Huh? No, it isn't, unless US went through some great catastrophe I missed and lost 95% of its population. Even considering the TW3 draft that probably happened, I doubt more than 10% of the GDI population was in the military. But anyway, even if some IF members lost their relatives to Nod's actions, that doesn't give them them right to be racist against Yellow Zoners. At best, it makes their anger and fear understandable but misguided, not justified. And if they want to vote for a party that wants to fight Nod, Militarists are right there and are much more successful.
Yep I messed up! My math skills are not as good as I remember and also I'm on my phone so that's double my bad.
In the case of them being misguided, wouldn't it be better to try and convince them/reach out an olive branch as opposed to saying fuck it, if they change party great! Otherwise oh well just stick inops on them?
I get you, but what's the over/under on negotiating with supervillains to save the world from a problem they created and exacerbated, all so they can get pretty much everything they really want and leave you with a barely satisfactory tool for survival in the aftermath?
In fairness to Kane, I think it's wrong to say he created the problem. Exacerbated, absolutely, but the Visitors created the problem when they chucked a meteor at the river Tiber.
[X] Plan Big Budget + Maximum Litvinov
[X] Plan Plowshares
[X] Plan: All Spin-offs, Minimum Extra Promises
[X] Plan: Moderation
[X] Plan All The Spinoffs
[X] Plan Attempting To Go To Space (without Initiative First)
[X] Plan Attempting To Go To Space But Slower (without Initiative First)
In the case of them being misguided, wouldn't it be better to try and convince them/reach out an olive branch as opposed to saying fuck it, if they change party great! Otherwise oh well just stick inops on them?
As I said, we're not going to address their misguided fear by compromising with the party whose political relevance relies on that fear continuing to exist and continuing to be misguided. If there will be a bureaucracy option we can take to do so, I say we should take it, if there will be a movement that does so, I say we support it, and if nothing else, we can always try to increase our fundamental quality of life enough for any of the more reasonable IF voters to see that their fears are not manifesting. But any deal we make with IF will simply see them turning around and saying to their constituents "See, with your support we managed to press the Treasury into protecting the GDI from the more overt dangers of the Yellow Zones! Continue to support us, and soon we will have enough power to protect us all from the hidden dangers of the Yellow Zoners as well!".
I don't think granting Initiative First the concession "we will build forts like the many we have already built anyway" implicitly grants that they have a fair point on "we want massive luxury towers of housing that only people born in Blue Zones are allowed to live in" or "abdicate and appoint an Initiative First replacement."
I don't think it's an all-or-nothing deal, personally. Though if people greatly prefer the "IF gets nothing" option, then that is, of course, available in one of the two otherwise identical versions of my plan, Attempting To Go Into Space.
You are thinking logically, not like a propagandist.
It is not 'we were right about 1 thing, but you must independently evaluate all things to ensure they are logically sound'. To IF's PR people, 'we were right about 1 thing, therefore we are obviously also right on all the other things' is an easy argument for them to make and will find considerable traction in the public, because generally the public does not think all that logically. And even if they do think logically and recognize that IF are a bunch of racist dicks, they may find that either that racism is a thing they agree with, which is IF's major following, or something they do not find objectionable to the extent of looking for a different party that can give them what they want, so long as IF gives them what they want.
I mean, the Market Socialists, the Socialists, the Militarists, the Developmentalists and the United Yellow List all want at least some of what IF wants, that being a further roll out of Zone Armour, Arcologies, and military investments. I will repeat myself, the United Yellow List wants Arcologies, which IF members could qualify for, if the major question for an IF supporter is 'I want to live in an Arcology' they can switch to the UYL, or to the Socialists, who want 5 phases, or the Market Socialists, who also want 5 phases but will accept 3 phases.
And this is a thing that repeats with most of IF's goals, there is generally a party that offers a similar option. The only exceptions are the even more blatantly racist ones.
[X] Plan All The Spinoffs And No Radicalization For You Mr IF
This plan for now since Simon's Initiative First plan doesn't promise to handle the housing refurbishing, but let me make myself very clear my main issue is giving IF a seat at the table now that they are again near a split so that the extremists lose more popular support to defenders which will be integrated. As such I will vote for the IF version of Simon's plan tomorrow if that is what it will take.
IF characterization starts and ends with bigots. If we really wanted to have a good dicussion about the merits of appeasing them or not they would have required a more understandable motiavtion and characterization than that, but its too late now and now we sit here faced with this mess.
TBF, the characterization of all the parties is kinda one-dimensional, because Ithillid entirely reasonably chose to focus the writing on the indicators management first, secondly the war with NOD, then there's several more cool things like space and the science gacha before we get to political party characterization.
So when someone like @agumentic says "And if they [IF voters] want to vote for a party that wants to fight Nod, Militarists are right there and are much more successful." I find that plausible but also highly speculative. It would be a good reason to marginalize IF if they're basically a worse version of Militarists. But I don't have enough characterization of the Militarists to be confident of that, either.
IMO, another weird factor is that InOps feels a bit like the can opener from the economist joke.
A physicist, a chemist, and an economist are stranded on a desert island, discussing how to open a tightly sealed can of beans. The physicist proposes dropping the can of beans from a sufficient height onto sharp rocks. The chemist proposes to gather materials for improvised gunpowder. The economist says that these are overly destructive methods that will waste lots of the beans. The other two ask "Well, have you got anything better?" and the economist answers "Assume we have a can opener..."
"Assume we have an intelligence agency that's extremely powerful, extremely intrusive, running an omnipresent surveillance state, but almost never abuses their power, is consistently loyal and well-behaved, and has immense amounts of skilled manpower to rapidly and accurately screen hundreds of thousands of people from around the world per day, when many of those people are paperless..."
InOps is overpowered. I imagine Tiberium is involved somehow.
Initiative First seems to be operating partly on the assumption that we have a 'realistic' intelligence service.
Good morning! We have - somewhat delayed, but no worse for it - your list of candidates for the 2022-2023 Council election. As always, this is approval voting - you should vote for all candidates that you would like to see on the Council and vote for none of those you would like not to see. The...
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Also, I am running for a seat on the community council, and would appreciate your votes. I will do my best to ensure that being on the council will not slow updates, if that is something you are worried about.
These are two different political goals in a single party. The first four goals here are your Apartheid racists, the second four are your defensive paranoids. One is one of those racist/zoning assholes that show up in turn results from time to time to be extra despicable, the other is GDI Wife.
If we only take the lower four of the security goals we will cause a split in Initiative First where we can get it split into a Security Party and an Apartheid Party. Which will dilute it's political power even more. We can literally take:
You are making the assumption that the politicians asking for apartheid and the politicians asking for security are different people. It's entirely possible, and in my opinion probable, that what we have are politicians that want both apartheid and security.
Note that I said politicians. There are likely to be some voters who mostly want security and are only a little bit racist (like GDIWife for example). Now how can we make them split away from the racists? We don't make a deal with IF and still achieve the tasks they want, showing that we are dealing with their issues but that IF is basically useless as far as actual decision making is concerned.
The last thing we should do is hand the racist politicians a victory so they can loudly crow to all of their supporters how they're getting deals with the treasury
[X] Plan All The Spinoffs And No Radicalization For You Mr IF
This plan for now since Simon's Initiative First plan doesn't promise to handle the housing refurbishing, but let me make myself very clear my main issue is giving IF a seat at the table now that they are again near a split so that the extremists lose more popular support to defenders which will be integrated. As such I will vote for the IF version of Simon's plan tomorrow if that is what it will take.
You saying they're near a split is an assumption based on 0 evidence in the actual text of the updates. What was actually said is that if we want IF to get smaller we should not make deals with them, literally the opposite of what you're saying
1. Dealing with the Initiative First: There are multiple viable strategies, each with their own upsides and downsides.
Option A: The Full Lockout. This will ensure radicalization of some fraction of the base, but make sure that it is smaller and less capable of achieving its overall aims, barring obvious failures of the Initiative.
Option B: Taking less obnoxious goals: This will make the Initiative First party somewhat less actively anti-government, but at the same time comes with the cost of legitimizing them and making them someone that you will have to continue dealing with.
Option A is the one that splits up IF and makes it smaller, option B legitimises and strengthens them long term but makes them less anti-government (Notably not less racist)
[X] Plan Attempting To Go To Space (without Initiative First)
Not settling for 25% allocation, even if I'm side-eying the only 2 free mil dice option from simon's plan. This is a valid configuration for getting Kane points and lowering the risk of GDI separatism.
*Projected Gains are based on the current trends. Food: -3(Growing Population)*16+5(Perennials) = -43†, Capital Goods: 2(Current Industries)*16 = 32, Consumer Goods: (3(Private Industry)+3(Sub Departments)-4(Growing Population))*16 + 15 (Perennials: 2 for 6 turns, and 1 for 3 additional turns) = 47, Labor: 4(Net Growth)*16 = 64.
**These are the minimum two HI dice needed to activate the Infrastructure dice for Chicago.
***The Plan Goal for the Conestoga specifies both development and deployment, I think the Gravitic Shipyard counts, given its whole point is to build ships like the Conestoga.
****The progress requirements on these includes the projected project cost reductions from the Leopard 2 and the Station Bay.
†I would not be alarmed by the significant food consumption by the growing population as it will most likely slow down once the refugees do in a few turns, still something to keep an eye on.
Dice Summary Table:
Summary
Dice
Total
Required
Available
Free Dice
Infrastructure
5
80
11
69
0
Heavy Industry
4
64
32
32
0
Light And Chemical Industry
4
64
0
64
0
Agriculture
4
64
5
59
0
Tiberium
7
112
45
67
0
Orbital
6
96
61
35
0
Services
5
80
3
77
0
Military
8
128
14
114
0
Free
7
112
0
112
This is to give a summary and easy reference to what our current Plan Goals give us.
Assuming we go for the most progress cheap projects to save dice then:
[ ] Pick 3 Reykjavik = +16 LCI Dice
[ ] Pick 4 Reykjavik + Bergen = +44 LCI Dice
[ ] All 5 = 41 HI and 44 LCI Dice
Given we only have 32 spare HI dice with our current commitments, I find it unwise to commit to Nuuk Phase 5. Therefore I would recomend either sticking with Reykjavik or Reykjavik and Bergen.
Consumer Goods
[ ] 80 (We will already produce 110 Consumer Goods with our current commitments)
[ ] 100 (We will already produce 110 Consumer Goods with our current commitments)
[ ] 120 (We will require 10 additional Consumer Goods to meet this goal)
Given that we are likely to produce an additional 10 Consumer Goods just from side projects, or from the Consumer Goods from Agriculture Goal I see no reason not to take the 120 commitment.
Consumer Goods from Agriculture
We are currently going to produce 15 (Perennials) + 12 (Dairy Ranching) = 27 Consumer Goods From Agriculture. There is an question here in that does Shala count? If it does, thats an additional 7 Consumer Goods from Agriculture. For 34 Consumer Goods from Agriculture.
[ ] 20 (We will already produce 27 Consumer Goods from Agriculture with our current commitments)
[ ] 40 (We will need an additional 13 Consumer Goods. With the third phase of Dairy Ranches and Kudzu that is 14 Consumer Goods for 8 Agri Dice)
[ ] 50 (We will need an additional 23 Consumer Goods. With all currently available Agri Consumer Goods projects not already committed we can produce 18 of those. I think its reasonable that we could produce an additional 5 from either more Vert Farms or expanded Dairy/Kudzu, or if Shala counts thats not even a factor. Est ~13 Agri Dice)
[ ] 60 (We will need an additional 33 Consumer Goods. Probably ~20 additional Agri Dice at most)
Income
We don't have any current commitments that will effect Income, however we currently have 2150/3070 Processing and expect our Processing Cap to reach 3850 with Plan Commitments. This means that we should not need any additional processing on top of our current supply even if we take the largest commitment. Additionally our most profitable Tiberium enterprises have an average Income per die of 18 (for Deep Glaciers and Border Offensives), 18.125 (for regular Glaciers and RZ harvesting not counting Logistics), and 16.25 (Vein Mines with Harvesting Claws). So if we take a conservative estimate of 15 Income per die and multiply that by the 67 currently available dice in tiberium that is 1005 Income, with if we run an estimate of 18 Income per die that gives us 1206 Income. As such I do not think the 1500 target is reasonable. The 1200 target is reachable, but we should expect to have some Free dice investment to ensure we reach it. The remaining two goals are completely achieveable with out current dice.
Space Population
Currently Columbia and Shal with no Bay will host 4.75k. There are going to be 6 total bays in each Station. It is difficult to project out how many dice it will cost but In the analysis above I have budgeted out that we will have ~35 available dice in Orbital if we complete both Shala and Columbia and remove the Conestoga from our docket. As such given the Enterprise Bays cost ~5 dice each, we can assume for now that the Columbia and Shala Bays are the same. The Lunar Base that has been teased likely costs on the order of 30 dice itself for its completed state. But that is just speculation.
[ ] 2K (Covered by Columbia and Shala)
[ ] 4.75k (Covered by Columbia and Shala)
[ ] 7k (Requires an additional 2.25k, even with what little we know about the Columbia/Shala Bays we will likely be able to reach this goal with a few of the Bays. We almost certainly can afford this)
[ ] 10k (Requires an additional 5.25k, we will likely either need all the Bays or need the Lunar Base. We could probably afford this but it might be close.)
[ ] 20k (Requires an additional 15.25k, we would likely need both all the Bay and the Lunar Base, and that would probably cost more then the currently available dice we have, but we don't know how many dice that would cost at this point)
RZ Abatement
It is likely that our Income, assuming we pick 1200, will produce between 20-25 RZ Abatement.
[-] 10 (Already covered by current commitment)
[ ] 20 (Minor increase in current commitment)
[ ] 40 (Will need containment lines)
[ ] 60 (Will need containment lines and MARVs/Inhibitors)
[ ] 80 (Will need containment lines and a lot of MARVs/Inhibitors)
Spin off Commitments
[ ] Forgotten Aid Resources (15 RpT : 1 PS)
[ ] Light Industry Grants (1.83 RpT : 1 PS)
[ ] Resettlement Spending (5 RpT : 1 PS)
[ ] Bureau of Arcologies (1.5 RpT : 1 PS)
[ ] Consumer Industrial Development (1.5 RpT : 1 PS)
[ ] Distributed Heavy Industrial Authority (1.5 RpT : 1 PS)
Free Market Party (0/2/4/8)
[ ] Increase GDI income by at least 800 points. (Doable)
[ ] 30 resources in grants (Doable)
[ ] 60 resources in grants (Doable)
[ ] 90 resources in grants (Doable, but will need planning)
[ ] Take at least four Capital Goods Capstones (Doable, but makes significant commitments to LCI)
[ ] Take 100 points of Consumer Goods (Easily Done)
[ ] Take 120 points of Consumer Goods (Easily Done)
[ ] At least one Columbia bay must be allocated to Space Tourism (Unwilling to commit at this time due to Space Pop)
Market Socialists (4/6/7/9)
[ ] Increase GDI income by at least 800 points (Doable)
[ ] Increase GDI income by at least 1200 points (Doable, though need planning in Tiberium)
[ ] Take Four industrial Capstones (Doable, but makes significant commitments to LCI)
[ ] Take Five industrial Capstones (Unfeasible)
[ ] Take 100 points of Consumer Goods (Easily Done)
[ ] Take 120 points of Consumer Goods (Easily Done)
[ ] Take 40 points of Abatement (Doable)
[ ] Take 60 points of Abatement (Doable, though need planning in Tiberium)
[ ] Take 80 points of Abatement (Unfeasible)
[ ] Complete at least three phases of Blue Zone Arcologies (This is a 21 die commitment in Infrastructure, Doable but requires planning)
[ ] Complete at least five phases of Blue Zone Arcologies (This is a 35 die commitment in Infrastructure, Less Doable)
[ ] 30 resources in grants (Doable)
[ ] 60 resources in grants (Doable)
Militarists (2/5/6/8)
[ ] Complete SADN Phase 4 (Not currently available, est ~1400 Progress Commitment for Phase 1-4 ~17 dice. Assuming Phase 4 follows the patter of Phase 1-3 and costs 50 more progress then phase 3, Doable but requires planning)
[ ] Complete ASAT Phase 6 (Not currently available, est ~1000 Progress Commitment for Phase 5-6 ~11 dice assuming Phase 6 is the same as Phase 5, Doable but requires planning)
[ ] Deploy Island class LHAs (Not currently available, est 240 Progress * however many shipyards there are ~3 * X dice, goes from Easily done to Doable requires planning depending on how many shipyards needed)
[ ] Spend at least one die on Steel Talons projects every turn (16 die commitment, Doable but requires planning)
[ ] Complete at least six Ground Forces Zone Armor plants. (Each plant costs ~2 dice: 12 die commitment, Doable but requires planning)
[ ] Complete at least eight Ground Forces Zone Armor plants (16 die commitment, Doable but requires planning)
[ ] Complete at least twelve Ground Forces Zone Armor plants. (24 die commitment, Doable but requires planning)
[ ] Complete Three of the following projects (3 dice commitment) (Easily Done)
[ ] Complete Seven of the following projects (7 dice commitment) (Doable)
[ ] Complete Ten of the following projects (10 dice commitment) (Doable)
[ ] Complete All of the following projects (16 dice commitment) (Doable but requires planning)
[ ] Advanced ECCM Development (1 die)
[ ] Stealth Disruptor Development (1 die)
[ ] Inferno Gel Development (1 die)
[ ] Binary Propellant Exploration (1 die)
[ ] Military Particle Beam Development (1 die)
[ ] Infantry Recon Support Drone Development (1 die)
[ ] Zrbite Sonic Weapons Development (1 die)
[ ] Ultralight Glide Munitions Development (1 die)
[ ] Transorbital Fighter Development or follow on heavy ship development (Probably 1 die)
[ ] Missile Drop Pod Development (Probably 1 die)
[ ] Combat Laser Development (2 dice, one for each)
[ ] Modular Rapid Assembly System Prototypes (2 dice)
[ ] Buckler Shield Development (1 die)
[ ] Unmanned Support Ground Vehicle Development (1 die)
Initiative First (0/0/3/6)
[ ] Build at least two phases of Blue Zone (Specialized) Arcologies (No)
[ ] Remove Yellow Zoners from Blue Zone Universities (No)
[ ] Deregulate Blue Zone Businesses (No)
[ ] Nominate an Initiative First Deputy and Commit to stepping down after this term (No)
[ ] Complete all remaining phases of Fortress Towns (From text in update it seems as though the next phase may be the last or second to last phase, between 2 and 6 dice commitment, Easily Done to Doable)
[ ] Complete four phases of SADN (Not currently available, est ~1400 Progress Commitment for Phase 1-4 ~17 dice. Assuming Phase 4 follows the patter of Phase 1-3 and costs 50 more progress then phase 3, Doable but requires planning)
[ ] Complete at least four Ground Forces Zone Armor Factories (Each plant costs ~2 dice: 8 die commitment, Doable)
[ ] Spend at least one free die on Military every turn (16 Free die commitment, Doable requires planning)
United Yellow List (0/2/4/6)
[ ] Complete three phases of Blue Zone Arcologies (This is a 21 die commitment in Infrastructure, Doable but requires planning)
[ ] Increase GDI processing limit by at least 1200 (Our current commitments have us increasing Processing by 780, this would need an additional set of Processing Plants ~2 dice, Easily Done)
[ ] Increase GDI income by at least 800 (Doable)
[ ] Department of Core Crops (Die cost depends on when we take it, however, I do think we should take it at some point as it does produce a sizable amount of Food, and doesn't have the associated costs of Aquaponics or Agri Mechanization, so Doable)
[ ] Build at least 10 points of backed food reserves, and 20 additional food reserves. (922 Progress commitment ~12 dice for backed Food Reserves plus at least another 3 dice for the unbacked reserves, Doable but requires planning)
[ ] Refurbish post war housing. (Unknown Costs)
Starbound (0/0/3/4)
[ ] Gain at least 100 RpT from offworld mining (Most efficient if done with Heavy Metal Mines, is a ~1650 Progress commitment, ~20 dice, Unfeasible with the other commitments)
[ ] Fund all remaining probe missions (2 dice commitment, Easily Done)
[ ] Commit to at least 10k population in space (Doable but requires planning)
[ ] Commit to 20k population in space. (Counts as two) (Unknown Costs)
Socialist (0/1/2/4)
[ ] Complete at least five phases of Blue Zone Arcologies (counts for two) (This is a 35 die commitment in Infrastructure, Less Doable)
[ ] Commit to at least four industrial capstones (Doable but requires planning)
[ ] Increase GDI Income by at least 800 (Doable)
[ ] Increase GDI Income by at least 1200 (Doable but requires planning)
[ ] Commit to at least 10k Population in Space (Doable but requires planning)
Homeland (0/1/-/-)
[ ] Complete all phases of Red Zone Border Offensives before 2064 (699 Progress commitment, ~8 dice, Doable)
Biodiversity (0/1/2/-)
[ ] Complete All Shala Bays (Unknown Costs)
[ ] Complete two phases of Reforestation Preparation (Unknown Costs)
Reclamation (1/1/-/-)
[ ] Complete all phases of Red Zone Border Offensives by End of Plan (699 Progress commitment, ~8 dice, Doable)
Developmentalists (0/6/9/12)
[ ] Increase GDI processing limit by at least 1200 (Our current commitments have us increasing Processing by 780, this would need an additional set of Processing Plants ~2 dice, Easily Done)
[ ] Increase GDI income by at least 800 (Doable)
[ ] Increase GDI income by at least 1200 (Doable but requires planning)
[ ] Commit to at least four industrial capstones (Doable but requires planning)
[ ] Commit to five industrial capstones (Unfeasible)
[ ] Commit to at least 10k Population in Space (Doable but requires planning)
[ ] Spend no more than 3 Free Dice on Military per turn (Doable, but limiting)
[ ] Spend no more than 1 Free Die on Military per turn (Unwilling to commit)
[ ] Spend no Free Dice on Military (Unwilling to commit)
[ ] At least one Development project Every Turn (Doable)
[ ] Build at least four Ground Forces Zone Armor Factories (Each plant costs ~2 dice: 8 die commitment, Doable)
[ ] Build at least eight Ground Forces Zone Armor Factories (16 die commitment, Doable but requires planning)
[ ] Build at least twelve Ground Forces Zone Armor Factories (24 die commitment, Doable but requires planning)
Litvinov Objectives: Minimum of 3 goals required
[ ] Every turn activate all Department dice (Doable, challenge is going to be the first couple of turns)
[ ] Do not activate Free Dice unless all Department Dice are active. (Putting Free Dice on the Tiberium Department is excepted.) (Doable, challenge is going to be the first couple of turns)
[ ] Spend no more than two free dice per turn on Military. (Doable, but limiting)
[ ] Department of Alternative Energy (Doable)
[ ] Munitions Department (Doable)
[ ] Refit Department (Doable)
[ ] Hand off at least 20 points of Capital Goods to market over course of plan. (Doable)
[ ] Complete Improved Hewlett Gardener Refits before end of plan. (Doable)
//End Analysis, a bit late, but RL caught up to me and things got busy over the weekend.
[X] Plan All The Spinoffs And No Radicalization For You Mr IF
[X] Plan Attempting To Go To Space (grudgingly with Initiative First)
Anyway the arguments have already been said, but I think the best move here is to give an Open Hand to the IF. If not just for the sake of irony, then because even if/when IF goes off the deep end I'd rather potentially have some dissenting voices in their rooms then have their rooms be a bit smaller and have an undamped feedback loop.
[X] Plan Attempting To Go To Space (grudgingly with Initiative First)
I don't want to completely cut out Initiative First. 100% of the party and there voters are not irredeemable racists, if they were there wouldn't be votes available for sensible things like zone armour factories. But if we keep locking out the whole party those people will feel like they are stuck with no one listening to there concerns. Some of them might leave but I think the majority won't because they won't want to leave the party that's been supporting them to go join up with the groups that has spent the last decade disenfranchising them, even if that is the way to start getting some of there others concerns listened to.
I also feel like a breakdown of Initiative first's internal structure, like we got with the developmentalists and militarists would have been useful before we got to this vote. Knowing what the different factions priorities are would be useful since we'd have a better estimate of how much, if any of the party we would be able to work with.
[X] Plan Big Budget + checking 1 IF box
[X] plan: All Spin-offs, Minimum Extra Promises, IF Version
I'd much rather have IF struggling to get their voices heard, than to have them decide it's not possible and take other measures. Also, how much credit can they actually take for anything other than Fortress Towns, given that other parties have promises made that cover the other two? They aren't going to pull people to them from other parties due to achieving "promises" that the less bigoted parties also got. Effectively disenfranchising citizens squicks me more than "legitimizing" a bigoted party. We can deal with bigoted proposals like we always have, and they're such a small fraction of Parliament that they don't really affect anything at all, even if they grew slightly or whatever reason.
Besides, we've already legitimized them (well, aside from the fact that a non-legitimate party wouldn't be allowed to run for office at all...). Remember the "Milk and Honey" Initiative? The moment they started pushing that issue, we practically threw Plan Goals out the window to start meeting their demands, out of a desire to keep them from riling up the population. And that wasn't even the first time we did something like that. All IF has to do to get us to do something is push/demand for it in a way that sounds bigoted, and we trip over our own feet to deal with the issue simply to spite their attempt to rile up citizens and get support. And guess what? They can then bleat about how they made the issue highly visible and the Treasury took immediate action, so support them!
Again, effectively disenfranchising citizens squicks me more than having to keep throwing bigoted proposals from an already legitimate party into the trash can.
[X] Plan: Moderation
[X] Plan Civilian Development mk2, ghosting IF
[X] Plan Attempting To Go To Space But Slower (without Initiative First)
Why are people voting for an absolutely backbreaking 20k-space-population capstone that's going to fold the whole rest of the plan around it, when you could do something more laid-back that offers the flexibility to pursue your own goals?
Vote for Plan: Moderation today, and enjoy the freedom of having spare dice to do what you want!