Decided to make a plan that did not use 5 development promises and this is the result:
[X] Plan Limited goals
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
-[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
-[X] 30 points - A relatively limited goal, and about a third more than is required to solve the immediate indicated demand, it is also an unpopular position, indicating that GDI has little real ability to return to prewar plenty. (-15 PS)
-[X] Free Market Party (12)
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
--[X] Take 30 points of Capital Goods
-[X]Hawks (0)
--[X] Take 30 points of Capital Goods
-[X] United Yellow List (10)
--[X] Complete three phases of shell factories.
--[X] Complete at least two phases of orbital communications
-[X]Developmentalists (34)
--[X] Take 30 points of Capital Goods
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI income by at least 400
-[X]Independents (listed by number of votes)
-[X] Starbound Party (2)
--[X] Complete at least three phases of Space Stations
-[X] Socialist Party (2)
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone

The hardest targets are the 400 income but as there are no abatement goals that look doable and 30 points of capital goods but with only 30 consumer goods(i expect us to build a lot more then that) we can focus the HI dice on that. PS will drop by 20 with this plan. The three space stations are easily done in the final year of the plan as we can start 3 different stations and those are only 100 progress each.

Decided to make a plan that did not use 5 development promises and this is the result:
[X] Plan Broad support
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
-[X] 60 points - A substantial wave of new and restored consumer goods production, either through grants, factories, or some combination of the two, is estimated to be enough to meet both indicated and unindicated demand, although those estimates may well be conservative (-5 PS)
-[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
-[X] Free Market Party (12)
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
--[X] Take 30 points of Capital Goods
-[X]Hawks (0)
--[X] Take 30 points of Capital Goods
-[X] United Yellow List (10)
--[X] Complete three phases of shell factories.
--[X] Complete at least two phases of orbital communications
-[X]Developmentalists (34)
--[X] Take 30 points of Capital Goods
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI income by at least 400
-[X]Independents (listed by number of votes)
-[X] Starbound Party (2)
--[X] Complete at least three phases of Space Stations
-[X] Socialist Party (2)
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone

identical to the plan above only this takes 60 consumer goods instead of 30 for 10 more PS for a total of -10PS
 
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[X] Plan All-Around Buy-In
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
-[X] 90 points - A substantially ambitious plan, a full 90 point development would bring back not only prewar luxuries, but also bring many of those luxuries into the yellow zones. While it would inherently define the plan, it is also something that should be popular across much of the political spectrum (+5 PS)
-[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
-[X] Free Market Party +12 votes
--[X] Take at least 75 points of Consumer Goods
--[X] Take at least three grant programs
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
-[X] Hawks +24 votes
--[X] Construct at least 3 MARV fleets
--[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
--[X] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
--[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
--[X] Take at least two additional grants programs.
-[X] United Yellow List +10 votes
--[X] Complete Yellow Zone Industrial Sectors
--[X] Complete three phases of shell factories.
-[X] Developmentalists +50 votes
--[X] Take 75 points of Consumer Goods
--[X] Take 90 points of Consumer Goods
--[X] Increase abatement by 30 points
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI income by at least 400
-[X] Consumer Party +2 votes
--[X] Take at least 90 points of Consumer Goods
-[X] Socialist Party +2 votes
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
I am actually against getting only a slim majority of the votes and even the PWG might advise Granger to not blow off the different parties. While we may need to do grants we have to do them eventually and we actually need to ensure that the pulse of the people won't be ignored. Besides we need to remind ourselves that services is counted as consumer goods here.
Nearly forgot to thank @Derpmind for the plan.

[X] Plan Supermajority
 
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Maybe I've overlooked something, but does this quest have some sort of post where the various mechanics and effects are explained - like what fusion dice do, or the effects of having a large surplus/shortage of this or that resource - for late-comers who might not want to read through hundred+ pages of old discussions?
 
Looking at the plan some are promising a lot more then i think we can handle.
There will be 16 turns in this plan so promising 75 points of consumer goods means 4.6 points per turn.
That will take at least a consumer good factory each turn on average and probably more as some factories only produce 2 per turn.
The first turn income will 265-25=240 for existing commitments and a lot of that will go to increasing our income during the first two to three turns so we can start using all dice.
I make a plan for what i expect will go into increasing our income and getting the refining and logistics needed for that and that comes to 200R per turn.
Another source for consumer goods is agriculture but those dice will also need to reach the food goal 45 or about +3 food per turn in some plans.
Projects like the Tokyo chip plant need to compete for dice with both capital good production, logistical factories and energy to power all of the factories

Why would the socialists want an arcology ?
They could be build with a lot of small housing units and with facilities included those living there do not need to spend anything on transportation.
 
[X]Plan Courting the Pizza Party

Somewhat eclectic, but doable. Though I doubt the Hawk party will be happy with their one measly vote.
 
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[X] Plan: Preparing for the future
[X] Plan Less Promise More Action
[X] Plan Broad support
[X] Plan Focused Promises
[X] Plan Focused Promises
 
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Whoever wrote Plan broad support needs to edit it to be an actual plan. That is, put plan in front of the title line.
 
Also we are going to have less the 16 turns we can work on consumer goods as i expect our first turn plan will focus on income and the logistics needed for the mines, something close to this:
[] Plan mining 240R of 240
-[] Urban Metros (Phase 3) 39/150 2 dice 30R 13%
-[] Saarland Heavy Industrial Plant 0/350 1 HI + 1 Tib 20R 15%
-[] Tiberium Glacier Mining (Phase 5) 68/180, 2 dice 60R 92%
-[] Red Zone Tiberium Harvesting (Phase 5) 22/130 2 dice 50R 94%
-[] Intensification of Yellow Zone Harvesting (Phase 3) 54/100 1 dice 15R 98%
-[] Shell Plants (Phase 1) 1 dice 10R
-[] Orbital Cleanup (Phase 1) 0/100 2 fusion dice 20R
-[] Helsinki C-35 Factories 0/125 2 dice 30R 57%
-[] Yellow Zone Pipelines 70/120 1 dice 5R
-[] Technical School Program 211/300 1 dice 5R

The same will be spend in Q2 to Q4 with different options to get the +4 logistics needed for Tiberium Glacier Mining
So we are only spending the gained income on plan goals about 50R in Q2, 100R in Q3 and 150R in Q4 if the mining phases complete each turn.
150R sound allot but that is about 10 dice and we want to run 3LCI, 3HI, 3 AGI, 3 MIL and 5 free dice in working the plan so that is 17 dice.
 
[X] Plan Commitment to Peace and Prosperity
[X]Plan Courting the Pizza Party
[X] Plan Supermajority
 
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[X] Plan Focused Promises

sounds doable and not over promising anything
worried about taking so much of the budget but things should be fine.
 
I never thought I had to actually discourage votes against [] Plan All-Around Buy-In, but that was because I assumed people could see how insanely stretched it's goals are already.

It involves 90 consumers goods, 8 military factories, 5 deployments, 3 grants, 2 arcologies, and all the while promising at least 3 dices on military per turn, and that includes starting from the first quarter, where dices are needed from the beginning to be focused on income before all else to do anything.

That is less of a plan that is assuredly capable of completing and more of wishlist. The sheer amount of ways it is forced to spend income from the first quarter pretty much eliminates any sort of flexibility, and is akin to promising to give 2 majorly different plan goals while bleeding 3 other ways.

At least the other winning option []Plan Courting the Pizza Party is far more reasonable. Promises aren't meant to be made huge. That does nothing beneficial except lock in more future actions and dices towards specific goals, or else risk failure.

I'd also say it's much better to make smaller promises while pleasantly surprising people with what else they also got, as opposed to making huge promises that are barely believable or capable of being fulfilled. After all, unless specifically stated otherwise, simply making promises doesn't do anything useful by itself. So better to promise less and do more useful actions when needed as time passes and adapt to situational changes.
 
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