Chimeraguard
We do deserve to exist.
First plan draft for me:
[ ] Plan Global Offense Initiative
Infrastructure (6 dice)
-[ ] Yellow Zone Fortress Towns (Phase 4), 6 dice (120 Resources)
Heavy Industry (5 dice +3 Free)
-[ ] Nuuk Heavy Robotics Foundry (Phase 1), 8 dice (160 Resources)
Light and Chemical Industry (5 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 4), 5 dice (100 Resources)
Agriculture (4 dice)
-[ ] Strategic Food Stockpile Construction (Phase 2), 4 dice (40 Resources)
Tiberium (7 dice +2 Free)
-[ ] Yellow Zone Tiberium Harvesting (Phase 6), 9 dice (180 Resources)
Orbital (6 dice)
-[ ] GDSS Enterprise (Phase 4), 1 die (20 Resources)
-[ ] Orbital Cleanup (Stage 8), 1 die (10 Resources)
-[ ] Lunar Rare Metals Harvesting (Phase 1), 4 dice (80 Resources)
Services (5 dice)
-[ ] Prosthetics Deployment Initiatives (Phase 4), 1 die (20 Resources)
Military (8 dice +2 Free)
-[ ] Prototype Plasma Weapons Development, 1 die (25 Resources)
-[ ] Orbital Strike Regimental Combat Team Stations (Phase 2), 1 die (20 Resources)
-[ ] Reclamator Fleet YZ-10 South (Super-MARVs), 1 die (20 Resources)
-[ ] Wingman Drone Development, 1 die (20 Resources)
-[ ] Tactical Airborne Laser Development, 1 die (20 Resources)
-[ ] Apollo Fighter Factories (San Francisco), 2 dice (30 Resources)
-[ ] Apollo Fighter Factories (Maputo), 1 die (15 Resources)
-[ ] Escort Carrier Development, 1 die (15 Resources)
-[ ] Tactical Plasma Weapon Development, 1 die (30 Resources)
Bureaucracy (4 dice)
-[ ] Security Reviews (Bureaucracy), 2 (+1) dice
-[ ] Make Political Promises, 1 die
Resources Available: 925
Resources Spent: 925
Resources Remaining: 0
Infra is all in on Fortress Towns, Tiberium is all in on YZ Harvesting (for both of them I'm hoping to get 2 phases done or close to that), as part of Operation Steel Vanguard.
HI goes for Nuuk and LCI goes for Reykjavik as part of our hunger for Capital Goods. Agriculture right now is on Strategic Food Stockpiles, just in case things turn out in a way that we need the stockpiled food, but I'm willing to change it of people feel strongly for something else.
Orbital has 1 die on Enterprise to start that up, 4 dice on Lunar Rare Metals for more resources, and 1 die on Orbital Cleanup for cost-cutting reasons. Services just has a single die to finish up Prosthetics.
Military is, as you might expect, the Big One. Doing both plasma prototypes (the first one to finish when it should've completed last turn, the other to keep bolstering the Steel Talons.) 1 die on OSRCT to get them up to Phase 2, 1 die on the Super-MARVs to finish them up for the combined extra income + extra screwing over Gideon. 2 different Apollo Factories, and one gets to dice to rush it into completion early via overkill so we start pumping out more aircraft ASAP. Then it's development of the Tactical Laser + Wingman Drones + Escort Carrier.
[ ] Plan Global Offense Initiative
Infrastructure (6 dice)
-[ ] Yellow Zone Fortress Towns (Phase 4), 6 dice (120 Resources)
Heavy Industry (5 dice +3 Free)
-[ ] Nuuk Heavy Robotics Foundry (Phase 1), 8 dice (160 Resources)
Light and Chemical Industry (5 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 4), 5 dice (100 Resources)
Agriculture (4 dice)
-[ ] Strategic Food Stockpile Construction (Phase 2), 4 dice (40 Resources)
Tiberium (7 dice +2 Free)
-[ ] Yellow Zone Tiberium Harvesting (Phase 6), 9 dice (180 Resources)
Orbital (6 dice)
-[ ] GDSS Enterprise (Phase 4), 1 die (20 Resources)
-[ ] Orbital Cleanup (Stage 8), 1 die (10 Resources)
-[ ] Lunar Rare Metals Harvesting (Phase 1), 4 dice (80 Resources)
Services (5 dice)
-[ ] Prosthetics Deployment Initiatives (Phase 4), 1 die (20 Resources)
Military (8 dice +2 Free)
-[ ] Prototype Plasma Weapons Development, 1 die (25 Resources)
-[ ] Orbital Strike Regimental Combat Team Stations (Phase 2), 1 die (20 Resources)
-[ ] Reclamator Fleet YZ-10 South (Super-MARVs), 1 die (20 Resources)
-[ ] Wingman Drone Development, 1 die (20 Resources)
-[ ] Tactical Airborne Laser Development, 1 die (20 Resources)
-[ ] Apollo Fighter Factories (San Francisco), 2 dice (30 Resources)
-[ ] Apollo Fighter Factories (Maputo), 1 die (15 Resources)
-[ ] Escort Carrier Development, 1 die (15 Resources)
-[ ] Tactical Plasma Weapon Development, 1 die (30 Resources)
Bureaucracy (4 dice)
-[ ] Security Reviews (Bureaucracy), 2 (+1) dice
-[ ] Make Political Promises, 1 die
Resources Available: 925
Resources Spent: 925
Resources Remaining: 0
Infra is all in on Fortress Towns, Tiberium is all in on YZ Harvesting (for both of them I'm hoping to get 2 phases done or close to that), as part of Operation Steel Vanguard.
HI goes for Nuuk and LCI goes for Reykjavik as part of our hunger for Capital Goods. Agriculture right now is on Strategic Food Stockpiles, just in case things turn out in a way that we need the stockpiled food, but I'm willing to change it of people feel strongly for something else.
Orbital has 1 die on Enterprise to start that up, 4 dice on Lunar Rare Metals for more resources, and 1 die on Orbital Cleanup for cost-cutting reasons. Services just has a single die to finish up Prosthetics.
Military is, as you might expect, the Big One. Doing both plasma prototypes (the first one to finish when it should've completed last turn, the other to keep bolstering the Steel Talons.) 1 die on OSRCT to get them up to Phase 2, 1 die on the Super-MARVs to finish them up for the combined extra income + extra screwing over Gideon. 2 different Apollo Factories, and one gets to dice to rush it into completion early via overkill so we start pumping out more aircraft ASAP. Then it's development of the Tactical Laser + Wingman Drones + Escort Carrier.