Running the Economy of the Dragon's Republic (Fantasy PlanQuest)

Six dice is arguably overkill on the granaries (75% chance, better than even odds of at least one die going to waste), but there are valid arguments that it's important enough to merit going that hard on the project, so I can respect that.
Your math doesn't match mine. AnyDice says 6d100-84 has about 60% chance of making the required 200 progress.

Also, you don't seem to have actually included the grain subsidies, though you obviously budgeted for them.
...
Bleh. How did that get deleted? Thank you for noticing, fixed.

With that said, what are your calculations on the per-die penalties? I'm pretty sure you know or believe you know something I don't, and if I've erred, I'd like to go back and fix my numbers.
Hmm. Ah, I see the source of the problem.

The State of the Department:
...
-5 per die due to lack of personnel
You don't appear to have this included in the notes above your plan.

But I don't think the land survey IS "biggest fire," see. I think we have a lot else to do that's higher priority (and a lot easier to finish) in Agriculture. Likewise, the third die in Mass Smithies is very likely to be wasted and again, there's a lot else to do. It's not a "fire" in the sense of a project where we have to throw everything we can at it now now now to avert disaster, I'd say. And the survey, again, isn't a fire at all, if you ask me. Important, but not an emergency apt to cause immediate disasters.
I disagree in that I think the land survey is important, as the knowledge will allow us to handle the land distribution with the greatest effectiveness. As for the smithies, we have only 3 dice and a lot of penalties, so I figured get the one we can do now, and follow up on the others next turn when we've removed 6 points of penalty off the table.
 
You don't appear to have this included in the notes above your plan.
...Fuck. You're absolutely right and that changes a lot of my estimates. I may have to reconsider a few things. Thank you. I'll hopefully be able to work that out tonight.

I disagree in that I think the land survey is important, as the knowledge will allow us to handle the land distribution with the greatest effectiveness.
I don't think we can afford to do a Domesday Book-level survey of the entire country* before distributing any land. First, for political reasons- the Assembly is going to have demands and we need to do things that are popular with the masses. Second, for pragmatic reasons- people need bulk production of food and the population still consists largely of subsistence farmers. We need to make sure the peasantry is cultivating the arable land and has the means to produce enough of a surplus to keep the cities alive. Having our entire agricultural 'department' running around the country with clipboards tallying everything up for the next two years or so isn't going to make that happen given how drastically overthrowing the aristocracy has shaken up the agricultural sector.

So we need to take policy steps and, for now, run the survey in the background rather than waiting to complete a giant megaproject before taking any action. The perfect is the enemy of the good.
___________________________

*(Which I think is what's implied by a 2xxx-point megaproject, something like forty dice even without our penalties in play)

As for the smithies, we have only 3 dice and a lot of penalties, so I figured get the one we can do now, and follow up on the others next turn when we've removed 6 points of penalty off the table.
While I'm not optimistic that the whole -5 penalty for short-staffing will evaporate all at once, you have a good point that focusing on the smithies with three dice may be worth it. I'll look into how the numbers play out once I recalculate based on the penalty I'd forgotten to take into account.
 
Land Distribution doesn't mean the land is unoccupied. It means we own it and the farmers working it are renting from us. Land Distribution is a powerful card to hold in the ministry's hand. It shouldn't be given away at the start. Distributing livestock does a better job improving productivity.

I also understand the concerns, however golems. They're loyal heroic servants of oppressed people, i.e us. It won't hurt to have a few in our back pocket as workers and guards loyal to us, and the ministry, before the government. They'll also be useful stopping any potential pogroms too if the need arises.
 
Land Distribution doesn't mean the land is unoccupied. It means we own it and the farmers working it are renting from us. Land Distribution is a powerful card to hold in the ministry's hand. It shouldn't be given away at the start. Distributing livestock does a better job improving productivity.
Hrm.

I'm not sure what to think of that.

With that said, if we want a lot of golems, we're gonna need to burn Assembly Support to get it. And Assembly Support from projects doesn't come cheap, so we're probably going to need to find a way to cash in some of that farmland to please the Assembly enough that the golems don't weird them out too much.
 
Okay, I gotta get going, but I've slightly retuned the plan based on recalculations from the -5 penalty I forgot about. This forces even more consolidation on granary repairs, and a bit more consolidation towards the livestock distribution process, to make them more likely to succeed.



-2 per die for [Politicking] actions
Reduced gains and increases loss of Assembly Support
+3 per die for [Metal], +1 per die for [Low Magic], +2 per die for [Nautical], +5 per die for [Research] actions
+8 per die for [Golem] and [Knowledge] actions
-10 per die for all non-Personal actions. Penalty decreases by 1 per turn.

-5 per die for all actions because of understaffed government (?)

Free Dice (/5)
2 on Urban Infrastructure
3 on Bureaucracy

Budget:
485/2000 R (remember, we need to hold on to a lot)

[X] Plan Attempting to Avert the Famine Spring '04
-[X] Urban Infrastructure (4/4 Dice + 2 Free Dice, -15 penalty, 50 R)
--[X] Sewage Repair Stage 1 0/150 (4 dice, 40 R) (45% chance)
--[X] Construct Government Offices 0/50 (2 dice, 10 R) (69% chance)
-[X] Rural Infrastructure (6/6 Dice, -15 penalty, 90 R)
--[X] Granary Restoration 0/200 [Low Magic] (6 dice, 90 R) (61% chance)
-[X] Agriculture (8/8 Dice, -15 penalty, 45 R)
--[X] Land Distribution 0/50 (2 dice, 10 R) (69% chance)
--[X] Livestock Distribution 0/150 (4 dice, 20 R) (45% chance)
--[X] New Crop Investigations 0/50 [Research] (1 die, 10 R) (41% chance)
--[X] Land Survey 0/2??? (1 dice, 5 R) [Knowledge] (1/?? median dice to target)
-[X] Industry (3/3 Dice, -15 penalty, 30 R)
--[X] Golem Construction 0/175 (1 die, 10 R) [Golems] (1/4 median dice to target)
--[X] Mass Smithies 0/80 (2 dice, 20 R) [Metal] (48% chance)
-[X] Services (4/4 Dice, -15 penalty, 260 R)
--[X] Orphanages and Hospices 0/100 (2 dice, 10 R) (26% chance)
--[X] Direct Grain Subsidies (2 dice, 250 R) (aaah the pain)
-[X] Bureaucracy (3/3 Dice + 3 Free dice, -15 penalty, 10 R)
--[X] Find Prior Records (2 dice) [Knowledge] (DC breakpoints unknown) (+16 personal bonus for [Knowledge])
--[X] Get Hiring! (2 dice, 10 R) (DC breakpoints unknown)
--[X] Set New Tax Schedules (2 dice) (DC breakpoints unknown)
-[X] Personal Dice (4/5 dice)
--[X] Investigate Assembly Factions
--[X] Investigate Assembly Decrees
--[X] Attend Assembly Sessions
--[X] Personal Attention: Find Prior Records (double bonus)



Sewage Repair is extremely important and demands immediate attention, but it's probably okay if the action is only mostly done at the end of the turn, we can hope at least. It's so important to get Construct Government Offices done so that the government can function that I'm willing to divert the two dice to it.

Granary Restoration is, in my opinion, an absolutely critical action. This is the thing that will be most important to just not having a famine, especially in the countryside, and a famine in the countryside immediately after the rise of the new regime would be very bad for our long term legitimacy and stability. Also the granaries make famines in the city much less likely too. So if it takes six Rural Infrastructure dice to get a better-than-even chance of having it done by the summer harvest, then that's what it takes. Having grain be stored and durable wherever it may be situated will improve our situation greatly, and will probably also lower grain prices to keep us from having to spend so damn much on Direct Grain Subsidies a year from now as we are at the moment.

Land DIstribution is an action I want to pursue to gain +Assembly Support so that we'll have the political capital to invest heavily in golem-creation and in hiring members of the Golem-Maker people. It's something of a quick-and-dirty approach, but as I mentioned, the perfect is very much the enemy of the good here. Apart from that, we have a variety of Agriculture actions I want to pursue, but none is so much of a hair-on-fire emergency problem as the granaries, so the dice are split among them. Livestock Distribution is likely to raise the regime's popularity among the peasantry and also represents one of the best possible ways to get some working capital into the hands of the masses- because in this environment a plow-ox IS capital and owning a good plow team gives you a measure of power locally.

Golem Construction is an action I want to start, but at -3 AS per die, just bulling ahead to rush the job is a bad idea. As our Assembly Support drops into the 30s and lower, the risk of us losing our position or having Bad Shit happen to us increases. We need projects that will bring in enough AS to offset what we're losing. Meanwhile, Mass Smithies is a relatively cheap action that's going to have economic implications (having lots of metal makes many, many things easier or at least cheaper). It's worth two dice. However, I don't think it's worth three dice because there's no immediate penalty for not having it done next turn, and so slow-walking it (that is, spending X dice to get it close to finished and then one die per turn until good luck and persistence see the job done) is an acceptable course of action.

Services is dominated by the need to feed the capital, Belles. We fail at that, we likely get torn apart by a hungry mob.

Bureaucracy is dominated by the need for concentration of effort. The current leading plan, Golem Making and Grain Saving, spreads our Bureaucracy dice dangerously thin, trying to do everything at once. We're rolling d100-15's here, so any action with only one die on it is very likely to produce a disastrously low-roll result and quite unlikely to do well. Thus, for actions where the consequence of getting a botched result could be "your government is dysfunctional for a long time," it's important that we concentrate enough resources on each task to get things done good and proper. Even if that means we don't attempt all the actions at once.

Personal is dominated by the need to keep an eye on the Assembly, frankly, which is all the more important given our tenuous status as an ethnic minority who's planning some projects the Assembly doesn't like (golems).B].
 
[X] Plan Attempting to Avert the Famine Spring '04
Just wondering but how modular could golems become? Since I was thinking if we had enough R&D into golems we could make one with a liquid bdy that could shapeshift into whatever form it needed like the New Devourer from the War of the Krork Quest
 
I think the main limitation of the golem's will be their driving words. Like if we make a golem to plant the harvest it's not really going to be able to do anything else.
 
I think the main limitation of the golem's will be their driving words. Like if we make a golem to plant the harvest it's not really going to be able to do anything else.
So if we made a shifting golem and told it to fight the enemy would it only fight in the form it currently is or would it shift it's form to always do it's job optimally? In addition could we give it different command sections like If X then FuckTheirShitUp commands are active but if B continue HappyFarmer commands for example?
 
So if we made a shifting golem and told it to fight the enemy would it only fight in the form it currently is or would it shift it's form to always do it's job optimally? In addition could we give it different command sections like If X then FuckTheirShitUp commands are active but if B continue HappyFarmer commands for example?

I think that's a question for the QM, and one that may not get an answer until we finish building the golem factories.
 
As a note, all the people who voted for Plan Attempting to Avert the Famine Spring '04 should cast new votes, because Simon changed stuff up after correctly calculating penalties and the tally is showing different versions in action.
 
As a note, all the people who voted for Plan Attempting to Avert the Famine Spring '04 should cast new votes, because Simon changed stuff up after correctly calculating penalties and the tally is showing different versions in action.
That has been addressed.

@GerPN76 , however, you voted for an out of date name for the plan. The name I went with, not realizing you'd already voted for it until I'd already posted my draft, is

[] Plan Attempting to Avert the Famine Spring '04

For anyone else reading this, again, this plan is distinguished mainly by greater focus on granaries (which I think are very important), more concentration of Bureaucracy dice on fewer options (so we don't wind up with a bunch of key government function where we rolled, say, a 20 for quality), and shifting Free dice from golem factory construction (which will cost us a lot of Assembly Support before we're fully ready to pay it, I think) to building up the sewers and government offices (which we urgently need in the capital).
 
Okay, I gotta get going, but I've slightly retuned the plan based on recalculations from the -5 penalty I forgot about. This forces even more consolidation on granary repairs, and a bit more consolidation towards the livestock distribution process, to make them more likely to succeed.



-2 per die for [Politicking] actions
Reduced gains and increases loss of Assembly Support
+3 per die for [Metal], +1 per die for [Low Magic], +2 per die for [Nautical], +5 per die for [Research] actions
+8 per die for [Golem] and [Knowledge] actions
-10 per die for all non-Personal actions. Penalty decreases by 1 per turn.

-5 per die for all actions because of understaffed government (?)

Free Dice (/5)
2 on Urban Infrastructure
3 on Bureaucracy

Budget:
485/2000 R (remember, we need to hold on to a lot)

[X] Plan Attempting to Avert the Famine Spring '04
-[X] Urban Infrastructure (4/4 Dice + 2 Free Dice, -15 penalty, 50 R)
--[X] Sewage Repair Stage 1 0/150 (4 dice, 40 R) (45% chance)
--[X] Construct Government Offices 0/50 (2 dice, 10 R) (69% chance)
-[X] Rural Infrastructure (6/6 Dice, -15 penalty, 90 R)
--[X] Granary Restoration 0/200 [Low Magic] (6 dice, 90 R) (61% chance)
-[X] Agriculture (8/8 Dice, -15 penalty, 45 R)
--[X] Land Distribution 0/50 (2 dice, 10 R) (69% chance)
--[X] Livestock Distribution 0/150 (4 dice, 20 R) (45% chance)
--[X] New Crop Investigations 0/50 [Research] (1 die, 10 R) (41% chance)
--[X] Land Survey 0/2??? (1 dice, 5 R) [Knowledge] (1/?? median dice to target)
-[X] Industry (3/3 Dice, -15 penalty, 30 R)
--[X] Golem Construction 0/175 (1 die, 10 R) [Golems] (1/4 median dice to target)
--[X] Mass Smithies 0/80 (2 dice, 20 R) [Metal] (48% chance)
-[X] Services (4/4 Dice, -15 penalty, 260 R)
--[X] Orphanages and Hospices 0/100 (2 dice, 10 R) (26% chance)
--[X] Direct Grain Subsidies (2 dice, 250 R) (aaah the pain)
-[X] Bureaucracy (3/3 Dice + 3 Free dice, -15 penalty, 10 R)
--[X] Find Prior Records (2 dice) [Knowledge] (DC breakpoints unknown) (+16 personal bonus for [Knowledge])
--[X] Get Hiring! (2 dice, 10 R) (DC breakpoints unknown)
--[X] Set New Tax Schedules (2 dice) (DC breakpoints unknown)
-[X] Personal Dice (4/5 dice)
--[X] Investigate Assembly Factions
--[X] Investigate Assembly Decrees
--[X] Attend Assembly Sessions
--[X] Personal Attention: Find Prior Records (double bonus)



Sewage Repair is extremely important and demands immediate attention, but it's probably okay if the action is only mostly done at the end of the turn, we can hope at least. It's so important to get Construct Government Offices done so that the government can function that I'm willing to divert the two dice to it.

Granary Restoration is, in my opinion, an absolutely critical action. This is the thing that will be most important to just not having a famine, especially in the countryside, and a famine in the countryside immediately after the rise of the new regime would be very bad for our long term legitimacy and stability. Also the granaries make famines in the city much less likely too. So if it takes six Rural Infrastructure dice to get a better-than-even chance of having it done by the summer harvest, then that's what it takes. Having grain be stored and durable wherever it may be situated will improve our situation greatly, and will probably also lower grain prices to keep us from having to spend so damn much on Direct Grain Subsidies a year from now as we are at the moment.

Land DIstribution is an action I want to pursue to gain +Assembly Support so that we'll have the political capital to invest heavily in golem-creation and in hiring members of the Golem-Maker people. It's something of a quick-and-dirty approach, but as I mentioned, the perfect is very much the enemy of the good here. Apart from that, we have a variety of Agriculture actions I want to pursue, but none is so much of a hair-on-fire emergency problem as the granaries, so the dice are split among them. Livestock Distribution is likely to raise the regime's popularity among the peasantry and also represents one of the best possible ways to get some working capital into the hands of the masses- because in this environment a plow-ox IS capital and owning a good plow team gives you a measure of power locally.

Golem Construction is an action I want to start, but at -3 AS per die, just bulling ahead to rush the job is a bad idea. As our Assembly Support drops into the 30s and lower, the risk of us losing our position or having Bad Shit happen to us increases. We need projects that will bring in enough AS to offset what we're losing. Meanwhile, Mass Smithies is a relatively cheap action that's going to have economic implications (having lots of metal makes many, many things easier or at least cheaper). It's worth two dice. However, I don't think it's worth three dice because there's no immediate penalty for not having it done next turn, and so slow-walking it (that is, spending X dice to get it close to finished and then one die per turn until good luck and persistence see the job done) is an acceptable course of action.

Services is dominated by the need to feed the capital, Belles. We fail at that, we likely get torn apart by a hungry mob.

Bureaucracy is dominated by the need for concentration of effort. The current leading plan, Golem Making and Grain Saving, spreads our Bureaucracy dice dangerously thin, trying to do everything at once. We're rolling d100-15's here, so any action with only one die on it is very likely to produce a disastrously low-roll result and quite unlikely to do well. Thus, for actions where the consequence of getting a botched result could be "your government is dysfunctional for a long time," it's important that we concentrate enough resources on each task to get things done good and proper. Even if that means we don't attempt all the actions at once.

Personal is dominated by the need to keep an eye on the Assembly, frankly, which is all the more important given our tenuous status as an ethnic minority who's planning some projects the Assembly doesn't like (golems).B].

Fundamentally, every plan spreads dice thin. D100s are absolutely wild and fuck with human expectations because there's so many possible outcomes. Options with a 50 needed to clear them sound like a 50% chance of passing with 1 die, but in practice there are 50 outcomes that don't finish it in 1 turn. Putting 2 die technically increases the chances, but the outcome can be anywhere from 2 to 200. It has a high chance of getting above 50, but not guaranteed because it's entirely possible to get below it.

Therefore dice are spread thin for every plan. The law of averages is a tendency rather than a hard rule. Your math may be correct on paper but in practice every dice roll could turn single digit regardless of plan. Thats the nature of using d100s vs 5d20s. That's the nature of the beast, and not a criticism aimed at Notbirdofprey. Rolling five times the amount of dice would be very annoying lol.

Also they're progress bars rather than hard pass or fail difficulty checks, so any progress on a project is useful even if it doesn't finish right away.
 
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Fundamentally, every plan spreads dice thin. D100s are absolutely wild and fuck with human expectations because there's so many possible outcomes. Options with a 50 needed to clear them sound like a 50% chance of passing with 1 die, but in practice there are 50 outcomes that don't finish it in 1 turn. Putting 2 die technically increases the chances, but the outcome can be anywhere from 2 to 200. It has a high chance of getting above 50, but not guaranteed because it's entirely possible to get below it.

Therefore dice are spread thin for every plan. The law of averages is a tendency rather than a hard rule. Your math may be correct on paper but in practice every dice roll could turn single digit regardless of plan.
That's like arguing that you don't need to go to work because a winning lottery ticket might blow into your pocket.

The math I did (anydice.com) is specifically set up to give straight answers about the probability that the dice rolled will turn up the result I described. If I say we have a 55% chance of progress completion, it's because I ran the numbers and we do.* Yes, that means there's a 45% chance that we don't complete the project. In most of those 45% of scenarios, we'd be getting close to finished, and in some cases falling far short, just as in some cases we'd have a ton of overkill. For every 'straight single digits' outcome there is an equally likely 'straight 90s' outcome that is equally pointless to plan for.

*(Assuming, of course, I don't forget a -5 bonus somewhere in the mix, or forget to carry the two or something)

...

More generally, whether to spread dice thin or concentrate them depends on the context.

If you have a single project that ride-or-die needs to get done in a hurry to avert disaster, you do it and accept some chance of overkill or wasting resources if you have a turn of uncharacteristically lucky rolls. Or even average rolls. Because the consequences of being un-lucky and failing the action are bloodcurdling, so you stack the deck in your favor at some cost and potential waste.

If everything is just "stuff we'd like to have" and especially if there are penalties for an intensive short-term "shock effort," then splitting attention and resources makes a lot of sense... as long as you aren't fucking yourself over by the choice of how to split them. See below.

Also they're progress bars rather than hard pass or fail difficulty checks, so any progress on a project is useful even if it doesn't finish right away.
See, that's the thing. Actions like the ones for Bureaucracy often aren't progress bars. Notice that we don't have a listed Progress cost for those. What often happens in cases like that is a straightforward "the higher the roll, the better the result," and often you don't get a second chance. Based on past experience, with an option like:

[] Find Prior Records [Knowledge]: The records of merchants, nobles, bailiffs, and more, all contain hints of land use, economic activity, and material usage. Gathering and collating all this information will be an immense task, but it will also be a vital one that will greatly simplify many of your plans and objectives. (Max 2 dice, rolled.)

...Basically, if we roll a 4, I'm pretty sure we're getting a fucky result. The records catch fire, or they've all been smuggled off to the provinces, or they were written in Klingon and we have to hire a translation staff just to know what the passcode is to the magically locked vaults in the basement, or something dumb like that. We don't just get four points on an X-point progress bar, usually in cases like this. We're stuck with the consequences of the bad roll.

So if it's important to actually do well in this initiative- and it is- then we're under some obligation to actually take the time and resources to do it right, rather than throwing a skeleton crew at it and hoping for the best. Two dice, instead of one. Prioritizing and concentrating efforts matters, and just YOLO-ing it because "hell, we could get lucky and everything could be great" isn't a good plan.

...

Likewise, look at:

[] Establish Subsidiary Offices: While the city of Belles is unquestionably the most important, there are many lesser cities and locations that you will need to operate in extensively. Establishing branch offices in some of those will be a difficult process that will take up some of your existing staff, but it will be helpful for the future. (No dice limit, rolled.)

There is a clear implication in the first bolded passage that this will take up some of the very staff we're struggling to amass. It might not be a good idea to do that while we're still eating a -5 malus from being short-staffed in the first place. Moreover, it's "rolled," which usually means "roll higher, get better result, roll crappy, get crappy result that you're stuck with for a while." It's an action that, if it's worth doing at all, is worth focusing enough effort on to get a good result. Not a progress bar action like a factory or a canal program.

So when Golem Making and Grain Saving puts one die on Establish Subsidiary Offices and one on Find Prior Records, instead of concentrating on one or the other...

I find myself thinking back to my days of playing Civilization IV and hearing Leonard Nimoy's voice say "if you chase two rabbits, you will lose them both."
 
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That's like arguing that you don't need to go to work because a winning lottery ticket might blow into your pocket.

The math I did (anydice.com) is specifically set up to give straight answers about the probability that the dice rolled will turn up the result I described. If I say we have a 55% chance of progress completion, it's because I ran the numbers and we do.* Yes, that means there's a 45% chance that we don't complete the project. In most of those 45% of scenarios, we'd be getting close to finished, and in some cases falling far short, just as in some cases we'd have a ton of overkill. For every 'straight single digits' outcome there is an equally likely 'straight 90s' outcome that is equally pointless to plan for.

*(Assuming, of course, I don't forget a -5 bonus somewhere in the mix, or forget to carry the two or something)

...

More generally, whether to spread dice thin or concentrate them depends on the context.

If you have a single project that ride-or-die needs to get done in a hurry to avert disaster, you do it and accept some chance of overkill or wasting resources if you have a turn of uncharacteristically lucky rolls. Or even average rolls. Because the consequences of being un-lucky and failing the action are bloodcurdling, so you stack the deck in your favor at some cost and potential waste.

If everything is just "stuff we'd like to have" and especially if there are penalties for an intensive short-term "shock effort," then splitting attention and resources makes a lot of sense... as long as you aren't fucking yourself over by the choice of how to split them. See below.

See, that's the thing. Actions like the ones for Bureaucracy often aren't progress bars. Notice that we don't have a listed Progress cost for those. What often happens in cases like that is a straightforward "the higher the roll, the better the result," and often you don't get a second chance. Based on past experience, with an option like:

[] Find Prior Records [Knowledge]: The records of merchants, nobles, bailiffs, and more, all contain hints of land use, economic activity, and material usage. Gathering and collating all this information will be an immense task, but it will also be a vital one that will greatly simplify many of your plans and objectives. (Max 2 dice, rolled.)

...Basically, if we roll a 4, I'm pretty sure we're getting a fucky result. The records catch fire, or they've all been smuggled off to the provinces, or they were written in Klingon and we have to hire a translation staff just to know what the passcode is to the magically locked vaults in the basement, or something dumb like that. We don't just get four points on an X-point progress bar, usually in cases like this. We're stuck with the consequences of the bad roll.

So if it's important to actually do well in this initiative- and it is- then we're under some obligation to actually take the time and resources to do it right, rather than throwing a skeleton crew at it and hoping for the best. Two dice, instead of one. Prioritizing and concentrating efforts matters, and just YOLO-ing it because "hell, we could get lucky and everything could be great" isn't a good plan.

...

Likewise, look at:

[] Establish Subsidiary Offices: While the city of Belles is unquestionably the most important, there are many lesser cities and locations that you will need to operate in extensively. Establishing branch offices in some of those will be a difficult process that will take up some of your existing staff, but it will be helpful for the future. (No dice limit, rolled.)

There is a clear implication in the first bolded passage that this will take up some of the very staff we're struggling to amass. It might not be a good idea to do that while we're still eating a -5 malus from being short-staffed in the first place. Moreover, it's "rolled," which usually means "roll higher, get better result, roll crappy, get crappy result that you're stuck with for a while." It's an action that, if it's worth doing at all, is worth focusing enough effort on to get a good result. Not a progress bar action like a factory or a canal program.

So when Golem Making and Grain Saving puts one die on Establish Subsidiary Offices and one on Find Prior Records, instead of concentrating on one or the other...

I find myself thinking back to my days of playing Civilization IV and hearing Leonard Nimoy's voice say "if you chase two rabbits, you will lose them both."

While I understand where you're coming from, I think people should vote for the plan that does things they prefer rather than voting for the most statistically optimized plan. Putting more dice on a project does increase the chance of its success, certainly. That's why I put three dice on Golem Making in the hopes that it will move along swiftly. However more dice does not guarantee it. I'm not banking on a lottery ticket to see everything win. I'm putting dice into stuff I want to focus on in the hopes that we'll get average rolls. It's not a complete scattershot at every project. If that was the case it'd have put 1 dice into every thing but it's quite evident that I didn't.

I'm aware of how probability with dice rolls works. I'm also aware that d100s are wild. Despite what the math might tell you, in reality you've got an equal chance of rolling a 1 as you do a 100 or 50. So I'm not stressing out about it. I also want those golems. :p
 
While I understand where you're coming from, I think people should vote for the plan that does things they prefer rather than voting for the most statistically optimized plan. Putting more dice on a project does increase the chance of its success, certainly. That's why I put three dice on Golem Making in the hopes that it will move along swiftly. However more dice does not guarantee it. I'm not banking on a lottery ticket to see everything win. I'm putting dice into stuff I want to focus on in the hopes that we'll get average rolls. It's not a complete scattershot at every project. If that was the case it'd have put 1 dice into every thing but it's quite evident that I didn't.
Well, my argument is pretty tightly bound to the Bureaucracy section, where that kind of is what's happening. Six dice, five projects. Me, I'd prefer to concentrate on three.

I'm aware of how probability with dice rolls works. I'm also aware that d100s are wild. Despite what the math might tell you, in reality you've got an equal chance of rolling a 1 as you do a 100 or 50.
That reality is literally built into the math that's actually being used here. It is literally "of the trillion conceivable combinations that could result from rolling six dice, from 1-1-1-1-1-1 to 100-100-100-100-100-100, how many of them total more than we need, and how many less?"

Like, I don't know what you think 'my math' is, but "what are the odds of 6d100-84 turning up 200 or more" and things like that are well understood problems and there's totally an app for that. Again, anydice.com .

So I'm not stressing out about it. I also want those golems. :p
Hey, I'm not stressing. I'm trying to make a plan that I expect to work and produce good results, as opposed to bad. Like, I worry that if we put a lot of effort into golem production but there's a shitplague in the capital and the granaries in bad shape, that we're going to run into problems and people will blame us for concentrating on stupid (in their minds) golems, so I want to get some basics done first before heavily prioritizing the golems.
 
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