This is NOT a serious plan as such. Inspired by
@ramdomperson , this is an attempt to build a Karachi-optimized plan, with a target 'GO' date of 2062Q4.
IMPLICATIONS
1) The assault ships simply cannot be ready in time no matter what we do, nor will a fresh tranche of frigates built in the Seattle yard.
2) Orca and Hammerhead wingman drones for the Navy's carriers are critical, because without them, our light carriers
significantly underperform relative to their design role.
3) For fighting the Bannerjees' biomonsters, the GD-3 and power armor are desirable, and railgun munitions are valuable. More generally, glide munitions arguably desirable because they increase aircraft's standoff range. However, we have to prioritize, because there simply will not be time to deploy all these weapons in the time available.
4) Rudimentary SADN coverage around our most critical targets is important because Nod may retaliate in unforeseen ways.
5) Buckler shields
MAY be a viable way to refit warships with better protection schema in time for Karachi. MRASP, by contrast, is useless. Infernium lasers would be an attractive choice but the project is just too big and expensive to complete in 2062Q2-Q3 in my opinion unless we do practically nothing else expensive.
6) We want to
not need our Infrastructure and Tiberium dice for anything else during the "Karachi Sprint," which in turn means making sure we're not dangerously short on any other indicator. This includes Logistics, because while Karachi itself will provide plenty of Logistics, a sudden spike of Nod hostile naval activity may occur, bringing back the 'raiding' malus, and we'll be engaged in heavy combat operations that will themselves cost Logistics. So we want to make sure Housing and Logistics are squared away. We also want to do lots of mining so our income is solid without need to do any further mining in 2062Q4-2063Q1, but that, uh... that's pretty well covered for as-is.
CONCLUSIONS:
1) In Infrastructure, the best thing to do is to do everything we can to thicken the Housing buffer (accomodating current and future refugees) while minimizing impact on Logistics. Thus, one die on apartments, but not two, because that last phase of apartments is a bridge too far and it would be better to just bite the bullet and build more LQ housing in the "lesser arcologies" after that point. Also, make sure Logistics stays up or at any rate does not plummet.
2)
Advanced Alloys may ease construction around Karachi.
Personal Electric Vehicles is cheap per die and insulates us a bit against political shocks, but is nonessential. An alternative would be to beeline for
Improved Fusion in the expectation that we will have to start building second-generation fusion plants ASAP. Completing Chicago a little faster does make sense in the context of an aggressive push on planned cities.
3) Significant rearrangement of military options, as outlined above.
Really hoping to get Orca wingmen in 2062Q2, so there's time to deploy and train with at least the initial production run (hopefully routed to the carriers) in Q3 before taking them into battle in Q4.
4) Budget cost surges. Orbital AEVA becomes unsupportable for price reasons. This leads to more direct investment in the station bay... but much, much less in services, as 60 R and three dice are deactivated and only 10 R and one die are reactivated, to make the budget come out evenly.
BUDGET: 850/855 R
[] Plan Attempting To Prepare For 2062 Karachi.
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Infrastructure (5/5 Dice, +36 bonus, 55 R)
--[] Blue Zone Apartment Complexes (Phase 9) 82/150 (1 die, 10 R) (74% chance)
--[] Communal Housing Experiments (2 dice, 20 R) (87% chance)
--[] Green Architecture Risk Assessment and Testing 0/90 (1 die, 10 R) (67% chance)
--[] Urban Metros (Phase 4) 0/150 (1 die, 15 R) (2% chance)
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Heavy Industry (4/4 Dice, +33 bonus, 75 R)
--[] Advanced Alloys Development 56/120 (1 die, 15 R) (90% chance)
--[] Improved Continuous Cycle Fusion Development 0/120 (2 dice, 40 R) (96% chance)
--[] Chicago Planned City (Phase 4) 529/550 (1 die, 20 R) (100% chance)
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Light Industry (2/4 Dice, +28 bonus, 20 R)
--[] Isolinear Peripherals Development 0/160 (2 dice, 20 R) (70% chance)
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Agriculture (4/4 Dice, +28 bonus, 40 R)
--[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 (4 dice, 40 R) (14% chance)
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Tiberium (7 Dice + 7 Free Dice, +38 bonus, 375 R)
--[] Tiberium Vein Mines (Stage 2) 5/195 (2 dice, 40 R) (52% chance)
--[] Red Zone Border Offensives (Stage 2+3+4) 101/750 (5 dice, 125 R) (Stage 2, 81% Stage 3)
--[] Deep RZ Tiberium Glacier Mining (Stage 1+2+3) 0/750 (7 dice, 210 R) (Stage 1, 96% Stage 2, 7% Stage 3)
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Orbital (6/6 dice + EREWHON!!!, +30 bonus, 120 R)
--[] Station Bay 248/400 (2 dice, 40 R) (79% chance)
--[] Orbital Cleanup (Stage 11+12) 32/170 (1+E dice, 20 R) (Stage 11, 58% chance Stage 12)
--[] Leopard II Factory 152/400 (3 dice, 60 R) (57% chance)
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Services (3/5 Dice, +31 bonus, 35 R)
--[] Specialist Isolinear Programming Development 0/120 (1 die, 10 R) (32% chance)
--[] Gene Clinics (New) 0/120 (2 dice, 20 R) (88% chance)
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Military (8/8 dice, +30 bonus, 130 R)
--[] Orca Wingmen Drone Deployment (Phase 1) 0/275 (1 die, 20 R) (1/3.5 median)
--[] GD-3 Rifle Development 0/30 (1 die, 10 R) (100% chance)
--[] Railgun Munitions Factories (Phase 1) 0/200 (2 dice, 20 R) (29% chance)
--[] Ground Forces Zone Armor (New Sevastopol) (Set 1 Phase 3+4) 0/360 (3 dice, 60 R) (94% Phase 3, 2% Phase 4)
--[] Buckler Shield Development 0/100 (1 die, 20 R) (51% chance)
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Bureaucracy (4 Dice, +28 bonus)
--[] Recruitment Drives DC 200 0/200 (4 dice, 0 R) (98.97% chance)