Glaciers would probably be helped by having further rails and even more processing and offline storage capacity, so the processing and storage can be closer to the new mining zones, and easier accessible, the only issue I see is if we should do Rails for the next few turns or shuttles mixed in with rails.
Glaciers will definitely be helped by more +Logistics projects in general. Weirdly, we're probably better off building
Suborbital Shuttles (which, costly as they are, are so efficient that you are honestly better off rolling three shuttle dice and leaving two Infrastructure dice fallow than rolling five railroad dice), or
Urban Metros (which provide almost as much +Logistics as a phase of railroads for half the cost.
I suspect this is because doing those projects frees up other types of transportation, such as trucks and aircraft, so that we can more easily concentrate vehicles on tasks like this...
Doing some quick napkin math for the new mines.
With bonuses, it should take little less then 3 Tib dice to complete having a cost of 90R. The average output for a completed mine is 65 RpT, so it pays for itself in 1.5 turns. A really good investment overall.
The worrying part is Logistics. We currently have a bit of a surplus that is going to quickly burn up from projects like housing. The only good source of Logistics is Infrastructure, but again housing is a problem. If we don't use Infra-Dice to build more houses, we will quickly go into a housing crisis.
Also, the bit of abatement and power is nice.
If we're lucky, the refugee wave will start to taper off soon. it's been nearly a year since active hostilities ended, after all.
If we're not so lucky, well... we'll just have to do Housing as best we can for Q1 and Q2 on five Infrastructure dice per, while focusing mainly though not entirely on vein mining... Then in Q3 or Q4 we can start putting Free dice on Infrastructure to support heavy Housing construction and +Logistics projects at the same time, while shifting Tiberium focus to Red Zone operations.
Although... hm, I should check this...
RpT yield
per die for
Red Zone Border Offensive+
Deep Red Zone Glacier Mining...
(25+65)/(250+255) = 0.178 RpT per point of Progress.
0.178 RpT/Progress * 89.5 Progress/die = 15.9 RpT per die invested (at -3 Logistics per phase)
RpT yield per die for
Red Zone Harvesting+
Tiberium Glacier Mining...
(17.5+55)/(150+205) = 0.205 RpT per point of Progress.
0.205 RpT/Progress * 89.5 Progress/die = 18.3 RpT per die invested (at -5 Logistics per phase)
RpT yield per die for
Tiberium Vein Mining... assume average cost of next several phases is 195 Progress, and output unchanged from the Q4 figure, so this is pessimistic...
(27.5)/195 = 0.141 RpT per point of Progress.
0.141 RpT/Progress * 89.5 Progress/die = 12.6 RpT per die invested (at -1 Capital Goods per phase)
IF claws increase RpT output from 20-35 to 25-40...
(32.5)/195 = 0.167 RpT per point of Progress
0.167*89.5 = 14.9 RpT per die invested (at -1 Capital Goods per phase)
IF claws help thusly, and if cost per phase continues to decline, such that average cost of Stages 2-8 is, say, 180 points...
(32.5)/180 = 0.181 RpT per point of Progress
0.181*89.5 = 16.2 RpT per die invested.
So... I think vein mining with claws is actually close to competitive for Red Zone operation purposes.
Slightly less lucrative, maybe, but also a lot less of a strain on our industrial system, because we can shake loose -1 Capital Goods a lot more easily than -3 Logistics right now.