Damn... is this what it feels like to play a character that's good at politics? They can just... get people's support by talking to them? Wild, where are all the politically incompetent nerds that planquesters love?
Huh.@Simon_Jester yes, you can double dip on promises for reallocation. Pre-committing is useful for everyone involved, and does not lock you out from any rewards.
The main thing that's caused me to hold back from making that promise is the fact that the Reclamationists themselves are politically so tiny that their counteroffer is almost insignificant. d6 of their nine "favorable" legislators will become "strongly favorable" legislators. If we are lucky, we get 0.1% of the legislature moving one step in our favor. It's kind of unclear whether it's even worth it.In light of ithillid's clarification, I'd like to make a last minute plea for the reclaimationists goal of an additional BZ inhibitor during the next plan.
Because your plan does Banking Reforms, it could instead put us farther away from fully completing Chicago instead of closer. We're going to go up to +32 population in low-quality housing next turn. We've rarely been above 30 points, and have always quickly gone back below that. But even if immigration were to suddenly cut in half next turn, (which I doubt, especially with the YZ Fortresses finishing this turn,) it's still vastly outpacing the Bureau of Arcologies. With our funds depleted and unable to activate all our Infrastructure dice, and the BZ Apartment Complexes only having two Phases left, it's very likely that we're going to end up stuck at 30 or more points of LQ housing for multiple turns in a row next year. So even when we're again able to afford a bunch of 20R dice in Infrastructure, we're going to be stuck working on Housing for multiple turns instead. (Especially if the Communal Housing Experiments fail to roll well enough to qualify as HQ housing, like they did last time. Then we'd be stuck with sinking dice into Arcologies.)2) Because we've committed to finishing it now as a Plan commitment, and getting 500-650 or so points of the project out of the way now means we have more room to do other things later.
Yeah, that's not gonna happen. Simon is married to his 'mustn't risk it' stance and feels obligated personally to do that.@Simon_Jester if I may. You could drop the admin assistance. 3 dice gives us 93% for completion and that does mean that barring some extreme bad luck it will come through and as it is the turn before a turn plan the dice into promises does go a lot further(as we can double dip) than a gurantee of completion on a already likely project.
Yeah, from a mechanical perspective the reclaimists political support is really minor. But as a double-dip (make the promise elsewhere, get politicians on-side now) it makes sense, and it will be nice to help grow the party during the next elections (every vote taken from the IF is a win).I appreciate your willingness to support me, and it's probably for the best in the long run, so despite my misgivings I will add it.
We've already completed one factory, and are a good way to the second (83% CoS). I don't think they'll be particularly upset if it doesn't get through, and those 20R and potential +PS are very, very shiny.Bad rolls are something that happens, and ZOCOM recognizes you are working with a very tight schedule. Even if you do something like throwing two dice apiece at say three separate factories, and get one or none, that is not a huge deal. You moved, you might end up a few months behind schedule, but you are moving on their priorities and putting a reasonable level of investment into getting things going.
Simon has changed the plans based on people's input. He has argued in favour of his current position but I'm hoping this new bit of info changes the calculus so to speak.Yeah, that's not gonna happen. Simon is married to his 'mustn't risk it' stance and feels obligated personally to do that.
It seems to me like most of this will either be a problem anyway in all plans, or not at all. For instance:Because your plan does Banking Reforms, it could instead put us farther away from fully completing Chicago instead of closer. We're going to go up to +32 population in low-quality housing next turn. We've rarely been above 30 points, and have always quickly gone back below that. But even if immigration were to suddenly cut in half next turn, (which I doubt, especially with the YZ Fortresses finishing this turn,) it's still vastly outpacing the Bureau of Arcologies. With our funds depleted and unable to activate all our Infrastructure dice, and the BZ Apartment Complexes only having two Phases left, it's very likely that we're going to end up stuck at 30 or more points of LQ housing for multiple turns in a row next year. So even when we're again able to afford a bunch of 20R dice in Infrastructure, we're going to be stuck working on Housing for multiple turns instead. (Especially if the Communal Housing Experiments fail to roll well enough to qualify as HQ housing, like they did last time. Then we'd be stuck with sinking dice into Arcologies.)
Yeah, that's the obvious suggestion and I'm not surprised someone made it. And if we were having this conversation sixty hours ago, near the beginning of the vote period, I'd be very strongly tempted to go for it. But at least one person has outspokenly said that the near-ironclad commitment to meeting existing Plan commitments is why they're voting for my plan in the first place, and there's probably a few others for which it's a major factor. And with the vote having run almost all the way to completion, major changes strike me as... shaky.@Simon_Jester if I may. You could drop the admin assistance. 3 dice gives us 93% for completion and that does mean that barring some extreme bad luck it will come through and as it is the turn before a turn plan the dice into promises does go a lot further(as we can double dip) than a gurantee of completion on a already likely project.
Honestly, if we were having this conversation way back when, I very well might risk it.Yeah, that's not gonna happen. Simon is married to his 'mustn't risk it' stance and feels obligated personally to do that.
As noted, I'm thinking of doing something entirely different and cutting funding for Advanced Alloys research. I don't know what people think about that and want to give them at least SOME chance to get feedbac.Yeah, from a mechanical perspective the reclaimists political support is really minor. But as a double-dip (make the promise elsewhere, get politicians on-side now) it makes sense, and it will be nice to help grow the party during the next elections (every vote taken from the IF is a win).
I've switched to voting for your plan exclusively. Thanks for being willing to make the change.
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I'll keep my vote for your plan regardless of whether you make the following changes:
If you are looking to free up dice for interdepartmental favors (FIFO, spin-off more resources during reallocation), the easiest options would be to either:
-drop the AA die from the Zone Troopers. If you really want to lock in their promise, move the Island class die to a different Zone Troopers factory or project. +20R, and I'd be willing to campaign for the island class as a promise during reallocation or Q1 in return.
or
Very no.
Part of the issue is that we don't just have the +PS promise to ZOCOM, but we're actually counting on them to make a fairly risky deployment maneuver in the expectation of that armor arriving on time. We need the armor; it's not just them.We've already completed one factory, and are a good way to the second (83% CoS). I don't think they'll be particularly upset if it doesn't get through, and those 20R and potential +PS are very, very shiny.
edit: clarified the extra die
As discussed above, it kinda does, though not in the way people might expect.Simon has changed the plans based on people's input. He has argued in favour of his current position but I'm hoping this new bit of info changes the calculus so to speak.
I have no strong attachment to alloys.Honestly the most likely thing to take the hit is Advanced Alloys, both because it's a project that doesn't have major outspoken in thread support in and of itself, and because it's a project that isn't a Plan commitment, and because it's a project we plausibly could scrape up a second die for some time in 2062Q1-Q2.
I may actually do that. I'm thinking about it.
The problem is the pause in Infrastructure dice in the next two turns. Whether we do Chicago Phase 4 now or later, by spending a turn without activating all our Infrastructure dice we will fall a turn behind on doing Infrastructure projects, Chicago included. And unlike Chicago, Housing is on a tight time limit.It seems to me like most of this will either be a problem anyway in all plans, or not at all. For instance:
1) Neither plan changes the total number of refugees that are going to show up in the long run. If we only have +12 High Quality Housing reliably and quickly available to us because (as you say) there are only two phases of apartments left, we're screwed either way unless the total number of refugees is small enough for that to be enough. Arcology construction will be no more capable of meeting our need to accommodate, say, +40 population worth of refugees under Lightwhispers' plan than under mine.
2) I do not think there are necessarily only two phases of apartments left, unless you've heard something on Discord that I haven't. I think that Ithillid just doesn't always bother to stamp down more redundant phases of a project past the first few.
3) The lack of reserves does not prevent apartment or communal housing construction in the coming Four Year Plan, though it may slightly reduce the scope of such construction early on. We can still get caught up.
4) Under no reasonable scenario does Chicago construction itself somehow delay future Chicago construction. Housing not built now may have to be built later, but on a one-for-one exchange rate with Chicago Infrastructure dice. The real issue you present is that the banking reforms will cost us money we could have spent to build, say, one or two more phases of apartments alongside of everything else we might otherwise spend. Which loops back to "yes, I know, the banking reforms will cost money. I think they are important for the civilian economy's health nevertheless."
This is a philosophy Ithillid himself has spoken against. If Ithillid says a perfect over-commitment to completing every plan goal is not important, than by extension neither the mechanics nor the characters nor the narrative thinks it's important, either. Your personal philosophy here is not one that fits with the quest.Ultimately, I see Plan commitments as something we should try really hard to have a 100% fulfillment rate on, even at considerable cost to ourselves, because our reputation for fulfilling those targets very reliably is valuable. Especially when it's not just us making a promise to a third party like "Gulati's faction" or "the Navy," but when the legislature directly point-blank ordered us to do it with no wiggle room... which is what happened with ASAT.
That's just a personal philosophy thing. I understand if other people don't see it that way.
And even if there are only 2 phases of the current BZ Apartments project left, that doesn't mean we won't get something else to provide good-quality BZ Housing - indeed, virtually every time a project like that comes to an end, something else arises to fill the need it was filling.2: There are only two Phases left, for now. It may show up again later. I thought this was mentioned in the thread previously, but I may be mistaken.
I feel the same way, so while I am about to change my plan, it will NOT be in a way that in any way impedes us completing our actual promises.I'll just say that I'm not a fan of altering plans in the last 6 hours of a 48 hour voting period. Or at the very least, leading plans. I'm going to work in ~2 hours, and it'll be 4-6 hours until I'm back. It's entirely possible I might miss a plan change announcement before I go, and the first I'll know of it is after voting is over and I have no chance to change vote if I disagree with the change. There's probably voters that are at work already and won't have a chance to change their vote until it's too late if they dislike the change.
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I like that we, the Treasury, built a reputation on keeping promises over the last decade, even if it gets some egg on our face. If the rest of the gov't doesn't feel that we failed to meet a promise doesn't really matter. "They try their best to complete promises" isn't terrible, but it's not "A promise from the Treasury is something you can take to the bank as a sure thing." Narratively there's not much/any difference (at least, currently - Kane might be freer in negotiations with the latter reputation than he would with the former), and mechanically it doesn't matter because PS, but....
Yes, failure is possible and it won't end/ruin the quest, but that's no reason to not aim for complete success on our promises whenever possible.
Fixed, I think.@Lightwhispers The vote tally is splitting the old version of your Plan vote with your new one, even though they both have the same Plan name. (And it's not supposed to do that, ugh.) I suggest going back to the earlier post(s) with your full Plan and making the changes back there, since that's where the vote tally is grabbing the old version from. Hopefully, that'll fix the tally. Or it'll make things worse, IDK. The tally can be really fiddly sometimes.
Yeah, I am not entirely a fan either, which is why I asked for input, and am making changes that don't change the core promises of the plan, as I see them. I would have changed it sooner, but work is crazy today.I'll just say that I'm not a fan of altering plans in the last 6 hours of a 48 hour voting period. Or at the very least, leading plans. I'm going to work in ~2 hours, and it'll be 4-6 hours until I'm back. It's entirely possible I might miss a plan change announcement before I go, and the first I'll know of it is after voting is over and I have no chance to change vote if I disagree with the change. There's probably voters that are at work already and won't have a chance to change their vote until it's too late if they dislike the change.
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I like that we, the Treasury, built a reputation on keeping promises over the last decade, even if it gets some egg on our face. If the rest of the gov't doesn't feel that we failed to meet a promise doesn't really matter. "They try their best to complete promises" isn't terrible, but it's not "A promise from the Treasury is something you can take to the bank as a sure thing." Narratively there's not much/any difference (at least, currently - Kane might be freer in negotiations with the latter reputation than he would with the former), and mechanically it doesn't matter because PS, but....
Yes, failure is possible and it won't end/ruin the quest, but that's no reason to not aim for complete success on our promises whenever possible.
Ditto. I don't think I promised anyone Advanced Alloys in particular. I wanted it, but that's something I want, not something the thread promised or that GDI's legislature demanded.Yeah, I am not entirely a fan either, which is why I asked for input, and am making changes that don't change the core promises of the plan, as I see them.
[waggles hand]This is a philosophy Ithillid himself has spoken against. If Ithillid says a perfect over-commitment to completing every plan goal is not important, than by extension neither the mechanics nor the characters nor the narrative thinks it's important, either. Your personal philosophy here is not one that fits with the quest.
I don't expect the fall-behind to be that drastic. Precisely because it's one of our top priority areas, in any actual plan I submit, I'm really going to be trying to keep out in front of the Housing issue so far as practical. Working with what I saw as a minimum practical Infrastructure dice budget, I was putting... I seem to recall it being 3/5 dice on Infrastructure. It could easily be more. Any additional RpT freed up by casting off line-items from the budget is very likely to go straight to GDI'sThe problem is the pause in Infrastructure dice in the next two turns. Whether we do Chicago Phase 4 now or later, by spending a turn without activating all our Infrastructure dice we will fall a turn behind on doing Infrastructure projects, Chicago included. And unlike Chicago, Housing is on a tight time limit.