@mayboro @PurposefulZephyr @Ace of Scarabs @BOTcommander Plan All Into Mil has been edited to include the Negotiation Corps, and as such is now identical to Plan All Into Mil, Diplomacy Edition. Please consider adding Plan All Into Mil to your votes.
[X] Plan I will get off this rock and take you with me
-[X] Heavy Ind 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dice 60R 11%
--[X] Automated Civilian Shipyards 139/250 1 die 20R 21%
One die on Automated Civilian Shipyards risks needing to push 2-3 dice next turn to cover the next Glacier Mine's Logistics cost. Mine and other plans switch a die off Fusion to the Shipyards, which while not the most efficient dice for this turn does help prevent the risk of needing to rush it next turn.
--[X] Expand Orbital Communications Network (Phase 5) 79/135 2 dice 20R
This is the final phase of the Orbital Communications Network. There is no Phase 6 for any extra progress to roll over into, and 1 die has a good 69% completion chance, compared to two dice with 98%. I would suggest switching the second die to a different project, such as working on Orbital Cleanup or moving the free die somewhere else.
--[X] Backpack Rocket Launcher Development (New) 1 die 10R
I would prefer to work on the Sonic Mobile Artillery instead. The Sonic Artillery has been waiting around since quest start, and is a more dedicated platform for artillery work. I think it will be the more effective project of the two. Plus the extra 10 progress needed means we're 10% more likely to need to fail to do this in one turn, delaying its rollout.
[X] Plan Heavy Income with Factory Refit (for ZOCOM)
So first off, we have 590R this turn due to having 5R in reserve. So there's 5R more you can use. Additionally, your plan uses all 6 Free Dice, not 5, because of the 7 dice you use in Military.
--[X] Blue Zone Arcologies (Stage 2) 548/650 (2 dice, 30 R) (91% chance)
--[X] Tidal Power Plants (Phase 3) (3 dice, 30 R) 154/300 (95% chance)
Three dice on Tidal Power Plants is overkill. There is no longer a Phase 4 here, so there's nowhere for that extra progress to roll over into. And there's no need to rush for Energy this turn either. I would recommend you switch this to an Arcology die, using the extra 5R your plan hasn't yet spent.
--[X] Tiberium Glacier Mining (Stage 11) 30/180 (5 Dice, 150 R) (81% chance of two stages)
I know this is the main point of your plan, but there's a
Very Big Problem here: Our Tiberium Processing Capacity. We can only process 200R more material, and your plan can gain as much as 145R of income. Leaving us with as little as 55R of processing left. Doing two glaicers this turn moves Tiberium Processing Plants up from a do-next-turn project to a rush-at-all-costs project, sucking down additional dice. We would need 5 dice on the Processing Plants to be certain we won't risk going over the limit, meaning the Tiberium sector will require many Free Dice to continue to increase our income. Far more sustainable is only aiming to do one Glacier Mine this turn, then do another Glacier while working on the Processing Plants with only 2-3 dice.
While in absolute terms your plan is likely to gain us more resources for one turn, in practice we'd end up spending more than that extra income (and two additional dice) on the Tiberium Processing Plants next turn.
(Also, not to be alarmist, but there's a small 2.86% chance that 5 dice on Glacier Mining completes a third stage in the same turn. Which could put us in the red on Logistics and on Tiberium Processing. Either of those are very unlikely to happen, but if they did it would be very not good.)
COMMENTARY
We need money.
Our first six to nine months are supposed to be dedicated to getting us up to 700ish so we can activate all our dice.We only have a brief window before we have to once again deal with the Tiberium mutation clock by years end, and ee have a whole shitton of expensive projects to address, from Inhibitors to new Warship classes.
The fact that pretty much all of the plans on display are wasting that opportunity in order to pursue pet projects is profoundly disappointing. The fact that they are all so dismissive of the necessity to overflow at income to prevent dice fuckery is surprising, since we have all been victim of loldice rolling anomalously low.
I would like to hit Karachi next year
To finish Philadelphia II and start building Frigates and Escort Carriers.
I do not see how we can do that if we are still scrabbling over our budget because we failed to optimally use the time.
Literally one plan here votes for dual Glacier despite our getting a discount for building them.
And despite ZOCOM telling us they can handle another five or so.
Edit: In response to this, my reasoning above is why I don't think doing two glacier mines this turn is a good idea.