[X] Plan Philadelphia and Chicago
Infrastructure (5 dice) 45R
-[X] Blue Zone Arcologies (Phase 1), 140/450 3 dice (45 Resources)
Heavy Industry (5 dice +2 Free) 50R
-[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice 30R 99%
-[X] Blue Zone Microgeneration Program (Phase 2) 1 die 5R 65%
-[X] Yellow Zone Power Grid Extension (Phase 2) 101/275 3 dice 15R 77%
Light and Chemical Industry (3 dice) 70R
-[X] Bulk Plastics Facilities 1 dice 10R
-[X] Superconductor Foundries 2 dice 60R
Agriculture (3 dice) 50R
-[X] Perennial Aquaponics Bays, 1 dice (10 Resources)
-[X] Entari Development 0/40 1 die 20R 88
-[X] Spider Cotton Development 0/40 1 die 20R 88
Tiberium (5 dice) 85R
-[X] Blue Zone Perimeter Fencing (Phase 2), 3 dice 45R 99%
-[X] Chicago Planned City (Phase 1+2) 0/220 2 Dice 40R
Orbital (3 dice) 55R
-[X] GDSS Philadelphia II (Phase 1), 2 dice 40R+ 88%
-[X] Orbital Cleanup (Phase 2), 1 dice 15 R 96%
Services (4 dice) 20R
-[X] Childcare and Preschool programs, 2 dice 10R 25%
-[X] Game Development Studios 2 dice 10R
Military (5 dice +3 Free) 125R
-[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice 60R 45%
-[X] Reclaimator Hubs (RZ-6 South), 1 die 20R 100%
-[X] Toronto Apollo Fighter Factory, 1 die 15R 58%
-[X] Shell plants, 35/150 2 dice 20R 72%
-[X] Copenhagen Hydrofoil Shipyard, 1 die 10R 28%
Bureaucracy (3 dice)
-[X] Security Reviews (Infrastructure), 3 dice
500/500
Chicago is in a narrow yellow zone and on the great lakes allowing shipping to the west coast cities while also being near the north American red zone.
There is a lot of power production in here and the Yellow Zone Power Grid Extension will also help increase the amount of yellow zone voters.
Philadelphia II gets two dice giving us PS for phase 1 and we get to know what phase two will bring us.
Orbital Cleanup (Phase 1) reduced the progress needed for orbital communications so finishing the nearly done second phase before starting communications is more efficient.
3 military factories as we only have enough planes to cover the blue zones, no reserve of shells and our ships are suffering form piracy.
Agriculture does the development needed to unlock large scale farms for the first results of our novel crop labs.
It will give us a way to boost the military in agriculture as we start to move some free dice to consumer good production closer to the elections.
1) No resources for fusion power prototyping.
2) No work on fiber optics or orbital communications, both things we really want done before the next election in order to increase voter participation. I get why you expect finishing more cleanup to be more efficient but there's still fiber optics.
3) No work done towards completing the Vertical Farming project that was half-begun last turn.
4) As discussed above, I'd love it if you could pry loose another 5 Resources to activate the fourth Services die and throw it at Childcare. We're almost as good at Services as we are at Tiberium, so leaving a Services die unactivated for lack of resources is almost as counterproductive as leaving a Tiberium die unrolled.
1: But a lot of other sources of power: Blue Zone Microgeneration Program (Phase 2), Yellow Zone Power Grid Extension (Phase 2), and Superconductor Foundries
With those three the fusion prototype can wait a turn.
2: With the Chicago planned city I am adding a new region under our control so I want housing in case that starts a new refugee wave.
3: I am using a lot of power so I am waiting a turn so all of the power options are complete before I go on with vertical farms
[X] Plan Philadelphia and Superconductor
Infrastructure (5 dice) 45R
-[X] Blue Zone Arcologies (Phase 1), 140/450 3 dice (45 Resources)
Heavy Industry (5 dice +2 Free) 50R
-[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice 30R 99%
-[X] Blue Zone Microgeneration Program (Phase 2) 1 die 5R 65%
-[X] Yellow Zone Power Grid Extension (Phase 2) 101/275 3 dice 15R 77%
Light and Chemical Industry (3 dice) 70R
-[X] Bulk Plastics Facilities 1 dice 10R
-[X] Superconductor Foundries 2 dice 60R
Agriculture (3 dice) 50R
-[X] Perennial Aquaponics Bays, 1 dice (10 Resources)
-[X] Entari Development 0/40 1 die 20R 88
-[X] Spider Cotton Development 0/40 1 die 20R 88
Tiberium (5 dice) 75R
-[X] Blue Zone Perimeter Fencing (Phase 2), 5 dice 75R 99%
Orbital (3 dice) 55R
-[X] GDSS Philadelphia II (Phase 1), 2 dice 40R+ 88%
-[X] Orbital Cleanup (Phase 2), 1 dice 15 R 96%
Services (4 dice) 30R
-[X] Childcare and Preschool programs, 2 dice 10R 25%
-[X] Arts and Culture Grants 1 dice 10R
-[X] Ethnic Restaurant Program 1 dice 10R
Military (5 dice +3 Free) 125R
-[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice 60R 45%
-[X] Reclaimator Hubs (RZ-6 South), 1 die 20R 100%
-[X] Toronto Apollo Fighter Factory, 1 die 15R 58%
-[X] Shell plants, 35/150 2 dice 20R 72%
-[X] Copenhagen Hydrofoil Shipyard, 1 die 10R 28%
Bureaucracy (3 dice)
-[X] Security Reviews (Infrastructure), 3 dice