Revised my previous assessment. So many errors. (I'd used the Energy situation from a turn earlier, and then somehow thought I had an extra Fusion phase in the analysis when I did not. Double off-by-one error in Fusion Plant phases... :/ On the plus side, I think I double counted the Rail dice, so there is more available in Infrastructure. )
Half of this could still go out the window by the time we find out what happened this turn (I'm anxious about the assassinations), and what new options appear next turn.
This is a general dice allocation for the remainder of the Plan.
Infrastructure
We have 24 dice.
Plan Goal:
Chicago 4, 6 dice (1 in HI) 120R 4E.
Other Important Things:
Fortress Towns 6/7, 5 dice 100R.
BZ Apartments 4, 3 dice 30R.
Rail Network Construction 5, 4 dice 60R.
Suborbital Shuttle Service 1, 2 dice 60R.
Total: 20 dice (Huh, I'd overcounted this last time?) 370R 4E.
4 dice available.
Heavy Industry
We have 20 dice.
Plan Goals:
Chicago 4, 1 dice (6 in Infra) 20R.
Anadyr Chip Foundry, 3 dice 150R 2E.
Industrial Laser Deployment, 4 dice 100R? 3E?.
Sub-Total: 8 dice 270R.
Nice Important Thing:
Suzuka Hover Plant, 3 dice 60R 2E.
Energy costs of everything:
Infra 4, HI 7?, LCI -1, Agri 3ish, Tib 0 (probably negative), Orbital 0, Services 0, Military 27!
Energy Need: 40. (Assuming no Ion Collectors.)
Cost for 3 Fusion phases: 11 dice 220R -48E.
Total: 22 dice 550R Full Plan Energy Cost -8. (That means we gain 8 Energy.)
Some free dice are needed. Assigning 4 to keep things slightly ahead, for a total of 24.
2 spare dice in case of blow-outs.
The problem with this spending is that half of it is just for power, of which 2/3rds of that is for the Military. This is sub-optimal industry spending. GDI industry should go 'burrr'.
Light and Chemical Industry
We have 20. No plan commitments.
Good to have things:
Chemical Fertilizer Plants, 1 die 15R 1E.
Civilian Drone Factories, 4 dice 40R 2E.
Bergen 3, 5 dice 150R -4E. (Decided that we may as well do it now-ish, as we should be able to afford it.)
Total: 10 dice 205R -1E.
Unless something really good comes up, I'd push for Reykjavik 5 next. It will take until Q2 next Plan to complete. Bergen 4 is technically possible, but the high cost per die might make it awkward.
Agriculture
We have 16 dice.
Plan Goals:
Freeze Dried Food Plants, 1 die 20R 1E.
Getting the food reserve goal, ~12 dice 120R? (Leaving this fuzzy due to Calorific Reclaimator and cursed Freeze Dry Plants.)
Total: 13 dice, 140R 1E.
However, this leaves our Food at +1. We can easily get that to +10 with the remaining dice, but I think we should use a few Free dice (which also buffers against further cursedness) and aim higher.
I'd add 4 free dice to get this to 20 dice available.
With that we can include:
Agri Mech Projects 2, 6 dice 90R 2E. (While we can afford the Labor and Logistics from further Aquaponics, I feel like completing this will have other benefits. We can afford to use small amounts of Capitol Goods like this now.)
Which bumps us back up by 20 Food.
NB: This doesn't account for more refugees arriving and using more Food. We really need those 4 Free dice in Agriculture.
Tiberium
We have 28 dice.
Plan Goals achievable trivially.
Recommended Optional Projects:
Green Zone Harvesting 7/8, 2 dice 15R.
RZ Tiberium Inhibitor Deployment, 2 dice 60R.
Harvesting Tendrils 2, 15 dice 450R.
Total: 19 dice 525R. (+185 income)
9 Remaining dice available for Ion Collector Refits.
Orbital
We have 24 dice.
Plan Goals:
Lunar Rare Metals 2, 3 dice 60R.
Lunar Regolith 2, 1 die 20R.
GDSS Enterprise 5, 18 dice 360R.
Total: 22 dice 440R.
Achievable, but I'd like a buffer, so I'm adding 1 free die per turn for 28 total.
Extra Project:
Leopard II Factory, 5 dice 100R.
New Total: 27 dice 540R. (+25 income)
1 spare die in case of blow-outs.
Services
We have 20 dice. That should be more than enough, even if something critical appears.
Professional Sports Programs, 4 dice 40R.
NOD Research Initiatives, 3 dice 90R.
Hallucinogen Development/Deployment, 3 dice 45R?
Pinhole Prototypes, 2 dice 100R. (Assuming bad luck.)
Total: 12 dice 275R.
Military
We have 32 dice. I'm bumping that up with 2 Free dice per turn, for 40 dice.
I don't think we should go any higher. We have many other areas that are falling behind, and for every 2 free dice we add to Military, we seem to end up adding another 1 free dice to build more Fusion plants. We can't afford to have Military suck up all the free dice when other areas need catching up. We especially cannot afford HI falling behind as we are going to lose a die there for the Alternative Energy trickle next Plan.
Plan Goals:
ASAT 4, 3 dice 60R.
OSRCT 4, 9 dice 180R.
Railgun Munitions Development, 1 die 10R.
URLS 3, 3 dice 45R 2E.
Mastodon Deployment, ??? assuming 4 dice 80R 4E.
Carrier Shipyards, 8 dice 160R 15E.
Sub-Total: 28 dice 390R 21E. (Hrm, I think I must have missed one project last time.)
Important Extras:
SADN 1, 4 dice 80R.
Skywatch Telescope, 1 die 10R.
Seattle Frigate Shipyard, 4 dice 80R 6E.
Medium Tactical Plasma Weapon Deployment, 1 die 30R.
Sub-Total: 10 dice 200R 6E.
Total: 38 dice 590R 27E.
2 spare dice in case of blow-outs, but we likely want more. Although we also have Erewhon to catch blow-outs. Might be fine.
Budget allocated: ~3500/4000-4500. Which with the uncosted Tib and Services dice (I did include the half Reykjavik) we should still be in budget.
Free Dice
We have 28.
HI 4, Agri 4, Orbital 4, Military 8.
Total assigned: 20.
Erewhon not assigned anywhere. Erewhon is the ace-in-the-hole in case things roll badly, cos Erewhon is Ace.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
8 Free dice available. I've decided to leave these unassigned, as things will likely change, but I'll discuss options next.
Options for the remaining dice:
We technically can still afford Chicago 5 by the end of Plan by using the 6 leftover Infra/HI dice and the remaining Free dice. (I'd overcounted by 4 in the previous analysis, which is why it isn't totally outside of possibility.) But we'd be just above break-even on Energy, making it undesirable.
However, this is without Ion Collectors or an advancement in Fusion technology. If we can get +10 Energy from Ion Collectors, we can fit in Chicago 5 (without an Energy issue). If we get +20-30 Energy from Ion Collectors (Or super Fusion plants), we can drop a Fusion Phase and still do Chicago 5. If viable, I'm going to strongly recommend this, as it adds a lot of redundancy to our industrial base.
Other stretch goal options:
Infrastructure
Housing: We would only need 4 of the Free dice to complete another Arcologies Stage. Could be worth doing if they become a source of PS again. Otherwise I expect we can still get Apartments up. Phases 5 and 6, if they exist would only cost the remaining 4 Infra dice. We can afford the Logistics cost.
Shuttles: The remaining 4 Infra dice could get us the next Shuttle phase. Or we could use some free dice to complete phase 3. Might be premature, but then we likely wouldn't need to worry about Logistics for the entirety of the next Plan. Karachi will boost it further.
Tokyo Harbor: We could still drop 2 dice on this to rush completion. But only if we do it Q1. Otherwise there isn't really any point.
Heavy Industry:
Other than developing new technologies, there isn't a lot to do here. The big projects are too big to sensibly consider at the end of a Plan.
If we somehow don't have Ion Collectors or next-gen Fusion, I strongly recommend we go for an extra extra Fusion phase to get us to +20 Energy at the end of Plan.
Edit: Scratch that. We still have 16 Energy at the moment, so it should be okay to only gain +8 by the end of Plan.
Light and Chemical Industry:
We could rush Reykjavik by the end of the Plan, but I don't think it is worth doing. A partial acceleration would be fine, but it wouldn't be worth using all our free Free dice on.
Something useful for the Economy is likely to appear though. If that happens, I'd recommend doing that first, and then using a few Free dice to ensure we get Reykjavik half done. Chase that capstone into next Plan.
Agriculture:
Ranching Domes. That is all.
(Finishing Kuzdu is possible, but it would take most of our remaining Free dice, so I'd leave that for early next Plan.)
Tiberium:
Lots of odds and ends options in here. Finishing the Processing Refits should be done, as it looks silly just leaving it not-quite complete.
Then there are the little projects that don't appear to be really needed, but likely assist with Tib research.
More RZ Abatement is always good. SMARVs across Australia could be done.
Orbital:
Orbital Cleanup.
Maybe the Conestoga if we have some really good rolls.
Services:
Who knows.
Military:
This is a tricky one. Would be best to avoid anything that involves power intensive factories, unless we actually get a sudden windfall of Energy. Which could happen.
If it doesn't, we could still go for SADN 2 and a couple of electronic warfare techs (Advanced ECCM and Stealth Disruptor).
Alternatively: Orbital Nukes, Hallucinogen Countermeasures (which I dropped out to be conservative), or more Steel Talons tech would be good.
I'm leaving out Zone Armor for a few reasons. This includes the power cost, and that we are still delivering stuff for Ground Forces through our remaining plan goals.
I expect we'll be doing Zone Armor and the remaining Wingman Drones in the first year of the next Plan. Hopefully with next-gen Fusion...
(PS: I'm getting kicked around by medication withdrawal, even though I've done the smallest possible reduction. Apologies for errors and crankiness. I'm not looking forward to this hitting me another 12 more times if I have to get off this medication entirely.)