I really don't think we need to be doing favors till we find out what they want in the plan.
We don't need to do anything.

Keep in mind, though, that there are three different items that can be discussed.
"Reallocation". The political parties evaluate the state of the GDI, and give us requests/demands depending on their political strength. Part of this involves lobbying by governmental/outside groups to get the political parties to pursue their agends.

"Make Political Promises". Similar to the above, but has the Treasury approaching from a position of relative strength. Best done immediately after elections, due by the next elections. May be more focused on what is "popular", rather than bureaucratic analysis, for both good and bad.

"Interdepartmental Favors". The political parties are not part of the conversation, and the Treasury approaches the other departments directly. The Treasury provides support to the other departments (whether resources, indicators, or projects). This should result in larger PS gains for the treasury relative to the work provided, and cheaper PS expenditures for the other departments, as the middleman is cut out.
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Actually, this may be the best possible time to do interdepartmental favors. If the other departments are at risk of failing their plan goals, then the treasury stepping in to help them get over that line may be invaluable to them.
 
We have 8 dice at +28 now -1 die and -5 to military dice would be 50 + 28 + 7 x 5 = 113 less military progress.
If its a +20 per turn bonus we need to keep between 5 and 6 refits running at one time on average to get more progress out of the refit department then assigning dice our self
At +30 its between 3 and 4
Complication: Remember that military stuff is much worse than, say, Infrastructure or Tiberium about most projects being relatively small things where there is a lot of dice wastage. We're constantly rolling a total of 250+ Progress on 200-point projects or 110 Progress on a 40 point project or whatever.

So it is somewhat inaccurate to compare a program that adds a fixed 25 Progress per turn every turn and predictably causes the 150-point refit program to tick over in the background in a known number of turns (six) to a program where we literally roll the dice and our 2d100+56 could give us anything between a 70 and a 220, where in one case we have two more whole dice to spend and in the other we have massive overkill that doesn't roll over into anything else.

Something that can smoothly and quietly just get basic shit done in an unobtrusive manner at a predictable rate has advantages even if it is theoretically somewhat less efficient.

As 30 is less the 1/2 the result of an average die the number of projects run at one time should be at least twice the cost of the department before it breaks even(and at that point we are giving up control for guaranteed progress not a trade i want to make).
For example a 15R cost resulting in 30R worth of refits would be a loss progress wise as that would most likely fund only 2 projects giving +60 in total vs the 113 we would have gotten without the department.

Without the -5 to military dice it would need to provide only 78 progress to be as good as spending dice normally(a bit lower is fine as this is guaranteed progress)
There is also the fact that there will be several projects getting progress from the refit department each turn will those get a update each time in the results when they get +30 progress?
We do not need updates written constantly every turn on every project proceeding in the background and that's fine.

The overall pace of the quest has slowed down markedly, and while I don't think quite as much of that is attributable to the sheer number of dice we're rolling on different projects as some people may think, it's a problem. Ithillid wanting to keep the total number of things he has to write per turn manageable is a valid motivator to change some gameplay mechanics.

The department refitting a fixed amount of R each turn spread over as many projects as possible and a project getting the bonus multiple times if there are few or only one refit project is what i would suggest for the department but other might have a better idea's
1) Another point to make here is that if @Ithillid wants to make a project like this workable, when it would otherwise be inefficient, he can simply broaden the department's remit. For example, the Bureau of Refits and Munitions would also be able to busy itself with deployment or refits of new munitions factories if we developed a new weapons tech such as Railgun Munitions Development or Ultralight Glide Munitions Development.

2) One thing to bear in mind is that if we are already paying a flat cost to have war factories refitted in the background, we have a much greater incentive to create refit projects by doing the relevant development programs. Right now we only have two refits available (naval lasers and ferro-aluminum), both of which fell into our laps partially as a side effect of us doing something else we wanted to do for other reasons. But let's just list all the projects that have some reasonable chance to directly result in a need to refit existing production lines in some way, shape, or form, or to retrofit more advanced equipment to existing platforms:

Advanced ECCM Development
Stealth Disruptor Development
Binary Propellant Exploration
Backpack Rocket Launcher Development
Railgun Munitions Development
Guardian Mark 2 Development
Mammoth Block Four Development
MBT-7 Paladin Development
GD-3 Rifle Development
Governor-A Development
Light/Heavy Combat Laser Development
Buckler Shield Development
Sparkle Shield Model


Any or all of these could plausibly result in something that would fall under the remit of a Bureau of Refitting Factories. Maybe not all would, but quite a few would.

Historically, one of our greatest reasons to be hesitant about taking development projects is that we know we will have full responsibility for implementing the refits afterwards, and every such project costs dice. Partially breaking that connection, so that a modest number of refit/deployment project can "tick over" in the background without our active involvement, would make it a lot easier for us to develop innovative military upgrades without accidentally leaving the military feeling taunted by all the cool stuff we aren't building for them.

The projects that are getting ticked won't get a writeup until they finish unless you put a die or dice into it.

As for the pricing, it is going to be worth taking, but it won't be a direct universal upgrade to your military capacity.
Yeah. I'm honestly quite happy with the idea that it changes the game without being a straightforward "this is way better" thing. If it costs us a theoretical opportunity cost of like -100 Progress per turn on Military rolls in order to get 60 or whatever Progress per turn on refits independently, it might push us towards a somewhat paradigm as I discussed above.

I am thinking of doing interdepartmental favors next turn.

We want the ps for a couple of very important projects (human genetic engineering, visceroid research programs), reallocation is coming up, and we might be doing Kane negotiations in Q1 of next year. All of which more PS would be very, very useful for.

We've got a couple of high indicators (e.g. housing), and we have uncommitted dice in two departments (LCI, services). It would be interesting to see what options come up.
The problem is that we don't actually have a lot of wiggle room. It's hard for us to promise to complete a project in two turns, for starters- shit can go wrong. Furthermore, we have a great many things we'd like to do, at least in Light Industry, and we cannot be confident of having full freedom to do them for a while after reapportionment.

I'd be more interested in doing favors after reallocation, when we can make deals and have time to carry them out.

It's not going to be worth it. There's only a couple turns before they get to force demands on us and take our money without giving anything back. Last time we did favors we gave up resources for about a year for just a bit of support.
I'm not sure if this was on purpose or accidental, but the phrasing here makes me think "Treasury supremacism," because it's not really our money in that sense and the 'demands' are being 'forced' on us by an elected legislature that generally does what it does because the citizenry actually wants it.

...Why would Kane negotiations be coming up? The only reason he did that in canon was that GDI let things go to shit so much that he had significant leverage in the negotiations. We're actually pushing Tiberium back, Nod is on the back foot, and we're expanding into space. There's no reason for him to approach us about anything right now.
We've been explicitly told that Kane will consider stepping forward in 2062.

That doesn't mean he will do so, but he'll consider it. Presumably there will be a dice roll. Remember that there are reasons Kane would be incentivized to negotiate by the present situation:

1) Because Kane knows that the Brotherhood has suffered a heavy string of defeats that would weaken his hand if he wanted to make threats or another bid for world domination in a Tiberium War. Even with all his tech and cunning, he needs actual soldiers and factories to beat us by brute force, and we just took away a lot of the soldiers and factories he might theoretically have been able to mobilize. This makes other plans besides "negotiate with GDI" less viable for him, and importantly he knows this. The longer he waits, the greater the risk that GDI will continue to weaken Nod and therefore weaken his hand in negotiations.

2) Likewise, Kane knows that our space program is proceeding but still far from completion. When we already have tens of millions of colonists in space, that's effectively a proof-of-feasibility for evacuating the planet. Again, this reduces the number of cards Kane might hypothetically be holding if he delays until the 2070s or later.

3) Granger and Seo have demonstrated considerable aptitude for using Visitor technology to manipulate tiberium. Kane can't be sure exactly how much Visitor salvage we have available or how much we can learn from it... And since Kane presumably knows what the Visitors know, if not how to do everything they can do, he presumably knows what we OOC know- that there is a path to creating a TCN-alike out of Visitor salvage tech gacha rolls. Moreover, Kane may not even be sure how much information we got out of the Tacitus, since it was in GDI custody for over twenty years. For these reasons, he can't be sure we won't figure out a TCN-alike on our own given plenty of time and space to breathe and think things through... and he loses all his leverage and drops down to having actively negative amounts of negotiating power with us if we figure out how to steal his thunder and enact "Plan TCN Of Our Own With Blackjack And Hookers."
 
It's not going to be worth it. There's only a couple turns before they get to force demands on us and take our money without giving anything back. Last time we did favors we gave up resources for about a year for just a bit of support.
You do realize that the core purpose of the Treasury department is to collect the money/resources for all the other departments to do their job, yes?

We work for them, not the other way around.

And parliament telling us what to do is the government working as intended.
 
Again though, we don't have to give resources. We could give them some of our Housing indicator. If we do agree to any projects that they ask for, we could look for relatively cheap ones. And right now, we are running very low on cheap Services projects (the remainder either cost PS, or cap goods), which means that we are likely to either leave dice fallow in the rest of the plan, or leave dice fallow at the start of the next one.
It seems likely to me that new Services projects will pop up to fill the gap, especially with the renewed focus on the civilian economy that's picking up groundswell support in the legislature.

Also, keep in mind that the last plan was built with the idea that we wouldn't actually have to meet the plan goals, thanks to the war. So we took on more than was reasonable. That didn't work out, but that was because the war went way, way better for us than it had any right to.
Was that the case? I don't remember that from the discussion, but it was like six real life months ago or more.

I mean, back in 2057Q4 we could predict that there'd be a Great Warlord Dogpile at some point (I remember calling it that), but we couldn't predict when it would happen or how well the warlords would do.

Actually, this may be the best possible time to do interdepartmental favors. If the other departments are at risk of failing their plan goals, then the treasury stepping in to help them get over that line may be invaluable to them.
Huh. That's a fair point... And if we don't like what we're offered, we can always make no deals I guess?
 
It seems likely to me that new Services projects will pop up to fill the gap, especially with the renewed focus on the civilian economy that's picking up groundswell support in the legislature.

Was that the case? I don't remember that from the discussion, but it was like six real life months ago or more.

I mean, back in 2057Q4 we could predict that there'd be a Great Warlord Dogpile at some point (I remember calling it that), but we couldn't predict when it would happen or how well the warlords would do.

Huh. That's a fair point... And if we don't like what we're offered, we can always make no deals I guess?
I'm definitely hoping that we'll get new, cheap, Services projects regardless.

I think the rule is that if we do Interdepartmental Favors, that we have to agree to at least one of the proposals (just to respect ithillid's time). But if giving up some of our +44 (low-quality) Housing indicator is included in that, then that seems like a fairly low barrier to meet. And while the most valuable thing we could agree to would be to help them meet their plan goals, I'm not sure that all projects that we could agree to would have that deadline.

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Yeah, a big part of the point of going for such an ambitious plan was the backup knowledge that if the war ocurred, then we could negotiate away some of its provisions. I think that if we didn't have that knowledge, we'd have gone for something much lighter to give ourselves flexibility. It was a net 0 PS plan, IIRC.
 
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I'm not sure if this was on purpose or accidental, but the phrasing here makes me think "Treasury supremacism," because it's not really our money in that sense and the 'demands' are being 'forced' on us by an elected legislature that generally does what it does because the citizenry actually wants it.
Accidental or stated badly. The other departments don't get to just walk up and borrow money from the "Treasury" pile during the plan. When reallocation comes around they get a massive boost without needing to spend ps on it and get to toss ideas to parliament for us to do, again without ps cost unless they "force" us to pick an option. So I doubt doing favors for other departments is going to get us much ps in light of them being able to wait six months and get basically anything we can realistically offer then.

You do realize that the core purpose of the Treasury department is to collect the money/resources for all the other departments to do their job, yes?

We work for them, not the other way around.

And parliament telling us what to do is the government working as intended.
We work for Parliament and the director, we do not work for the other departments, we work with the other departments to provide for our citizens.

My statement was purely regarding interdepartmental favors and had nothing to do with Parliament doing their jobs to provide us with the directions they want to head for the next four years.
 
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Yeah, a big part of the point of going for such an ambitious plan was the backup knowledge that if the war ocurred, then we could negotiate away some of its provisions. I think that if we didn't have that knowledge, we'd have gone for something much lighter to give ourselves flexibility. It was a net 0 PS plan, IIRC.
I don't remember that, but maybe I should review the discussions surrounding reapportionment when I have time to kill.

With that said, we do have good reasons to conserve Political Support, especially with Seo where more Political Support translates directly into SCIENCE!

Also, the most painful target we set for ourselves was the station target, and I think that was in large part just us being stoked about the benefits of building the stations and wanting to do them anyway. We could have signed up for a few less 'extra' things and gotten a slimmer majority in the legislature, I suppose...
 
We might be misjudging Interdepartmental Favours. Are we quite sure that they are limited to the current Plan period?
Because if they aren't, well the Treasury negotiates what the Plan Goals are for the next period soon. So other departments might be interested in us leaning towards certain goals that make their jobs easier.
And if it turns out people are just going to want a bigger budget, we don't actually lose out on anything by finishing the Tendrils this Plan. We the Vein Mines and Border Offensives leading to super glacier mining. We have loads of options for income boosting that it doesn't matter if we don't get much use from the +100 on Tendrils. And giving everyone a larger budget increase should make everyone happy.
 
They are not going to be limited to the current plan. A lot of them tend to be because it is helping them finish their plan goals, but especially a time like now, they are likely to be asking you for a lot of next plan things.
 
I'm all for doing favors then, we have a lot of options that need political support, and I want to do everything but the Corpse Starch ones.
 
Things to remember:

1) We don't want to load ourselves down with a ton of commitments that will prove burdensome in meeting Parliament's requirements during the actual Plan. Committing to doing stuff without prior confidence that we know which categories Parliament's Plan targets will require us to focus on could be a mistake, as could signing away too much Resource budget if we have to keep providing that RpT trickle for the next Plan.

2) Admittedly, getting more +PS in the runup to reapportionment can be used to create a virtuous cycle by keeping our Plan targets reasonable, freeing us to fulfill the goals that earned us the PS in the first place.

I'm all for doing favors then, we have a lot of options that need political support, and I want to do everything but the Corpse Starch ones.
Bear in mind that we can expect a substantial Political Support surge next Plan, very quickly, from starting Columbia and Shala. Then again, I'm sure Seo will have even more exotic and outlandish mad science ideas once these are used up.
 
We might actually lose the political support from shala and columbia. They give PS now because they're not a goal of the plan. But if they become an explicit goal they may lose the PS bonus.
 
We might actually lose the political support from shala and columbia. They give PS now because they're not a goal of the plan. But if they become an explicit goal they may lose the PS bonus.

This may or may not be the case.
[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)
(Progress 0/1430: 30 resources per die) (+4 to all dice, +1 die to each category) (10 Political Support)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space.
(Progress 0/85: 30 resources per die) (Fusion)
(Progress 0/170: 30 resources per die) (.25k Permanent residents) (5 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (5 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (5 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (5 Political Support)

[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material.
(Progress 0/770: 30 resources per die) (++ Capital Goods, ++ Consumer Goods) (1 available Bay)
(Progress 0/1540: 30 resources per die) (+++ Capital Goods, +++ Consumer Goods) (2 available Bays)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized.
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
(Progress 0/340: 30 resources per die) (.2k permanent residents) (++ Food, + Consumer Goods) (5 Political Support) (1 available Bay)
(Progress 0/680: 30 resources per die) (.3k permanent residents) (+++ Food, ++ Consumer Goods) (5 Political Support) (2 available Bays)
(Progress 0/1360: 30 resources per die) (.4k permanent residents) (++++ Food, +++ Consumer Goods) (10 Political Support) (3 available Bays)

This is from Q4 2057, just before the start of the third FYP. You'll note that the PS rewards for Philadelphia II, Colombia, Enterprise, and Shala were 15/20/0/30 respectively.

[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels. (Station)
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support) (Fusion)
(Progress 0/1430: 30 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/85: 30 resources per die) (Fusion) (5 Political Support)
(Progress 0/170: 30 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (10 Political Support)

[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material. (Station)
(Progress 0/770: 30 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1540: 30 resources per die) (+2 Capital Goods, +2 Consumer Goods) (2 available Bays) (10 Political Support)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Station)
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/340: 30 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/680: 30 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1360: 30 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)

This is from Q1 2058, just after the start of the third FYP. You'll note that the PS rewards for Philadelphia II, Colombia, Enterprise, and Shala were (and still are except for Philadelphia II) 25/39/10/55 respectively.

So yes, the PS rewards might change as they did from the second to the third FYP. They might change back, though if they do, Colombia and Shala will give 50 PS, which is still quite a bit.
 
the real interesting question will be Kane's reaction when he gets confirmation the Visitors have a presence around Jupiter. While it's concerning, it's also a potential source of Visitor tech for GDI that NOD emphatically doesn't have access to. And if that tech is worked on in any space facility he has a much harder time trying to steal or access it.

GDI undergoing space militarization isn't exactly good for him. Especially when there's an increasing narrative that GDI actually *are* the good guys. Clearly we have some kind of mass appeal considering I think we're estimated to peal off a good 10% of the Brotherhood's population here? And while I may gnash my teeth over NOD sabotaging GDI efforts to fight the Scrin, there's a lot of people in NOD who have every reason to hate the Scrin too. And GDI going out there and actually fighting the Scrin in space? To keep them away from Earth? Why that sounds like they're taking the Initiative in order to Defend the entire Globe from everyone's public enemy #1. Making GDI look bad, or at least helping it demonstrate it's worst qualities has always been one of Kane's policies and it only seems to be getting harder.
 
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I don't think GdI making space ships to beat up Not!Scrin around Jupiter is gonna impress people like that.

A whole point NOD makes is that GDI only focuses on protecting and providing for the blue zones. Us going to Jupiter would protect everyone yes, but last time Not!Scrin did generally focus on the blue zone, so this could just be seen as pre-active defence of blue zones and it's priviliged citizen's rather then everyone.

A good thing, but not something virtuous that's gonna win over people at the fence.

What we've seen in quest, is that GDI for the longest time focused only on providing for blue zones, and that is a huge rhetoric.

GDI giving everyone tiberium-suits, food, good houses, medicine for everyone and consumer goods like computer and toys etc. That is what is cracking the flaw in NOD's speeches. By showing GDI is willing to provide a good life to everyone.

GDI defeating Not!Scrin while good for everyone, isn't really a fundamental change in how people of yellow and red zone are treated for NOD. So, i don't see that as a net gain or negative in relationship to populace.

Though, it would provide worry on fact that GDI is rapidly expanding to other planets, for NOD leadership but for common man. It's just another sign of GDI opulance like how Philidelia was

(Also, fairy certain we saw Kane with a space-ship in the european masterstroke interlude, never mind the fact that Kane has been sitting in Not!Scrin motherbase atop of having Tacius. I do think NOD have a space presence at the moment, if abit very specialised and few in numbers. Dimissing that is a mistake in my opinion)
 
The problem with having a very specialized and few-in-number space presence is that even if your spaceship is the fricking Millennium Falcon, you can't actually accomplish much with it by yourself. Not unless you already know exactly where to go and what to do with it and can find stuff that gives you a lot of leverage (usually knowledge, since resources and weapons and so on take numbers and bulk to handle).

So while I'm morally certain Kane could put a man on the moon on fairly short notice if he ever wanted to, I'm not sure it'd do him any good.

This is from Q4 2057, just before the start of the third FYP. You'll note that the PS rewards for Philadelphia II, Colombia, Enterprise, and Shala were 15/20/0/30 respectively.

This is from Q1 2058, just after the start of the third FYP. You'll note that the PS rewards for Philadelphia II, Colombia, Enterprise, and Shala were (and still are except for Philadelphia II) 25/39/10/55 respectively.

So yes, the PS rewards might change as they did from the second to the third FYP. They might change back, though if they do, Colombia and Shala will give 50 PS, which is still quite a bit.
Remember, the transition from 2057 to 2058 is also the transition from the Granger Treasury to the Seo Treasury.

Seo is a lot more politically savvy, so he gets more political support. Or rather, Granger was uniquely bad at political savvy, and got reduced Political Support from almost everything he did. Since Granger isn't coming back, I don't expect the PS awards for the "crown jewel" stations to decline to pre-2058 levels. The awards might drop, but I don't really expect them to, because...

We might actually lose the political support from shala and columbia. They give PS now because they're not a goal of the plan. But if they become an explicit goal they may lose the PS bonus.
...That's not really how Political support works. Notice that we kept getting +PS awards for completing Philadelphia phases after that became a Plan goal.
 
Remember, the transition from 2057 to 2058 is also the transition from the Granger Treasury to the Seo Treasury.

Seo is a lot more politically savvy, so he gets more political support. Or rather, Granger was uniquely bad at political savvy, and got reduced Political Support from almost everything he did. Since Granger isn't coming back, I don't expect the PS awards for the "crown jewel" stations to decline to pre-2058 levels. The awards might drop, but I don't really expect them to, because...

I hadn't really put those two together in my head. Not that I forgot one of the two defining characteristics of Dr. Granger's leadership, but I hadn't really thought about why there was that increase. My main point was that even if there was a decrease, we should still receive a lot of PS from Colombia and Shala.

...

Moving back to interdepartmental favors, I think I'd prefer getting AA dice this coming turn to help roll out projects. Two extra dice could make all the difference. While one die on Favors, one for Security Reviews on Agri, and the last two for AA dice, could be acceptable, I'd prefer the extra Agri and AA die that would come from all of Bureaucracy on AA.
 
Bear in mind that we can expect a substantial Political Support surge next Plan, very quickly, from starting Columbia and Shala. Then again, I'm sure Seo will have even more exotic and outlandish mad science ideas once these are used up.
I also think, because of said mad science ideas, we'll quickly eat through political support next plan. Maybe not right now because I'm still going to be pushing for Ranching Domes, but hey, those also grant political support. My point being that we really should build a strong supply.

Or damn the torpedoes and do as much mad science as possible before Seo gets kicked out, but that sounds like poor planning no matter how much fun it would be.
 
I also think, because of said mad science ideas, we'll quickly eat through political support next plan. Maybe not right now because I'm still going to be pushing for Ranching Domes, but hey, those also grant political support. My point being that we really should build a strong supply.
Yeah, but what I'm saying is, we can expect to have a respectable chunk of Political Support coming in during 2061, and another respectable chunk in 2062. I feel pretty good about the short-term situation, so I'd rather wait to make further trade-offs until the situation clarifies, rather than buying up a giant pile that we have no immediately plans to spend.
 
Yeah, but what I'm saying is, we can expect to have a respectable chunk of Political Support coming in during 2061, and another respectable chunk in 2062. I feel pretty good about the short-term situation, so I'd rather wait to make further trade-offs until the situation clarifies, rather than buying up a giant pile that we have no immediately plans to spend.
That's reasonable, but I'm more of a mind to have something and not need it, then need it and not have it. And in this case we already know we're going to need it, we just don't know the exactly why we will. And as pointed out, now is a good time because of the time pressures other departments are facing because of the end of the plan coming up. If we wait til next plan those favors won't be made under as much pressure and therefore won't be worth as much.
 
That's reasonable, but I'm more of a mind to have something and not need it, then need it and not have it. And in this case we already know we're going to need it, we just don't know the exactly why we will. And as pointed out, now is a good time because of the time pressures other departments are facing because of the end of the plan coming up. If we wait til next plan those favors won't be made under as much pressure and therefore won't be worth as much.
The problem is that it also gives us a lot less time to fulfill the favors in question. If we do this in Q2, we have Q3 and Q4 to complete any relevant projects that pop up. And we have no assurance that said projects will be "painless."
 
The problem is that it also gives us a lot less time to fulfill the favors in question. If we do this in Q2, we have Q3 and Q4 to complete any relevant projects that pop up. And we have no assurance that said projects will be "painless."
They are not going to be limited to the current plan. A lot of them tend to be because it is helping them finish their plan goals, but especially a time like now, they are likely to be asking you for a lot of next plan things.
I think you missed ithillid's quote, Simon.

Interdepartmental favors includes requests that are due in ~5 years time.

I think Y4 is the best possible point of any plan to do the action. We have the most (relative) resources, we have the least amount of pre-committed projects, we have up to five years to complete the new goals, and we might have access to rush-projects with out-sized ps gains.

And bonus points in that instead of the departments needing to spend PS to get their projects included in party slates (and even then, they have no guarantee that the party would offer enough to make it worth our while), they can instead negotiate directly with us.

If we are going to be working on non-plan goals, it's also useful to see if we can get PS for projects that we wanted to do anyways.
 
Fair point. Lemme think...

EDIT: My own plan draft (here is currently using Bureaucracy for AA dice in Q2.

Fusion power kind of needs an AA die because if we're trying to have Crystal Beam Lasers done or nearly done in Q3 then we are hard up for Heavy Industry dice. 1+AA dice on fusion completes the phase with high reliability, whereas 1 die does not and 2 dice means we have to sacrifice something else important. And we need those fusion reactors to complete the remaining plan-mandatory war factories in a timely manner.

I put the second AA die on the Mastodon walker because I wanted a good chance of completion so that we wouldn't have to spend any dice on it in Q3, because we'll want to do a lot on OSRCT and ASAT in Q3 at this rate.

In principle, I could cut the Mastodon die, use a Bureaucracy die on Interdepartmental Favors, and just leave the fourth Bureaucracy die fallow... Which also frees up an addtional 10 R, so I can axe the artificial wood project for one more turn and get a second Bergen die. Bergen Phase 3 would probably do a lot of good things for the economy if we can get it up and running, but funding the dice is always a bit of a problem, so I welcome that.



1130/1130 Resources
7/7 Free dice

ENERGY PLANNING (pessimistic)
+5 (baseline) -4 (Anadyr) +16 (fusion) -1 (fertilizer) -1 (freeze drying) -1 (mechanization) -3 (Mastodons) -2 (URLS) -5 (New York)
->
+4 Energy (but with all power-hungry military Plan requirements finished, and only the frigate yard remaining)

FOOD PLANNING (pessimistic)
+26 (baseline) +4 (fertilizer) +6 (freeze drying) -12 (ELFS) -3 (Phase 3 granaries) -5 (refugees are hungry)
->
+16 Food (with mechanization on the way for +12 more next turn, and/or easy +6 from Aquaponics, in Q3)
(optimistically, could easily be +28 food if mechanization completes, which is more likely than not)

STORED FOOD PLANNING (target: 28 Stored Food)
+12 (baseline) +8 (ELFS) +2 (Phase 3 granaries)
->
+22 Stored Food



2061Q2 Draft Plan Attempting To Be Done By October

Infrastructure (+34) 6/6 Dice 90 R
-[] Suborbital Shuttle Service (Phase 1) 156/200 (1 Die, 30 R) (100% chance)
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 (1 Die, 20 R) (70% chance)
-[] Blue Zone Apartment Complexes (Phase 6+7) 0/320 (4 Dice, 40 R) (Phase 6, 71% chance Phase 7)

Heavy Industry (+29) 5/5 Dice + 1 Free Die + 1 AA Die 170 R
-[] Isolinear Chip Foundry Anadyr 258/320 (1 Die, 50 R) (83% chance)
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 (1 + AA Dice, 40 R) (99.4% chance of Phase 8)
-[] Crystal Beam Industrial Laser Deployment 51/600 (4 Dice, 80 R) (4/7 median)

Light and Chemical Industry (+24) 5/5 Dice 95 R
-[] Civilian Drone Factories 104/380 (2 Dice, 20 R) (2/3.5 median)
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[] Bergen Superconductor Foundry (Phase 3) 0/380 (1 Die, 30 R) (2/5 median)

Agriculture (+24) 4/4 Dice + 2 Free Dice + EREWHON!!! 85 R
-[] Freeze Dried Food Plants 181/200 (1 Die, 20 R) (100% chance, completes on bonuses alone)
-[] Agriculture Mechanization Projects (Phase 2) 26/250 (3 Dice, 45 R) (61% chance)
-[] Strategic Food Stockpile Construction (Phase 3) 85/175 (2 Dice, 20 R) (97% chance)
-[] Extra Large Food Stockpiles (E, 0 R) (autosuccess)

Tiberium (+39) 7/7 Dice 170 R
-[] Red Zone Border Offensives (Stage 1) 0/250 (2 Dice, 50 R) (10% chance)
-[] RZ-7 Tiberium Inhibitor 0/120 (1 Die, 30 R) (35% chance)
-[] Tiberium Processing Plants (Stage 2) 20/200 (1 Die, 30 R) (1/2 median)
-[] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (61% chance)
-[] Improved Hewlett Gardener Process Development 0/160 (2 Dice, 40 R) (85% chance)
--[] Hoping we can get the improved process BEFORE the new plants are too far along to be built with it from the ground up, then do whatever it takes to finish the plants in Q3. But if that doesn't happen, I'll just live with the disappointment

Orbital (+26) 6/6 + 2 Free Dice 160 R
-[] GDSS Enterprise (Phase 5) 348/1535 (7 Dice, 140 R) (7/14.5 median)
-[] Lunar Rare Metals Harvesting (Phase 2) 11/125 (1 Die, 20 R) (28% chance of Phase 2)

Services (+27) 5/5 Dice 180 R
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 (1 Die, 100 R) (19% chance)
-[] Nod Research Initiatives (2 Dice, 60 R) (32% chance)
-[] Professional Sports Programs 102/250 (2 Dice, 20 R) (46% chance)

Military (+26) 8/8 Dice + 2 Free Dice 180 R
-[] Mastodon Heavy Assault Walker Deployment 113/225 (1 Die, 10 R) (30% chance)
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 (2 Dice, 30 R) (23% chance)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (3 Dice, 60 R) (28% chance)
-[] Shark Class Frigate Shipyard (Seattle) 0/300 (2 Dice, 40 R) (2/4 median)
-[] Escort Carrier Shipyards (New York) 138/240 (2 Dice, 40 R) (95% chance, unless Nat 1 has impact)
--[] Second New York die may flow to OSRCT if not needed; a ~50% chance of completion on one die is acceptable

Bureaucracy 3/4
-[] Administrative Assistance- Fusion Power (2 Dice)
-[] Interdepartmental Favor (1 Die)
 
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