I like the basis of
@Chimeraguard's plan but I wanted to stretch my planmaking muscles so I made a pretty heavily modified variant focused on a more slow-and-steady Steel Vanguard. I want to guarantee one phase each of YZ fortress towns, rail network construction, YZ harvesting, and rack up enough overkill to take a solid chunk out of a second phase each. GZ intensiication I'd like to get 2 phases of, we have one unlocked right now and are guaranteed to unlock a second with the YZ harvesting/fortress town combo. All of the above support Steel Vanguard, but more broadly across 4 projects vs. 2 at the expense of not going as deep.
I still think a full phase of YZ offensives plus a solid chunk of 2 phases is still going to see the offensives advancing pretty far though, just not as maximally deep as we can theoretically go. I'd rather get 180km of Green Zone that we can quickly integrate into our logistics/defenses and secure ASAP than 300km of tenuously held Green Zone that we're just barely holding on to, especially since the war isn't likely to end in 1-2 turns so making sure our new lines have a solid foundation will be important going forwards.
Minor changes in Ag and Orbital, managed to shake loose some spare change for freeze drying and another Enterprise die, but same broad strokes. More food, offworld industrial development. Navy gets both the hulls instead of one, and I drop the Apollo factory for advanced ECCM. Suddenly being able to punch through NOD jamming will probably help everybody including the Air Force, and they want R&D more than extra Apollos anyways. Steel Vanguard is getting fought with the army we have, the stuff we do this turn has to be about whatever comes after the immediate offensives, so lots of R&D to try and catch up with the tech curves.
[X] Plan Probably Won't Be Home By Christmas
-[X]Infrastructure (6 dice +2 Free) 140 Resources
--[X] Yellow Zone Fortress Towns (Phase 4), 4 dice (80 Resources)
--[X] Rail Network Construction Campaigns (Phase 2), 4 dice (60 Resources)
-[X]Heavy Industry (5 dice +3 Free) 140 Resources
--[X] Nuuk Heavy Robotics Foundry (Phase 1), 7 dice (140 Resources)
--[X] Emergency Electronic Resources Reallocation, 1 die
-[X]Light and Chemical Industry (5 dice) 100 Resources
-[X] Reykjavik Myomer Macrospinner (Phase 4), 2 dice (40 Resources)
-[X] Medical Supplies Factories, 3 dice (60 Resources)
-[X]Agriculture (4 dice) 60 Resources
--[X] Freeze Dried Food Plants, 2 dice (40 Resources)
--[X] Strategic Food Stockpile Construction (Phase 2), 2 dice (20 Resources)
-[X]Tiberium (7 dice) 130 Resources
--[X] Yellow Zone Tiberium Harvesting (Phase 6), 5 dice (100 Resources)
--[X] Intensification of Green Zone Harvesting (Stage 5), 2 dice (30 Resources)
-[X]Orbital (6 dice) 110 Resources
--[X] GDSS Enterprise (Phase 4), 2 dice (40 Resources)
--[X] Orbital Cleanup (Stage 8), 1 die (10 Resources)
--[X] Lunar Rare Metals Harvesting (Phase 1), 3 dice (60 Resources)
-[X]Services (2 dice) 35 Resources
--[X] Neural Interfaced Operating Theater Development (New), 1 die (20 Resources)
--[X] Prosthetics Deployment Initiatives (Phase 4), 1 die (15 Resources)
-[X]Military (8 dice +2 Free) 215 Resources
--[X] Advanced Laser System Development, 1 die (30 Resources)
--[X] Advanced ECCM Development (New), 1 die (20 Resources)
--[X] Prototype Plasma Weapons Development, 1 die (25 Resources)
--[X] Orbital Strike Regimental Combat Team Stations (Phase 2), 1 die (20 Resources)
--[X] Reclamator Fleet YZ-10 South (Super-MARVs), 1 die (20 Resources)
--[X] Wingman Drone Development, 1 die (20 Resources)
--[X] Tactical Airborne Laser Development, 1 die (20 Resources)
--[X] Escort Carrier Development, 1 die (15 Resources)
--[X] Shark Class Frigate Development, 1 die (15 Resources)
--[X] Tactical Plasma Weapon Development, 1 die (30 Resources)
-[X]Bureaucracy (4 dice)
--[X] Conduct Economic Census, 4 dice
-[X] Total Cost: 930R/930R