Anyways, here's what I'm looking at for our next turn. The bulk of the plan is to shore up our weaknesses, and ALR-51 development is to future proof ourselves so we can start working on building the 51s ASAP. The upcoming turn we can put 2 dice on the 2nd stage of ALR-50 to finish the 2nd stage.
The biggest problem with the plan is that it makes the Power situation worse. Which is not a good thing when we rely heavily on AI and robots. And we lost the power supply from the grid so the bigger the deficit the graeater the chance something important fails. There will most likely be rolls for that chance if we are in the red.
Stage 1 of Nuclear Proliferation only needs 200 progress for 100 Energy.
Chances of getting Stage 1 depending on number of dice (chance if the +5 bonus is assigned to industry after /):
2D: 0.66%/2.31%
3D: 26.45%/36.69%
4D: 64.65%/76.18%
5D: 88.26%/94.38%
6D: 97.11%/99.10%
2 dice in Nuclear Proliferation only gives you a 0.66%/2.31% chance of completion of Stage 1. With the second number being if we assign the +5 bonus to industry. Foundation Electrification will cost us -30 Power alone.
I'm also working on a plan and here is the current draft. It will most likely change depending on new turn events. Something always goes wrong.
[] Plan: Keep the Lights On
Bonus to AI/Robotics actions +30 (temporary +10 applied due to crit)
Infrastructure 6/6 Dice, 60R, +5 Bonus
-[] Expand Foundation Headquarters (Stage 2) 2D, 30R, 97.47% (13.78% for Stage 3?)
-[] Expand Barracks (Stage 1) 3D, 15R, 100.00% (91.47% for Stage 2 if it is 75 progress)
-[] Foundation Electrification (Stage 2) 1D, 15R, 100.00%
Industry 5/5 Dice + 3/3 Free Dice, 125R, +10 Bonus
-[] Munition Foundries (Stage 1) 1D, 10R, 100%
-[] Nuclear Proliferation (Stage 1) 5D, 100R, 94.38%
-[] ALR-50 Mass Production (Stage 2) 2D, 15R, 74.44%
Services 6/6 Dice, 25R, +5 Bonus
-[] Automation Intensification
--[] Industry (Stage 3) 2D, 10R, 99.97%
--[] Military (Stage 2) 2D, 10R, 100% (49.50% for Stage 3)
-[] Personal Assistants 1D, 5R, 71.00%
-[] Public Propaganda 1D, 0R, 81.00%/56.00%/31.00%/16.00%
Military 6/6 Dice, 110R, +10 Bonus
-[] Breach Fortifications
--[] Kipi Breach 1D, 15R, 56.00%
-[] ACR-H-20 Production 1D, 15R, 41%
-[] ACR-UH-30 Development 4D, 80R, 0% (362/600 at 50.33%)
Operations 1/1 Dice, 0R, +5 Bonus
-[] Hunt IDC
--[] Swiss/Italian Breach 1D, 0R
Dimensional 6/6 Dice, 0R, +5 Bonus
-[] To Do
Personal 3/3 Dice, 0R, +5 Bonus
-[] Neural Cloud Backup System 3D, 0R, 86.60%
+5 Bonus
-[] Industry
Total Cost: 320R
Basically it will finish Foundation Electrification and expand our barracks heavily. We still have time and can survive a turn of housing and life support deficit.
Industry will be the focus with all free dice and the +5 bonus assigned here. 5 dice is needed to keep our lights on unless we are extremely unlucky. 2 dice in ALR-50 production to have a 74% chance of saving 60 000 people extra each quarter. The ALR-51 only saves 30 000 more and needs more work. Also getting the first stage of Munition Factories running to replenish the spent ammo. The chance for Stage 2 is most likely 25%.
Services will be an attempt to get more dice where we need them most (Military and Industry) and a chance at a free dice. Also working on PR if it will be available.
Military is trying to finish the Kipi Breach fortifications. Also an attempt at getting our forces more firepower with the ACR-H-20. Also making progress on the heavy mech while we have +10 extra bonus for a turn. It will make it easier to finish after we have the miniaturized nuclear power plants.
Operation is a PR operation in the Swiss/Italian Breach.
Dimensional I am waiting for what is open.
In Personal I am leaning heavily into using the +10 bonus to AI/Robotics to finish the backup as most of our bonus dice come from AI. If we are unlucky we might need to redo some Automation projects if there are no backups.
Future priorities:
1. Keep Power positive
2. Have a surplus of safe housing by the end of the year
3. After finishing stage 2 of ALR-50 factories design the ALR-51 as the existing factories can most likely be easily upgraded and factories give us a lot more while costing power
4. Do Extreme Nuclear Miniaturisation before finishing ACR-UH-30 Development
5. Prepare for Kipi cleaning
5a. Have at least 3 operation teams.
5b. Have Powered Exoskeleton
5c. Finish Light Vehicle Acquisition
5d. Have positive ammo
5e. Have something to deal with Type D (heavy mech or attack helicopter)