Draft plan. Out of respect for
@uju32 , this is the
NON-tiberium version. There will later be a tiberium version, because this situation is kind of problematic for us and we could really use the Energy.
1000/1020 R
7/7 Free dice
TENTATIVE ENERGY BUDGET
+10 (Existing Surplus) + 16 (Fusion Phase 6) +1 (Bergen Phase 1)
-8 (Nuuk Phase 3) -1 (Medical Supplies) -1 (Freeze Drying) -2 (Porto) -3 (Battleship Yards)
End Result: +14 Energy, hopefully in a better position to do
another round of fusion next turn.
TENTATIVE CAPITAL GOODS BUDGET
+16 (Existing Surplus)
-2 (Operating Theaters) -1 (Battleship Yards)
End Result: +13 Capital Goods, possibly +21 if
Nuuk Phase 3 clears but I'm not counting on it.
(Note contradiction: I am trying to account for Nuuk's energy consumption, without relying on Nuuk's Capital Goods production)
[] Draft Plan MORE POWER But No Tiberium Power
Infrastructure 6/6 Dice 115 R
-[] Suborbital Shuttle Service (Phase 1) 0/200 (1 Die, 30 R) (1/2.5 median)
-[] Yellow Zone Fortress Towns (Phase 6) 0/350 (2 Dice, 40 R) (2/4 median)
-[] Rail Network Construction Campaigns (Phase 4) 128/325 (3 Dice, 45 R) (92% chance)
--[] Project costs are placeholders since the tick tank system may impact things.
Heavy Industry 5/5 Dice + 3 Free Dice 180 R
-[] Continuous Cycle Fusion Plant (Phase 6) 30/300 (5 Dice, 100 R) (99% chance)
-[] Nuuk Heavy Robotics Foundry (Phase 3) 352/600 (3 Dice, 60 R) (54% chance)
Light and Chemical Industry 5/5 Dice 120 R
-[] Reykjavik Myomer Macrospinner (Phase 4) 514/640 (1 Die, 20 R) (14% chance)
-[] Medical Supplies Factories 129/225 (2 Dice, 40 R) (95% chance)
-[] Bergen Superconductor Foundry (Phase 1) 0/95 (2 Dice, 60 R) (95% chance)
Agriculture 4/4 Dice 50 R
-[] Freeze Dried Food Plants 126/200 (1 Die, 20 R) (28% chance)
-[] Wadmalaw Kudzu Plantations (Phase 2) 3/300 (3 Dice, 30R) (13% chance)
Tiberium 7/7 Dice 135 R
-[] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 (4 Dice, 80 R) (80% chance)
-[] Intensification of Green Zone Harvesting (Stage 6) 46/100 (1 Die, 15 R) (100% chance)
-[] Railgun Harvester Factory (Porto) 44/70 (1 Die, 10 R) (100% chance)
-[] Harvesting Tendril Development 0/40 (1 Die, 30R) (100% chance)
Orbital 6/6 Dice 110 R
-[] Moon Mining (Phase ?) (6 Dice, 120 R) (??% chance)
--[] This is a critical Plan goal, and will provide direct +RpT income to the Treasury if we get it done sooner rather than later. This assumes that with
Enterprise Phase 4 online, we can translate a few more phases of lunar mining income directly into +RpT, which would be desirable and more immediately useful than just pushing straight on to
Enterprise Phase 5. Building a bay would require us to spend 5-6 dice on something that is NOT a Plan goal, so it is not an option in a turn where we can't spare Free dice because we need them for fusion power. Unfortunately, support satellites fall under the same heading unless we can do them with Military dice, but Military dice are also very scarce.
Services 4/5 Dice 75 R
-[] Neural Interfaced Operating Theaters 122/160 (1 Die, 20 R) (100% chance)
-[] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
-[] Automatic Medical Assistants 0/300 (2 Dice, 40 R) (2/4 median)
--[] I actually
don't want this project to complete, since it costs -4 Capital Goods, but we have the resources so we might as well make some progress.
Military 8/8 Dice + 4 Free Dice 225 R
-[] Plasma Warhead Factory (Phase 1) 52/90 (1 Die, 10 R) (100% chance Phase 1, 15% chance Phase 2)
-[] Firehawk Wingmen Drones 0/450 (4 Dice, 80 R) (4/6 median)
-[] Merchantman Carrier Conversions (High Commitment) 0/200 (1 Die, 20 R) (92% chance)
-[] Shark Class Frigate Shipyard (Melbourne) 0/300 (2 Dice, 40 R) (2/4 median)
-[] Escort Carrier Shipyards (Battleship Yards) 0/120 (2 Dice, 40 R) (87% chance)
-[] Heavy Support Laser Development 0/50 (1 Die, 20 R) (90+ % chance)
-[] Mastodon Deployment (1 Die, 15 R) (?? median/chances)
Bureaucracy 4/4 Dice
-[] Conduct Economic Census DC 100/150/200/250, DC 250 (4 Dice, 0 R) (86% chance)