Voting is open
In any event, the plan has always been for it to conclude in Year 22, and it has been labeled as such in the Status Screen ever since I got around to adding the Learning section some in-game years ago.
Noted.
That complicates some of my background planning for Turn 21, but not hugely.
I think. Let me check my notes....

To be fair, this IS the woman who originally took power in a military coup because her corrupt hack of a predecessor was going to get them all killed with his stupidity and incompetence.
True.
But that was more of an extremis situation as far as I can tell, after the dummkopf managed to, against military advice, get half the fleet slaughtered in what was, IIRC, either a stunt to enhance his standing before impending elections or a tantrum.

It didn't strike me as a fundamental part of her current characterization.
*le shrug*
If she acts with respect for laws when it's inconvenient, it's because she's sat down and made a considered decision that the long term consequences of lawbreaking will be worse.
That's usually the rationale for obeying laws in the first place.
At least for precedent-setting public personalities.
 
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Noted.
That complicates some of my background planning for Turn 21, but not hugely.
I think. Let me check my notes....
*blink* You have notes?

I'm flattered.
True.
But that was more of an extremis situation as far as I can tell, after the dummkopf managed to, against military advice, get half the fleet slaughtered in what was, IIRC, either a stunt to enhance his standing before impending elections or a tantrum.

It didn't strike me as a fundamental part of her current characterization.
*le shrug*
Mira is a very cold-blooded woman when she needs to be. To date, you all have been very good at finding that proverbial, "other way."

If convinced that the first way is needful, Mira does not, however, hesitate.
 
That's usually the rationale for obeying laws in the first place.
At least for precedent-setting public personalities.
Sure, but a lot of public personalities are, on some level, old fogies who value precedent at least a bit, and who are set enough in their way

Mira is still young- she's about 150, which is something like her late twenties or early thirties in 'human years.' Still in the maiden stage and likely to be relatively open to disrupting the systems around her if she thinks the long-term consequences will pay off.
 
*blink* You have notes?
I'm flattered.
Not that huge, tbh, just a text document with a budget template and a couple timesaving notes and reminders I update occasionally.
Quest isn't complicated enough to require spreadsheets and design documents.
Thankfully:p
Mira is a very cold-blooded woman when she needs to be. To date, you all have been very good at finding that proverbial, "other way." If convinced that the first way is needful, Mira does not, however, hesitate.
Mercenary for hire in the Terminus. Successful mercenary for hire, with all that entails about a person's psych.
I thought that looking for somewhere to settle down meant she'd worked that much out of her system, at a minimum.
Apparently not.
 
Not that huge, tbh, just a text document with a budget template and a couple timesaving notes and reminders I update occasionally.
Quest isn't complicated enough to require spreadsheets and design documents.
Thankfully:p
*shudders* Peace, no. That's what I want to avoid! :D
Mercenary for hire in the Terminus. Successful mercenary for hire, with all that entails about a person's psych.
I thought that looking for somewhere to settle down meant she'd worked that much out of her system, at a minimum.
Apparently not.
Oh, she did. Or so she thought. In reality, the settling down in a peaceful, prosperous place just meant she no longer needed to make those kinds of decisions.

Then the Rachni happened. She went into politics, by way of the military. She started needing it again.
 
More than that, though, I have had it made very clear to me that players hate it when them doing something has second-or-above-order consequences on PC characterization. Thus, I determine what's going through Mira's head when she picks an option. Regardless of how any given option might logically impact her characterization, it would be a grave mistake to assume that the player base has any consistent indirect influence on her character. In short, I object -- strongly -- to your characterization of player choice having impacts on Mira as a paradigm. It does not.
So our POV character is, and stall remain, a black cardboard cut-out.
Disappointing. Convenient from a votes and actions but nonetheless disappointing.
 
So our POV character is, and stall remain, a black cardboard cut-out.
Disappointing. Convenient from a votes and actions but nonetheless disappointing.
Sneer if you want, but Mira has a pretty vivid and distinctive personality in my eyes. I strongly suspect that if we had a protagonist with a different personality, we'd get different options- things Mira can't do, or wouldn't think of doing.

I also strongly suspect that if we consistently voted for a protagonist to do certain things over and over, Poptart eventually would show it impacting their personality... because character evolution and development are things they do.

But as explicitly pointed out, Poptart's had very bad experiences with quest voters having meta-arguments of the form "if we __________, it'll start changing our protagonist's mindset! You fools! We must/can't _______!" And that kind of debate can be deeply toxic.

So it'd be unreasonable to expect Poptart to not react against that at least a little, by affirming that the protagonist's personality has an independent existence, is not just putty in our hands, and isn't going to be randomly turned inside out by any single decision we make.
 
Okay, here's an alternative I don't think I'm seeing, partially to see what it would do to the budget:
(Priorities: make Release Assets workable, try to get past that hit as soon as possible, and keep as much of our savings as we can. Also, apparently, get a worthy successor to Durrahe, because he deserves one.)

[x] Plan Fix the D*** Economy
-[x] Slash Naval Production: Cost: halve naval production. Chance of Success: 100% (+11, total 111% - autosucceed, chance for crits?)
-[x] Army Reform: Cost: -35,000 yearly income. Chance of Success: 60% (+11 +24, total 95%)
-[x] Regularize Special Addresses: Cost: -20,000 yearly income. Chance of Success: 70% (+10, total 80%)
-[x] Cut Them Off At the Knees: Cost: 25,000 credits. Chance of Success: 55% (+10 +16, total 81%)
-[x] Unemployment Benefits: Cost: -15,000 yearly income for duration of crisis. Chance of Success: 75%. (+12, total 87%)
-[x] Release Assets: 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 immediately. Income will slowly recover over time. (+12 +18, total [roll] + 30)
-[x] Intrigue: Spies, Analyze Thyself: Cost: -25,000 yearly income. Chance of Success: 80%. (+12, total 92%)
-[x] Line of Succession: Cost: 5,000 10,000 credits. Chance of Success: 80%. (+44, total 124% - autosucceed, high crit chance)
--[x] DD
-[x] Personal Attention (Army Reform)
-[x] Personal Attention (Cut Them Off At the Knees)
-[x] Personal Attention (Release Assets)

Income hits: 246,000 -95,000, x0.1 = 15,100 yearly income
Credit Reserves: 265,000 credits - 35,000.
Next year's starting budget: 245,100 credits
Analysis: It will suck on turn 22, or if we get attacked next turn, but it leaves a good chance of getting our economy up and running, and we'll get the income from Fun Coupons back after that.

Hmm. On another topic, heavily fortifying relays seems to be a decent complement to raiding doctrine - making sure that our fleets have somewhere safe to return to. Once we have this crisis more or less under control, we might want to look at improved design/increased production of our defense platforms.

Also, providing a list of plans posted since the vote-open threadmark, for comparison:
[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

[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 Send In The Marines
-[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
DC: 31-11-24 = -4 (!)
-[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 (!)
-[X] Personal Attention: Marine Expansion
-[X] Personal Attention: Public Works Projects
-[X] Personal Attention: Regularize Special Addresses

[X] Plan Slash Naval Production, Not Racial Governments
-[X] War Games. Cost: 20,000 credits. DC: 26-11 = 15
-[X] Slash Naval Production. DC: 0
-[X] Regularize Special Addresses. Cost: -20,000 yearly income. DC: 31-10-16 = 5
-[X] Cut Them Off At the Knees. Cost: 25,000 credits. DC: 46-11-16 = 19
-[X] Public Works Projects. Cost: -40,000 yearly income. DC: 31-12-18 = 1
-[X] Unemployment Benefits. Cost: -15,000 yearly income. DC: 26-12 = 14
-[X] Intrigue: Spies, Analyze Thyself. Cost: -25,000 yearly income. DC: 21-12 = 9
-[X] Line of Succession. Cost: 5,000*2 credits. DC: 21-44 = -23
--[X] Double Down
-[X] Personal Attention: Regularize Special Addresses
-[X] Personal Attention: Cut Them Off At The Knees
-[X] Personal Attention: Public Works Projects

[X] Plan Preparing for Pelenor field
-[X] War Games. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%
-[X] Army Reform. Time: 3 years. Cost: -35,000 yearly income. Chance of Success: 60%
-[X] Regularize Special Addresses. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%
-[X] Cut Them Off At the Knees. Time: 1 year. Chance of Success: 55% (she might decide to refuse your invitation, after all). Cost: 25,000 credits
-[X] Unemployment Benefits. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis
-[X] Release Assets. 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 immediately. Income will slowly recover over time. Personally, I don't think it will be that slow given the bonuses we got
-[X] Sabotage Racial Governments. Time: 1 year. Chance of Success: 75%. Cost: 35,000 credits
-[X] Line of Succession. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits
--[X] DD
-[X] Personal Attention: War Games
-[X] Personal Attention: Army Reform
-[X] Commit Hero Unit (Kurik, Sabotage Racial Governments)

[X]Plan Viking HO!
-[X]Martial 1: Army Reform:
-[X]Martial 2: Slash Naval Production:
-[X]Diplomacy 1: Regularize Special Addresses:
-[X]Diplomacy 2: Cut Them Off At The Knees:
-[X]Stewardship 1: Partial Nationalization:
-[X]Stewardship 2: Unemployment Benefits:
-[X]Intrigue 1: Spies, Analyze Thyself:
-[X]Learning 1: Line of Succession:
--[X]Double Down
-[X]Personal 1: Personal Attention Army Reform
-[X]Personal 2: Personal Attention Regularize Special Addresses
-[X]Personal 3: Personal Attention Cut Them Off At The Knees

[X] Send the Marines AND the Ships
-[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
-[X] War Games: Cost: 20,000 credits Time: 1 year Chance of Success: 75%
-[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] Release Assets: ... Time: Indeterminate. Chance of Success: (Cumulative roll). Cost: Multiply yearly income by a factor of 0.1 immediately.
-[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
 
Inserted tally
Adhoc vote count started by Miner249er on May 19, 2018 at 10:03 AM, finished with 118 posts and 45 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] Send the Marines AND the Ships
    [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] 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 Preparing for Pelenor field
    -[X] War Games. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%
    -[X] Army Reform. Time: 3 years. Cost: -35,000 yearly income. Chance of Success: 60%
    -[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
    -[X] Cut Them Off At the Knees. Time: 1 year. Chance of Success: 55% (she might decide to refuse your invitation, after all). Cost: 25,000 credits
    -[X] Unemployment Benefits. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis
    -[X] Release Assets. 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 immediately. Income will slowly recover over time. Personally, I don't think it will be that slow given the bonuses we got
    -[X] Sabotage Racial Governments. Time: 1 year. Chance of Success: 75%. Cost: 35,000 credits
    -[X] Line of Succession. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits
    --[x] DD
    -[X] Personal Attention: War Games
    -[X] Personal Attention: Army Reform
    -[X] Commit Hero Unit (Kurik, Sabotage Racial Governments)
    [X]Plan Viking HO!
    -[X]Martial 1: Army Reform:
    -[X]Martial 2: Slash Naval Production:
    -[X]Diplomacy 1: Regularize Special Addresses:
    -[X]Diplomacy 2: Cut Them Off At The Knees:
    -[X]Stewardship 1: Partial Nationalization:
    -[X]Stewardship 2: Unemployment Benefits:
    -[X]Intrigue 1: Spies, Analyze Thyself:
    -[X]Learning 1: Line of Succession:
    --[X]Double Down
    -[X]Personal 1: Personal Attention Army Reform
    -[X]Personal 2: Personal Attention Regularize Special Addresses
    -[X]Personal 3: Personal Attention Cut Them Off At The Knees
    [x] Plan Fix the D*** Economy
    -[x] Slash Naval Production: Cost: halve naval production. Chance of Success: 100% (+11, total 111% - autosucceed, chance for crits?)
    -[x] Army Reform: Cost: -35,000 yearly income. Chance of Success: 60% (+11 +24, total 95%)
    -[x] Regularize Special Addresses: Cost: -20,000 yearly income. Chance of Success: 70% (+10, total 80%)
    -[x] Cut Them Off At the Knees: Cost: 25,000 credits. Chance of Success: 55% (+10 +16, total 81%)
    -[x] Unemployment Benefits: Cost: -15,000 yearly income for duration of crisis. Chance of Success: 75%. (+12, total 87%)
    -[x] Release Assets: 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 immediately. Income will slowly recover over time. (+12 +18, total [roll] + 30)
    -[x] Intrigue: Spies, Analyze Thyself: Cost: -25,000 yearly income. Chance of Success: 80%. (+12, total 92%)
    -[x] Line of Succession: Cost: 5,000 10,000 credits. Chance of Success: 80%. (+44, total 124% - autosucceed, high crit chance)
    --[x] DD
    -[X] Personal Attention: Army Reform
    -[X] Personal Attention: Cut Them Off At The Knees
    -[X] Personal Attention: Release Assets
    [X] Plan Slash Naval Production, Not Racial Governments
    -[X] War Games. Cost: 20,000 credits. DC: 26-11 = 15
    -[X] Slash Naval Production. DC: 0
    -[X] Regularize Special Addresses. Cost: -20,000 yearly income. DC: 31-10-16 = 5
    -[X] Cut Them Off At the Knees. Cost: 25,000 credits. DC: 46-11-16 = 19
    -[X] Public Works Projects. Cost: -40,000 yearly income. DC: 31-12-18 = 1
    -[X] Unemployment Benefits. Cost: -15,000 yearly income. DC: 26-12 = 14
    -[X] Intrigue: Spies, Analyze Thyself. Cost: -25,000 yearly income. DC: 21-12 = 9
    -[X] Line of Succession. Cost: 5,000*2 credits. DC: 21-44 = -23
    --[X]Double Down
    -[X] Personal Attention: Regularize Special Addresses
    -[X] Personal Attention: Cut Them Off At The Knees
    -[x] Personal Attention: Public Works Projects
    [X] Send the Marines AND the Ships
    -[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
    -[X] War Games: Cost: 20,000 credits Time: 1 year Chance of Success: 75%
    -[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] Release Assets: ... Time: Indeterminate. Chance of Success: (Cumulative roll). Cost: Multiply yearly income by a factor of 0.1 immediately.
    -[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 Miner249er on May 19, 2018 at 11:48 PM, finished with 122 posts and 48 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] Send the Marines AND the Ships
    [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] 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 Preparing for Pelenor field
    -[X] War Games. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%
    -[X] Army Reform. Time: 3 years. Cost: -35,000 yearly income. Chance of Success: 60%
    -[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
    -[X] Cut Them Off At the Knees. Time: 1 year. Chance of Success: 55% (she might decide to refuse your invitation, after all). Cost: 25,000 credits
    -[X] Unemployment Benefits. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis
    -[X] Release Assets. 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 immediately. Income will slowly recover over time. Personally, I don't think it will be that slow given the bonuses we got
    -[X] Sabotage Racial Governments. Time: 1 year. Chance of Success: 75%. Cost: 35,000 credits
    -[X] Line of Succession. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits
    --[x] DD
    -[X] Personal Attention: War Games
    -[X] Personal Attention: Army Reform
    -[X] Commit Hero Unit (Kurik, Sabotage Racial Governments)
    [X]Plan Viking HO!
    -[X]Martial 1: Army Reform:
    -[X]Martial 2: Slash Naval Production:
    -[X]Diplomacy 1: Regularize Special Addresses:
    -[X]Diplomacy 2: Cut Them Off At The Knees:
    -[X]Stewardship 1: Partial Nationalization:
    -[X]Stewardship 2: Unemployment Benefits:
    -[X]Intrigue 1: Spies, Analyze Thyself:
    -[X]Learning 1: Line of Succession:
    --[X]Double Down
    -[X]Personal 1: Personal Attention Army Reform
    -[X]Personal 2: Personal Attention Regularize Special Addresses
    -[X]Personal 3: Personal Attention Cut Them Off At The Knees
    [x] Plan Fix the D*** Economy
    -[x] Slash Naval Production: Cost: halve naval production. Chance of Success: 100% (+11, total 111% - autosucceed, chance for crits?)
    -[x] Army Reform: Cost: -35,000 yearly income. Chance of Success: 60% (+11 +24, total 95%)
    -[x] Regularize Special Addresses: Cost: -20,000 yearly income. Chance of Success: 70% (+10, total 80%)
    -[x] Cut Them Off At the Knees: Cost: 25,000 credits. Chance of Success: 55% (+10 +16, total 81%)
    -[x] Unemployment Benefits: Cost: -15,000 yearly income for duration of crisis. Chance of Success: 75%. (+12, total 87%)
    -[x] Release Assets: 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 immediately. Income will slowly recover over time. (+12 +18, total [roll] + 30)
    -[x] Intrigue: Spies, Analyze Thyself: Cost: -25,000 yearly income. Chance of Success: 80%. (+12, total 92%)
    -[x] Line of Succession: Cost: 5,000 10,000 credits. Chance of Success: 80%. (+44, total 124% - autosucceed, high crit chance)
    --[x] DD
    -[X] Personal Attention: Army Reform
    -[X] Personal Attention: Cut Them Off At The Knees
    -[X] Personal Attention: Release Assets
    [X] Plan Slash Naval Production, Not Racial Governments
    -[X] War Games. Cost: 20,000 credits. DC: 26-11 = 15
    -[X] Slash Naval Production. DC: 0
    -[X] Regularize Special Addresses. Cost: -20,000 yearly income. DC: 31-10-16 = 5
    -[X] Cut Them Off At the Knees. Cost: 25,000 credits. DC: 46-11-16 = 19
    -[X] Public Works Projects. Cost: -40,000 yearly income. DC: 31-12-18 = 1
    -[X] Unemployment Benefits. Cost: -15,000 yearly income. DC: 26-12 = 14
    -[X] Intrigue: Spies, Analyze Thyself. Cost: -25,000 yearly income. DC: 21-12 = 9
    -[X] Line of Succession. Cost: 5,000*2 credits. DC: 21-44 = -23
    --[X]Double Down
    -[X] Personal Attention: Regularize Special Addresses
    -[X] Personal Attention: Cut Them Off At The Knees
    -[x] Personal Attention: Public Works Projects
    [X] Send the Marines AND the Ships
    -[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
    -[X] War Games: Cost: 20,000 credits Time: 1 year Chance of Success: 75%
    -[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] Release Assets: ... Time: Indeterminate. Chance of Success: (Cumulative roll). Cost: Multiply yearly income by a factor of 0.1 immediately.
    -[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
 
By and large most arguments have already been played out. Personally, I don't think Guns and Butter does enough to assist the Civilian Sector, but then again putting the army to work like that is pretty substantial too.

I'd just rather Release Assets now while we have the most time to work with, considering that it's far more assistance than Public Works, and then get the army trained up so we can secure attican beta so our raiding fleet can actually raid in the near future, but I seem to be a minority.
 
For one thing, I don't personally see Mira doing something very illegal to be remotely out of character at the moment, so if you did go for that, it would change her character not at all.

More than that, though, I have had it made very clear to me that players hate it when them doing something has second-or-above-order consequences on PC characterization..
By the way, would you mind providing examples of what first-order consequences (which players are normally okay with?) versus second-order would be.
 
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