[X] Plan Yellow Zone and Expansion
Infra 4/6 55 R +6
-[] Yellow Zone Reconstruction (Phase 2) 0/200 3 dice 45 R
-[] Monument Restoration Program 75/100 1 dice 10 R
HI 3/3 +4 Free 90 R +6
-[] Manchester Chip Foundry 122/150 1 dice 15 R
-[] Christchurch Tool Plant 0/300 5 dice 75 R
LC Ind 0/3 0 R +6
Agri 1/3 10 R +6
-[] Blue Zone Aquaponics Bays 0/200 1 dice 10 R
Tiberium 4/6 90 R +26
-[] Blue Zone Perimeter Fencing (Stage 1) 369/400 1 dice 15 R
-[] Red Zone Tiberium Harvesting (Phase 2) 2/150 3 dice 75 R
Orb 0/3 0 R +4
Services 3/3 15 R +21
-[] Primary Schooling 25/300 3 dice 15 R
Military 3/3 50 R +1
-[] ASAT Defense System (Phase 1) 5/50 1 dice 10 R
-[] Zone Suit Factories (Christchurch) 0/75 2 dice 30 R
Bureau 3/3+1 Free 0 R +6
-[] Security Review (HI) 2 dice 60 DC
-[] Close Military Procurement Holes 2 dice ?? DC
Free 5/5
310/310
Right so dropped a dice from Chip Foundry to move to bureau because closing NOD acquistion of military gear is important as is also sweeping HI to make sure that HI stays sabotage free and that we do not feed NOD from there.
Tiberium- Red Zone for mitigation and income plus unlocking the next glacier for some badly needed income, perimeter to finish that bit of mitigation off.
Going with Tool Plant based on discussions. For the resources I had leftover after tiberium, HI, military and monuments I put some into Yellow Zone recon because housing is = with refugee housing (which is decaying and something we need to move people out of) this also helps counter NOD propo and hopefully boost GDI standing in the Yellow Zones. 3 dice in schooling to progress that further and the last dice into aquaponics to chip away at a food project, we are at + overall and I want to make sure it remains + or higher.