[ ]Bospaladins first plan.
-[ ]Infrastructure (5 infrastructure dice, 1 tib dice, 100 resources )
--[ ] Tidal Power Plants (Phase 1) (1 dice, 10 resources)
--[ ] Blue Zone Arcologies (Phase 1) (1 dice, 15 resources)
--[ ] Fiber-Optic Expansion (1 dice, 20 resources)
--[ ] Chicago Planned City (Phase 1) (1 infrastructure, 1 tib dice, 40 resources)
--[ ] Rail Link Reconstruction (Phase 2) ( 1 dice, 15 resources)
-[ ]Heavy industry (5 dice, 65 resources)
--[ ] Blue Zone Power Production Campaigns (Phase 2) (2 dice, 20 resources)
--[ ] Fusion Power Prototype (1 dice, 20 resources)
--[ ] Yellow Zone Power Grid Extension (Phase 3) (1 dice, 5 resources)
--[ ] Union Class Construction Yard (1 dice, 20 resources)
-[ ]Light and Chemical Industry (3 dice + 1 free dice, 50 resources)
--[ ] Bulk Plastics Facilities (1 dice, 10 resources)
--[ ] Personal Pharmaceuticals Plants (1 dice, 15 resources)
--[ ] Johannesburg Personal Robotics Factory (1 dice, 15 resources)
--[ ] Yellow Zone Light Industrial Sectors (1 dice, 10 resources)
-[ ]Agriculture (3 dice + 2 free dice, 65 resources)
--[ ] Perennial Aquaponics Bays (1 dice, 10 resources)
--[ ] Yellow Zone Aquaponics Bays (phase 4) (1 dice, 10 resources)
--[ ] Yellow Zone Purification Facilities (1 dice, 10 resources)
--[ ] Vertical Farming projects (Phase 2) (1 dice, 15 resources)
--[ ] Entari Deployment (1 dice, 20 resources)
-[ ]Tiberium (5 dice ) (4 spent here, 35 resouces) (plus 1 in chicago, resource cost already accounted for)
--[ ][ ][ ] Tiberium Prospecting Expeditions (Phase 1) (spent 3 dice, 15 resources)
--[ ] Yellow Zone Tiberium Harvesting (Phase 4) (spent 1 dice, 20 resources)
-[ ]Orbital (3 dice) (2 Fusion Dice)
--[ ] GDSS Philadelphia II (Phase 2) (1 fusion dice, 15 resources)
--[ ] GDSS Shala (Phase 1) (1 fusion dice, 15 resources)
--[ ] Orbital Cleanup (Phase 3) (1 dice, 15 resources)
-[ ]Services (4 dice, 25 resources)
--[ ] Game Development Studios (3 dice, 15 resources)
--[ ] Fashion development houses (1 dice, 10 resources)
-[ ]Military (5 dice, 95 resources)
--[ ]Reclamator Hub Yellow Zone 5a (1 dice, 20 resources)
--[ ] Reclamator Fleet RZ-6 South super MARVs (1 dice, 20 resources)
--[ ] Havoc Scout Mech Development (1 dice, 10 resources)
--[ ] Point Defense Refits (1 dice, 10 resources)
--[ ] Shell Plants (Phase 4) (1 dice, 10 resources)
--[ ] Railgun Munitions Development (1 dice, 10 resources)
--[ ] Wingman Drone Development (1 dice, 15 resources)
-[ ]Bureaucracy (3 dice)
--[ ] Interdepartmental Communication Initiative (3 dice)
Total spent, 485 , 5 resources in reserve 40 resources left in reserves. 2 free dice unused.
Should be it. That's my first plan. Feel free to poke holes in it or just rip it to shreds. Main thing is taking a bunch of cheap options more to try and use all our normal dice and leave a funding reserve for next turn to splurge on expensive options if they want.
I know it's kind of slow. I may swap some things around and use up my two free dice. but it's there to be flexible and provide a base to work from more than anything.
edit: Added on the reclamator hub for yellow zone 5a, and the supermarv fleet for red zone6 south. That uses all my resources. Should be getting us more for next turn. And shouldn't take us over any power. Indeed, if fusion power finishes it could increase our power reserves. And works on other options too.