I'd say the obvious solution is just to make it cost a Bureaucracy die and -25 Progress to the target megaproject every time you do something like that.
Doing it once in a while is routine operations. Annoying but sometimes necessary. Doing it often becomes its own punishment and is almost never worth the trouble.
There's already a pretty significant draw on our Bureaucracy dice. Additionally, I'd suggest that the penalty scales with the change per turn. Gradually ramping a project up and down by a single committed dice per turn isn't a huge deal, but repeatedly swinging a project between three and six committed dice, for example, introduces enough chaos into the production and logistics schedules that it's barely better than simply staying at three dice. The exception being natural stopping points such as just having completed a project phase, or being about to massively overkill one, in which case the penalties wouldn't apply.
Maybe something like:
n = existing number of committed dice
d = number of committed dice added or removed per turn
x = d-1 / n
y = penalty / d
And then set up some kind of linear scaling for y depending on x.
And if you do this on all projects, you're effectively abolishing the entire concept of "rolling dice for project completion" on any level anywhere in the game. Which is fine, but then we could just do that and rename dice to "points" or something and roll no more d100s or d50s or anything like that. Just have every "point" allocated increase a project's Progress by a flat 50+bonuses and 'simplify' matters...
Where did you get the flat progress per turn from? I don't recall a single mention of that. Since we'd be quite explicitly still allocating dice, I'd assume that those dice would still be rolled.
@Ithillid, while we're on the subject of system changes, would it be possible to make a few changes to the four-year plan system to make it more flexible, such as replacing the total axing of our budget every four years with smaller annual drawdowns, or introducing plan goals such as "complete x worth of High Priority military projects"?
Also, did you see my idea for refining the Ion Storm Collectors into anti-energy armor, as a supplement or replacement for Ablat?
Would 'locking in' a number dice allow @Ithillid to effectively pre roll them? That is to say, roll multiple turns worth of dice because those dice are locked in, and even if dice were added in or removed he wouldn't need to change the numbers.
An example I am thinking of, say we have a 2000 point megaproject. I could roll as many dice I need in order to get to 2000 and mark those down somewhere, and regardless of if we lock in 3 or 5 or however many it wouldn't really matter. And since I imagine that we would only really change how many dice we lock in towards the end or beginning of a plan or if something really big happens like a very important NAT 1 or 100 that seriously changes how we think about the plan that should allow the QM to write that plan's blurbs about said mega-project in advance (or at least, write a rough draft of that turns blurb in advance because a tech or gacha roll might mess with it). Or at least be able to write more than 1 quarters worth of project text at time since he would know in advance how many dice would be rolled.
If that is the case, and if both us the Questors and the QM can readily communicate ahead that "Unless something super crazy happens we will keep X dice in that mega-project for a Y amount of Quarters" it would let Ithillid prepare ahead of time parts of future updates. Basically spend some time now to save a bunch of time later. Of course, if this is something that happens I am sure that it would make the first and last few Quarters in the plan take longer than rest but it should save time in the middle of the plan.
OOC, I was honoring both 1776, one of my favorite historical-musical pieces, and John Adams. Hence me being coy about whether Kane was quoting Adams or Stone (the guy who made the musical).
Dice Capacity: With any bureaucratic system, there are limits to how effectively big it can be, and how much it can effectively manage at any given time. Right now, you are closing in on hitting that point. When you get above 60 dice (For Seo specifically here, it is something where other department heads might well not be as good at bureaucracy and therefore not as good at managing the systems) you will start getting increasing penalties as things shift. So, at 61 dice you have a -1 penalty for all dice. At 62 you have -2. At 63, you have -4, and so on and so forth.
Q2 2061
Resources: 1130 + 0 in reserve (-15 allocated to the Forgotten) (-35 allocated to grants)(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)
Tiberium Spread
22.22 Blue Zone
0.01 Cyan Zone
1.69 Green Zone
22.46 Yellow Zone (98 points of mitigation)
53.62 Red Zone (70 points of mitigation)
Current Economic Issues:
Housing: +44 (23 population in low quality housing) (-10 per turn from refugees)
Energy: +5 (+4 in reserve)
Logistics: +24 (-6 from raiding) (-5 from military activity)
Food: +26 (+12 in reserve)
Health: +10 (-7 from Wartime Demand) (-10 from Refugees)
Capital Goods: +12 (+114 in reserve)
STUs: +11
Consumer Goods: +40 (-18 from demand spike) (+3 from Private Industry) (-4 from increased population)
Labor: +46 (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium Processing Capacity (2015/2470)
Taxation Per Turn: +30
Space Mining Per Turn: +95
Green Zone Water: +6
Plan Goals
Consumer Goods: 6 Points
Food: 16 points in reserve
Processing: 280 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase 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 6) (Updated)
Further construction of apartment complexes will expand the new urban cores being spread around the blue zones. However, they are going to be putting increasingly large pressures on GDI's logistics network, as everything they need is going to have to be shipped in. Further work on industrial and economic development should, however, reduce their impact.
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-3 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, while new city centers are the largest growing strain.
(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 156/200: 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 0/240: 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)
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 (Updated)
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, +1 Consumer Goods per turn) (-50 progress needed on Arcologies)
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)
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 243/300: 20 resources per Die) (+16 Energy) (-1 Labor)
[ ] Improved Continuous Cycle Fusion Development (Tech)
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
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 51/600: 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 258/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)
[ ] Personal Electric Vehicle Plants
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)
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)
[ ] Distributed Heavy Industrial Authority (New)
While the Initiative's recent massive heavy industrial production plants offer significant efficiency in terms of resources invested, they also take a long time to construct and are a significant strategic vulnerability. While a more dispersed manufacturing base will be more expensive to set up, it will also be significantly harder to knock out significant sections of key industries.
(+2 Capital Goods per turn, -30 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)
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
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)
[ ] Carbon Nanotube Foundry Expansions
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)
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)
[ ] Department of Consumer Industrial Development (New)
While long term production of consumer goods is not entirely the Treasury's department, it is important to provide a meaningful public option, and with less shock effort than other approaches.
(+2 Consumer Goods per turn, -15 resources per turn, -1 Light and Chemical Industry die)
[ ] Department of Distributed Manufactures (New)
Development of light industrial workshops across the Initiative is a critical component of long term industrial development. Instead of focusing on highly complex, and often experimental manufacturing processes, these will use older, tried and tested methods to produce significant goods that need less transport, and employ larger numbers of people.
(+1 Capital Goods per turn, -20 resources per turn, -1 Light and Chemical Industry die)
Agriculture (4 dice)
[ ] Agriculture Mechanization Projects (Phase 2) (Updated)
Expanding the robotization of agriculture to rapidly improve the total food supply will require vast numbers of units, produced in dozens of robot foundries around the world, but mostly supplied by Nuuk, and the myomer macrospinners, their efficiencies creating cascade effects.
(Progress 26/250: 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 181/200: 20 resources per die) (+6 Food, increases efficiency of stockpile actions, -1 Energy) (Will Complete Q2 2061)
[ ] Strategic Food Stockpile Construction (Phase 3) (Updated)
A third wave will expand existing stockpiles, and add a number of localized caches, many positioned to speed evacuations away from potential battlefields.
(Progress 85/175: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -4 Food)
(Progress 0/200: 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)
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)
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)
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)
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)
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)
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 2) (Updated)
Moving the tendril equipped harvesters from being the exception to being the norm will require refitting large numbers of factories to produce new model harvesters, and significant investment in overall logistics and production. While it will not completely replace older models, they will become the mainstay of any new production, with significant impacts to the overall system.
(Progress 74/750: 30 resources per die) (+100 Resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations)
[ ] Improved Hewlett Gardener Process Development (Tech)
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 Claw Deployment (New)
While not as critical as the new tendril harvesters, harvesting claws have potential to improve the efficiency of the vein mines, and reduce overall equipment damage.
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)
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 348/1535: 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 SCEDQuest, 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 2)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently there are better sources of such materials available, these will become increasingly competitive as orbital and lunar infrastructure improves, as they will not have to be lifted out of Earth's gravity well.
(Progress 11/115: 20 resources per die) (+5 Resources per turn)
[ ] Lunar Regolith Harvesting (Phase 3)
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 57/295 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 25/350: 20 resources per die) (+20 Resources per turn)
(Progress 0/340: 20 resources per die) (+2 Heavy Metals)
(Progress 0/330: 20 resources per die) (+2 Heavy Metals)
(Progress 0/320: 20 resources per die) (+2 Heavy Metals)
(Progress 0/310: 20 resources per die) (+2 Heavy Metals)
(Progress 0/300: 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 102/250: 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
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)
[ ] Regional Hospital Expansions (Phase 1) (New)
With the Initiative expanding into new urban zones, and the existing hospitals being already at the limits of their effective expansion, a series of new model hospitals, built with medical assistants and neurally interfaced operations in mind will substantially increase GDI's ability to treat patients, and improve overall health outcomes.
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
[ ] Ocular Implant Development (New) (Platform)
While there are many elements to building effective ocular implants that are distinctly difficult at best, one of the more common injuries on the modern battlefield is flash blindness, with laser reflections and potentially the lasers themselves damaging or destroying critical parts of the eye. While the prosthetic will likely be difficult to implant, and significantly bulky, any form of sight is better than none.
(Progress 0/120: 20 resources per die)
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)
[ ] Zrbite Sonic Weapons Development (Tech) (New)
The development of improved sonic weapons has been an ongoing concern. While the Initiative before the Third Tiberium War had reached the practical limits of existing technology, work with stable transuranic elements has unlocked significant potential to both downscale systems to create effective sonic guns on the personal scale, and improve larger scale systems.
(Progress 0/60: 20 resources per die)
Air Force
[ ] Orca Wingmen Drone Deployment (Phase 1) (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)
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
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)
[ ] 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 (Updated)
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 0/110: 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 Factories (Phase 1) (New)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
[ ] Guardian Mark 2 Development (Platform)
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)
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)
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)
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 Deployment (New)
While not the revolutionary treatments desired, producing a small scale field deployment of effective hallucinogen countermeasures will be a potentially significant shift in the ability of GDI to hold terrain against Brotherhood infiltration.
(Progress 0/120: 25 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
-[ ] Newark (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
[ ] Governor A Development (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 systems, 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, 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 (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 113/225: 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)
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)
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 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)
[ ] Banking Reforms (New)
By proposing adjustments to the regulations around banks, and encouraging the establishment and expansion of credit unions using the Initiative's resources, it should solve some of the financialization issues. While it will not fix the problems of lacking in supplies of capital goods and talented labor, and exacerbate them in some ways, it is one step towards a more functional economy.
(Must maintain 100 resources in reserve.)
[ ] Long Term Systematic Planning Organization (New)
While GDI has operated for the last decade on an emergency wartime basis, systematically organizing around a longer term planning basis is likely to save significant resources in the long run, as dedicated teams working on projects long term are noticeably more efficient, and are typically putting less strain on the system than various attempts at shock effort.
(-2 Free Dice) (-20 Capital Goods) (Significantly reorganizes project management) (+10 Dice Capacity)
[ ] Predictive Modeling Management (New)
While Artificial Intelligence is far from a panacea, it is a significant way to adjust overall strategic modeling, and make development significantly more predictable. While it will not eliminate the possibility of things going horrifically wrong, it will improve overall outcomes.
(-10 Capital Goods) (Changes dice to 2d50)
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%
-[] Zrbite Sonic Weapons Development (New) 0/60 1 die 20R 87%, 2 dice 40R 100%
Navy
-[] Infernium Laser Refits 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards (Newark) 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Governor A Development 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 113/225 1 die 10R 30%, 2 dice 20R 91%
-[] 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 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] Sparkle Shield Module 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 Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 27%, 3 dice 80%, 4 dice 98%
-[] Banking Reforms (New) 1 die -100R auto
-[] Long Term Systematic Planning Organization (New) 2 Free Dice auto
-[] Predictive Modeling Management (New) 1 die auto
Last Security Review
Light/Chem 1 turn ago 2061 Q1
Heavy Ind 2 turns ago 2060 Q4
Orbital 2 turns ago 2060 Q4
Bureaucracy 2 turns ago 2060 Q4
Services 5 turns ago 2060 Q1
Infrastructure 6 turns ago 2059 Q4
Tiberium 6 turn ago 2059 Q4
Military 9 turns ago 2059 Q1
Agriculture 10 turns ago 2058 Q4
--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.
Those new options are really interesting! I really want to start spooling some dice off this plan, thinking of fitting 1 or 2 in this turn. Also some tasty new options.
Edit- did the Director not have any new goals for us?
[ ] Plan Domes and Goals
Infra 6/6 95R +34
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 6+7) 0/320 3 dice 30R 16% (99% for phase 6)
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
-[] Bureau of Arcologies (Updated) 1 die 15R
HI 5/5 +1 free +1 Erewhon 170R +29
-[] Continuous Cycle Fusion Plants (Phase 8) (Updated) 243/300 1 die + Erewhon 40R 99%
-[] Crystal Beam Industrial Laser Deployment 51/600 4 dice 80R 0%
-[] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%
LCI 5/5 60R +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 2 dice 20R 0%
-[] Artificial Wood Development 0/60 1 die 10R 85%
-[] Department of Consumer Industrial Development (New) 1 die 15R
Agri 4/4 +4 Free+1 AA 100R +24
-[] Security Review 1 die
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%
-[] Ranching Domes 0/250 3 dice 60R 42%
-[] Strategic Food Stockpile Construction (Phase 3+4) 85/375 3 dice+AA 40R 50% (100% for 3)
Tiberium 7/7 180R +39
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[] Harvesting Tendril Deployment (Phase 2) 74/750 4 dice 120R 0%
-[] Improved Hewlett Gardener Process Development (New) 0/160 2 dice 40R 85%
Orbital 6/6 +2 free 160R +26
-[] GDSS Enterprise (Phase 5) 348/1535 7 dice 140R 0%
-[] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%
Services 5/5 180R +27
-[] Professional Sports Programs 102/250 2 dice 20R 70%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
-[] NOD Research Initiatives 0/200 2 dice 60R 32%
Military 8/8 160R +26
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[] Bogatyr Research Projects (Updated) 0/110 1 die 30R 37%
-[] Escort Carrier Shipyards (Newark) 0/240 2 dice 40R 4%
-[] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R 30%
Bureau 4/4 +19
-[] Security Review (Agriculture) 2 dice + 1 Agri 100%
-[] Administrative Assistance (Strategic Food Stockpile Construction) 2 dice
Free 7/7
1 HI, 4 Agri 2 Orb
Right spinning off two dice this turn. One into arcologies so we can make some decent progress with the department before reallocation and one into LCI consumer goods. This also increases consumer good output by 3 a turn between the two and help cover some of the needs. At the same time I am starting up the ranching dome with a solid chance to finish it this turn and if not it will finish next turn. Otherwise a focus on getting the plan goals done ideally between Q2 and Q3 so that Q4 we can see how many dice we need to finish any plan goals and the rest can go where we want.
edit- Also trying to finish the YZ fortress towns that we have half completed as that helps secure our front lines because even with the Regency war over there will be low level skirmishing.
edit 2- dropped URLS to 1 die and put a die on Bogatyr Research to try and get that done or at worst a 2nd die Q3 to finish it (and allowing for a die Q4 if the rolls are really bad, like when we did the grav drive dev or freeze dried plant)
edit 3- dropped URLS and moved the free die from mil onto the food storage, so we get 1 stage done for sure and 50% for a 2nd stage. Also puts us in fairly easy range to get stages 3 and 4 in Q3 along with the auto extra large food storage to complete our food storage goals and this way we also have a solid shot at ranching domes this turn
Plan Goals
Looking to Finish:
Complete Isolinear Chip Foundry Anadyr- 83%
Consumer Goods: 6 Points - 4 points this turn, 42% for +8, 70% for +2
Making Progress:
Complete at least one phase of Space Mines- 38%
Complete GDSS Enterprise- in progress (7 dice)
Food: 16 points in reserve -2+ 50% for another 2
Processing: 280 points 50 this turn
Complete OSRCT Phase 4- 81% for phase 3
Complete last remaining Escort Carrier Shipyards- 4%
Deploy Mastodon- 30%
Deploy Crystal Beam Industrial Laser- in progress (4 dice)
Future Turns:
Complete at least one more phase of URLS production-Q3
ASAT Phase 4- Q3
Complete Karachi Planned City by end of Q4 2065 - next plan
New Goals:
????
[ ] Bureau of Arcologies (Updated)
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, +1 Consumer Goods per turn) (-50 progress needed on Arcologies)
we absolutely need to do this before the current plan ends , other wise we will be saddled by several massive archologies goals next plan , if we do this the parliament will be able to point at it to the public and say "see they are building them it just takes time" easing the political forces pushing on the matter
[ ] Tiberium Harvesting Claw Deployment (New)
While not as critical as the new tendril harvesters, harvesting claws have potential to improve the efficiency of the vein mines, and reduce overall equipment damage.
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)
@Ithillid will actions that give us more dice start showing next turn or next plan ? , cause I am not seeing many this turn and the new system seems to be based on gaining dice then spending them semi permanently
Dice Capacity: With any bureaucratic system, there are limits to how effectively big it can be, and how much it can effectively manage at any given time. Right now, you are closing in on hitting that point. When you get above 60 dice (For Seo specifically here, it is something where other department heads might well not be as good at bureaucracy and therefore not as good at managing the systems) you will start getting increasing penalties as things shift. So, at 61 dice you have a -1 penalty for all dice. At 62 you have -2. At 63, you have -4, and so on and so forth.
This is the GM saying "delegate some power, damn it" I guess. Pretty gentle maluses, but still enough to (assuming full dice use) make even the first dice over capacity not really worth it - assuming an average dice roll of 50, a -1 on 60 dice results in a net -10 progress. eesh.
[ ] Tiberium Harvesting Claw Deployment (New)
While not as critical as the new tendril harvesters, harvesting claws have potential to improve the efficiency of the vein mines, and reduce overall equipment damage.
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)
Nice for vein mines, which we'll probably want to do more of long term. Not an immediate need, though, given we're still working on bashing our heads against surface tiberium (and just recently got access to red zone border mining, which is nice for RpT), much less the underground stuff.
[ ] Regional Hospital Expansions (Phase 1) (New)
With the Initiative expanding into new urban zones, and the existing hospitals being already at the limits of their effective expansion, a series of new model hospitals, built with medical assistants and neurally interfaced operations in mind will substantially increase GDI's ability to treat patients, and improve overall health outcomes.
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
Health is nice, and this is probably important narratively for keeping health access distributed on top of just keeping the big number up. Not sure what to make of the costs, though.
[ ] Ocular Implant Development (New) (Platform)
While there are many elements to building effective ocular implants that are distinctly difficult at best, one of the more common injuries on the modern battlefield is flash blindness, with laser reflections and potentially the lasers themselves damaging or destroying critical parts of the eye. While the prosthetic will likely be difficult to implant, and significantly bulky, any form of sight is better than none.
(Progress 0/120: 20 resources per die)
another mostly-narrative item, but definitely useful for soldiers and former soldiers. Probably not as critical though, and we've got more pressing issues.
[ ] Zrbite Sonic Weapons Development (Tech) (New)
The development of improved sonic weapons has been an ongoing concern. While the Initiative before the Third Tiberium War had reached the practical limits of existing technology, work with stable transuranic elements has unlocked significant potential to both downscale systems to create effective sonic guns on the personal scale, and improve larger scale systems.
(Progress 0/60: 20 resources per die)
more military shinies. I'm not super inclined to go for it now or soon given we're probably looking at a drawdown in military spending in the future to deal with the food and refugee situations, and once the new plan hits the regularly scheduled tiberium push as well.
[ ] Railgun Munitions Factories (Phase 1) (New)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
[ ] Hallucinogen Countermeasures Deployment (New)
While not the revolutionary treatments desired, producing a small scale field deployment of effective hallucinogen countermeasures will be a potentially significant shift in the ability of GDI to hold terrain against Brotherhood infiltration.
(Progress 0/120: 25 resources per die)
[ ] Banking Reforms (New)
By proposing adjustments to the regulations around banks, and encouraging the establishment and expansion of credit unions using the Initiative's resources, it should solve some of the financialization issues. While it will not fix the problems of lacking in supplies of capital goods and talented labor, and exacerbate them in some ways, it is one step towards a more functional economy.
(Must maintain 100 resources in reserve.)
If we want to move away from centrally planned toothbrushes, this is probably important. As much as keeping capitalism properly trampled down is nice, it's probably safe to decentralize the economy a bit. Hell, given the dice limit, we'll probably need to do a bit of decentralization to allow further expansion of the economy, whether that's a private sector (mostly made of coops) or just taking the various "spin off a dedicated agency to do x" actions.
[ ] Long Term Systematic Planning Organization (New)
While GDI has operated for the last decade on an emergency wartime basis, systematically organizing around a longer term planning basis is likely to save significant resources in the long run, as dedicated teams working on projects long term are noticeably more efficient, and are typically putting less strain on the system than various attempts at shock effort.
(-2 Free Dice) (-20 Capital Goods) (Significantly reorganizes project management) (+10 Dice Capacity)
+dice cap is very nice, but good god -20 cap goods is an oof, and -free dice isn't nice either. If we want to stick to our centrally planned toothbrushes, this is vital.
[ ] Predictive Modeling Management (New)
While Artificial Intelligence is far from a panacea, it is a significant way to adjust overall strategic modeling, and make development significantly more predictable. While it will not eliminate the possibility of things going horrifically wrong, it will improve overall outcomes.
(-10 Capital Goods) (Changes dice to 2d50)
PLEASE. the average result of 2d50 is a little higher than 1d100 straight up, and the statistical insulation against low rolls or nat 1s (which I assume would still apply in rolling snake-eyes) is really really nice. Again, oof ouch owie my cap goods, but this is so good for consistency's sake.
we absolutely need to do this before the current plan ends , other wise we will be saddled by several massive archologies goals next plan , if we do this the parliament will be able to point at it to the public and say "see they are building them it just takes time" easing the political forces pushing on the matter
Why do you figure? I don't super see why continued apartment blocks aren't going to be accepted by parliament, and we've been building those en masse even without plan obligations.
@Ithillid will actions that give us more dice start showing next turn or next plan ? , cause I am not seeing many this turn and the new system seems to be based on gaining dice then spending them semi permanently
We have +12 Cap goods, that takes -20 Cap Goods so we cannot afford it. And then the last carrier yard which is required to finish this year also takes cap goods. Also we have automation, we have multiple options to give up a die and some R to get permanent production
@Ithillid will actions that give us more dice start showing next turn or next plan ? , cause I am not seeing many this turn and the new system seems to be based on gaining dice then spending them semi permanently
we absolutely need to do this before the current plan ends , other wise we will be saddled by several massive archologies goals next plan , if we do this the parliament will be able to point at it to the public and say "see they are building them it just takes time" easing the political forces pushing on the matter
And we know that the biggest parties, developmentalists and militarists are developing their plans this turn.
If we want to prevent the penalty, this appears to be the last turn to do so. Similarly, if we want to get that 'timely' bonus for interdepartmental favors, this is the time to use it, before they've spend their PS on lobbying parliament.
We have +12 Cap goods, that takes -20 Cap Goods so we cannot afford it. And then the last carrier yard which is required to finish this year also takes cap goods. Also we have automation, we have multiple options to give up a die and some R to get permanent production
Giving up a couple dice and R is not nearly the same as a system-wide restructure. It also seems to confer a R/die discount to affected projects, likely from streamlining. Which will be a huge boon on the next redistribution.
And we know that the biggest parties, developmentalists and militarists are developing their plans this turn.
If we want to prevent the penalty, this is appears to be the last turn to do so. Similarly, if we want to get that 'timely' bonus for interdepartmental favors, this is the time to use it, before they've spend their PS on lobbying parliament.
Yeah also the optics of spooling them up Q2 as part of the end of the war (as Q1 could be seen as the last turn of the Regency War) would be really nice to grab. Part of why I am going for two of the -1 die options this turn.
Why do you figure? I don't super see why continued apartment blocks aren't going to be accepted by parliament, and we've been building those en masse even without plan obligations.
If it helps, think of arcologies as "super-high quality housing" to apartments "high quality housing".
Arcologies offer better QOL, security, and resistance to tiberium than apartments do. So there is a very sizable voting bloc that already lives in apartments and wants to live in arcologies instead. And those that don't live in apartments can find it appealing as well, both due to their own hopes of moving in, and because it frees up additional apartments for everyone who isn't fortunate enough to (quite literally) win the lottery to get in.
Giving up a couple dice and R is not nearly the same as a system-wide restructure. It also seems to confer a R/die discount to affected projects, likely from streamlining. Which will be a huge boon on the next redistribution.
And then we will be at -8 cap goods not counting other projects that have a cap good cost which will then start draining our reserves until we complete enough cap good granting projects to get back into positive numbers which will be difficult if we're building things like ZA factories, shipyards or electric car plants at the same time.
It's a good thing don't get me wrong but it's something we need to build up to rather then jumping on it the moment it shows up.
[ ] Bureau of Arcologies (Updated)
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, +1 Consumer Goods per turn) (-50 progress needed on Arcologies)
[ ] Distributed Heavy Industrial Authority (New)
While the Initiative's recent massive heavy industrial production plants offer significant efficiency in terms of resources invested, they also take a long time to construct and are a significant strategic vulnerability. While a more dispersed manufacturing base will be more expensive to set up, it will also be significantly harder to knock out significant sections of key industries.
(+2 Capital Goods per turn, -30 Resources per turn, -1 Heavy Industry Dice)
[ ] Department of Consumer Industrial Development (New)
While long term production of consumer goods is not entirely the Treasury's department, it is important to provide a meaningful public option, and with less shock effort than other approaches.
(+2 Consumer Goods per turn, -15 resources per turn, -1 Light and Chemical Industry die)
[ ] Department of Distributed Manufactures (New)
Development of light industrial workshops across the Initiative is a critical component of long term industrial development. Instead of focusing on highly complex, and often experimental manufacturing processes, these will use older, tried and tested methods to produce significant goods that need less transport, and employ larger numbers of people.
(+1 Capital Goods per turn, -20 resources per turn, -1 Light and Chemical Industry die)
[ ] Tiberium Harvesting Claw Deployment (New)
While not as critical as the new tendril harvesters, harvesting claws have potential to improve the efficiency of the vein mines, and reduce overall equipment damage.
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)
[ ] Regional Hospital Expansions (Phase 1) (New)
With the Initiative expanding into new urban zones, and the existing hospitals being already at the limits of their effective expansion, a series of new model hospitals, built with medical assistants and neurally interfaced operations in mind will substantially increase GDI's ability to treat patients, and improve overall health outcomes.
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
[ ] Ocular Implant Development (New) (Platform)
While there are many elements to building effective ocular implants that are distinctly difficult at best, one of the more common injuries on the modern battlefield is flash blindness, with laser reflections and potentially the lasers themselves damaging or destroying critical parts of the eye. While the prosthetic will likely be difficult to implant, and significantly bulky, any form of sight is better than none.
(Progress 0/120: 20 resources per die)
[ ] Zrbite Sonic Weapons Development (Tech) (New)
The development of improved sonic weapons has been an ongoing concern. While the Initiative before the Third Tiberium War had reached the practical limits of existing technology, work with stable transuranic elements has unlocked significant potential to both downscale systems to create effective sonic guns on the personal scale, and improve larger scale systems.
(Progress 0/60: 20 resources per die)
[ ] Hallucinogen Countermeasures Deployment (New)
While not the revolutionary treatments desired, producing a small scale field deployment of effective hallucinogen countermeasures will be a potentially significant shift in the ability of GDI to hold terrain against Brotherhood infiltration.
(Progress 0/120: 25 resources per die)
[ ] Banking Reforms (New)
By proposing adjustments to the regulations around banks, and encouraging the establishment and expansion of credit unions using the Initiative's resources, it should solve some of the financialization issues. While it will not fix the problems of lacking in supplies of capital goods and talented labor, and exacerbate them in some ways, it is one step towards a more functional economy.
(Must maintain 100 resources in reserve.)
[ ] Long Term Systematic Planning Organization (New)
While GDI has operated for the last decade on an emergency wartime basis, systematically organizing around a longer term planning basis is likely to save significant resources in the long run, as dedicated teams working on projects long term are noticeably more efficient, and are typically putting less strain on the system than various attempts at shock effort.
(-2 Free Dice) (-20 Capital Goods) (Significantly reorganizes project management) (+10 Dice Capacity)
[ ] Predictive Modeling Management (New)
While Artificial Intelligence is far from a panacea, it is a significant way to adjust overall strategic modeling, and make development significantly more predictable. While it will not eliminate the possibility of things going horrifically wrong, it will improve overall outcomes.
(-10 Capital Goods) (Changes dice to 2d50)
Bureau of Arcologies now also provides ConGoods as well as housing.
We have an option for 2 CapGoods/turn in exchange for 1 die and 30R/turn - at 15R/CapGoods unit, that's not bad, especially since it also provides resilience against attack.
2 LCI subdepartments, one for Consumer Goods, one for Capital Goods. The CapGoods one is less efficient than the Heavy Industry one, which makes sense.
Tiberium Claws are an investment, but should prove worthwhile if we do significant investment into Vein Mines. Which we rather do need to do.
New Services options are medical - one is a straightforward hospital expansion, one is optical replacements, because lasers.
ZOCOM has enough data for a new step forward in sonic weaponry - better Shatterers, and the like. This may help mining/abatement as well as military power.
Hallucinogen countermeasures is a bit costly, but should be useful.
Railgun Munitions factories are Very High priority, and cheap but high-progress - probably do one as soon as we can, then the rest after Reallocation.
And the Escort Carrier shipyard moved to New Jersey. Newark, even. God help us all.
And then we have 3 new Bureaucracy projects - the last two are "not yet", but both give non-trivial mechanical benefits. The Banking reforms will help get more of an economy running outside the government sector.
Why do you figure? I don't super see why continued apartment blocks aren't going to be accepted by parliament, and we've been building those en masse even without plan obligations.
there are two reasons I figure , first the public don't want apartment blocks they want arcologies , the politicians representing them using that to promise more arcologies as a vote winner , so there will be a push for it in fact that was something we were supposed to do this plan but the demands of the war allowed us to compromise on the matter with parliament
the second reason is THE PART OF MY EALIER POST WHICH YOU CLEARLY IGNORED THAT HIGHLIGHTS THE PART OF THE LATEST TURN UPDATE THAT EXPLICTLY WARNS US THAT IT WILL HAPPEN IF WE DON'T MAKE VISABLE PROGRESS ON ARCOLOGIES , I will post it again so you don't have to go looking for it
[ ] Bureau of Arcologies (Updated)
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, +1 Consumer Goods per turn) (-50 progress needed on Arcologies)
I am currently at work so no plans on my end for now but I just want to say that I will not vote for any plan without a Zone Armor Factory or ZDefender revision on it.