[] Plan Little Enterprise
Infrastructure (5 dice)
-[] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
Heavy Industry (5 dice +1 Free)
-[] Blue Zone Power Production Campaigns (Phase 2), 3 dice (30 Resources)
-[] Fusion Power Prototype, 2 dice (40 Resources)
-[] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
Light and Chemical Industry (3 dice + 1 Free)
-[] Chemical Precursor Plants, 1 die (15 Resources)
-[] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[] Security Reviews, 1 die
Agriculture (3 dice)
-[] Perennial Aquaponics Bays, 1 dice (10 Resources)
-[] Vertical Farming projects, 2 dice (30 Resources)
Tiberium (5 dice)
-[] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
Orbital (3 dice)
-[] GDSS Enterprise (Phase 3), 1 die (1 Fusion) (20 Resources)
-[] Orbital Cleanup (Phase 2), 2 dice (1 Fusion) (25 Resources)
Services (4 dice)
-[] Scrin Research Institutions, 2 Dice (60 Resources)
-[] Childcare and Preschool programs, 2 Dice (10 Resources)
Military (5 dice +3 Free)
-[] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
-[] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
-[] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
-[] Copenhagen Hydrofoil Shipyard, 2 die (20 Resources)
Bureaucracy (3 dice)
-[] Security Reviews (LCI), 3 dice
Resources Available: 500
Resources Used: 500
Resources Remaining: 0
So, here's my not-CarterQuest plan draft for next turn.
Infra continues steadily making BZ Arcologies, enough to make progress, but not enough to finish. But we'll have the first phase done before election time, and that'll be another 4 Consumer Goods and half of the Socialist Party's demands met.
HI is BZ Power Production with 3 dice, 2 dice on Fusion Power Prototype because we need to start to work on Fusion for when Fission starts becoming uneconomical from the lack of fissionables. And one die on BZ Microgeneration (subject to possibly being swapped out if needed.) Next turn I plan to push for YZ Power Grid and more BZ Power Production. Not Rolling Stock because it's too much of a power hog right now.
Instead, I'm relying on LCI to get the necessary capital goods. One die on Chemical Precursors (we can slow-roll it out since we don't need the Capital Goods immediately, just when the Industry finishes), two dice on Yellow Zone Industry, and 1 die for Security Reviews, since we're about to start investing heavily into LCI and we want to make sure it's clean.
Agriculture, we finish Vertical Farming for Food and Consumer Goods, then Perennials since getting the kinds of foods it grows feels like the thing that'd unlock some Consumer Good options, plus I think it's been mentioned that there may be narrative effects behind it.
Tiberium goes all in on BZ Perimeter Fences because it's cheap and for rushing the Synergy bonus at the end.
We want to start doing stuff in Orbital now, so there's 2 dice on more cleanup, and one die (Fusion) on Enterprise to start developing our Space Industry.
Services has 2 dice on Scrintech so we can get that research and juicy technology relatively early, 2 dice on Childcare to finish up the last of our education obligations. May give up one die on Scrintech if we need the resources elsewhere, but I really want to go heavy on the research. If there's any techline that might come up with more ways to slow down, or at least exploit Tiberium, it'd be the Scrin.
Military, we got lucky with MARV Hub rolls, so we're putting one die into finishing the 2nd Hub so we can do another MARV Fleet next turn. Other than that, it's 3 dice on another S-MARV Fleet, 2 Dice on Copenhagen Hydrofoils so NOD piracy isn't as big a problem. After that is the tricky bit. We want at least one Apollo Factory up and running so the air force can retake the skies. But the question is if we try for both, or just one. Both is probably what's needed to really get the Air Force back in gear, but it'll wipe out most of the electricity gain from Power Production. Right now my plan has us trying for both, so next turn we can do stuff like Steel Talons Wolverines or Myomer, plus maybe Fleet PD or starting some of the other trials.