I want to emphasize this point harder: we will be unable to hit our artillery goal without doing a stage 3 of Model 1897 procurement if we do not finish stage 2 right now and Cold Springs either this turn or next turn. If we chose to do stage 3 in that case, then it would also make it that much harder to finish our shipyard goal from the amount of dice it would divert away.
Oh yeah. I was actually working on the side on a plan earlier and I came around to the same idea you did about going all-in on artillery projects in Heavy Industry.
Though quite frankly, if we miss the target on Cold Springs and wind up in late 1904 with, say, 146/150 on Artillery or whatever, I'll still count it as "eh, close enough" and not feel too bad.
Here's a plan that focuses heavily on trying to hit our plan goals for the army above all else.
With Infrastructure we are nearing the point where we can call our promise for electrification complete, so I'd like to try to lower our overall spending by gambling on the low odds of completion and use the spare dice on starting work on the cheaper project of road expansions. The state of our roads are pretty dire, though I would like to take a detour for railroad amenities later after the first phase of roads are finished.
Light and Chemical Industry focuses solely on trying to reach our munitions target. Get the torpedo factory online right now and look for partnerships for the munitions complex and shell plant, hopefully we get offers that we can complete one after the other.
Heavy Industry also focuses solely on trying to reach our artillery target. Simply finishing stage 2 of the Model 1897 Artillery Procurement right now gets us a very good way towards being able to hit it, if Cold Springs manages to finish as well then we can comfortably hit our artillery goal without a single extra dice spent on it for the rest of the plan. If it doesn't then we should still be able to hit it with just Cold Springs being finished next turn, otherwise we'll need to do stage 3 of the Model 1897.
Raw Materials & Exploitation simply finishes the Coulerouge partnership and keeps working on the last part of Thebacha. We're a good deal of the way towards being able to afford all our current dice activation with only a 40 resource deficit with this plan, so I'm comfortable with working on finishing Thebacha instead of starting work on Dettah for the smaller income boosts.
Finally bureaucracy simply works on getting a sectional administrator and more dice. I could be convinced to change to delaying the administrator for a bit in order to double down on getting more dice, but for now I've opted to just do both.
Army Stockpiling Woes is effectively identical to the plan I'd been drafting on the side, so I'm certainly willing to back it. The only difference in my own plan draft was that I did, as you say, double down on one project. Since sectional administrators
do generally come with more dice, I chose the administrator.
[X] Plan Army Stockpiling Woes
[X] Attempting To Churn Out 75s
-[X] Infrastructure (4/4 Dice, +5 bonus, 55 R)
--[X] Electrification - Old Vins (Stage 3) (154/250) (1 die, 15 R) (10% chance)
--[X] Electrification - Daylit (Stage 1) (86/250) (2 dice, 30 R) (11% chance)
--[X] Post Road Expansions (Phase 1) (0/400) (1 die, 10 R) (1/7 median)
-[X] Light Industry (4/4 Dice, +0 bonus, 60 R)
--[X] National Torpedo Factory Mississauga (2 dice, 60 R) (complete partnership)
--[X] Naugatuck Valley Munitions Complex - Request Bids For Partnership (1 die, 0 R)
--[X] Eddystone Shell Plant - Request Bids for Partnership (1 die, 0 R)
-[X] Heavy Industry (9/9 Dice, +10 bonus, 205 R)
--[X] Cold Springs Artillery Foundry (174/350) (2 dice, 30 R) (10% chance)
--[X] Model 1897 Field Artillery Procurement (Stage 2) (7 dice, 105 R) (complete partnership)
--[X] Shikaakwa Shipyard (Level 3) (134/400) (0 dice, 0 + 20 R) (~3 turns remaining)
---[X] Contract Shikaakwa Shipbuilding Company (20 R)
--[X] Hunter's Point Shipyard (Level 3) (191/400) (0 dice, 5 R) (~11 turns remaining)
---[X] Contract Verrault Navigation (5 R)
--[X] New Amsterdam Shipyard (Level 5) (421/1600) (0 dice, 45 R) (~11.5 turns remaining)
---[X] Contract Charles and Tredegar (20 R)
---[X] Contract Federated Shipyards (25 R)
-[X] Raw Materials (6/6 Dice, +0 bonus, 80 R)
--[X] Coulerouge Ragnite Mines (Phase 3) (3 dice, 45 R) (complete partnership)
--[X] Thebacha Ragnite Mines (Phase 3) (55/400) (3 dice, 30 R) (3/6.5 median)
-[X] Bureaucracy (2/2 Dice, +0 bonus, 0 R)
--[X] Appoint Section Administrators - Bureaucracy (2 dice)
Under Heavy Industry, note that these are "turns remaining" for the
contractors alone to finish. Hunter's Point would take Verrault until about 1907 to finish alone, but we could probably put them in line to finish with just three dice some time in the future. New Amsterdam is tougher since it's about 20 dice short of completion, but the contractors should average about 105 Progress per turn, so we absolutely can choose to avoid further dice investment in the project for all of 1902 and still complete it in 1903-4.