The Great Cape Leap [Worm Soviet PRT Planquest]

The second stage of Department of Agitation and Propaganda is half-completed and gives the same (mechanical) benefit as Retraining. I think it would be worth it to try and compete it, and one die gives us a 61% chance of doing so. Honestly, it might be worth throwing a second die, since it's a staged project, but I do kind of want to start with the Retraining.

[X] Plan: Maintaining Good Reputation
-[X] Administrative
--[X] Reconstruction of the Red Gate building to the headquarters (1 Die)
–[X] Organization of the HR department. (1 Die)
-[X] Siloviki
–[X] Border Security (1 Die)
–[X] Spying network in the Ministry of Internal Affairs. (1 Die)
-[X] Law Enforcement
–[X] Coordination of areas of responsibility in large cities (2 Die + 1 Free)
-[X] Protectorate
–[X] Preparation of parahuman training camps (1 Die)
–[X] Preparing a squad to be sent to fight Behemoth (2 Die)
--[X] Retraining of politically unreliable capes (1 Die)
--[X] Department of Agitation and Propaganda (1 Die)
-[X] Scientific
–[X] Studying methods of keeping parahumans in custody (1 Die)
–[X] System for categorization of Special Cases (1 Die)
-[X] Bureaucratic
–[X] Parahuman Migrants and Refugees Act. (1 Free)
–[X] UN agreement on legislation to help in parahuman crises (2 Die)
 
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The second stage of Department of Agitation and Propaganda is half-completed and gives the same (mechanical) benefit as Retraining. I think it would be worth it to try and compete it, and one die gives us a 61% chance of doing so. Honestly, it might be worth throwing a second die, since it's a staged project, but I do kind of want to start with the Retraining.
We need Retraining because of our Charter, though.
 
We need Retraining because of our Charter, though.
Yes, that's why I start it. But between the lower odds of completing it with two dice and the fact that Department of Agitation and Propaganda is also work in ideological direction, I do think it's better. It's not like feeding our parahumans lines on what to say to the media will turn them into true believers by itself.
 
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I'd like to point out we're currently going pretty well on Political Support and don't need to do Help Afghan Comrades for that: if my plan wins, our Political Support Drain per turn will be reduced to -3 should we roll average.

And that Socialist Comradely Aid wields more results the high DC we get, so we should do it at a time where we can put several die on it.
 
Vote closed
Scheduled vote count started by Karlov on Jun 30, 2024 at 12:06 PM, finished with 30 posts and 21 votes.

  • [X] Plan: Training Arc For Our Capes
    -[X] Administrative
    --[X] Reconstruction of the Red Gate building to the headquarters (1 Die)
    –[X] Organization of the HR department. (1 Die)
    -[X] Siloviki
    –[X] Border Security (1 Die)
    –[X] Spying network in the Ministry of Internal Affairs. (1 Die)
    -[X] Law Enforcement
    –[X] Coordination of areas of responsibility in large cities (2 Die + 1 Free)
    -[X] Protectorate
    –[X] Preparation of parahuman training camps (1 Die)
    –[X] Preparing a squad to be sent to fight Behemoth (2 Die)
    --[X] Retraining of politically unreliable capes (2 Die)
    -[X] Scientific
    –[X] Studying methods of keeping parahumans in custody (1 Die)
    –[X] System for categorization of Special Cases (1 Die)
    -[X] Bureaucratic
    –[X] Parahuman Migrants and Refugees Act. (1 Free)
    –[X] UN agreement on legislation to help in parahuman crises (2 Die)
    [X] Plan: Progress on Red Gate, Get RRT, Cape retraining and Centralize Tinker application.
    -[X] Administrative
    --[X] Reconstruction of the Red Gate HQ.[2nd 47/125 (new options, +6 political authority)] [50 resources/dice] 1D 50R
    --[X] Organization of the HR department. [75/100] (new options) [20 resources/dice] 1 free dice 20R
    --[X] Establishment of the Protectorate HQs. [1st stage – 0/50] [2nd – 0/100 (new options)] [3rd – 0/200 (+1 US relations)] [4th – 0/500 (+45 capes one-time, +15 capes per turn)] [-60 resources/dice] 1D 60R
    -[X] Siloviki
    --[X] Border Security. [0/50] [-40 resources/dice] (new options) 1D 40R
    --[X] Help for Afghan comrades. [22/75] [-45 resources/dice] [+10 Political Authority per completion] [Repeatable] (increasing the stability of Afghanistan and strengthening the government in Kabul) 1D 45R
    -[X] Law Enforcement
    --[X] Rapid Reaction Troops. (Center). [0/50 per region] [-30 resources and -1 political authority per dice] (Center) (specialized units, two passive threat suppression rolls, new options) 1D 30R 1PA
    --[X] Socialist comradely aid with the parahuman sphere. [0/50] [+10 - +25 political authority upon completion] (opens new options) 1D
    -[X] Protectorate
    --[X] Retraining of politically unreliable capes. [0/105] (+1 political authority point per turn) 2D
    --[X] Preparation of parahuman training camps. [110/125] (+2 Bonus to Protectorate dice) [-10 resources/dice] 1D 10R
    --[X] Organization of costume production. [1st stage – 0/75 -1 authority points/turn] [2nd – 0/100 +1 US support] [-20 resources/dice] 1D 20R
    -[X] Science
    --[X] Studying methods of keeping parahumans in custody. [139/150] [+10 Political Authority at the end] [-20 resources/dice] 1D 20R
    --[X] Centralization of Tinker applications. [0/100] [-40 resources/dice] 1D + 1 free dice 80R
    -[X] Bureaucratic
    --[X] Parahuman Migrants and Refugees Act. [0/100] [-10 resources/dice] 2D 20R
    --[X] UN agreement on legislation to help in parahuman crises [0/100] [-5 Authority/dice] [+10 Political Authority at the end] 1 Protectorate dice
    [X] Plan: Maintaining Good Reputation
    -[X] Administrative
    --[X] Reconstruction of the Red Gate building to the headquarters (1 Die)
    –[X] Organization of the HR department. (1 Die)
    -[X] Siloviki
    –[X] Border Security (1 Die)
    –[X] Spying network in the Ministry of Internal Affairs. (1 Die)
    -[X] Law Enforcement
    –[X] Coordination of areas of responsibility in large cities (2 Die + 1 Free)
    -[X] Protectorate
    –[X] Preparation of parahuman training camps (1 Die)
    –[X] Preparing a squad to be sent to fight Behemoth (2 Die)
    --[X] Retraining of politically unreliable capes (1 Die)
    --[X] Department of Agitation and Propaganda (1 Die)
    -[X] Scientific
    –[X] Studying methods of keeping parahumans in custody (1 Die)
    –[X] System for categorization of Special Cases (1 Die)
    -[X] Bureaucratic
    –[X] Parahuman Migrants and Refugees Act. (1 Free)
    –[X] UN agreement on legislation to help in parahuman crises (2 Die)
 
Whoever casts the final vote, I would recommend you vote for Training Arc for our Capes. If we finish the Law Enforcement Coordination and Political Training our PS drain will be reduced to -3 per turn.
 
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