@sunrise
Maybe.
I was going to say that we don't have a Shell Plants equivalent project in all categories, but it turns out that we do.
It is a shame that half of those projects aren't that helpful.
We will be able to consistently spend on the 15 R/die projects, but we'll still run into issues trying to include the 20-30R/die projects. (Which is quite a few categories.)
But if we get those cheap military projects rolled out and more YZ farming, I guess I can't complain.
Also, we can just leave
some of the dice fallow,
in some places. We'll still be in a position to get more done, even if we won't
immediately be in the position to get
the maximum theoretically possible done. Having five Service dice won't help us much right away, necessarily, but things still help. We may have to grow into it a bit, but we'll
have it, and we'll be getting the +4 to all dice rolls immediately, which will be nice to have.
So, doing a plan draft for next turn. I did a fair amount of my own AnyDice calculations here, so my numbers will not always align with
@Derpmind -derived numbers.
TENTATIVE 2059Q2 BUDGET:
755 R, 7 Free dice
755/755 Resources spent
7/7 Free Dice allocated
[] Draft Plan The Hard Road
Infrastructure 5/5 Dice 70 R
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10 R) (11% chance)
-[] Integrated Cargo System 0/800 (4 Dice, 60 R) (4/10 median)
Heavy Industry 4/4 Dice 95 R
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 (1 Die, 20 R) (37% chance)
-[] Blue Zone Heavy Industrial Sectors 146/500 (3 Dice, 75 R) (0.4% chance, 3/5 median)
Light and Chemical Industry 4/4 Dice 70 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (3 Dice, 60 R) (autocomplete, ~2/9.5 median dice on Phase 4)
-[] Civilian Glider Development 0/40 (1 Die, 10 R) (98% chance)
Agriculture 3/3 Dice 30 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (1 Die, 10 R) (1/3 median)
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 (2 Dice, 20 R) (52% chance)
(Kudzu out of question, Resources short)
Tiberium 6/6 Dice 110 R
-[] Offshore Tiberium Harvester Stations 148/200 (1 Die, 20 R, -5 PS) (94% chance)
-[] Tiberium Processing Refits (Phase 2) 20/100 (1 Die, 20 R) (66% chance)
-[] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (see Military)
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 (1 Die, 25 R) (45% chance)
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 (1 Die, 5 R) (1/2.5 median)
Orbital 5/5 Dice + 5 Free Dice 200 R
-[] GDSS Philadelphia II (Phase 5) 474/1425 (10 dice, 200 R) (0.16% chance, 10/14 median)
Services 3/4 Dice 60 R
-[] Tissue Replacement Therapy Development 42/60 (1 Die, 20 R) (100% chance)
-[] Advanced Electronic Video Assistant Development 33/60 (1 Die, 20 R) (100% chance)
-[] Early Prototype General Artificial Intelligence Development 66/120 (1 Die, 20 R) (84% chance)
Military 6/6 Dice + 2 Free Dice 110 R
-[] Shell Plants (Phase 4) 128/300 (3 Dice, 30 R) (84% chance)
-[] Orca Refit Deployment 0/200 (2 Dice, 30 R) (15% chance)
-[] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (97% chance with two Tib dice, 68% chance with one)
-[] Havoc Scout Deployment Seoul 92/110 (1 Die, 10 R) (100% chance)
Bureaucracy 3/3 Dice
-[] Rationalize Yellow Zones (New) (99% chance of hitting DC 90)
OR
-[] Conduct Civil Satisfaction Surveys (New) (99/97/91/77% chance of hitting DC 90/120/150/180)
(both options assume omake bonuses apply)
...
Reasoning where non-obvious:
Infrastructure
It's time for ICS. We need to stop putting this off and get some significant +Logistics capacity. If we really want to keep building Housing then slow-walking some apartments to keep our buffer open is an option, but I cannot recommend strongly enough that we
temporarily freeze housing construction to concentrate on Logistics.
Heavy Industry
Barring the
extremely unlikely (~0.4% chance) event of
Blue Zone Heavy Industrial Sectors completing in Q2 under this plan, we don't urgently need the next phase of fusion power plants, and so can afford to slow-walk. The alternative would be to go two-and-two on fusion power and
BZHIS, rather than one-and-three, but I think one-and-three gives us a better chance of getting both the fusion plants
and the Capital Goods in Q2, as opposed to only getting the fusion plants.
Light Industry
Since three dice is more than enough to finish off the current phase of Reykjavik, I propose that we do the glider research option. This saves resources and may give us an interesting option. The +2 Capital Goods from
Reykjavik Phase 3 can be budgeted to pay for the ICS.
Agriculture
I would like to resume efforts on
Yellow Zone Water Purification because the impending attack may otherwise cut off water supplies. Work on
Perennials is of course desirable, but should be slow-walked because we have no immediate plans to complete Stage 4 of the project, so rollover is useless to us.
Tiberium
Slow-walk to complete the offshore plants and to refit the refineries. I recommend two dice on the MARV fleet, though
@sunrise 's suggestion of spending an extra Military die to complete the next hub so we have a place to put the overflow does seem attractive in that case. I really
didn't know what to do with the last two Tiberium dice. I think we can afford to do
Red Zone Harvesting in the Congo, with the Pacifier and other military improvements taking a bit of pressure off ZOCOM along with the impending completion of another MARV fleet. Whereas
Vein Mines are unattractive given that we're hard up for Capital Goods right now. But
Red Zone Harvesting is expensive. We
have cheap options, but we're a bit low on Energy next turn for me to be happy with
Railgun Harvester Factories this turn, and
Prospecting has such a poor return on dice investment that I flinch away from doing it. I finally decided to split, one die on the Congo harvesting (all I could spare the R for) and one die on prospecting (just to give us a cheap way to use Tiberium dice)
Orbital, Services
Nothing to comment on, really. This plan throws ten dice at the
Philadelphia, enough that we can be quite confident of finishing it in Q3 even if we get unlucky, though again,
being sure of this will require overspending. Realistically that was always in the cards- getting a 90% chance of finishing the project in a quarter will cost more dice than getting a 50% chance.
Military
I'm walking back the Havoc rollout to one die per turn, making more room to do the MARV project, probably wrap up a round of
Shell Plants, and make a good start on the Super Orca refit. Nothing except
Shell Plants and the MARV fleet get as many dice as I'd like, but I have to do something...