[X] Plan One Step Forward
-[X] Infra 6/6 +2 free dice 145R
--[X] Yellow Zone Fortress Towns (Phase 4+5) 232/550 4 dice 80R 72%
--[X] Rail Network Construction Campaigns (Phase 3) 159/300 3 dice 45R 99% (3/5.5 Phase 4)
--[X] Tick Rapid Digger System Development (New) 0/40 1 die 20R 100%
-[X] Heavy Ind 5/5 dice 120R
--[X] Continuous Cycle Fusion Plants (Phase 5) 232/300 2 die 40R 100% (2/4.5 Phase 6)
--[X] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 2 dice 40R (2/6.5 median)
--[X] Isolinear Chip Development (New) 0/60 1 die 40R 90%
-[X] L&CI 5/5 dice 100R
--[X] Reykjavik Myomer Macrospinner (Phase 4) 378/640 2 dice 40R 17%
--[X] Medical Supplies Factories 0/225 3 dice 60R 60%
-[X] Agri 4/4 dice 50R
--[X] Blue Zone Aquaponics Bays (Phase 2+3) 3/280 3 dice 30R 23% (Phase 2 98%)
--[X] Freeze Dried Food Plants 73/200 1 die 20R 13%
-[X] Tiberium 7/7 +1 admin dice 135R
--[X] Yellow Zone Tiberium Harvesting (Phase 7+8) 183/300 5 dice 100R 76% (Phase 7 100%)
--[X] Intensification of Green Zone Harvesting (Stage 5) 63/100 1 die 15R 100% (Stage 6 18%)
--[X] Railgun Harvester Factory (Dandong) 45/70 1 admin die 10R 90%
--[X] Railgun Harvester Factory (Porto) 0/70 1 die 10R 85%
-[X] Orb Ind 6/6 dice 100R
--[X] GDSS Enterprise (Phase 4) 456/765 4 dice 80R 71%
--[X] Orbital Cleanup (Stage 9+10) 41/170 2 dice 20R 82% (Stage 9 100%)
-[X] Services 2/5 dice 40R
--[X] Neural Interfaced Operating Theaters (New) 0/160 2 dice 40R 60%
-[X] Military 8/8 +5 free +1 admin dice 275R
--[X] Tactical Airborne Laser Deployment (New) 0/210 3 dice 60R 75%
--[X] Apollo Wingmen Drones (New) 0/210 3 dice 60R 75%
--[X] Plasma Warhead Factory (Phase 1) (New) 0/90 1 die 10R 52%
--[X] Frigates (Quonset Point) (New) 0/300 4 dice 80R 64%
--[X] Merchantman Carrier Conversions (High Commitments) (New) 0/200 2 dice 40R 23%
--[X] Neural Interface System Refits (Talons) 83/105 1 Admin die 25R 94%
-[X] Bureau 4/4 dice
--[X] Administrative Assistance x2 4 die auto
965R/935R + 25R reserve 7/7 Free Dice
This plan's main aim is to guarantee we finish the project phases needed to continue Steel Vanguard. It also has a heavy military commitment in order to simultaneously push out immediately-useful Air Force projects and start up our shipbuilding.
Steel Vanguard projects: Finishing up last turn's Fortress Towns and a phase for this turn, to better secure the territory the military's taking. Getting the critically important Rail Network phase finished + progress for next turn, in order to keep extending the supply lines that feed the zillions of tons of ammunition and material needed for the war. (And hopefully refugees on the way back.)
Two Phases of Yellow Zone Tiberium Harvesting, to grab the most territory possible in this opening phase of the war. And two/three of the remaining Railgun Harvester Factories as those are in massive demand and also help our offensives.
Military projects: Our immediate need is to slam out something to lower or Air Force casualties. To that end, I'm getting our Firehawks the Tactical Airborne Lasers so they can defend themselves better, the Apollos the first Wingman Drones to reduce the attrition of our top airframes (and... cuz it's cheap enough to let us do multiple Air Force projects), and the Plasma Warheads to combat the Barghests. Meanwhile, our long-term need is to build ships for the Navy. For that, I'm trying to get a Frigate yard done
and work on the Escort's Battleship Yards. Finally, we finish off by completing the Steel Talon's Neural Interface Refits.
Other stuff: I'm doing two medical projects this turn to hopefully head off any unfortunate surprises and keep up with helping refugees. I'd rather have too much Medical than too little, after all. I'm putting two dice on Orbital Cleanup not just to save R for this turn, but also because the extra Resources next turn could be quite helpful, and Enterprise Phase 4 is still likely to finish this turn. Lastly, I managed to squeeze in the Isolinear Chip Development, as it shouldn't be too hard to fit in the dice/free dice to continue that research line in HI.
Things I don't do: I've cut back on the dice on Nuuk. I'm not happy about that, no. But our worst fears for last turn didn't come to pass: So far, our Capital Goods production hasn't been hit yet. That means going into this turn, we have a healthy +20 CG reserve, in addition to having multiple more +CG projects in the works. Worst case scenario, we can pump dice into Nuuk and other CG projects next turn if we have to. But for right now, we can go at a steady pace on it instead of full-throttle.
-I'm also not doing the Harvesting Tendril Development. As much as we want that tech, implimenting it is going to be a multiple-hundreds-of-progress project, as it requires refitting our entire, massive fleet of Tiberium Harvesters. With all our Tiberium dice wrapped up in supporting Steel Vanguard, we won't have the many dice needed to do the refit project to implement it. So at least for this turn, doing the Development is something we should postpone until we can follow through with it. And much the same reasoning goes for the Tick Rapid Digger System Development in Infrastructure, though hopefully that won't be as expensive to do when we get around to it.
Lastly, I'm unsure if this turn is the best time to Request Reduction in Plan Commitments. (In later turns it might cost less PS, or the situation might change.) I'm open to switching that over to security reviews, but for now I'm sticking to it as we do need to address the problem of Karachi and other commitments.
Aaaand that's everything. Hopefully you'll vote for my plan, or if not, it'll give you some ideas to think about when choosing another one, or even making or altering your own.
Edit: After realizing I'd somehow lost the Agriculture bureau and had many extra unspent Resources besides, I've made a few quick edits. First, we are now still doing Agriculture. Secondly, I've used the Administrative Assistance dice to squeeze in more spending. Specifically: 1 Admin die on Dandong's Railgun Harvester Factory so we can afford to do Intensification of Green Zone Harvesting (another Steel Vanguard project), and the other Admin die is on Neural Interface System Refits so we can put another die on the Escort Carrier Shipyards, making it far more likely to finish this turn. I'm still open to edits, but hopefully this is good enough for now.
Edit2: Changed a couple things according to
this post.