Here's a more boring plan, but it focuses on getting consumables ready *before* Karachi starts. It uses 1 die on the Infrastructure Security Review, but that's still a 89% chance, which I consider acceptable.
It finishes ICS, has a decent chance of doing a phase of Fortress Towns to increase Green Zone security, and puts some work on Apartments to prep for the probable massive refugee influx from Karachi.
More Energy is a gimme, Hovertrucks are going to be useful, and tossing a die at Nuuk to get that started.
BZ Light Industrial Sectors is one of the two projects that gives +Health, and the other takes too many Capital Goods.
Perennials and Kudzu are gimmes, but aren't urgent projects, so 2 dice on each.
Tiberium gives a >50% chance of completing one RZ inhibitor, doesn't overdo Tiberium Power, and goes for resources from Offshore harvesting and a Railgun factory.
Orbital is Lunar mines, which gives moon rocks for ORSCT drop troopers to shoot at NOD. And they use drills, so it's boring!
And then Military gets all the dice to actually roll out the deployments to supply needed consumables and detectors. And 2 phases of ORSCT.
Plan Boring but Practical
Infrastructure 6 dice +33 80R
-[] Integrated Cargo System 695/800 2 dice 30R 97%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 57.2%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 17%
-[] Security Review
Heavy Industry 5 dice +28 100R
-[] Continuous Cycle Fusion Plants (Phase 4) 76/300 3 dice 60R 70%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 1 die 20R
-[] Hover Chassis Development (New) 0/60 1 die 20R 89%
Light and Chemical Industry 5 dice +23 50R
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 4 dice 40R 84.2%
-[] Civilian Glider Development 0/40 1 die 10R 100%
Agriculture 4 dice +23 40R
-[] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 67.6%
-[] Wadmalaw Kudzu Plantations (Phase 1) (New) 0/150 2 dice 20R 52%
Tiberium 7 dice +36 130R
-[] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 53%
-[] Tiberium Inhibitor Deployment (Red Zone-6) 0/120 1 die 30R 32%
-[] Tiberium Inhibitor Deployment (Red Zone-7) 0/120 1 die 30R 32%
-[] Railgun Harvester Factories (Vladivostok) 0/70 1 die 10R 82%
-[] Security Review
Orbital Industry 6 dice +23 120R
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 6 dice 120R 80.3%
Services 5 dice +28 70R
-[] Prosthetics Deployment Initiatives (Phase 4) 146/320 2 dice 40R 63.4%
-[] Domestic Animal Programs 0/200 3 dice 30R 83.8%
Military 8 dice +25 260R 7 Free Dice
-[] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
-[] Orca Refit Deployment 151/200 1 die 15R 92%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 55/415 5 dice 100R 81%
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 2 dice 30R 96%
-[] Shell Plants (Phase 5) 27/150 2 dice 20R 84%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 60.8%
Bureaucracy 4 dice +23
-[] Security Reviews: Infrastructure DC50 1 die 89%
-[] Security Reviews: Tiberium DC50 2 dice 100%
-[] Interdepartmental Favors 1 die auto
850/860R
Likely results:
+18 Logistics
-6 Labor
-4 Capital Goods
+8 Energy
+7 Consumer Goods
+4 Food over 16 turns, +16 Consumer Goods over 16 turns
+45-55 resources per turn
+1 Labor per turn
+15 Political Support
-3 Food