So, this is going to be a bit risky, but I think it'll be worth it.
[X] Plan: Political Risks
Infrastructure (3 Dice): +17 +1 Free Die
-[X] Delta Base (Stage 4) x 4 Dice 75.66%
Located in the Scottish Highlands, Delta Base will be the centre of INDEX operations in Europe. Located in his home country, the Director has indicated that he intends for Delta Base to be the unofficial primary HQ for INDEX.
(71/300, 10 Resources per Die) (+6 Basing, +2 to Administration Dice, +2 to all Dice, +1 Administration Die)
(0/400, 10 Resources per Die) (+8 Basing, +4 to Administration Dice, +4 to all Dice, +1 Free Die)
Cost: 40, +6 Basing
Looking at the math, it'll take about 9.4 dice to finish stages 4 and 5 of Delta, and going all in this turn will give us just over a 75% chance to finish stage 4, giving us a +2 bonus to all dice and another Admin die. I'm aiming to have Stage 5 complete within the next three turns, because that universal +6 and Free Die will make everything better.
There are some complaints about the focus on Delta, but I think that as long as we keep completing the next Stage giving a universal boost while also pushing globally with our other dice then we'll at least be able to weather it long enough to begin improving qll of the other bases again.
Industry (4 Dice): +22
-[X] Stockpile Raw Materials (Phase 1) x 1 Die
While INDEX can reply upon being supplied by outside organisations to keep its factories fed with the necessary raw materials, this leaves INDEX vulnerable to being cut-off. By stockpiling various raw materials in its bases, INDEX can maintain a reserve of raw materials for its factories.
(85/100, 5 Resources per Die) (+2 Logistics, -1 Basing)
We're going to be spending Logistics to get a lot of things set up, so I figure we can spend it.
-[X] Sentry-class Frigate Shipyard x 3 Dice 63.31%
With the Sentry-class Frigate ready for service, INDEX can construct a shipyard for them at Charlie Base to produce them in-house.
(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
Cost: 50, +1 Logistics, +2 Gear, -2 Basing, -1 Manpower
We have one Defender Factory, and after the Defenders our next step for defense will be the Sentry for more persistent global coverage. With that in mind, and my Military plans below, I want to get the Shipyard done quickly.
Research (4 Dice): +25
-[X] Functional Laser Weaponry x 2 Dice
Between power and ranged concerns, functional laser weaponry is something of a pipe dream at the moment. While INDEX can investigate the possibility and fund development, your researchers warn you that it will be years before you see any return.
(360/900, 40 Resources per Die) (+1 PS)
Our obligatory Human Tech investment.
-[X] Alien Power Core x 2 Dice
Between the crashed UFO and those shot down by our interceptors, INDEX has access to several alien power sources that are used to power their UFOs. Operating using unknown materials and methods, studying them would help humanity understand how the aliens power their technology.
(288/480, 40 Resources per Die) (-3 Salvage)
Cost: 160
Our Alien Tech focus of the moment.
Military (6 Dice): +12
-[X] Defender Jet-Interceptor Deployment (Stage 1: Primary Squadrons) (+25 Progress Per Turn) (+5 Progress Per Turn) x 6 Dice 100%, 98.34%, 3.66%
With the Defender Jet-Interceptor entering production, INDEX will need to upgrade its fleet of interceptor aircraft. While doing so will be expensive in both terms of time and money, it is predicted to enhance INDEX's ability to intercept and take down alien UFOs.
(93/175, 15 Resources per Die) (+2 PS) (-1 Gear, -1 Fuel)
(Stage 2 Secondary Squadrons, 0/175, 15 Resources per Die) (+1 PS) (-1 Gear, -1 Fuel)
(Stage 3 Reserves, 0/275, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
Cost: 90, +3 PS, -2 Gear, -2 Fuel
The Defender is our best shield right now, so the sooner these are deployed the sooner our global protection increases. If I have my way, we'll push for Stage 3 next turn to ensure our defense has as much depth as possible.
Politically, this should help offset Delta because we've thrown all of our deployment resources into ensuring full Defender coverage.
For next turn, whatever dice aren't needed for the Reserves would likely end up split between Alien Detection, Sentries, and Signal Interception.
Administration (3 Dice): +12
-[X] Finishing Touches (New-Gen APC) × 1 Die
Sometimes all that is needed is a bit of dedicated administrative capacity and a small infusion of extra budget to bring a project to fruition instead of another full round of funding and attention.
(Requires one die & 10R) (Completes one non-RnD project with equal or less progress points than the dice bonus remaining)
We finally get the APC done.
-[X] Security Review (Military, Research) x 2 Dice
Whether it be from a terrestrial or exterrestrial source, INDEX can expect external organisations to try and infiltrate it. Review one of its departments to see if INDEX can sniff out any spies or corruption within its ranks.
(DC39)
Cost: 10
We hopefully finish up the reviews from last turn.
Total Costs: 350 R, +4 Basing, +3 PS, +1 Logistics, -2 Fuel, -1 Manpower
Estimated Changes:
+4 Admin Rolls, +2 All Other Rolls, +1 Admin Die
Resources (R): 376 + 62 in reserve. (+10 per turn) (-25 per turn)
Political Support (PS): 55 (-1 per turn) (+4 per turn)
Free Dice: 1
Basing: Massive Surpluses (+26)
Logistics: Moderate Surpluses (+7) (+1 per turn)
Manpower: Massive Reserves (+25) (+1 per turn)
Gear: Major Surpluses (+9)
Fuel: Moderate Surpluses (+6) (+1 per turn)
Medical: Massive Surpluses (+12)
Supplies: Moderate Surpluses (+9)
Salvage: Massive Surpluses (+23)
I feel like this plan will help ensure global protection through Defender saturation, set us up to begin deploying our Frigates within the next three turns, and swiftly finish Delta so we get all the benefits from it while we set up the rest of the bases at a more relaxed pace.