It's the second of a dice pair so nothing.
That's not how it works, but there is only 1 of them, so it's still not a problem.
And, initial last mathpost:
Japan-Korea Tunnel 436/350
U-Series Alloy Foundries (Phase 6) 499/455
Nuuk Heavy Robotics Foundry (Phase 4) 589/935
Petropavlovsk-Kamchatsky Caterium Fabricator 195/165
Adaptive Cloth Factories 181/300
White Goods Programs 204/200
Bioplastics Development 111/80
Terrain Retention Projects 227/160
Medical Plant Deployment 223/220
Enhanced Harvest Tiberium Spikes (Phase 4) 447/180 Phase 4, 267/180 Phase 5
Tiberium Inhibitor Deployment (Blue Zones) 344/75 BZ-8 South America, 269/75 BZ-12 New Zealand, 194/100 YZ-10 North America East, 94+90+38=222/100 YZ-11 Colombia
Tiberium Inhibitor Deployment (Blue Zone BZ-14 Madagascar) 165/75
Tiberium Inhibitor Deployment (Blue Zone BZ-6 Japan) 113/75
SCOP Bay 272/250
Experimental Crops Bay (Stage 2) 297/215
Animal Husbandry Bay 236/215
High Efficiency Void Crops Bay 183/180
Lunar Homesteading (Phase 5) 351/220
Fifth Generation Electronic Video Assistant Deployment (Phase 1) 313/250 Phase 1, 63/250 Phase 2
Military Logistics Drone Network (Phase 1) 155/200
Initiative Laser Systems Deployment (Phase 2) 116/185
Third Generation Zone Armour Development 94/80
Next Generation Armored Vehicle Factories (Phase 1) 184/450
Thunderbolt II Missile Development 52+10=62/60
Stealth Disruptor Deployment 192/160
Unmanned Support Ground Vehicle Deployment 277/240
Department-affected projects:
Electronic Countermeasures Improvements 240/500
NovaHawk Factory Refits Phase 1 150/150
GD-3 Deployment (Phase 3) 65/180
Governor-A Deployment 355/350
Shark-Class Frigate Shipyards Seattle 120/300
Net gains from projects
+20 Resource/turn
+4 PS
+12 Yellow Zone Abatement
+14 Underground Yellow Zone Abatement
+2 Underground Red Zone Abatement
-19 Energy
+3 Logistics
+3 Food, +6 Food in reserve
+4 Health
-3 Capital Goods
+10 Consumer Goods
+3 Labor
-2 STUs
-10 progress requirement on tib mining projects
+plastic plants... not that kind, though
+dirt
+more crazy plants... IN SPACE!
+1000 residents... IN SPACE!
+1 to all department dice
+better power armor
+better missiles
Resources: 1560+650 in reserve (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions)(-30 Department of Refits) (-240 InOps) (-60 General Pool)(-50 Epsilon Eridani Expedition) (100 in Reserve for Banking)
Political Support: 104
SCIENCE Meter: 4/4
Free Dice: 6
AI Dice: 4 (full bonus)
Dice Capacity 60/60
Old Tiberium Spread
Surface
26.985 (+0.28+.125 from Karachi project over 3 turns) Blue Zone
1.68 (+0.19+1.49 from Karachi project over 3 turns) Green Zone
0.07 (+0.00) Cyan Zone
23.305 (+0.47,-1.655 from Karachi project over 3 turns) Yellow Zone (115 points of mitigation)
47.96 (-0.94) Red Zone (110 points of mitigation)
Underground Tiberium infiltration estimates:
0.67 (+0.33) Blue
12.75 (-0.89) Yellow (46 points of mitigation)
87.49 (+.56) Red (27 points of mitigation)
New Tib Spread:
Surface
27.945 (+.96) Blue Zone
.785 (-.895) Green Zone
0.07 (+0.00) Cyan Zone
23.37 (+.065) Yellow Zone (127 points of mitigation)
47.83 (-0.13) Red Zone (110 points of mitigation)
Underground Tiberium infiltration estimates:
0.31 (-0.36) Blue
12.44 (-0.31) Yellow (60 points of mitigation)
88.16 (+.67) Red (29 points of mitigation)
Next Mutation Roll: Q2 2066
Current Economic Issues:
Housing: +101 (+88 LQ, +13 HQ) (1 high-quality housing per turn)
Energy: +28 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +31 (-14 from military activity)
Food: +69 (+32 backed reserve, +5 unbacked reserve)
Health: +49 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +60 (+2 per turn from Distributed Industrial Authority) (+688 in reserve)
Consumer Goods: +68 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +10 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from other government) (-1 from graying population) (Net +1)
Tiberium Processing Capacity (3090/4200) (740/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 90, IHG: 1 per 80, X: 1 per 40)
Tiberium Reserve (0/500)
STUs: +16
Taxation Per Turn: +240 (no change from economic turbulence)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100
STU Production and Consumption
Net: +16 per turn
Production: +56 per turn (8.2... HG, 16.875 IHG, 25X, 6 RZ SMARV)
Consumption: -40 per turn
32 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-26 Other (9 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, 2 Microfusion Labs, 3 Caravel Shipyard, 4 Fluyt Shipyard)
8 Military
-5 Aircraft (2 Tactical Lasers, 2 Plasma Munitions, 1 NovaHawk Refits)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
-1 Navy (Lasers)