[] Draft Plan We Need More Power And Ships
Infrastructure 6/6 Dice 105 R
-[] Yellow Zone Fortress Towns (Phase 6): 1/350 (3 Dice, 60 R) (5%)
-[] Rail Network Construction Campaigns (Phase 4): 128/325 (3 Dice, 45 R) (92% chance)
Heavy Industry 5/5 Dice + 4 Free Dice 170 R
-[] Continuous Cycle Fusion Plant (Phase 6): 30/300 (5 Dice, 100 R) (99% chance)
-[] Nuuk Heavy Robotics Foundry (Phase 3): 352/600 (3 Dice, 60 R) (54% chance)
-[] Crystal Beam Industrial Laser Development: 0/80 (1 die, 10R) (70% chance)
Light and Chemical Industry 5/5 Dice 130 R
-[] Reykjavik Myomer Macrospinner (Phase 4): 514/640 (1 Dice, 20 R) (81% chance)
-[] Bergen Superconductor Foundry (Phase 1): 0/95 (3 Dice, 90 R) (100% chance, 19% chance Phase 2)
-[] Medical Supplies Factories: 129/225 (1 Dice, 20 R) (95% chance)
Agriculture 4/4 Dice 50 R
-[] Wadmalaw Kudzu Plantations (Phase 2): 3/300 (3 Dice, 30R) (13% chance)
-[] Freeze Dried Food Plants: 126/200 (1 Die, 20 R) (56% chance)
Tiberium 7/7 Dice + 1 AA Die 150 R
-[] Yellow Zone Tiberium Harvesting (Phase 9): 2/325 (4 Dice, 80 R) (80% chance)
-[] Intensification of Green Zone Harvesting (Stage 6): 46/100 (2 Dice, 30 R) (100% chance, 82% chance Stage 7)
-[] Railgun Harvester Factory (Porto): 44/70 (1 AA Die, 10 R) (90% chance)
-[] Harvesting Tendril Development: 0/40 (1 Die, 30R) (100% chance)
Orbital 6/6 Dice 120 R
-[] Lunar Heavy Metals Mines (Phase 2): 145/385 (6 dice, 120R) (99% chance, 2% chance Phase 3)
Services 5/5 Dice 95 R
-[] Automatic Medical Assistants: 0/300 (3 Dice, 60 R) (16% chance)
-[] Neural Interfaced Operating Theaters: 122/160 (1 Die, 20 R) (100% chance)
-[] Hallucinogen Development: 0/60 (1 Die, 15 R) (88% chance)
Military 8/8 Dice + 3 Free Dice + 1 AA Die 200 R
-[] Wingman Drone Deployment (Firehawk Wingmen): 0/450 3 Dice, 60 R) (3/6 median)
-[] Plasma Warhead Factory (Phase 1): 52/90 (1 Die, 10 R) (100%, 15% chance Phase 2)
-[] Shell Plants (Phase 6): 7/150 (2 Dice, 20R) (72% chance)
-[] Escort Carrier Shipyards (Battleship Yards): 0/120 (1 Die, 20 R) (22% chance)
-[] Merchantman Carrier Conversions (High Commitment): 150/200 (1 Die, 20 R) (92% chance)
-[] Shark Class Frigate Shipyard (Melbourne): 0/300 (3 Dice, 60 R) (14% chance)
-[] Mastodon Heavy Assault Walker Development: 0/30 (1 AA Die, 10 R) (86% chance)
Bureaucracy 4/4 Dice
-[] Administrative Assistance: 4 Dice, Auto (Railgun Harvester Factory (Porto) and Mastodon Heavy Assault Walker Development)
1000/1020 (985+35)
7/7 Free Dice
This plan focuses on two things, supporting Steel Vanguard and pushing the Wingmen Factories, Shell Plants and Shipyards towards completing. That isn't to say the shell plant and the two shipyards will all complete, but it drives all of them towards completion, while minimizing the chance of roll over. It also heavily invests in Fusion Power to support the wingmen and shipyard expansion. It does run the possibility of a net reduction in Energy despite finishing another phase of Fusion and starting Bergen, however it does put a lot of progress down on rolling out our recent developments.
Energy Budget (Worst Case Scenario): 10 Current + 16 Fusion - 8 Nuuk + 1 Bergen - 1 Medical Supplies - 1 Freeze Dried - 2 Porto -2 Auto Medical Assistants - 1 Shell Plants - 3 Battleship Yards - 6 Melbourne = 4
Capital Goods Budget (Worst Case Scenario): 16 Current - 2 Operating Theaters - 1 Battleship Yards - 2 Melbourne = 11
-Assuming Nuuk does not complete, if it does (54% chance), we would have 27 Capital Goods.