Voting is open
Regarding the Volus Expertise action, do we have any idea on what we'd like to use it for? Or plans include it for the sake of including it, on the reasoning "it'd do something, probably good"?
There was a lengthy debate of several days spent bouncing around Ideas, which have presumably been compiled by poptart into things Mira could reasonably believe she could leverage the favor towards, some more unreasonable than others. The key will be to to select a reasonable option that they'll give their best at with a decent impact.

For instance, we could leverage it for a free expedite to expand military industry, which we could use, or stack with a normal expedite to rap it up in one year if we feel it's worth the cost.

There was also talk of possible expanding our civilian survey corps, or possibly funding/boosting research initiatives with lab equipment donations.

We'll have to wait and see, and I'm looking forward to seeing what we have for options if it wins. It's important that we take it during the current break in the war, as a renewal of the conflict might complicate exactly what we can ask them for.
 
We might be able to use the volus favor to aid in army mechanization. Sure, volus tanks and APCs and whatever are almost certainly not compatible with ours, but shipments of machine tools to build the factories we need to make tanks and whatever would be very helpful.
 
-[][Diplomacy 2]Consulate Exchange. Time: 1 year. Cost: 38,000 credits. Chance of Success: 60% + Minister 11 = 71%

I see you're still going with this line despite evidence to the contrary. In diplomacy actions where we're reliant on others to agree, bargain and negotiate a settlement, there will be consequences when we fail. We can't just necessarily repear the action unlike options where we're just relying on ourselves to build it like new shipyards, a new intelligence analysis division or researching some ancient ruins.

If you want to go with this action for other reasons by all means do that but this line of argument irks me, especially when you've been proven wrong on your assumption that we can "just repeat it if it fails" in the past.

seriously, the OBVIOUS low-risk diplo action is the volus favour, not the quarian consulate.

Regarding the Volus Expertise action, do we have any idea on what we'd like to use it for? Or plans include it for the sake of including it, on the reasoning "it'd do something, probably good"?

There was a lengthy debate of several days spent bouncing around Ideas, which have presumably been compiled by poptart into things Mira could reasonably believe she could leverage the favor towards, some more unreasonable than others. The key will be to to select a reasonable option that they'll give their best at with a decent impact.

For instance, we could leverage it for a free expedite to expand military industry, which we could use, or stack with a normal expedite to rap it up in one year if we feel it's worth the cost.

There was also talk of possible expanding our civilian survey corps, or possibly funding/boosting research initiatives with lab equipment donations.

We'll have to wait and see, and I'm looking forward to seeing what we have for options if it wins. It's important that we take it during the current break in the war, as a renewal of the conflict might complicate exactly what we can ask them for.

One of the options brought up was to basically buy every military tech patent the Volus have rights to. We got industrial tech as reparations from the Citadel Council, but military tech has also its obvious uses, and it will be good for our next generation of ships.

But yeah, there's plenty of possibilities we talked about.
 
Since Mira is more of a soldier herself than an expert trainer of soldiers, I suspect she'd be better at handling the military integration project (where her role as the Commonwealth's premier military commander and head of state can be leveraged with a visit to Omega or whatever) than the military academies.
I think if someone did put her to oversee military schools, it would more likely feature Mira using personal connections with the commonwealths martial forces allowing her to arrange for a better crop of teachers with more military experience than theoretical knowledge than anything related to her own teaching ability.

I do agree that Military Integration is better. Even the M.I.C. and NDL leaders have to respect her accomplishments. The negotiations can also proceed smoother if she's directly involved rather than signing on things she's learning from reports. While Mira going on a tour of certain Terminus polities as part of some campaign to encourage enlistment might be an contribution option, I suspect they'll be coming to Mira or it'll be held in Carlston Rift. Them coming to Mira let's them check out the defenses on our Relays and estimate on how the Commonwealth has recovered from the battles in 511. Going to Carlston let's Mira judge how one of the wars new acquisitions has been fortified, allowing Mira to judge the Validity of contributing fixed defenses in the place of one of our Raider fleets.
 
I was trying to, thus my use of Star Wars as an example. It's actually a pretty common concept in sci-fi in my experience. High pop "core worlds" running roughshod over low pop border worlds. It always seems to pop up as an issue. And it's something that I've seen enough of to want to preempt it as a problem in the Commonwealth.
You're cool. Fictional politics is fine, it was some other posts by other posters that were looking like White Hall stuff.
 
Oh great one of those arguments.
I just wrote out and deleted a very snarky, insulting and downright condescending response. Instead I'm just letting you know I don't really like your attempt at breaking things down.
My apologies. I meant no offence.
I see you're still going with this line despite evidence to the contrary. In diplomacy actions where we're reliant on others to agree, bargain and negotiate a settlement, there will be consequences when we fail. We can't just necessarily repear the action unlike options where we're just relying on ourselves to build it like new shipyards, a new intelligence analysis division or researching some ancient ruins.

If you want to go with this action for other reasons by all means do that but this line of argument irks me, especially when you've been proven wrong on your assumption that we can "just repeat it if it fails" in the past.
Thing is, its not a settlement, or a major negotiation, or a grand bargain.
Its an exchange of formal diplomatic representatives, between nationstates that have a history of cordial diplomatic and military dealings. We had an embassy with the lystheni even when we didnt trust them.

We launched Resurgent Grace in order to save the Quarian Third Fleet, and kept them alive for a decade.
We paid them under the table for the technology we appropriated, and its in their interest to maintain military comtacts with us while the Rachni War is ongoing, since we defend one of the relay routes towards their cluster.

Its not impossible that it fails.
But I dont think that a failure would lock us out short of a natural 1.
Personal opinion.
seriously, the OBVIOUS low-risk diplo action is the volus favour, not the quarian consulate.
My considered opinion with regard to the Volus Favor is that we dont need to rush to spend it immediately.

A one-off capital F Favor from a major Citadel economic power does not come in every day, and at the current rate of economic progress, with volus immigrants bringing human and financial capital as well as technical expertise with them from the Citadel,
I would prefer to hold on to it and wait.

Having a banked broad remit favor to call in might prove necessary in the short to medium term.
 
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My considered opinion with regard to the Volus Favor is that we dont need to rush to spend it immediately.

A one-off capital F Favor from a major Citadel economic power does not come in every day, and at the current rate of economic progress, with volus immigrants bringing human and financial capital as well as technical expertise with them from the Citadel,
I would prefer to hold on to it and wait.

Having a favor to call in might prove useful in the short to medium term.
[ ] Volus Expertise: The Vol Union owes you a favor. That said, you joined the Terminus, and favors owed to rival powers are not necessarily evergreen. You've had some ideas for what to do; it's time to settle down and bring them to the Union, while the favor is still good.
The "While the Favor is still good"at the end indicates a time limit, and it has already been 5 years since we negotiated with the volus to earn that favor, with only people forgetting it in the first place keeping it from appearing in turn actions sooner. Better to just gain what we can from it.

In addition some of the options that have been discussed are more beneficial taken now than later. Something to act as a free expedite on Military Production Expansion, which we could stack with a regular one to finish it in a year. An improvement to our civilian survey corps to improve our mining prospects. Military Tech they own the legal right too. Lab equipment donation to give a bonus to all our research projects.

Regardless, an opinion that the Volus Expertise action should be put off for later does nothing to change the reality of it being the least risky action available this turn, let alone of the diplomacy catagory.
 
Thing is, its not a settlement, or a major negotiation, or a grand bargain.
Its an exchange of formal diplomatic representatives, between nationstates that have a history of cordial diplomatic and military dealings. We had an embassy with the lystheni even when we didnt trust them.

We launched Resurgent Grace in order to save the Quarian Third Fleet, and kept them alive for a decade.
We paid them under the table for the technology we appropriated, and its in their interest to maintain military comtacts with us while the Rachni War is ongoing, since we defend one of the relay routes towards their cluster.

Its not impossible that it fails.
But I dont think that a failure would lock us out short of a natural 1.
Personal opinion.
The difference in power dynamics and strategic cultures between the Lystheni and Quarian situation makes them fairly difficult to compare. I'd be very hesitant to say that our previous "success" with the Lystheni has any bearing when it comes to deciding the course of decisions with the Republic of Rannoch.

And of course it's a negotiation to establish embassies or in this case consulates. There are always controversies, considerations and interests to have in mind when these things happen in our world and I see no reason why it'd be different in this one.

The most prominent of these is that it's not just us that'll be establishing ourselves on Rannoch but through us also our allies. The text explicitly says that our "participation would likely open doors for the Alliance that are otherwise closed". In an isolationalist state, they'll be actors who're opposed to any degree of opening up on ideological grounds or out of pure self-interest. Who's to say that these people couldn't expend some of their political capital and issue an injunction on establishing consulates with the argument that we already have representation through the Alliance embassy?

My point is, a lot of stuff can happen if we half-ass this that could seriously knee-cap our efforts with the Republic. Why not just wait a turn and expend one of Mira's actions on a PA that'll improve our odds and work well narratively?
 
I'm gonna propose a hybrid between uju's and Simon's plans that uses the PA on the dalatrasses, like uju's, but takes the no-risk option of the volus, like Simon's.

[]Plan Professionals w/ Volus
-[][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[][Martial 2] Military Integration. Time: 1 year. Cost: 61,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[][Diplomacy 1]Intrusive Questioning. Time: 1 year. Cost: 30,000*2 credits = 60,000 credits. Chance of Success: 50% + Minister 42 + Personal Action 16 = 108%. SPECIAL Double Down + Personal Action.
-[][Diplomacy 2] Volus Expertise. Time: 1 year. Cost: Free. Chance of Success: Automatic
-[][Stewardship 1]Establishing Force. LOCKED. 1/3 years
-[][Stewardship 2] Power Is Power.LOCKED. 2/3 years
-[][Intrigue 1] Establish A Spy Academy. LOCKED. 1/3 years.
-[][Intrigue 2] Support And Analysis. Time: 2 years. Cost: -30,000 yearly income. Chance of Success: 75% + Minister 12 = 87%.
-[][Learning 1] Military Schools. Time 4*0.5 years = 2 years. Cost: -40,000*2 Income = 80,000 Income. Chance of Success: 80% + Minister 10 = 90%. SPECIAL Expedite
-[][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. Minister 10 +
-[][Personal 1] Establish Ardat-Yakshi Policies. Time: 1 year. Cost: 50,000 credits. Chance of Success: No roll
-[][Personal 2]Take A Break. Chance of Success: 50%
-[][Personal 3]Personal Action: Intrusive Questioning

Since I'm hesitant about both the quarian diplomacy approach uju is taking and the 8% risk on the dalatrass wrangling that Simon is taking.

@PoptartProdigy
 
Since I'm hesitant about both the quarian diplomacy approach uju is taking and the 8% risk on the dalatrass wrangling that Simon is taking.
I'd personally argue that every plan but Simons with Intrusive Questioning is neglecting other critical actions in it's favor. Why is the 29% risk on Military Integration or the 10% risk on Military Schools less critical than an 8% risk on an action that has already been boosted with double down? Even if you think Intrusive questioning is important, each of these actions is at least as important given how critical they are to future war effort. Simons is the only plan I'm even considering voting for.
 
The "While the Favor is still good"at the end indicates a time limit, and it has already been 5 years since we negotiated with the volus to earn that favor, with only people forgetting it in the first place keeping it from appearing in turn actions sooner. Better to just gain what we can from it.

In addition some of the options that have been discussed are more beneficial taken now than later. Something to act as a free expedite on Military Production Expansion, which we could stack with a regular one to finish it in a year. An improvement to our civilian survey corps to improve our mining prospects. Military Tech they own the legal right too. Lab equipment donation to give a bonus to all our research projects.

Regardless, an opinion that the Volus Expertise action should be put off for later does nothing to change the reality of it being the least risky action available this turn, let alone of the diplomacy catagory.
Thats my reasoning at least.
The Favor only showed up as an option this turn. You can check.
There is a vague time limit, but not one that is so immediately pressing that it cant wait a year or five.
Spending whats essentially a one-off windfall profit at the very first opportunity just doesnt feel prudent to me.

The difference in power dynamics and strategic cultures between the Lystheni and Quarian situation makes them fairly difficult to compare. I'd be very hesitant to say that our previous "success" with the Lystheni has any bearing when it comes to deciding the course of decisions with the Republic of Rannoch.

And of course it's a negotiation to establish embassies or in this case consulates. There are always controversies, considerations and interests to have in mind when these things happen in our world and I see no reason why it'd be different in this one.

The most prominent of these is that it's not just us that'll be establishing ourselves on Rannoch but through us also our allies. The text explicitly says that our "participation would likely open doors for the Alliance that are otherwise closed". In an isolationalist state, they'll be actors who're opposed to any degree of opening up on ideological grounds or out of pure self-interest. Who's to say that these people couldn't expend some of their political capital and issue an injunction on establishing consulates with the argument that we already have representation through the Alliance embassy?

My point is, a lot of stuff can happen if we half-ass this that could seriously knee-cap our efforts with the Republic. Why not just wait a turn and expend one of Mira's actions on a PA that'll improve our odds and work well narratively?
For one thing, Im reasonably sure the Terminus Alliance already have diplomatic representation with the Quarians.
They were the ones who relieved them from Rachni siege, and they negotiated rights over the Perseus Veil with them, which suggests regular and ongoing diplomatic contact.

This strikes me as primarily about Virmire and Rannoch, and only secondarily about the TA.
And that is presumably predicated on the (assumed) bank of goodwill from Virmire literally throwing its only battlefleets to pull Third Fleet's fat out of the fire, and then blank checking the survivors for a decade.

If that bank of goodwill exists, which is what the whole fluff about our special influence seems to imply, I dont expect anything short of a critfail to result in permanent negative consequences.
I'd personally argue that every plan but Simons with Intrusive Questioning is neglecting other critical actions in it's favor. Why is the 29% risk on Military Integration or the 10% risk on Military Schools less critical than an 8% risk on an action that has already been boosted with double down? Even if you think Intrusive questioning is important, each of these actions is at least as important given how critical they are to future war effort. Simons is the only plan I'm even considering voting for.
Because internal social and political instability is the one thing that could actually noshit kill us.
When a political faction with significant influence over half our population is looking fucky, it demands our focused attention to avoid any potential blowback collateralling our war effort.

Its much the same reason why we are spending a PA this turn on AY Policy, despite the fact that we have killed off or secured the active Ardat serial killer ring, and could use that PA elsewhere; the potential political consequences of not moving, and being seen to move, on that subject could destabilize Mira's administration, and the Asari Republics as well.

Also, we already failed this action once last turn; see Check In.
Thats why we're having to repeat, and why I dont think we can afford to take the risk of 8% failure.
 
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The Favor only showed up as an option this turn. You can check.
As I said in that post, The favor would have been an option sooner, except it fell out of focus as a result of the swarm event that followed the next turn. It's only on the current turns roster because I reread the quest and brought it back to everyones attention. In reality it's been sitting for a while.
Spending whats essentially a one-off windfall profit at the very first opportunity just doesnt feel prudent to me.
Except that a number of the options that were discussed are more beneficial the sooner we take them. There's being prudent, and there is sitting on a favor that might have already been used if it hadn't fallen into obscurity. I'd rather collect now rather than sit on it until it has warning that it's about to expire or until some vague "Right turn" comes along. For me, the right turn is this one, and I won't be voting for plans that sport an unboosted Consulate in it's place. Thanks
Its much the same reason why we are spending a PA this turn on AY Policy, despite the fact that we have killed off or secured the active Ardat serial killer ring, and could use that PA elsewhere; the potential political consequences of not moving, and being seen to move, on that subject could destabilize Mira's administration, and the Asari Republics as well.
I'm doing it to stabilize costs and establish the terms under which we could employ our last resort agent if the Rachni need to be purged from a allied world before we have our army ready. Before I took another look and considered those factors, I very much had a PA on Military School's instead.
Because internal social and political instability is the one thing that could actually noshit kill us.
If the situation were that critical, we'd have noticed from something other than a bit of hostility on the Dalatrasses part. By any measure a 90% or higher chance of success is an acceptable outcome when you have this many high stake actions in play. If I could get the third lowest chance of success on Democratic Reforms to 90 with just double down, I would put Mira's personal action somewhere else for thos plans. It's the entire reason I'm comfortable not boost Military schools in spite of the fact that we are already facing quality issues in our personnel, and can't afford a single turn more in delay.
 
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Vote's open!

Plans that folks have tagged me with:

[] Plan Integration, Reform, and Analysis
-[][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[][Martial 2] Military Integration. Time: 1 year. Cost: 61,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[][Diplomacy 1] Democratic Reforms: Time: 1 year. Cost: 37,300 credits. Chance of Success: 10%/40%/60%/90%.
--[][Double Down] Doubles Cost, Doubles Minister Bonus: Cost 74,600 credits. +42
--[][Personal Attention] Adds Mira's Bonus +16. Final Chance of Success: 68%/98%/118,%/148%
-[][Diplomacy 2] Volus Expertise: Time: 1 year. Cost: Free. Chance of Success: Automatic, unless you ask for something extravagant.
-[][Intrigue 1] Establish A Spy Academy: LOCKED. Time: 1/3 years.
-[][Intrigue 2] Support And Analysis: Time: 2 years. Cost: -30,000 income. Chance of Success: 75% + Minister 12 = 87%
-[][Learning 1] Military Schools. Time 4 years. Cost: -40,000 income Chance of Success: 80% + Minister 10 = 90%.
--[][Expedite] Doubles Cost, Halves Time: Cost -80000 income. 2 Years.
-[][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. + Minister 10
-[][Personal 1] Take a Break. Chance of Success: 50%
-[][Personal 2] Personal Attention: Democratic Reform
-[][Personal 3] Establish Ardat-Yakshi Policies: Time: 1 year. Chance of Success: No roll. Cost: 50,000 credits.

Total Cost: 215,000 credits -110,000 income

[] Plan Maroon Sea, Reform, and Analysis
-[][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[][Martial 2] Increase Maroon Sea Presence: Time: 1 year. Cost: 57,000 credits. Chance of Success: 70% + Minister 11 = 81%
-[][Diplomacy 1] Democratic Reforms: Time: 1 year. Cost: 37,300 credits. Chance of Success: 10%/40%/60%/90%.
--[][Double Down] Doubles Cost, Doubles Minister Bonus: Cost 74,600 credits. +42
--[][Personal Attention] Adds Mira's Bonus +16. Final Chance of Success: 68%/98%/118,%/148%
-[][Diplomacy 2] Volus Expertise: Time: 1 year. Cost: Free. Chance of Success: Automatic, unless you ask for something extravagant.
-[][Intrigue 1] Establish A Spy Academy: LOCKED. Time: 1/3 years.
-[][Intrigue 2] Support And Analysis: Time: 2 years. Cost: -30,000 income. Chance of Success: 75% + Minister 12 = 87%
-[][Learning 1] Military Schools. Time 4 years. Cost: -40,000 income Chance of Success: 80% + Minister 10 = 90%.
--[][Expedite] Doubles Cost, Halves Time: Cost -80000 income. 2 Years.
-[][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. + Minister 10
-[][Personal 1] Take a Break. Chance of Success: 50%
-[][Personal 2] Personal Attention: Democratic Reform
-[][Personal 3] Establish Ardat-Yakshi Policies: Time: 1 year. Chance of Success: No roll. Cost: 50,000 credits.

Total Cost: 209,600 credits -110,000 income

[] Plan Terminus Collaboration
-[][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[][Martial 2] Military Integration. Time: 1 year. Cost: 61,000 credits. Chance of Success: 60% + Minister 11 = 71%
--[][Personal Attention] Adds Mira's Bonus: 26 = Final Chance of Success: 97%
-[][Diplomacy 1] Consulate Exchange: Time: 1 year. Cost: 38,000 credits. Chance of Success: 60%.
--[][Double Down] Doubles Cost, Doubles Minister Bonus: Cost 76,000 credits. + Minister 42. Final Chance of Success 102%.
-[][Diplomacy 2] Volus Expertise: Time: 1 year. Cost: Free. Chance of Success: Automatic, unless you ask for something extravagant.
-[][Intrigue 1] Establish A Spy Academy: LOCKED. Time: 1/3 years.
-[][Intrigue 2] Support And Analysis: Time: 2 years. Cost: -30,000 income. Chance of Success: 75% + Minister 12 = 87%
-[][Learning 1] Military Schools. Time 4 years. Cost: -40,000 income Chance of Success: 80% + Minister 10 = 90%.
--[][Expedite] Doubles Cost, Halves Time: Cost -80000 income. 2 Years.
-[][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. + Minister 10
-[][Personal 1] Take a Break. Chance of Success: 50%
-[][Personal 2] Personal Attention: Military Integration
-[][Personal 3] Establish Ardat-Yakshi Policies: Time: 1 year. Chance of Success: No roll. Cost: 50,000 credits.

Total Cost: 213,600 credits -110,000 income

[]Plan Professionals Study Logistics
-[Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[Martial 2] Military Integration. Time: 1 year. Cost: 61,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[Diplomacy 1]Intrusive Questioning. Time: 1 year. Cost: 30,000*2 credits = 60,000 credits. Chance of Success: 50% + Minister 42 + Personal Action 16 = 108%. SPECIAL Double Down + Personal Action.
-[Diplomacy 2]Consulate Exchange. Time: 1 year. Cost: 38,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[Stewardship 1]Establishing Force. LOCKED. 1/3 years
-[Stewardship 2] Power Is Power.LOCKED. 2/3 years
-[Intrigue 1] Establish A Spy Academy. LOCKED. 1/3 years.
-[Intrigue 2] Support And Analysis. Time: 2 years. Cost: -30,000 yearly income. Chance of Success: 75% + Minister 12 = 87%.
-[Learning 1] Military Schools. Time 4*0.5 years = 2 years. Cost: -40,000*2 Income = 80,000 Income. Chance of Success: 80% + Minister 10 = 90%. SPECIAL Expedite
-[Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. Minister 10 +
-[Personal 1] Establish Ardat-Yakshi Policies. Time: 1 year. Cost: 50,000 credits. Chance of Success: No roll
-[Personal 2]Take A Break. Chance of Success: 50%
-[Personal 3]Personal Action: Intrusive Questioning


Beginning Income(x): 373,000 credits
Beginning Reserves(a): 754,500 credits

[] Plan Address The Necessities
-[] Occupation Patrols (85k, -43k income), locked
-[] Military Integration (61k),
-[] Intrusive Questioning (60k), DD (50%+42% = 92% chance)
-[] Volus Expertise (0k)
-[] Establishing Force (120k), locked
-[] Power is Power (75k), locked
-[] Establish a Spy Academy (-70k income), locked
-[] Support And Analysis (-30k income)
-[] Military Academy (-80k income), Expedite
-[] Loading and Unloading Facilities (28k)
-[] Personal Actions:
--[] Take a Break
--[] Establish Ardat-Yakshi Policies
--[] Personal Attention: Military Integration

[]Plan Professionals w/ Volus
-[][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[][Martial 2] Military Integration. Time: 1 year. Cost: 61,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[][Diplomacy 1]Intrusive Questioning. Time: 1 year. Cost: 30,000*2 credits = 60,000 credits. Chance of Success: 50% + Minister 42 + Personal Action 16 = 108%. SPECIAL Double Down + Personal Action.
-[][Diplomacy 2] Volus Expertise. Time: 1 year. Cost: Free. Chance of Success: Automatic
-[][Stewardship 1]Establishing Force. LOCKED. 1/3 years
-[][Stewardship 2] Power Is Power.LOCKED. 2/3 years
-[][Intrigue 1] Establish A Spy Academy. LOCKED. 1/3 years.
-[][Intrigue 2] Support And Analysis. Time: 2 years. Cost: -30,000 yearly income. Chance of Success: 75% + Minister 12 = 87%.
-[][Learning 1] Military Schools. Time 4*0.5 years = 2 years. Cost: -40,000*2 Income = 80,000 Income. Chance of Success: 80% + Minister 10 = 90%. SPECIAL Expedite
-[][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. Minister 10 +
-[][Personal 1] Establish Ardat-Yakshi Policies. Time: 1 year. Cost: 50,000 credits. Chance of Success: No roll
-[][Personal 2]Take A Break. Chance of Success: 50%
-[][Personal 3]Personal Action: Intrusive Questioning

Go nuts!
 
[X]Plan Professionals w/ Volus
-[X][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[X][Martial 2] Military Integration. Time: 1 year. Cost: 61,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[X][Diplomacy 1]Intrusive Questioning. Time: 1 year. Cost: 30,000*2 credits = 60,000 credits. Chance of Success: 50% + Minister 42 + Personal Action 16 = 108%. SPECIAL Double Down + Personal Action.
-[X][Diplomacy 2] Volus Expertise. Time: 1 year. Cost: Free. Chance of Success: Automatic
-[X][Stewardship 1]Establishing Force. LOCKED. 1/3 years
-[X][Stewardship 2] Power Is Power.LOCKED. 2/3 years
-[X][Intrigue 1] Establish A Spy Academy. LOCKED. 1/3 years.
-[X][Intrigue 2] Support And Analysis. Time: 2 years. Cost: -30,000 yearly income. Chance of Success: 75% + Minister 12 = 87%.
-[X][Learning 1] Military Schools. Time 4*0.5 years = 2 years. Cost: -40,000*2 Income = 80,000 Income. Chance of Success: 80% + Minister 10 = 90%. SPECIAL Expedite
-[X][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. Minister 10 +
-[X][Personal 1] Establish Ardat-Yakshi Policies. Time: 1 year. Cost: 50,000 credits. Chance of Success: No roll
-[X][Personal 2]Take A Break. Chance of Success: 50%
-[X][Personal 3]Personal Action: Intrusive Questioning

[X]Plan Professionals Study Logistics
-[X][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[X][Martial 2] Military Integration. Time: 1 year. Cost: 61,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[X][Diplomacy 1]Intrusive Questioning. Time: 1 year. Cost: 30,000*2 credits = 60,000 credits. Chance of Success: 50% + Minister 42 + Personal Action 16 = 108%. SPECIAL Double Down + Personal Action.
-[X][Diplomacy 2]Consulate Exchange. Time: 1 year. Cost: 38,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[X][Stewardship 1]Establishing Force. LOCKED. 1/3 years
-[X][Stewardship 2] Power Is Power.LOCKED. 2/3 years
-[X][Intrigue 1] Establish A Spy Academy. LOCKED. 1/3 years.
-[X][Intrigue 2] Support And Analysis. Time: 2 years. Cost: -30,000 yearly income. Chance of Success: 75% + Minister 12 = 87%.
-[X][Learning 1] Military Schools. Time 4*0.5 years = 2 years. Cost: -40,000*2 Income = 80,000 Income. Chance of Success: 80% + Minister 10 = 90%. SPECIAL Expedite
-[X][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. Minister 10 +
-[X][Personal 1] Establish Ardat-Yakshi Policies. Time: 1 year. Cost: 50,000 credits. Chance of Success: No roll
-[X][Personal 2]Take A Break. Chance of Success: 50%
-[X][Personal 3]Personal Action: Intrusive Questioning

[X] Plan Address The Necessities
-[X] Occupation Patrols (85k, -43k income), locked
-[X] Military Integration (61k),
-[X] Intrusive Questioning (60k), DD (50%+42% = 92% chance)
-[X] Volus Expertise (0k)
-[X] Establishing Force (120k), locked
-[X] Power is Power (75k), locked
-[X] Establish a Spy Academy (-70k income), locked
-[X] Support And Analysis (-30k income)
-[X] Military Academy (-80k income), Expedite
-[X] Loading and Unloading Facilities (28k)
-[X] Personal Actions:
--[X] Take a Break
--[X] Establish Ardat-Yakshi Policies
--[X] Personal Attention: Military Integration
 
[X] Plan Maroon Sea, Reform, and Analysis
[X] Plan Integration, Reform, and Analysis
 
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[X]Plan Professionals Study Logistics
[X] Plan Address The Necessities
[X]Plan Professionals w/ Volus
 
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[X]Plan Professionals Study Logistics
-[X][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[X][Martial 2] Military Integration. Time: 1 year. Cost: 61,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[X][Diplomacy 1]Intrusive Questioning. Time: 1 year. Cost: 30,000*2 credits = 60,000 credits. Chance of Success: 50% + Minister 42 + Personal Action 16 = 108%. SPECIAL Double Down + Personal Action.
-[X][Diplomacy 2]Consulate Exchange. Time: 1 year. Cost: 38,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[X][Stewardship 1]Establishing Force. LOCKED. 1/3 years
-[X][Stewardship 2] Power Is Power.LOCKED. 2/3 years
-[X][Intrigue 1] Establish A Spy Academy. LOCKED. 1/3 years.
-[X][Intrigue 2] Support And Analysis. Time: 2 years. Cost: -30,000 yearly income. Chance of Success: 75% + Minister 12 = 87%.
-[X][Learning 1] Military Schools. Time 4*0.5 years = 2 years. Cost: -40,000*2 Income = 80,000 Income. Chance of Success: 80% + Minister 10 = 90%. SPECIAL Expedite
-[X][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. Minister 10 +
-[X][Personal 1] Establish Ardat-Yakshi Policies. Time: 1 year. Cost: 50,000 credits. Chance of Success: No roll
-[X][Personal 2]Take A Break. Chance of Success: 50%
-[X][Personal 3]Personal Action: Intrusive Questioning


[X]Plan Professionals w/ Volus

[X] Plan Address The Necessities
 
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[X] Plan Integration, Reform, and Analysis
-[X][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[X][Martial 2] Military Integration. Time: 1 year. Cost: 61,000 credits. Chance of Success: 60% + Minister 11 = 71%
-[X][Diplomacy 1] Democratic Reforms: Time: 1 year. Cost: 37,300 credits. Chance of Success: 10%/40%/60%/90%.
--[X][Double Down] Doubles Cost, Doubles Minister Bonus: Cost 74,600 credits. +42
--[X][Personal Attention] Adds Mira's Bonus +16. Final Chance of Success: 68%/98%/118,%/148%
-[X][Diplomacy 2] Volus Expertise: Time: 1 year. Cost: Free. Chance of Success: Automatic, unless you ask for something extravagant.
-[X][Intrigue 1] Establish A Spy Academy: LOCKED. Time: 1/3 years.
-[X][Intrigue 2] Support And Analysis: Time: 2 years. Cost: -30,000 income. Chance of Success: 75% + Minister 12 = 87%
-[X][Learning 1] Military Schools. Time 4 years. Cost: -40,000 income Chance of Success: 80% + Minister 10 = 90%.
--[X][Expedite] Doubles Cost, Halves Time: Cost -80000 income. 2 Years.
-[X][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. + Minister 10
-[X][Personal 1] Take a Break. Chance of Success: 50%
-[X][Personal 2] Personal Attention: Democratic Reform
-[X][Personal 3] Establish Ardat-Yakshi Policies: Time: 1 year. Chance of Success: No roll. Cost: 50,000 credits.

Total Cost: 215,000 credits -110,000 income




[X] Plan Maroon Sea, Reform, and Analysis
-[X][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[X][Martial 2] Increase Maroon Sea Presence: Time: 1 year. Cost: 57,000 credits. Chance of Success: 70% + Minister 11 = 81%
-[X][Diplomacy 1] Democratic Reforms: Time: 1 year. Cost: 37,300 credits. Chance of Success: 10%/40%/60%/90%.
--[X][Double Down] Doubles Cost, Doubles Minister Bonus: Cost 74,600 credits. +42
--[X][Personal Attention] Adds Mira's Bonus +16. Final Chance of Success: 68%/98%/118,%/148%
-[X][Diplomacy 2] Volus Expertise: Time: 1 year. Cost: Free. Chance of Success: Automatic, unless you ask for something extravagant.
-[X][Intrigue 1] Establish A Spy Academy: LOCKED. Time: 1/3 years.
-[X][Intrigue 2] Support And Analysis: Time: 2 years. Cost: -30,000 income. Chance of Success: 75% + Minister 12 = 87%
-[X][Learning 1] Military Schools. Time 4 years. Cost: -40,000 income Chance of Success: 80% + Minister 10 = 90%.
--[X][Expedite] Doubles Cost, Halves Time: Cost -80000 income. 2 Years.
-[X][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. + Minister 10
-[X][Personal 1] Take a Break. Chance of Success: 50%
-[X][Personal 2] Personal Attention: Democratic Reform
-[X][Personal 3] Establish Ardat-Yakshi Policies: Time: 1 year. Chance of Success: No roll. Cost: 50,000 credits.

Total Cost: 209,600 credits -110,000 income




Two plans focusing on Democratic Reform, one for Military Integration, the other for Expand Maroon Sea Presence.

[X] Plan Terminus Collaboration
-[X][Martial 1] Occupation Patrols. LOCKED. 3/4 years
-[X][Martial 2] Military Integration. Time: 1 year. Cost: 61,000 credits. Chance of Success: 60% + Minister 11 = 71%
--[X][Personal Attention] Adds Mira's Bonus: 26 = Final Chance of Success: 97%
-[X][Diplomacy 1] Consulate Exchange: Time: 1 year. Cost: 38,000 credits. Chance of Success: 60%.
--[X][Double Down] Doubles Cost, Doubles Minister Bonus: Cost 76,000 credits. + Minister 42. Final Chance of Success 102%.
-[X][Diplomacy 2] Volus Expertise: Time: 1 year. Cost: Free. Chance of Success: Automatic, unless you ask for something extravagant.
-[X][Intrigue 1] Establish A Spy Academy: LOCKED. Time: 1/3 years.
-[X][Intrigue 2] Support And Analysis: Time: 2 years. Cost: -30,000 income. Chance of Success: 75% + Minister 12 = 87%
-[X][Learning 1] Military Schools. Time 4 years. Cost: -40,000 income Chance of Success: 80% + Minister 10 = 90%.
--[X][Expedite] Doubles Cost, Halves Time: Cost -80000 income. 2 Years.
-[X][Learning 2] Loading and Unloading Facilities. Time: Until Done(0/100). Cost: 28,000 credits. + Minister 10
-[X][Personal 1] Take a Break. Chance of Success: 50%
-[X][Personal 2] Personal Attention: Military Integration
-[X][Personal 3] Establish Ardat-Yakshi Policies: Time: 1 year. Chance of Success: No roll. Cost: 50,000 credits.

Total Cost: 213600 credits -110,000 income

A plan purely for the sake of Collaborating with Terminus in both Military and Diplomatic issues.

[X] Plan Address The Necessities
 
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[X] Plan Integration, Reform, and Analysis
[X] Plan Maroon Sea, Reform, and Analysis
[X] Plan Terminus Collaboration

Edit: Editing this post to tell you that I'll edit this post later depending on tally results.
 
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