- Pronouns
- He/It/Argh!
Okay, I've had some time to think it over.Second is a shift in how things are planned.
[ ] Long Term Systematic Planning Organization (New)
While GDI has operated for the last decade on an emergency wartime basis, systematically organizing around a longer term planning basis is likely to save significant resources in the long run, as dedicated teams working on projects long term are noticeably more efficient, and are typically putting less strain on the system than various attempts at shock effort.
(-2 Free Dice) (-20 Capital Goods) (Significantly reorganizes project management) (Increases Dice Capacity)
If you take it,
[ ] Nuuk Heavy Robotics Foundry (Phase 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/1200: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2400: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)
would become something like
[ ] Nuuk Heavy Robotics Foundry (Phase 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/1200) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2400) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)
-[ ] Assign one die: -15R/turn until completion. (13 turns expected until phase 4 completion) (43 turns expected until phase 5 completion)
-[ ] Assign two dice: -30R/turn until completion. (6 turns expected until phase 4 completion) (22 turns expected until phase 5 completion)
-[ ] Assign three dice: -45R/turn until completion. (4 turns expected until phase 4 completion) (13 turns expected until phase 5 completion)
-[ ] Assign four dice: -60R/turn until completion. (3 turns expected until phase 4 completion) (11 turns expected until phase 5 completion)
Free dice would be still able to be moved around at will, and it would not affect every project, just the big long ones. Now, there are a lot of details to this shift that I am still working out, but I do want to get some feedback and input from the thread over this, because it is a big huge change.
What is bothering me about this is that it boils down to throwing large amounts of dice at the project over multiple turns. We do that already. This just locks in our dice for a discount. Very inflexible.
Narratively, what we need is a oversight/steering committee as a temporary bureau to manage each big project we attempt. The purpose of this committee is to reduce the overhead, smooth out the construction timeline, and stop sudden spikes from disrupting the rest of the economy.
So what I propose is:
Some sort of initial Bureaucracy project that costs Capitol Goods to create an office/protocol for the bureau. Does not need to eat dice.
Then we can use one Bureaucracy, one Free, and one division die to activate this bureau upon a project. This locks those dice away until the project completes, or we push the 'abort' button.
While active, this bureau uses up one lot of the normal per die cost of the project to produce 100 progress points each turn. While also ensuring that this project will not in any way impact the wider economy (outside of things like a sudden shortfall on an indicator).
This also reduces the cost per die of investment in the project by 5 points. However, we now cannot spend more than 4 dice on the project per turn. (Which is the price for not having this disrupt things. No rushing it.)
So for the Nuuk example. By simply creating the temporary bureau, it will take 13 turns to complete phase 4, and cost a bit less than it normally would.
But if we assign an extra 4 dice per turn, at 15R per die, it will complete in 3 turns (rolls average), which is a bit slower than we would normally get for 5 dice invested per turn. But as far as R costs go, it comes in at 240R (3x (20 + 4x15)) instead of an expected 280R.
Nuuk 4 isn't quite big enough to show much difference. Will try for Boston 5.
15R per turn for the bureau. 40R for the 4 extra dice invested maximum. 340 mean progress per turn. Completes in 7.05 turns, so we'll just say 7... Total dice invested = 35, plus the Bureaucracy die. Would normal take about 31 dice. Total R spent = 385. Would normally cost 465R. Took 7 turns at minimum with the bureau oversight, but could have been rushed in 3 turns.
So we would be trading away the ability to rush the project, for cheaper and slower completion. But we can still divert a majority of the spending elsewhere, if needed.
Probably needs the numbers considered more, as the baseline feels off. But I like the concept of locking a Bureau die into the oversight of the project, rather than just locking in dice that we'd normally be using for the project.
As far as the 4 dice per turn cap goes. There could be a Bureaucracy project to increase that at the cost of Logistics.