Voting is open
[X] Plan Send In The Marines

I assume it's fine to vote for this plan even though @Simon_Jester hasn't gotten around to posting it yet.

Also, I've no idea why people are voting for Plan Brogatar. Slashing naval production and releasing assets at the same time seems incredibly wasteful and dangerously irresponsible. We'd be crippling our naval production and have no way to construct new shipyards for the forseeable future due to very low income for several turns. We'll probably end up in the negatives with significant penalties to our rolls. All this combined with taking and PA'ing "Hard Times, Hard Decisions", which doesn't make sense when we're not even asking people to make any sacrifices.
 
Overall, I'm a bit skeptical of using Public Works to build our way out of the crisis without giving up any of the industrial facilities we've already nationalized. Given the bandwagoning, I'm hoping it can be done.

I'm tentatively convinced about the merits of talking to our new political rival instead of going after the racial governments, by @uju32 .

@Mathematicae , @Versharl , you have already voted for my plan, how do you feel about that? I wouldn't feel right changing my plan without asking you.

[X] Plan Send In The Marines
-[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
DC: 31-11-24 = -4 (!)
-[X] Slash Naval Production: ... Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%.
-[X] Destroy Racial Governments: ... Time: 1 year. Cost: 25,000 credits; +5,000 yearly income... Chance of Success: 80%.
DC: 21-10 = 11
-[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
DC: 31-10-16 = 5
-[X] Public Works Projects: ... Time: Continuous until canceled, locked for duration. Chance of Success: 70%, rolled every year. Cost: -40,000 yearly income for duration of option.
DC: 31-12-18 = 1
-[X] Unemployment Benefits: ... Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment.
DC: 26-12 = 14
-[X] Spies, Analyze Thyself: ... Time: 1 year. Chance of Success: 80%. Cost: -25,000 yearly income.
DC: 21-12 = 9
-[X] Line of Succession: ... Time: 1 year. Chance of Success: 80%. Cost: 5,000 10,000 credits.
--[X] Double Down
DC: 21-44 = -23 (!)
-[X] Personal Attention: Marine Expansion
-[X] Personal Attention: Public Works Projects
-[X] Personal Attention: Regularize Special Addresses
 
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We are building new civilian industry at an effective cost of 90,000+ credits yearly.
Just in time for the Crash Course students to get out of school.
And reducing our war footing against a larger enemy is asking for the Rachni to eat our collective faces.

A collapsing military industry or a popular revolution might cause that too, albeit a bit indirectly
 
Overall, I'm a bit skeptical of using Public Works to build our way out of the crisis without giving up any of the industrial facilities we've already nationalized. Given the bandwagoning, I'm hoping it can be done.
It's more a stepwise thing.
Public Works first, while we save up a 300k buffer.
If that isn't moving things fast enough, we add Release Assets next turn.

But only if absolutely necessary.
I'm tentatively convinced about the merits of talking to our new political rival instead of going after the racial governments, by @uju32 .
You forgot to vote for your plan. There is no {X} in your plan voting brackets.


EDIT
A collapsing military industry or a popular revolution might cause that too, albeit a bit indirectly
Military industry isn't collapsing dude.
We have ZERO problems with our military industry.
It's the civilian side that has issues.

And there is no current indication of anything even vaguely like a popular revolution.
Not to mention that we have had a popular revolution. It brought Mira to power.
Virmire rode it out just fine.

Barring a descent into anarchy, we aren't losing our military unless we deliberately cut it.
Adhoc vote count started by uju32 on May 18, 2018 at 3:12 PM, finished with 43 posts and 31 votes.

  • [X]Plan Guns And Butter
    -[X]Martial 1: Marine Expansion: 50,000 credits: 2 years: DC 31 - Minister 11 = DC20
    -[X]Martial 2: War Games: 20,000 credits: 1 year: DC26 - Minister 11 = DC15
    -[X]Diplomacy 1: Regularize Special Addresses: -20,000 yearly Income: 1 year: DC 31 - Minister 11 - PA16 = DC4
    -[X]Diplomacy 2: Cut Them Off At The Knees: 25,000 credits: 1 year: DC46 - Minister 11 - PA16 = DC19
    -[X]Stewardship 1: Public Works Projects: -40,000 yearly Income: Locked for duration: DC31 - Minister 12 - PA 18 = DC1
    -[X]Stewardship 2: Unemployment Benefits: -15,000 yearly Income: 1 year: DC 26 - Minister 12 = DC14
    -[X]Intrigue 1: Spies, Analyze Thyself: -25,000 yearly Income: 1 year: DC21 - Minister 12= DC9
    -[X]Learning 1: Line of Succession: 5,000 *2: 1 year: DC21 - Minister 44 = DC-23(Autosuccess)
    --[X]Double Down
    -[X]Personal 1: Personal Attention Public Works Projects
    -[X]Personal 2: Personal Attention Regularize Special Addresses
    -[X]Personal 3: Personal Attention Cut Them Off At The Knees
    [X] Plan Send In The Marines
    -[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
    -[X] Slash Naval Production: ... Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%.
    -[X] Destroy Racial Governments: ... Time: 1 year. Cost: 25,000 credits; +5,000 yearly income... Chance of Success: 80%.
    -[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
    -[X] Public Works Projects: ... Time: Continuous until canceled, locked for duration. Chance of Success: 70%, rolled every year. Cost: -40,000 yearly income for duration of option.
    -[X] Unemployment Benefits: ... Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment.
    -[X] Spies, Analyze Thyself: ... Time: 1 year. Chance of Success: 80%. Cost: -25,000 yearly income.
    -[X] Line of Succession: ... Time: 1 year. Chance of Success: 80%. Cost: 5,000 10,000 credits.
    --[X]Double Down
    -[X] Personal Attention: Marine Expansion
    -[x] Personal Attention: Public Works Projects
    -[X] Personal Attention: Regularize Special Addresses
    [X] Plan Brogatar
    -[X] War Games: The Navy has fully adopted Beshkarian doctrine, but yet lacks experience in the applications. Fortunately, you have another fleet hanging around with which you can practice. Ask Fleet Admiral Kassa'Malan if he will participate in a series of war games to test Beshkarian doctrine. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%. Effect: Run a series of war games with the 3rd Rannoch War Fleet, with them as the defenders and your fleets as the attackers, and get some experience in the particulars of executing the particulars of Beshkarian Doctrine before having to apply them in combat. DC 25 - 22 (adv) = DC 3
    -[X] Slash Naval Production: Virtually all of your orbital industry is naval at this point. You need that production...but so do your civilians. Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%. Effect: Release active military industry to the civilian market at the cost of naval production. Improves civilian economy slower than the, "Release Assets," Stewardship option, but does not require a massive income hit and does reliably improve the civilian economy.
    -[X] Regularize Special Addresses: DC 30 Your special addresses brought a sense of governmental transparency and stability that greatly bolstered the public's willingness to listen to you. This seems like a tradition worth establishing. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%. Effect: Regularize special addresses on a less frequent schedule, improving the ability of the Prime Minister to interact with the Assembly and the populace at large. As a side effect, grants a rather significant and unmatchable incumbent's bonus during election years due to the exclusive platform. DC 30 - 21 (adv) -16 (pa) = DC -7 Auto Success
    -[X] Hard Times, Hard Decisions: This is going to be a rough few years. You need to impress on the people that things will get worse before they get better, but that they will get better...if they're willing to endure the worse. Time: 1 year. Chance of Success: 55%. Cost: 20,000 credits. Effect: Bolster the public's willingness to endure harsh government measures towards fixing this crisis, lessening the impact of any unpopular decisions you make over the next few years .
    -[X] Unemployment Benefits: The problem you face is a lack of consumer goods for the population you have. Providing benefits to the inevitable unemployed won't do anything about that, but it'll at least make sure that everybody can get their hands on food -- of which you do have enough. The Passage of the Army Expansion Act means that there are far fewer people going unfed, reducing the cost of this option, although your civilian industry shortfall remains as urgent a problem. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment. DC 25 - 23 (adv) = DC 2
    -[X] Release Assets: Virmire actually has plenty of industrial assets going, "spare." The issue is that they're mobilized to your control rather than the civilian population's. Now that you've handled the initial response to the crash, releasing these assets is probably one of your better options to start turning things around, as you really don't have a faster way to get industry back under civilian control and producing goods for them. The issue is...doing this has a cost: those assets will not be available to you again until the situation stabilizes and the economy recovers. Time: Indeterminate. Chance of Success: Rolled every year until the cumulative result reaches , with natural 1's inflicting negative progress. Cost: Multiply yearly income by a factor of 0.1; the factor will rise as the option progresses until disappearing entirely at the option's completion. Effect: Release the various assets to which the government has an exclusive claim back to civilian control, giving the civilian economy the shot in the arm it needs to begin making up its crushing shortfalls in a normal manner. DC ??? 23 (adv) + 18 (pa) = ??? Personal attention each turn is a must
    -[X] Piercing the Veil: The MoI, to be frank, is completely obscure to you. It came with the job, as a condition of the job, and you get the impression that Shurna was never much more open with Kerak than she is with you. That said, you think you've earned her respect, and a modicum of loyalty. Certainly, the two of you have a good working relationship. Maybe if you ask real nice, she'll open up to you about how her Ministry actually works. Honestly, she'd better, because you have no idea how you'd go about circumventing that were she disinclined to tell you. Time: 1 year. Chance of Success ? (Rolled with Mira's Intrigue score alone, no hero or minister bonuses applicable). Cost: Free. Effect: Ask Shurna to pretty please tell you how your intelligence ministry works. DC ??? +8 = ???
    -[X] Line of Succession: Durrahe Korun will die at some point in the next ten years. After he is dead, you will need to fill his position. He has compiled a list of candidates, and is willing to mentor one in preparation for the transition. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits. Effect: Go over the list of candidates for the position of Minister of the Sciences and select one to succeed Durrahe when he dies. Durrahe will mentor his replacement and begin easing them into a more active role in the Ministry in preparation for the transfer of power. Reduces or even eliminates shortfalls of a death succession, depending
    -[X] Personal Attention: Hard Times Hard Decisions
    -[X] Personal Attention: Release Assets
    -[X] Personal Attention: Regularize Special Addresses
    [x] Plan Red
    -[x] War Games (DD): Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. DC:25 -44(DD) = -19
    --[x] DD
    -[x] Marine Expansion: Time: 2 years. Cost: 50,000 credits. DC:30 -11 = 19
    -[x] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. DC: 30 -10 = 20 -16 = 4
    -[x] Destroy Racial Governments: Time: 1 year. Cost: 25,000 credits; +5,000 yearly income DC:20 -10 = 10
    -[x] Unemployment Benefits: Time: 1 year. Cost: -15,000 yearly income until crisis concludes. DC:25 -11 = 14 -18 = -4
    -[x] Public Works Projects: Time: Continuous until canceled, locked for duration. Cost: -40,000 yearly income for duration of option. DC:30 -14 = 16 -18= -2 rolled every year.
    -[x] Spies, Analyze Thyself: Time: 1 year. Cost: -25,000 yearly income DC:20 -11 = 9
    -[x] Line of Succession: Time: 1 year. Cost: 5,000 credits. DC:20 -11 = 9
    -[x] Personal Attention: Unemployment Benefits
    -[X] Personal Attention: Regularize Special Addresses
    -[x] Personal Attention: Public Works Projects
    [x] Plan Blue
    -[x] War Games: Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. DC:25 -11 = 14
    -[x] Slash Naval Production: Time: 1 year. Cost: Naval production cut in half DC:0
    -[x] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. DC: 30 -10 = 20 -16 = 4
    -[x] Destroy Racial Governments: Time: 1 year. Cost: 25,000 credits; +5,000 yearly income DC:20 -10 = 10
    -[x] Unemployment Benefits: Time: 1 year. Cost: -15,000 yearly income until crisis concludes. DC:25 -11 = 14 -18 = -4
    -[x] Public Works Projects: Time: Continuous until canceled, locked for duration. Cost: -40,000 yearly income for duration of option. DC:30 -14 = 16 -18= -2 rolled every year.
    -[x] Piercing the Veil: Time: 1 year. Cost: Free. DC:? -8 = ?
    -[x] Line of Succession (DD): Time: 1 year. Cost: 5,000 credits. DC:20 - 44 = -24
    --[x] DD
    -[x] Personal Attention: Unemployment Benefits
    -[X] Personal Attention: Regularize Special Addresses
    -[x] Personal Attention: Public Works Projects
    -[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
    -[X] Slash Naval Production: ... Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%.
    -[X] Destroy Racial Governments: ... Time: 1 year. Cost: 25,000 credits; +5,000 yearly income... Chance of Success: 80%.
    -[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
    -[X] Public Works Projects: ... Time: Continuous until canceled, locked for duration. Chance of Success: 70%, rolled every year. Cost: -40,000 yearly income for duration of option.
    -[X] Unemployment Benefits: ... Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment.
    -[X] Spies, Analyze Thyself: ... Time: 1 year. Chance of Success: 80%. Cost: -25,000 yearly income.
    -[X] Line of Succession: ... Time: 1 year. Chance of Success: 80%. Cost: 5,000 10,000 credits.
    --[X]Double Down
    -[X] Personal Attention: Marine Expansion
    -[x] Personal Attention: Public Works Projects
    -[X] Personal Attention: Regularize Special Addresses

Adhoc vote count started by uju32 on May 18, 2018 at 3:40 PM, finished with 48 posts and 32 votes.

  • [X]Plan Guns And Butter
    -[X]Martial 1: Marine Expansion: 50,000 credits: 2 years: DC 31 - Minister 11 = DC20
    -[X]Martial 2: War Games: 20,000 credits: 1 year: DC26 - Minister 11 = DC15
    -[X]Diplomacy 1: Regularize Special Addresses: -20,000 yearly Income: 1 year: DC 31 - Minister 11 - PA16 = DC4
    -[X]Diplomacy 2: Cut Them Off At The Knees: 25,000 credits: 1 year: DC46 - Minister 11 - PA16 = DC19
    -[X]Stewardship 1: Public Works Projects: -40,000 yearly Income: Locked for duration: DC31 - Minister 12 - PA 18 = DC1
    -[X]Stewardship 2: Unemployment Benefits: -15,000 yearly Income: 1 year: DC 26 - Minister 12 = DC14
    -[X]Intrigue 1: Spies, Analyze Thyself: -25,000 yearly Income: 1 year: DC21 - Minister 12= DC9
    -[X]Learning 1: Line of Succession: 5,000 *2: 1 year: DC21 - Minister 44 = DC-23(Autosuccess)
    --[X]Double Down
    -[X]Personal 1: Personal Attention Public Works Projects
    -[X]Personal 2: Personal Attention Regularize Special Addresses
    -[X]Personal 3: Personal Attention Cut Them Off At The Knees
    [X] Plan Send In The Marines
    -[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
    -[X] Slash Naval Production: ... Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%.
    -[X] Destroy Racial Governments: ... Time: 1 year. Cost: 25,000 credits; +5,000 yearly income... Chance of Success: 80%.
    -[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
    -[X] Public Works Projects: ... Time: Continuous until canceled, locked for duration. Chance of Success: 70%, rolled every year. Cost: -40,000 yearly income for duration of option.
    -[X] Unemployment Benefits: ... Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment.
    -[X] Spies, Analyze Thyself: ... Time: 1 year. Chance of Success: 80%. Cost: -25,000 yearly income.
    -[X] Line of Succession: ... Time: 1 year. Chance of Success: 80%. Cost: 5,000 10,000 credits.
    --[X]Double Down
    -[X] Personal Attention: Marine Expansion
    -[x] Personal Attention: Public Works Projects
    -[X] Personal Attention: Regularize Special Addresses
    [X] Plan Brogatar
    -[X] War Games: The Navy has fully adopted Beshkarian doctrine, but yet lacks experience in the applications. Fortunately, you have another fleet hanging around with which you can practice. Ask Fleet Admiral Kassa'Malan if he will participate in a series of war games to test Beshkarian doctrine. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%. Effect: Run a series of war games with the 3rd Rannoch War Fleet, with them as the defenders and your fleets as the attackers, and get some experience in the particulars of executing the particulars of Beshkarian Doctrine before having to apply them in combat. DC 25 - 22 (adv) = DC 3
    -[X] Slash Naval Production: Virtually all of your orbital industry is naval at this point. You need that production...but so do your civilians. Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%. Effect: Release active military industry to the civilian market at the cost of naval production. Improves civilian economy slower than the, "Release Assets," Stewardship option, but does not require a massive income hit and does reliably improve the civilian economy.
    -[X] Regularize Special Addresses: DC 30 Your special addresses brought a sense of governmental transparency and stability that greatly bolstered the public's willingness to listen to you. This seems like a tradition worth establishing. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%. Effect: Regularize special addresses on a less frequent schedule, improving the ability of the Prime Minister to interact with the Assembly and the populace at large. As a side effect, grants a rather significant and unmatchable incumbent's bonus during election years due to the exclusive platform. DC 30 - 21 (adv) -16 (pa) = DC -7 Auto Success
    -[X] Hard Times, Hard Decisions: This is going to be a rough few years. You need to impress on the people that things will get worse before they get better, but that they will get better...if they're willing to endure the worse. Time: 1 year. Chance of Success: 55%. Cost: 20,000 credits. Effect: Bolster the public's willingness to endure harsh government measures towards fixing this crisis, lessening the impact of any unpopular decisions you make over the next few years .
    -[X] Unemployment Benefits: The problem you face is a lack of consumer goods for the population you have. Providing benefits to the inevitable unemployed won't do anything about that, but it'll at least make sure that everybody can get their hands on food -- of which you do have enough. The Passage of the Army Expansion Act means that there are far fewer people going unfed, reducing the cost of this option, although your civilian industry shortfall remains as urgent a problem. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment. DC 25 - 23 (adv) = DC 2
    -[X] Release Assets: Virmire actually has plenty of industrial assets going, "spare." The issue is that they're mobilized to your control rather than the civilian population's. Now that you've handled the initial response to the crash, releasing these assets is probably one of your better options to start turning things around, as you really don't have a faster way to get industry back under civilian control and producing goods for them. The issue is...doing this has a cost: those assets will not be available to you again until the situation stabilizes and the economy recovers. Time: Indeterminate. Chance of Success: Rolled every year until the cumulative result reaches , with natural 1's inflicting negative progress. Cost: Multiply yearly income by a factor of 0.1; the factor will rise as the option progresses until disappearing entirely at the option's completion. Effect: Release the various assets to which the government has an exclusive claim back to civilian control, giving the civilian economy the shot in the arm it needs to begin making up its crushing shortfalls in a normal manner. DC ??? 23 (adv) + 18 (pa) = ??? Personal attention each turn is a must
    -[X] Piercing the Veil: The MoI, to be frank, is completely obscure to you. It came with the job, as a condition of the job, and you get the impression that Shurna was never much more open with Kerak than she is with you. That said, you think you've earned her respect, and a modicum of loyalty. Certainly, the two of you have a good working relationship. Maybe if you ask real nice, she'll open up to you about how her Ministry actually works. Honestly, she'd better, because you have no idea how you'd go about circumventing that were she disinclined to tell you. Time: 1 year. Chance of Success ? (Rolled with Mira's Intrigue score alone, no hero or minister bonuses applicable). Cost: Free. Effect: Ask Shurna to pretty please tell you how your intelligence ministry works. DC ??? +8 = ???
    -[X] Line of Succession: Durrahe Korun will die at some point in the next ten years. After he is dead, you will need to fill his position. He has compiled a list of candidates, and is willing to mentor one in preparation for the transition. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits. Effect: Go over the list of candidates for the position of Minister of the Sciences and select one to succeed Durrahe when he dies. Durrahe will mentor his replacement and begin easing them into a more active role in the Ministry in preparation for the transfer of power. Reduces or even eliminates shortfalls of a death succession, depending
    -[X] Personal Attention: Hard Times Hard Decisions
    -[X] Personal Attention: Release Assets
    -[X] Personal Attention: Regularize Special Addresses
    [x] Plan Red
    -[x] War Games (DD): Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. DC:25 -44(DD) = -19
    --[x] DD
    -[x] Marine Expansion: Time: 2 years. Cost: 50,000 credits. DC:30 -11 = 19
    -[x] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. DC: 30 -10 = 20 -16 = 4
    -[x] Destroy Racial Governments: Time: 1 year. Cost: 25,000 credits; +5,000 yearly income DC:20 -10 = 10
    -[x] Unemployment Benefits: Time: 1 year. Cost: -15,000 yearly income until crisis concludes. DC:25 -11 = 14 -18 = -4
    -[x] Public Works Projects: Time: Continuous until canceled, locked for duration. Cost: -40,000 yearly income for duration of option. DC:30 -14 = 16 -18= -2 rolled every year.
    -[x] Spies, Analyze Thyself: Time: 1 year. Cost: -25,000 yearly income DC:20 -11 = 9
    -[x] Line of Succession: Time: 1 year. Cost: 5,000 credits. DC:20 -11 = 9
    -[x] Personal Attention: Unemployment Benefits
    -[X] Personal Attention: Regularize Special Addresses
    -[x] Personal Attention: Public Works Projects
    [x] Plan Blue
    -[x] War Games: Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. DC:25 -11 = 14
    -[x] Slash Naval Production: Time: 1 year. Cost: Naval production cut in half DC:0
    -[x] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. DC: 30 -10 = 20 -16 = 4
    -[x] Destroy Racial Governments: Time: 1 year. Cost: 25,000 credits; +5,000 yearly income DC:20 -10 = 10
    -[x] Unemployment Benefits: Time: 1 year. Cost: -15,000 yearly income until crisis concludes. DC:25 -11 = 14 -18 = -4
    -[x] Public Works Projects: Time: Continuous until canceled, locked for duration. Cost: -40,000 yearly income for duration of option. DC:30 -14 = 16 -18= -2 rolled every year.
    -[x] Piercing the Veil: Time: 1 year. Cost: Free. DC:? -8 = ?
    -[x] Line of Succession (DD): Time: 1 year. Cost: 5,000 credits. DC:20 - 44 = -24
    --[x] DD
    -[x] Personal Attention: Unemployment Benefits
    -[X] Personal Attention: Regularize Special Addresses
    -[x] Personal Attention: Public Works Projects
    -[X] Marine Expansion: ... Time: 2 years. Cost: 50,000 credits. Chance of Success: 70%.
    -[X] Slash Naval Production: ... Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%.
    -[X] Destroy Racial Governments: ... Time: 1 year. Cost: 25,000 credits; +5,000 yearly income... Chance of Success: 80%.
    -[X] Regularize Special Addresses: Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%.
    -[X] Public Works Projects: ... Time: Continuous until canceled, locked for duration. Chance of Success: 70%, rolled every year. Cost: -40,000 yearly income for duration of option.
    -[X] Unemployment Benefits: ... Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment.
    -[X] Spies, Analyze Thyself: ... Time: 1 year. Chance of Success: 80%. Cost: -25,000 yearly income.
    -[X] Line of Succession: ... Time: 1 year. Chance of Success: 80%. Cost: 5,000 10,000 credits.
    --[X]Double Down
    -[X] Personal Attention: Marine Expansion
    -[x] Personal Attention: Public Works Projects
    -[X] Personal Attention: Regularize Special Addresses
    [X] Plan Slash Naval Production, Not Racial Governments
    -[X] War Games. Cost: 20,000 credits. DC: 26-11 = 15
    -[X] Slash Naval Production. DC: 0
    -[X] Regularize Special Addresses. Cost: -20,000 yearly income. DC: 31-10-16 = 5
    -[X] Cut Them Off At the Knees. Cost: 25,000 credits. DC: 46-11-16 = 19
    -[X] Public Works Projects. Cost: -40,000 yearly income. DC: 31-12-18 = 1
    -[X] Unemployment Benefits. Cost: -15,000 yearly income. DC: 26-12 = 14
    -[X] Intrigue: Spies, Analyze Thyself. Cost: -25,000 yearly income. DC: 21-12 = 9
    -[X] Line of Succession. Cost: 5,000*2 credits. DC: 21-44 = -23
    --[X]Double Down
    -[X] Personal Attention: Regularize Special Addresses
    -[X] Personal Attention: Cut Them Off At The Knees
    -[x] Personal Attention: Public Works Projects
 
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Slashing our naval production just seems like a bad idea - we are in a war for survival. Our entire strategy against the Rachni involves us producing raiding fleets in order to damage their industry and ensure they are constantly under pressure. Right now we're able to produce a Raiding Fleet every two years. Slashing our production will make that one every four years, which will limit our ability to go on the offensive. And the Rachni have a lot more industry than we do, and likely no having to worry about a 'civilian' economy given their nature.
 
[X] Plan Send In The Marines

Less than keen. But, if we don't address the military/civilian economic imbalance (by slashing production), I'd worry there is very little in uju32s Plan to stop our economy crashing again in the future. There will still be very little to no civilian (ship) production, as far as I can tell.

Public Works first, while we save up a 300k buffer.
If that isn't moving things fast enough, we add Rel
Hmm. Would it be churlish to point out that we used to have that buffer? Then a network of our most expensive spy satellites and a gold-plated secret service happened...

--[X] A network of your best observation posts throughout Lystheni space (become Big Sister).
This 'best' clause is why they were so expensive (100k). Poptart made us build the old, expensive posts, rather than our more economical stripped down ones. Throwing away money unfortunately goes back quite a few turns.
 
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Oh hey it's approval voting I get to vote for everything in the range I'm comfortable with yay.

[X] Plan Send In The Marines
[X] Plan Guns And Butter
[X] Plan Red
 
[X]Plan Guns And Butter
-[X]Martial 1: Marine Expansion: 50,000 credits: 2 years: DC 31 - Minister 11 = DC20
-[X]Martial 2: War Games: 20,000 credits: 1 year: DC26 - Minister 11 = DC15
-[X]Diplomacy 1: Regularize Special Addresses: -20,000 yearly Income: 1 year: DC 31 - Minister 11 - PA16 = DC4
-[X]Diplomacy 2: Cut Them Off At The Knees: 25,000 credits: 1 year: DC46 - Minister 11 - PA16 = DC19
-[X]Stewardship 1: Public Works Projects: -40,000 yearly Income: Locked for duration: DC31 - Minister 12 - PA 18 = DC1
-[X]Stewardship 2: Unemployment Benefits: -15,000 yearly Income: 1 year: DC 26 - Minister 12 = DC14
-[X]Intrigue 1: Spies, Analyze Thyself: -25,000 yearly Income: 1 year: DC21 - Minister 12= DC9
-[X]Learning 1: Line of Succession: 5,000 *2: 1 year: DC21 - Minister 44 = DC-23(Autosuccess)
--[X]Double Down
-[X]Personal 1: Personal Attention Public Works Projects
-[X]Personal 2: Personal Attention Regularize Special Addresses
-[X]Personal 3: Personal Attention Cut Them Off At The Knees
 
I don't believe that Public Works alone will be enough for recovery, and amongst Release Assets and Slash Naval Production I prefer the latter, as it's more predictable.
I don't want to Destroy Racial Governments right before elections without even sabotaging them first. Why we can't do it in a year or two? Attempt to negotiate with our opponent is much more important, I think.
As no plan has both of these actions, I just create my own.

[X] Plan Slash Naval Production, Not Racial Governments
-[X] War Games. Cost: 20,000 credits. DC: 26-11 = 15
-[X] Slash Naval Production. DC: 0
-[X] Regularize Special Addresses. Cost: -20,000 yearly income. DC: 31-10-16 = 5
-[X] Cut Them Off At the Knees. Cost: 25,000 credits. DC: 46-11-16 = 19
-[X] Public Works Projects. Cost: -40,000 yearly income. DC: 31-12-18 = 1
-[X] Unemployment Benefits. Cost: -15,000 yearly income. DC: 26-12 = 14
-[X] Intrigue: Spies, Analyze Thyself. Cost: -25,000 yearly income. DC: 21-12 = 9
-[X] Line of Succession. Cost: 5,000*2 credits. DC: 21-44 = -23
--[X] Double Down
-[X] Personal Attention: Regularize Special Addresses
-[X] Personal Attention: Cut Them Off At The Knees
-[X] Personal Attention: Public Works Projects

All in all 55,000 credits and -100,000 credits yearly.

...Mira needs to start thinking like a true politician.
"Who cares about this war for survival! What is important is that it's an election year and by slashing naval production I'll improve economy enough to win additional 5% of votes!" :V
 
I'm tentatively convinced about the merits of talking to our new political rival instead of going after the racial governments, by @uju32 .
I think getting rid of the racial governments now before they amass more power is the better approach, particularly since we're taking unemployment benefits this turn, which should take the wind out of the sails of Ti'ord's movement regardless of whether we meet her or not. The low chance of success with talking to Ti'ord also doesn't fill me with confidence and I'd much rather use a PA on the important Marine Expansion than dealing with a political opponent that should lose a lot of their clout once we've implemented unemployment benefits and dealt with the economic crisis. I'll also remind you that the option is likely to "infuriate" Ti'ord and that I overall don't believe this is really something that we're doing in good faith IC. We're doing it publically to back her into a corner where she'll either discredit herself by refusing to meet us or lose much of the work she's done to build up a credible opposition to ourselves. If this was truly a good-faith option, we'd have invited her privately to discuss matters. That said, I'll still vote for your plan over Uju's.

I don't want to Destroy Racial Governments right before elections without even sabotaging them first. Why we can't do it in a year or two? Attempt to negotiate with our opponent is much more important, I think.
We're going to win the election anyway, what does it matter if we take the relations-hit now or after? (Warning: HUBRIS ALERT!)
Real answer: The Racial Governments might use the crisis and election to amass greater powers and make it harder for us to remove them. Doing it after the election might also be viewed as a typical politician-move where you wait until just after re-election to implement an unpopular policy, something most people loathe about politicians. The relations-hit might thus actually be more severe after the election due to bad optics than just before one.
 
I would prefer not to touch racial governments. Treat this as the natural coalition of species it is and leave each to their own prefered organisation. What works for asari does not work for salarians for example.

This is only creating a power vacuum that will be restored by something similar down the line as they reform. Plus we don't need the extra unrest of major cultural institutions going bye bye while in a economic crisis.
 
I would prefer not to touch racial governments. Treat this as the natural coalition of species it is and leave each to their own prefered organisation. What works for asari does not work for salarians for example.

This is only creating a power vacuum that will be restored by something similar down the line as they reform. Plus we don't need the extra unrest of major cultural institutions going bye bye while in a economic crisis.

Okay, but they aren't cultural institutions, they're alternative governments. Their power is making laws, taxing their population, and providing police. If any vacuum is created by this, we're the ones who fill it.
 
I would prefer not to touch racial governments. Treat this as the natural coalition of species it is and leave each to their own prefered organisation. What works for asari does not work for salarians for example.

This is only creating a power vacuum that will be restored by something similar down the line as they reform. Plus we don't need the extra unrest of major cultural institutions going bye bye while in a economic crisis.
Here's the thing, they don't have power. It was stripped away by our predecessor as a war emergency measure and has been solidified by the reintroduction of the Assembly. They are only there for show like the Imperial Senate in Star Wars before the Death Star came online. But they have aspirations to bring their power and racial politics back at the cost of the central government.

I don't know about you, but I don't want to touch racial politics with a ten foot pole, and realpolitik demands we remove them as a vestigial organization that threatens our government.
 
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