Thanks for such a detailed analysis, this is really helpful. Here's an improved version of the plan, with better explanations:
Resources: 615 + 0 in reserve (15 allocated to the Forgotten) (20 allocated to grants)
Resources used 610
Political Support: 50
Free Dice: 6
Fusion Dice: 7 (+1 per turn)
[ ] Plan Tides, Stations, and Chips
Infrastructure (5 dice) 5/5 60R
-[ ] Tidal Power Plants (Phase 3) (3 dice) (30 R)
(progress 154/300: 10 resources per die) (+++ Energy)
-[ ] Blue Zone Arcologies (Stage 2) (2 dice) (30 R)
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
Heavy Industry (5 dice) 5/5 80R
-[ ] Synchronized Cycle Fusion Plants (1 die) (20 R) 70%
(Progress 289/350: 20 Resources per Die) (++++ Energy) (High Priority)
-[ ] North Boston Chip Fabricator (Phase 4) (4 dice) (60 R)
(Progress 116/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry (4 dice) 3/4 60R
-[ ] Johannesburg Myomer Macrospinner (Phase 3) (3 dice) (60 R)
(Progress 308/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
Agriculture (3 dice) 3/3 40R
-[ ] Yellow Zone Purification Facilities (Phase 1) (2 dice) (20 R) 37%
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
-[ ] Entari Deployment (1 die) (20 R)
(progress 173/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
Tiberium (5 dice) 5/5 110R
-[ ] Mecca/Jeddah Planned City (Phase 2) (2 dice) (40 R)
(Progress 116/320: 20 resources per die) (--- Labor) (5 Political Support) (+1 Red Zone Abatement, +1 Yellow Zone Abatement, +60 Processing Capacity)
-[ ] Yellow Zone Tiberium Harvesting (Phase 5) (2 dice) (40 R)
(Progress 60/300?: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation) (High Priority)
-[ ] Tiberium Inhibitor Development (1 die) (30 R) 91%
(Progress 0/60: 30 resources per die)
Orbital (3 dice + 2 free dice) 5/3 110R
-[ ] Gravitic Drive Development (1 die) (30 R) 99%
(Progress 40/60: 30 resources per die)
-[ ] GDSS Shala (Phase 1) (4 fusion dice) (80 R) Phase 1 99%, Phase 2 65%
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
Services (4 dice) 3/4 30R
-[ ] Domestic Animal Programs (3 dice) (30 R) 87%
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)
Military (5 dice + 3 free dice) 8/5 120R
-[ ] Reclamator Fleet RZ-7 North (1 die) (20 R)
--[ ] Super MARVs
(progress 141/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Remote Weapons System Deployment Predator (4 dice) (40 R) 73%
(Progress 0/240: 10 Resources Per die) (High Priority)
-[ ] Governor Class Cruiser Shipyards (2 die) (40 R)
-- [ ] Vladivostok (Progress 66/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
-[ ] Governor Class Cruiser Shipyards (1 die) (20 R)
-- [ ] Durban (Progress 148/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
Bureaucracy (3 dice + 1 free dice) 4/3 0R
-[ ] Expand Union Support (4 dice) 95%
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)
First, I'm putting three dice on tidal power because this plan could complete both shipyards, draining four power. In a worst case energy scenario, both shipyards and the purification facilities finish, draining five power and the synch plants fail, but the macrospinner and tidal plants are both guaranteed to complete, leaving us at 1 power, and definitely able to finish the synch plants next turn for +8.
Railways are nice but can wait.
I cut the fertiliser plants to put another dice on the macrospinner, it is a really great project and gives us some cap goods while we're building Boston.
Two dice on Mecca will make some progress, though it won't finish another phase.
Two dice on yellow zone harvesting to get both some mitigation, and expand our territory to take the fight to NOD.
Finally, military. Cutting refitting the factories to attempt completing both shipyards. Finishing the MARVs.
I know we just completed several developments, but we completed the RWS development turns ago, should have done it years ago, and it's still not out. We really need to just get it done. If the new projects are really shiny, I can shuffle things round.
I have 5 R left over, so that can either be saved for next turn, or used to upgrade a die, likely for the new mil projects.