Easy enough. No need to drop anything.
Switch 2 dice from Railways to Apartments frees up 10R. We aren't in a critical shortage of either, so this doesn't affect things in later turns.
The problem is that, as I mentioned I think, I'm specifically trying to build up a Logistics surplus in preparation for the upcoming war. We don't want to be at just +4 Logistics when Nod is actively raiding us in many places and we're scrambling to ship reserves of military supplies and troops to the front lines of a global conflict. We want a large, comfortable margin of error, which means that the rail spending is an important component of the plan. More so than the Housing.
In early iterations of the plan I had those dice budgets for the
Integrated Cargo System megaproject, which gives you an idea of the scale of commitment I was planning to expand our Logistics in the next few turns.
Then switch a die from Tiberium Processing Plants onto Vein Mines for another 10R. Since you aren't actually increasing Tiberium harvesting, you don't need to ensure completion of the Processing Plants this turn.
Remember how you think Reykjavik is important because it provides redundancy to our myomer production?
The processing plants are important because they provide redundancy to our tiberium refining and make it much less likely that we suffer income loss from a successful Nod attack on Chicago or Jeddah/Medina.
And frankly, our economy would probably survive a temporary interruption of our myomer supply a lot more gracefully than a temporary interruption of our tiberium refining capacity.
I'm willing to downgrade the silo research die back to a vein mining die for 5 R, but the other 5 R would have to come from somewhere else.
I am firmly convinced that Super Orcas are more important than the other projects.
Current Shells are a bit inaccurate but still usable.
Naval Point Defense is really useful, but the Navy is still operating (mostly) fine without them.
We redeveloped the Orcas 2 years ago because they don't fulfil their role. AKA: Basically useless.
We've
seen Orcas carrying out their intended role; with greater supplies of URLS missiles and the general solidification of our air superiority fighter arm with the QAAM now countering the Banshee-
bis and easily swatting down other Nod air combatants, the Orcas remain at least mostly functional.
Whereas we always,
always run out of shells in nearly every major battle we fight, if Nod can draw us into a prolonged conflict.
Capital Goods are going to drop through the floor.
Energy is going to drop through the floor.
Need to expand processing capacity (thankfully part of the plan already)
Need a little more money, still (looks like a lot of the plans are still leaving dice on the table)
Nod is beefing with us.
My plan,
Return of WELP, addresses your second, third, and fifth concerns directly with aggressive rollout of fusion reactors, tiberium refineries, and new weapon systems, respectively.
Under advice from
@Void Stalker , I recommend doing
two phases of fusion plants back to back (this is the first of the two) to build up a big Energy surplus that we can then use to tide us over while devoting lots of Heavy Industry dice to Nuuk. Until then we'll have to get by with odds and ends of Capital Goods from light industry projects and maybe a round or two of spider cotton plantations if need be. I think we can manage, though it'll be kind of tight for a while.
Your fourth concern (income) is put off for later. More money will need to wait for a turn when refinery construction isn't sucking all the oxygen out of the room in the Tiberium category.
For infrastructure, since arcologies are part of the plan goal, let's just get them done
For military, rocket launch systems, ablat plating and point defense lasers seem like good things to take care of while progressing plan goals
For infrastructure, there's a problem. We have plenty of time to fulfill the Plan commitment to build arcologies, but building
only arcologies doesn't give us a realistic hope of resolving the problem where we have tons of people living in low-quality housing, either in Yellow Zones or shitty commieblocks in Blue Zones.
We need the apartment project, which is much faster and cheaper to build- we can get 18 Housing from apartments faster than we can get 8 Housing from arcologies. It costs some Logistics, but we were planning to do more Logistics building anyway, and
even with the extra Logistics projects factored in, the apartments
still win as an efficient way to do housing.
We'll still build the arcologies, but we don't need to rush them and front-load them this heavily. We only have two phases left and a phase only takes about 9 dice these days; we've got time.
Many people want to go farther than the apartment project and research communal housing options that are higher density. This costs us Political Support and may be unpopular; I have my concerns about it.
...
As for military...
We need to think about which deployment projects have urgent impact and are desired by the military. The main ones that the conversation revolves around are:
Tube Artillery (better cannons mean more accurate artillery fire which means we use fewer shells per unit of blown up Noddies, which reduces the shell crisis and helps blow up Noddies)
Super Orcas (better air support, air support that can defend itself against Nod aircraft, also benefits the Navy because the carriers use Orcas as strike aircraft)
Naval Point Defense (the Navy was willing to pull a lot of strings to get us to do this quickly and with lasers, so we'd better finish it before they get really pissed)
After that we may see a variety of consumables projects coming online, but we really shold do those particular deployments. My plan has the first and third. Some others favor the second and third instead.
The thing about ICS is that it is a system. It is about building synergies and layering efficiences. The technology that you use in it helps, but the thing is that it can be adapted to new technologies.
Yeah, that's what I figured. I figured a lot of the project involved things like inventory management and rapid transfers of cargo from one kind of vehicle to another. Stuff that doesn't stop being useful when "one kind of vehicle" changes from "trucks and relatively small boats" to "hovertrucks."