Voting is open
[X] Plan Brogatar

-[X] War Games: The Navy has fully adopted Beshkarian doctrine, but yet lacks experience in the applications. Fortunately, you have another fleet hanging around with which you can practice. Ask Fleet Admiral Kassa'Malan if he will participate in a series of war games to test Beshkarian doctrine. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%. Effect: Run a series of war games with the 3rd Rannoch War Fleet, with them as the defenders and your fleets as the attackers, and get some experience in the particulars of executing the particulars of Beshkarian Doctrine before having to apply them in combat. DC 25 - 22 (adv) = DC 3

-[X] Slash Naval Production: Virtually all of your orbital industry is naval at this point. You need that production...but so do your civilians. Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%. Effect: Release active military industry to the civilian market at the cost of naval production. Improves civilian economy slower than the, "Release Assets," Stewardship option, but does not require a massive income hit and does reliably improve the civilian economy.

-[X] Regularize Special Addresses: DC 30 Your special addresses brought a sense of governmental transparency and stability that greatly bolstered the public's willingness to listen to you. This seems like a tradition worth establishing. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%. Effect: Regularize special addresses on a less frequent schedule, improving the ability of the Prime Minister to interact with the Assembly and the populace at large. As a side effect, grants a rather significant and unmatchable incumbent's bonus during election years due to the exclusive platform. DC 30 - 21 (adv) -16 (pa) = DC -7 Auto Success

-[X] Hard Times, Hard Decisions: This is going to be a rough few years. You need to impress on the people that things will get worse before they get better, but that they will get better...if they're willing to endure the worse. Time: 1 year. Chance of Success: 55%. Cost: 20,000 credits. Effect: Bolster the public's willingness to endure harsh government measures towards fixing this crisis, lessening the impact of any unpopular decisions you make over the next few years .
DC 45 - 21 (adv) - 16 (pa) = DC 8

-[X] Unemployment Benefits: The problem you face is a lack of consumer goods for the population you have. Providing benefits to the inevitable unemployed won't do anything about that, but it'll at least make sure that everybody can get their hands on food -- of which you do have enough. The Passage of the Army Expansion Act means that there are far fewer people going unfed, reducing the cost of this option, although your civilian industry shortfall remains as urgent a problem. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment. DC 25 - 23 (adv) = DC 2

-[X] Release Assets: Virmire actually has plenty of industrial assets going, "spare." The issue is that they're mobilized to your control rather than the civilian population's. Now that you've handled the initial response to the crash, releasing these assets is probably one of your better options to start turning things around, as you really don't have a faster way to get industry back under civilian control and producing goods for them. The issue is...doing this has a cost: those assets will not be available to you again until the situation stabilizes and the economy recovers. Time: Indeterminate. Chance of Success: Rolled every year until the cumulative result reaches [???], with natural 1's inflicting negative progress. Cost: Multiply yearly income by a factor of 0.1; the factor will rise as the option progresses until disappearing entirely at the option's completion. Effect: Release the various assets to which the government has an exclusive claim back to civilian control, giving the civilian economy the shot in the arm it needs to begin making up its crushing shortfalls in a normal manner. DC ??? 23 (adv) + 18 (pa) = ??? Personal attention each turn is a must

-[X] Piercing the Veil: The MoI, to be frank, is completely obscure to you. It came with the job, as a condition of the job, and you get the impression that Shurna was never much more open with Kerak than she is with you. That said, you think you've earned her respect, and a modicum of loyalty. Certainly, the two of you have a good working relationship. Maybe if you ask real nice, she'll open up to you about how her Ministry actually works. Honestly, she'd better, because you have no idea how you'd go about circumventing that were she disinclined to tell you. Time: 1 year. Chance of Success ? (Rolled with Mira's Intrigue score alone, no hero or minister bonuses applicable). Cost: Free. Effect: Ask Shurna to pretty please tell you how your intelligence ministry works. DC ??? +8 = ???

-[X] Line of Succession: Durrahe Korun will die at some point in the next ten years. After he is dead, you will need to fill his position. He has compiled a list of candidates, and is willing to mentor one in preparation for the transition. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits. Effect: Go over the list of candidates for the position of Minister of the Sciences and select one to succeed Durrahe when he dies. Durrahe will mentor his replacement and begin easing them into a more active role in the Ministry in preparation for the transfer of power. Reduces or even eliminates shortfalls of a death succession, depending
on how long Durrahe has to work. DC 20 -22 (adv) = -2 Auto Success

-[X] Personal Attention: Hard Times Hard Decisions

-[X] Personal Attention: Release Assets

-[X] Personal Attention: Regularize Special Addresses

This will be painful but hopefully this will keep us ahead of the curb.
Adhoc vote count started by Brogatar on May 18, 2018 at 2:06 PM, finished with 21 posts and 16 votes.

  • [X]Plan Guns And Butter
    -[X]Martial 1: Marine Expansion: 50,000 credits: 2 years: DC 31 - Minister 11 = DC20
    -[X]Martial 2: War Games: 20,000 credits: 1 year: DC26 - Minister 11 = DC15
    -[X]Diplomacy 1: Regularize Special Addresses: -20,000 yearly Income: 1 year: DC 31 - Minister 11 - PA16 = DC4
    -[X]Diplomacy 2: Cut Them Off At The Knees: 25,000 credits: 1 year: DC46 - Minister 11 - PA16 = DC19
    -[X]Stewardship 1: Public Works Projects: -40,000 yearly Income: Locked for duration: DC31 - Minister 12 - PA 18 = DC1
    -[X]Stewardship 2: Unemployment Benefits: -15,000 yearly Income: 1 year: DC 26 - Minister 12 = DC14
    -[X]Intrigue 1: Spies, Analyze Thyself: -25,000 yearly Income: 1 year: DC21 - Minister 12= DC9
    -[X]Learning 1: Line of Succession: 5,000 *2: 1 year: DC21 - Minister 44 = DC-23(Autosuccess)
    --[X]Double Down
    -[X]Personal 1: Personal Attention Public Works Projects
    -[X]Personal 2: Personal Attention Regularize Special Addresses
    -[X]Personal 3: Personal Attention Cut Them Off At The Knees
    [X] Plan Brogatar
    -[X] War Games: The Navy has fully adopted Beshkarian doctrine, but yet lacks experience in the applications. Fortunately, you have another fleet hanging around with which you can practice. Ask Fleet Admiral Kassa'Malan if he will participate in a series of war games to test Beshkarian doctrine. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%. Effect: Run a series of war games with the 3rd Rannoch War Fleet, with them as the defenders and your fleets as the attackers, and get some experience in the particulars of executing the particulars of Beshkarian Doctrine before having to apply them in combat. DC 25 - 22 (adv) = DC 3
    -[X] Slash Naval Production: Virtually all of your orbital industry is naval at this point. You need that production...but so do your civilians. Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%. Effect: Release active military industry to the civilian market at the cost of naval production. Improves civilian economy slower than the, "Release Assets," Stewardship option, but does not require a massive income hit and does reliably improve the civilian economy.
    -[X] Regularize Special Addresses: DC 30 Your special addresses brought a sense of governmental transparency and stability that greatly bolstered the public's willingness to listen to you. This seems like a tradition worth establishing. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%. Effect: Regularize special addresses on a less frequent schedule, improving the ability of the Prime Minister to interact with the Assembly and the populace at large. As a side effect, grants a rather significant and unmatchable incumbent's bonus during election years due to the exclusive platform. DC 30 - 21 (adv) -16 (pa) = DC -7 Auto Success
    -[X] Hard Times, Hard Decisions: This is going to be a rough few years. You need to impress on the people that things will get worse before they get better, but that they will get better...if they're willing to endure the worse. Time: 1 year. Chance of Success: 55%. Cost: 20,000 credits. Effect: Bolster the public's willingness to endure harsh government measures towards fixing this crisis, lessening the impact of any unpopular decisions you make over the next few years .
    -[X] Unemployment Benefits: The problem you face is a lack of consumer goods for the population you have. Providing benefits to the inevitable unemployed won't do anything about that, but it'll at least make sure that everybody can get their hands on food -- of which you do have enough. The Passage of the Army Expansion Act means that there are far fewer people going unfed, reducing the cost of this option, although your civilian industry shortfall remains as urgent a problem. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment. DC 25 - 23 (adv) = DC 2
    -[X] Release Assets: Virmire actually has plenty of industrial assets going, "spare." The issue is that they're mobilized to your control rather than the civilian population's. Now that you've handled the initial response to the crash, releasing these assets is probably one of your better options to start turning things around, as you really don't have a faster way to get industry back under civilian control and producing goods for them. The issue is...doing this has a cost: those assets will not be available to you again until the situation stabilizes and the economy recovers. Time: Indeterminate. Chance of Success: Rolled every year until the cumulative result reaches , with natural 1's inflicting negative progress. Cost: Multiply yearly income by a factor of 0.1; the factor will rise as the option progresses until disappearing entirely at the option's completion. Effect: Release the various assets to which the government has an exclusive claim back to civilian control, giving the civilian economy the shot in the arm it needs to begin making up its crushing shortfalls in a normal manner. DC ??? 23 (adv) + 18 (pa) = ??? Personal attention each turn is a must
    -[X] Piercing the Veil: The MoI, to be frank, is completely obscure to you. It came with the job, as a condition of the job, and you get the impression that Shurna was never much more open with Kerak than she is with you. That said, you think you've earned her respect, and a modicum of loyalty. Certainly, the two of you have a good working relationship. Maybe if you ask real nice, she'll open up to you about how her Ministry actually works. Honestly, she'd better, because you have no idea how you'd go about circumventing that were she disinclined to tell you. Time: 1 year. Chance of Success ? (Rolled with Mira's Intrigue score alone, no hero or minister bonuses applicable). Cost: Free. Effect: Ask Shurna to pretty please tell you how your intelligence ministry works. DC ??? +8 = ???
    -[X] Line of Succession: Durrahe Korun will die at some point in the next ten years. After he is dead, you will need to fill his position. He has compiled a list of candidates, and is willing to mentor one in preparation for the transition. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits. Effect: Go over the list of candidates for the position of Minister of the Sciences and select one to succeed Durrahe when he dies. Durrahe will mentor his replacement and begin easing them into a more active role in the Ministry in preparation for the transfer of power. Reduces or even eliminates shortfalls of a death succession, depending
    -[X] Personal Attention: Hard Times Hard Decisions
    -[X] Personal Attention: Release Assets
    -[X] Personal Attention: Regularize Special Addresses
 
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[X] Plan Brogatar

[X] War Games: The Navy has fully adopted Beshkarian doctrine, but yet lacks experience in the applications. Fortunately, you have another fleet hanging around with which you can practice. Ask Fleet Admiral Kassa'Malan if he will participate in a series of war games to test Beshkarian doctrine. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%. Effect: Run a series of war games with the 3rd Rannoch War Fleet, with them as the defenders and your fleets as the attackers, and get some experience in the particulars of executing the particulars of Beshkarian Doctrine before having to apply them in combat. DC 25 - 22 (adv) = DC 3

[X] Slash Naval Production: Virtually all of your orbital industry is naval at this point. You need that production...but so do your civilians. Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%. Effect: Release active military industry to the civilian market at the cost of naval production. Improves civilian economy slower than the, "Release Assets," Stewardship option, but does not require a massive income hit and does reliably improve the civilian economy.

[X] Regularize Special Addresses: DC 30 Your special addresses brought a sense of governmental transparency and stability that greatly bolstered the public's willingness to listen to you. This seems like a tradition worth establishing. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%. Effect: Regularize special addresses on a less frequent schedule, improving the ability of the Prime Minister to interact with the Assembly and the populace at large. As a side effect, grants a rather significant and unmatchable incumbent's bonus during election years due to the exclusive platform. DC 30 - 21 (adv) -16 (pa) = DC -7 Auto Success

[X] Hard Times, Hard Decisions: This is going to be a rough few years. You need to impress on the people that things will get worse before they get better, but that they will get better...if they're willing to endure the worse. Time: 1 year. Chance of Success: 55%. Cost: 20,000 credits. Effect: Bolster the public's willingness to endure harsh government measures towards fixing this crisis, lessening the impact of any unpopular decisions you make over the next few years .
DC 45 - 21 (adv) - 16 (pa) = DC 8

[X] Unemployment Benefits: The problem you face is a lack of consumer goods for the population you have. Providing benefits to the inevitable unemployed won't do anything about that, but it'll at least make sure that everybody can get their hands on food -- of which you do have enough. The Passage of the Army Expansion Act means that there are far fewer people going unfed, reducing the cost of this option, although your civilian industry shortfall remains as urgent a problem. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment. DC 25 - 23 (adv) = DC 2

[X] Release Assets: Virmire actually has plenty of industrial assets going, "spare." The issue is that they're mobilized to your control rather than the civilian population's. Now that you've handled the initial response to the crash, releasing these assets is probably one of your better options to start turning things around, as you really don't have a faster way to get industry back under civilian control and producing goods for them. The issue is...doing this has a cost: those assets will not be available to you again until the situation stabilizes and the economy recovers. Time: Indeterminate. Chance of Success: Rolled every year until the cumulative result reaches [???], with natural 1's inflicting negative progress. Cost: Multiply yearly income by a factor of 0.1; the factor will rise as the option progresses until disappearing entirely at the option's completion. Effect: Release the various assets to which the government has an exclusive claim back to civilian control, giving the civilian economy the shot in the arm it needs to begin making up its crushing shortfalls in a normal manner. DC ??? 23 (adv) + 18 (pa) = ??? Personal attention each turn is a must

[X] Piercing the Veil: The MoI, to be frank, is completely obscure to you. It came with the job, as a condition of the job, and you get the impression that Shurna was never much more open with Kerak than she is with you. That said, you think you've earned her respect, and a modicum of loyalty. Certainly, the two of you have a good working relationship. Maybe if you ask real nice, she'll open up to you about how her Ministry actually works. Honestly, she'd better, because you have no idea how you'd go about circumventing that were she disinclined to tell you. Time: 1 year. Chance of Success ? (Rolled with Mira's Intrigue score alone, no hero or minister bonuses applicable). Cost: Free. Effect: Ask Shurna to pretty please tell you how your intelligence ministry works. DC ??? +8 = ???

[X] Line of Succession: Durrahe Korun will die at some point in the next ten years. After he is dead, you will need to fill his position. He has compiled a list of candidates, and is willing to mentor one in preparation for the transition. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits. Effect: Go over the list of candidates for the position of Minister of the Sciences and select one to succeed Durrahe when he dies. Durrahe will mentor his replacement and begin easing them into a more active role in the Ministry in preparation for the transfer of power. Reduces or even eliminates shortfalls of a death succession, depending
on how long Durrahe has to work. DC 20 -22 (adv) = -2 Auto Success

[X] Personal Attention: Hard Times Hard Decisions

[X] Personal Attention: Release Assets

[X] Personal Attention: Regularize Special Addresses

This will be painful but hopefully this will keep us ahead of the curb.
Formatting tip: this is not going to tally as, "[ ] Plan Brogatar." Every item will tally individually, making it very difficult for me to sort.

Generally, you want to format like so:

[ ] Plan Name
-[ ] Item 1
-[ ] Item 2
-[ ] Etc.
 
Just in time apparently.

VOTE
[X]Plan Guns And Butter
-[X]Martial 1: Marine Expansion: 50,000 credits: 2 years: DC 31 - Minister 11 = DC20
-[X]Martial 2: War Games: 20,000 credits: 1 year: DC26 - Minister 11 = DC15
-[X]Diplomacy 1: Regularize Special Addresses: -20,000 yearly Income: 1 year: DC 31 - Minister 11 - PA16 = DC4
-[X]Diplomacy 2: Cut Them Off At The Knees: 25,000 credits: 1 year: DC46 - Minister 11 - PA16 = DC19
-[X]Stewardship 1: Public Works Projects: -40,000 yearly Income: Locked for duration: DC31 - Minister 12 - PA 18 = DC1
-[X]Stewardship 2: Unemployment Benefits: -15,000 yearly Income: 1 year: DC 26 - Minister 12 = DC14
-[X]Intrigue 1: Spies, Analyze Thyself: -25,000 yearly Income: 1 year: DC21 - Minister 12= DC9
-[X]Learning 1: Line of Succession: 5,000 *2: 1 year: DC21 - Minister 44 = DC-23(Autosuccess)
--[X]Double Down
-[X]Personal 1: Personal Attention Public Works Projects
-[X]Personal 2: Personal Attention Regularize Special Addresses
-[X]Personal 3: Personal Attention Cut Them Off At The Knees

Beginning Income(x): 246,000 credits.
Beginning Reserves(a): 265,000 credits.
==================================================================
BUDGET (b): 50,000 + 20,000 + 25,000 + 5,000*2 = -105,000 credits
INCOME DEDUCTIONS (y): -20,000 -40,000 -15,000-25,000 = -100,000 yearly Income
==================================================================
Ending Income(z) = x+y = 246,000 - 100,000 = 146,000 credits yearly.
Ending Reserves(n) = (a+b) + (x+y)=(265,000 - 105,000) + (246,000 - 100,000) = 306,000 credits

REASONING
Martial
Marine Expansion is the final phase of our Naval Reforms.
War Games lets us test out our new doctrine against a fleet with experience against the Rachni.

We can't afford to cut military spending though. Nope.

Diplomacy
Special Addresses
helps bolster public opinion and trust, which is a powerful force, as we saw in the last update.

Cut Them Off At The Knees to help get it across to Ti'ord's supporters that we hear their concerns and take them into account, even when we don't agree. It's about treating them with respect, and hopefully reducing domestic tensions along with
If it helps with Ti'ord herself, even better.

Stewardship
Public Works Projects
literally builds more civilian industry and infrastructure for the private sector. Inefficient, but effective.

Unemployment Benefits puts some money in the pockets of the unemployed, allowing them to spend back into the economy, and stimulating further civilian production.
When you add this to Crash Courses and Fun Coupons, we are pouring about 145,000 credits yearly into the civilian economy.Not counting Assilia.

I would normally be tempted to roll the dice and double down on Release Assets, but not this turn. Maybe next turn when we have at least 300k in reserves; at the moment it looks like an egregiously terrible idea.

Intrigue
Analyze Thyself
because we need early warning on our ailing economy in order to nurse it back to health, so we can adjust as necessary.
Think of it as setting up hospital monitors on a sick patient.

Learning
Double Down on Line of Succession because for a surcharge of 5k, we can make it an autosuccess, and increase the chance of rolling someone with excellent stats. And the more time we have for Durrahe to train his successor, the smoother the transition.

Personal Attention
Personal Attention on Public Works because it's essential.
And on the two Diplomacy options to get the
We can expect another 44,000-66,000 credits from the FDO this turn, which should raise our income to ~180-200 credits.
Then next year Fun Coupons and Crash Courses both finish, releasing another +82,000 yearly Income.



Answers to replies later.
 
[X] Plan Brogatar

I'm not a fan of the public works project since it'll probably be inefficient. Unemployment benefits is enough to make sure no one starves, beyond that releasing assets is the only way to solve the problem in the long term. Either that or slashing naval production. At least one of those has to be included for a plan to be effective long-term.

[x] Plan Blue
 
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Question: Why is nobody going for army reform, since we DO want to eventually use them as you know, army troops? Is it the yearly income hit?
 
[X] Plan Send In The Marines
Adhoc vote count started by Thors_Alumni on May 18, 2018 at 3:04 PM, finished with 37 posts and 28 votes.

  • [X]Plan Guns And Butter
    -[X]Martial 1: Marine Expansion: 50,000 credits: 2 years: DC 31 - Minister 11 = DC20
    -[X]Martial 2: War Games: 20,000 credits: 1 year: DC26 - Minister 11 = DC15
    -[X]Diplomacy 1: Regularize Special Addresses: -20,000 yearly Income: 1 year: DC 31 - Minister 11 - PA16 = DC4
    -[X]Diplomacy 2: Cut Them Off At The Knees: 25,000 credits: 1 year: DC46 - Minister 11 - PA16 = DC19
    -[X]Stewardship 1: Public Works Projects: -40,000 yearly Income: Locked for duration: DC31 - Minister 12 - PA 18 = DC1
    -[X]Stewardship 2: Unemployment Benefits: -15,000 yearly Income: 1 year: DC 26 - Minister 12 = DC14
    -[X]Intrigue 1: Spies, Analyze Thyself: -25,000 yearly Income: 1 year: DC21 - Minister 12= DC9
    -[X]Learning 1: Line of Succession: 5,000 *2: 1 year: DC21 - Minister 44 = DC-23(Autosuccess)
    --[X]Double Down
    -[X]Personal 1: Personal Attention Public Works Projects
    -[X]Personal 2: Personal Attention Regularize Special Addresses
    -[X]Personal 3: Personal Attention Cut Them Off At The Knees
    [X] Plan Send In The Marines
    -[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
    -[X] Slash Naval Production: ... Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%.
    -[X] Destroy Racial Governments: ... Time: 1 year. Cost: 25,000 credits; +5,000 yearly income... Chance of Success: 80%.
    -[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
    -[X] Public Works Projects: ... Time: Continuous until canceled, locked for duration. Chance of Success: 70%, rolled every year. Cost: -40,000 yearly income for duration of option.
    -[X] Unemployment Benefits: ... Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment.
    -[X] Spies, Analyze Thyself: ... Time: 1 year. Chance of Success: 80%. Cost: -25,000 yearly income.
    -[X] Line of Succession: ... Time: 1 year. Chance of Success: 80%. Cost: 5,000 10,000 credits.
    --[X]Double Down
    -[X] Personal Attention: Marine Expansion
    -[x] Personal Attention: Public Works Projects
    -[X] Personal Attention: Regularize Special Addresses
    [X] Plan Brogatar
    -[X] War Games: The Navy has fully adopted Beshkarian doctrine, but yet lacks experience in the applications. Fortunately, you have another fleet hanging around with which you can practice. Ask Fleet Admiral Kassa'Malan if he will participate in a series of war games to test Beshkarian doctrine. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%. Effect: Run a series of war games with the 3rd Rannoch War Fleet, with them as the defenders and your fleets as the attackers, and get some experience in the particulars of executing the particulars of Beshkarian Doctrine before having to apply them in combat. DC 25 - 22 (adv) = DC 3
    -[X] Slash Naval Production: Virtually all of your orbital industry is naval at this point. You need that production...but so do your civilians. Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%. Effect: Release active military industry to the civilian market at the cost of naval production. Improves civilian economy slower than the, "Release Assets," Stewardship option, but does not require a massive income hit and does reliably improve the civilian economy.
    -[X] Regularize Special Addresses: DC 30 Your special addresses brought a sense of governmental transparency and stability that greatly bolstered the public's willingness to listen to you. This seems like a tradition worth establishing. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%. Effect: Regularize special addresses on a less frequent schedule, improving the ability of the Prime Minister to interact with the Assembly and the populace at large. As a side effect, grants a rather significant and unmatchable incumbent's bonus during election years due to the exclusive platform. DC 30 - 21 (adv) -16 (pa) = DC -7 Auto Success
    -[X] Hard Times, Hard Decisions: This is going to be a rough few years. You need to impress on the people that things will get worse before they get better, but that they will get better...if they're willing to endure the worse. Time: 1 year. Chance of Success: 55%. Cost: 20,000 credits. Effect: Bolster the public's willingness to endure harsh government measures towards fixing this crisis, lessening the impact of any unpopular decisions you make over the next few years .
    -[X] Unemployment Benefits: The problem you face is a lack of consumer goods for the population you have. Providing benefits to the inevitable unemployed won't do anything about that, but it'll at least make sure that everybody can get their hands on food -- of which you do have enough. The Passage of the Army Expansion Act means that there are far fewer people going unfed, reducing the cost of this option, although your civilian industry shortfall remains as urgent a problem. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment. DC 25 - 23 (adv) = DC 2
    -[X] Release Assets: Virmire actually has plenty of industrial assets going, "spare." The issue is that they're mobilized to your control rather than the civilian population's. Now that you've handled the initial response to the crash, releasing these assets is probably one of your better options to start turning things around, as you really don't have a faster way to get industry back under civilian control and producing goods for them. The issue is...doing this has a cost: those assets will not be available to you again until the situation stabilizes and the economy recovers. Time: Indeterminate. Chance of Success: Rolled every year until the cumulative result reaches , with natural 1's inflicting negative progress. Cost: Multiply yearly income by a factor of 0.1; the factor will rise as the option progresses until disappearing entirely at the option's completion. Effect: Release the various assets to which the government has an exclusive claim back to civilian control, giving the civilian economy the shot in the arm it needs to begin making up its crushing shortfalls in a normal manner. DC ??? 23 (adv) + 18 (pa) = ??? Personal attention each turn is a must
    -[X] Piercing the Veil: The MoI, to be frank, is completely obscure to you. It came with the job, as a condition of the job, and you get the impression that Shurna was never much more open with Kerak than she is with you. That said, you think you've earned her respect, and a modicum of loyalty. Certainly, the two of you have a good working relationship. Maybe if you ask real nice, she'll open up to you about how her Ministry actually works. Honestly, she'd better, because you have no idea how you'd go about circumventing that were she disinclined to tell you. Time: 1 year. Chance of Success ? (Rolled with Mira's Intrigue score alone, no hero or minister bonuses applicable). Cost: Free. Effect: Ask Shurna to pretty please tell you how your intelligence ministry works. DC ??? +8 = ???
    -[X] Line of Succession: Durrahe Korun will die at some point in the next ten years. After he is dead, you will need to fill his position. He has compiled a list of candidates, and is willing to mentor one in preparation for the transition. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits. Effect: Go over the list of candidates for the position of Minister of the Sciences and select one to succeed Durrahe when he dies. Durrahe will mentor his replacement and begin easing them into a more active role in the Ministry in preparation for the transfer of power. Reduces or even eliminates shortfalls of a death succession, depending
    -[X] Personal Attention: Hard Times Hard Decisions
    -[X] Personal Attention: Release Assets
    -[X] Personal Attention: Regularize Special Addresses
    [x] Plan Blue
    -[x] War Games: Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. DC:25 -11 = 14
    -[x] Slash Naval Production: Time: 1 year. Cost: Naval production cut in half DC:0
    -[x] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. DC: 30 -10 = 20 -16 = 4
    -[x] Destroy Racial Governments: Time: 1 year. Cost: 25,000 credits; +5,000 yearly income DC:20 -10 = 10
    -[x] Unemployment Benefits: Time: 1 year. Cost: -15,000 yearly income until crisis concludes. DC:25 -11 = 14 -18 = -4
    -[x] Public Works Projects: Time: Continuous until canceled, locked for duration. Cost: -40,000 yearly income for duration of option. DC:30 -14 = 16 -18= -2 rolled every year.
    -[x] Piercing the Veil: Time: 1 year. Cost: Free. DC:? -8 = ?
    -[x] Line of Succession (DD): Time: 1 year. Cost: 5,000 credits. DC:20 - 44 = -24
    --[x] DD
    -[x] Personal Attention: Unemployment Benefits
    -[X] Personal Attention: Regularize Special Addresses
    -[x] Personal Attention: Public Works Projects
    [x] Plan Red
    -[x] War Games (DD): Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. DC:25 -44(DD) = -19
    --[x] DD
    -[x] Marine Expansion: Time: 2 years. Cost: 50,000 credits. DC:30 -11 = 19
    -[x] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. DC: 30 -10 = 20 -16 = 4
    -[x] Destroy Racial Governments: Time: 1 year. Cost: 25,000 credits; +5,000 yearly income DC:20 -10 = 10
    -[x] Unemployment Benefits: Time: 1 year. Cost: -15,000 yearly income until crisis concludes. DC:25 -11 = 14 -18 = -4
    -[x] Public Works Projects: Time: Continuous until canceled, locked for duration. Cost: -40,000 yearly income for duration of option. DC:30 -14 = 16 -18= -2 rolled every year.
    -[x] Spies, Analyze Thyself: Time: 1 year. Cost: -25,000 yearly income DC:20 -11 = 9
    -[x] Line of Succession: Time: 1 year. Cost: 5,000 credits. DC:20 -11 = 9
    -[x] Personal Attention: Unemployment Benefits
    -[X] Personal Attention: Regularize Special Addresses
    -[x] Personal Attention: Public Works Projects
    -[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
    -[X] Slash Naval Production: ... Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%.
    -[X] Destroy Racial Governments: ... Time: 1 year. Cost: 25,000 credits; +5,000 yearly income... Chance of Success: 80%.
    -[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
    -[X] Public Works Projects: ... Time: Continuous until canceled, locked for duration. Chance of Success: 70%, rolled every year. Cost: -40,000 yearly income for duration of option.
    -[X] Unemployment Benefits: ... Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment.
    -[X] Spies, Analyze Thyself: ... Time: 1 year. Chance of Success: 80%. Cost: -25,000 yearly income.
    -[X] Line of Succession: ... Time: 1 year. Chance of Success: 80%. Cost: 5,000 10,000 credits.
    --[X]Double Down
    -[X] Personal Attention: Marine Expansion
    -[x] Personal Attention: Public Works Projects
    -[X] Personal Attention: Regularize Special Addresses
 
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[x] Plan Blue
-[x] War Games: Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. DC:25 -11 = 14
-[x] Slash Naval Production: Time: 1 year. Cost: Naval production cut in half DC:0
-[x] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. DC: 30 -10 = 20 -16 = 4
-[x] Destroy Racial Governments: Time: 1 year. Cost: 25,000 credits; +5,000 yearly income DC:20 -10 = 10
-[x] Unemployment Benefits: Time: 1 year. Cost: -15,000 yearly income until crisis concludes. DC:25 -11 = 14 -18 = -4
-[x] Public Works Projects: Time: Continuous until canceled, locked for duration. Cost: -40,000 yearly income for duration of option. DC:30 -14 = 16 -18= -2 rolled every year.
-[x] Piercing the Veil: Time: 1 year. Cost: Free. DC:? -8 = ?
-[x] Line of Succession (DD): Time: 1 year. Cost: 5,000 credits. DC:20 - 44 = -24
--[x] DD
-[x] Personal Attention: Unemployment Benefits
-[x] Personal Attention: Regularize Special Addresses
-[x] Personal Attention: Public Works Projects

Budget: 265
Income: 246
Costs: 20+25+5*2=55
Expenses: 20-5+15+40=70
Remainder: 210
Projected Income: 176

Projected Budget: 386,000 credits
Average DC: -.25 + (x/8)
Median DC: 0
Range: -24 to 14 (38)


[x] Plan Red
-[x] War Games (DD): Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. DC:25 -44(DD) = -19
--[x] DD
-[x] Marine Expansion: Time: 2 years. Cost: 50,000 credits. DC:30 -11 = 19
-[x] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. DC: 30 -10 = 20 -16 = 4
-[x] Destroy Racial Governments: Time: 1 year. Cost: 25,000 credits; +5,000 yearly income DC:20 -10 = 10
-[x] Unemployment Benefits: Time: 1 year. Cost: -15,000 yearly income until crisis concludes. DC:25 -11 = 14 -18 = -4
-[x] Public Works Projects: Time: Continuous until canceled, locked for duration. Cost: -40,000 yearly income for duration of option. DC:30 -14 = 16 -18 = -2 rolled every year.
-[x] Spies, Analyze Thyself: Time: 1 year. Cost: -25,000 yearly income DC:20 -11 = 9
-[x] Line of Succession: Time: 1 year. Cost: 5,000 credits. DC:20 -11 = 9
-[x] Personal Attention: Unemployment Benefits
-[x] Personal Attention: Regularize Special Addresses
-[x] Personal Attention: Public Works Projects

Budget: 265
Income: 246
Costs: 20*2+50+25+5=120
Expenses: 20-5+15+40+25=95
Remainder: 145
Projected Income: 151

Project Budget: 296,000 credits
Average DC: 3.25
Median DC: 9
Range: -19 to 19 (38)
 
[X]Plan Guns And Butter
Because I don't see a better option.

[X] Plan Brogatar

[X] War Games: The Navy has fully adopted Beshkarian doctrine, but yet lacks experience in the applications. Fortunately, you have another fleet hanging around with which you can practice. Ask Fleet Admiral Kassa'Malan if he will participate in a series of war games to test Beshkarian doctrine. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%. Effect: Run a series of war games with the 3rd Rannoch War Fleet, with them as the defenders and your fleets as the attackers, and get some experience in the particulars of executing the particulars of Beshkarian Doctrine before having to apply them in combat. DC 25 - 22 (adv) = DC 3

[X] Slash Naval Production: Virtually all of your orbital industry is naval at this point. You need that production...but so do your civilians. Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%. Effect: Release active military industry to the civilian market at the cost of naval production. Improves civilian economy slower than the, "Release Assets," Stewardship option, but does not require a massive income hit and does reliably improve the civilian economy.

[X] Regularize Special Addresses: DC 30 Your special addresses brought a sense of governmental transparency and stability that greatly bolstered the public's willingness to listen to you. This seems like a tradition worth establishing. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%. Effect: Regularize special addresses on a less frequent schedule, improving the ability of the Prime Minister to interact with the Assembly and the populace at large. As a side effect, grants a rather significant and unmatchable incumbent's bonus during election years due to the exclusive platform. DC 30 - 21 (adv) -16 (pa) = DC -7 Auto Success

[X] Hard Times, Hard Decisions: This is going to be a rough few years. You need to impress on the people that things will get worse before they get better, but that they will get better...if they're willing to endure the worse. Time: 1 year. Chance of Success: 55%. Cost: 20,000 credits. Effect: Bolster the public's willingness to endure harsh government measures towards fixing this crisis, lessening the impact of any unpopular decisions you make over the next few years .
DC 45 - 21 (adv) - 16 (pa) = DC 8

[X] Unemployment Benefits: The problem you face is a lack of consumer goods for the population you have. Providing benefits to the inevitable unemployed won't do anything about that, but it'll at least make sure that everybody can get their hands on food -- of which you do have enough. The Passage of the Army Expansion Act means that there are far fewer people going unfed, reducing the cost of this option, although your civilian industry shortfall remains as urgent a problem. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment. DC 25 - 23 (adv) = DC 2

[X] Release Assets: Virmire actually has plenty of industrial assets going, "spare." The issue is that they're mobilized to your control rather than the civilian population's. Now that you've handled the initial response to the crash, releasing these assets is probably one of your better options to start turning things around, as you really don't have a faster way to get industry back under civilian control and producing goods for them. The issue is...doing this has a cost: those assets will not be available to you again until the situation stabilizes and the economy recovers. Time: Indeterminate. Chance of Success: Rolled every year until the cumulative result reaches [???], with natural 1's inflicting negative progress. Cost: Multiply yearly income by a factor of 0.1; the factor will rise as the option progresses until disappearing entirely at the option's completion. Effect: Release the various assets to which the government has an exclusive claim back to civilian control, giving the civilian economy the shot in the arm it needs to begin making up its crushing shortfalls in a normal manner. DC ??? 23 (adv) + 18 (pa) = ??? Personal attention each turn is a must

[X] Piercing the Veil: The MoI, to be frank, is completely obscure to you. It came with the job, as a condition of the job, and you get the impression that Shurna was never much more open with Kerak than she is with you. That said, you think you've earned her respect, and a modicum of loyalty. Certainly, the two of you have a good working relationship. Maybe if you ask real nice, she'll open up to you about how her Ministry actually works. Honestly, she'd better, because you have no idea how you'd go about circumventing that were she disinclined to tell you. Time: 1 year. Chance of Success ? (Rolled with Mira's Intrigue score alone, no hero or minister bonuses applicable). Cost: Free. Effect: Ask Shurna to pretty please tell you how your intelligence ministry works. DC ??? +8 = ???

[X] Line of Succession: Durrahe Korun will die at some point in the next ten years. After he is dead, you will need to fill his position. He has compiled a list of candidates, and is willing to mentor one in preparation for the transition. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits. Effect: Go over the list of candidates for the position of Minister of the Sciences and select one to succeed Durrahe when he dies. Durrahe will mentor his replacement and begin easing them into a more active role in the Ministry in preparation for the transfer of power. Reduces or even eliminates shortfalls of a death succession, depending
on how long Durrahe has to work. DC 20 -22 (adv) = -2 Auto Success

[X] Personal Attention: Hard Times Hard Decisions

[X] Personal Attention: Release Assets

[X] Personal Attention: Regularize Special Addresses

This will be painful but hopefully this will keep us ahead of the curb.

Well...
1) Check you DCs. When applied to task, minister's bonus is half of their relevant rating unless stated otherwise.
2) Military options are counterproductive to one another - Slash Naval Production inherently means that we're not going on offensive (Unless you don't think that we need ships to do so), while taking Wargames now both rids us of space-filler and prepares us for naval offensive, which we're not going to do.
Also, no Marine Expansion, meaning at least 2 more years until we can go on offensive - and likely more, because we don't have ships to quarantine more planets (And wouldn't have enough to hold already existing quarantine, because, you know, casualties) and we don't have anything to reduce number of planets under quarantine (Because no combat-capable army).
3) Diplomacy - why Hard Decisions, when this is an election year (Basically telling everyone "Guys, I don't want this chair!") and your plan is set up to skip & jump on that crisis at the cost of military - navy in particular??
Is the text wrong and you thought that that option adresses K'Sharr to make him part with all the assets?
4) Where is Double Down or Expedite? If you can't see any task which requires one, at least throw DD at Line of Succession, we could find a use for somewhat decent replacement for Durrahe.
 
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As a general notice, folks, I've tweaked the income hit on, "Release Assets." It now multiplies income by 0.1 immediately, without imposing a constant, ongoing multiplier. Thus, the initial hit is the same, but later costs or improvements will work as normal. In addition, this hit will in and of itself improve somewhat over time.

This is for game balance reasons.
 
Releasing assets means not being able to take any actions next year, as we will have only about 20,000 of our normal 200,000 credits. I hope we can all agree that skipping our next turn due to near bankruptcy would be a bad thing?

[X]Plan Guns And Butter
 
[X] Plan Send In The Marines
-[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
DC: 31-11-24 = -4 (success guaranteed except on a natural 1, 50%+ chance of crit?)
-[X] Slash Naval Production: ... Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%.
-[X] Destroy Racial Governments: ... Time: 1 year. Cost: 25,000 credits; +5,000 yearly income... Chance of Success: 80%.
DC: 21-10 = 11
-[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
DC: 31-10-16 = 5
-[X] Public Works Projects: ... Time: Continuous until canceled, locked for duration. Chance of Success: 70%, rolled every year. Cost: -40,000 yearly income for duration of option.
DC: 31-12-18 = 1
-[X] Unemployment Benefits: ... Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment.
DC: 26-12 = 14
-[X] Spies, Analyze Thyself: ... Time: 1 year. Chance of Success: 80%. Cost: -25,000 yearly income.
DC: 21-12 = 9
-[X] Line of Succession: ... Time: 1 year. Chance of Success: 80%. Cost: 5,000 10,000 credits.
--[X] Double Down
DC: 21-44 = -23 (!). High likelihood ofcritting
-[X] Personal Attention: Marine Expansion
-[X] Personal Attention: Public Works Projects
-[X] Personal Attention: Regularize Special Addresses

Posted Simon's plan for them.

And I just do not get why people are voting for You's plan. It's just asking for the crash to resume as it does very little to actually put off the crash resuming.
 
As a general notice, folks, I've tweaked the income hit on, "Release Assets." It now multiplies income by 0.1 immediately, without imposing a constant, ongoing multiplier. Thus, the initial hit is the same, but later costs or improvements will work as normal. In addition, this hit will in and of itself improve somewhat over time.

This is for game balance reasons.

Meh, we can take it.
It's like turn 1, just with a bit bigger chessboard!

And I just do not get why people are voting for You's plan. It's just asking for the crash to resume as it does very little to actually put off the crash resuming.

Well-reasoned plan, which does ensure political stability (Aka not risking new government screwing everything up), military capability (Aka not becoming bug food) and sets us up for economical recovery.
Sure, not as good on economical axis, but doesn't screw up other two.
 
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Haha, so do I. First, though, I want to note that I don't think that we technically need another option to fix the problems in the economy. I am concerned that if we don't make heavy strides in fixing the economy soon, it might get worse before it gets better. Maybe my concern is off-base and the sheer amount of money we're pumping into the economy to keep it stable will prevent any further collapse before the benefits from Public Works Projects really hit, but I don't know that that's the case.
I don't think it's a concern unless the dice rolls go really bad, but if the dice choose to screw us we don't really have a defence.
And I think that with the amounts we are throwing into economic surveillance, we should have sufficient warning to adjust as necessary.

The crash is currently stalled, not stopped, thanks to our efforts last year. If we do not either Slash Naval Production or Release Assets this year, we will see the civilian economy crash harder and our income will drop substantially.
I do not believe this is stated anywhere. Or even implied.
We literally took an extra ten percent of the Virmire population into the military in the single largest training and stimulus program ever.
And we're putting them to work building civilian infrastructure, which should be ready as the products of training come out.

The public works program and the unemployment benefits program help, but I'd hardly characterize them as a decisive act that will pull the economy out of a tail spin. They are long-term, slow measures that will help, but will do very little as a shot in the arm for our economy. We need civilian factories and civilian infrastructure now, not ten years from now.
FDR's Public Works Administration (started in 1933) kept people employed, but the Great Depression continued until 1939.
1) The Public Works Projects is explicitly characterized as being capable of building our way out of the crisis. Now.

Furthermore, I think you are overlooking a pertinent fact: We are still at war.
The Rachni give no fucks about our economic problems. We still have to maintain military force levels.
Losing Attican Beta's extractive economy because it got torched by a Rachni attack fleet will tip us into problems even harder than our current issues.

2) BTW, the Great Depression was largely done by 1936, and trending further down; unemployment was down from ~25% to 11%, and most economic indicators had recovered. Then Roosevelt unwittingly sabotaged the recovery in 1937 by cutting spending and raising taxes, tipping the economy back into a crash.
By 1936, the main economic indicators had regained the levels of the late 1920s, except for unemployment, which remained high at 11%, although this was considerably lower than the 25% unemployment rate seen in 1933. In the spring of 1937, American industrial production exceeded that of 1929 and remained level until June 1937. In June 1937, the Roosevelt administration cut spending and increased taxation in an attempt to balance the federal budget.[159] The American economy then took a sharp downturn, lasting for 13 months through most of 1938. Industrial production fell almost 30 per cent within a few months and production of durable goods fell even faster. Unemployment jumped from 14.3% in 1937 to 19.0% in 1938, rising from 5 million to more than 12 million in early 1938.[160] Manufacturing output fell by 37% from the 1937 peak and was back to 1934 levels.[161]

Great Depression - Wikipedia

Relevant bit is the non-orange.
[...]
If we take the public works without reducing our war footing those projects will sit barren and fallow
We are building new civilian industry at an effective cost of 90,000+ credits yearly.
Just in time for the Crash Course students to get out of school.
And reducing our war footing against a larger enemy is asking for the Rachni to eat our collective faces.
Adhoc vote count started by uju32 on May 18, 2018 at 2:14 PM, finished with 27 posts and 20 votes.

  • [X]Plan Guns And Butter
    -[X]Martial 1: Marine Expansion: 50,000 credits: 2 years: DC 31 - Minister 11 = DC20
    -[X]Martial 2: War Games: 20,000 credits: 1 year: DC26 - Minister 11 = DC15
    -[X]Diplomacy 1: Regularize Special Addresses: -20,000 yearly Income: 1 year: DC 31 - Minister 11 - PA16 = DC4
    -[X]Diplomacy 2: Cut Them Off At The Knees: 25,000 credits: 1 year: DC46 - Minister 11 - PA16 = DC19
    -[X]Stewardship 1: Public Works Projects: -40,000 yearly Income: Locked for duration: DC31 - Minister 12 - PA 18 = DC1
    -[X]Stewardship 2: Unemployment Benefits: -15,000 yearly Income: 1 year: DC 26 - Minister 12 = DC14
    -[X]Intrigue 1: Spies, Analyze Thyself: -25,000 yearly Income: 1 year: DC21 - Minister 12= DC9
    -[X]Learning 1: Line of Succession: 5,000 *2: 1 year: DC21 - Minister 44 = DC-23(Autosuccess)
    --[X]Double Down
    -[X]Personal 1: Personal Attention Public Works Projects
    -[X]Personal 2: Personal Attention Regularize Special Addresses
    -[X]Personal 3: Personal Attention Cut Them Off At The Knees
    [X] Plan Brogatar
    -[X] War Games: The Navy has fully adopted Beshkarian doctrine, but yet lacks experience in the applications. Fortunately, you have another fleet hanging around with which you can practice. Ask Fleet Admiral Kassa'Malan if he will participate in a series of war games to test Beshkarian doctrine. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%. Effect: Run a series of war games with the 3rd Rannoch War Fleet, with them as the defenders and your fleets as the attackers, and get some experience in the particulars of executing the particulars of Beshkarian Doctrine before having to apply them in combat. DC 25 - 22 (adv) = DC 3
    -[X] Slash Naval Production: Virtually all of your orbital industry is naval at this point. You need that production...but so do your civilians. Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%. Effect: Release active military industry to the civilian market at the cost of naval production. Improves civilian economy slower than the, "Release Assets," Stewardship option, but does not require a massive income hit and does reliably improve the civilian economy.
    -[X] Regularize Special Addresses: DC 30 Your special addresses brought a sense of governmental transparency and stability that greatly bolstered the public's willingness to listen to you. This seems like a tradition worth establishing. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%. Effect: Regularize special addresses on a less frequent schedule, improving the ability of the Prime Minister to interact with the Assembly and the populace at large. As a side effect, grants a rather significant and unmatchable incumbent's bonus during election years due to the exclusive platform. DC 30 - 21 (adv) -16 (pa) = DC -7 Auto Success
    -[X] Hard Times, Hard Decisions: This is going to be a rough few years. You need to impress on the people that things will get worse before they get better, but that they will get better...if they're willing to endure the worse. Time: 1 year. Chance of Success: 55%. Cost: 20,000 credits. Effect: Bolster the public's willingness to endure harsh government measures towards fixing this crisis, lessening the impact of any unpopular decisions you make over the next few years .
    -[X] Unemployment Benefits: The problem you face is a lack of consumer goods for the population you have. Providing benefits to the inevitable unemployed won't do anything about that, but it'll at least make sure that everybody can get their hands on food -- of which you do have enough. The Passage of the Army Expansion Act means that there are far fewer people going unfed, reducing the cost of this option, although your civilian industry shortfall remains as urgent a problem. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment. DC 25 - 23 (adv) = DC 2
    -[X] Release Assets: Virmire actually has plenty of industrial assets going, "spare." The issue is that they're mobilized to your control rather than the civilian population's. Now that you've handled the initial response to the crash, releasing these assets is probably one of your better options to start turning things around, as you really don't have a faster way to get industry back under civilian control and producing goods for them. The issue is...doing this has a cost: those assets will not be available to you again until the situation stabilizes and the economy recovers. Time: Indeterminate. Chance of Success: Rolled every year until the cumulative result reaches , with natural 1's inflicting negative progress. Cost: Multiply yearly income by a factor of 0.1; the factor will rise as the option progresses until disappearing entirely at the option's completion. Effect: Release the various assets to which the government has an exclusive claim back to civilian control, giving the civilian economy the shot in the arm it needs to begin making up its crushing shortfalls in a normal manner. DC ??? 23 (adv) + 18 (pa) = ??? Personal attention each turn is a must
    -[X] Piercing the Veil: The MoI, to be frank, is completely obscure to you. It came with the job, as a condition of the job, and you get the impression that Shurna was never much more open with Kerak than she is with you. That said, you think you've earned her respect, and a modicum of loyalty. Certainly, the two of you have a good working relationship. Maybe if you ask real nice, she'll open up to you about how her Ministry actually works. Honestly, she'd better, because you have no idea how you'd go about circumventing that were she disinclined to tell you. Time: 1 year. Chance of Success ? (Rolled with Mira's Intrigue score alone, no hero or minister bonuses applicable). Cost: Free. Effect: Ask Shurna to pretty please tell you how your intelligence ministry works. DC ??? +8 = ???
    -[X] Line of Succession: Durrahe Korun will die at some point in the next ten years. After he is dead, you will need to fill his position. He has compiled a list of candidates, and is willing to mentor one in preparation for the transition. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits. Effect: Go over the list of candidates for the position of Minister of the Sciences and select one to succeed Durrahe when he dies. Durrahe will mentor his replacement and begin easing them into a more active role in the Ministry in preparation for the transfer of power. Reduces or even eliminates shortfalls of a death succession, depending
    -[X] Personal Attention: Hard Times Hard Decisions
    -[X] Personal Attention: Release Assets
    -[X] Personal Attention: Regularize Special Addresses
    [x] Plan Blue
    -[x] War Games: Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. DC:25 -11 = 14
    -[x] Slash Naval Production: Time: 1 year. Cost: Naval production cut in half DC:0
    -[x] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. DC: 30 -10 = 20 -16 = 4
    -[x] Destroy Racial Governments: Time: 1 year. Cost: 25,000 credits; +5,000 yearly income DC:20 -10 = 10
    -[x] Unemployment Benefits: Time: 1 year. Cost: -15,000 yearly income until crisis concludes. DC:25 -11 = 14 -18 = -4
    -[x] Public Works Projects: Time: Continuous until canceled, locked for duration. Cost: -40,000 yearly income for duration of option. DC:30 -14 = 16 -18= -2 rolled every year.
    -[x] Piercing the Veil: Time: 1 year. Cost: Free. DC:? -8 = ?
    -[x] Line of Succession (DD): Time: 1 year. Cost: 5,000 credits. DC:20 - 44 = -24
    --[x] DD
    -[x] Personal Attention: Unemployment Benefits
    -[X] Personal Attention: Regularize Special Addresses
    -[x] Personal Attention: Public Works Projects
    [X] Plan Send In The Marines
    -[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
    -[X] Slash Naval Production: ... Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%.
    -[X] Destroy Racial Governments: ... Time: 1 year. Cost: 25,000 credits; +5,000 yearly income... Chance of Success: 80%.
    -[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
    -[X] Public Works Projects: ... Time: Continuous until canceled, locked for duration. Chance of Success: 70%, rolled every year. Cost: -40,000 yearly income for duration of option.
    -[X] Unemployment Benefits: ... Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment.
    -[X] Spies, Analyze Thyself: ... Time: 1 year. Chance of Success: 80%. Cost: -25,000 yearly income.
    -[X] Line of Succession: ... Time: 1 year. Chance of Success: 80%. Cost: 5,000 10,000 credits.
    --[X]Double Down
    -[X] Personal Attention: Marine Expansion
    -[x] Personal Attention: Public Works Projects
    -[X] Personal Attention: Regularize Special Addresses

Adhoc vote count started by uju32 on May 18, 2018 at 2:23 PM, finished with 30 posts and 22 votes.

  • [X]Plan Guns And Butter
    -[X]Martial 1: Marine Expansion: 50,000 credits: 2 years: DC 31 - Minister 11 = DC20
    -[X]Martial 2: War Games: 20,000 credits: 1 year: DC26 - Minister 11 = DC15
    -[X]Diplomacy 1: Regularize Special Addresses: -20,000 yearly Income: 1 year: DC 31 - Minister 11 - PA16 = DC4
    -[X]Diplomacy 2: Cut Them Off At The Knees: 25,000 credits: 1 year: DC46 - Minister 11 - PA16 = DC19
    -[X]Stewardship 1: Public Works Projects: -40,000 yearly Income: Locked for duration: DC31 - Minister 12 - PA 18 = DC1
    -[X]Stewardship 2: Unemployment Benefits: -15,000 yearly Income: 1 year: DC 26 - Minister 12 = DC14
    -[X]Intrigue 1: Spies, Analyze Thyself: -25,000 yearly Income: 1 year: DC21 - Minister 12= DC9
    -[X]Learning 1: Line of Succession: 5,000 *2: 1 year: DC21 - Minister 44 = DC-23(Autosuccess)
    --[X]Double Down
    -[X]Personal 1: Personal Attention Public Works Projects
    -[X]Personal 2: Personal Attention Regularize Special Addresses
    -[X]Personal 3: Personal Attention Cut Them Off At The Knees
    [X] Plan Brogatar
    -[X] War Games: The Navy has fully adopted Beshkarian doctrine, but yet lacks experience in the applications. Fortunately, you have another fleet hanging around with which you can practice. Ask Fleet Admiral Kassa'Malan if he will participate in a series of war games to test Beshkarian doctrine. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%. Effect: Run a series of war games with the 3rd Rannoch War Fleet, with them as the defenders and your fleets as the attackers, and get some experience in the particulars of executing the particulars of Beshkarian Doctrine before having to apply them in combat. DC 25 - 22 (adv) = DC 3
    -[X] Slash Naval Production: Virtually all of your orbital industry is naval at this point. You need that production...but so do your civilians. Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%. Effect: Release active military industry to the civilian market at the cost of naval production. Improves civilian economy slower than the, "Release Assets," Stewardship option, but does not require a massive income hit and does reliably improve the civilian economy.
    -[X] Regularize Special Addresses: DC 30 Your special addresses brought a sense of governmental transparency and stability that greatly bolstered the public's willingness to listen to you. This seems like a tradition worth establishing. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%. Effect: Regularize special addresses on a less frequent schedule, improving the ability of the Prime Minister to interact with the Assembly and the populace at large. As a side effect, grants a rather significant and unmatchable incumbent's bonus during election years due to the exclusive platform. DC 30 - 21 (adv) -16 (pa) = DC -7 Auto Success
    -[X] Hard Times, Hard Decisions: This is going to be a rough few years. You need to impress on the people that things will get worse before they get better, but that they will get better...if they're willing to endure the worse. Time: 1 year. Chance of Success: 55%. Cost: 20,000 credits. Effect: Bolster the public's willingness to endure harsh government measures towards fixing this crisis, lessening the impact of any unpopular decisions you make over the next few years .
    -[X] Unemployment Benefits: The problem you face is a lack of consumer goods for the population you have. Providing benefits to the inevitable unemployed won't do anything about that, but it'll at least make sure that everybody can get their hands on food -- of which you do have enough. The Passage of the Army Expansion Act means that there are far fewer people going unfed, reducing the cost of this option, although your civilian industry shortfall remains as urgent a problem. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment. DC 25 - 23 (adv) = DC 2
    -[X] Release Assets: Virmire actually has plenty of industrial assets going, "spare." The issue is that they're mobilized to your control rather than the civilian population's. Now that you've handled the initial response to the crash, releasing these assets is probably one of your better options to start turning things around, as you really don't have a faster way to get industry back under civilian control and producing goods for them. The issue is...doing this has a cost: those assets will not be available to you again until the situation stabilizes and the economy recovers. Time: Indeterminate. Chance of Success: Rolled every year until the cumulative result reaches , with natural 1's inflicting negative progress. Cost: Multiply yearly income by a factor of 0.1; the factor will rise as the option progresses until disappearing entirely at the option's completion. Effect: Release the various assets to which the government has an exclusive claim back to civilian control, giving the civilian economy the shot in the arm it needs to begin making up its crushing shortfalls in a normal manner. DC ??? 23 (adv) + 18 (pa) = ??? Personal attention each turn is a must
    -[X] Piercing the Veil: The MoI, to be frank, is completely obscure to you. It came with the job, as a condition of the job, and you get the impression that Shurna was never much more open with Kerak than she is with you. That said, you think you've earned her respect, and a modicum of loyalty. Certainly, the two of you have a good working relationship. Maybe if you ask real nice, she'll open up to you about how her Ministry actually works. Honestly, she'd better, because you have no idea how you'd go about circumventing that were she disinclined to tell you. Time: 1 year. Chance of Success ? (Rolled with Mira's Intrigue score alone, no hero or minister bonuses applicable). Cost: Free. Effect: Ask Shurna to pretty please tell you how your intelligence ministry works. DC ??? +8 = ???
    -[X] Line of Succession: Durrahe Korun will die at some point in the next ten years. After he is dead, you will need to fill his position. He has compiled a list of candidates, and is willing to mentor one in preparation for the transition. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits. Effect: Go over the list of candidates for the position of Minister of the Sciences and select one to succeed Durrahe when he dies. Durrahe will mentor his replacement and begin easing them into a more active role in the Ministry in preparation for the transfer of power. Reduces or even eliminates shortfalls of a death succession, depending
    -[X] Personal Attention: Hard Times Hard Decisions
    -[X] Personal Attention: Release Assets
    -[X] Personal Attention: Regularize Special Addresses
    [X] Plan Send In The Marines
    -[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
    -[X] Slash Naval Production: ... Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%.
    -[X] Destroy Racial Governments: ... Time: 1 year. Cost: 25,000 credits; +5,000 yearly income... Chance of Success: 80%.
    -[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
    -[X] Public Works Projects: ... Time: Continuous until canceled, locked for duration. Chance of Success: 70%, rolled every year. Cost: -40,000 yearly income for duration of option.
    -[X] Unemployment Benefits: ... Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment.
    -[X] Spies, Analyze Thyself: ... Time: 1 year. Chance of Success: 80%. Cost: -25,000 yearly income.
    -[X] Line of Succession: ... Time: 1 year. Chance of Success: 80%. Cost: 5,000 10,000 credits.
    --[X]Double Down
    -[X] Personal Attention: Marine Expansion
    -[x] Personal Attention: Public Works Projects
    -[X] Personal Attention: Regularize Special Addresses
    [x] Plan Blue
    -[x] War Games: Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. DC:25 -11 = 14
    -[x] Slash Naval Production: Time: 1 year. Cost: Naval production cut in half DC:0
    -[x] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. DC: 30 -10 = 20 -16 = 4
    -[x] Destroy Racial Governments: Time: 1 year. Cost: 25,000 credits; +5,000 yearly income DC:20 -10 = 10
    -[x] Unemployment Benefits: Time: 1 year. Cost: -15,000 yearly income until crisis concludes. DC:25 -11 = 14 -18 = -4
    -[x] Public Works Projects: Time: Continuous until canceled, locked for duration. Cost: -40,000 yearly income for duration of option. DC:30 -14 = 16 -18= -2 rolled every year.
    -[x] Piercing the Veil: Time: 1 year. Cost: Free. DC:? -8 = ?
    -[x] Line of Succession (DD): Time: 1 year. Cost: 5,000 credits. DC:20 - 44 = -24
    --[x] DD
    -[x] Personal Attention: Unemployment Benefits
    -[X] Personal Attention: Regularize Special Addresses
    -[x] Personal Attention: Public Works Projects
 
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