Q1 2014
Q1 2014

Beginning of a new Cycle

The aftermath of the budget negotiation is a tense one. Sokolov has promised the Security Council a lot and while they are supportive, he knows he is nearly out of favors and support and a lot is dependent on his success this budget cycle. If he fails, the Council will likely replace him and not even his friend Nobuo will be able to stop them, but if he succeeds he will have opened up a lot more wiggle room for himself and the UNDC.
Preparations for the immediate beginning of the budget cycle were done quickly, the development contracts with the ASDEU and USAA, while the design specifications for the recently completed passive exoskeleton were given over to the Europeans.
The New Year came and went uneventfully, aside from three Werewolf terror attacks, one of which was prevented in Germany due to the assistance of the expanded police K9 units, the infected were isolated, questioned, and transferred to the UNDC for safekeeping.

Canada: Moderate Support
USA: Moderate Support
Mexico: Moderate Support
Brazil: Neutral
Argentina: Mild Support
UK: Strong Support
France: Moderate Support
Germany: Strong Support
Russia: Strong Support
Nigeria: Strong Support
South Africa: Strong Support
Israel: Strong Support
Saudi Arabia: Strong Support
India: Moderate Support
China: Moderate Support
Japan: Neutral
Australia: Moderate Support
Director Nobuo: Moderate Support

Agenda Goals:
Complete all 6 Blocks of Sentinel Frigate Deployment (+3 CS)
Complete all 4 Blocks of Straz Escort Cruiser Deployment (+3 CS)
Complete Assault Carrier Development
Complete all 5 Blocks of Assault Carrier Deployment (+2 CS)
Complete Supercarrier Development (+2 CS)
Complete Multi Role Jet Development
Complete all 5 Blocks of Super Carrier Deployment (+2 CS)
Have at least 1 Logistical Port in each of the following regions: South Atlantic, North Pacific, South Pacific, Indian Ocean (+2 CS)
Complete at least 2 Maintenance and Supply Naval Base Expansion projects (+2 CS)

Other Goals:
Complete 3 Infrastructure, Industry or Military Projects in North America
Complete 1 logistical port and 1 logistical airport in Brazil
Complete 1 logistical port and 1 logistical airport in Argentina
Complete Set Up South American Military Bases
Complete all current Ground Forces deployment projects up to and including the Military Expansion stage
Research the Antarctic Anomaly
Complete the UNDC Orbital Global Positioning System and the first phase of UNDC Orbital Surveillance Array
Complete 3 Infrastructure, Industry or Military Projects in Germany or France
Research the Israel-Jordan anomaly
Complete 3 Infrastructure, Industry or Military Projects in China
Co-develop at least one more drone project with the SAEC
Construct a logistical port or a logistical airport in Nigeria, South Africa, India and Australia each
Complete all 4 UNDC branch offices before Q1 2015
Complete Ushuaia Air Base (Argentina)
Complete Ellsworth Port (North Atlantic)
Complete Staff Training Centres
Complete Establish Psychological Health Service
Complete UNDC Veteran Care Office
Complete Strategic Air Defense System Development and complete the Deployment before Q4 2014
Complete 5 stage 1 Deployments for any project unlocked by procurement programs before Q4 2014
Construct 2 Infrastructure, Industry or Military projects in Scotland before the Q4 2014
Complete a logistical port and a logistical airport in South Korea
Complete 4 projects that infrastructure dice can be used for in Japan and South Korea
Complete 3 infrastructure projects in China and use CSCEC dice in these projects
Complete 10 infrastructure projects where CSCEC dice were used
Prioritize Research into magic blocking/nullifying
Experiment with methods to weaponize Lycain

Resources: 4950 Resources left from yearly budget (-50R per turn)
Council Support: 17

Supply Indicators:
Logistics: moderate surplus ++++ +
Fuel: small surplus +++
Ammo: large surplus, diversity of barrels makes distribution horrendous --- -- (++ undeployable bunker busters)
Maintenance: small surplus +++ ++
Medical Capacity: Moderate all shortages --- - (+1 at the end of every year)

Staff Indicators:
Security: Massive Surplus +100?
Officers: Handled by Sponsor Nations
Experts: Handled by Sponsor Nations (+ per year)

Other Indicators:
Orbital Bandwidth: large shortages, currently routed over NATO satellites ----

Administrative Capacity: 45

Free Dice: 2 DARPA Org Dice (Can be used for Research and Development Projects, do not cost Resources)

Infrastructure (5 Dice (2 Admin Cap), 6 Org Dice (1 Admin Cap)): +18
[]UNDC Branch Offices
For better interaction and cooperation between the UNDC and local governments and private contacts, the creation of branch offices has been suggested. These would have the side effect of helping with UNDC operations in these regions.
(+1 Admin Dice once all 4 have been completed)
-[]Washington (0/100 25 Resources per Die)(+2 Admin Cap, -- Security)(Enables []Contact USAA)
-[]Brussels (0/100 25 Resources per Die)(+2 Admin Cap, -- Security)(Enables []Contact ASDEU)
-[]Beijing (0/100 25 Resources per Die)(+2 Admin Cap, -- Security)(Enables []Contact SEAC)
-[]Moscow (0/100 25 Resources per Die)v(+2 Admin Cap, -- Security)(Enables []Contact Rosoboronexport)

[]Ushuaia Air Base (Argentina)
Ushuaia is the globally southmost city and thus the perfect location for an air base to support the UNDC Antarctic effort.
(0/300 20 Resources per Die)(Logistics ++, Maintenance +++ +, Security-)(counts as Logistical Airport)

[]Ellsworth Port (North Atlantic)
Ellsworth is one of the few good locations to build a port in the Antarctic, as a number of bare rock features peek out of the icy shelf. Construction here will be expensive and complicated due to the missing local infrastructure and icy temperatures all year around.
(0/300 25 Resources per Die, Requires ++ available logistics per Die(is not consumed))(Security -)

[]Rail and Road Expansion (Phase 5)
Road and rail remain the unloved children of logistics, not as fast as air, not as efficient as shipping, they are nevertheless important and capable of moving large amounts of cargo between UNDC locations, with the added bonus of being free infrastructure for whatever nation they were constructed in.
(0/300 10 Resources per Die)(Logistics +++ ++)(+3 CS)

[]Logistical Airport Construction
While every UNDC airport will be able to both host and service combat aircraft the primary use of these sites will be the transport and transfer of cargo and personnel.
-[](Write-in Country or "QM", for QMs discretion)(0/100 20 Resources per Die)(Logistics ++, Maintenance +, Security -)(Increases Logistics from Cargo Aircraft)

[]Maintenance and Supply Air Base Expansion
Planes and jets are maintenance hungry machines that require the right infrastructure, facilities and experts to service them. Access to sufficient facilities can greatly enhance the effectiveness of UNDC operations in the region.
-[]Hong Kong (0/200 20 Resources per Die)(Maintenance +++, Logistics --)(Can use Military Dice)
-[]Grangemouth (81/200 20 Resources per Die)(Maintenance +++, Logistics --)(Can use Military Dice)
[]Logistical Port Construction
While ships are the most efficient way to transport goods they require supporting infrastructure, docks, loading cranes and refueling stations, to do their work. Constructing additional ports to serve as terminal points in the UNDC logistical network will support the auxiliary fleet.
-[](Write-in Country/City or "QM", for QMs discretion)(0/200 15 Resources per Die)(Security -, Logistics ++)(Increases Logistics from Cargo Ships)

[]Maintenance and Supply Naval Base Expansion
UNDC ports in strategic useful positions can easily be expanded both in strategic value and direct use by building additional docks and piers to resupply and perform extensive maintenance on naval vessels.
-[]Hong Kong (48/400 20 Resources per Die)(Maintenance +++ ++, Logistics -- -, Security -)(Can use Military Dice)
-[]Grangemouth (0/400 20 Resources per Die)(Maintenance +++ ++, Logistics -- -, Security -)(Can use Military Dice)
-[]Southampton (34/400 20 Resources per Die)(Maintenance +++ ++, Logistics -- -, Security -)(Can use Military Dice)


Industry (5 Dice (2 Admin Cap), 7 Org Dice (1 Admin Cap)): +20
[]Replacement Part Factories (Stage 2)
The next stage of Replacement Part factories aims to increase the supply of electronic components like logic boards for firing computers and other computer components.
(8/300 25 Resources per Die)(Maintenance +++ ++, Logistics ---, Security -)

[]Auxiliary Shipyards
Part of the license acquisition program was also the purchase of several commonly used auxiliary ship designs, both for containers and liquid goods. With the UNDC's funding, nothing stands in the way of constructing their own yards, and while their primary use will be maintenance, they will be fitted for construction as well.
-[](Write-in Country/City or "QM", for QMs discretion)(0/200 25 Resources per Die)(Maintenance ++ +, Logistics --, Security -)(Increases RpD of UNDC Auxiliary Fleet, but reduces Progress cost)

[]UNDC Auxiliary Ship Fleet (Phase 3)
Transport via sea remains the most effective and cost efficient, but also the slowest, way of bulk shipping. To transport tanks, troops and supplies across the globe in strategically relevant amounts, the UNDC will need to increase their fleet.
(18/225 60 Resources per Die)(Logistics ++++ +++ +, Maintenance -- -, Fuel ---)

[]Utility Vehicle Production Complexes (Can use Military Dice)
Apart from ships there is also the need for vehicles and aircraft to supply the growing needs of the global army. Multi Use production complexes, more similar to small industrial cities, have been proposed to support the construction and maintenance of further expansion of the UNDC utility car and plane pool.
-[](Write-in Country/City or "QM", for QMs discretion)(164/300 25 Resources per Die)(Logistics ---, Maintenance +, Security -)(Increases RpD of Utility Vehicle Projects, but reduces Progress cost)
-[]Glasgow (164/300 25 Resources per Die)(Logistics ---, Maintenance +, Security -)(Increases RpD of Utility Vehicle Projects, but reduces Progress cost)

[]UNDC Auxiliary Plane Fleet (Phase 2)
Air shipping has become more and more important in the last few decades. While expensive compared to other options, it is also the fastest, able to transport cargo and passengers across the whole world in mere hours.
(91/150 80 Resources per Die)(Logistics ++++ ++, Maintenance -- -, Fuel ----)

[-]NBC Deconstruction Operations (Phase 2)
With war having returned once more to the region, conducting time and resource intensive decontamination operations are too dangerous.
(171/200 25 Resources per Die)(+2 CS)

[]Fuel Extraction and Refining Expansion (Phase 5)
While some advanced fuel infrastructure is in place, it is far from enough. The UNDC will need more pumps, pipelines and refineries to achieve fuel independence.
(134/300 20 Resources per Die)(Fuel ++++ ++, Logistics ---, Security --)


Service (4 Die (2 Admin Cap), 4+1 Org Die (1 Admin Cap)): +15
[]UNDC Animal Capture Teams
Many of the beast and animal-like creatures should be able to be handled with primitive methods, like using water- or sound-cannons to steer them into large cages. Access to live specimens should assist the UNDC in figuring out the limits of these creatures and hopefully enable use of anaesthetics once their resistances have been tested.
(0/200 20 Resources per Die)(+3 CS)

[]Psychological Health Service
PTSD and other trauma induced disorders are one of the greatest challenges faced by any military. By offering professional mental health services we can not only increase morale and reduce burnout of staff, but also assist in their reintegration once their service ends.
(0/200 10 Resources per Die)(Health ----, Security --, Experts ----)

[]UNDC Veteran Care Office
Military veterans in modern times are among the most disenfranchised. The trauma and experiences of the military machine and war make reintegration into civilian life and jobs difficult. The UNDC can help with this process by offering them an ear for their or their families' issues, and resources for additional support.
(0/300 10 Resources per Die)(Health --, Security -, -100 yearly budget)

[]Staff Training Centres
At the current time the UNDC still gets most of their staff with the assistance of the Council nations until the end of the current cycle. With the creation of their own training centres for lower level staff the UNDC can begin the first steps towards independence.
(0/150 15 Resources per Die)(Security --)

[ ]Recruitment Centres (Stage 2)
With a major force expansion far away, the UNDC does not need more recruiting infrastructure at the moment.
(23/200 10 Resources per Die)(++ Experts, ++ Officers at the beginning of a plan)

[ ]Medical Support Ships (Phase 1)
With their own yards, the UNDC can begin construction of specialised medical support ships. More swimming hospitals than anything else, they can be deployed near a coast anywhere in the world, supporting whatever mission the UNDC is tasked with, be it humanitarian or military.
(212/450 20 Resources per Die)(Medical Capacity +++ +, Logistics +, Maintenance -, Fuel --, Experts ---)(Dice allocation in Service/Industry Dice pairs)

[]Human Magical Sensitivity Research
Certain agents from the questionable hires in the SID have displayed signs of ESP in one form to another. With access to scientific measuring equipment we can begin to get a basic overview of their and the average person's magic sensitivity.
(0/160 20 resources per Die)(Dice used here require 1 less Admin Cap)(+4 CS)

[]Magic Metallurgy Basic Research
Several historic and recent examples have named Iron to have some connection to anti magic properties, but so far the knowledge of this effect does not go beyond "it may exist". Hopefully by testing the effects of various on the ambient magic level some of the mysteries can be answered.
(0/230 25 Resources per Die)(Dice used here require 1 less Admin Cap)(+3 CS)

[]General Magic Material Science Research
Diamonds seem to be among the most magically active substances and the forest's spirit interest in amber is intriguing. What magical properties do other materials have and what uses do these properties have,
(0/230 35 Resources per Die)(Dice used here require 1 less Admin Cap)(+3 CS)

[]Magic Geometry Research Program
The supernatural Lycain working group is sure that geometric patterns and symbols have an effect on the activity of the protein complex during the full moon. Together with myths about protection runes and sigils this alone is enough basis for a research program to test the viability of such claims.
(0/130 20Resources per Die)(Experts -)(Dice used here require 1 less Admin Cap)(+2 CS)

[]Lycain Inhibitor Protein Development
The structure of Lycain has been fully analyzed. A most interesting and novel protein, with properties undoubtedly enhanced by quantum shadow or "magic", it is still made up of normal matter. The biochemical experiment group theorise it should be possible to construct an inhibitor protein that forces Lycain to unfold its protective shell and enable the immune system to attack it. However, this project will require enormous amounts of computing power. With some of the infected nearing the 3 year mark of being in UNDC care, a cure would give them and their families hope.
(0/175 40 Resources per Die)(Results ???)(Dice used here require 1 less Admin Cap)

[]Antarctica Anomaly Research Expedition
Our local assets are sufficiently prepared to support a larger scale effort to understand both floating icebergs and the complete lack of magic that is the Antarctica Anomaly.
(0/150 30 Resources per Die)(Experts --, Logistics -)(Dice used here require 1 less Admin Cap)

[]Israel-Jordan Anomaly Research Group
The region around Jordan has a massively lower ambient magic level than surrounding regions. While not dangerous at the moment it is nevertheless an intriguing phenomena.
(0/100 40 Resources per Die)(Experts --, Security --)(Dice used here require 1 less Admin Cap)


Orbital (No Dice)
[]UNDC Global Positioning Constellation
GPS has transformed modern navigation and combat, but the system is owned by the USA and access to the codes that unlock its highest accuracy depends on their goodwill. If the UN is to become independent from single nation state members, they will require their own system.
(0/150 50 Resources per Die)

[]Orbital Surveillance Constellation (Phase 1)
Satellites using high resolution optical and infrared cameras to gather intelligence have been in use since the cold war. With the increased scope of UNDC military operations, the time has come for the UNDC to establish their own satellite constellation dedicated towards that task for both military and security purposes.
(0/150 50 Resources per Die)(Orbital Bandwidth -- -, Security +++)

[]Targeting Satellite Constellation
Modern cruise and other long range missiles can update their target trajectories in real time. By linking up the targeting systems with an orbital radar constellation, target acquisition and tracking can be improved considerably.
(0/500 50 Resources per Die)(Orbital Bandwidth ----)

[]Orbital Communications Constellation (Phase 1)
Simple radio receiver-sender satellites are the lifeblood of orbital and global communications. If properly networked in large numbers they can enable almost untraceable communication from one point of the earth to another.
(0/150 50 Resources per Die)(Logistics ++, Orbital Bandwidth +++ ++)


Military (8 Dice (2 Admin Cap), 8+1 Org Dice (1 Admin Cap)): +32
[]Military Headquarters Construction (Last Stage for now)
The current headquarters facilities are impressive, but they can be expanded before Ullapool can be the centerpiece of global UNDC operations. Reaching that goal will require construction of what can be described as a small town within the base perimeter to cater to the various recreational needs of the staff that is stationed there long term as well as additional administrative and apartment complexes.
(227/500 25 Resources per Die)(Requires at least 1 Infrastructure Die)(Logistics --- --, Maintenance +++ ++, Health Capacity ++ +, Security --, Officers ---)(+2 to all Dice)(+2 Admin Capacity)

[ ]Strategic Air Defence System Deployment(+50 from contractors(1 F))
Deployment of the SADS system has been long awaited by both the military for negating the threat of enemy artillery on their bases and also by the Industry and Infrastructure departments for enabling some amount of construction in the combat zones again.
(100/200 25RpT)(Ammo -, Maintenance --, Logistics --)

[]Set Up South American Military Bases
South America is preparing for direct conflict with the hostile forest spirits. As the global security and peacekeeping force, the UNDC can prepare for their part of the potential conflict, by constructing the infrastructure to support peacekeeping and other militaryforces ahead of time.
(0/200 15 RpD)(Logistics ---, Maintenance ++, Health -)

[]Caseless Ammunition Experiment Program
Caseless ammunition is a weapon-cartridge that eliminates the case that typically holds the primer, propellant and projectile together as a unit. Instead, the propellant and primer are fitted to the projectile in another way so that a case is not needed.
Caseless ammunition is an attempt to reduce the weight and cost of ammunition by dispensing with the case, which is typically precision made of brass or steel, as well as to simplify the operation of repeating guns by eliminating the need to extract and eject the empty case after firing. Some projects have been undertaken in the closing stages of the cold war, but since then the technology has been put on ice due to the high costs involved in maturing the technology.
(0/150 40 Resources per Die)(Experts --)(Dice used here require 1 less Admin Cap)

[]Passive Exoskeleton Deployment
With the project having ironed out its kinks and the designs given to the ASDEU, nothing stands in the way of deploying the tech to soldiers in the field to support their logistical efforts. As an added bonus the exoskeleton should help soldiers with leg or back injuries recover more easily by taking some strain of them.
(0/200 20 Resources per Die)(Maintenance -, Logistics ++, Health ++ +)

[]Lycain Weaponization Experimental Program
While the downsides to Lycanthropy are massive, the upsides are equally beneficial. If even a small fraction of the regenerative factor displayed by the infected could be isolated for general use, soldiers could shrug off even the most traumatic injuries.
(0/200 40 Resources per Die)(Security -- -)(Dice used here require 1 less Admin Cap)

Ground Forces
[]MRK Deployment (Stage 2 Security Forces)(+13 from contractors(1 F))
The MRK was the result of a program to replace the current combat trucks of the US armed forces. With a 20 ton on-road and a 15 ton off-road payload, it has the capacity to carry whatever the mission requires.
(40RpD 0/210 (Fuel +, Maintenance +))
(Stage 3 Military Expansion 6/210 (Fuel +, Maintenance +, Medical Capacity +))
(Stage 4 Peacekeeping Forces 0/625 (Fuel ++ +, Maintenance ++ +, Medical Capacity +))
(Stage 5 Reserve 0/210)

[]Enok Deployment (Stage 1 Active Military )(+13 from contractors(1 F))
The ENOK is a lightweight, armoured patrol vehicle that can carry up to 6 passengers.
(40RpD 56/105)(Fuel +, Maintenance +)
(Stage 2 Security Forces 0/155 (Fuel +, Maintenance +, Medical Capacity +))
(Stage 3 Military Expansion 0/105 (Fuel +, Maintenance +))
(Stage 4 Peacekeeping Forces 0/315 (Fuel ++, Maintenance ++, Medical Capacity +))
(Stage 5 Reserve 0/105)

[]Osprey Helicopter Deployment (Stage 1 Active Military)(+13 from contractors(1 F))
The Osprey is an American multi-mission, tiltrotor military aircraft with both vertical takeoff and landing and short takeoff and landing capabilities.
(60RpD 109/125)(Fuel +, Maintenance ++)
(Stage 2 Security Forces 0/25 (Logistics +, Medical Capacity +))
(Stage 3 Military Expansion 0/125 (Logistics ++, Fuel -, Maintenance --)
(Stage 4 Peacekeeping Forces 0/375 (Logistics +++ ++, Fuel --- --, Maintenance --- --, Medical Capacity +))
(Stage 5 Reserve 0/165)

[]Galil Ace Deployment (Stage 1 Fighting Forces)
With most of the rifles in use by the UNDC already chambered for NATO calibres, deploying the Galil out across the whole force won't change the supply situation much and is more for appearance and publicites sake.
(345/415 30 Resources per Die)(Ammo +)
(Stage 2 Security Forces 0/415 (Ammo +, Maintenance +))
(Stage 3 Military Expansion 0/415 (Ammo +))
(Stage 4 Peacekeeping Forces 0/1250 (Maintenance ++ +, Ammo ++ +))
(Stage 5 Reserve 0/415)

[]Rifle Factory
With the number of contractors capable of manufacturing the Galil Ace more limited compared to the other contractors, increasing the UNDCs own production capacity will be important for a quick rollout of the assault rifle.
-[]Ashdod (0/100 25 Resources per Die)(Logistics-, Security -)(Increases per Die cost but reduces progress cost)
-[]Netanya (0/100 25 Resources per Die)(Logistics-, Security -)(Increases per Die cost but reduces progress cost)

[]Infantry Gear Deployment (Stage 2 Security Forces)
With intercompatibility between sets of infantry gear being less of an issue aside from ammunition, re-equipping the expansion forces will only have a negligible projected effect on logistics.
(0/385 40 Resources per Die)(Ammo +)
(Stage 3 Military Expansion 0/385 (Ammo +))
(Stage 4 Peacekeeping Forces 0/1154 (Ammo ++ +))
(Stage 5 Reserve 0/385)

[]Infantry Gear Complexes
Fabrication complexes dedicated to producing the large variety of infantry gear the UNDC requires.
-[]Moscow (0/200 25 Resources per Die)(Logistics--, Security -)(Increases per Die cost but reduces progress cost)
-[]Lorraine (0/200 25 Resources per Die)(Logistics--, Security -)(Increases per Die cost but reduces progress cost)
-[]Shanghai (0/200 25 Resources per Die)(Logistics--, Security -)(Increases per Die cost but reduces progress cost)

[]Leopard 2A7 Deployment (Stage 1 Active Military )(+17 from contractors(1 F))
The UNDC has over five thousand tanks from various generations, militaries and ages in use. Switching them all to common design will greatly simplify supplying and servicing these hungry machines.
(75RpD 51/415)(Maintenance +++, Ammo +++, Fuel ++)
(Stage 2 Military Expansion 0/85 (Maintenance --, Ammo --, Fuel --))
(Stage 3 Reserve 0/50)

[]Tank Factories
Main Battle Tanks are among the more expensive single items in the Ground Forces arsenal. UNDC owned factories would not only speed up deployment, but also enable production of the in-development Mastodon.
-[]Oslo (0/100 25 Resources per Die)(Logistics--, Maintenance +, Security -)(Increases per Die cost but reduces progress cost)
-[]Rotterdam (0/100 25 Resources per Die)(Logistics--, Maintenance +, Security -)(Increases per Die cost but reduces progress cost)
-[]Frankfurt (0/100 25 Resources per Die)(Logistics--, Maintenance +, Security -)(Increases per Die cost but reduces progress cost)

[]Patria APC Deployment (Stage 2 Security Forces)
The goal of the second stage of deploying the new APC is to re-equip the expansion forces to the level where they can reinforce the current fighting forces. By switching to a unified design, strain on the logistical system should be reduced somewhat.
(0/375 60 Resources per Die (Logistics ++, Maintenance --, Fuel --))
(Stage 3 Military Expansion 126/500)(Logistics ++, Maintenance --, Fuel --)
(Stage 4 Peacekeeping Forces 0/1500 (Logistics +++ ++, Maintenance --- --, Fuel --- --))
(Stage 5 Reserve 0/500)

[]APC Factory
Part of the procurement deal was giving the UNDC the license to produce the Patria APC in-house. Constructing our own factories not only enables us to roll out what is arguably one of the largest mechanisation projects in modern history, but also will serve us well for producing and rolling out future upgrades for the platform.
-[]Helsinki (0/100 25 Resources per Die)(Logistics-, Maintenance +, Security -)(Increases per Die cost but reduces progress cost)
-[]Oslo (0/100 25 Resources per Die)(Logistics-, Maintenance +, Security -)(Increases per Die cost but reduces progress cost)
-[]Rotterdam (0/100 25 Resources per Die)(Logistics-, Maintenance +, Security -)(Increases per Die cost but reduces progress cost)
-[]Frankfurt (0/100 25 Resources per Die)(Logistics-, Maintenance +, Security -)(Increases per Die cost but reduces progress cost)

[]Bradley Deployment (Stage 2 Military Expansion)(+17 from contractors(1 F))
IFVs are troop transports with the capability to provide direct fire support in combat situations. Not many of the Task Force's IFVs survived the Middle East Wars and the plan is to massively restock with the force expansion.
(60RpD 315/415 (Maintenance -- , Ammo --))
(Stage 3 Peacekeeping Forces 0/250 (Maintenance - , Ammo -))
(Stage 5 Reserve 0/100)

[]IFV Factory
IFVs are among the more expensive vehicles in the Ground Forces arsenal. UNDC owned factories would not only speed up deployment, but also increase the rollout of future upgrades and force expansions.
-[]Seattle (0/100 25 Resources per Die)(Logistics-, Maintenance +, Security -)(Increases per Die cost but reduces progress cost)
-[]Washington (0/100 25 Resources per Die)(Logistics-, Maintenance +, Security -)(Increases per Die cost but reduces progress cost)
-[]Atlanta (0/100 25 Resources per Die)(Logistics-, Maintenance +, Security -)(Increases per Die cost but reduces progress cost)

Arbalète Deployment (Stage 1 Active Military)(+17 from contractors(1 F))
The Arbalète is a modern artillery system on a wheeled platform with close infantry support in mind. It will come in handy in replacing the diverse pool of current UNDC artillery vehicles.
(162/170 45 Resources per Die)(Ammo ++, Maintenance +, Logistics ++)
(0/415 Stage 2 Military Expansion)(Ammo --- --, Maintenance -- -, Fuel -- -)
(0/170 Stage 3 reserve)

[]HE Shell Factory Plants (Phase 1)
With the total expansion of artillery vehicles in the military's arsenal the UNDC requires a large ramp up of shell production, especially the simple high explosive variety.
(0/150 25 Resources per Die)(Ammo ++ +, Logistics --, Security -)

Hail Deployment
With the relatively small order of new rocket artillery platforms, the new hails will be directly put to use in the ongoing Middle Eastern conflict, where they will support ground troops with precise missile strikes.
(136/170 75 Resources per Die)(Ammo -- -, Maintenance -- -, Fuel --)

[]Hail Missile Plant (Phase 1)
Outside of the Hails unguided rocket model, the more technical complex munitions require the right specialised equipment and staff to assemble, necessitating an increase in UNDC production capabilities.
(Requires one Die, 25 Resources per Die)(Ammo ++, Logistics -, Security -)
[]Reactive Armor (Co)Development Program (Can be done as either a Codev or Dev Program)
Reactive Armor is a system of externally attached panels containing a light explosive. When hit with enough force, they explode outwards, causing mild to no damage to the vehicle underneath, but massive damage to the projectile. They have shown to be very useful in the Near East Wars by increasing the survivability of vehicles against flanking attacks and in urban environments. Several companies have already made offers to develop an improved version that is less volatile and offers even better defense.
(0/60 40 Resources per Die)(Experts -)(Dice used here require 1 less Admin Cap)


Air Force
[]Air-to-Air Missile Factories
While air superiority is expected to be provided via support from member nations, long range SAM systems or a non-issue at the moment and future plans do not foresee the UNDC fielding dedicated air superiority fighters, modern SAAs, MLAAs and QAAMs can turn even unspecialised aircraft into a moderate threat to better equipped jets.
(0/200 25 Resources per Die)(Ammo ++ +, Logistics --, Security -)

[]ASM/AGM Missile Factories (Phase 1)
In addition to bombs, air-to-surface and air-to-ground missiles further enhance the Airforce capabilities. While being more expensive, they fill a different niche, being a mixture of more accurate, longer range, better tracking, or just in the form of pods of unguided rockets.
(0/250 25 Resources per Die)(Ammo +++ +, Logistics -- -, Security -)

[]Aerial Bomb Factories (Phase 2)
The arsenal of the UNDC Airforce contains a large number of both guided and unguided aerial bombs. The increase of the carrier based air force requires an additional increase of bomb production.
(0/250 25 Resources per Die)(Ammo +++, Logistics --, Security -)

[]Helo Deployment
The Helo in its simplicity is a perfect replacement for the UNDCs current arsenal of outdated attack helicopters. While its arsenal is big enough to level a small town, equipped with guided munitions it can even assist the ASR in larger scale operations once deployment has been finished.
(180/200 60RpD)(Ammo ---, Maintenance --- --, Fuel ---)

[]B-3 Bomber Codevelopment Program (USAA))(Expires Q1 2016)
Meant to be the US replacement for the B-2 Program, the B-3 is planned to have improved stealth, range and ordnance carrying capabilities in a less complicated package.
(0/150 40 Resources per Die)(Dice used here require 1 less Admin Cap)

[]Multi Role Jet Codevelopment Program (ASDEU)
With the role as a peacekeeping and security force apparent, General Wu wants a next generation fighter plane to fit into that role: Reliable, fast and with a large payload capacity to be able to provide air support quickly. As part of the current fleet agenda, compatibility with the supercarrier program, or at least a carrier compatible variant, has been added to the requirements.
(0/120 40 Resources per Die)(Dice used here require 1 less Admin Cap)

[ ]MaQue Recon Drone Deployment
With its small size and lack of offensive capability the MaQue can fulfill a number of roles in the UNDC arsenal, from being added to carriers and airfields for military recon and target laser designation, to assisting DCSec and the SID in their more civilian oriented roles.
(0/300 60 Resources per Die)(Maintenance -- -, Fuel -- -, Security ++++++)

Navy
[]Naval Artillery Shell Production Complexes (Phase 1)
Naval guns have not changed much since the end of the second World War. Usually multi-purpose, they are built to fire a variety of shells for anti-aircraft defence, anti-ship combat, and shore bombardment fire support, though those roles have largely been taken over by guided missiles.
(0/200 25 Resources per Die)(Ammo +++, Logistics -- -, Security --)

[]CIWS Munitions Plants (Phase 1)
Close-in-weapon-systems are close range point defense weapons meant to destroy incoming missiles and enemy aircraft. There are two types: A gun-based CIWS uses rapid-firing cannons placed on a rotating turret. Missile-based CIWSs use either infra-red, passive radar/ESM, or semi-active radar terminal guidance to guide missiles to the targeted enemy aircraft or other threats.
(0/200 25 Resources per Die)(Ammo +++, Logistics -- -, Security --)

[]Vertical Launch Munitions Assembly Plants (Phase 1)
Cruise missiles are guided missiles that remain in the atmosphere and fly the major portion of its flight path at approximately constant speed. Cruise missiles are designed to deliver a large warhead over long distances with high precision. Modern cruise missiles are capable of travelling at supersonic or high subsonic speeds, are self-navigating, and are able to fly on a non-ballistic, extremely low-altitude trajectory.
(0/200 25 Resources per Die)(Ammo +++, Logistics -- -, Security --)

[-]Sentinel Frigate Deployment (Currently 0 free frigate yards) (Mildice)
The Sentinel frigate is the perfect peacekeeping and patrol ship for the modern time, although perhaps an overspecialised one. Foregoing guided or heavy weapons, Sentinels focus on speed and smaller arms to keep oceans free of pirates, smugglers and other small scale threats.
-[-]Block 1 Replacement (0/120 25 Resources per Die)(Requires a free yard)(2 turns build time upon completion)(Maintenance -)(+1 CS)
-[-]Block 2 Replacement (0/120 25 Resources per Die)(Requires a free yard)(2 turns build time upon completion)(Maintenance -)(+1 CS)
-[-]Block 3 Addition (0/120 25 Resources per Die)(Requires a free yard)(2 turns build time upon completion)(Ammo -, Maintenance --, Fuel -, Officers -)
-[-]Block 4 Addition (0/120 25 Resources per Die)(Requires a free yard)(2 turns build time upon completion)(Ammo -, Maintenance --, Fuel -, Officers -)
-[-]Block 5 Addition (0/120 25 Resources per Die)(Requires a free yard)(2 turns build time upon completion)(Ammo -, Maintenance --, Fuel -, Officers -)
-[-]Block 6 Addition (0/120 25 Resources per Die)(Requires a free yard)(2 turns build time upon completion)(Ammo -, Maintenance --, Fuel -, Officers -)

[]Frigate Yard Construction
With most of the current UNDC yards prepped for maintenance, repair, cargo transfer and resupplying, completely new yards will need to be built first for in-house construction, upgrades and refits. At 150 meters these ships will be on the smaller side, but each one still represents a major military infrastructure and industrial project, requiring multiple facilities worth of construction, storage and assembly halls as well as cranes and other auxiliary machinery.
-[]Osaka (0/200 25 Resources per Die)(Logistics --, Maintenance ++, Security-)(Requires at least one Industry Die)
-[]Hong Kong (0/200 25 Resources per Die)(Logistics --, Maintenance ++, Security-)(Requires at least one Industry Die)
-[]Glasgow (0/200 25 Resources per Die)(Logistics --, Maintenance ++, Security-)(Requires at least one Industry Die)

[]Cruiser Yard Construction
With most of the current UNDC yards busy with maintenance, repair, cargo transfer and resupply, completely new yards will need to be built first for in-house construction, upgrades and refits of the UNDC's warships. At a maximum length of 200 meters, these yards are capable of producing the backbone of a modern fleet, and each one is a major military infrastructure and industrial project, requiring multiple facilities worth of construction, storage and assembly halls as well as cranes and other auxiliary machinery.
-[]Osaka (0/200 25 Resources per Die)(Logistics --, Maintenance ++, Security-)(Requires at least one Industry Die)
-[]Hong Kong (0/200 25 Resources per Die)(Logistics --, Maintenance ++, Security-)(Requires at least one Industry Die)
-[]Grangemouth (0/200 25 Resources per Die)(Logistics --, Maintenance ++, Security-)(Requires at least one Industry Die)

[]Assault Carrier Codevelopment Program (ASDEU)
One problem in the UNDC's strategy so far is landing in hostile terrain with no friendly infrastructure. A short deck assault carrier, meant to transport Helicopters and air mobile troops should fill this hole in the UNDC arsenal.
(0/200 35 Resources per Die)(Dice used here require 1 less Admin Cap)

[]Carrier Codevelopment Program (USAA)
At 120 000 tons, Torres' demands for a replacement vessel for the aging UNDC carrier fleet would make it the largest fielded carrier on Earth. Capable of carrying an entire small airforce, these ships would be a frightening sight for any enemy of the UNDC once fielded, be they terrorists, insurgents or warlords.
(0/300 40 Resources per Die)(Dice used here require 1 less Admin Cap)

[]VTOL Experiment Program
Vertical take-off and landing aircraft have long been used in cases where space for proper runways does not exist. The mechanical complexity of the aircraft however have always meant increased maintenance cost and time and less operational time. An RnD Division with the main focus being VTOL technology can hopefully produce ways to mitigate these issues.
(0/100 40 Resources per Die)(Experts -)(Dice used here require 1 less Admin Cap)

Security Forces
[]Security Review(Write-in Category)
While currently not clear who would want to infiltrate the UNDC it is clear that doing so is certainly a prospect to some actors to gain insight into the day to day operations of the organisation. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort.
(DC 60, Project Takes up 2 Admin capacity. Dice used here do not use Admin Capacity)

[]Supernatural Containment Facilities
While facilities for Werewolf containment are already in place, DCSec still wishes for additional sites of varying security level. With the supernatural and mythological still lacking documentation, they want to be prepared should they be required to contain creatures or afflicted humans of varying power levels, be they more harmless than werewolves or not.
(61/200 25 Resources per Die)(Security --- -)(+3 CS)

[]Pepper Spray Cannon Refit
A USAA police equipment company has offered the UNDC the option to refit the ASR APCs with a pepper spray cannon in a lightly armoured turret. While not all too destructive, it could prove useful for capture operations or in combat against creatures with high resistances to physical damage.
(0/100 10 20 Resources per Die)

Administration (4 Dice (2 Admin Cap)): +8
[]Convene with Cairngorms Spirits for assistance (Write-in topic or question, needs to be approved by QM, assistance may be cryptic or outright denied)
(Requires one Die)(Leads to vote on whether or not to accept their terms)

[]Recruitment Drives
The UNDC has always a need for exceptional individuals to assist their overall efforts, but finding them will require some work by Administration.
(DC 40/80/120)

[]Organisational Cooperation Initiatives
While the UNDC already has reliable private and state partners for most of their needs, there are still some areas where they are lacking, more specifically the training of officers and specialised military personnel and general purpose contacts.
(DC 80/160)

[]Seek National Space Program Assistance
Earth orbit has long since become of military interest, even if largely because of satellite-communication and -recon. With a lack of private contacts in the industry available, the UNDC will need to get the help of national space programs for their orbital projects or if they want to build up their own launch facilities.
(Requires one Die)

[]Gear Up Security Forces
Recent events have put doubt on the ability of the Defense Command Security Division to keep the organisation safe with current equipment. While certainly controversial, giving DCSec access to heavier military equipment would certainly make them more capable to repel threats.
(Requires one Die)(Leads to vote, some options will cost CS)

Vote by Plan. If you have questions or comments, feel free to voice them. Thank you all for enjoying my brainrot. I know I am not a perfect QM but I try my best
 
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[X] Plan Preparation
Infrastructure (5/5 Dice, 6/6 Org Dice, 275R)
-[X] UNDC Branch Offices (Washington), 1 Die, 1 Org Die (55R & 80.47%)
-[X] UNDC Branch Offices (Brussels), 1 Die, 1 Org Die (55R & 80.47%)
-[X] UNDC Branch Offices (Beijing), 1 Die, 1 Org Die (55R & 80.47%)
-[X] UNDC Branch Offices (Moscow), 1 Die, 1 Org Die (55R & 80.47%)
-[X] Rail and Road Expansion (Phase 4), 2 Org Dice (30R & 0.0%)
-[X] Maintenance and Supply Air Base Expansion (Grangemouth), 1 Military Org Die, (25R & 14.00%)
Industry (0/5 Dice, 6/7 Org Dice, 130R)
-[X] Utility Vehicle Production Complexes (Glasgow), 1 Industry Org Die (30R & 0.00%)
-[X] Fuel Extraction and Refining Expansion (Phase 5), 4 Org Dice, (100R & 97.98%)
Service (0/4 Dice, 5/5 Org Die, 150R)
-[X] Medical Support Ships (Phase 1), 1 Industry Org Die, 1 Services Org Die, (50R & 0.00%)
-[X] Human Magical Sensitivity Research, 2 Org Dice, (50R &. 41.86%)
-[X] Magic Geometry Research Program, 2 Org Dice, (50R & 69.19%)
Military (8/8 Dice, 9/9 Org Dice, 495R)
-[X] Military Headquarters Construction (Last Stage for now), 1 Infrastructure Die, 3 Military Dice, (100R & 94.64%)
-[X] Galil Ace Deployment (Stage 1 Fighting Forces), 1 Org Die, (30R & 0.00%)
-[X] Bradley Deployment (Stage 1 Active Military), 1 Org Die, (60R & 0.00%)
-[X] Hail Deployment, 1 Org Die, (60R & 99.00%)
-[X] Helo Deployment, 1 Org Die, (60R & 100.00%)
-[X] Supernatural Containment Facilities, 1 Die, 1 Org Die (55R & 72.99%)
-[X] Carrier Codevelopment Program (USAA), 2 DARPA Org Dice, 1 Org Die, (40R & 44.76%)
-[X] Reactive Armor Codevelopment Program (Rosoboronexport), 1 Org Die, (45R & 83.00%)
-[X] VTOL Experiment Program, 1 Org Die, (45R & 43.00%)
-[X] Security Review (Administration), 4 Dice (0R & 100.00%)
Administration (4/4 Dice, 0R)
-[X] Recruitment Drives, 4 Dice, (0R & 97.77%)
Total: 45/45 Admin Cap, 1,050/1,200 Resources

As indicated by the plan name, this plan is about preparing for the upcoming plan, done in three things. First is that in Infrastructure, I am putting two dice on each Branch Office to give each one good odds of competing this turn to give us up to a potential +8 Admin Cap to use over the rest of the plan. Second is that in Military, I am putting four dice behind completing the Military HQ to get access to +2 Admin Cap plus an +2 bonus for all dice. Third, I am putting all four Admin dice on Recruitment Drive to ensure that we hit all of the benchmarks in the first turn of the new plan so we can use any bonuses gained for the rest of the plan. These three actions are being done this turn to leave in a better position to get things done over the rest of the plan.

Beyond that, I am putting a couple of dice on Rail and Road Expansion to leave us in a good position to finish it next turn. Work continues on both Grangemouth and Glasgow as the former gets military org die while the latter gets an industry org die. Four org die on Fuel Extraction and Refining Expansion to ensure it succeeds and we have the fuel to pay for more cargo planes/boats amongst other things in the upcoming turns.

Services has us continue with medical ships while the two easier research projects get a couple of dice so we can get CS from them either this turn with good rolls or next turn with bad rolls. Military is primarily keeping up our current deployment actions because we need to complete another couple of phases of Bradley and Galil as part of our new commitments while both Hail and Helo need another die before they complete.

Beyond that, a couple of dice on Supernatural Containment Facilities to hopefully finish it for CS and whilst I want to get started on the supercarrier development because it will take a long time so best to get started on it early while the B-3 has been around for a while and now has an expiry date on it. Meanwhile Infrastructure gets a security review because we are building a bunch of branch offices this turn and I don't want any funny business with them.

This uses up all of our Admin Cap and just over a thousand resources. Which is a bit under budget for what we can afford, but we don't currently have enough Admin Cap to make full use of our budget right now.
 
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@BOTcommander weren't we supposed to have options for increasing the use of contractors for deployments this turn?
[]UNDC Branch Offices
For better interaction and cooperation between the UNDC and local governments and private contacts, the creation of branch offices has been suggested. These would have the side effect of helping with UNDC operations in these regions.
(+1 Admin Dice once all 4 have been completed)
-[]Washington (0/100 25 Resources per Die)(+2 Admin Cap, -- Security)(Enables []Contact USAA)
-[]Brussels (0/100 25 Resources per Die)(+2 Admin Cap, -- Security)(Enables []Contact ASDEU)
-[]Beijing (0/100 25 Resources per Die)(+2 Admin Cap, -- Security)(Enables []Contact SEAC)
-[]Moscow (0/100 25 Resources per Die)v(+2 Admin Cap, -- Security)(Enables []Contact Rosoboronexport)
 
[]UNDC Branch Offices
For better interaction and cooperation between the UNDC and local governments and private contacts, the creation of branch offices has been suggested. These would have the side effect of helping with UNDC operations in these regions.
(+1 Admin Dice once all 4 have been completed)
-[]Washington (0/100 25 Resources per Die)(+2 Admin Cap, -- Security)(Enables []Contact USAA)
-[]Brussels (0/100 25 Resources per Die)(+2 Admin Cap, -- Security)(Enables []Contact ASDEU)
-[]Beijing (0/100 25 Resources per Die)(+2 Admin Cap, -- Security)(Enables []Contact SEAC)
-[]Moscow (0/100 25 Resources per Die)v(+2 Admin Cap, -- Security)(Enables []Contact Rosoboronexport)
Wow it's been awhile since I've over looked stuff like this.
 
The only thing I can nit pick from your plan @Oshha is no groundwork for Orbital startup, but I can also see that its meant for more general purpose relief of systems that we haven't had the ability to really grab and get to a comfortable level yet.

The only other thing I can think thats missing is finally beginning the groundwork of setting up the full first stages of our own personnel recruitment, training and deployment rather than relying entirely on other national bodies and NATO etc.
 
The rifle and APC ask is very big with the Security-Mil Expansion swap, I think we should ripple some factories. The Frankfurt factory also cranks out one of our France/Germany promises.
 
The only thing I can nit pick from your plan @Oshha is no groundwork for Orbital startup, but I can also see that its meant for more general purpose relief of systems that we haven't had the ability to really grab and get to a comfortable level yet.
For me, orbital stuff can wait a turn or two for when we got the basic start of plan stuff out of the way such as getting bonuses from Recruitment Drive and raising our Admin Cap to make full use of all of our dice and budget.
The only other thing I can think thats missing is finally beginning the groundwork of setting up the full first stages of our own personnel recruitment, training and deployment rather than relying entirely on other national bodies and NATO etc.
Personally, I don't consider those to be pressing issues since we spent 10 CS buying us a couple of years of breathing room in that area. We'll want to do them, but they aren't urgent because our backer countries are currently handling it. We'll want to get started on them sooner rather than later, but they are the sort of thing that I am willing to delay until 2015.
The rifle and APC ask is very big with the Security-Mil Expansion swap, I think we should ripple some factories. The Frankfurt factory also cranks out one of our France/Germany promises.
Once the Military HQ and our required developments are done, I intend to do some factories to help make deployments quick and also fulfil some of our commitments.
 
Yo, seriously can we get a moratorium on voting for like five minutes? No offense to our resident early bird, but creating a plan takes me thirty minutes and a desktop pc, and I don't get that on weekends until evening local time. Granted, nobody votes for my plans anyway so it's a moot point, but it's the principle of the thing - I don't imagine most people go back and change their votes if a new plan is proposed.
 
Yo, seriously can we get a moratorium on voting for like five minutes? No offense to our resident early bird, but creating a plan takes me thirty minutes and a desktop pc, and I don't get that on weekends until evening local time. Granted, nobody votes for my plans anyway so it's a moot point, but it's the principle of the thing - I don't imagine most people go back and change their votes if a new plan is proposed.
Allright, starting next turn I will implement a moratorium of 1 hour, would that be satisfactory?
 
[]Ellsworth Port (North Atlantic)
Ellsworth is one of the few good locations to build a port in the Antarctic, as a number of bare rock features peek out of the icy shelf. Construction here will be expensive and complicated due to the missing local infrastructure and icy temperatures all year around.
(0/300 25 Resources per Die, Requires ++ available logistics per Die(is not consumed))(Security -)
This has me confused. Did the magnetic poles flip? I thought Antarctic was on the South Pole. So it should be South Atlantic.
Beyond that, a couple of dice on Supernatural Containment Facilities to hopefully finish it for CS and whilst I want to get started on the supercarrier development because it will take a long time so best to get started on it early while the B-3 has been around for a while and now has an expiry date on it. Meanwhile Infrastructure gets a security review because we are building a bunch of branch offices this turn and I don't want any funny business with them.
Would it be possible to switch the B-3 dice to VTOL Experiment Program? It has a similar argument to the super carrier. It could take a year for us to develop better VTOL. And if we want the Multi Role Jet Codevelopment Program to take advantage of the tech then it needs to be finished. We have 2 years to finish the B-3 co-development. And if the rolls are bad it might take two years to get a VTOL capable multi role fighter to start deployment.
I'm assuming that this uses 1d3 or 1d4 for the duration of the programs when it comes to VTOL and fighter.
 
Would it be possible to switch the B-3 dice to VTOL Experiment Program? It has a similar argument to the super carrier. It could take a year for us to develop better VTOL. And if we want the Multi Role Jet Codevelopment Program to take advantage of the tech then it needs to be finished. We have 2 years to finish the B-3 co-development. And if the rolls are bad it might take two years to get a VTOL capable multi role fighter to start deployment.
I'm assuming that this uses 1d3 or 1d4 for the duration of the programs when it comes to VTOL and fighter.
I'll take a look at it.
 
@Oshha Could you clarify a detail in your plan that has me confused. Why are you using Org Dice in Services while leaving normal dice unused? Is there an added cost to using normal dice on development/experimental projects? I though the increased cost from when we gained the "(Dice used here require 1 less Admin Cap)" ability was added to the base cost of the actions. And org dice cost +5R to use. So 4 dice on research cost an extra 20R.
Does the Admin Cap reduction stack with the Org dice 1 AC cost? Basically making them free in Admin Cap terms?
Or is there an added cost for using normal dice on the 1 Admin Cap action?
 
@Oshha Could you clarify a detail in your plan that has me confused. Why are you using Org Dice in Services while leaving normal dice unused? Is there an added cost to using normal dice on development/experimental projects? I though the increased cost from when we gained the "(Dice used here require 1 less Admin Cap)" ability was added to the base cost of the actions. And org dice cost +5R to use. So 4 dice on research cost an extra 20R.
Does the Admin Cap reduction stack with the Org dice 1 AC cost? Basically making them free in Admin Cap terms?
Or is there an added cost for using normal dice on the 1 Admin Cap action?
This is indeed the case. Org Dice used for RnD purposes do not cost Admin cap.
 
Once the Military HQ and our required developments are done, I intend to do some factories to help make deployments quick and also fulfil some of our commitments.

Then I really must recommend the Assault Carrier development over the B-3 considering it is a promise with random (and therefore possibly monstrous lead time).
 
@Oshha Could you clarify a detail in your plan that has me confused. Why are you using Org Dice in Services while leaving normal dice unused? Is there an added cost to using normal dice on development/experimental projects? I though the increased cost from when we gained the "(Dice used here require 1 less Admin Cap)" ability was added to the base cost of the actions. And org dice cost +5R to use. So 4 dice on research cost an extra 20R.
Does the Admin Cap reduction stack with the Org dice 1 AC cost? Basically making them free in Admin Cap terms?
Or is there an added cost for using normal dice on the 1 Admin Cap action?
It is the bolded. When used on research or development projects, Org Dice don't cost any Admin Cap. So right now, with our excess amount of resources and limited Admin Cap, it is more efficient to use Org Dice and if I used regular dice instead of Org dice, it would be an invalid plan because it would take us over the Admin Cap limit.

Then I really must recommend the Assault Carrier development over the B-3 considering it is a promise with random (and therefore possibly monstrous lead time).
I considered it, but I am willing to wait until next turn to start the second carrier and I would like to get the B-3 done sooner rather than latter.
 
The only thing I can nit pick from your plan @Oshha is no groundwork for Orbital startup, but I can also see that its meant for more general purpose relief of systems that we haven't had the ability to really grab and get to a comfortable level yet.
I think building the regional headquarters kind of is laying groundwork for that, because it makes it easier for us to coordinate with the respective national space programs if we have headquarters that are in approximately the same continent/time zone as them.

Allright, starting next turn I will implement a moratorium of 1 hour, would that be satisfactory?
That's great for anyone who's poised by their computer and ready to drop a plan the very hour you propose something.

For people who (for example) are a few time zones away from you and have a 9-to-5 work schedule that doesn't permit them to access the Internet, it's quite possible that twelve or sixteen hours will pass before they even get the chance to check a computer and see that you've posted the update.
 
45/45 cap

[x] Plan Get the Ball Rolling
-[x] UNDC Branch Offices
--[x] Washington 1D, 1OD 55R, 3cap
--[x] Brussels 1D, 1OD 55R, 3cap
--[x] Beijing 1D, 1OD 55R, 3cap
--[x] Moscow 1D, 1OD 55R, 3cap
-[x] Maintenance and Supply Air Base Expansion
--[x] Grangemouth 2MilOD, 50R, 2cap
-[x] Utility Vehicle Production Complexes
--[x] Glasgow 2OD, 60R, 2cap
-[x] Human Magical Sensitivity Research 1D, 40R, 1cap
-[x] Medical Support Ships 4OD, 100R, 4cap
-[x] Antarctica Anomaly Research Expedition 3D, 90R, 3cap
-[x] Military Headquarters Construction 1InfD, 2D, 50R, 6cap
-[x] Frigate Yard Construction
--[x] Osaka 1IndOD, 2OD, 90R, 3cap
-[x] Cruiser Yard Construction
--[x] Osaka 1IndOD, 2OD, 90R, 3cap
-[x] Carrier Codevelopment Program (USAA) - 2 DARPA dice,
-[x] Security Review (Administration) - 3D
-[x] Recruitment Drives -3d, 6cap
Total 45/45 cap, 940 resources


---

Like Preparation, this plan spends a lot of dice on getting the branch offices and Military HQ up and running - we want the extra dice and bonuses ASAP to maximize their benefit. Narratively speaking, we need better coordination capability with the security council nations and command capability in general. I adopted Preparation's trick of 1 org die/1 die for the regional branch offices. I don't like it, but, like Oshha, I feel that having 1 of our dice at least gives us the chance to audit the "local organization" work.

Overall, I allocate enough dice to most projects that, on average, they will complete. Resource usage is not a concern at this point, so I didn't really take that into consideration, trying to maximize our admin cap instead.

We have a couple of Scotland commitments that we need to finish off: the Utility Vehicle complex in Glasgow is a cheap way of doing one, as is Maintenance and Supply Air Base expansion in Grangemouth. I'm not entirely clear on whether using the military dice for infra projects gives us the military bonus or the infra bonus, but I used those anyway since we have a lot of military org dice sitting around.

Medical Support Ships is continued to stage completion: we'll be eating through a lot of medical capacity going forward, and the project is already half done, so we may as well finish it off.

Antarctica Anomaly Research is a no-brainer as it's both a promise to multiple interests, and also probably gives more info on what I consider the primary threat, while magical sensitivity will increase our special forces guys' effectiveness and may help with magical suppression. And the extra council support doesn't hurt.

Military-wise, we get started on cranking Frigate and Cruiser yards (both in Japan to keep the director happy), while getting the DARPA guys to work on the carriers. We also carry out a security review of Industry since it's been quite a while since we did that, and we don't really have too much dice cap to spare after all the other stuff.

As a note, Strategic Air Defense System auto-completes in two turns, so we can basically leave it alone.

I was originally wanting to get "started" (continue) the Hong Kong maintenance base expansion and finish off the fuel extraction operations, but I think Oshha's use of admin dice for a recruitment roll is a solid idea so we can get the bonus from that ASAP.

The main difference between our plans is that I'm basically going "all in" on the navy, since it'll take a while to crank all that stuff out. Don't care much for it personally, but it's what the boss wants. I tried to keep the plan valid, but I may have miscounted here or there, so please let me know so I can make corrections.
 
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