[X] Orbital Support
[X] Arcology Development Planning Board

The first because SPAAACE, and the second because it's a good way to get Seo some political experience and exposure, while also hopefully rectifying a moderately fucked situation.

Edit:
Alright since this seems to have gone confusing enough: My main argument for building Tidal Power Stations Action to it's completion is so they can act as a tripwire of sorts for NOD sea forces. We are already getting attacked by the Ten Rings in this phase so there is no point in building more than it, but once the cruisers and the foils are sailing I want that action done so I can see where NOD responds with force on the sea. That is my reason for building them up past the third phase.
We already have a tripwire regarding NOD sea forces: the Rapier hydrofoils. They are already out there for patrolling, and are far better at reporting NOD activity than non-military power installations could ever be. I don't understand why you think we don't already have the tripwire you say you want, why you think the military wouldn't say that it's needed if they thought so, and why you think that the Tidal Power stations would be suited for the role.
I don't assume that things exist. I'm just saying that Derpmind's probability array is a solution to a problem that for me is ill-defined. I'm not simply looking for the answer to the question of how many dice do we need to complete this action. Why do you have a problem with this?
I similarly do not understand why you think the problem that the Probability Array addresses is ill-defined. I don't have a problem with you looking for the answer to a question beyond "how many dice are needed to complete an action". What I have a problem with, is you saying that the Probability Array is intended to be that answer, when you have already been informed that it isn't. And indeed, it's not a good tool to provide that answer because that's not its intended use.
 
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[X] Orbital Support
Because He needs to have his eyes pointed towards the skies as much as towards the ground
 
Actually I did look to see. I've been reading every post since Q2 2056 Results threadmark. So I saw you argue with every single post that suggested that Cruiser Shipyards not be built since that Threadmark. So no I don't know the opinion of everyone in the thread because every plan builder has either agreed with you for whatever reason or has been arguing with you.

Most of the thread want those Cruiser Yards, but there are some posters that don't and I don't know how many of those either lurk when they see every plan that can win have Cruiser Yards or just plan around them and vote for plans that do other things they want. At this point you have been personally banging the drum of the Cruiser Yards actions so hard it is impossible for me to tell what the entirety of the thread thinks about them, I can just tell which posters don't care to argue with you about Cruise Yards either because they agree with you or it isn't worth it.
[Shrugs]

Neither I nor anyone else has a mind control machine. If the cruiser yards were unpopular, you'd see people suggesting plans that don't include cruiser yards, and those plans getting a lot of support, fairly consistently. There's nothing magic required to make a plan, and there's especially nothing magic required to just delete one item from a plan and replace it with something else you like better.

You don't have to believe me if you prefer to listen to the place you get your certainties from, but the thread as a whole has a strong consensus in favor of actually committing to finishing the cruiser yards action. This is because we're concerned about the naval situation (as you say you are) and know that GDI's navy cannot win a naval war without an adequate supply of ships. While our ground and air forces at least have the tools they need to manufacture the equipment they need to fight with, the navy effectively does not, making them a high priority.

You can say "well, I dunno about that," but the evidence is there if you care to look for it.

Alright since this seems to have gone confusing enough: My main argument for building Tidal Power Stations Action to it's completion is so they can act as a tripwire of sorts for NOD sea forces. We are already getting attacked by the Ten Rings in this phase so there is no point in building more than it, but once the cruisers and the foils are sailing I want that action done so I can see where NOD responds with force on the sea. That is my reason for building them up past the third phase.
In regards to Tidal Power, we already have plenty of tidal power stations all over the place to act as tripwires. Further construction of tidal power stations doesn't provide some amazing benefit along those lines, at least not to the point where we should be building tidal power stations that don't make economic sense given the cost. We've got other pressing things to do with Infrastructure dice.

Except that Mathematics itself is a language not a science. It is the language of science and it taps into our neural calculator which is something that most languages don't do, but it is a language all the same. As such just the phrasing itself of a problem can and is biased towards looking at the problem from the paradigm it was phrased in.

Or in layman's terms: Whatever decision was made as to what constitutes a simple math problem to be solved so the plan makers can get on with their plans isn't one I agree with and as such I don't find the solutions to the problem so defined of use to me when making plans.
I have no idea what you're talking about or what "decision" you think other people are making.

As far as I can determine, you just declared that your sophisticated decision-making process is so advanced that it transcends the boundaries of basic arithmetic. That having such a complicated and multi-factored thought process protects you from needing to know how to count. That the ability to answer questions like "to do a thing, will I need four of these, or six of these" is somehow beneath you.

Now, that would be a pretty silly thing for you to say, so maybe I misunderstood.

There's a pretty strong argument for taking the Forgotten Outreach - we're always struggling for PS.
Seo is something of a maverick who's probably going to delve deeper into Tiberium research than anyone before, and that will have political costs. Taking an option that will make him better able to generate political support is pretty valuable from that standpoint. Especially since it looks like we're going to need to use Tiberium Fuel Cells to power the Inhibitors and Stabilizers.
I think @Ithillid told us that Granger, being one of the most apolitical choices for Treasury Secretary possible, is particularly bad at finding projects that gain Political Support.

Seo may already have fewer problems along these lines despite being a maverick; it just means we'll need to be intentional about which of his wild-haired ideas we implement, and occasionally make suboptimal choices like commsat spam to gather more +PS.
 
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I think @Ithillid told us that Granger, being one of the most apolitical choices for Treasury Secretary possible, is particularly bad at finding projects that gain Political Support.
He is. Actually, there are some projects (like the MARVs) where completing them would give anyone else PS, let alone an actual politician character. But Granger as his big flaw, does not get that. Seo will. There will likely not be a turn under Seo's administration where he won't have options to both gain and spend PS. The advantage of getting a diplomat or politician trait is that he would have an easier time getting PS, less spend on PS, or some other advantage. But you can get through, especially if you are as choosy as some about what unpopular options you go for.
 
[X] Arcology Development Planning Board
[X] Military Appropriations Planning Board
[X] Logistical Integration and Development Office
 
Has Granger also had options that normally would cost PS but didn't or got a discount because he's such an apolitical figure that ignores the politics in favour of what (would) work(s) that everybody knows it generally just doesn't work out to try and pressure him?
 
[X] Orbital Support
[X] Arcology Development Planning Board
 
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So is there an option to cancel the construction of that MARV Hub at the Blue Zone we never continued progress on? I'd like to recoup our losses there, no matter how little there is.
 
[X] Forgotten Outreach
[X] Military Appropriations Planning Board
[X] Arcology Development Planning Board
[X] Fusion Development Centre
 
[X] Orbital Support
[X] Military Appropriations Planning Board

I just realized I hadn't voted yet. Orbital and Military are the two biggest non Tiberium Sectors we either spend in, will spend in, or most definitely need to spend in, so they get my vote.
 
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[X] Forgotten Outreach
[X] Healthcare Planning Board

These two as I have said before. Forgotten Outreach is a Diplomacy gain that I think is worth the risk and the Healthcare Planning Board for teaching our replacement about the granularity of the topics and as such will get us better options in healthcare if it works.

However, that also comes with severe risks. Seo has a severely nonzero chance of death, and a higher chance of getting a negative traits in addition to any positive traits. Up to and including a chance to die every year.
Edit: For the Forgotten Outreach choice.

Yeah I know, but like I said I still think that is worth the risk.

Would the exposure for the Forgotten Outreach be from Tiberium/Forgotten in general or Seo going out into a Red Zone to talk with Forgotten?

Yes. All of that and then add NOD assassins as the cherry on top.

We already have a tripwire regarding NOD sea forces: the Rapier hydrofoils. They are already out there for patrolling, and are far better at reporting NOD activity than non-military power installations could ever be. I don't understand why you think we don't already have the tripwire you say you want, why you think the military wouldn't say that it's needed if they thought so, and why you think that the Tidal Power stations would be suited for the role.

In regards to Tidal Power, we already have plenty of tidal power stations all over the place to act as tripwires. Further construction of tidal power stations doesn't provide some amazing benefit along those lines, at least not to the point where we should be building tidal power stations that don't make economic sense given the cost. We've got other pressing things to do with Infrastructure dice.

Uh people? My argument is that we literally only finish the current Phase 3 of Tidal Plants and then wait for both the cruiser's and the hydrofoil's shipyards to be done and churning out at full capacity before doing Phase 4. At that point I think we will need more tripwires and some easy targets to bait NOD navy with.

I similarly do not understand why you think the problem that the Probability Array addresses is ill-defined. I don't have a problem with you looking for the answer to a question beyond "how many dice are needed to complete an action". What I have a problem with, is you saying that the Probability Array is intended to be that answer, when you have already been informed that it isn't. And indeed, it's not a good tool to provide that answer because that's not its intended use.

I literally said that the reason I don't use the Probability Array is because it isn't intended to be that answer so I'm not sure how you got the impression that I said the opposite. Could you elaborate on that?

I have no idea what you're talking about or what "decision" you think other people are making.

As far as I can determine, you just declared that your sophisticated decision-making process is so advanced that it transcends the boundaries of basic arithmetic. That having such a complicated and multi-factored thought process protects you from needing to know how to count. That the ability to answer questions like "to do a thing, will I need four of these, or six of these" is somehow beneath you.

Now, that would be a pretty silly thing for you to say, so maybe I misunderstood.

The decision other people made building the probability array is to not calculate the range of each die added and instead look at only how many dice are needed to complete a project each turn and then use that in their planning. It's not something that transcends the boundaries of basic arithmetic, it's just more complex and time consuming to calculate.

I find the probability array too simple to be of use to me, yes, but I'm not using some super-duper secret math skill to skip counting. I'm just counting more than the array does.

[Shrugs]

Neither I nor anyone else has a mind control machine. If the cruiser yards were unpopular, you'd see people suggesting plans that don't include cruiser yards, and those plans getting a lot of support, fairly consistently. There's nothing magic required to make a plan, and there's especially nothing magic required to just delete one item from a plan and replace it with something else you like better.

You don't have to believe me if you prefer to listen to the place you get your certainties from, but the thread as a whole has a strong consensus in favor of actually committing to finishing the cruiser yards action. This is because we're concerned about the naval situation (as you say you are) and know that GDI's navy cannot win a naval war without an adequate supply of ships. While our ground and air forces at least have the tools they need to manufacture the equipment they need to fight with, the navy effectively does not, making them a high priority.

You can say "well, I dunno about that," but the evidence is there if you care to look for it.

At least a few posters do consistently suggest plans that don't include cruiser yards. They are just so far unpopular. I already said that the thread does have a consensus towards plans that include building cruiser yards, my issue is with the statement that it is because of cruiser yards that those plans are popular.

See the problem here is that you are the poster that usually first argues for cruiser yards which means that other posters don't and the only way to falsify your statement that the rest of the thread is interested in arguing for more cruiser yards is for you to stop doing that.

Now I'm not interested in you stopping your arguments for cruiser yards since they save me time in making my own, but my unanswered question is still: How many posters would make an argument for cruiser yards if @Simon_Jester wasn't in the thread and how many would just not care to?

Edit: That was one too many use of the word consistently when talking about plans without cruiser yards in them.
 
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[X] Orbital Support
[X] Fusion Development Centre
[X] Healthcare Planning Board

Space, Energy and Health. All things that our successor has to go hard in.
 
I'm just saying that Derpmind's probability array is a solution to a problem that for me is ill-defined.
I literally said that the reason I don't use the Probability Array is because it isn't intended to be that answer so I'm not sure how you got the impression that I said the opposite. Could you elaborate on that?
These statements are contradictory. The first is saying that the Probability Array is that answer, the second is saying it isn't.

The whole point of what I have been saying is that the Probability Array isn't, on its own, an answer to the problem of "how many dice should we assign to a project". It's a tool to decide how to achieve a certain level of likelihood of success, and no more. If you don't use it because it doesn't provide a complete answer, that's your perogative, but you should be aware that you are expecting more of it than it was built to provide.
 
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