Where did you get that from? 5 sets total is rediculously expensive.
It is something that I put in the Discord as my thinking on the total number of phases. I am broadly looking at 3/5 or 4/5 as the potential numbers. The last phase or two is going to be excessive overkill, because it is filling out reserve formations, hardening the overall system so you can lose a few factories, and ensuring that every last Home Guard unit is fully kitted out with the things.
 
Discord.

It's ZOCOM, leading edge elements of Ground Forces, frontline forces of Ground Forces, second line forces of Ground Forces, deep garrisons/reserves IIRC.

And yes, that is really expensive. We aren't expected to roll out the remaining 4 sets this plan. Frankly, rolling them out 1 set per plan is quite reasonable.
Well... Didn't we already equip ZOCOM? Or is it additional equipment?

That said, 1 set per plan, is a bit... Unambitious. Mostly because by the time we do complete it, it will be year 2080, and the technology will be from early 2050s, barring the refits and modifications.

So. Assume the costs are much the same for Set 2 to 5...

(sees QM clarifications)

Okay, Sets 2 to 3. My guesstimate (Philadelphia bonuses and Myomer discounts not included) would have us build 6 stages of Fusion Power Plants and Phase 3 of Nuuk in HI dice (1800, 1120 progress) to cover the Energy and CapGoods costs. And spend 3-4 dice per factory, 18 times or so...

Well a particular focus (3 dice per quarter) in years 2-4 of each plan should allow us to complete this in 2 plans or so.
 
It's still the most obvious Masterstroke target, and 300 Processing Capacity that, if lost, will set us back severely. It's more than 1/6th of GDI's entire income, and closer to home, something that will likely drop us back to Q1 2059 income values.

Far from the only target but all our centralized industrial complexes are usually deep in Blue Zones away from danger, as opposed to deep in Yellow Zones.

Edit - Sorry for doubleposting.
I'm not saying "let's not build a MARV hub somewhere it can cover the Mecca Planned City region."

I'm saying "trying to do this starting in 2058Q3 is likely to result in us sacrificing other priorities that we really, really want in place before a war starts too, because of their global impact additional to any local impact in that one area."

Like, do you want to give up on the naval point defense refits? Shimmer shields? Do you intend to get the artillery refits and the Super Orcas done in Q4 and 2059Q1? There's a lot to juggle here.

Well... Didn't we already equip ZOCOM? Or is it additional equipment?
We equipped ZOCOM, but that doesn't mean that ZOCOM's factories don't count as one of the five waves of factories to be built.

Okay, Sets 2 to 3. My guesstimate (Philadelphia bonuses and Myomer discounts not included) would have us build 6 stages of Fusion Power Plants and Phase 3 of Nuuk in HI dice (1800, 1120 progress) to cover the Energy and CapGoods costs. And spend 3-4 dice per factory, 18 times or so...

Well a particular focus (3 dice per quarter) in years 2-4 of each plan should allow us to complete this in 2 plans or so.
Maybe. On the other hand, it's questionable whether it even makes military sense to continue investing in the project past the first two waves of factories (first three, counting the ones we already built). Is it worth pushing the power armor rollout past the point of diminishing returns by equipping literally everyone, instead of just the frontline forces?
 
I want to equip the leading edge and the frontline and ZOCOM, to clarify.

In absence of clarifications, I assumed we would need to complete Set 1, Set 2 and Set 3 for this.
 
Again, the QM got so tired of hearing this kind of thing every time he gave us the option to make Left Moves in the economy, that he took away our power to even decide to make such moves and it's now all up to the NPC political simulator to figure out what happens.

Now that our nice things are broken, can you please not resume doing the thing that got our nice things broken in the first place? Because if you wanted Turn Economy Leftwards Quest, it got burned down.

Probably the best thing that happened to this thread actually. I know he wasn't happy but the back and forth between people was the worst cringe.

Maybe. On the other hand, it's questionable whether it even makes military sense to continue investing in the project past the first two waves of factories (first three, counting the ones we already built). Is it worth pushing the power armor rollout past the point of diminishing returns by equipping literally everyone, instead of just the frontline forces?

It'd probably help with security. I mean we're going to have to balance everything we spend on. But the ability to call up reserves with their own power armor is a big deal. Also power armor changes atleast some of Nods calculations when it comes to operations in rear areas. If that supply unit has armor to? Your operation is going to require more finesse or more brute force.
 
That said, 1 set per plan, is a bit... Unambitious. Mostly because by the time we do complete it, it will be year 2080, and the technology will be from early 2050s, barring the refits and modifications.

We're in plan 3 right now. Given we only completed Set 1, one could say that we are a complete set behind if we presume we want to roll out ZA to all ground forces in 20 years.
 
[] Plan Surefire Shipping
Infrastructure 5/5 Dice + 1 Free Die 80 R
-[] Blue Zone Arcologies (Stage 2) 548/650 (2 dice, 30 R) (91% chance)
-[] Tidal Power Plants (Phase 3) (2 dice, 20 R) 154/300 (60% chance, if no degradation)
-[] Integrated Cargo System (2 dice, 30 R) 0/800 (2/11 median)
I don't like only putting two dice on Arcologies. Yes, it'll likely finish this Stage, but what about the next one? It'll take about 8-9 dice for another +8 high-quality Housing after this one, and two dice a turn just isn't going to make much progress.
Heavy Industry 3/4 Dice 60 R
-[] Automated Civilian Shipyards 139/250 (3 Dice, 60 R) (98% chance)
I get that this is the point of your Plan, but, why? We don't need a big buffer of Logistics; we just need a buffer. Which with 4 Logistics, and an easy +2 from the Orbital Communications, we have. Even if we're planning on blowing through multiple Glacier phases, we can put "surefire" excess dice in on that turn. No need to do it the turn before. One die has a respectable 21% chance and two dice has a plenty high 80% chance. Three dice is overkill, especially when we could use those two 20R dice on getting Capital Goods from Nuuk or Myomers.
Military 6/6 Dice + 3 Free Dice 90? R
-[] Shimmer Shield Development 0/60 (1 die, 20 R) (73% chance)
-[] Hydrofoil Shipyards 69/85 (1 die 10 R) (100% chance)
-[] Naval Point Defense 0/??? 4? dice 40?R (??% chance)
-[] Ablat Plating Deployment (Stage 4) 45/200 (2 dice, 20 R) (37% chance)
-[] Security Review
Speaking of glacier mining, why aren't you (or anyone else so far) doing any development projects to support ZOCOM? Every time we hammer that "give resources" button, we're putting stress on the already-streched-out ZOCOM. Why can't we put even a single die on Sonic Artillery, or the Havoc Scout? It's critically important to our entire Plan to keep ZOCOM healthy and happy, moreso than anyone else in the military presently. We need to push out more projects their way ASAP, and I don't like this trend the past few turns of giving them the least possible attention like we've often done for the Steel Talons.
 
[ ] Green Zone Teacher Colleges (New)
Providing enough highly qualified teachers has always been a struggle in the Green Zones, especially with the refugees filling the region. Building dedicated teachers colleges will help alleviate some of those problems, and aid Litvinov's education mandate.
(Progress 0/200: 5 resources per die)

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

Couple of spoilers for the next turn. This is what Litvinov's program will mostly be looking like.
 
I am going to make a very gamer move proposition here: with seeing what the pirate bitch had in store...we need to all!dice one-turn Karachi and Coloumbo ASAP and force Nod to launch the 4th TibWar out of desperstion, of us threatening their main industrial-biotech-R&D-recruitment area, instead of prepardness. Because if we give them more time we are gonna get rekt and we would have to start from scratch on the Tiberium abatement infrastructure post-war.
 
Last edited:
[ ] Green Zone Teacher Colleges (New)
Providing enough highly qualified teachers has always been a struggle in the Green Zones, especially with the refugees filling the region. Building dedicated teachers colleges will help alleviate some of those problems, and aid Litvinov's education mandate.
(Progress 0/200: 5 resources per die)

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

Couple of spoilers for the next turn. This is what Litvinov's program will mostly be looking like.
I also read that blurb about the GDI Director would also roll out some Education Proposals in the next few turns. I get the feeling it would concern Yellow Zone Education and the like. Are we going forward with that in the future? We might eat some -PS if it gets ignored in the long run.
Well, this quote's relevant now. So 1 or 2 dice per turn on this. What's everyone's take on this?
 
It's critically important to our entire Plan to keep ZOCOM healthy and happy, moreso than anyone else in the military presently. We need to push out more projects their way ASAP, and I don't like this trend the past few turns of giving them the least possible attention like we've often done for the Steel Talons.
200% agreed. It's ridiculous how little effort has been given to actually helping them while relying on them the most for the Treasury's mining operations. But lately no plan has really helped them that much other than the ZEMEV thing that was done for the Forgotten.

I just don't get it. Every department is asking for stuff, but it is ZOCOM that is needing it the most for what the Treasury is doing. Hell they didn't even ask to get stuff specific to them for help at this point, and mainly for more Zone Armor in general so they don't have to be stuck using their Zone Armor for other branches of the Military vs things that they were meant to focus on such as pushing deeper into Red zones.
 
Wartime Factory Refits later phases will increase zone armor production for ZOCOM. And the NOD armor research can be applied to the zone armor.

We have six military branches (ZOCOM, Ground Force, Air Force, Space Force, Navy, Talons), and after the assassination we only had 4 military dice for several turns. We've just now gotten up to six, and we are still heavily resource constrained.

ZOCOM has been getting slightly more than its fair share of attention so far.
 
Wartime Factory Refits later phases will increase zone armor production for ZOCOM. And the NOD armor research can be applied to the zone armor.

We have six military branches (ZOCOM, Ground Force, Air Force, Space Force, Navy, Talons), and after the assassination we only had 4 military dice for several turns. We've just now gotten up to six, and we are still heavily resource constrained.

ZOCOM has been getting slightly more than its fair share of attention so far.

But they're also one metaphorically pulling the most weight in securing the cashmoney.
 
Q3 2058
Q3 2058

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

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

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

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

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

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

Plan Goals
Capital Goods: 50 Points
Consumer Goods: 110 (40) Points
Food: 20 points in reserve
Income: 480 Points
Stations: 3929 Points
Abatement: 30 Points
Processing: 1080 points
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Prototype Plasma Weapons Development
Shimmer Shield Development
Orbital Defense Laser Development
Railgun Munitions Development
Tactical Plasma Weapons Development
Complete the Hydrofoil Project
Complete the Point Defense Refits
Complete at least three more phases of Shell Plants
Complete at least two more phase of Ablative Armor
Complete at least two more phases of URLS production
Complete at least two phases of Wadamalaw Kudzu Plantations
Complete at least three more phases of Blue Zone Arcologies
Complete GDSS Enterprise
Complete GDSS Philadelphia II
Complete at least six phases of Lunar Mines
Complete Perennials Phase 3
Complete at least four phases of Karachi Planned City
Develop Tactical Ion Cannons
Develop and Deploy Mastodon
Develop and Deploy Havoc



Infrastructure (5 dice)

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

[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 549/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)

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

[ ]Blue Zone Apartment Complexes (Phase 2) (Updated)
A second wave of apartment complexes, dotting GDI cities and snaking between higher and lower density areas will provide a further boost of high quality housing. While not as Tiberium hardened as the arcologies, that is a distant threat, and one that can be safely disregarded in the immediate timeframe in favor of housing people in better conditions.
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)

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


[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)

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

[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/700: 20 Resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1400: 20 resources per die) (+5 Housing, -4 Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 Tiberium Processing Capacity)

[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/75: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/150: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/300: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/600: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/1200: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor)

Heavy Industry (4 dice)

[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 resources per die) (-1 Labor, +16 Energy)

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

[ ] North Boston Chip Fabricator (Phase 5)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases, where inferior performance in one aspect is made up for my superior performance in others.
(Progress 36/2400: 15 resources per die) (+32 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy)

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 15 resources per die) (-1 Labor)
(Progress 0/250: 15 resources per die) (+2 Capital Goods, +2 Consumer Goods, -1 Labor)
(Progress 0/500: 15 resources per die) (+ 6 Capital Goods, +6 Consumer Goods, -2 Labor, -4 Energy)
(Progress 0/1000: 15 resources per die) (+12 Consumer Goods, +12 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/2000: 15 resources per die) (+24 Consumer Goods, +24 Capital Goods, -2 Labor, -4 Energy)

[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (-1 Labor)
(Progress 0/320: 20 resources per die) (+4 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/640: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/1280: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/2560: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy)

[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 resources per die) (+8 Capital Goods, -4 Labor, -8 Energy)

[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 139/250: 20 resources per die) (+9 Logistics, -1 Capital Goods, -4 Energy)

Light and Chemical Industry (4 dice)

[ ] Blue Zone Light Industrial Sectors (Phase 1)
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods. The project has also subsumed a number of other factories that had been on the docket for years, as the Initiative no longer needs to focus on that scale.
(Progress 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)
(Progress 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)

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

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

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

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


Agriculture (3 dice)

[ ] Agriculture Mechanization Projects (Phase 1)
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (+2 Labor, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+4 Labor, -1 Energy, -1 Capital Goods)

[ ] Perennial Aquaponics Bays (Stage 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While it will take well into next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 123/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)

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

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

[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)

[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)

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

[ ] Wadmalaw Kudzu Development
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)

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

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

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

Tiberium (6 dice)

[ ] Tiberium Prospecting Expeditions (Repeating Stage)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])

[ ] Tiberium Vein Mines (Stage 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (-1 Capital Goods)

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

[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 Stages available)

[ ] Red Zone Tiberium Harvesting (Stage 11) (Updated)
A final stage of Red Sea operations will be in Eritrea, attacking towards the source of the Nile river, and into the Red Zone pocket where the Brotherhood once sourced significant resources for the Egyptian zones. While this will be a somewhat more difficult operation, it should not face significant opposition.
(Progress 46/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Stage 5)
A final major stage of development will put the full supportable effort into effectively containing the spread of Red Zones around the world. While it will not be the last gain in containment efforts, it is the point where further pushing will be seeing less impact on the spread of Tiberium.
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)

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

[ ] Tiberium Processing Plants (Stage 1)
While initially a low priority, as GDI's economy has been rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants will carry out the recently discovered Hewlett-Gardener process providing a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+600 processing potential) (-4 Energy, -2 Logistics)

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

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

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

[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)

[ ] Liquid Tiberium Power Cell Development
Liquid Tiberium has a tendency to decompose if exposed to significant amounts of energy. While it is the basic principle of a Liquid Tiberium Bomb, it is also a potentially significant power supply, as demonstrated by the Brotherhood of NOD. With GDI currently running on the edge of available energy reserves, it is a politically problematic, but relatively simple means of providing mass amounts of energy.
(Progress 0/50: 30 resources per die) (-10 Political Support)

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

Orbital (5 dice)

[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels. (Station)
(Progress 100/715: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support)
(Progress 0/1430: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/85: 20 resources per die) (5 Political Support)
(Progress 0/170: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/340: 20 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/680: 20 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1360: 20 resources per die) (2k Permanent residents) (3 available Bays) (10 Political Support)

[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material. (Station)
(Progress 0/770: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1540: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (2 available Bays) (10 Political Support)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Station)
(Progress 0/85: 20 resources per die) (5 Political Support)
(Progress 0/170: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/340: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/680: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1360: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)

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

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

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

(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)


[ ] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 16/70: 15 resources per die)

[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/190: 15 resources per die)

Lunar Operations

[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non-tiberium based mining and refining infrastructure.
(Progress 0/170: 20 resources per die) (+5 Resources Per Turn)
(Progress 0/155: 20 resources per die) (+5 Resources Per Turn)

[ ] Lunar Regolith Harvesting (Phase 2)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 50/340: 20 resources per die) (+2 Light Metals)

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

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

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

Services (4 dice)

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

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

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

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

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

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

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

[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular.
(Progress 0/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support)

[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support)

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

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

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


Military (6 dice)

[ ] Wartime Factory Refits (Phase 2) (Updated)
The second phase of refits includes a number of the critical new developments pushed forward by the Global Defense Initiative in the aftermath of the Third Tiberium War. Systems like the Apollo, Zone Armor Factories, and similar need refits promptly, and will significantly increase GDI's ability to absorb losses in those areas.
(Progress 52/90: 20 resources per die) (-3 Capital Goods)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 Energy) (+1d2 Military Dice)

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

[ ] ASAT Defense System (Phase 4)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions
(Progress 36/225: 20 resources per die) (Station) (High Priority)
(Progress 0/500: 30 resources per die)

[ ] Prototype Plasma Weapons Development
While so far projected plasma weapons have not worked out as well as GDI could hope, it is an unparalleled source of destructive power. However, Initiative scientists have developed a compromise system that can cheaply produce relatively small amounts of plasma and project a lance beyond the detonation point. While requiring small amounts of exotic materials, plasma weaponry can provide both standoff capability and significantly increased destructive potential to many Initiative munitions.
(Progress 0/60: 25 resources per die)

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

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

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

[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported.
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/105)

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

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

Zone Operations Command

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

[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)

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

Air Force

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

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

[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)

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

Space Force

[ ] Orbital Strike Regimental Combat Team Stations (Phase 1)
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch. (Station)
(Progress 0/225: 20 resources per die) (High Priority)
(Progress 0/200: 20 resources per die)
(Progress 0/300: 20 resources per die)
(Progress 0/400: 20 resources per die)

[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 resources per die) (High Priority)

[ ] Skywatch Telescope System
While no longer a requirement for further exploration of the solar system, a constellation of Skywatch telescopes will be useful for the Space Force as well, an early warning tripwire in case of another alien invasion or asteroid bombardments.
(Progress 0/100: 10 resources per die)

[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood.
(Progress 0/175: 20 resources per die) (Station)

Ground Forces

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

[ ] Tube Artillery Deployment (New)
Refitting the existing factories producing the 152mm guns that are currently in GDI's stockpile will be a somewhat limited process, but one that offers significant increases in ammunition efficiency for all GDI forces. Additionally, diverting some number of Guardian APC chasses towards the artillery command variant will see improved efficiency of fire direction.
(Progress 0/200: 15 resources per die)

[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 resources per die) (-2 Energy) (High Priority)
(Progress 0/150: 10 resources per die) (-1 Energy)
(Progress 0/150: 10 resources per die) (-1 Energy)

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

[ ] Ablat Plating Deployment (Stage 4)
While GDI can, at this point, feed many of its needs for Ablat, the supply is still distinctly short. Beginning to not only feed forward deployed units, but second and third line positions, and building a stockpile to last for more than the first few days of a future war.
(Progress 45/200: 10 resources per die) (Very High Priority)

[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)

[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)

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

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

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

[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements (High Priority)

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


Navy

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

[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. The last port remaining is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels.
  • [ ] Busan-Ulsan Combined Port (Progress 69/85: 10 resources per die) (-6 Energy, -2 Labor)

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

(Offensive Navy)

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

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

(Defensive Navy)

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

Steel Talons

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

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

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

Bureaucracy (3 dice)

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 55 + 1 operations die)

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

** 4 Hour Moratorium on Voting **
 
Last edited:
New Array. Please notify me of any possible errors, exclusions, ect.
*Notice* Fusion Dice are now gone, and all orbital projects are permanently discounted.
Infrastructure 5 dice +21
-[] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 62%, 3 dice 30R 95%
-[] Blue Zone Arcologies (Stage 2) 548/650 1 die 15R 35%, 2 dice 30R 91%
-[] Blue Zone Arcologies (Stage 2+3) 548/1300 8 dice 120R 2%, 9 dice 135R 14%, 10 dice 150R 41%, 11 dice 165R 70%, 12 dice 180R 89%, 13 dice 195R 97%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 5%, 2 dice 20R 73%, 3 dice 30R 98%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 35%, 3 dice 60R 86%, 4 dice 80R 99%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 28%, 4 dice 60R 76%, 5 dice 75R 96%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 6 dice 90R 5%, 7 dice 105R 29%, 8 dice 120R 63%, 9 dice 135R 87%, 10 dice 150R 97%
-[] Integrated Cargo System 0/800 9 dice 135R 5%, 10 dice 150R 23%, 11 dice 165R 51%, 12 dice 180R 77%, 13 dice 195R 92%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 17%, 3 dice 90R 72%, 4 dice 120R 96%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 5 dice ?R 12%, 6 dice ?R 47%, 7 dice ?R 80%, 8 dice ?R 95%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 7 dice ?R 4%, 8 dice ?R 23%, 9 dice ?R 54%, 10 dice ?R 81%, 11 dice ?R 94%
-[] Chicago Planned City (Phase 4) 3/700 7 dice 140R 2%, 8 Tib dice 160R 15%, 9 Tib dice 180R 45%, 10 Tib dice 200R 75%, 11 Tib dice 220R 92%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/75 1 Tib die 20R 65%, 2 Tib dice 40R 99%
-[] Karachi Planned City (Phase 1+2) 0/225 2 Tib dice 40R 8%, 3 Tib dice 60R 60%, 4 Tib dice 80R 94%
-[] Karachi Planned City (Phase 1+2+3) 0/525 5 Tib dice 100R 2%, 6 Tib dice 120R 19%, 7 Tib dice 140R 56%, 8 Tib dice 160R 85%, 9 Tib dice 180R 97%
-[] Karachi Planned City (Phase 1+2+3+4) 0/1125 13 Tib dice 260R 9%, 14 Tib dice 280R 27%, 15 Tib dice 300R 53%, 16 Tib dice 320R 76%, 17 Tib dice 340R 91%
--Note: Infra/Tib dice makes this complicated.
Heavy Industry 4 dice +16
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 5%, 7 dice 70R 26%, 8 dice 80R 58%, 9 dice 90R 83%, 10 dice 100R 95%
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dice 60R 11%, 4 dice 80R 52%, 5 dice 100R 86%, 6 dice 120R 97%
-[] Continuous Cycle Fusion Plant (Phase 2+3) 22/600 7 dice 140R 10%, 8 dice 160R 36%, 9 dice 180R 66%, 10 dice 200R 87%, 11 dice 220R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 31 dice 465R 2%, 32 dice 480R 6%, 33 dice 495R 13%, 34 dice 510R 24%, 35 dice 525R 37%, 36 dice 540R 52%, 37 dice 555R 66%, 38 dice 570R 78%, 39 dice 585R 87%, 40 dice 600R 93%
--Note: Infrequently updated due to very large dice.
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 7%, 2 dice 30R 71%, 3 dice 45R 96%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 5%, 5 dice 75R 34%, 6 dice 90R 71%, 7 dice 105R 92%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 11 dice 165R 9%, 12 dice 180R 27%, 13 dice 195R 52%, 14 dice 210R 74%, 15 dice 225R 89%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 39%, 3 dice 60R 86%, 4 dice 80R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 idce 100R 2%, 6 dice 120R 18%, 7 dice 140R 51%, 8 dice 160R 79%, 9 dice 180R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 14 dice 280R 5%, 15 dice 300R 17%, 16 dice 320R 36%, 17 dice 240R 59%, 18 dice 260R 77%, 19 dice 280R 90%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 12%, 7 dice 175R 40%, 8 dice 200R 72%, 9 dice 225R 90%
-[] Automated Civilian Shipyards 139/250 1 die 20R 21%, 2 dice 40R 80%, 3 dice 60R 98%
Light and Chemical Industry 4 dice +11
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 3 dice 30R 17%, 4 dice 40R 58%, 5 dice 50R 87%, 6 dice 60R 97%
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 5%, 3 dice 45R 46%, 4 dice 60R 82%, 5 dice 75R 97%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 8 dice 160R 4%, 9 dice 180R 17%, 10 dice 200R 41%, 11 dice 220R 66%, 12 dice 240R 85%, 13 dice 260R 94%
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 2 dice 40R 32%, 3 dice 60R 78%, 4 dice 80R 96%
-[] Reykjavik Myomer Macrospinner (Phase 2+3) 1/480 6 dice 120R 9%, 7 dice 140R 34%, 8 dice 160R 63%, 9 dice 180R 85%, 10 dice 200R 95%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 32%, 2 dice 60R 84%, 3 dice 90R 98%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 5%, 4 dice 120R 34%, 5 dice 150R 72%, 6 dice 180R 92%
Agriculture 3 dice +11
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 39%, 3 dice 45R 83%, 4 dice 60R 97%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 5 dice 75R 12%, 6 dice 90R 42%, 7 dice 105R 72%, 8 dice 120R 90%
-[] Perennial Aquaponics Bays (Stage 2) 123/350 3 dice 30R 30%, 4 dice 40R 72%, 5 dice 50R 93%
-[-] Yellow Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 18%, 3 dice 30R 66%, 4 dice 40R 92%
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 41%, 3 dice 30R 84%, 4 dice 40R 98%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 20%, 3 dice 45R 68%, 4 dice 60R 93%
-[] Ranching Domes 0/250 3 dice 60R 17%, 4 dice 80R 58%, 5 dice 100R 87%, 6 dice 120R 97%
-[] Spider Cotton Plantations (Phase 1) 2 dice 30R 22%, 3 dice 45R 71%, 4 dice 60R 93%
-[] Spider Cotton Plantations (Phase 1+2) 4 dice 40R 6%, 5 dice 50R 34%, 6 dice 60R 68%, 7 dice 70R 89%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 92%
-[] Freeze Dried Food Plants 0/200 2 dice 40R 12%, 3 dice 60R 61%, 4 dice 80R 92%
-[] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 49%, 3 dice 30R 90%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 6 dice +24
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 22%, 3 dice 15R 78%, 4 dice 20R 97%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 7%, 5 dice 25R 44%, 6 dice 30R 81%, 7 dice 35R 97%
-[] Tiberium Vein Mines (Stage 1) 0/200 2 dice 40R 21%, 3 dice 60R 77%, 4 dice 80R 98%
-[] Tiberium Vein Mines (Stage 1+2) 0/400 4 dice 80R 7%, 5 dice 100R 43%, 6 dice 120R 80%, 7 dice 140R 96%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 4 dice 80R 16%, 5 dice 100R 59%, 6 dice 120R 89%, 7 dice 140R 99%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 8 dice 160R 2%, 9 dice 180R 16%, 10 dice 200R 45%, 11 dice 220R 74%, 12 dice 240R 91%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 11) 46/130 1 die 56%, 2 dice 98%
-[] Red Zone Tiberium Harvesting (Stage 11+12) 46/260 2 dice 50R 13%, 3 dice 75R 68%, 4 dice 100R 96%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 34%, 2 dice 50R 91%
-[] Red Zone Containment Lines (Stage 5+6) 74/360 3 dice 75R 18%, 4 dice 100R 68%, 5 dice 125R 94%
-[] Tiberium Glacier Mining (Stage 11) 30/180 2 dice 60R 63%, 3 dice 90R 96%
-[] Tiberium Glacier Mining (Stage 11+12) 30/360 3 dice 90R 3%, 4 dice 120R 39%, 5 dice 150R 81%, 6 dice 180R 97%
-[] Tiberium Processing Plants (Stage 1) 0/200 2 dice 60R 21%, 3 dice 90R 77%, 4 dice 120R 98%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 40%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 20%, 2 dice 60R 85%, 3 dice 90R 99%
-[] Railgun Harvester Factories (New) 0/70 1 die 10R 70%, 2 dice 20R 99%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Liquid Tiberium Power Cell Development 0/50 1 die 30R 95%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 20PS 45%, 3 dice 60R 30PS 93%
Orbital Industry 5 dice +9
-[] GDSS Philadelphia II (Phase 4) 100/715 7 dice 140R 3%, 8 dice 160R 16%, 9 dice 180R 41%, 10 dice 200R 69%, 11 dice 220R 87%, 12 dice 240R 96%
-[] GDSS Columbia (Phase 1) 0/85 1 die 20R 45%, 2 dice 40 R 92%
-[] GDSS Columbia (Phase 1+2) 0/255 3 dice 60R 19%, 4 dice 80R 62%, 5 dice 100R 90%, 6 dice 120R 98%
-[] GDSS Columbia (Phase 1+2+3) 0/595 7 dice 140R 5%, 8 dice 160R 22%, 9 dice 180R 50%, 10 dice 200R 76%, 11 dice 220R 91%
-[] GDSS Enterprise (Phase 4) 0/770 9 dice 180R 2%, 10 dice 200R 12%, 11 dice 220R 32%, 12 dice 240R 58%, 13 dice 260R 79%, 14 dice 280R 91%
-[] GDSS Shala - Same as Columbia
-[] Nanotube Hull Panelling Development (New) 0/30 1 die 5R 95%
-[] Expand Orbital Communications Network (Phase 5) (Final) 79/135 1 die 10R 69%, 2 dice 20R 98%
-[] Expand Orbital Communications Network (Phase 4+5) 5/270 3 dice 30R 7%, 4 dice 40R 40%, 5 dice 50R 74%, 6 dice 60R 92%
-[] Orbital Cleanup (Stage 8) 13/90 1 die 10R 48%, 2 dice 20R 91%
-[] Orbital Cleanup (Stage 8+9) 13/180 2 dice 20R 23%, 3 dice 30R 70%, 4 dice 40R 93%

-[] Asteroid Belt Survey Probes 16/70 1 die 15R 71%, 2 dice 30R 98%
-[] Outer System Survey Probes 0/190 2 dice 30R 10%, 3 dice 45R 53%, 4 dice 60R 86%, 5 dice 75R 97%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R 21%, 3 dice 60R 68%, 4 dice 80R 92%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 4 dice 80R 11%, 5 dice 100R 43%, 6 dice 120R 74%, 7 dice 140R 92%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R 3%, 4 dice 80R 27%, 5 dice 100R 64%, 6 dice 120R 87%, 7 dice 140R 97%
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 5 dice 100R 11%, 6 dice 120R 38%, 7 dice 140R 68%, 8 dice 160R 88%, 9 dice 180R 96%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 4 dice +16
-[] Green Zone Teacher Colleges (New) 0/200 2 dice 10R 12%, 3 dice 15R 61%, 4 dice 20R 92%
-[] Remedial Education Program Expansions (New) 0/120 1 die 5R 12%, 2 dice 10R 74%, 3 dice 15R 97%
-[] Automatic Medical Assistants 0/300 3 dice 60R 5%, 4 dice 80R 38%, 5 dice 100R 77%, 6 dice 120R 95%
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 77%, 2 dice 40R 99%
-[] NOD Research Initiatives 124/160 1 die 30R 100%
-[] Scrin Research Institutions 328/350 1 die 30R 100%
-[] Prosthetics Deployment Initiatives (Phase 3) 2/160 2 dice 30R 41%, 3 dice 45R 86%, 4 dice 60R 99%
-[] Prosthetics Deployment Initiatives (Phase 3+4) 2/480 5 dice 75R 2%, 6 dice 90R 19%, 7 dice 105R 52%, 8 dice 120R 80%, 9 dice 140R 94%
-[] Professional Sports Programs 0/250 3 dice 30R 25%, 4 dice 40R 70%, 5 dice 50R 93%
-[] Domestic Animal Programs 0/200 2 dice 20R 12%, 3 dice 30R 61%, 4 dice 40R 92%
-[] Emergency Tiberium Infusion Development 0/120 1 die 15R 5PS 17%, 2 dice 30R 10PS 81%, 3 dice 45R 15PS 99%
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 77%, 2 dice 40R 99%
-[] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 5PS 17%, 2 dice 40R 10PS 81%, 3 dice 60R 15PS 99%
Military 6 dice +13
-[] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
-[] Wartime Factory Refits (Phase 2+3) 52/190 2 dice 40R 54%, 3 dice 60R 91%
-[] Wartime Factory Refits (Phase 2+3+4) 52/290 3 dice 60R 27%, 4 dice 80R 70%, 5 dice 100R 93%
-[] Long Range Sensor System Deployment (Phase 2) 26/300 3 dice 75R 9%, 4 dice 100R 47%, 5 dice 125R 81%, 6 dice 150R 96%
-[] ASAT Defense System (Phase 4) 36/225 2 dice 40R 0%, 3 dice 60R 73%, 4 dice 80R 96%
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 74%, 2 dice 50R 99%
-[] Shimmer Shield Development 0/60 1 die 20R 74%, 2 dice 40R 99%
-[] Stealth Disruptor Development 0/40 1 die 15R 94%
-[] Ferro Aluminum Armor Refits (New) 0/350 4 dice 20R 8%, 5 dice 25R 40%, 6 dice 30R 74%, 7 dice 35R 92%

-[] Reclaimator Hubs 0/105 1 die 20R 24%, 2 dice 40R 80%, 3 dice 60R 99%
-[] Proto MARVs 0/110 1 die 20R 19%, 2 dice 40R 77%, 3 dice 60R 97% (but why tho)
-[] MARVs 0/160 2 dice 40R 34%, 3 dice 60R 81%, 4 dice 80R 97% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 5%, 3 dice 60R 47%, 4 dice 80R 84%, 5 dice 97%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 63%, 2 dice 40R 97%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 44%, 2 dice 40R 91%
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 75%, 2 dice 40R 99%

Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 94%
-[] Backpack Rocket Launcher Development (New) 0/50 1 die 10R 84%, 2 dice 20R 100%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 9%, 3 dice 45R 54%, 4 dice 60R 88%, 5 dice 75R 98%
-[] Wingman Drone Development 0/40 1 die 15R 94%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 94%
-[] Aurora Strike Bomber Development 0/40 1 die 15R 94%

Space Force
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/225 2 dice 40R 4%, 3 dice 60R 47%, 4 dice 80R 86%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/425 5 dice 100R 15%, 6 dice 120R 51%, 7 dice 140R 82%, 8 dice 160R 95%
-[] Orbital Defense Laser Development 0/40 1 die 20R 94%
-[] Skywatch Telescope System 0/100 1 die 10R 29%, 2 dice 20R 83%, 3 dice 30R 99%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 30%, 3 dice 60R 81%, 4 dice 80R 98%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 35%, 2 dice 30R 86%, 3 dice 45R 99%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 4%, 4 dice 60R 33%, 5 dice 75R 72%, 6 dice 90R 92%
-[] Tube Artillery Deployment (New) 0/200 2 dice 30R 9%, 3 dice 45R 55%, 4 dice 60R 88%, 5 dice 75R 98%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 3%, 4 dice 40R 32%, 5 dice 50R 71%, 6 dice 60R 92%
-[] Railgun Munitions Development 0/60 1 die 10R 74%, 2 dice 20R 99%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 38%, 3 dice 30R 84%, 4 dice 40R 98%
-[] Guardian Mark 2 Development 0/40 1 die 15R 94%
-[] Armadillo HAPC Development 0/40 1 die 15R 94%
-[] Mammoth Block Four Development 0/40 1 die 10R 94%
-[] Sandstorm HMLRS Development 0/40 1 die 10R 94%
-[] MBT-7 Paladin Development 0/40 1 die 15R 94%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 9%, 3 dice 60R 54%, 4 dice 80R 88%, 5 dice 100R 98%

Navy
-[] Escort Carrier Development 0/40 1 die 15R 94%
-[] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
-[] Naval Defense Laser Refits (New) 0/330 4 dice 60R 15%, 5 dice 75R 52%, 6 dice 90R 82%, 7 dice 105R 96%
-[] Island Class Assault Ships 0/40 1 die 15R 94%
-[] Victory Class Monitor Development 0/40 1 die 15R 94%
-[] Shark Class Frigate Development 0/40 1 die 15R 94%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 94%
Bureaucracy 3 dice +11
-[] Security Reviews: DC55 1 die 72%, 2 dice 99%
-[] Lobby For Establishment of Negotiation Corps (New) DC 130 2 dice 10PS 58%, 3 dice 15PS 91%, 4 dice 20PS 99%
Last Security Review
Services 1 turn ago 2058 Q2
Orbital 3 turns ago 2057 Q4
Heavy Ind 4 turns ago 2057 Q3
Tiberium 5 turns ago 2057 Q2
Bureaucracy 6 turns ago 2057 Q1
Infrastructure 7 turns ago 2056 Q4
Agriculture 7 turns ago 2056 Q4
Military 10 turns ago 2056 Q1
Light/Chem 13 turns ago 2055 Q2

--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
 
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Okay those railgun harvester factories are shiny- not enough to replace doing another glacier and rz harvest but I can back off 2 glaciers this turn if we go for some factories- dropping 1 dice for 10R for enhanced MARV security and +5R per turn? Yes please.

edit
@Derpmind bureau should be +11
 
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[ ] Lobby For Establishment of Negotiation Corps

The above option is going to be essential for the future. More specifically it'll be very good to have such a working group once Kane finally offers the TCN for negotiation.
 
I think these railgun harvesters might be stealthily amazing. We can fanfire them with single die on the cheap using our massive tib bonus and expect consistent returns all without putting greater strain on our forces.
 
Fuck it, meme plan.

[]Plan Harvester Rush
-[]Infrastructure 6/6 60R
--[] Tidal Power Plants (Phase 3) 154/300 3 dice 30R 95%
--[] Blue Zone Arcologies (Stage 2) 548/650 2 dice 30R 91%
--[] Security Review 1 die

-[]Heavy Industry 5/5 85R
--[]Tokyo Chip Fabricator (Phase 1) 0/125 3 dice 45R 96%
--[]Automated Civilian Shipyards 139/250 2 dice 40R 80%

-[]Light & Chemical Industry 1/4 0R
--[]Security Review 1 die

-[]Agriculture 0/3 0R

-[]Tiberium 6/6 + 5 220R
--[] Railgun Harvester Factories
---[] Albany 0/70 1 die 10R 70%
---[] Porto 0/70 1 die 10R 70%
---[] Vladivostok 0/70 1 die 10R 70%
---[] Bissau 0/70 1 die 10R 70%
---[] Maputo 0/70 1 die 10R 70%
---[] Dandong 0/70 1 die 10R 70%
--[] Tiberium Glacier Mining (Stage 11+12) 30/360 5 dice 150R 81%

-[]Orbital Industry 5/5 90R
--[] GDSS Philadelphia II (Phase 4) 100/715 4 dice 80R (4/10)
--[] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%

-[]Services 2/4 60R
--[] NOD Research Initiatives 124/160 1 die 30R 95%
--[] Scrin Research Institutions 160/350 1 die 30R 100%

-[]Military 6/6 75R
--[]Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
--[]Naval Defense Laser Refit 0/330 3 dice 45R (median 3/5)
--[]Hydrofoil Shipyards
---[]Busan-Ulsan 69/85 1 die 10R 100%
--[]Security Review 1 die

-[]Bureaucracy 3/3
---[]Lobby For Establishment of Negotiation Corps (New) DC 130 3 dice 15PS 91%

590/590R, 6/6 Free Dice

Disregard Red Zone Mining, acquire shotgun spread on Every Railgun Harvester Factory.

EDIT: Sorry, had an extra NDL die. Fixed now.
 
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