Attempting to Fulfill the Plan: GDI Edition (2024)

My early thoughts are running along the lines of:
Infra 2/6 30R +8
- Yellow Zone Reconstruction (Phase 3) 82/200 2 dice 30 R 63%
HI 3/3 +3 free 90R +8
-North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 90%
-New Moscow Robotics Works 0/200 2 dice 40 R 5%
-Yellow Zone Power Grid Extension (Phase 2) 74/300 1 dice 5 R 0%
LC 3/3 30R +8
-Lithium Battery Plants 0/200 3 dice 30 R 43%
Agri 0/3 0R +8
Tiberium 5/6 100R +28
-Blue Zone Perimeter Redoubts (Phase 3) 138/200 2 dice 40 R 99%
-Red Zone Enclosure Campaigns 0/200 3 dice 60 R 84%
Orbital 1/3 20R +8
-GDSS Enterprise (Phase 1) 0/100 1 Fusion die, 20R 24%
Services 3/3 25R +23
-Reopen the Publishing Houses 0/150 2 dice 20 R 62%
- Craft Shops and Maker facilities 0/200 1 dice 5 R 0%
Military 3/3 + 1 free 55R +3
-Zone Suit Factories(Newark) 0/75 2 dice 30 R 86%
-Orbital Strike Regimental Combat Team Development 53/75 1 dice 15 R 97%
-Light Combat Hydrofoil development 0/40 1 dice 10 R 79%
Bureau 3/3 0R +8
-??? (security review if nothing new)
Free 5/5

350/350 R
65 PS

YZ recon helps with logistics inside the YZ and will ease the food distribution problems we have there
Chip Fab is self explanatory- all of our stuff needs chips and this supplies that need on the cap goods side with a bonus of consumer goods
Saarland is a long term project so chipping away at it since unlikely we can spare more than 1 tib dice a turn and we want this done this plan before our income drops
New Moscow Robotics is chipping away as finishing it will: replacing humans in construction will speed along many projects and with the chips phase 3 finishing we will have full capacity
Lithium Battery- reduces cost of some Mil projects by 5 R per dice which means we can activate more dice each turn once this finishes- helpful now as we still have idle dice (10 this turn and a lot more once we get to the next plan phase and are down to about 200 income per turn) and reduces progress needed for some projects, as a bonus we get +1 to logistics

Redoubts are 4 mitigation (of the 24 we need for plan and also to reduce tib spread) and +5 R so no brainer there
Red Zone gives us 4 mitigation in the RZ an area that we are low on mitigation so it will slow the shrink of the YZ, we would need 5 dice on BZ fencing for a worse chance to finish this turn, BZ outpost phase 4 is unknown and if that has same or better odds that would get subbed in here instead
Enterprise once we hit phase 2 makes space actions easier and allows easier cleanup of the orbit- using our fusion lift dice each turn for the rest of the plan since we get a discount and we will have to go back to ignoring orbital for the start of the next plan given our income reduction
Publishing Houses- +2 Consumer Goods, +5 PS and aids in counter NOD propo

More Zone suits, this one near the chip factory in Boston as we are short on those and with the tool plant and boston phase 3 plus robotics coming online production should increase as we rely less on hand labor to make these
Orb Strike- finish the 1st phase of this so we can do 2nd phase the following turn and finish our space requirements for the current plan
Hydrofoils- gives us a patrol craft we can use to intercept NOD raiders as we control a lot of island territory they would otherwise have difficulty accessing
Also 4 dice on the mil because as we saw NOD is not staying idle in Mil development, we cannot afford to either
Bureau is security review or new project or both

For capital goods- one more push this turn should mean we do not need to spend free dice on it (outside Saarland depending on our Tib dice use) for the 3 remaining turns on the plan. Follow up Q2 would be 1 or 2 dice on moscow to finish, 1 dice on sarland and if only 1 dice on moscow use the 3rd on a power project (because we have a lot of power demands coming up). That means with keeping 4 or 5 dice on mil we can use the other free dice on LC, Agri and Services (and the resources too) to work on food diversity, education and consumer goods.

Note: North Boston changes Cap goods to --- --
New Moscow drops it further to --- (or -4)
Sarland would drop it to -2 so we would need one more project to bring it to no shortages

This is contingent on Forgotten negotiations and new options but a lot of it is stuff we need to do. This does also give +6 consumer good this turn (+4 from boston and +2 from publishing house) out of the 32 we are short

Edit-

On Tiberium options-
Right now we need 24 points of mitigation to hit our goal (let alone that mitigation has value in reducing how much our blue and yellow zones shrink by)
Going off known projects (and not assuming additional phases or how much progress those additional phases need) and going for 75%+ for completion.
Blue Zone Fencing- 5 dice +4 YZ Mitigation
Blue Zone Redoubts 1 dice +4 YZ Mitigation +5 R
YZ Harvesting 5 dice +4 YZ Mitigation +5-10 R
Intensify YZ 1 dice +1 YZ Mitigation +5-10 R (requires yz fortress cities under infra)
RZ Enclousre 3 dice +4 RZ Mitigation

So current options (those that did not have phases finish last turn) provide +17 mitigation requiring 15 dice to do so, or just under 3 full turns. We have 4 turns to hit 24- this does mean some of these should have additional phases but keep in mind as the phases increase so to does progress required. It is for this reason that I do not find Glacier Mining feasible Q1 as doing so would require free dice to be used to hit the 24 mitigation goal and even that might not be enough

Edit 2- had wrong cost for zone suit, dropped sarland for the 10 R needed, that also left 10 R more so 5 R to YZ power and 5 R to craft shops to get some progress on them (++ energy and + con good +5 PS for the two)

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Attempting to Fulfill the Plan: GDI Edition (2024)
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