I would honestly rather invest Bureaucracy dice into getting more dice in LCI and hope for a small project to produce experimental hand grenades, landmines, Ragnite Filler Explosives, or something else, than investing 2 a turn into buying more munitions.
I am amenable to this.
I also think it's a mistake to focus on Hunter's Point or Cold Springs right now. We have a millstone on our heavy industry and it's in New Amsterdam.
Clearing out Hunter's Point and subsequently focusing down New Amsterdam is not a problem, as long as we don't overinvest dice. Which I don't propose to do. And I don't want to force Ithillid to keep coming up with blurbs for Hunter's Point again and again as we slowly trickle the project out until 1904H2.
Cold Springs is part of our overall +Artillery goals and a fairly important one, plus it's our R&D center for future artillery that we're going to need to develop. I think it's worth putting one extra die on it to increase chance of completion.
[X] Plan 1902H2 Attempting to Churn Out Munitions
-[X] Infrastructure (4/4 Dice, +5 bonus, 50 R)
--[X] Electrification - Old Vins (Stage 3) (221/250) (1 die, 15 R) (77% chance)
--[X] Electrification - Daylit (Stage 1) (177/250) (1 die, 15 R) (33% chance)
--[X] Post Road Expansions (Phase 1) (76/400) (2 dice, 20 R) (2/6 median)
-[X] Light Industry (4/4 Dice, +0 bonus, 45 R)
--[X] Eddystone Shell Plant (3 dice, 30 R) (complete partnership)
--[X] Naugatuck Valley Munitions Complex (1 die, 15 R) (1/5 to completion)
-[X] Heavy Industry (9/9 Dice, +15 bonus, 225 R)
--[X] Artillery Tractor Procurement (0/150) (3 dice, 45 R) (82% chance)
--[X] Cold Springs Artillery Foundry (232/350) (2 dice, 30 R) (63% chance)
--[X] Hunter's Point Shipyard (Level 3) (228/400) (2 dice, 40 + 5 R) (33% chance)
---[X] Contract Verrault Navigation (5 R)
--[X] Shikaakwa Shipyard (Level 3) (164/400) (0 dice, 0 + 20 R) (~2.5 turns remaining)
---[X] Contract Shikaakwa Shipbuilding Company (20 R)
--[X] New Amsterdam Shipyard (Level 5) (488/1600) (2 dice, 40 + 45 R)
---[X] Contract Charles and Tredegar (20 R)
---[X] Contract Federated Shipyards (25 R)
-[X] Raw Materials (6/6 Dice, +0 bonus, 60 R)
--[X] Dettah Ragnite Mines (Phase 1) (0/125) (3 dice, 30 R) (70% chance)
--[X] Thebacha Ragnite Mines (Phase 3) (100/400) (3 dice, 30 R) (3/6 median)
-[X] Bureaucracy (4/4 Dice, +10 bonus, 0 R)
--[X] Recruit Sectional Experts: Light and Chemical Industry (1 die, 0 R)
--[X] Minesweeper Design Studies (1 die, 0 R)
--[X] FSO: Poison Squad (1 die, 0 R)
--[X] Lobby Congress: Malnutrition Programs (1 die, 0 R)
I think it's premature to spend Bureaucracy dice on
Barbed Wire Purchases, as I'm not at all sure we actually need to do that right away in order to hit the Munitions target. Frankly, I think
Foreign Munitions Purchase might be the better choice for clearing the Munitions target anyway, because with all the ragnite mining we're doing, we are very likely to finish the plan with a large Resource surplus and be easily able to afford the purchases we need. I'd rather conserve Bureaucracy dice for all the cool stuff we want to do, than conserve Resources when we are, so to speak, rolling in money.