[ ] Plan Bureaucratic Havoc, Shuttles Edition
Infrastructure (5 dice)
-[ ] Blue Zone Apartment Complexes (Phase 2), 1 die (10 Resources)
-[ ] Suborbital Shuttle Service (Phase 1), 3 dice (90 Resources)
Heavy Industry (4 dice)
-[ ] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[ ] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
Light and Chemical Industry (4 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 1 die (20 Resources)
-[ ] T-Glass Foundries (Stage 1), 2 dice (30 Resources)
Agriculture (3 dice)
-[ ] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[ ] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[ ] Offshore Tiberium Harvester Stations, 1 die (20 Resources)
-[ ] Reclamator S-MARV Fleet Red Zone 7 South, 4 dice (80 Resources)
Orbital (5 dice +2 Free)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[ ] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[ ] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
-[ ] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +5 Free + 1 Administrative Assistance)
-[ ] Reclamator S-MARV Fleet Red Zone 7 South, 2 dice (40 Resources)
-[ ] Reclamator Hub Yellow Zone (YZ-6B), 1 die (20 Resources)
-[ ] Orca Refit Deployment, 2 dice (30 Resources)
-[ ] Aurora Strike Bomber Development, 1 die (15 Resources)
-[ ] Shell Plants (Phase 4), 3 dice (30 Resources)
-[ ] Ablat Plating Deployment (Stage 4), 1 die (10 Resources)
-[ ] Havoc Scout Deployment (Brest), 1 die (10 Resources)
-[ ] Havoc Scout Deployment (Seoul), 1 Administrative Assistance die (10 Resources)
Bureaucracy (3 dice)
-[ ] Administrative Assistance (Military), 2 dice
Resources Available: 760
Resources Spent: 755
Resources Remaining: 5
Infra goes as hard as it can into Suborbital Shuttles, even if it means a couple Infra Dice get left idle. The reasoning behind this is that railroads are inefficient, while if I ignore ICS, it saves a couple of Cap Goods that can then be shunted into Vein Mines and/or Zone Armor in the near future. Suborbital Shuttles are also a logistics source that NOD will struggle to actually intercept, so it's decent hardening for the upcoming war. A single die is on BZ Apartments so that the public sees we're not completely ignoring the housing issue, and see if we can squeeze through getting that last bit of good-quality housing in.
HI is split between More Power and Capital Goods. LCI finishes the Reykjavik stage and works on the T-glass. Agriculture goes for Strategic Food Stockpile because war is likely coming sooner rather than later, and the stockpiles there are specifically for the population in the Green Zones in case they get cut off. (For people concerned about Freeze-Drying, Word of GM is that it'll get applied retroactively to any stockpiles we make before then, so some inefficiency now is fine.)
Tiberium we continue the Refits, finish Offshore Harvesting, and the rest of the dice go onto Super-MARVs. The idea being that we throw enough Tib Dice onto this Fleet to not only guarantee that the RZ Fleet is finished, but they the spillover completes the YZ Fleet as well. It could be reduced to 3 dice for a chance that's still somewhere in the 70s, but given that the US South (where the YZ MARV Hub is) is Gideon's main base of operations, I'd rather play it safe.
Orbital we just keep plugging away at Philadelphia. Services we're trying to complete the Development Projects that failed to complete last turn.
And Military is where things get Fun, as usual. Do the mandatory minimum of 2 dice on the MARV Fleet, 1 die to finish up the MARV Hub. 2 dice on Orcas to finally start rolling that out and the Aurora Dev while the intel isn't stale, 3 dice on Shell Plants and 1 on Ablat to start the Consumables push, 1 die on Brest Havoc, and use Administrative Assistance from Bureaucracy to do the Seoul Havoc because it needs like, a 3 to get within Omake completion range.
Though this does mean not doing anything with the last Bureaucracy die.
Alternate plan that does ICS instead of Shuttles for our Logistics:
[ ] Plan Bureaucratic Havoc, ICS Edition
Infrastructure (5 dice)
-[ ] Integrated Cargo System, 5 dice (75 Resources)
Heavy Industry (4 dice)
-[ ] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[ ] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
Light and Chemical Industry (4 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 1 die (20 Resources)
-[ ] T-Glass Foundries (Stage 1), 3 dice (45 Resources)
Agriculture (3 dice)
-[ ] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[ ] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[ ] Offshore Tiberium Harvester Stations, 1 die (20 Resources)
-[ ] Reclamator S-MARV Fleet Red Zone 7 South, 4 dice (80 Resources)
Orbital (5 dice +2 Free)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[ ] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[ ] Domestic Animal Programs, 1 die (10 Resources)
-[ ] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
-[ ] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +5 Free + 1 Administrative Assistance)
-[ ] Reclamator S-MARV Fleet Red Zone 7 South, 2 dice (40 Resources)
-[ ] Reclamator Hub Yellow Zone (YZ-6B), 1 die (20 Resources)
-[ ] Orca Refit Deployment, 2 dice (30 Resources)
-[ ] Aurora Strike Bomber Development, 1 die (15 Resources)
-[ ] Shell Plants (Phase 4), 3 dice (30 Resources)
-[ ] Ablat Plating Deployment (Stage 4), 1 die (10 Resources)
-[ ] Havoc Scout Deployment (Brest), 1 die (10 Resources)
-[ ] Havoc Scout Deployment (Seoul), 1 Administrative Assistance die (10 Resources)
Bureaucracy (3 dice)
-[ ] Administrative Assistance (Military), 2 dice
Resources Available: 760
Resources Spent: 755
Resources Remaining: 5
Which also saved enough Resources that I can use our 4th LCI die. And I can take a die from ICS and into Apartments if people are worried about the PR aspect of fully stopping housing work. Also managed to activate the 4th Services die.
I suppose if people want, I could shave a die off of Orca Refit and use the last 5 Resources to get Orbital Lasers.
Alternatively, how much do we want the Zone Defender this turn?