A quick draft for next turn's plan, taking into account our having an additional die for all non-Free categories from Philadelphia completing and an additional die to Military from Refits.
[ ] Plan Chimeraguard Draft
Infrastructure (6 dice)
-[ ] Yellow Zone Fortress Towns (Phase 3), 3 dice (60 Resources)
-[ ] Integrated Cargo System, 2 dice (30 Resources)
-[ ] Security Review, 1 die
Heavy Industry (5 dice)
-[ ] Continuous Cycle Fusion Plants (Phase 4), 3 dice (60 Resources)
-[ ] Reserve Heavy Industrial Resources, 1 die
-[ ] Hover Chassis Development, 1 die (20 Resources)
Light and Chemical Industry (5 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 4), 1 die (20 Resources)
-[ ] T-Glass Foundries (Stage 2), 4 dice (60 Resources)
Agriculture (4 dice)
-[ ] Wadmalaw Kudzu Plantations (Phase 1), 4 dice (40 Resources)
Tiberium (7 dice)
-[ ] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[ ] Offshore Tiberium Harvester Stations (Phase 2), 3 dice (60 Resources)
-[ ] Liquid Tiberium Power Cell Deployment (Phase 1) , 2 dice (40 Resources)
-[ ] Security Review, 1 die
Orbital (6 dice)
-[ ] Lunar Heavy Metals Mines (Phase 1), 6 dice (120 Resources)
Services (5 dice)
-[ ] Prosthetics Deployment Initiatives (Phase 4), 2 dice (40 Resources)
Military (8 dice +7 Free)
-[ ] Reclamator Fleet YZ-10 South (S-MARVs), 1 die (20 Resources)
-[ ] Long Range Sensor System Deployment (Phase 2), 3 dice (75 Resources)
-[ ] Orca Refit Deployment, 1 die (15 Resources)
-[ ] Orbital Strike Regimental Combat Team Stations (Phase 1), 2 dice (40 Resources)
-[ ] Universal Rocket Launch System Deployment (Phase 2), 2 dice (30 Resources)
-[ ] Shell Plants (Phase 5), 3 dice (30 Resources)
-[ ] Ablat Plating Deployment (Stage 4), 3 dice (30 Resources)
Bureaucracy (4 dice)
-[ ] Security Review (Infrastructure), 2 dice
-[ ] Security Review (Tiberium), 2 dice
Resources Available: 855
Resources Spent: 810
Resources Remaining: 45
810 RpT last turn + 10 from the bank + 15 from Tib-Glass + 20 from Offshore = 855.
Infra is finishing ICS and doing Yellow Zone Fortress towns to fort up our remaining Green Zones before we take the Karachi plunge.
HI does another round of Fusion Plants since yeah, we need the power gen (and starting to stockpile our Capital Goods, since even finishing all our current Cap Goods projects we'll still have a tiny surplus, and this is a money-saving turn anyway), and uses the last die to start up Hover Dev. Q1 of next year I want to start rolling out the Apollos while Karachi is going on, and for that we need a lot of power generation.
LCI goes for the other stage of Tib Glass for additional income and starts up the Macrospinners again, Agriculture is for Kudzu in the name of PS + Consumer Goods and making people happy because they have caffeine again.
Orbital is on the Lunar Heavy Mines because we need more money to fund all our new dice (especially once most of the Military/Free Dice start going on things more expensive than 10 Resource Consumables and ZOCOM is too worn out by Karachi to do anything else until we get some Zone Suit Factories), and Heavy Metal offers the highest Resource return for progress and is within doable range with 6 dice.
Services finishes Prosthetics and I dunno what else. Maybe just save the money so we can slam Karachi and other expensive stuff next turn.
Military: Finish the MARV, finish the Sensors, finish the Orca Refit, continue steady work on the OSRCT, and the rest of the dice are plowed into Consumables to get ready for the Karachi push.
Bureaucracy does Infra and Tiberium Security Reviews, again in preparation for the Karachi Push that uses those two.