Yet more shell plants have been brought online, bringing estimates to fill the demand down from over a decade to years, even including substantial shell expenditures in the course of operations. With the end of just in time deliveries, less intense theaters have begun small scale operations, usually using small volleys of spotted shells as a force multiplier. While not the infinite mountains of shells desired by military commands, it is enough to provide more support regularly than GDI forces have ever had outside of carefully prepared offensives.
Many of the shell plants are only in LRIP now, with production slated to increase substantially in the coming quarter, leaving future plans somewhat up in the air. There are broadly two key problems. First is a lack of real precision fire. The mainstay of the artillery parks is a smoothbore 152mm gun, which at the ranges being asked of it has a fairly wide Circular Error Probable, meaning that large fire missions are the only way to provide significant support instead of simple suppression. Second is a lack of enough shells for properly large scale offensives into Brotherhood territory. With the situation stabilized, GDI military commands are looking into the possibilities of not only limited offensives but generalized broad front offensives in a reverse of the early months of the Third Tiberium War. However, within current limitations that will require massive mountains of shells, with any given army expecting to expend months of production surplus in weeks, even with expected production increases.
Looking at the text for Shell Plants (Phase 3) I think we really need to do at least 2 phases of shell plants, preferably this turn, before we start the roll out of other upgrades or refits. Artillery was the threads Big Brain moment for the military. The military really seem to like it, but only when they actually have any shells to use! Our rollout of it has been pretty terrible. If we solve this problem rather just applying a band aid, we can go reap the rewards of having put so many tubes into the field and do stuff like continue expanding into the Yellow Zones and the military can do things more than just very limited offensives. It is also very cheap to solve, put 5 die on it for 50R and it's pretty good odds you'll get 2 phases done or close enough to finish with a single die next turn. We also have the power to spare since all plans are pretty much gonna be putting 5 die into BZ power for the guaranteed complete. Here is my version of what a plan focused on resolving the Artillery problem would look like.

[] Judicious Application of Ordinance
Infra 5/5 60R +12
-[] Fiber-Optic Expansion 105/240 2 dice 40R 55%
-[] Tidal Power Plants (Phase 1) 157/200 2 dice 20R 99%
HI 5/5 + 2 Free die 75R +15 (-2 for 2 years due to graduates)
-[] Blue Zone Power Production Campaigns (Phase 2) 345/550 5 dice 50R 99%
-[] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
LCI 2/3 20R +12
-[] Yellow Zone Light Industrial Sectors 173/400 2 dice 20R 0%
Agri 3/3 30R +12
-[] Perennial Aquaponics Bays 106/350 3 dice 30R 22%
Tiberium 4/5 80R +30 (-2 for 2 years due to graduates)
-[] Chicago Planned City (Phase 1+2) 41/240 4 Tib dice 80R 99%
Orbital 3/3 60R +12
-[] GDSS Philadelphia II (Phase 2) 92/180 2 Fusion dice 40R 89%
-[] Expand Orbital Communications Network (Phase 3) 13/270 1 die 20R 0%
Services 4/4 55R +27
-[] Durable Goods Libraries and Central Repositories 0/200 3 dice 45R 82%
-[] Ethnic Restaurant Program 0/150 1 die 10R 0%
Military 5/5 + 3 Free dice 110R +12
-[] Reclamator Hub Yellow Zone 5a Progress 66/105 1 die 20R 89% (15% omake used)
-[] Super MARV Reclaimator Fleet (RZ-6 South) 136/210 2 dice 40R 94%
-[] Shell Plants (Phase 4) 3/150 5 die 50R
Bureau 3/3 +12
-[ ] Interdepartmental Communication Initiative DC90 3 dice

485/490 R
not used: 1 LCI die

EDIT: removed YZ power from HI due to dice constraints, currently looking to redo some of the plan.
 
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Looking at the text for Shell Plants (Phase 3) I think we really need to do at least 2 phases of shell plants, preferably this turn, before we start the roll out of other upgrades or refits. Artillery was the threads Big Brain moment for the military. The military really seem to like it, but only when they actually have any shells to use! Our rollout of it has been pretty terrible.
I mean. We've gone from "practically no shells" to "actually lots of shells" in like a year. Historically that's pretty close to the best anyone's ever managed.

If we solve this problem rather just applying a band aid, we can go reap the rewards of having put so many tubes into the field and do stuff like continue expanding into the Yellow Zones and the military can do things more than just very limited offensives. It is also very cheap to solve, put 5 die on it for 50R and it's pretty good odds you'll get 2 phases done or close enough to finish with a single die next turn.
We have no idea what the next phases are, and they may involve development projects that bottleneck our dice efforts. Furthermore, massed artillery isn't necessarily the solution to ALL our military problems (for instance, it's not a great counter to, say, Nod stealth tanks.

We also have the power to spare since all plans are pretty much gonna be putting 5 die into BZ power for the guaranteed complete.
That's... actually not true. I'm not sure ANY plan's done that. Plans tend to use three dice (if they're careful about Energy budgeting and content as long as Tidal completes), or four dice (if not so careful/content).

[] Judicious Application of Ordinance
Infra 5/5 60R +12
-[] Fiber-Optic Expansion 105/240 2 dice 40R 55%
-[] Tidal Power Plants (Phase 1) 157/200 2 dice 20R 99%
Skipping the chance to finish Arcologies kind of hurts.

HI 5/5 + 2 Free die 75R +15 (-2 for 2 years due to graduates)
-[] Blue Zone Power Production Campaigns (Phase 2) 345/550 5 dice 50R 99%
-[] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
-[] Yellow Zone Power Grid Extension (Phase 3) 71/??? 5R per die
This doesn't add up; you don't have any dice left for the Yellow Zone thing. Also no progress on fusion power, but yours isn't the only plan with that problem.

LCI 2/3 20R +12
-[] Yellow Zone Light Industrial Sectors 173/400 2 dice 20R 0%
This is very weak investment in Yellow Zones and will likely piss off a bunch of Yellow Zone politicians. Sacrificing dice is risky.

Agri 3/3 30R +12
-[] Perennial Aquaponics Bays 106/350 3 dice 30R 22%
Tiberium 4/5 80R +30 (-2 for 2 years due to graduates)
-[] Chicago Planned City (Phase 1+2) 41/240 4 Tib dice 80R 99%
We don't actually know the costs in resources for Chicago Planned City Phase 2, and we don't know if we have enough spare Logistics to cover it. Not sure we should push Chicago this hard this fast.

Services 4/4 55R +27
-[] Durable Goods Libraries and Central Repositories 0/200 3 dice 45R 82%
-[] Ethnic Restaurant Program 0/150 1 die 10R 0%
If you're willing to spend heavy resources on a relatively expensive Services option that consumers power, why aren't you willing to do the same to at least activate the third die to do Yellow Zone heavy industries?
 
Credit Union (Canon)
Credit union. Omake.

"So what do you do?" And there it was. Couldn't tell the hot lady he was an InOps intelligence analyst, no sirree, that way led to getting shitcanned with a reassignment to some steel talon unit with a career deadened.

"Market analyst." James answered honestly. Or as honestly as he could. "What about you Katie?"

"Cool. I fix trucks." She answered simply. "Sorting out wreckers, sometimes scrapping them for spare parts."

"You're a mechanic then." "Well.... not 'officially'." Katie sighed. "No college education, world blew up when I was in highschool. Some odd jobs moving rubble, I learned to get by. State support helps too. Food budget, a roof over my head, electricity bills and some basic necessities. You uhh know?" She finished with a light blush.

James did indeed know, technically speaking with a large pool of surplus labour a significant fraction of the GDI populace was unemployed or under-employed, engaged in a variety of 'under the table' work when they could get it, otherwise reliant upon government aid packages. Treasury had forestalled a precipitious drop in wages by enacting strong worker protections, also preventing mass layoffs of technically overpaid workers. Combined with intense treasury investment and the fact that a significant number of ventures and business interests were state owned and ran. And they'd prevented a complete market collapse. Helping the matter somewhat was the reappearance of luxuries on the market, meaning those who had been able to work now had something to spend their savings on, helping prevent the Credit from devaluing and...

"Yeah, I get it." James nodded with a small smile.

"So, what does a market analyst do?" Katie asked curiously. Watch your transactions for suspicious purchases and the movement of sums of money. "Oh well I work with the NA credit union. I look for investment opportunities and pass them up the chain."

"Ahh. The new bank." Katie nodded.

"Credit. Union." James repeatedly evenly.

"What's the difference?"

"Well, a bank is normally formed by moneyed interests. Either the private market, that is, rich people. Or funded by the stock market, largely defunct, or government owned. There's other models, but the fundamental concept is that essentially, outside interests are using the bank as a business or source of revenue for their own benefit. A credit union on the other hand, is owned by it's banking customers who are, essentially the shareholders. Thus, the actions of the credit union are fundamentally to benefit them. We aim to do this by offering free banking accounts, without transaction fee's or monthly costs and aim to help our customers with saving money."

"So how do you make money?"

"Well, the same way any bank. Giving loans, investing in business opportunities. Which, is where my job comes in, I try and find what's profitable. Giving loans to our customers is a low interest form of revenue, because, they're intended to be, well, low cost for our customers. Not the most profitable course of action, but since our mission statement is to benefit our customers it's an easy way of benefiting them. We charge higher rates of interest to business concerns. But, the market being what it is. I need to find those businesses."

"So me fixing up trucks and so on...." Katie grinned.

"Ah, well. That would cause a clear conflict of interest if I was to review any such loan application for you personally. But I can arrange an appointment with a co-worker, they would be able to meet with you, anything beyond that is on the merits of yourself and your business. What's it like fixing up cars by the way? I can't even put up shelves."

"I got real good at patching bullet holes." Katie noted deadpan.

"Always a skill in high demand." James blinked.

"Thanks." Katie grinned. "So if you've got any vehicle needs patching up you give me a call. Or, if there's anything else you want to talk about."

James smiled for a moment then considered. "If you're patching up bullet holes do you... GDI is always hiring skilled engineers. Maybe get you that actual diploma? There's hefty incentives for technical applicants. If that's a concern." James pointed out.

"I got shot at enough as a civilian. I don't want to try looking for danger." Katie pouted.

"Fair enough." James nodded. He wasn't here to give out a recruitment pitch after all, good enough that he'd planted the idea in her head. Even as a civilian, if her business was a success, it would provide goods and services to the economy, pay back it's loan... Even if all she did was open a savings account then that provided another digital record. It wasn't even bad, watching people. At it's best it allowed for targeted advertisements to offer people things they wanted, letting the treasury know what people wanted, and kept an eye out for suspicious spending. All things banks had done historically anyway, this way, with the state funded bank, there would at least be oversight. Afterall, the treasuries grants had provided seed money for the bank, and it was true that the banking customers would be owners too, just.. partial owners, co-owners. They'd have the public services of the bank, and be seeing savings dividends.

Capacity for abuse was there of course. But then, GDI created tanks, bullets and bombs, any one of those could do plenty of damage too. Banks weren't inherently evil. They were a tool. And this one was simply to be a tool of the state. The state which served the people.

Dammit all. James Liked Katie. She was smart, funny and talkative. Smart, with a technical aptitude. She kept up with his explanations and talked a lot about her own work.

"Hey, speaking of dangerous... walk me home?" Katie asked.

Dangerous? Here- Ohh.... James realised catching her smile.
 
I mean. We've gone from "practically no shells" to "actually lots of shells" in like a year. Historically that's pretty close to the best anyone's ever managed.
We have definitely improved the shell situation from what it was, but the text seemed to me to suggest we were years at current production from being able to supply enough for making full use of our artillery.

We have no idea what the next phases are, and they may involve development projects that bottleneck our dice efforts. Furthermore, massed artillery isn't necessarily the solution to ALL our military problems (for instance, it's not a great counter to, say, Nod stealth tanks.
Based on previous phases it is just going to be a repeat for more shells. I wasn't intending for it to be a solution to all our military woes. What it does is focus help on our ground forces which are currently still stretched. I thought it was good against stealth tech? Because you can just delete the grid square where the stealthed vehicle or whatever is. There was there that military info post a while back where it was really useful against that new stealthed ambush tank with the lasers. Tarantula, I think?

That's... actually not true. I'm not sure ANY plan's done that. Plans tend to use three dice (if they're careful about Energy budgeting and content as long as Tidal completes), or four dice (if not so careful/content).
Well they should! :grin:

Skipping the chance to finish Arcologies kind of hurts.
Yes it really does. My plan is still in early stages, but mostly there are just to many things splitting our focus and causing us to do everything poorly and just patching up problems rather than making a difficult cut and getting good results in fewer areas.

This doesn't add up; you don't have any dice left for the Yellow Zone thing. Also no progress on fusion power, but yours isn't the only plan with that problem.
Yeah it sucks about fusion but to me what it breaks down to is we can get the power we need NOW or go without, take the hit for lacking power to do projects and just go for fusion. Splitting just gets us the worse of both worlds and drags out the pain.

My bad on the dice. I'll edit it shortly.

This is very weak investment in Yellow Zones and will likely piss off a bunch of Yellow Zone politicians. Sacrificing dice is risky.
Any more on YZ light industrial zones and it will be in danger of completing when we don't have the capital goods for it. I would like to put 3 or more on it but the chance to complete the cap goods projects are to low to justify.

We don't actually know the costs in resources for Chicago Planned City Phase 2, and we don't know if we have enough spare Logistics to cover it. Not sure we should push Chicago this hard this fast.
That's fair and I will likely have to cut that some. I was trying to keep all Tiberium dice active without spreading the military to thin. Also another reason why I think why shell plants are important, as it is a much quicker boost to our current ground forces than many other options.

If you're willing to spend heavy resources on a relatively expensive Services option that consumers power, why aren't you willing to do the same to at least activate the third die to do Yellow Zone heavy industries?
No guarantee of having the cap goods and I really don't want to drop into negatives.

Most of this plan is still in early stages as I said so will be subject to some changes. Part of the logic behind current state is a slight pivot to getting a buffer to power asap and getting some cap goods.

Thank you for taking the time to look through my plan. I'm gonna go back through and reassess some stuff.
 
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Okay, I'll try and make a case for why Wolverine Deployment is an important project, more so than any other of the current Steel Talon Projects. We all know the wolverines is not the good thing about the deployment, its the rapid fire railgun. Deployment is the requirement to get that new shiny weapon out to the rest of the armed forces and the longer we wait to get it to them, the more refits we will need to do roll it out where the new gun replaces a worse older one. A good candiate to benefit from the new gun would be Orca Refits, us doing wolverines first meant the new gun could be implemented right away, instead of requiring a second expensive project if we did it after.

Something similar could be said for the other Talon Projects, behind the Titan Mk III hides most likely an active protection system and every new APC, Tank or armored vehicle we roll out before finishing the Titan III cycle means more vehicles that will need to be refit later. Who knows what the Mastodon hides. Even more, the QM has said the current Talon Projects are testbed platforms and our experimental RnD divison did not have their new platforms for more than five years now. Who knows how many fancy new upgrades we could have gotten over those last five years.

It is more about more than just "giving the Steel Talons money". You may agree or disagree with how this development cycle works mechanically, but not actually deploying the stuff they developed does not benefit us.
 
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Combine with the Railgun Munitions Development?

I am mildly concerned that NOD might come up with some sort of way to counter artillery shells.
 
Here is the new version of my plan to fix artillery problems. Had to cut a die from artillery from 5 to 4. Did this to get an extra die to put on rolling stock plants, which pretty much guarantees a pass. This is so I can put an extra die on YZ light industrial for a chance to pass this turn. Reshuffled Services to lower cost in energy and Resources per die and took 2 die off Chicago and put them on RZ containment lines. I did this so that the unknown costs of Chicago don't screw us. It still has a chance to complete but with the 92% chance for Heavy rolling stock plants we'll have spare logistics and cap goods anyway. Also worth noting this plan has a 99% chance for BZ power to pass so that energy will not be a bottleneck next turn and focus can go back to getting fusion done. Let me know if you spot any mistakes.

[] Judicious Application of Ordinance v2
Infra 5/5 60R +12
-[] Fiber-Optic Expansion 105/240 2 dice 40R 55%
-[] Tidal Power Plants (Phase 1) 157/200 2 dice 20R 99%
HI 5/5 + 3 Free die 80R +15 (-2 for 2 years due to graduates)
-[] Blue Zone Power Production Campaigns (Phase 2) 345/550 5 dice 50R 99%
-[] Heavy Rolling Stock Plants 111/250 3 dice 30R 92%
LCI 3/3 30R +12
-[] Yellow Zone Light Industrial Sectors 173/400 3 dice 30R 32%
Agri 3/3 30R +12
-[] Perennial Aquaponics Bays 106/350 3 dice 30R 22%
Tiberium 4/5 90R +30 (-2 for 2 years due to graduates)
-[] Chicago Planned City (Phase 1+2) 41/240 2 Tib dice 40R Phase 1 100% 2 30%
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 54%
Orbital 3/3 60R +12
-[] GDSS Philadelphia II (Phase 2) 92/180 2 Fusion dice 40R 89%
-[] Expand Orbital Communications Network (Phase 3) 13/270 1 die 20R 0%
Services 4/4 40R +27
-[] Fashion development houses 0/225 2 dice 20R 10%
-[] Ethnic Restaurant Program 0/150 2 dice 20R 68%
Military 5/5 + 2 Free dice 100R +12
-[] Reclamator Hub Yellow Zone 5a Progress 66/105 1 die 20R 89% (15% omake used)
-[] Super MARV Reclamator Fleet (RZ-6 South) 136/210 2 dice 40R 94%
-[] Shell Plants (Phase 4) 3/300 4 die 40R
Bureau 3/3 +12
-[ ] Interdepartmental Communication Initiative DC90 3 dice
490/490 R
not used: 1 TIB die

In the unlikely event that everything passes it will result in:

Energy +12 bringing the total up to 14 total. In actuality the energy options are sure to pass, while the energy consuming ones are less so. Meaning that the total energy will almost certainly be higher.

Logistics +4 bringing the total up to 6. This will almost certainty get +2 due to Rolling stock plants is at 92%. Fiber-optics is less at 55%. Logistics may be less due to 30% chance of Chicago phase 2 passing and that may have logistics costs, still very unlikely to cost more than 4 logistics if so.

Cap goods +0. This is assuming YZ light industrial passes which is only 30%, so likely 3 total Cap goods or otherwise 1 total.

Consumer goods +20 +4 over 8 turns bringing the total to 0 (unlikely given we don't know how deep the consumer goods pit goes). This will probably only have around half actually pass but +10 consumer goods is pretty good progress with the other projects getting closer to completion.

Labour -4 bring the total to 69. Unlikely to have any significant impact on labour.

Food is -1 bringing the total to 7 with +8 over 8 turns. +8 unlikely to happen and -1 to food is no problem to us currently.

Political support +5 bringing the total to 65. Likely to pass and will be helpful given that -PS options will likely come up around election time.

Rpt +35-40 bringing total to 525-530. Will likely only have 25 Rpt from SMARV so 525 total Rpt. Yesss number go up.

Mitigation +6 RZ bringing it to 53. Will probably only get +3 so 50.

EDIT: I've noticed some mistakes and have decided to rework this plan
 
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We don't actually know the costs in resources for Chicago Planned City Phase 2, and we don't know if we have enough spare Logistics to cover it. Not sure we should push Chicago this hard this fast.
to prevent issues like how much overflow is there if the next phase is cheaper/more expensive projects have the same cost for all phases.

(Progress 148/135: 15 resources per die) (+ Logistics) (5 PS for completion)
Where the logistics gained here used by the free market/ Military?
 
Q3 2055
Q3 2055

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

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Marginal Surpluses (+2)
Logistics: Marginal Surpluses (+3)
Food: Significant Surpluses (+8) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+1)
Consumer Goods: Titanic Shortages (-20)
Labor: Gargantuan Surpluses (73)
Tiberium Processing Capacity (1140/1250)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (2; 10; 12: 7)
United Yellow List: 10 Seats (2; 7; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (35; 15; 3; 0)

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

Plan Goals
Capital Goods: 17 points remaining
Consumer Goods: 47 points remaining
Food: 23 points remaining
MARV Fleets: 3 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Abatement: 12 points remaining
GDI Income: 140 remaining
Space Stations: 2 phases remaining
Arcology Programs: 2 remaining.

Expected Changes
-2 Labor
+2 Consumer Goods


Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 1)
With the oceans contaminated by Tiberium, tidal power has rarely been an effective means of power generation, especially with the limitations on actual power generation. However, with GDI's heavy industrial resources tied up attempting to bring fusion and more fission plants online, Tidal power has become a far more feasible design problem.
(progress 157/200: 10 resources per die) (+++ Energy)

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 396/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

[ ] Yellow Zone Fortress Towns (Phase 3)
With the terminus cities protected, and much of the near Yellow Zone at least supported by these towns, future projects lay clusters of fortresses along coastal positions, much like Africa saw in the first phase of colonization. However, without substantially more investment into providing shells, or diversifying the weapons load of the Fortress towns, these are likely to be effectively indefensible.
(Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and, if need be, evacuate them in a single convoy. Highly popular among Yellow List, unpopular among Hawks.
(Progress 0/170: 15 resources per die) (+++ Housing)

[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 15 Resources per die) (++ Logistics)

[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design is seeing increasing other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)

[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)

[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 105/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)

[ ] Chicago Planned City (Phase 1)
Originally rising to prominence as the endpoint of the eastern rail system, connecting the industrial products of the east to the natural resources of the west, Chicago was abandoned shortly after the second Tiberium War as GDI fell back towards the coasts. Today the windy city is a skeletal ruin, marked by decades of war, and infested with Tiberium. However, GDI planners see a new future for the city, one dominated by its proximity to the North American Red Zone and connection to the Great Lakes.
(Progress 41/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support for completion)

[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)

Heavy Industry (5 dice)

[ ] Blue Zone Power Production Campaigns (Phase 2)
The Initiative has spent the resources of the last power production campaign almost as quickly as it has built them. With the next phase nearly halfway complete, bringing the array to full readiness is a requirement for further military and civilian development.
(Progress 345/550: 10 Resources per die) (- Labor, +++++ Energy)

[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for power-plants. While the initial proof of concept designs will not produce a substantial amount of power, they are a herald of a new age, one not reliant on relatively expensive fissionables.
(Progress 124/200: 20 Resources per Die) (+ Energy)

[ ] Blue Zone Microgeneration Program (Phase 2)
Building additional distributed power production and a more redundant grid, plus a number of in building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 54/120: 5 resources per die) (++ Energy Reserve)

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

[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 111/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)

[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)

[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)

[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)

[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)

[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods per turn)

[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 137/180: 20 resources per die) (+1 Fusion Lift Die)


Light and Chemical Industry (3 dice)

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, -- Energy)

[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 173/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

[ ] Blue Zone Light Industrial Sectors
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Energy, - Capital Goods, --- Labor)

[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/180: 15 resources per die) (++ Consumer Goods, + Health)

[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, delivery drones, and recreational drones have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)

[ ] Bulk Plastics Facilities
Polymers and plastics have become an ever increasing part of GDI's overall development programs. Developing more bulk production facilities will provide for a greater overall availability of vital materials.
(Progress 126/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)

[ ] Furniture Factories
While basic furniture is fairly commonly available, higher end products are not. Metal frames and well padded seats are still luxury goods by some descriptions. The development of more production will begin making good some of the long term shortages that have existed since the war.
(Progress 0/150: 10 resources per die) (++ Consumer Goods)

[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 0/200: 30 resources per die) (++ Capital Goods, +++ Energy)

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

[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)


Agriculture (3 dice)

[ ] Agriculture Mechanization Projects
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/400: 15 resources per die) (+++++ Food, -- Energy, -- Capital Goods)

[ ] State Operated Breweries
With the initiative running substantial surpluses of vital food supplies, some portion of them can be siphoned off towards the production of one of the world's oldest luxury goods, alcohol. While alcohol production has never actually stopped, GDI can step into the market with relatively cheap, high quality and reliable products that can be ordered conveniently. While most products will be low alcohol by volume in comparison to some of the rocket fuel that other producers tend to make, the focus will be on taste.
(progress 0/125: 10 resources per die) (+++ Consumer goods, --- Food)

[ ] Perennial Aquaponics Bays
While most aquaponics relies on relatively fast growing crops, the method can also be used with more long term crops, such as berries, beans, and perennialized versions of other grains, oilseeds, and legumes. These require a fundamentally different structure than the linear bays of single growth crops. Instead of a long single run, with sheets of plants rafting down as they grow, perennial aquaponics bays are typically taller, with spirals of plants being fed by tanks placed on ground level. While the crops only typically produce a harvest once a year, they can be staggered by artificially manipulating the growing environment.
(Progress 106/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)

[ ] Expansive Aquaponics Campaigns
With GDI now caring for ever more people, the food supplies have begun to show strain. A massive campaign of expanding existing operations, and opening new ones, especially using filter feeders, such as freshwater shrimp as a secondary protein source and water cleaning option at the end of the runs, will help ensure longer term food security in Blue and Yellow zones around the world.
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)

[ ] Yellow Zone Aquaponics Bays (phase 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed to bring the network nearly to independence. While it will almost certainly still require a fairly substantial amount of food to be shipped in to ensure an acceptable level of diversity, if cut off for some reason, it is almost certainly going to be able to maintain existing populations at a survivable, if not particularly comfortable level.
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)

[ ] Yellow Zone Purification Facilities
With Water becoming an ever more vital strategic resource, actually investing in the ability of the Yellow Zones to provide water for themselves has gone from a luxury to an imperative. Substantial pump stations near available bodies of water, combined with rainwater collection facilities, should be able to provide the amounts of water that the Yellow Zones are soon to require.
(Progress 0/320: 10 resources per die) (+++++ Water, -- Energy)

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

[ ] Agricultural Processing Plants (Phase 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)

[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)

[ ] Entari Deployment
With Entari ready to deploy, an investment into expanding seed crop production, and a beginning of rollouts across GDI's agricultural system. While this will require some modification to the bays, and some improvements in the water systems, it will also increase the efficiency of the food system as a whole.
(progress 0/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)

[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is, from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)

Tiberium (5 dice)

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

[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[-] Intensification of Yellow Zone Harvesting (Phase 5)
At this point, GDI has tapped out available space in the existing Yellow Zone harvests. Both further waves of fortress towns and expanded harvesting operations are required.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 phases available)

[-] Red Zone Tiberium Harvesting (Phase 7)
While preparations are complete to drive another spear into the depths of the Red Zones, current military demands make that impossible. Fixing those problems will allow a further development immediately, and open future projects.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Phase 3)
Fully replacing the Forgotten in some areas will require a substantial additional investment. However it will also do far more to contain the spread of the Red Zones, by intensifying both GDI and the Forgotten's harvesting efforts.
(Progress 8/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)

[-] Tiberium Glacier Mining (Phase 8)
While GDI cannot support more glacier mining operations at this time, the combined effects of the mines seem to be reaching a turning point, beginning to impact overall Tiberium spread. Further development seems likely to work to the Initiative's advantage in this area.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 available Phases)

[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has been rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)

Orbital (3 dice) (2 Fusion Dice)

[ ] GDSS Philadelphia II (Phase 2)
With the command deck nearly halfway complete, the Philadelphia is well on its way towards bringing another major phase online, ready to be filled with bureaucrats and officers, not just a caretaker crew.
(Progress 92/180: 30 resources per die) (+1 to all dice) (5 PS for completion)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/90: 30 resources per die)

[ ] GDSS Enterprise (Phase 3)
Expanding the Enterprise into a proper all in one industrial center, a further series of modules and extensions will create a number of new industrial areas. However, before the refineries and the like can be brought fully online, they will need to be fed
(Progress 68/390: 30 resources per die) (+ Capital Goods, + Consumer Goods)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/90: 30 resources per die) (5 PS for completion)

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

[ ] Orbital Cleanup (Phase 3)
With the largest and easiest of the Philadelphia remnants cleaned up, GDI must now begin to deal with the massive numbers of small fragments, ranging from lost tools and bolts, to shards of solar panels and swarms of rounded fragments from destroyed satellites.
(Progress 1/90: 15 resources per die) (Opens new Space Projects) (25-30 resources)


(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)
(At this time, the SCED cannot effectively make use of additional funding)
[-] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/90: 15 Resources Per Die)

[-] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 0/90: 15 Resources Per Die)

[-] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/290: 15 Resources per Die)

Services (4 dice)

[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)

[ ] Fashion development houses
With standardized clothing now available, the next priority is often looking good.Existing clothing suppliers can provide for the bulk of GDI's needs, however there are many options for providing not only comfortable clothes, but ones that are good looking and attractive. While this has usually been a matter for the private markets, GDI can provide a range of fashion styles in its own right, bringing the whole range into reach of even the unemployed.
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)

[ ] Ethnic Restaurant Program
With GDI's food situation no longer critical, a dedicated program to revitalize the globe's ethnic foods can be initiated. While none of them will be entirely accurate to pretiberium cuisine, shaped by the shift to aquaponic farming, it should be possible to at very least approximate their tastes and textures.
(Progress 0/150: 10 Resources per die) (- Food, +++ Consumer Goods)

[ ] Game Development Studios
The private market has begun a thriving market in independent videogames. However, none have offered an upmarket game experience along the lines of those that existed before the Third Tiberium War. By forming and reforming a constellation of large scale game developers, GDI can begin providing that kind of experience once more, in more consumer friendly packaging.
(Progress 0/300: 5 Resources per die) (+++ Consumer Goods)

[ ] Durable Goods Libraries and Central Repositories
Most people do not have constant need for many of the durable goods that they own. While every home having a vacuum cleaner, a washing machine, dryer, specialized cookware and the like is a common ambition, current production is far insufficient. For the portable goods a library system, with a central community level stockpile allowing people to check out the goods that they will use with the expectation of them being returned will be relatively simple, while having laundromat type arrangement for the less portable options, should allow the total consumer goods supply to be substantially stretched, at least for some goods.
(Progress 0/200: 15 Resources per die) (++++ Consumer Goods, -- Energy, - Labor)



Military (5 dice)

[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice)

[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub, a further redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die)

[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Yellow Zone 5a (Progress 66/105)

[ ] Reclamator Fleet RZ-6 South
Wth the hub completed, there are two good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 136/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

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

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

[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Oslo (Progress 0/60: 15 resources per die) (-- Labor, -- Energy)

Air Force

[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 resources per die)

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

Space Force

[ ] Orbital Strike Regimental Combat Team Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational.
(Progress 0/225: 30 Resources per die)

[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die)

Ground Forces
[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)

[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)

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

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

[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)

[ ] Ablat Plating Deployment (phase 1)
Ablat pucks are something that is relatively easy to deploy and distinctly useful in many circumstances, to the point where getting some into the field immediately is far better than getting enough to everyone later. While initial production will only be enough to equip a relative handful of units with full coverage, or a double handful with partial, it should directly increase the survivability of critical assets.
(Progress 0/200: 10 resources per die)

Navy

[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)

[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(Progress 0/40: 15 resources per die)

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. The last port remaining is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels.
  • [ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)

[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 10 Resources per die)

Steel Talons

[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/30: 10 resources per die)

[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 10 resources per die) (-- - Energy)

[ ] Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/30 : 10 resources per die)

[ ] Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/30: 10 Resources per die)



Bureaucracy (3 dice)

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

[ ] Interdepartmental Communication Initiative
With GDI's other departments on the move, taking more effort to prepare for their actions and how to better coordinate priorities should improve interdepartmental harmony, and the ability of the Initiative as a whole to operate.
(DC 90) (offers indicators which projects are of high priority to other departments.)

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

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

[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)

** 4 Hour Moratorium on Voting **
 
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Oh new options in bureau. Also a new tiberium option that we can actually do without stressing mil... interesting.

Edit- okay progress for 3 steel talon projects dropped by 10, @Ithillid shouldn't the wolverine mark 3 progress required also drop?
 
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Okay here's my plan for this turn

[] Plan MORE POWER!
Infrastructure 5/5 95R
-[ ] Tidal Power Plants (Phase 1) 2 dice 20R 99%
(progress 157/200: 10 resources per die) (+++ Energy)
-[ ] Blue Zone Arcologies (Phase 1) 1 die 15R 74%
(Progress 396/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)
-[ ] Fiber-Optic Expansion 2 dice 40R 55%
(Progress 105/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
-[ ] Chicago Planned City (Phase 1) 1 Tiberium die 20 87%
(Progress 41/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
Heavy Industry 5/5 100R
-[ ] Blue Zone Power Production Campaigns (Phase 2) 3 dice + 1 free die 40R 89%
(Progress 346/550: 10 Resources per die) (- Labor, +++++ Energy)
-[ ] Fusion Power Prototype 2 dice 40R 96%
(Progress 124/200: 20 Resources per Die) (+ Energy)
-[ ] Union Class Construction Yard 1 free die 20R 88%
(Progress 137/180: 20 resources per die) (+1 Fusion Lift Die)
Light and Chemical Industry 3/3 40R
-[ ] Yellow Zone Light Industrial Sectors 1 die + 1 free de 20R 0%
(Progress 173/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)
-[ ] Bulk Plastics Facilities 2 dice 20R 94%
(Progress 126/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)
Agriculture 3/3 30R
-[ ] Perennial Aquaponics Bays 3 dice 30R 22%
(Progress 106/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)
Tiberium 5/5
[ ] Tiberium Prospecting Expeditions (Phase 1) 4 dice 20R 100%
(Progress 0/75: 5 resources per die) (Small additional income trickle [5 Resources])
Orbital 3/3 2 fusion dice 55R
-[ ] GDSS Philadelphia II (Phase 2) 2 fusion dice 40R 89%
(Progress 92/180: 30 resources per die) (5 PS for completion)
-[ ] Orbital Cleanup (Phase 3) 1 die 15R 39%
(Progress 1/90: 15 resources per die) (Opens new Space Projects) (25-30 resources)
Services 4/4 40R
-[ ] Fashion development houses 2 dice 20R 10%
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)
-[ ] Ethnic Restaurant Program 2 dice 20R 68%
(Progress 0/150: 10 Resources per die) (- Food, +++ Consumer Goods)
Military 5/5 105R
-[ ] Reclamator Hubs
(Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
--[ ] Reclamator Hub Yellow Zone 5a 1 die 20R 89%
(Progress 66/105)
--[ ] Reclamator Hub Red Zone 7 North 1 die 20R 23%
(Progress 0/105)
-[ ] Reclamator Fleet RZ-6 South
--[ ] Super MARVs 1 die 20R 54%
(progress 136/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Orca Refit Package Development 1 die 15R 88%
(Progress 0/40: 15 resources per die)
-[ ] Remote Weapons System Development Predator 1 die 10R 88%
(Progress 0/40: 10 Resources Per die)
[ ] Ablat Plating Deployment (phase 1) 1 free die 10R 0%
(Progress 0/200: 10 resources per die)
[ ] Wolverine Mark 3 Deployment 1 free die 10R 0%
(Progress 0/150: 10 resources per die) (-- - Energy)
Bureaucracy 3/3
-[ ] Interdepartmental Communication Initiative 3 dice 99%
(DC 90) (offers indicators which projects are of high priority to other departments.
Free Dice 5/5
485/490 0/0 Reserve

485 total resources spent

It is of course pretty focused on building up energy with the only project that is capable of completing this turn that costs power being the BZ arcologies.

Anyone notice any errors or have any input?
 
Edit- okay progress for 3 steel talon projects dropped by 10, @Ithillid shouldn't the wolverine mark 3 progress required also drop?
No, because it was development not deployment. You just can't make enough myomer bundles right now to actually spread it across the fleet. That is what the Macrospinner is for (along with providing capital goods, and a little bit of energy)

Also, forgot to add this project.
[ ] Crystal Beam Laser Prototype Development
With work on the beam laser system effectively completed, there is more to be done to bring it into a format that can be deployed. Working with all branches of the military, a joint technological base can be established, branching into specific projects.
(Progress 0/40: 20 resources per die)
 
[ ] Plan Consumer Push
Infrastructure (5 dice)
-[ ] Tidal Power Plants, 1 die (10 Resources)
-[ ] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[ ] Fiber-Optic Expansion, 3 dice (60 Resources)
Heavy Industry (5 dice +1 Free)
-[ ] Blue Zone Power Production (Phase 2), 4 dice (40 Resources)
-[ ] Fusion Power Prototype, 1 die (20 Resources)
-[ ] Union Class Construction Yard, 1 die (20 Resources)
Light and Chemical Industry (3 dice +2 Free)
-[ ] Yellow Zone Light Industrial Sectors, 3 dice (30 Resources)
-[ ] Bulk Plastics Facilities, 2 dice (20 Resources)
Agriculture (3 dice)
-[ ] Perennial Aquaponics Bays, 3 die (30 Resources)
Tiberium (5 dice)
-[ ] Tiberium Prospecting Expeditions (Phase 1), 4 dice (20 Resources)
-[ ] Chicago Planned City (Phase 1), 1 die (20 Resources)
Orbital (3 dice)
-[ ] GDSS Philadelphia II (Phase 1), 2 dice (2 Fusion) (40 Resources)
-[ ] Orbital Cleanup (Phase 3), 1 die (15 Resources)
Services (4 dice +1 Free)
-[ ] Ethnic Restaurants, 2 dice (20 Resources)
-[ ] Durable Goods Libraries and Central Repositories, 3 dice (45 Resources)
Military (5 dice +1 Free)
-[ ] Super MARV Reclaimator Fleet (RZ-6 South), 2 dice (40 Resources)
-[ ] Ablative Plating Refits, 2 dice (20 Resources)
-[ ] Governor Class Cruiser Development, 1 die (15 Resources)
-[ ] Wolverine Mark 3 Deployment, 1 die (10 Resources)
Bureaucracy (3 dice)
-[ ] ???, 3 dice

Resources Available: 490
Resources Used: 490
Resources Remaining: 0

My original Plan with slight changes, which focuses as much as possible on raw Consumer Goods output, while taking a slight gamble in either Infrastructure Tidal Plants or BZ Power Production Phase 2 completing (89% chance for BZ Power Production, 85% chance for Tidal Plants.) I don't view the risk as that massive, since there are two +Power projects going on that each have an over 80% chance of completion, but to some that might be too much risk.

With the new Tiberium Prospecting Expeditions, I'm sacrificing a die on Chicago Planned City to activate all of our other Tiberium Dice on it. This also continues the slow roll-out of Chicago Planned City, letting us see what the exact Logistics and Energy cost of it is for Phase 2, so we can factor that into our plans without a chance of accidental overkill, and letting us commit as heavily to Chicago as we can afford to next turn.

[ ] Plan Consumer Push, Safety First
Infrastructure (5 dice)
-[ ] Tidal Power Plants, 1 die (10 Resources)
-[ ] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[ ] Fiber-Optic Expansion, 3 dice (60 Resources)
Heavy Industry (5 dice +2 Free)
-[ ] Blue Zone Power Production (Phase 2), 5 dice (50 Resources)
-[ ] Fusion Power Prototype, 1 die (20 Resources)
-[ ] Union Class Construction Yard, 1 die (20 Resources)
Light and Chemical Industry (3 dice +2 Free)
-[ ] Yellow Zone Light Industrial Sectors, 3 dice (30 Resources)
-[ ] Bulk Plastics Facilities, 2 dice (20 Resources)
Agriculture (3 dice)
-[ ] State Operated Breweries, 2 dice (20 Resources)
-[ ] Perennial Aquaponics Bays, 1 die (10 Resources)
Tiberium (5 dice)
-[ ] Tiberium Prospecting Expeditions (Phase 1), 1 die (5 Resources)
-[ ] Chicago Planned City (Phase 1), 2 dice (40 Resources)
Orbital (3 dice)
-[ ] GDSS Philadelphia II (Phase 1), 2 dice (2 Fusion) (40 Resources)
-[ ] Orbital Cleanup (Phase 3), 1 die (15 Resources)
Services (4 dice)
-[ ] Ethnic Restaurants, 2 dice (20 Resources)
-[ ] Durable Goods Libraries and Central Repositories, 2 dice (30 Resources)
Military (5 dice +1 Free)
-[ ] Super MARV Reclaimator Fleet (RZ-6 South), 2 dice (40 Resources)
-[ ] Ablative Plating Refits, 2 dice (20 Resources)
-[ ] Governor Class Cruiser Development, 1 die (15 Resources)
-[ ] Wolverine Mark 3 Deployment, 1 die (10 Resources)
Bureaucracy (3 dice)
-[ ] ???, 3 dice

Resources Available: 490
Resources Used: 490
Resources Remaining: 0

Here, a Free die is taken from Durable Goods and Central Repositories and put into BZ Power Production, bringing it up to 5 Dice with a 99% chance of success vs 4 Dice's 89% chance. Also has 2 Dice on Chicago instead of 1, at the cost of less Tiberium Prospecting.

I'm questioning though whether to make some re-arrangements to pump out Durable Goods Libraries and Central Repositories. Turn Ethnic Restaurants Dice into one 15 R Durable Goods die and one 5 R Video Games Die. There's also the question of Agricultural All In on Perennials (which in turn would also let us more quickly move onto the popular Vertical Farms), or taking some room off for State Breweries to maximize our Consumer Goods output. For the first Consumer Push, I'm more okay with the idea, since there's already plenty of Consumer Goods output being planned, but for Safety First, I'm already making a lot of Consumer Goods sacrifices in the name of playing it safe.

And of course, the exact spending layout of our bureaucracy dice.
 
[ ] Technology Codevelopment Programs
While none of GDI's other departments are particularly well funded, it should be possible to shake some resources out for the development and deployment of new technologies. While this is likely to be politically expensive, it is also a key tool, especially with the studies of NOD and Scrin technology currently being undertaken.
(DC 60) (-10 PS per die) (Speeds Technology Rollout)
[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)
Expensive, but these should pay off more than enough in the long run.
 
Aaaand updated. Please inform me of any errors you see as soon as possible.
Infrastructure 5 dice +12
-[] Tidal Power Plants (Phase 1) 157/200 1 die 10R 85%, 2 dice 20R 99%
-[] Blue Zone Arcologies (Phase 1) 396/450 1 die 15R 74%, 2 dice 30R 99%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 21%, 3 dice 60R 70%, 4 dice 80R 94%
-[] Yellow Zone Arcologies (Phase 1) 0/170 2 dice 30R 25%, 3 dice 45R 74%, 4 dice 60R 95%
-[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 32%, 3 dice 45R 80%, 4 dice 60R 97%
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 23%, 3 dice 30R 72%, 4 dice 40R 95%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 35%, 3 dice 30R 81%, 4 dice 40R 97%
-[] Integrated Cargo System 0/800 10 dice 150R 4%, 11 dice 165R 16%, 12 dice 180R 37%, 13 dice 195R 60%, 14 dice 210R 80%, 15 dice 125R 91%
-[] Fiber-Optic Expansion 105/240 2 dice 40R 55%, 3 dice 60R 91%
-[] Chicago Planned City (Phase 1) 41/80 1 Tib die 20R 100% (8% omake used)
-[] Chicago Planned City (Phase 1+2) 41/240 2 Tib dice 40R 30%, 3 Tib dice 60R 87%, 4 Tib dice 80R 99%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Karachi Planned City (Phase 1) 0/80 1 Tib die 20R 66%, 1 Tib die + 1 Infra die 40R 98%, 2 Tib dice 40R 99%
-[] Karachi Planned City (Phase 1+2) 0/240 2 Tib dice 40R 7%, 3 Tib dice 60R 63%, 4 Tib dice 80R 95%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Civilian Air Travel 0/250 3 dice 45R 18%, 4 dice 60R 60%, 5 dice 75R 88%, 6 dice 90R 98%
Heavy Industry 5 dice +15
-[] Blue Zone Power Production Campaigns (Phase 2) 345/550 2 dice 20R 9%, 3 dice 30R 55%, 4 dice 40R 89%, 5 dice 50R 99%
-[] Fusion Power Prototype 124/200 1 die 20R 55%, 2 dice 40R 96%
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 65%, 2 dice 10R 98%
-[] Yellow Zone Power Grid Extension (Phase 3) 71/??? 5R per die
-[] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%, 3 dice 30R 92%
-[] Personal Vehicle Factories 0/250 3 dice 30R 23%, 4 dice 40R 68%, 5 dice 50R 92%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 14 dice 210R 3%, 15 dice 225R 11%, 16 dice 240R 27%, 17 dice 255R 48%, 18 dice 270R 68%, 19 dice 285R 84%, 20 dice 300R 93%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 6% (Req. omake), 2 dice 30R 69%, 3 dice 45R 96%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 5%, 5 dice 75R 32%, 6 dice 90R 68%, 7 dice 105R 90%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 11 dice 165R 7%, 12 dice 180R 23%, 13 dice 195R 47%, 14 dice 210R 70%, 15 dice 225R 86%, 16 dice 240R 95%
-[] Kure Machine Works 0/280 3 dice 45R 9%, 4 dice 60R 48%, 5 dice 75R 83%, 6 dice 90R 97%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 10%, 7 dice 175R 37%, 8 dice 200R 68%, 9 dice 225R 89%, 10 dice 250R 97%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
-[] Union Class Construction Yard 137/180 1 die 20R 88%, 2 dice 40R 100%
Light and Chemical Industry 3 dice +12
-[] Chemical Precursor Plants 36/200 2 dice 30R 29%, 3 dice 45R 77%, 4 dice 60R 96%
-[] Yellow Zone Light Industrial Sectors 173/400 3 dice 30R 32%, 4 dice 40R 74%, 5 dice 50R 94%
-[] Blue Zone Light Industrial Sectors 0/350 4 dice 40R 7%, 5 dice 50R 37%, 6 dice 60R 71%, 7 dice 70R 91%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 18%, 3 dice 45R 60%, 4 dice 60R 92%
-[] Johannesburg Personal Robotics Factory 0/250 3 dice 45R 18%, 4 dice 60R 60%, 5 dice 75R 88%, 6 dice 90R 98%
-[] Bulk Plastics Facilities 126/200 1 die 10R 54%, 2 dice 20R 94%
-[] Furniture Factories 0/150 2 dice 20R 41%, 3 dice 30R 85%, 4 dice 40R 98%
-[] Chemical Fertilizer Plants 0/200 2 dice 30R 8%, 3 dice 45R 52%, 4 dice 60R 87%, 5 dice 75R 98%
-[] Superconductor Foundries 0/200 2 dice 60R 8%, 3 dice 90R 52%, 4 dice 120R 87%, 5 dice 150R 98%
-[] Johannesburg Myomer Macrospinner (phase 1) 0/90 1 die 20R 38%, 2 dice 40R 88%, 3 dice 60R 99%
Agriculture 3 dice +12
-[] Agriculture Mechanization Projects 0/400 5 dice 75R 14%, 6 dice 90R 45%, 7 dice 105R 75%, 8 dice 120R 92%
-[] State Operated Breweries 0/125 1 die 10R 3% (Req. omake), 2 dice 20R 64%, 3 dice 30R 94%
-[] Perennial Aquaponics Bays 106/350 3 dice 30R 22%, 4 dice 40R 64%, 5 dice 50R 90%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 3%, 8 dice 80R 15%, 9 dice 90R 40%, 10 dice 100R 67%, 11 dice 110R 87%, 12 dice 120R 95%
-[] Yellow Zone Aquaponics Bays (phase 4) 44/160 1 die 10R 12% (Req. omake), 2 dice 20R 72%, 3 dice 30R 96%
-[] Yellow Zone Purification Facilities 0/320 4 dice 40R 18%, 5 dice 50R 55%, 6 dice 60R 84%, 7 dice 70R 96%
-[] Vertical Farming projects (Phase 2) 65/??? 15R per die
-[] Agricultural Processing Plants (Phase 1) 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Ranching Domes 0/250 3 dice 60R 18%, 4 dice 80R 60%, 5 dice 100R 88%, 6 dice 120R 98%
-[] Entari Deployment 0/200 2 dice 40R 8%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 100R 98%
-[] Spider Cotton Development 0/40 1 die 20R 88%, 2 dice 40R 100%
Tiberium 5 dice +30
-[] Tiberium Prospecting Expeditions (Phase 1) 0/75 1 die 5R 71%, 2 dice 10R 100% (1% omake bonus)
-[] Tiberium Prospecting Expeditions (Phase 1+2) 0/150? 2 dice 10R 73%, 3 dice 15R 99%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 3%, 3 dice 60R 54%, 4 dice 80R 93%
-[-] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 die 15R 100% (2% omake used)
-[-] Red Zone Tiberium Harvesting (Phase 8) 0/130 1 die 25R 16% (Basically Req. omake), 2 dice 50R 86%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 54%, 3 dice 75R 95%
-[] Red Zone Containment Lines (Phase 3+4) 8/360 3 dice 75R 3%, 4 dice 100R 40%, 5 dice 125R 84%, 6 dice 150R 98%
-[-] Tiberium Glacier Mining (Phase 8) 29/180 2 dice 60R 72%, 3 dice 90R 99%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 29%, 3 dice 90R 87%, 4 dice 120R 99%
Orbital Industry 3 dice +12
-[] GDSS Philadelphia II (Phase 2) 92/180 1 die 20R+ 40%, 2 dice 40R+ 89%, 3 dice 60R+ 99%
-[] GDSS Philadelphia II (Phase 2+3) 92/540 5 dice 100R+ 3%, 6 dice 120R+ 21%, 7 dice 140R+ 53%, 8 dice 160R+ 79%, 9 dice 180R+ 93%
-[] GDSS Columbia (Phase 1) 0/90 1 die 20R+ 38%, 2 dice 40R+ 88%, 3 dice 60R+ 99%
-[] GDSS Columbia (Phase 1+2) 0/270 3 dice 60R+ 10%, 4 dice 80R+ 47%, 5 dice 100R+ 81%, 6 dice 120R+ 96%
-[] GDSS Columbia (Phase 1+2+3) 0/630 8 dice 160R+ 8%, 9 dice 180R+ 28%, 10 dice 200R+ 55%, 11 dice 220R+ 77%, 12 dice 240R+ 91%
-[] GDSS Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 68/390 4 dice 80R+ 17%, 5 dice 100R+ 54%, 6 dice 120R+ 83%, 7 dice 140R+ 96%
-[-] Expand Orbital Communications Network (Phase 3) 13/135 1 die 10R+ 6%, 2 dice 20R+ 67%, 3 dice 30R+ 95%
-[] Orbital Cleanup (Phase 3) 1/90 1 die 10R+ 39%, 2 dice 20R+ 88%, 3 dice 30R+ 99%
-[] Orbital Cleanup (Phase 3+4) 1/180? 2 dice 20R+ 19%, 3 dice 30R+ 68%, 4 dice 40R+ 93%
-[-] Inner System Survey Probes 0/90 1 die 10R+ 38%, 2 dice 20R+ 88%, 3 dice 30R+ 99%
-[-] Asteroid Belt Survey Probes 0/90 1 die 10R+ 38%, 2 dice 20R+ 88%, 3 dice 30R+ 99%
-[-] Outer System Survey Probes 0/290 3 dice 30R+ 4%, 4 dice 40R+ 34%, 5 dice 50R+ 72%, 6 dice 60R+ 92%
Services 4 dice +27
-[] Virtual Reality Arcades 0/225 2 dice 20R 10%, 3 dice 30R 67%, 4 dice 40R 96%
-[] Fashion development houses 0/225 2 dice 20R 10%, 3 dice 30R 67%, 4 dice 40R 96%
-[] Ethnic Restaurant Program 0/150 2 dice 20R 68%, 3 dice 30R 98%
-[] Game Development Studios 0/300 3 dice 15R 16%, 4 dice 20R 67%, 5 dice 25R 94%
-[] Durable Goods Libraries and Central Repositories 0/200 2 dice 30R 25%, 3 dice 45R 82%, 4 dice 60R 99%
Military 5 dice +12
-[] Wartime Factory Refits 0/350 4 dice 80R 7%, 5 dice 100R 37%, 6 dice 120R 71%, 7 dice 140R 91%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 60R 7%, 3 dice 90R 50%, 4 dice 120R 85%, 5 dice 150R 97%
--Note: Can use Fusion dice
-[] Reclaimator Hubs 0/105 1 die 20R 23%, 2 dice 40R 79%, 3 dice 60R 98%
-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 62%, 2 dice 40R 97%
-[] Reclamator Hub Yellow Zone 5a 66/105 1 die 20R 89%, 2 dice 40R 100%
-[] Super MARV Reclaimator Fleet (RZ-6 South) 136/210 1 die 20R 54%, 2 dice 40R 94%
-[] MARVs 0/160 2 dice 40R 32%, 3 dice 60R 80%, 4 dice 80R 97% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 5%, 3 dice 60R 45%, 4 dice 80R 82%, 5 dice 97%
-[] Crystal Beam Laser Prototype Development 0/40 1 die 20R 88%, 2 dice 40R 100%
Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 88%, 2 dice 20R 100%
-[] Zone Suit Factories 0/60 1 die 15R 68%, 2 dice 30R 98%
Air Force
-[] Orca Refit Package Development 0/40 1 die 15R 88%, 2 dice 30R 100%
-[] Wingman Drone Development 0/40 1 die 15R 88%, 2 dice 30R 100%
Space Force - Note: Can use Fusion dice.
-[] Orbital Strike Regimental Combat Team Station 0/225 3 dice 90R 34%, 4 dice 120R 75%, 5 dice 150R 94%
-[] High Orbit Ion Cannons 0/75 1 die 30R 53%, 2 dice 60R 94%
Ground Forces
-[] Remote Weapons System Development Predator 0/40 1 die 10R 88%, 2 dice 20R 100%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 88%, 2 dice 30R 100%
-[] Tube Artillery Development 0/40 1 die 15R 88%, 2 dice 30R 100%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 3%, 4 dice 40R 30%, 5 dice 50R 68%, 6 dice 60R 90%
-[] Railgun Munitions Development 0/60 1 die 10R 68%, 2 dice 20R 98%
-[] Ablat Plating Deployment (phase 1) 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
Navy
-[] Governor Class Cruiser Development 0/40 1 die 15R 88%, 2 dice 30R 100%
-[] Escort Carrier Development 0/40 1 die 15R 88%, 2 dice 30R 100%
-[] Hydrofoil Shipyards 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
-[] Point Defense Refits 15/250 3 dice 30R 27%, 4 dice 40R 70% 5 dice 50R 92%
Steel Talons - Entire section due for revision
-[] Titan Mark 3 Development 0/30 1 die 10R 98%
-[] Wolverine Mark 3 Deployment 0/150 2 dice 20R 41%, 3 dice 30R 85%, 4 dice 40R 98%
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 98%
-[] Havoc Scout Mech Development 0/30 1 die 10R 98%
Bureaucracy 3 dice +12
-[] Security Reviews: DC60 1 die 68%, 2 dice 98%
-[] Interdepartmental Communication Initiative DC 90 1 die 38%, 2 dice 88%, 3 dice 99%
-[] Technology Codevelopment Programs DC 60 1 die -10 PS 68%, 2 dice -20 PS 98%
-[] Light and Chemical Industry Recruitment Drive DC 50 1 die -5 PS 78%, 2 dice -10 PS 99%
-[] Expand Strategic Planning Apparatus 0/100 1 die 28%, 2 dice 82%, 3 dice 98%
Last Security Review
Light/Chem 1 turn ago 2055 Q2
Heavy Ind 2 turns ago 2055 Q1
Tiberium 3 turns ago 2054 Q4
Orbital 4 turns ago 2054 Q3
Services 4 turns ago 2054 Q3
Infrastructure 5 turn ago 2054 Q2
Agriculture 5 turn ago 2054 Q2
Bureaucracy 5 turn ago 2054 Q2
Military 9 turns ago 2053 Q2
 
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[] Plan Power, Mil and Cons Good
Infra 5/5 75R +12
-[] Tidal Power Plants (Phase 1) 157/200 2 dice 20 R 99%
-[] Blue Zone Arcologies (Phase 1) 396/450 1 dice 15 R 74%
-[] Fiber-Optic Expansion 105/240 2 dice 40 R 55%
HI 5/5 +1 dice 80R +15 (-2 for 2 years due to graduates)
-[] Blue Zone Power Production Campaigns (Phase 2) 345/550 4 dice 40 R 89%
-[] Fusion Power Prototype 124/200 1 dice 20 R 55%
-[] Union Class Construction Yard 137/180 1 die 20R 88%
LC 3/3 +2 dice 50R +12
-[] Yellow Zone Light Industrial Sectors 173/400 3 dice 30 R 32%
-[] Bulk Plastics Facilities 126/200 2 dice 20 R 94%
Agri 3/3 30R +12
-[] Perennial Aquaponics Bays 106/300 3 dice 30 R 22%
Tiberium 5/5 55R +30 (-2 for 2 years due to graduates)
-[] Tiberium Prospecting Expeditions (Phase 1) 3 0/70 3 dice 15 R 100% phase 1, 99% phase 2
-[] Chicago Planned City (Phase 1) 41/80 2 dice 40 R phase 1 99%, phase 2 30%
Orbital 3/3 55R +12
-[] GDSS Philadelphia II (Phase 2) 92/180 2 fusion dice 40 R 89%
-[] Orbital Cleanup (Phase 3) 1/90 1 dice 15 R 39%
Services 4/4 50R +27
-[] Ethnic Restaurant Program 0/150 2 dice 20R 68%
-[] Durable Goods Libraries and Central Repositories 0/200 2 dice 30R 25%
Military 5/5+1 dice 95R +12
-[] Reclamator Hubs Yellow Zone 5a 66/105 1 dice 20 R 89%
-[] Reclamator Fleet RZ 6 South (Super MARVs) 136/210 2 dice 40 R 94%
-[] Tube Artillery Development 0/40 1 dice 15 R 88%
-[] Ablat Plating Deployment (phase 1) 0/200 2 dice 20 R 8%
Bureau 3/3 +1 free +12
-[] Technology Codevelopment Programs 2 dice 98%
-[] Light and Chemical Industry Recruitment Drive 2 dice 99%
Free 5/5
-1 HI, 2 LC, 2 mil

490/490

Okay going for the two new options under bureau because we can use more LC dice and getting tech faster including the two tib techs is very important. Using the three spare tib dice on the new project. Meanwhile doing YZ 5a hub because that 1) secures northern South America from NOD 2) brings more YZ populace under our control and out of NOD recruitment and 3) overflow from the Super MARV project will go into it. Otherwise a focus on getting power up and running so we can do a lot of neat projects next turn (also the more LC dice will be amazing next turn for a final Cons Good push before elections).

Of note Perennials give PS and I am spending a good chunk of PS to get some needed bureau projects, and having high PS opens up new options so rebuilding will help alot. 1 or 2 more LC dice for at least the rest of the plan is nice, 9 to 18 extra LC dice. And as mentioned getting the two tib inhibitation projects out sooner than later lets us slow down the mutation and get more mitigation going.


Energy:
+2 Current, +4 Tidal Phase 1, +16 BZ Phase 2, +1 Fusion
-2 Arcology -2 YZ Light Industry -? Chicago (maybe), -2 Durable Good

Consumer Goods:
+1 Arts Grant, +4 Arcology (74%), +4 Fiber Optics (55%), +8 YZ Light (32%), +2 Bulk Plastic (94%), +4 over 8 turns Perennial (22%), +4 Ethnic Restaurant (68%), +8 Durable Good (25%)

Edit- Of note Tube Artillery is my project choice because right now our long range support is not accurate so needs area bombardment, tube artillery will give us among other things more accurate long range artillery which means less shell expenditure for the same support and the lighter artillery will be more mobile for offensive support such as our Ohio river offensive. So better offensive support and reduced shell usage for long range for the same effect will help our mil out quite a bit for setting up Chicago and the RZ reclamator hubs next turn.

So keys- the two new bureau projects that 1) let us bring the 2 tib techs online sooner (which means we slow mutation rate sooner which means it takes longer for the next mutation to start causing mit loss and we get more mit options to start pushing back the RZ). And the LCI dice is an extra 1 or 2 per turn for 9 turns so +9 to 18 LC dice. At the very least it means we can reduce or avoid free dice on LCI while still pushing out projects which helps us catch up in Mil and elsewhere. Power- enough dice on tidal to make sure it finishes which means at worst we end up energy neutral and a high chance to get BZ power up and running and a solid shot at finishing fusion to open up more power options. Beyond that a lot of work on finishing or starting ConsGood projects to get a bunch done Q3 and Q4. For Mil- finishing the MARV and securing north SA and provide a rollover spot for MARV saving a dice or two long run in the mil category. Arty tubes helps with securing Chicago and the other hubs we are putting up and easing our shell situation a bit. And ablat deployment (which I am likely to sink 1 or 2 dice a turn on for phase 1 and 2 at least)
 
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The focus here is on developing the next generation of tanks and refitting the Orca. Giving the tanks machine guns sounds like a cheap but effective refit while the lasers can be used as a weapon on both.
The tank upgrade should roll out fast while a joint technological base will need time.
No work on Mechs as I want to complete the light industry zones before starting Johannesburg Myomer Macrospinner and those will make Mech cheaper or better.
There is a small chance of -2 energy but that needs Blue Zone Power 89% to fail and yellow zone industry(32%) and the Rolling Stock(57%) to complete so the actual odds of that happening is very low.

[ ] Plan tanks and bombers
Infrastructure (5 dice) 75R
-[ ] Tidal Power Plants, 2 die (20 Resources)
-[ ] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[ ] Fiber-Optic Expansion, 2 dice (40 Resources)
Heavy Industry (6 dice +3 Free) 100R
-[ ] Blue Zone Power Production (Phase 2), 4 dice (40 Resources)
-[ ] Fusion Power Prototype, 1 die (20 Resources)
-[ ] Union Class Construction Yard, 1 die (20 Resources)
-[ ] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
Light and Chemical Industry (3 dice +1 Free) 40R
-[ ] Yellow Zone Light Industrial Sectors, 3 dice (30 Resources)
-[ ] Bulk Plastics Facilities, 1 dice (10 Resources)
Agriculture (3 dice) 30R
-[ ] Perennial Aquaponics Bays, 1 die (10 Resources)
-[ ] State Operated Breweries 0/125 2 dice 20R 64%,
Tiberium (5 dice) 55R
-[ ] Chicago Planned City (Phase 1), 2 dice (40 Resources)
-[ ] Tiberium Prospecting Expeditions (Phase 1) 3 dice 15R
Orbital (3 dice) 55R
-[ ] GDSS Philadelphia II (Phase 1), 2 dice (2 Fusion) (40 Resources)
-[ ] Orbital Cleanup (Phase 3), 1 die (15 Resources)
Services (4 dice) 40R
-[ ] Ethnic Restaurants, 2 dice (20 Resources)
-[ ] Fashion development houses 0/225 2 dice 20R 10%
Military (5 dice +1 Free) 95R
-[ ] Super MARV Reclaimator Fleet (RZ-6 South), 1 dice (20 Resources)
-[ ] Reclamator Hub Yellow Zone 5a (Progress 66/105) 1 dice (20 Resources)
-[ ] Orca Refit Package Development 0/40 1 die 15R 88%
-[ ] Remote Weapons System Development Predator 0/40 1 die 10R 88% 99%
-[ ] Ablative Plating Refits 0/200, 1 dice (10 Resources)
-[ ] Crystal Beam Laser Prototype Development 1 dice 20R
Bureaucracy (3 dice)
-[ ] Technology Codevelopment Programs DC 60 2 dice -20 PS 98%
-[ ] Light and Chemical Industry Recruitment Drive DC 50 1 die -5 PS 78%,
Resources Available: 490/490
 
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Military (5 dice +1 Free)
-[ ] Super MARV Reclaimator Fleet (RZ-6 South), 2 dice (40 Resources)
-[ ] Ablative Plating Refits, 2 dice (20 Resources)
-[ ] Governor Class Cruiser Development, 1 die (15 Resources)
-[ ] Wolverine Mark 3 Deployment, 1 die (10 Resources)
2 Dice on the SMARV isn't worthile unless we build the Yellow 6A hub for overflow.

It has a 54% chance of completion with 1 die. So the net expected value of spending 2 dice this turn is:
.54 (probability of 'wasting' second die) * -20 (cost of second die) = -10.8
.42 (probability of needing the second die to complete this turn) * 25 (gain from getting completing the fleet this turn) = 10.5
~.04 (probability of needing a third die next turn) * 25 (gain from completing the fleet next turn) = 1
-10.8+10.5+1 = 0.7 Resources

The net benefit is very, very weak when we are heavily constrained by both dice and resources. Whereas if we build the other hub for overflow we'll be able to capture the full benefit of any resources spend on the R6 fleet, which would allow us to recoup up to ~50 points of progress on a single die of expenditure, or up to ~150 points of progress on two dice of expenditure.

I'd heavily recommend that we try to always use overflow for hubs and fleets. It basically turns them from discrete projects, where we will regularly lose half a military die per project (so 2 military dice and 40 resources/year, if we are trying to get out two fleets per year) to a phased project where we (almost) never lose progress.
 
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We're a little too MARV-heavy as it is imo. We need to commit more effort into conventional military development and rollout, since we're spending less dice in military than we normally do in a turn.

So I find a 3rd MARV die to be unacceptable to begin with, and a Yellow Zone MARV die to be a colossal waste when it's the North American Red Zone that should be our next priority for our tib-eating Supertanks.
 
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Do remember that Ithillid has said that if we overflow building a MARV fleet and have a completed hub in an adjacent sector then the overflow will go to the open hub so finishing the YZ 5a hub is definitely not a colossal waste and in fact prevents waste.
 
It is when it commits us to another turn of spending on MARVs in a Yellow Zone when what we need them for is Red Zone Abatement and protecting Chicago and our Glacier Mines.
 
Here's my updated plan for solving our artillery problems. I really think we need to finish shells roll out.

[] Plan Judicious Application of Ordinance
Infra 5/5 85R +12

-[] Fiber-Optic Expansion 105/240 3 dice 60R 91%
-[] Blue Zone Arcologies (Phase 1) Progress 396/450 1 die 15R 74%
-[] Tidal Power Plants (Phase 1) 157/200 1 die 10R 85%
HI 5/5 + 3 Free die 80R +15 (-2 for 2 years due to graduates)
-[] Blue Zone Power Production Campaigns (Phase 2) 345/550 5 dice 50R 99%
-[] Heavy Rolling Stock Plants 111/250 3 dice 30R 92%
LCI 3/3 30R +12
-[] Yellow Zone Light Industrial Sectors 173/400 3 dice 30R 32%
Agri 3/3 30R +12
-[] Perennial Aquaponics Bays 106/350 3 dice 30R 22%
Tiberium 5/5 45R +30 (-2 for 2 years due to graduates)
-[] Tiberium Prospecting Expeditions (Phase 1) Progress 0/75 5 dice 25R 100%
-[] Chicago Planned City (Phase 1) 41/80 1 Tib die 20R 100% (8% omake used)
Orbital 3/3 55R +12
-[] GDSS Philadelphia II (Phase 2) 92/180 2 Fusion dice 40R 89%
-[] Orbital Cleanup (Phase 3) 1/90 1 die 15R 39%
Services 4/4 55R +27
-[] Durable Goods Libraries and Central Repositories 0/200 3 dice 45R 82%
-[] Ethnic Restaurant Program 0/150 1 dice 10R 0%
Military 5/5 + 2 Free dice 90R +12
-[] Reclamator Hub Yellow Zone 5a 66/105 1 die 20R 89%
-[] Super MARV Reclamator Fleet (RZ-6 South) 136/210 1 dice 20R 54%
-[] Shell Plants (Phase 4) 3/300 5 die 50R 68%
Bureau 3/3 +12
-[ ] Interdepartmental Communication Initiative DC90 3 dice 99%

470/490 R 20R banked for next turn

Edit: fixed so that 1 Tib on chicago
 
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