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It is not the election. It is me seeing how they are shaping up with the election upcoming.
Looks like most of them aren't doing well, except for Homeland, Biodiversity, and ugh, Initiative First.
It is not the election. It is me seeing how they are shaping up with the election upcoming.
I think your plan would have lost if you hadn't modified it to include the InOps promise. After doing so, momentum swung decidedly in your favor.Candidly, I think a big part of the reason that my plan drafts have a history of winning is because I put considerable effort into trying to limit my proposals to things people will want, and modifying them to include things that are obviously popular as long as I don't strongly disagree with them.
This results in a lot of evolution over time. I may be writing a lot of the plans, but I don't get to steer things in a direction consistent with a rigid personal vision all my own. Because if I had a rigid personal vision, my plans would lose a lot more, because that vision would diverge from what the thread wanted more often.
For instance, I used to be opposed to the alloy foundries, remember?
Well, it's like I always say: a falling meteor shower sinks all boats. If the average results are underperforming, that'll tend to cancel itself out. Initiative First may do well this cycle, but they'll still be a small minority party whose policies lock them out of governing coalitions because they keep spitting in the Cheerios of all the other parties. At this point, the actual Yellow Zoners who get to vote in elections significantly outnumber Initiative First, such that it's usually a better idea to appease the first group than the second.Looks like most of them aren't doing well, except for Homeland, Biodiversity, and ugh, Initiative First.
Really dumb idea here - Burn PS on Liquid Tib Energy. With Alloys discounts we have a good chance to get 2 stages for 3 Tib Dice. With luck, maybe even for 2.
Wha about tiberium powerplant,finish that one an burn the exes PS to whats behind the phase an get small energy surplus
Surely our fission reactors are also potential bombs? They don't even need esoteric tech to make explode.
I'm pretty sure neither are built in civilian areas, or near critical infrastructure for that reason.
Granger was allowed to develop liquid tib power technology, so I doubt it is Seo level of dangerousness.
The narrative from the construction of early phases seemed to make it quite clear to me that risk mitigation was carefully considered for them. The only real risk appeared to be the possibility that liquid tib might be being stored somewhere before being transported to these plants. But that seems unnecessary.
Candidly, I think a big part of the reason that my plan drafts have a history of winning is because I put considerable effort into trying to limit my proposals to things people will want, and modifying them to include things that are obviously popular as long as I don't strongly disagree with them.
This results in a lot of evolution over time. I may be writing a lot of the plans, but I don't get to steer things in a direction consistent with a rigid personal vision all my own. Because if I had a rigid personal vision, my plans would lose a lot more, because that vision would diverge from what the thread wanted more often.
For instance, I used to be opposed to the alloy foundries, remember?
I think your plan would have lost if you hadn't modified it to include the InOps promise. After doing so, momentum swung decidedly in your favor.
So yeah, adaptability and flexibility, and people being aware that you are willing to change your plans based on new information rather than creating an entirely new plan for minor to moderate changes, I think tend to be a significant net-benefit.
Your plan started gaining significant momentum (and, iirc, overcame his soon after) when you added the InOps promise. Once he changed his plan to be more like yours, though, you lost that competitive advantage. At which point the ball was back in your court.
That's one reason I keep bringing plan stuff up again and again; I'm hoping to get people looking as critically as possible at as many aspects of the situation as possible. I've already made multiple revisions based on that in this draft cycle alone.There could be a bit more discussion when the new turn options are posted.
People tend to post full plans immediately. There were plans posted in about half an hour of the last new turn post.
But unless people are sitting around at home with a spare hour, that can be too much info to properly discuss.
People will jump onto any available bandwagon when they pass through, which can be a problem if the discussion of the options hasn't matured yet. Even if we agree that we have made a better plan after voting has started, getting the vote tally to reflect that takes time.
That is something where I am trying to balance between having enough time to discuss the turn, and not giving it so much time that people disengage too much.Ithillid tends to favor moratoriums about four hours long between the time the update drops and the time voting starts, and it takes very little time for the early proposed plans to develop an overwhelming lead that makes it hard for new plans to catch up unless they are wildly more popular.
Having participated personally in this process many many times by now, I am absolutely certain that you are nowhere near the point of giving it so much time that people disengage too much. And it is debatable whether you are truly giving people enough time to discuss the turn at all, since there are time zones where the entire moratorium happens while people are sleep, or away at work and likely unable to engage seriously with a quest on SV.That is something where I am trying to balance between having enough time to discuss the turn, and not giving it so much time that people disengage too much.
I'm not talking about how long the vote period is. I'm talking about the discussion period before the vote begins.Personally I like it as it stands. A lot of people are fire and forget voters, or are only interested in the quest getting pushed forward and don't care to much about the details, so long as plan goals or a project that for whatever reason they deem as important to them is on the list. They might read the between plan discussions, they might not. They might go over the whole list of options for the turn, they might not.
Discussion usually slows down at the end of the second day anyway, and only keeps up if the vote is hotly contested. I think it's good as is.
It's questionable whether we should routinely be swinging around to new options on the turn they appear, because they're not automatically better than all the options that were already there. We've repeatedly seen swings like that, however, in cases where there was a clear and present actual need for the new project. People were quick to jump on the stabilizer constellation and the alloy foundries, for instance, because those were really good options and there were compelling reasons to pursue them immediately. But if something like a weapons upgrade project appears, we do have to think long and hard about whether we should be chasing it at the expense of other projects that were already on the docket.Unfortunately, we tend to get new options on new turns, which means you are sort of building momentum towards what would be good from the options of a turn ago.
That can make it hard to swing around to the new options.
Well, I don't think we'd get better results from just all collectively agreeing to have no full-dress drafts whatsoever about "so what are we gonna do" except during the four hours immediately after a turn post, then having a rousing debate over whose fully drafted plan with double digit vote support (though it was hammered together in about four hours or less) should win for 24-48 hours afterwards, and then going back to deliberately not talking about it again for the next X days/weeks.I'm also not sure that we get the full participation in pre-turn plan discussions.
Not sure there is any optimal solution for this. The best we can do is recognise what the downsides are.
I get the idea, but a lot of the time, the results post isn't giving us a lot of new information about what happened, mechanically, that we didn't get from doing basic arithmetic upon seeing the dice roll. The results are great, the results are lifeblood, the results are giving us vital context, the results often change our minds!Mind, the turn around time between 'vote called' and 'results' is notably longer than the turn around between 'results' and 'new turn'.
I've much fewer problems with next turn plans being discussed in the lead up to the new turn post, in comparison to a plan having just been voted on.
Well, I don't think we'd get better results from just all collectively agreeing to have no full-dress drafts whatsoever about "so what are we gonna do" except during the four hours immediately after a turn post, then having a rousing debate over whose fully drafted plan with double digit vote support (though it was hammered together in about four hours or less) should win for 24-48 hours afterwards, and then going back to deliberately not talking about it again for the next X days/weeks.
No one has suggested doing this. The source of the proposal you're arguing against is yourself.Again, I really don't think we'd be doing ourselves a lot of favors by blocking out the majority of all time during the quest and saying "no, no, no talking about what to do next during this time." It's not actually bad to talk about what to do next.
No one has suggested doing this. The source of the proposal you're arguing against is yourself.
Well, there is nothing to stop us discussing things further before we throw up plans.
We do have a couple of days before we need to have a plan posted.
Even if we look at the before moratorium time. Do we need to throw up a complete plan to discuss priorities and options?
A plan itself is just bookkeeping, not the actual decision making.
Derpmind, perhaps I'm simply not understanding what other people are suggesting, in a way that's very obvious to everyone except me.Mind, the turn around time between 'vote called' and 'results' is notably longer than the turn around between 'results' and 'new turn'.
I've much fewer problems with next turn plans being discussed in the lead up to the new turn post, in comparison to a plan having just been voted on.
... This.Regarding "not doing draft plans, just discuss priorities" before the new turn is put out... what is the difference between "alloy foundries should be a top priority" and "Alloy Foundries 9D, 360R"? Both show a level of priority, but one's just incredibly vague on the actual numbers involved. Would hiding the numbers really change anything of the discussions besides debates over the actual level of funding? Given that draft plans get debated back in forth for days/weeks, I'm not sure a good plan could be hashed together in just 4 hours. Imagine the recent debate over Shala and Columbia max funding, but with all the references to the amount of dice deleted. Would it have been in any way more productive to leave out specific dice totals?
A lot of this stuff is going to open out soon, except for Orbital and Heavy Industry. In Heavy Industry, we are rapidly approaching the turning point where we stop making alloy foundries... and lo and behold, we have to switch over to North Boston pretty much right away if we want to be confident of finishing it before the end of the Plan. In Orbital, likewise, pretty much as soon as we finish the Crown Jewels, we're probably gonna have to pivot directly to work on the moon base. If we're lucky, Ithillid's pessimistic estimate of 350 Progress per 1000 inhabitants will turn out to be [i[very[/i] pessimistic and we'll have enough wiggle room that with Free dice on Orbital we can finish off the target and then have some time to fuck around and enjoy ourselves. But it's gonna be rough, yes. On the bright side, by the end of this Plan we'll have a well developed idea of how to build scalable space infrastructure up to a self-sustaining level and we'll have a frickin' small city on the moon to go with our major mining complexes, so that's kind of awesome.Admittedly, there isn't as much debate as there used to be. Pretty much because several categories are locked into only a couple of options due to plan goals and such.
Orbital is just Columbia and Shala with a couple dice in other areas. Heavy industry is alloys and powerplants. Light Industry is Reykjavik. Agriculture is moving into reforestation. Military really needed SADN.
Once the plan goals and common sense stuff start getting knocked out I'd expect the between turn debates to really pick up steam as we gain more flexibility.