Resources: 655 + 5 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(5 from Taxes)
Political Support: 50
Free Dice: 6
Fusion Dice: 10 (+1 per turn)
Tiberium Spread
16.45 Blue Zone
4.89 Green Zone
22.00 Yellow Zone (86 points of abatement)
56.66 Red Zone (59 points of abatement)
Current Economic Issues:
Housing: Significant Surplus (+10) (30 population in low quality housing) (2 points of refugees)
Energy: Major Surpluses (+11) (+2 in reserve)
Logistics: Major Surpluses (+7)
Food: Major Surpluses (+17) (+8 in reserve)
Health: Showing Strain (+3) (4 consumed by emergency refugee healthcare)
Capital Goods: Major Surplus (+5)
Consumer Goods: Significant Surpluses (+10) (+5 from private industry)
Labor: Gargantuan Surpluses (+31)
Tiberium Processing Capacity (1300/1480)
Yellow Zone
Water: Notable Surpluses (+6)
[ ]Plan dig in and fortify
-[ ]Infrastructure (5 infra dice) + 3 free dice, +1 tiberium dice. 150 R
--[ ] Tidal Power Plants (Phase 3) (progress 154/300: 10 resources per die) (+++ Energy) 2 dice, 20 R
--[ ] Blue Zone Arcologies (Stage 2) (Progress 138/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority) 1 dice, 15 R
--[ ] Yellow Zone Fortress Towns (Phase 3) (Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification) 2 Dice, 40 R
--[ ] Rail Network Construction Campaigns (Phase 1)(Progress 83/250: 15 Resources per die) (+++ Logistics) 1 Dice, 15 R
--[ ] Mecca/Jeddah Planned City (Phase 3) (Progress 538/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity) 2 infra dice, 1 tiberium dice, 60 R
-[ ]Heavy Industry (5 dice) 85 R
--[ ] North Boston Chip Fabricator (Phase 4) (Progress 970/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy) 3 dice, 45 R
--[ ] Continuous Cycle Fusion Plants (Progress 0/350: 20 Resources per Die) (+++++ Energy) (High Priority) 2 dice, 40 R
-[ ]Light and Chemical Industry (4 dice) 60 R
--[ ] Chemical Fertilizer Plants (Phase 1) (Progress 184/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy) 1 dice, 15 R
--[ ] Pharmaceutical Synthesis Centers (Progress 0/250: 15 resources per die) (+++ Health, -- Energy) 3 dice, 45 R
-[ ]Agriculture (3 dice) 30 R
--[ ] Agricultural Support (Progress 0/150: 10 resources per die) 2 dice, 20 R
--[ ] Perennial Aquaponics Bays (Stage 2) (Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support) 1 dice, 10 R
-[ ] Tiberium (5 dice) 50 R
--[ ] Tiberium Prospecting Expeditions (Repeating Stage) (Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources]) 2 Dice, 10 R
--[ ] Tiberium Stabilizers (Progress 674/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion) 2 Fusion dice, 40 R
-[ ]Orbital (3 dice) + 1 free dice, 30 R
--[ ] Orbital Cleanup (Stage 5) (Progress 42/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion) 1 Fusion Dice, 10 R
--[ ] Expand Orbital Communications Network (Phase 3) (Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion) 2 Fusion dice, 20 R
--[ ] Security Review 1 die
-[ ]Services (4 dice) 45 R
--[ ] Scrin Research Institutions (Progress 0/350: 30 resources per die) 1 Dice, 30 R
--[ ] Expand Medical Schools (Progress 207/300: 10 resources per die) (-- Labor, +++ Health) 2 Dice, 10 R
--[ ] Indoor park programs (Progress 107/150: 5 resources per die) (5 Political Support) 1 Dice, 5 R
-[ ]Military (5 dice) + 2 free dice 120 R
--[ ] Wartime Factory Refits (Phase 1) (Progress 0/60: 20 Resources per die) (-- Capital Goods) 1 Dice, 20 R
--[ ] Zone Emergency Medical Evacuation Vehicle Development (Progress 0/40: 10 resources per die) (Must be completed before End of Plan) 1 Dice, 10 R
--[ ] Reclamator Hub Blue Zone 1 (Progress 39/105) 1 Dice, 20 R
--[ ] Shell Plants (Phase 4) (Progress 3/300: 10 Resources per die) (-- Energy) (High Priority) 1 Dice, 10 R
--[ ] Ground Forces Zone Armor (Set 1) New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods) 1 Dice, 20 R
--[ ] Governor Class Cruiser Shipyards Hampton Roads(Progress 45/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor) 2 Dice, 40 R
-[ ]Bureaucracy (3 dice) + 1 free dice
--[ ] Security Reviews, 2 dice
--[ ] Prepare for Retirement 1 Dice
Total cost, 570 R 90 Resources remaining.
Okay. So. First and foremost for this plan, the over-riding concept is cheap, to build up a stockpile so we can go all in on resource extraction at the start of the next plan.
Start off. Tidal power plants, cheap simple energy. Next is 1 dice into arcologies to keep those moving, but, since we're expecting nod to attack soon and our housing is starting to go a little thin I'm throwing 2 dice into fortress town for both housing, and defence in depth to defend our territory. Logistics isn't just rails, but it's about having bases too. I do also continue rails with 1 dice. And build up Mecca more with 2 infra and 1 tib dice.
Heavy Industry, 3 dice into boston to hopefully finish that or get it close at least and 2 dice into the next generation of fusion plants.
Light and chemical 1 dice finished fertilisers and then we're knocking 3 dice into pharma for medicines.
Agri, 2 dice for the forgotten. And 1 dice for perennials to start that moving.
Tiberium... We could push everything into getting the stabilisers done in 2 turns. But it's resource heavy and eats all our free dice. So instead. 2 dice into the stabilisers. And 2 dice into the cheapest dice possible for tiberium prospecting expeditions. Once again, the point is to build up a stockpile for the beginning of the next plan.
Orbital, a dice into cleanup to clear our skies for the stabilizer satellites and 2 dice into our satellite networks for logistics. Plus a free dice for security reviews, just to make sure everything is safe as possible.
Services. 1 dice into starting scrin research to use grangers bonus, 1 more dice next turn should leave it ready for Seo to complete. And this turn 2 dice into medical schools and 1 dice into indoor parks.
Military, it's a bit of a mix. 2 dice into a shipyard to finish that. 1 dice for the medical vehicle, 1 dice to start war factory refits, 1 dice to start zone armour, 1 dice into rockets and we're going to start a reclamator hub for blue zone 1 to set up for a marv to use military dice for income at the start of next plan.
Finally bureaucracy is simple. Orbital security review and 1 dice into prepping for retirement.
edit: changes missiles to shells.