So, here's a draft plan modified from my old Karachi Dash proposal, for the general offensive.
This plan gives us a good chance of getting +4 Capital Goods immediately, this turn by finishing Nuuk Phase 2, putting us in a considerably safer position on Capital Goods surplus status. We are also fairly well positioned to complete one or both of Reykjavik Phase 4 and Enterprise Phase 4 in Q2, for +4 more Capital Goods apiece, along with Nuuk Phase 3 in, probably, Q3.
I accomplish this goal by being willing to scale back fusion plant construction just a little, allowing that we won't complete yet another phase of fusion reactors in 2060Q1 because while we're gonna need the Energy, we'll need the Capital Goods more. We can easily finish the next phase of fusion reactors in Q2.
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While we're at it, I also secure our Energy reserves even then by working on the tiberium plants we already started. Yes, I know they are unpopular. But we already started them, and we are at 87 Political Support, with further projects on the way to push us even higher. That Political Support does us no good if we don't use it on something, and if we really need the Energy, then there we are. This lets us spread focus a bit and avoid having to use very badly needed Heavy Industry dice.
Even with both that and Intensification, I can still get a 92% chance of success on the next phase of Yellow Zone Harvesting, too! Remember that Yellow Zone Harvesting is not a prerequisite for the general offensive; it supports the offensive. The phase failing to fully complete (unlikely as that is) would not somehow doom the offensive.
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As for Infrastructure, I'd rather not do more fortress towns on the eve of an offensive; we will likely wind up with a superfluous belt of fortifications well behind our actual border. Instead, I want to focus on building up plenty of decent-quality housing for the very large refugee populations that will likely wish to flee into our Blue Zones because of the general offensive.
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In Agriculture, I want to make sure we work on Freeze Drying, because that's actually a critical project towards our Plan goals and towards ensuring we can feed everyone efficiently. On the other hand, I don't want to overdo that, and we have plenty of Resources and Political Support right now if we're not doing Karachi (which is quite expensive per die). So I put two Agriculture dice into spider cotton in hopes of squeezing out an extra +1 Capital Goods; we could sure use it right now and there's a reasonable chance of immediate payoff. We have more than enough dice left to finish our Agriculture targets if we don't dawdle about getting Freeze Drying online soon, and every little bit of Capital Goods helps right now.
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In the Military category, I am mainly focused on Air Force projects. I consider two Apollo factories a reasonable minimum; we can afford the Energy for them and we need the airframes. Next turn is going to be deployment-heavy. We won't be able to deploy all the Cool Shit invented in this specific turn (including better lasers, the plasma missiles, and both the escort carrier and frigate ship classes)... but we'll be able to start, and it will help us prepare strongly for the coming war and continue to roll out the things we need to push on Karachi in 2061, hopefully.
[] Draft Plan Spinning Into The Green
BUDGET:
900/930 R
7/7 Free dice
ENERGY BUDGET: +17 at start
Worst case: +17 -4 (Nuuk) -1 (Freeze Dry) -8 (Apollo Factories) = +4 Energy.
Median expected result: +9 Energy
POLITICAL SUPPORT BUDGET: +87 at start
Worst case: +87 -5 (Liquid T) - 5 (Genetic Engineering) +5 (Prosthetics) = 82 PS still good.
Infrastructure 6/6 Dice 70 R
-[] Blue Zone Apartment Complexes (Phase 2+3) 28/320 (4 Dice, 40 R) (85% chance of Phase 3)
-[] Blue Zone Arcologies (Stage 4) 1/650 (2 Dice, 30 R) (2/7.5 median)
Heavy Industry 5/5 Dice + 4 Free Dice 180 R
-[] Continuous Cycle Fusion Plant (Phase 5) 1/300 (2 Dice, 40 R) (2/4 median)
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 (7 Dice, 140 R) (86% chance)
Light and Chemical Industry 5/5 Dice 100 R
-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 (5 Dice, 100 R) (5/8.25 median)
Agriculture 4/4 Dice 70 R
-[] Freeze Dried Food Plants 0/200 (2 Dice, 40 R) (20% chance)
-[] Spider Cotton Plantations (Stage 1) 0/170 (2 Dice, 30 R) (45% chance)
Tiberium 7/7 Dice 135 R
-[] Yellow Zone Tiberium Harvesting (Phase 6) 0/275 (5 Dice, 100 R)
-[] Intensification of Green Zone Harvesting (Stage 5) 63/100 (1 Die, 15 R)
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 (1 Die, 20 R) (56% chance)
Orbital 6/6 Dice 120 R
-[] GDSS Enterprise (Phase 4) 0/765 (6 Dice, 120 R) (6/9.25 median)
Services 4/5 Dice 55 R
-[] Prosthetics Deployment Initiatives (Phase 4) 292/320 (1 Die, 15 R) (~100% chance)
-[] Hallucinogen Development 0/60 (1 Die, 15 R) (89% chance)
-[] Human Genetic Engineering Programs 0/120 (1 Die, 25 R) (28% chance)
-[] Security Review
-[] Life Support for Erewhon (if that costs a die?)
-[] 30 R extra to budget if needed.
Military 8/8 Dice + 2 Free Dice 190 R
-[] Super MARV Fleet Yellow Zone 6a 184/210 (1 Die, 20 R) (~100% chance)
-[] OSRCT Stations (Phase 2) 121/195 (2 Dice, 40 R) (99.7% chance Phase 2, 1/3 median dice to Phase 3)
-[] Prototype Plasma Weapons Development 35/60 (1 Die, 25 R) (~100% chance)
-[] Apollo Fighter Factory (Maputo) 0/80 (1 Die, 15 R) (61% chance)
-[] Apollo Fighter Factory (Rotterdam) 0/80 (1 Die, 15 R) (61% chance)
-[] Advanced Laser System Development 0/60 (1 Die, 30 R) (81% chance)
-[] Wingman Drone Development 0/40 (1 Die, 15 R) (~100% chance)
-[] Escort Carrier Development 0/40 (1 Die, 15 R) (~100% chance)
-[] Shark Class Frigate Development 0/40 (1 Die, 15 R) (~100% chance)
Bureaucracy 4/4 Dice + 1 Free Die
-[] Security Review (Services) (2 Dice)
-[] Security Review (Bureaucracy) (2 Dice)
-[] Security Review (Bureaucracy) (lose 1 Die)