Air Force

[ ] Orca Wingmen Drone Deployment (Phase 1) (Updated) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase effectively available CAS and ASW assets around the world, especially for land based air. Additionally, with these following the A-16 pattern, and therefore carrying air to air missiles, they will be a significant aid in fending off Brotherhood air attack.
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)

[ ] Hammerhead Wingmen Drone Deployment (Phase 1) (Updated)
The Hammerhead is a less than immediately survivable craft, with significant problems in the modern combat airspace. Despite that, they are widely used, and adding wingman drones to carry missiles, countermeasures, and potentially a wide array of other systems to increase overall survivability and decrease pilot losses is a critical element in their long term utility.
(Progress 0/200: 20 resources per die) (-2 Energy)
(Progress 0/200: 20 resources per die) (-2 Energy, -1 Capital Goods)

[ ] Apollo Fighter Factories (Updated)
With the Barghest-bis, and the new Vertigo-bis, GDI needs more of the high end of its fighter arsenal. While the Firehawk remains capable, it is far from enough in the modern day, and needs to be entirely replaced in the air superiority role.
-[ ] San Francisco (Progress 0/80: 15 resources per die) (-4 Energy)
-[ ] Maputo (Progress 0/80: 15 resources per die) (-4 Energy)

[ ] Ultralight Glide Munitions Development (Platform)
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 3)
With the first two rapid response stations assembled, if not yet fully ready for action, further development will begin focusing heavily on larger stations, not just to act as immediate reinforcements for embattled holdings, but forces intended to crush the Brotherhood under a rain of metal from the skies. (Station)
(Progress 5/295: 20 resources per die)
(Progress 0/395: 20 resources per die)

[ ] Orbital Defense Laser Satellite Deployment
An initial battery of sixty defense satellites will provide a wrapping of protection for critical sites in orbit. While the Space Force does not currently see a pressing need for them as an immediate reaction to the Brotherhood, they will provide a substantial support asset, especially in the face of the likely proliferation of countermeasures to the Ion Cannons.
(Progress 0/240: 20 resources per die)

[ ] 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 64/95: 10 resources per die) (High Priority)

[ ] 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)

[ ] Tactical Ion Cannon Network (Phase 1)
While the idea of smaller, more numerous Ion Cannons is tactically useful, this first stage is expected to be tightly connected to the existing network, piggybacking off the existing control centers and sharing bandwidth on the ASAT network. This will limit the number of commanders who can access the network, but ensure that the limited deployment is employed in the most critical or advanced fronts. Future phases will increase both the number of tactical ion cannons, but also push the authority to shoot further down the chain of command with new control networks.
(Progress 0/275: 20 resources per die)

[ ] Bogatyr Research Projects (New)
While the Bogatyr has been sitting in Scandinavia, the Space Force has not been sitting still, gathering an interagency team to lead up the investigation into their find. Sending Treasury representatives will both significantly speed along development, and give the Treasury an inside line into any new technologies developed from the ship.
(Progress 0/120: 30 resources per die) (Expires Q1 2062)

Ground Forces

[ ] Universal Rocket Launch System Deployment (Phase 3)
Yet more missile production is going to do little more than begin preparing the ground for the reintroduction of MLRS platforms, either wheeled or hover, to GDI ranks, and lay in vast stockpiles of everything but naval missiles. As GDI has weathered the storm, this is mostly required for political reasons at this time.
(Progress 0/200: 15 resources per die) (-2 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 38/60: 10 resources per die) (Very High Priority)

[ ] Guardian Mark 2 Development (Platform) (New)
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 (Platform) (New)
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 (Platform) (New)
The existing mammoth is a powerful asset, but one that is, even with refits such as railguns and existing point defense systems, heavily aged. A significant revamp is needed, to not only fix the problems that emerged during the Third Tiberium War, but also ensure that it is able to fight effectively in the post Regency War context.
(Progress 0/40: 10 resources per die)

[ ] MBT-7 Paladin Development (Platform) (New)
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 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/190: 20 resources per die) (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] London (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)

[ ] GD-3 Rifle Development (Platform)
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)

[ ] Hallucinogen Countermeasures Development (Tech)
With the Hallucinogen grenades deployed by the Brotherhood of Nod being a critical threat to GDI's ability to hold positions, the development of effective physical and pharmacological countermeasures to these devices is an important aid to troop survivability.
(Progress 0/40: 15 resources per die)

Navy

[ ] Infernium Laser Refits
While the Infernium lasers will not be completely replacing older CBL designs, they do need to have a system built to produce them in large numbers, some several thousand units, with the expectation of needing hundreds a year going forwards.
(Progress 0/450: 30 resources per die) (-1 STU, -2 Energy)

[ ] Escort Carrier Shipyards (High Priority)
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Dublin (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Nagoya (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods)

[ ] Governor A Development (New) (Platform)
The Governor class cruisers are a bit of an oddball in the Initiative fleet. Designed before the advent of modern laser based point defense sytems, the ships lack in a number of significant ways, including missing forward aspect antimissile defense systems. The -A model will be a rather thorough redesign, stripping the Governor of nearly all of its upperworks to reposition a number of features, and add a second laser point defense mount, and switch some of its other mounts to the Thunderbolt based missile launchers.
(Progress 0/40: 15 resource per die)

(Offensive Navy)

[ ] Island Class Assault Ship Development (Platform)
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 (Platform)
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 Shipyards (High Priority)
The Shark unfortunately is of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
-[ ] Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)

Steel Talons

[ ] Mastodon Heavy Assault Walker Deployment (New) (High Priority)
Building major Mastodon production facilities in Carentan and Wonsan will construct the core of the long term heavy industrial sites for the Steel Talons. Located to support still open battle fronts, GDI expects them to last for years, and be close enough for the Mastodons to walk cross country rather than stressing rail networks with special trains.
(Progress 0/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)

[ ] Medium Tactical Plasma Weapon Deployment
A medium weight ion cannon, capable of being fielded on the Titan and other Initiative vehicles, and as a secondary weapon on other systems, is a potentially substantial increase in direct firepower. Deployment is likely to be small scale however, as it is less flexible, barring further delays in deployment of variable munitions for the Initiative's railguns.
(Progress 0/80: 30 resources per die)

[ ] Light Combat Laser Development (Tech)
Effectively an Initiative version of the same laser system found on the Brotherhood's Venoms and raider buggies, the light combat laser is likely to be an effective endurance upgrade across a wide number of systems, even if it is less directly effective. For many vehicles however, it will be filling a secondary role as an antimissile laser, shooting down incoming RPGs and bombs.
(Progress 0/40: 25 resources per die)

[ ] Heavy Combat Laser Development (Tech)
A heavy direct fire beam laser, this is currently more of a curiosity than anything else, especially with the performance of the Initiative's current railgun arsenal. However, the Talons are very interested in experimenting further with laser technologies, and this may well lead to advances in other fields.
(Progress 0/40: 20 resources per die)

[ ] Modular Rapid Assembly System Prototypes (Tech)
With the Initiative going on a large-scale offensive, more of its supporting assets need to be moved to smaller units, to give them greater freedom of movement and increased striking power. Shrinking down the system used by various Initiative buildings even more than they already are should allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)

[ ] Buckler Shield Development (Tech)
A much stronger shield, designed to cover some small portion of the overall hull. While it will likely require substantial redesigns to field, it is also going to provide significant protection for weak points, or allow GDI to reduce total armoring.
(Progress 0/100: 20 resources per die)

[ ] Unmanned Support Ground Vehicle Development (Tech) (New)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Antiaircraft Vehicle are a strong starting point for the development of support vehicles. Instead of needing to man every vehicle on the ground, automated support vehicles can be used to either mount optional weapons loads, or be sent into dangerous positions rather than risking manned vehicles.
(Progress 0/80: 20 resources per die)

[ ] Sparkle Shield Module (Tech) (New)
An upgrade to the shimmer shields, and a significant revision to the system overall, the shield module should be capable of producing much larger and more complicated shield shapes, while also strengthening the defensive properties of the shield system.
(Progress 0/120: 30 resources per die)

Bureaucracy (4 dice)

[ ] Administrative Assistance
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
While Seo's parliamentary support is currently stable, 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
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
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)


** 4 Hour Moratorium on Voting **


Infrastructure 6 dice +34
-[] Blue Zone Arcologies (Stage 4) 1/650 6 dice 90R 4%, 7 dice 105R 29%, 8 dice 120R 70%, 9 dice 135R 93%
-[] Blue Zone Arcologies (Stage 4+5) 1/1300 13 dice 195R 4%, 14 dice 210R 18%, 15 dice 225R 44%, 16 dice 240R 72%, 17 dice 255R 90%
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 33%, 5 dice 100R 81%, 6 dice 120R 98%
-[] Blue Zone Apartment Complexes (Phase 3) (Updated) 72/160 1 die 10R 62%, 2 dice 20R 99%
-[] Blue Zone Apartment Complexes (Phase 3+4) (Updated) 72/320 2 dice 20R 7%, 3 dice 30R 65%, 4 dice 40R 97%
-[] Blue Zone Apartment Complexes (Phase 3+4+5) (Updated) 72/480 4 dice 40R 18%, 5 dice 50R 67%, 6 dice 60R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 37%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 11%, 7 dice 105R 48%, 8 dice 120R 83%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 3%, 10 dice 150R 21%, 11 dice 165R 54%, 12 dice 180R 82%, 13 dice 195R 96%
-[] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%, 2 dice 60R 97%
-[] Suborbital Shuttle Service (Phase 1+2) 92/450 3 dice 80R+ 4%, 4 dice 105R+ 47%, 5 dice 130R+ 89%, 6 dice 155R+ 99%
-[] Suborbital Shuttle Service (Phase 1+2+3) 92/650 5 dice 130R+ 3%, 6 dice 155R+ 31%, 7 dice 180R+ 74%, 8 dice 205R+ 95%

-[] Chicago Planned City (Phase 4) 3/550 5 HI dice 100R 2%, 6 HI dice 120R 23%, 7 HI dice 140R 63%, 8 HI dice 160R 90%
--Alt: 1 HI 4 Infra dice 100R 4%, 1 HI 5 Infra dice 120R 34%, 1 HI 6 Infra dice 140R 76%, 1 HI 7 Infra dice 160R 96%
--Note: Infra/HI dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 50%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 8%, 5 Tib dice 100R 55%, 6 Tib dice 120R 91%, 7 Tib dice 140R 99%
--Alt: 6 Infra 1 Tib die 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 4%, 10 Tib dice 200R 24%, 11 Tib dice 220R 60%, 12 Tib dice 240R 87%, 13 Tib dice 260R 97%
--Alt: 6 Infra 3 Tib dice 180R 2%, 6 Infra 4 Tib dice 200R 15%, 6 Infra 5 Tib dice 220R 50%, 6 Infra 6 Tib dice 240R 80%, 6 Infra 7 Tib dice 260R 95%, 6 Infra 8 Tib dice 280R 99%
--Note: Infra/Tib dice makes this complicated.

-[] Tokyo Harbor Reconstruction 0/300 +60/turn 2 dice 30R 10%, 3 dice 45R 71%, 4 dice 60R 98%
--Alt 1: Q2 2061 0/240 +60/turn 2 dice 30R 54%, 3 dice 45R 96%
--Alt 2: Q3 2061 0/180 +60/turn 1 die 15R 30%, 2 dice 60R 94%
--Alt 3: Q4 2061 0/120 +60/turn 1 die 15R 90%
--Alt 4: Q1 2062 0/60 +60/turn 0 dice auto
-[] Emergency Caloric Reclamation Processor Installations (Phase 1) (New) 0/80 1 die 10R 70%, 2 dice 20R 100%
-[] Emergency Caloric Reclamation Processor Installations (Phase 1+2) (New) 0/160 2 dice 20R 72%, 3 dice 30R 99%
-[] Bureau of Arcologies 1 Infra die -15R auto
Heavy Industry 5 dice +29
-[] Advanced Alloys Development 1 die 15R 30%, 2 dice 30R 94%
-[] Continuous Cycle Fusion Plants (Phase 8) (Updated) 67/300 2 dice 40R 9%, 3 dice 60R 65%, 4 dice 80R 96%
-[] Continuous Cycle Fusion Plants (Phase 8+9) (Updated) 67/600 5 dice 100R 3%, 6 dice 120R 29%, 7 dice 140R 69%, 8 dice 160R 93%
-[] Improved Continuous Cycle Fusion Development (New) 0/120 1 die 20R 30%, 3 dice 40R 94%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 11 dice 220R 4%, 12 dice 240R 19%, 13 dice 260R 47%, 14 dice 280R 74% 15 dice 300R 91%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Crystal Beam Industrial Laser Deployment (New) 0/600 6 dice 120R 7%, 7 dice 140R 36%, 8 dice 160R 73%, 9 dice 180R 93%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%, 2 dice 40R 94%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%, 3 dice 150R 64%, 4 dice 200R 96%
-[] Personal Electric Vehicle Plants (New) 0/300 3 dice 30R 19%, 4 dice 40R 71%, 5 dice 50R 96%
-[] Microfusion Cell Development (New) 0/60 1 die 20R 90%
-[] Division of Alternative Energy 1 HI die -10R auto
Light and Chemical Industry 5 dice +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
--Alt: 1 AA die 15R 92%
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 6%, 15 dice 300R 19%, 16 dice 320R 42%, 17 dice 340R 67%, 18 dice 360R 85%, 19 dice 380R 94%
-[] Bergen Superconductor Foundry (Phase 3) (Updated) 0/380 4 dice 120R 13%, 5 dice 150R 55%, 6 dice 180R 87%, 7 dice 210R 98%
-[] Bergen Superconductor Foundry (Phase 3+4) (Updated) 0/1140 13 dice 390R 7%, 14 dice 420R 23%, 15 dice 450R 48%, 16 dice 480R 72%, 17 dice 510R 88%, 18 dice 540R 96%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%, 4 dice 40R 73%, 5 dice 50R 96%
-[] Civilian Ultralight Factories (New) 0/190 2 dice 30R 28%, 3 dice 45R 83%, 4 dice 60R 99%
-[] Civilian Support Expansion (New) 0/250 3 dice 30R 42%, 4 dice 40R 86%, 5 dice 50R 99%
-[] Carbon Nanotube Foundry Expansions (New) 0/300 3 dice 60R 12%, 4 dice 80R 59%, 5 dice 100R 91%
-[] Artificial Wood Development (New) 0/60 1 die 10R 85%, 2 dice 20R 100%
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 63%, 3 dice 45R 96%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 7%, 5 dice 75R 43%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%, 2 dice 20R 100%
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%, 3 dice 30R 74%, 4 dice 40R 97%
-[] Blue Zone Aquaponics Bays (Phase 4+5+6) 75/420 4 dice 40R 30%, 5 dice 50R 74%, 6 dice 60R 95%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Ranching Domes 0/250 3 dice 60R 42%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%, 3 dice 45R 91%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 4 dice 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 8%, 5 dice 50R 46%, 6 dice 60R 83%, 7 dice 70R 97%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Freeze Dried Food Plants 151/200 1 die 20R 91%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%, 4 dice 40R 67%, 5 dice 50R 94%
-[] Strategic Food Stockpile Construction (Phase 2+3+4) 38/525 5 dice 50R 6%, 6 dice 60R 37%, 7 dice 70R 74%, 8 dice 80R 94%
-[] Extra Large Food Stockpiles 1 die auto
-[] Caloric Reclamation Processor (Phase 1) (New) 0/80 1 die 10R 60%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) (New) 0/160 2 dice 20R 54%, 3 dice 30R 94%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) -/350 3 dice 60R 10%, 4 dice 80R 65%, 5 dice 100R 96%
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 1 die 15R 33%, 2 dice 30R 96%
-[-] Intensification of Green Zone Harvesting (Stage 7+8+9) 78/300 2 dice 30R 26%, 3 dice 45R 89%, 4 dice 60R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) (Updated) 29/150 1 die 25R 34%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Stage 12+13) (Updated) 29/260 2 dice 50R 3%, 3 dice 75R 60%, 4 dice 100R 96%
-[] Red Zone Border Offensives (Stage 1) (Updated) 0/250 2 dice 50R 10%, 3 dice 75R 74%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 1+2) (Updated) 0/500 5 dice 125R 29%, 6 dice 150R 77%, 7 dice 175R 97%
-[] Red Zone Border Offensives (Stage 1+2+3) (Updated) 0/750 7 dice 175R 8%, 8 dice 200R 41%, 9 dice 225R 79%, 10 dice 250R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4) (Updated) 0/1000 9 dice 225R 2%, 10 dice 250R 17%, 11 dice 275R 50%, 12 dice 300R 81%, 13 dice 325R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4+5) (Updated) 0/1250 12 dice 300R 5%, 13 dice 325R 25%, 14 dice 350R 57%, 15 dice 375R 83%, 16 dice 400R 96%
-[] Red Zone Containment Lines (Stage 6) (Updated) 54/225 2 dice 50R 71%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) (Updated) 54/450 4 dice 100R 35%, 5 dice 125R 85%, 6 dice 150R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) (Updated) 54/675 6 dice 150R 17%, 7 dice 175R 60%, 8 dice 200R 91%
-[-] Tiberium Glacier Mining (Stage 13) (Updated) 38/205 2 dice 60R 74%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) (Updated) 38/410 3 dice 90R 4%, 4 dice 120R 51%, 5 dice 150R 92%

-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 55%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%, 2 dice 60R 97%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2?) 41/280? 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 72%, 3 dice 60R 15PS 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
-[] Harvesting Tendril Deployment (Phase 1) 0/600 5 dice 150R 2%, 6 dice 180R 26%, 7 dice 210R 71%, 8 dice 240R 95%
-[] Harvesting Tendril Deployment (Phase 1+2) 0/1350 13 dice 390R 5%, 14 dice 420R 23%, 15 dice 450R 53%, 16 dice 480R 80%, 17 dice 510R 94%
-[] Improved Hewlett Gardener Process Development (New) 0/160 2 dice 40R 85%, 3 dice 60R 99%
-[] Tiberium Harvesting Claws Development (New) 0/80 1 die 15R 80%, 2 dice 30R 100%
Orbital Industry 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40 R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 6%, 3 dice 60R 61%, 4 dice 80R 95%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 86%, 9 dice 180R 98%
-[] GDSS Enterprise (Phase 5) 102/1535 15 dice 300R 4%, 16 dice 320R 16%, 17 dice 340R 39%, 18 dice 360R 66%, 19 dice 380R 85%, 20 dice 400R 95%
--GDSS Enterprise Bays (1 available)--
-[] Military Bay 0/450 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Advanced Materials Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Satellite Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Station Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Gravitic Shipyard 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Fusion Shipyard 0/500 5 dice 100R 6%, 6 dice 120R 36%, 7 dice 140R 74%, 8 dice 160R 94%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
--Alt: 1 AA die 63%, 1 AA die 1 Orb die 99%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
--Alt: 1 AA die 1 Orb die 54%, 1 AA die 2 Orb dice 95%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Leopard II Factory 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%

-[] Outer System Survey Probes 0/190 2 dice 30R 31%, 3 dice 45R 86%, 4 dice 60R 99%

-[] Lunar Rare Metals Harvesting (Phase 1) 45/140 1 die 20R 47%, 2 die 40R 96%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12%, 3 dice 60R 68%, 4 dice 80R 96%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
--Alt: 1 AA die 20R 82%, 2 AA dice 40R 98%
-[] Lunar Regolith Harvesting (Phase 2+3) 276/610 3 dice 60R 4%, 4 dice 80R 42%, 5 dice 100R 83%, 6 dice 120R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/365 3 dice 60R 3%, 4 dice 80R 38%, 5 dice 120R 81%, 6 dice 120R 97%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/720 7 dice 140R 3%, 8 dice 160R 21%, 9 dice 180R 54%, 10 dice 200R 82%, 11 dice 220R 95%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +27
-[] Professional Sports Programs 0/250 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 90%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 28%, 2 dice 50R 92%
-[] Hallucinogen Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%, 2 dice 200R 91%
-[] NOD Research Initiatives (New) 0/200 2 dice 60R 32%, 3 dice 90R 89%, 4 dice 120R 99%
-[] Scrin Research Institutions (New) 0/400 4 dice 120R 18%, 5 dice 150R 66%, 6 dice 180R 94%
Military 8 dice +26
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R 11%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Military Particle Beam Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%, 4 dice 20R 32%, 5 dice 25R 77%, 6 dice 30R 96%
-[] Strategic Area Defense Networks (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 63%, 9 dice 180R 88%, 10 dice 200R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 2%, 11 dice 220R 11%, 12 dice 240R 34%, 13 dice 260R 63%, 14 dice 280R 85%, 15 dice 300R 95%

MARVs
-[] Reclamator Hubs 0/335 3 dice 60R 4%, 4 dice 80R 41%, 5 dice 100R 83%, 6 dice 120R 98%
--Alt: 2 Mil 1 Tib dice 60R 6%, 2 Mil 2 Tib dice 80R 58%, 2 Mil 3 Tib dice 94%
--Alt B: 1 Mil 1 AA 2 Tib dice 80R 41%, 1 Mil 1 AA 3 Tib dice 100R 88%, 1 Mil 1 AA 4 Tib dice 120R 99%
--Alt C: 2 AA 2 Tib dice 80R 25%, 2 AA 3 Tib dice 100R 78%, 2 AA 4 Tib dice 120R 98%
-[] Reclamator Hubs x2 0/670 7 dice 140R 6%, 8 dice 160R 30%, 9 dice 180R 65%, 10 dice 200R 89%, 11 dice 220R 98%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 24%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 92%
-[] Reclaimator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 16%, 4 dice 80R 57%, 5 dice 100R 94%
-[] Reclaimator Hub BZ-2 (Richmond) 58/335 3 dice 60R 27%, 4 dice 80R 77%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib die 60R 36%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%

--Note: Red Zone Reclamator Hubs have been (Updated) with +1 Energy each.

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%,
-[] Zone Defender Revision 0/40 1 die 15R 100%
-[] Zone Lancer Development 0/40 1 die 15R 100%

Air Force
-[] Orca Wingmen Drones (Phase 1) (Updated) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Orca Wingmen Drones (Phase 1+2) (Updated) 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Hammerhead Wingmen Drones (Phase 1) (Updated) 0200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] Hammerhead Wingmen Drones (Phase 1+2) (Updated) 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Apollo Fighter Factories 0/80 1 die 15R 62%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 die 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 91%
-[] Skywatch Telescope System 64/95 1 die 10R 100%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 39%, 4 dice 80R 87%, 5 dice 100R 99%
-[] Bogatyr Research Projects (New) 0/120 1 die 30R 27%, 2 dice 60R 91%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Guardian Mark 2 Development (New) 0/40 1 die 10R 100%
-[] Armadillo HAPC Development (New) 0/40 1 die 10R 100%
-[] Mammoth Block Four Development (New) 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development (New) 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/190 2 dice 40R 31%, 3 dice 60R 86%, 4 dice 80R 99%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%

Navy
-[] Infernium Laser Refits 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%, 2 dice 40R 100%
-[] Governor A Development (New) 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Shipyard (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%

Steel Talons
-[] Mastodon Heavy Assault Walker Deployment (New) 2 dice 20R 9%, 3 dice 30R 65%, 4 dice 40R 95%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%, 2 dice 60R 99%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 27%, 2 dice 40R 93%
-[] Buckler Shield Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Unmanned Support Ground Vehicle Development (New) 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] Sparkle Shield Module (New) 0/120 1 die 30R 27%, 2 dice 60R 91%
Bureaucracy 4 dice +19
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 85%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 31%, 4 dice 77%, 5 dice 96%
--Alt: 4 dice 1 Erewhon die 93%
--Alt 2: DC 200 2 dice 15%, 3 dice 68%, 4 dice 95%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 27%, 3 dice 80%, 4 dice 98%
Last Security Review
Heavy Ind 1 turn ago 2060 Q4
Orbital 1 turn ago 2060 Q4
Bureaucracy 1 turn ago 2060 Q4
Services 4 turns ago 2060 Q1
Infrastructure 5 turns ago 2059 Q4
Tiberium 5 turn ago 2059 Q4
Military 8 turns ago 2059 Q1
Agriculture 9 turns ago 2058 Q4
Light/Chem 10 turns ago 2058 Q3
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note4: The most recent version of the Array is most often the Informational threadmarked version.
 
So, lots of new tech to research.

And a possible +energy thing that doesn't involve Fusion plants!
The plan here is to only take up 8-9 of our Energy surplus, get CBIL deployment almost done, so we are set to get at least +10 energy next turn, while also working on critical things, and a few other things I really want to do like the Bogatyr research. Because pirates.
Edit:
Sadly, is far overbudget.

[] Plan Ease off the Gas, Low energy
Infrastructure 6 dice +34 6 dice 90R
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/320 4 dice 40R 97%
-[] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%
Heavy Industry 5 dice + 3 Free dice 220R
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%
-[] Improved Continuous Cycle Fusion Development (New) 1 dice 20R 30%
-[] Crystal Beam Industrial Laser Deployment (New) 5 dice 100R .08%
Light and Chemical Industry 5 dice +24 5 dice 55R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 4 dice 40R 73%
Agriculture 4 dice + 3 free dice 80R
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 3 dice 30R 74% (30% Phase 6)
-[] Freeze Dried Food Plants 151/200 1 die 20R 91%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%
Tiberium 7 dice + 1 Free Die +39 240R
-[] Harvesting Tendril Deployment (Phase 1) 0/600 8 dice 240R 95%
Orbital Industry 6 dice +26 6 dice 120R
-[] GDSS Enterprise (Phase 5) 102/1535 2 dice 40R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 3 dice 60R 68%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
Services 5 dice +27 5 dice 205R
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
-[] Scrin Research Institutions 0/400 3 die 90R .04%
Military 8 dice +26 8 dice 120R
-[] Skywatch Telescope System 64/95 1 die 10R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Bogatyr Research Projects 0/120 1 die 30R 27%
-[] Escort Carrier Shipyards (Dublin) 0/240 2 dice 40R 4%
-[] Escort Carrier Shipyards (Nagoya) 171/240 1 die 20R 73%
-[] Mastodon Heavy Assault Walker Deployment 0/225 20R 2 dice 20R 9.5%
Bureaucracy 4 dice +19 4 dice + Erewhon
-[] Conduct Economic Census DC 100/150/200/250, DC 250 4+1 dice 92.5%

1010/1020R
 
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Oh hi new actions such as :
[ ] Improved Continuous Cycle Fusion Development (New)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)


all my want for this because better power is a must


[ ] Crystal Beam Industrial Laser Deployment (New)
Producing enough of the Crystal beam lasers in enough varieties, from the microscale laser etching systems, to massive steel cutting lasers, is going to require hundreds of plants. Between the overall fragility and ease of production it is far more efficient to build a relatively small and specialized plant for each major industrial area than to try to feed everyone from a single major site. While this does pose some significant security concerns due to the potential for product loss, CBLs are not of particular interest to the Brotherhood of Nod.
(Progress 0/600: 20 resources per die) (+6 Capital Goods, +10 Energy)

Energy!



I get 1,130 spent when I add your category totals together
 
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[] Plan Snappier Title
-[] INFRASTRUCTURE 6/6 90R
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4+5) 72/320 4 dice 40R 97% Ph.4, 18% Ph.5
-[] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%

-[] HEAVY INDUSTRY 5/5 + 2 170R
-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 3 dice 60R 65%
-[] Isolinear Chip Foundry Anadyr 85/320 1 die 50R
-[] Crystal Beam Industrial Laser Deployment 0/600 3 dice 60R

-[] LIGHT & CHEMICAL INDUSTRY 4/5 (1 die allocated to Sec Review) 45R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%

-[] AGRICULTURE 4/4 + 3 90R
-[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die + Erewhon 20R 100%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 5 dice 50R 94%

-[] TIBERIUM 7/7 180R
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 10R 100%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[] Harvesting Tendril Deployment (Phase 1) 0/600 5 dice 150R 2%

-[] ORBITAL 6/6 120R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/265? 2 dice 40R 22%
-[] Lunar Regolith Harvesting (Phase 2) 276/310? 1 die 20R 100%
-[] GDSS Enterprise (Phase 5) 102/1535 3 dice 60R

-[] SERVICES 185R 5/5
-[] Professional Sports Programs 0/250 1 die 10R
-[] Hallucinogen Development 0/60 1 die 15R 83%
-[] NOD Research Initiatives 0/160 2 dice 60R 60%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 19%

-[] MILITARY 8/8 135R
-[] Skywatch Telescope System 64/95 1 die 15R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 1 die 20R

-[] BUREAUCRACY 4/4 + 1
-[] Conduct Economic Census DC 100/150/200/250, DC 250 4 dice + Erewhon 98%
-[] Security Reviews (Light & Chemical Industry) 1 die 90%

FREE 7/7
EREWHON 1/1
RESOURCES 1015 / 1020
 
1020 Income
1020 Used, 0 Open

[ ] Plan Carriers, Goals and Food Reserves
Infra 6/6 110R +34
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4) (Updated) 72/320 3 dice 30R 65%
-[] Suborbital Shuttle Service (Phase 1) 92/200 2 dice 60R 97%
HI 5/5 +1 free 180R +29
-[] Continuous Cycle Fusion Plants (Phase 8) (Updated) 67/300 2 dice 40R 9%
-[] Crystal Beam Industrial Laser Deployment (New) 0/600 2 dice 40R 0%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%
LCI 5/5 55R +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%
-[] Artificial Wood Development (New) 0/60 1 die 10R 85%
Agri 4/4+1 free 60R +24
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%
-[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 2 dice 20R 89%
Tiberium 7/7+2 free 255R +39
-[] Harvesting Tendril Deployment (Phase 1) 0/600 8 dice 240R 95%
-[] Tiberium Harvesting Claws Development (New) 0/80 1 die 15R 80%
Orbital 6/6 120R +26
-[] GDSS Enterprise (Phase 5) 102/1535 3 dice 60R 0%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/305 2 dice, 40R (96% chance of Phase 1, 12% chance of Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 276/320 1 die 20R 98% chance
Services 2/5 45R +27
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] NOD Research Initiatives (New) 0/200 1 die 30R 0%
Military 8/8+3 free 195R +26
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[] Skywatch Telescope System 64/95 1 die 15R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[] Escort Carrier Shipyards (Nagoya) 171/240 1 die 20R 73%
Bureau 4/4 +24
-[] Conduct Economic Census 4 dice 1 Erewhon die 93%
Free 7/7
1 Agri, 1 HI 3 Mil, 2 Tiberium


Current thoughts- trying to rush the better power dev option as well as get started on lasers which is going to be a 3 turn project most likely. Lasers will get us a lot of energy back. Dropped mil spending a bit to up free dice in HI and Tib (Harvesting claws will be a nice addition)

Infra- 1 die on YZ fortress to try and finish it and secure the final gains we made during the regnency war as well as giving us a better defensive line for the skirmish phase things are shifting to. Apartments because we need housing and it is a plan goal and finally 2 dice on suborbital shuttle to get some better supply lines to the Himalayas to help move material in to keep it running against the siege. Be it mil forces, food, ammo or whatever else they need.

HI- Holding off on fusion dev since it sounds like doing other techs will improve what we get out of it- 2 dice on a new fusion phase because we need one last one to give us a buffer with all the energy projects required by plan goals until we get new fusion online as well as the power we get from tbi. Putting some dice into crystal beam as that is a plan goal that will take time to get down but also gives a good amount of energy as well. Finally min chance to finish Anadyr since it is expensive, a plan goal so we want to get it moving and if we do finish on 2 dice it gives us more flex moving forward.

LCI-
Food and cheap projects to use R elsewhere. Since civillian drone is not a must finish this turn project might as well see if we can get it at 3 dice while also grabbing a 10R research project.

Agri-
Food production and Food reserve which is what I expect to roll out here through Q3 adjusting free dice based on how we roll this turn.

Tiberium-
Harvesting Tendril phase 1 gives a bunch of income which we need to close out the plan with portal and the tech gachas in service, also this way we can get phase 2 out this plan without having to pound it hard. Harvesting claw is to get more income tech ready to deploy before we start next plan to make recovery quicker, combined with phase 2 of tendrils we should be in good shape to recovery income quickly next plan.

Orbital- Max efficiency for getting the plan goals done, also nets some income.

Services- Cuts here to fund projects elsewhere (Anadyr is 50R per die and tendrils is 30R per die) but we should be at full 5/5 Q2 thanks to tendrils and lunar mines. Starting the NOD gacha since we can drop a die or two next turn to have a chance to finish.

Mil- OSRCT is both a plan goal as well as a quick reaction force for use anywhere on the globe so expanding that when we go into the skirmish phase or to drop into Himalayas as needed seems like a good idea at expanding our mil capability right now. Along with that getting the plan goal railgun munitions done should help a bit in a more immediate manner. Unlocking the phased GD-3 project as well so we can start rolling it out to frontline units (probably biasing towards Himalays units) as a likely cheaper mil project to go with an expensive services (full portal and scrin/nod gachas) section next turn and something that helps in close quarters. Also should not be as cap good and energy hungry as zone armor so we can try to push out one phase of GD-3 this plan and then likely use it for cheap spending to start next plan. Pushing forward two carrier yards since those are plan goals and we are trying to lower mil spending to catch up on progress elsewhere. We also need escort carriers so that the fleet carriers can be deployed to support Karachi so the sooner we get the yards finished the sooner we can push the Karachi button, having the flex to hit it earlier will be nice in case things turn bad in the Himalays for us.

Bureau- Census to figure out our issues. Next turn I would probably go for 1 or 2 security reviews

Plan Goals
Looking to Finish:
Income: 20 Points more than enough
Railgun Munitions Development- 1 dice at 100%
Complete at least two more phases of Blue Zone Apartment Complexes- one will finish chance of the second (65%)

Making Progress:
Complete at least three phases of Space Mines- 1 at 98%, 2nd at 96%, 3rd at 12%
Consumer Goods: 12 Points 4 at 100% and 4 at 73%, Chicago will provide 8 and is tentative Q3 (see processing)
Food: 18 points in reserve +8 into reserves, 28% for another +2
Complete OSRCT Phase 4- 4 dice 81% to finish Phase 3
Complete GDSS Enterprise- 3 dice to start last phase
Complete All remaining Escort Carrier Shipyards- 1 at 73% 1 at 54%
Complete Isolinear Chip Foundry Anadyr- 2 die at 8%
Deploy Crystal Beam Industrial Laser- start now likely finish Q3

Future Turns:
Processing: 280 points - tentative Q3 Chicago
Complete at least one more phase of URLS production - tentative Q2
Complete Karachi Planned City by end of Q4 2065 - next plan
ASAT Phase 4- tentative start Q2
Deploy Mastodon- tentative Q2


Edit- put fusion plants back in for one last phase of the old plants to make sure we have a buffer as we do tech dev and get power from tib Q2-Q4
 
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Still tweaking my draft plan to account for the new options, but I'm going to be controversial and say we don't actually need to rush the improved fusion power research. We need to complete the current round of fusion plants ASAP, but after that we can pretty much manage the rest of the FYP on the power coming from the mandatory lasers project. Especially since Red Zone operations generate power now that we've got ion storm collectors. We may need one last phase 9 of first gen fusion plants depending on circumstance, but right now our HI dice need to be going into our Plan targets instead of shinies. Hopefully we can fit second gen fusion research in the back half of the year, but I don't want to start until we're sure we're going to hit our targets, so Q1-Q3 need to focus on Anadyr and laser rollout.
 
Oh hi new actions such as :
[ ] Improved Continuous Cycle Fusion Development (New)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)


all my want for this because better power is a must
It's heavily implied that Improved Continuous Cycle Fusion needs at least Bergen 3 to get real benefits from our superconductors, and other techs we can research (microfusion, Sparkle Shields) might also improve it. Doing this research too early will slow down it's effectiveness and lock in a lot of current methods for just a tiny improvement.

You're absolutely right about the lasers though.

I'll start my own suggestions off with a pretty pure memeplan: doing it all for the research and tentacles. Though it doesn't quite live up to it's name, I don't research wood or many other technologies!
[] Plan: All The Research!

Infrastructure 6/6 90R
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/320 4 dice 40R 97% (18% phase 5)
-[] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%
Heavy Industry 5 dice+1 free dice/5 90R
-[] Isolinear Chip Foundry Anadyr 85/320 1 dice 50R 0%
-[] Personal Electric Vehicle Plants (New) (New) 4 dice 40R 71%
Light & Chemical Industry 5/5 55R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 4 dice 40R 73%
Agriculture 4+3 free dice/4 80R
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%
-[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 4 dice 40R 67%
Tiberium 7 free dice+Erewhon/7 225R
-[] Harvesting Tendril Deployment (Phase 1) 7 dice 210R 71%
-[] Tiberium Harvesting Claws Development (New) 0/80 1 Erewhon die 15R 36%
Orbital 6/6 120R
-[] GDSS Enterprise (Phase 5) 102/1535 3 dice 60R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
Services 5+4free dice/5 265R
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] NOD Research Initiatives (New) 0/200 3 dice 90R 89%,
-[] Scrin Research Institutions (New) 0/400 5 dice 150R 66%
Military 8/8 90R
-[] Skywatch Telescope System: 64/95 1 dice, 10R 100%
-[] Railgun Munitions Development 38/60 1 Die 10R 100%
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
-[] Mastodon Heavy Assault Walker Deployment 0/225 2 dice 20R 9%
Bureaucracy 4/4
-[] Conduct Civil Satisfaction Surveys DC 180, 4 dice 98%

7/7 free dice
1/1 Erewhon dice
1015/1020 R.
 
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