So I'm putting together a plan, which is something I rarely do because by the time the results are written up and the new turn is created plans are already set. Anyway I'm putting this idea forward for consideration because I think it's worth considering our Political Strength score. Dr Granger's political naivete is as much a meme in OOC chat as it is in the quest universe, but he's got good political advisors and he's not an idiot. Accordingly the idea of gathering political strength is not something that will escape his advisors, especially when there's a good chance Granger and the Treasury will be advocating politically unpopular options such as Expand Union Support and Liquid Tiberium Power Cell Development. So this plan is focused on gaining Political Support but not at the expense of actually getting stuff done.
[] Plan Political Points
-[] Infrastructure [ 55 Resources] ( 4 / 5 dice)
--[] Tidal Power Plants (Phase 4) (154/300)
---[] 2 dice (20 Resources)
--[] Mecca / Jeddah Planned City (Phase 2) (116/320)
---[] 1 dice (20 Resources)
--[] Blue Zone Arcologies (Phase 2) (3/600)
---[] 1 dice (15 Resources)
-[] Heavy Industry [55 Resources] ( / 5 dice)
--[] Synchronised Cycle Fusion Plants (289/350)
---[] 1 dice (20 Resources)
--[] North Boston Chip Fabricator (Phase 4) (116/1200)
---[] 3 dice (45 Resources)
-[] Light and Chemical Industry [110 Resources] ( 4 / 4 dice)
--[] Johannesburg Myomer Macrospinner (Phase 3) (308/360)
---[] 1 dice ( 20 Resources)
--[] Superconductor Foundries (0/200)
---[] 3 dice ( 90 Resources)
-[] Agriculture [ 50 Resources] ( 3/ 3 dice + 1 Free dice)
--[] Entari Deployment (173/200 )
---[] 1 dice (20 Resources)
--[]Perennial Aquaponics Bays (Phase 2) (123/350)
---[]3 dice (30 Resources)
-[] Tiberium [ 125 Resources] ( 5/ 5 dice)
--[] Tiberium Inhibitor Development (0/60 )
---[] 1 dice ( 30 Resources)
--[] Improved Tiberium Containment Facilities Development (0/40 )
---[] 1 dice ( 25 Resources)
--[] Mecca / Jeddah Planned City (Phase 2) (116/320)
---[] 1 dice (20 Resources)
--[] Red Zone Containment Lines (Phase 5) (74/180)
---[] 2 dice (50 Resources)
-[] Orbital [ 50 Resources] (3/ 3 dice)
--[] Gravitic Drive Development (40/60)
---[] 1 dice (30 Resources)
--[] Expand Orbital Communications Network (Phase 3) (13/135)
---[] 2 Fusion dice ( 20 Resources)
-[] Services [ Resources] (3/4 dice)
--[] Domestic Animal Programs (0/200)
---[] 3 dice (30 Resources)
-[] Military ( 5/5 dice + 2 Free Dice) [130 Resources]
--[ ] Reclamator Fleet RZ-7 North
--[ ] Super MARVs (141/210)
---[] 2 dice (40 Resources)
--[] Governor Class Cruiser Shipyards
---[] Durban (167/200 )
---[] 1 dice (20 Resources)
---[] Vladivostok (66/200)
---[] 2 dice (40 Resources)
--[] Havoc Scout Mech Development (0/30)
---[] 1 dice ( 10 Resources)
--[] Wartime factory Refits (Phase 1) (0/60)
---[] 1 dice (20 Resources)
Resources: 605
Expenditure: 605
Remaining: 0
Free Dice: 3 remaining
* Tidal Power Plants to generate more Energy
* Mecca / Jeddah Planned City because we gain 5 PS from completing the current Phase, which is already half completed.
* Blue Zone Arcologies because it's a High Priority project and there is political muttering about it, although I'm only adding a single dice to it just to keep it ticking over.
* Synchronised Cycle Fusion Plants will give us more Energy, and will also open up Yellow Zone Fusion Power Campaigns, which in turn generate more Energy and will play well politically in the Yellow Zones.
* Johannesburg Myomer Macrospinner to make mech projects cheaper as well as creating Capital Goods and Energy
* Superconducting Foundries because it's a High Priority project that creates Capital Goods and Energy
* Entari Deployment to provide more Food on its own as well as increasing the efficiency of other agricultural systems
* Perennial Aquaponics Bays to provide more Food and also gains us 5 PS
* Tiberium Inhibitor Development to help with mitigation
* Improved Tiberium Containment to increase the amount of processing capacity granted by the Planned Cities such as Chicago and Mecca - this is why I didn't put any dice into Chicago this turn
* Red Zone Containment Lines to gain some extra Resources but also increase RZ mitigation
* Gravitic Drive Improvement because it's so close to completion, and because it has so much potential.
* Expand Orbital Communications Network because it gives us some Logistics and it also gains us 5 PS
* Domestic Animal Programs costs us some Food but that will easily be offset by Entari and the Perennial Aquaponics Bays, and give us another 5 PS
* Reclamator Fleet RZ-7 North gets 2 dice to make sure it's completed, not just to gain Resources and mitigation but also to help protect Chicago
* Governor class Shipyards already under construction get dice to push them to completion, assuming no shenanigans by the dice
* Havoc Scout Mech Development because it is a Steel Talons project and a High Priority, so we do this to make them happy, and also to take advantage of the crit on the Stealth Disruptor System.
* Wartime Factory Refits added to use
Civilian Air Travel will give us 5 PS and cost us 4 Logistics while we currently have a surplus of 7, but it will cost us at least 45 Resources for 3 dice, so not worth it at the moment. Although it might be worth considering for next 4-Year Plan if we need to generate Consumer Goods.
So this plan would give us 20 PS, 7 RZ mitigation and 35-45 Resources. We still have 4 Free dice and 20 resources to spend, but that's a reserve we can spend as we see fit.
EDIT: Wartime Factory Refits added to use up last 20 Resources as
@Simon_Jester said it would increase the number of Firehawks available.