[] The Power to Create
Infrastructure 4 Dice (0 Idle)
-[] Emergency Housing (Stage 3), 3 Infrastructure Dice (30 Resources) (750 Rail Capacity)
-[]Worker Transportation Initiatives, 1 Infrastructure Dice (5 Resources)
Heavy Industry 6 Dice (0 idle)
-[] Power Production Campaigns, 1 Heavy Industry Dice (30 Resources) (1000 Rail Capacity)
-[] Novokuznetsk Truck Plants, 5 Heavy Industry Dice (150 Resources) (5000 Rail Capacity)
-[] Irkutsk Aluminum Plant, 4 Free Dice (140 Resources) (4000 Rail Capacity)
Light and Chemical Industry 5 Dice (5 idle)
Agriculture 4 Dice (2 Idle)
Services 2 Dice (2 Idle)
-[] Pharmacy Systems, 2 Services Dice (20 Resources) (500 Rail Capacity)
Military 8 Dice (5 idle)
-[] Sukhoi Aviation Plant , 3 Military Dice (120 Resources) (1500 Rail Capacity)
Bureaucracy 2 Dice (0 Idle)
-[] Implement Scientific Shift Management, 2 Bureaucracy Dice
This finishes up power, gets us the trucks we need, and the CAS the army has been asking for, which I figure are the 3 absolute largest priorities bar none. After that, we have 55 resources left, which isn't enough to do rockets or non-siberian light industry, and siberian light industry in winter is a non starter, so I focused on picking up what benefits we could elsewhere. 30 Resources went into finishing up this set of Emergency housing, which is only 50% to complete but we've already done 2 stages so it's not the end of the world if we don't get it this round, and then 5+ the last infra dice to finish worker transportation. That leaves 20 Resources, which I put on Pharmacy system. I considered doing 4 on housing, but i figured 50% Housing + 40% Pharmacies + 93% Workers transport > 87% housing.
This leaves 33000-750-1000-5000-4000-500-1500=20250 for evacs, which I'm still working on deciding how to use.