Once More, With Feeling, And A Lot of Guns, Mk II
Infrastructure (5/5, 55 R)
-[] Yellow Zone Arcologies (Phase 1) (1 die, 15 R) (97% to complete)
-[] Tidal Power Plants (Phase 2) (4 dice, 40 R) (4 of 6-ish dice to complete)
Heavy Industry (5/5, 75 R)
-[] Fusion Peaker Plants (2 dice, 40 R) (99% to complete)
-[] Heavy Rolling Stock Plants (2 dice, 20 R) (96% to complete)
-[] North Boston Chip Fabricator (Phase 4) (1 die, 15 R) (1 of 17-ish dice)
Light and Chemical Industry (4/4, 70 R)
-[] Johannesburg Myomer Macrospinner (Phase 1) (2 dice, 40 R) (100% to complete, MIGHT clear Phase 2 but I doubt it)
-[] Chemical Precursor Plants (2 dice, 30 R) (34% to complete)
Agriculture (3/3, 30 R)
-[] State Operated Breweries (1 die, 10 R) (91% to complete)
-[] Perennial Aquaponics Bays (2 dice, 20 R) (97% to complete)
Tiberium (5/5, 70 R)
-[] Chicago Planned City (Phase 3) (3 dice, 60 R) (46% to complete)
-[] Tiberium Prospecting Expeditions (Phase 6) (2 dice, 10 R) (91% to complete)
Orbital (3/3, 40 R)
-[] GDSS Shala (Phase 1) (1 fusion die, 20 R) (39% to complete)
-[] Orbital Cleanup (Phase 3) (2 fusion dice, 20 R) (89% to complete Phase 3, 20% to complete Phase 3+4)
Services (4/4, 30 R)
-[] Fashion Development Houses (2 dice, 20 R) (2 of 3-ish dice)
-[] Game Development Studios (2 dice, 10 R) (2 of 4-ish dice)
-(this area is unusually likely to see change as new options arise, since existing options are so picked over)
Military (10/5, 155 R, budgeting generously)
-[] Security Review (1 die)
-[] Reclamator Hub RZ-7N (1 die, 20 R) (75% to complete)
-[] Reclamator Fleet YZ-5a (2 dice, 40 R) (72% to complete)
-[] Orbital Strike RCT Station (1 fusion die, 20 R) (1 of 3.5-ish dice)
-[] Tube Artillery Development (1 die, 15 R) (89% to complete)
-[] Governor Yard (2 dice, 40 R) (??% to complete)
-[] Mastodon Heavy Assault Walker (1 die, 10 R) (99% to complete)
-[] Havoc Scout Mech Development (1 die, 10 R) (99% to complete)
Bureaucracy
-[] Security Review: Military (3 dice) (99% to complete)
55+75+70+30 + 70+40+30+155
130+100+140+155
525 Resources
Grudgingly sacrificed naval point defense for MARVs in South America. I've still got 10, maybe 15 Resources worth of wiggle room in the plan. Added success probabilities where possible. Footnotes:
1) I'm assuming the
Governor-class shipyards will be expensive beasts: 20 R/die, to go with having an actual Capital Goods cost.
2) The plan continues aggressive military spending, with two dice each on Navy and Steel Talons priorities, one on Ground Forces, one on Space Force to help them project power to the ground. Three on MARVs and one on that security review we've been putting off for six months.
3) Services is a likely place to eat more resources when next turn's action options become available, because there's likely to be new things to do. And probably something more interesting to do than
Game Development Studios but with less painful costs than
Virtual Reality Arcades.
4) This plan does NOT beeline completion of
Shala because
Shala is a long term priority. We've been sacrificing everything else we do in space to rush the
Philadelphia for the past two turns; we need to back up and do other stuff too like orbital cleanup and space survey. Just building the space stations isn't enough by itself; there's humble little projects around the edges that need doing.
5) I'm pleasantly surprised that there are resources to have a good shot at finishing Phase 3 of Chicago, but there seem to be. This will also ensure that we have enough tiberium refining capability that we can hit our Plan promise without getting silo'd.
6) Agriculture is a "second verse, same as the first" situation because neither project completed.
Breweries is so close that one die should do it. I'd put one die on
Perennials and use the third for something else if it weren't for the long spool-up time; we need to have it done next quarter for Plan completion purposes.
7) We get close enough to
Chemical Precursors that we can slow-walk it to completion next turn probably I hope. This is important because we don't know the exact Capital Goods cost of the
Governor-class yards, unless I'm sorely mistaken, and we'll need to build at least one yard in the immediate future (I budget for it in the plan). And we want to stay in the green on Capital Goods in the short term, because North Boston will optimistically take 3-4 turns to finish.
8) I don't like putting so many heavy industry dice on "second verse, same as the first" projects, but we need those
finished and heavy industry rolled quite badly last turn. Both projects are important,
Fusion Peaker Plants because it chains into the next fusion project and
Heavy Rolling Stock because we're still searching under the couch for loose Capital Goods, plus possible synergies with getting rail projects done under Infrastructure.
9) Infrastructure is mainly focused on tidal power right now. Cheap, provides ++++ Energy, can be
mostly completed this turn, what's not to like?
Which one? Boston Phase 4?
That's in the plans for this coming year.
Yeah. My own draft plan doesn't give it much, but that's just because I want to settle our unfinished business and make sure we have enough Capital Goods to cover immediate priorities before beginning a cycle of heavy investment in North Boston.
What do you mean? I'm keeping the three generic MARV projects listed alongside the in-progress MARV and Reclaimator Hubs. (Sidenote: We now have 3 of the latter. Oof.)
Honestly I may just not have been able to find the success probabilities for the in-progress RZ-7N hub and YZ-5a fleet in among the shuffle...? I'll check again and edit in if applicable after posting this.
EDIT:
Okay, yeah. Found them easily enough under the spoiler in your post.