For all of you who have voted for Plan Yellow Skies, concerns have been raised over the issue that it likely leaves us with no or next to no power for actions next turn, and all the actions that could give us power have a long progress required, which would in turn mean either a major commitment of dice, or a gamble that it doesn't complete and we get a power shortage.
With that in mind, I would like to propose an alternate plan that I think is better than the original Yellow Skies, at least in terms of "We can actually do the stuff we want next turn."
[ ] Plan Yellow Skies, Blue Power
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 1), 1 die (10 Resources)
-[ ] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
-[ ] Fiber-Optic Expansion, 2 dice (40 Resources)
Heavy Industry (5 dice +2 Free)
-[ ] Blue Zone Power Production Campaigns, 2 dice (20 Resources)
-[ ] Fusion Power Prototype, 1 die (20 Resources)
-[ ] Yellow Zone Power Grid Extension (Phase 2), 4 dice (20 Resources)
Light and Chemical Industry (3 dice)
-[ ] Yellow Zone Light Industrial Sectors, 1 die (10 Resources)
-[ ] Bulk Plastics Facilities, 1 die (10 Resources)
-[ ] Security Review, 1 die
Agriculture (3 dice)
-[ ] Perennial Aquaponics Bays, 2 dice (20 Resources)
-[ ] Vertical Farming projects, 1 die (15 Resources)
Tiberium (5 dice)
-[ ] Blue Zone Perimeter Fencing (Phase 2), 2 dice (30 Resources)
-[ ] Chicago Planned City (Phase 1), 1 die (20 Resources)
Orbital (3 dice)
-[ ] GDSS Philadelphia II (Phase 1), 2 dice (2 Fusion) (40 Resources)
-[ ] Expand Orbital Communications Network (Phase 2), 1 die (15 Resources)
Services (4 dice)
-[ ] Scrin Research Institutions, 3 dice (90 Resources)
-[ ] Childcare and Preschool programs, 1 die (5 Resources)
Military (5 dice +3 Free)
-[ ] Super MARV Reclaimator Fleet (RZ-6 South), 3 dice (60 Resources)
-[ ] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[ ] Shell Plants (Phase 3), 1 die (10 Resources)
-[ ] Ablat Plating Development, 1 die (10 Resources)
-[ ] Advanced Myomer Works, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[ ] Security Reviews (LCI), 3 dice
Resources Available: 520
Resources Used: 510
Resources Remaining: 10
The primary change in this Plan is that the two Union Yard Dice are swapped out for 2 BZ Power Production Dice. This sacrifices the chance of getting our 3rd Fusion Die this turn (though I plan to push for it next turn) in exchange for getting BZ Power Production closer to completion, and therefore
we get closer to being able to complete it without as much of a chance of failure next turn (without dumping literally our entire pool of dice on it.) This in turn also saved the resources to let me go from 1 Fiber-Optic die to 2. But it keeps things like 3 dice on Scrin Research.
EDIT: Actually, I have a thought that could at least partially alleviate our Power Problem for the original plan.
[X] Plan Yellow Skies
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 1), 3 dice (30 Resources)
-[X] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[X] Fiber-Optic Expansion, 1 die (20 Resources)
Heavy Industry (5 dice +2 Free)
-[X] Blue Zone Power Production Campaigns, 1 die (10 Resources)
-[X] Fusion Power Prototype, 1 die (20 Resources)
-[X] Yellow Zone Power Grid Extension (Phase 2), 3 dice (15 Resources)
-[X] Union Class Construction Yard, 2 die (40 Resources)
Light and Chemical Industry (3 dice)
-[X] Yellow Zone Light Industrial Sectors, 1 die (10 Resources)
-[X] Bulk Plastics Facilities, 1 die (10 Resources)
-[X] Security Review, 1 die
Agriculture (3 dice)
-[X] Perennial Aquaponics Bays, 2 dice (20 Resources)
-[X] Vertical Farming projects, 1 die (15 Resources)
Tiberium (5 dice)
-[X] Blue Zone Perimeter Fencing (Phase 2), 2 dice (30 Resources)
-[X] Chicago Planned City (Phase 1), 1 die (20 Resources)
Orbital (3 dice)
-[X] GDSS Philadelphia II (Phase 1), 2 dice (2 Fusion) (40 Resources)
-[X] Expand Orbital Communications Network (Phase 2), 1 die (15 Resources)
Services (4 dice)
-[X] Scrin Research Institutions, 3 dice (90 Resources)
-[X] Childcare and Preschool programs, 1 die (5 Resources)
Military (5 dice +3 Free)
-[X] Super MARV Reclaimator Fleet (RZ-6 South), 3 dice (60 Resources)
-[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[X] Shell Plants (Phase 3), 1 die (10 Resources)
-[X] Ablat Plating Development, 1 die (10 Resources)
-[X] Advanced Myomer Works, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[X] Security Reviews (LCI), 3 dice
Resources Available: 520
Resources Used: 520
Resources Remaining: 0
By trading one BZ Arcology die for a Tidal Plant die, I can reduce the power draw for this turn, and increase our ability to gain power next turn, which should make things a little easier on us. This also let me trade 1 YZ Power Production die for a BZ Power Production die, since the existing Surplus of 8 is sufficient to cover all our needs. And if YZ Power Production falls short, I can just slot in a die or two next turn.