[x][DEVILS] Retain the Devil Brigade as an expeditionary warfare unit forming the basis of the CFC's special operations forces contingent.
[X]Plan Foundations
 
That sounds totally fair, having thought about it, I agree that Expat Outreach probably won't help us source arms either.

What if for Plan Arms and Departments, Talks and Training v2 (Plan Arms and Departments, Talks and Councils?) We moved the AP from Retraining Campaigns to Establish Council Representation, with the intent of using Council Representation to assist with Expat Outreach and then Expat Outreach to assist with Retraining Campaigns?

That works and makes a lot of sense. Are you sure you want to modify the plan now, after so many people have voted for it though? It's a leading option.
 
[X] Plan Arms and Departments, Talks and Training
[X]Plan Better Tools To Make Tools
[X] [Devils] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.

[X] Plan: Buli-Buli Fall '76 v2
 
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Okay as promised here is my edited plan.

First re-voting for my og plan. And I will be highlighting differences.

[X] Plan: Buli-Buli Fall '76 v1
-[X][DEVILS] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
-[X] Defense (1 AP)
--[X] Military Training Reform [SYP]: DC: 20 15. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Raise army base training level to 2/5 (Trained) from 1/5 (Green), level out air force air-to-air training level to 2/5 (Trained) to match its ground attack level. New forces deploy at this level.
---[X] 1 Defense AP
-[X] State (1 AP + 3 Free AP)
--[X] Expand the Department: DC: 30. Successes Required: 2. AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn.
---[X] 1 State AP + 1 Free AP
--[X] Expatriate Outreach [SYP]: DC: 15. Successes Required: 1. AP Limit: 2. Effect: Exploit your populace's restored ties to the American Diaspora and establish contacts who can put you in touch with people at the intersection of talent and patriotism. To an extent, will require either competing or cooperating with FCNY given how tightly the Diaspora roots in them. Likely will escalate to the attention of the Revivalist Council, but needs to be done.
---[X] 1 Free AP
--[X] Establish Council Representation: DC: 35. Successes Needed: 1. AP Limit: 2. Effect: Have a proper team of diplomatic and espionage specialists on hand at the Council who can enable you to act with some measure of capability in the continental diplomatic scene.
---[X] 1 Free AP

-[X] Domestic Affairs (1 AP + 1 Free AP)
--[X] Refugee Management: DC: 25. Successes Needed: 1. AP Limit: 2. Effect: Establish a government office responsible for managing and directing the flow of refugees in order to minimize friction with existing populations and ensure refugees' smooth resettlement. Allows you to engage competently with what promises to be an ongoing social issue for your administration.
---[X] 1 Domestic Affairs AP
--[X] State Integration Office: DC: 20. Successes Needed: 1. AP Limit: 2. Effect: Using your successful integrations of Toledo and Detroit as models, establish a small office of the Department responsible for overseeing the integration of new member states to the CFC and smoothing out potential problems.
---[X] 1 Free AP
-[X] Development (3 AP)
--[X] Green Energy [SYP]: DC: auto-pass from climate deal. Successes Needed: 2(/3) (1 of 2(/3) complete). AP Limit: 3. Effect: Fully revamp and rationalize your power grid with renewable energy sources. 2 successes replaces and rationalizes the power grid. 3 sees you fudge the numbers and get an expansion to the power grid out of it. The option will remain for one turn past the 2nd success, if there is not a 3rd in the same turn.
---[X] 2 Development AP
--[X] United Post Office Contributions: DC: No roll. Successes Required: 1. AP Limit: 1. Effect: Commit direct funding to the United Post Office project in excess of your obligations to cooperate with Council requirements.
---[X] 1 Development AP

-[X] Security (1 AP + 2 Free AP)
--[X] Long Tail: DC: 30. Successes Required: 1. AP Limit: 3. Effect: Improve your intelligences services' efficiency by vetting and hiring additional analysts and support staff to enable your field agents to better do their jobs.
---[X] 1 Security AP
--[X] Down the Mighty Miss [SYP]: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Deepen your network along the Mississippi River, gaining access to better information.
---[X] 1 Free AP
--[X] Victorian Intelligence: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Authorize additional support for Foreign Intelligence Office operations in Nova Scotia to establish new agents, before the Crusaders are pushed out and the Inquisitors can reestablish direct control.
---[X] 1 Free AP
-[X] Technological Recovery (1 AP + 3 Free AP)
--[X] Department of Education: DC: 30. Successes Needed: 2. AP Limit: 3. Effect: Found the Department of Education, which will be responsible for establishing and standardizing public schools within the Commonwealth.
---[X] 1 Technological Recovery AP + 1 Free AP
--[X] Retraining Campaigns [SYP]: DC: 40. Successes Needed: 2. AP Limit: 3. Effect: Establish a body of workers who can be employed in your vital job industries. Best to time it properly so you have neither a glut of spare workers, nor businesses standing empty...but with few local experts to oversee the training efforts, that timing will be a challenge.
---[X] 2 Free AP


[X] Plan: Buli-Buli Fall '76 v2
-[X][DEVILS] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
-[X] Defense (1 AP)
--[X] Military Training Reform [SYP]: DC: 20 15. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Raise army base training level to 2/5 (Trained) from 1/5 (Green), level out air force air-to-air training level to 2/5 (Trained) to match its ground attack level. New forces deploy at this level.
---[X] 1 Defense AP
-[X] State (1 AP + 3 Free AP)
--[X] Expand the Department: DC: 30. Successes Required: 2. AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn.
---[X] 1 State AP + 1 Free AP
--[X] Source Foreign Arms [SYP]: DC: Dependent on sub-votes. Successes Required: 2. AP Limit: 2. Effect: Determine who is willing to sell you weapons and what they're intending to charge for them.
---[X] 2 Free AP

-[X] Domestic Affairs (1 AP + 1 Free AP)
--[X] Refugee Management: DC: 25. Successes Needed: 1. AP Limit: 2. Effect: Establish a government office responsible for managing and directing the flow of refugees in order to minimize friction with existing populations and ensure refugees' smooth resettlement. Allows you to engage competently with what promises to be an ongoing social issue for your administration.
---[X] 1 Domestic Affairs AP
--[X] State Integration Office: DC: 20. Successes Needed: 1. AP Limit: 2. Effect: Using your successful integrations of Toledo and Detroit as models, establish a small office of the Department responsible for overseeing the integration of new member states to the CFC and smoothing out potential problems.
---[X] 1 Free AP
-[X] Development (3 AP + 2 Free AP)
--[X] Green Energy [SYP]: DC: auto-pass from climate deal. Successes Needed: 2(/3) (1 of 2(/3) complete). AP Limit: 3. Effect: Fully revamp and rationalize your power grid with renewable energy sources. 2 successes replaces and rationalizes the power grid. 3 sees you fudge the numbers and get an expansion to the power grid out of it. The option will remain for one turn past the 2nd success, if there is not a 3rd in the same turn.
---[X] 2 Development AP
--[X] Infrastructure Projects [SYP]: DC: Auto-pass due to SYP bonus and Libraries reduction; a critical mass of resources and investment means that this action is now nearly trivial, requiring merely focused attention rather than a complex effort. Successes Required: 2. AP Limit: 3. Effect: Acquire the aid of Detroiter civil engineers in assessing the state of the Commonwealth's infrastructure and what needs to be done as you move forward. Unlocks infrastructure initiatives.
---[X] 1 Development AP + 1 Free AP
--[X] Industrial Assessments [SYP]: DC: 10. Successes Required: 2. AP Limit: 3. Effect: Assess your current suppliers of industrial materiel and military hardware to figure out who can be reliably expanded and who needs to be supplemented by new concerns.
---[X] 1 Free AP

-[X] Security (1 AP + 2 Free AP)
--[X] Long Tail: DC: 30. Successes Required: 1. AP Limit: 3. Effect: Improve your intelligences services' efficiency by vetting and hiring additional analysts and support staff to enable your field agents to better do their jobs.
---[X] 1 Security AP
--[X] Down the Mighty Miss [SYP]: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Deepen your network along the Mississippi River, gaining access to better information.
---[X] 1 Free AP
--[X] Victorian Intelligence: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Authorize additional support for Foreign Intelligence Office operations in Nova Scotia to establish new agents, before the Crusaders are pushed out and the Inquisitors can reestablish direct control.
---[X] 1 Free AP
-[X] Technological Recovery (1 AP + 1 Free AP)
--[X] Department of Education: DC: 30. Successes Needed: 2. AP Limit: 3. Effect: Found the Department of Education, which will be responsible for establishing and standardizing public schools within the Commonwealth.
---[X] 1 Technological Recovery AP + 1 Free AP
 
[X] Plan: Buli-Buli Fall '76 v2

Changing my vote. I feel a little weird not doing council rep this turn but I figure it can wait till next turn. but its definitley not something we want to put off forever.
 
[X] Plan: Buli-Buli Fall '76 v2
[X] Plan Arms and Departments, Talks and Training

Hmm, not sure about the state integration office myself. The coalition talks seem more important for keeping domestic politics chugging along. Finally assessing our industry and infrastructure is very good though.
EDIT: Refugee management is another issue that I think would be more important than the state integration office.
 
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Anybody with a bag handy happened to it.

Probably some, but not a notably cohesive mass. Victoria did not loot Knox in organized fashion. The gold just kinda diffused across the Country in the chaos of the Collapse. Some reached Victoria — more than their share, with how they value gold — while some did not.
I'm honestly a little surprised they didn't loot the place, but then, this happened during the phase when the proto-Vicks had no real expeditionary power, didn't it? Just Rumford and maybe a few hundred of the boys going places. The US government had lost its bargaining power and could no longer pay soldiers at a point well before anyone Vick-affiliated could have gotten there in force.

Let me guess, it all started like this:

Soldier A: "The government hasn't paid us in three months and we've lost communication with our families."

Soldier B: "And we're supposed to guard this enormous mountain of the government's gold bricks."

Soldier C: "Hey. You know how sometimes when you have one problem, it seems really difficult, but when you have two problems... they solve each other, know what I mean, wink wink nudge nudge?"
 
just caught up. While I am not happy about the Devils being split up I can understand why it would be a good idea. but I don't agree with it. Our military needs a solid core of professionals that can be called up when needed.
[X][DEVILS] Retain the Devil Brigade as an expeditionary warfare unit forming the basis of the CFC's special operations forces contingent.
[X] Plan: Buli-Buli Fall '76 v2
 
Also approval voting
[X] Plan: Buli-Buli Fall '76 v2
Solid industrial investment, good effort on sourcing arms, the improvements to our intelligence service being the cherry on top. The last one could easily be really important in the next few turns.
 
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[X][DEVILS] Retain the Devil Brigade as an expeditionary warfare unit forming the basis of the CFC's special operations forces contingent.
[X] Plan: Buli-Buli Fall '76 v2
[X] Plan Arms and Departments, Talks and Training

Also, @PoptartProdigy, it might be good to clarify if the decision on the Devil Brigade is to be included inside or outside of plan votes.
 
[X][DEVILS] Retain the Devil Brigade as an expeditionary warfare unit forming the basis of the CFC's special operations forces contingent.
[X] Plan: Buli-Buli Fall '76 v2
[X] Plan Arms and Departments, Talks and Training
 
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