Dropping one coal die if we only give ourselves 15% budget makes sense. It's a service/infra focused plan, between that and the limitations of 15% budget we won't be building many big-ticket industrial projects- no way we're engaging close to all our spare HI and LCI dice.
I'd expect the opposite: with +15% reinvestment, we can expect significant auto-expansion that will eat a ton of electricity. With 20+10 we have control and are likely to focus on relatively electric-light areas, with 15+15 more money will be going to electric-expensive chemical LCI, particularly in plastics. Also, if we get extra electricity we can take some of the worse coal plants offline sooner which would be very nice (as opposed to just letting them get so old it's not cost-efficient to continue using them, which is what's currently going on)
Anyway:
Implementing policies retroactively is kinda mean, and the extra 100 RpT is painful, but it sounds like it'll be worth it in the longer term and it'll help us out politically. Still, both seem viable.
Infra focus is obvious.
Spending levels is tough. 20+10 hurts our consumer goods production a ton, but lets us actually use most of our dice while 15+15 means we'll have a ton of idle dice every turn. 20+15 is way superior short term but leaves us with some potential problems next plan and we'll be quite tight on labor.
Balanced target seems like the best choice, but Service Focus should be possible (if difficult since it will rely on increasing automation). Recovering Agriculture will ironically focus mostly on things other than agriculture- meat, transport, stores, things like that, but should also be viable. I don't think the other two are plausible to do, Bypassing Agri requires a ton in everything else and Technical Planning requires massive HI investments that we wouldn't be able to afford.
Housing: 3 and 5 are both very viable. We're no longer on fire in terms of housing and 3 dice is enough to tread water, but I'd still vastly prefer to be at 5 dice and still be making progress on improving the housing situation.
Dams: ADSD seems like an obvious pick despite being very disliked by the locals who will have to relocate. After that it's a lot tougher, but Amur is fairly cheap and is reasonable in payoff. Ob-Irtysh would be very nice, but I'm wary of doing two dams that both involve a ton of civilian relocations.
Nuclear: Incredibly not worth it economically, but we're doing it anyway!
Coal: 1 dice leaves us a little short on power, 2 dice likely gives us a little excess assuming we have some good dam power as well. I'd much rather have excess electricity than have blackouts.
Gas: 2 dice, no question. 3 dice would mean that we can't do anything else in LCI.
Healthcare: 2 dice is significantly cheaper per-dice than 3, and helps a lot more people (quantity over quality)
Education: 4 dice, we have a lot of work to do in the area and getting some soft science expansion is very popular.
So, here's my plan:
[]Plan Even Keel
-[]Implement New Policies
-[]Infrastructure
-[]15+15% GNP
-[]Balanced Planning
-[]Housing: 5 Infrastructure Dice (320 RpT)
-[]Hydroelectric: 4 Infra Dice (240 RpT)
--[]Amur Cascade
--[]Amu Darya and Syr Danya Hydroelectric Cascades
-[]Nuclear: 1 Heavy Industry Die (150 RpT)
-[]Coal: 2 Heavy Industry Dice (240 RpT)
-[]Gas: 2 Light Industry Dice (280 RpT)
-[]Healthcare: 2 Services Dice (130 RpT)
-[]Education: 4 Services Dice (160 RpT)
Total of 1520 RpT spent, with 1380 RpT remaining.
Free Dice: 4 Dice
Infrastructure: 7 Dice (focus)
Heavy Industry 5 Dice
Light and Chemical Industry 6 Dice
Agriculture 6 Dice
Services 10 Dice (focus)
Total of 38 Dice. Assuming a ~60 RpD, we'll only be able to use 23 of them initially, with more unlocking as we go. Which isn't good, but considering the massive maluses we've got right now that's honestly not that bad either.