This is not a plan I am submitting this turn mostly cuz I have to redo everything on my new pc, so I am too busy to do a full plan and revise it after this, but this is my vision for a decent plan that can get things used on others plans if they feel its good enough to cannibalize it.
Infrastructure (5 dice +36 bonus) 85R
[] Yellow Zone Fortress Towns (Phase 7)(Progress 93/290: 20 resources per die) (+4 Housing) 2D
[] Lesser Blue Zone Arcologies (Phase 1)(Progress 0/160: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve) 2D
[] Communal Blue Zone Arcologies (Progress 328/395: 15 resources per die, +6 High Quality Housing, +2 Consumer Goods, +1 Energy Reserve, -1 Energy) 1D
Heavy Industry (6 dice +33 bonus) 190R
[] U-Series Alloy Foundries (Phase 2)(Progress 116/575: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects) 3D
[] Personal Electric Vehicle Plants(Progress 175/295: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer Goods, +4 Logistics) (+10 Political Support) 1D
[] Aberdeen Isolinear Fabricator (Phase 1)(Progress 0/115: 30 resources per die) 2D
Light and Chemical Industry (5 dice +23 bonus) 80R
[] Carbon Nanotube Foundry Expansions(Progress 0/285: 20 resources per die) (+4 Capital Goods) 2D
[] Artificial Wood Furniture Plants(Progress 33/95: 10 resources per die) (+4 Consumer Goods) 1D
[] Home Robotics Factories (New)(Progress 0/145: 15 resources per die) (-1 Energy, -1 Capital Goods, +4 Consumer Goods, +1 Labor) 2D
Agriculture (6 dice +28 bonus) 100R
[] Vertical Farming Projects (Stage 3)(Progress 74/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy) 2D
[] Dairy Ranches (Phase 1)(Progress 0/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor) 2D
[] Poulticeplant Deployment (New)(Progress 0/150: 15 resources per die) (+1 Health) 2D
Tiberium (7 dice +38 bonus) 190R
[] IHG Tiberium Processing Plants (Stage 1) (New)(Progress 0/190: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics) 2D
[] Tiberium Vein Mines (Stage 4) (Updated)(Progress 60/190: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods) 4D
[] Tiberium Processing Refits (Phase 5)(Progress 6/95: 20 resources per die) (+50 processing capacity [-250 during refits]) 1D
[] Tiberium Wildlife Experiments (New)(Progress 0/60: 20 resources per die) (-5 Political Support) (MS) 1D
Orbital (7 dice, 3FD +33 bonus) 200R
[] GDSS Columbia (Phase 4) (Updated)(Progress 138/545: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support) 3FD
[] GDSS Shala (Phase 2+3+4) (Updated)(Progress 50/945: 20 resources per die) (.6k permanent residents) (+9 Food) (+30 Political Support) (+3 Bays) 7D
Services (4 dice +31 bonus) 60R
[] Kamisuwa Optical Laboratories (Progress 79/245: 20 resources per die) (-2 Labor, -2 Energy) 2D
[] Prototype Biosculpt (New)(Progress 0/40: 15 resources per die) (MS) 1D
[] Occult Investigations (New)(Progress 0/30: 5 resources per die) (-5 Political Support) (MS) 1D
Military (8 dice +30 bonus) 135R
[] Department of Munitions (-1 die) (-20 resources per turn) (50 progress towards each munitions project per turn)
[] Advanced ECCM Development (Tech)(Progress 0/40: 20 resources per die) 1D
[] Strategic Area Defense Networks (Phase 1)(Progress 0/260: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete) 2D
[] Missile Drop Pod Development (Platform)(Progress 0/40: 15 resources per die) 1D
[] Railgun Munitions Factories (Phase 2) (Munitions)(Progress 89/195: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete) 1D
[] Stealth Disruptor Deployment (New)(Progress 0/200: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) 2D
Bureaucracy (4 dice +28 bonus) 90R
[] Transfer Funding to InOps (-60 Resources per Turn) 1D
[] Expand Grant Programs 1D
-[] 30 resources in grants.
1130/1130
85 + 190 + 80 + 100 + 190 + 200 + 60 + 135 + 90