We are already running into problems with the new airframes NOD is running, getting the Apollo bis out sooner than later is important since it takes time to roll out the new airframe across the board.
You're not wrong, but at the same time, we're always going to be running into problems with whatever Nod's most blatantly ridiculous bleeding edge weapons platform is. We can't let Nod shock us into reactively ignoring our problems in other areas because there's something shinier to present a threat somewhere else over and over. That's part of how we ended up with the naval situation this bad, because the Navy wasn't obviously running into peacetime trouble; there was only a little convoy raiding giving us problems.

Then we started seriously contemplating full-scale formal war against all of Nod, and the Navy stepped up and said "if Nod actually exerts themselves it will be literally all we can do to secure our convoy routes." Because apart from the Governors we had done effectively nothing for them, and the Governors were simply not enough.

At some point we have to trust that all the stuff we've already built for the Air Force- Aurora, URLS giving them the capacity to swap antitank missile warheads onto air-to-air missile bodies, plasma warheads with enhanced kill radius against everything, lasers on the Firehawks, drones for their interceptor and multirole jets, massively expanded URLS missile production to give greater volumes of fire- is enough to let them handle one or two additional Nod developments without us immediately dropping everything to feed them another 300-point project or whatever.

There is just only so much we can do for the Air Force at some time. ZOCOM's been neglected for years, the Ground Forces haven't received much except consumables boosts in nearly as long, the Navy's still having trouble doing more than holding the convoy routes, let alone going on the offensive or supporting other operations, and the Talons only barely get the things we specifically promised them and hardly a blip more. The Air Force is sometimes going to have to figure out how to make do with what they're already getting rather than the maximum they theoretically could get, at least for a 4-8 turn period, the same as the other services. Because otherwise we'll never have time to get those services caught up.

We're already effectively committed, if at all possible, to getting Orca and Hammerhead drones put out there before Karachi. Doing a whole new fighter production model on top of that is going to be difficult.

I don't see any reason why a Bureau of Munitions wouldn't deliver similar results to any other Bureau.
"Similar results" is a very vague concept. Again, without a specific idea of what the department will contribute, and how, I'd rather not.

Regarding the Bureau options. Perhaps activating them in Q4 would be a good idea. While they don't cost a lot, doing the cost before the Reallocation might make sense.
I'm shaky on this reasoning.

The problem is that this isn't a one-time cost we pay once, it's a cost we keep paying. Unless we can talk the legislature into funding it out of the "everything else" share of the budget so it stops being our problem, there's no real advantage to us

For example, spending a die to get the Alternative Energy bureau started in 2061Q4 just means we have one less Heavy Industry die we could use for a 20-30 R/die very desirable project that, importantly, we won't want to pay for afterwards. By contrast, doing the same thing in 2062Q1 means that we lose little or no opportunity cost for quite some time, because fully funding all our Heavy Industry dice on anything more lucrative but higher R-cost would be difficult.

Since I don't think the legislature will agree to fund our bureaus separately from the main Treasury budget if we only just now founded them in the quarter immediately before, I don't think this will help.

And we may want to develop better lasers, etc, first.
I think our tactical airborne lasers are about as good as they can get for now. We already updated them to the 'modern' infernium standard of Nod's TWIII lasers. The problem is just that the Apollo simply cannot integrate energy weapons into the chassis, so doing that will require a major redesign.

The trick is that the Apollo performs very well by exploiting its superior mobility to "zoom and boom." Nod fighters may have bullshit gravity drives and hypermaneuverability, but they don't seem to be able to fly at Mach 5 at 100,000 feet or whatever the way Apollos can. As such, Apollos can dump missiles into a formation of Nod fighters from outside the Nod fighters' engagement envelope, and only rarely get shot down. Having the ability to close in with lasers for a 'gun run' would enhance the Apollos' performance, but again, we cannot do everything for the Air Force without crippling disregard for another branch.
 
Hey @Ithillid? Do Ultralight Glide Munitions help with ZOCOM? I'm asking since their artillery uses gliding ammunition.
 
Hey @Ithillid? Do Ultralight Glide Munitions help with ZOCOM? I'm asking since their artillery uses gliding ammunition.
Not that much. It would definitely help their artillery, adds a decent few grams of payload. The thing is that what ZOCOM needs right now is not marginal improvements in artillery, it is cutting out a sizable fraction of their total deployment count.
 
Yeah.

Glide munitions are something I mainly want to explore (at least develop and work out the cost of deployment on) for the Air Force and Navy, particularly the Air Force, when it comes time to get ready for Karachi.

Because "long range glide munitions" translate directly into "air-launched long range standoff weapons," which in turn translates into "Firehawks can stand off and pound an enemy coastline without flying directly into range of the enemy's air defense lasers and short ranged missile networks."

Given that in my mind the 'GO' time for Karachi is 2063Q4 or 'Q1, this is the kind of project I'd want to develop whenever it's convenient (say, in 2061Q2-Q3 when having a 10 R/die Military project is a welcome change from all the big expensive stuff), and deploy only if it can be done at a reasonable cost.
 
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I'd also slot Inferno Gel into Karachi preparations, just to hard counter the buzzers. Zone Armor is great for taking a lot of the bite out of them, but it won't kill them on it's own.
 
As it has been for years at this point, the absolute best way to help ZOCOM is to finally build those Zone Armor factories so they can hand off the outskirts of the Red Zones to the regular Army so they can focus their forces on the deep Red Zones.
 
Hey @Ithillid have you played the video game Cryptark?

I'm asking cause it just occurred to me that the power armor and tech from that game is something that would fit into GDI and/or NOD tech paradigms as this quest moves towards full power armor conversion. Also you could add the titular Cryptark fleet into any other sci-fi setting and it wouldn't be out of place because it is a derelict fleet lost in space and as such it can fit anywhere.
 
I'd also slot Inferno Gel into Karachi preparations, just to hard counter the buzzers. Zone Armor is great for taking a lot of the bite out of them, but it won't kill them on it's own.
Hm. Not a bad idea for after the Plan reallocation, when we'll hopefully have some Political Support to spare (the early phases of Shala and Columbia will help there, though we'll want to spend some on Visceroid research, genetic engineering research, and I think there was at least one other thing I'm forgetting at the moment.

As it has been for years at this point, the absolute best way to help ZOCOM is to finally build those Zone Armor factories so they can hand off the outskirts of the Red Zones to the regular Army so they can focus their forces on the deep Red Zones.
This is true, and aside from the Defender refit (which will actively make it easier to build the Zone Armor factories in question), my main focus is going to be on doing that first.

But I do think we should do at least 1-2 dice worth of minor projects "around the edges" of our big coordinated plans in Military, just to make sure we don't leave low-hanging fruit ignored for a decade at a time because it's never big enough to merit a full 10% of our attention when Big Stuff is afoot.
 
Hm. Not a bad idea for after the Plan reallocation, when we'll hopefully have some Political Support to spare (the early phases of Shala and Columbia will help there, though we'll want to spend some on Visceroid research, genetic engineering research, and I think there was at least one other thing I'm forgetting at the moment.
Indeed, I really wouldn't do it now. There's more immediately useful projects to work on. Unless we want to let the Talons stick it on the Mastodon, or there's some unseen industrial use.

Which isn't outside the realm of possibility, mind. Extreme temperatures are always industrially useful. Though right now we seem to be more in need of precise temperatures.
 
I don't think inferno gel is likely to be useful industrially, because it's chemically active in producing intense heat. Generally, when you want intense heat in an industrial process, you want chemical purity- for instance, when you make steel you want exact control over the amount of carbon present.

And yeah, my impression is that the Talons retrofit shit to their 'mechs all the time, so I don't worry so much about developing stuff in a hurry for Talons projects.
 
The admirals also knew this before we made the CVL promise. If what they really wanted was frigates and only frigates first and CVLs second, they could have said so. Instead, they put us in a position where we specifically promised CVLs, and where they are reliant on our good judgment and common sense to continue building frigate yards too.

[shrug]
You are misremembering.

We had to make the CVL promise because we wanted to build merchantman conversions, and they wanted hard guarantees that we wouldnt just leave them with those things in the long run. Our choice, not theirs, just as it was our choice to make the deadline Q4 2061(High Commitment, -10PS) instead of Q4 2063(Low Commitment, -15 PS).

To quote the QM:
Yeah. The concerns are, in order.
1. We really absolutely do not want to be stuck with these things.
2. Losses are going to be high, because flattops are very high priority targets for the Brotherhood.
3. They are not going to be nearly as effective as proper carriers.
4. We really absolutely do not want to be stuck with these things.

So if you build the conversions, and finish the rest of the yards by the end of the plan, or at least by the end of 2063, they will grudgingly accept that needs must.
Thats been what I've been working off.
More, better escorts faster both mitigates losses of carrier hulls and crews and allows us to potentially winnow Brotherhood hunter-killer taskforces as they attempt to hunt the new flattops.


I don't like it when people use the fact that we can lose battles as proof that they're right that we have to do exactly what they think we should do.

We can in theory lose future battles because one third of the frigates are delayed by three months.
We can in theory lose future battles because one third of the escort carriers are delayed by three months.

When you, or I, or anyone, overinvests in the "we could lose a battle because this didn't get done" line, it comes across as implying that the speaker is the only one who knows or cares about the possibility of losing battles or the need to actually do things in the military category.

Whatever. Take it up with @Void Stalker , he's the one who convinced me to do it this way. I am now too tired of you telling me that things mean exactly what you say they mean, or that we have a quasi-mandatory need to ignore a plan promise because admirals want multiple things at the same time, and that this is the only way to avert disaster that will totally happen if we don't do as you say, but that clearly can't happen if we do do as you say, even though the only real difference is which class of ships gets a three-month delay to a certain percentage of its available hulls, relative to what would happen if it were given higher funding priority at the other's expense.
Im sorry you feel that way, wasnt my intent.

Still, my point stands. We add 30x flattops in the next 12 months, and at least 12x more in the year after that.
We have already gone to the trouble of implementing enough of a flattop buffer to see a transition through, and the coming implementation of wingmen for Orcas and Hammerheads means that there's a built-in firepower upgrade to toggle in a year.

Furthermore, the Navy's hard deadline for finishing CVE/CVL shipyards was end of 2063.
There's a reason Im not fussing about the pace of construction as long as we finish the carrier shipyards in 2061.

I mean, its worth remembering that Im not arguing against escort carriers here.
I was one of the people who advocated for designing them from the beginning with capacity for wingmen drones.
Im a fan of the concept.

But Shark frigates build faster than even the merchantman conversions apparently, something that was not evident before we had the design finalized. And critically, in addition to all the normal convoy escort and ASW duties, we also need escorts to improve the survivability of carrier groups against undersea attack.

Given the imminent 30 flattop pulse in the next year, and total 42+ flattop surge in the next 24 months, there's a certain urgency here. Because carriers are priority naval targets.


Gee, I wonder how long it would take a bunch of pollsters and bureaucrats to realistically sort through the implications of a massive worldwide collective opinion survey and turn that information into clear recommendations and results that can inform us before the vote?

I strongly suspect that what will happen is that on turn T we'll vote to do the surveys. In the turn T Results post we'll get the information that the surveys have proceeded to completion. In turn T+1 we'll actually see information added to our display on what the surveys told us.

I want that information on our display and in our brains before we make reallocation promises, not after. And that means, given that this is a game which makes a good faith effort at simulationism, that we probably shouldn't put off the surveys until November and then go do Plan renegotiation in the last two weeks of December.
1)The QM has been pretty good about letting us know what projects require lead time to see effects. This is not one of them.
I expect that if we did the Survey in Q4 2061 we'd see the results and any relevant data before reallocation, because our staff defaults to competence and will proritize as necessary.

2)Its a game set in an AU where we have artificial intelligence algorithms as standard software packages and preternaturally competent bureaucrats. Where we build arcologies in three months. Where there has been, most incredibly of all, an actually non-evil police state as the security arm of a wartime democracy for at least the last decade :rofl:

The game calibrates for fun and convenience over realism.

I mean, in any halfway realistic simulation, we wouldnt be able to run indepth counterintelligence sweeps of sections of a civil service department that spans seven continents and employs hundreds of thousands of people in three months without disruption of service. And thats something we do so often that we take the scale of the endeavor for granted.

If we had unlimited numbers of Military dice, I'd agree with you. As it is, we have 28 dice of Military Plan commitments, or for your purposes 32 because you consider the frigate yards more important than some of the actual Plan commitments. And we do genuinely want as much of that done in three quarters as possible.

As such, we can ill afford to waste dice, which makes slowrolling certain projects considerably more attractive than would otherwise be the case.
I agree that we can ill-afford to waste dice.
I even agree that there are targets that might be worth slowrolling. I just dont think that any of the projects here is one of them, or that the timing is right.


Getting some zone armor out this plan would be ideal, lots of moving parts- part of the reason I am keeping 5 dice on mil is because that sets us up to hit optional targets this plan as part of a Karachi prep as well as general overhaul. We are going to be getting an action for a new version of the Apollo soon as well to incorporate the upgrades such as lasers so something we probably want to hit the turn it drops. Also would mean hitting one or both of the additional Apollo factories once that upgrade dev is done.
I want at least one ZA factory this FYP, but its a stretch goal for Q4 2061, if we can get our plan goals done by Q3.
Alternatively, Q2 2062.

You'll probably see upgrades like the ferro-aluminium refit, but a new Apollo is probably a couple years away, given the introduction of Apollo drones.GDI is not going to be looking at new aircraft until they figure out how the new drones affects the aircraft meta.
Only thing likely to change that is some major breakthrough that is affordable and mass producible.

I see no reason not to release them now.
We have 101 in reserve, and we'll be at +18 when the electronics and stuff we are diverting from Consumer Goods goes back to being Consumer Goods.
I'd probably prefer to wait till the generals officially declare the Regency War is over.
Then I'd keep 5 Cap Goods trickling into the reserve until we hit 150-200 in reserves.
But thats my first inclination.

I'd like to see numbers, and see if it affects our PS levels to release the Con Goods back into circulation early.

We are already running into problems with the new airframes NOD is running, getting the Apollo bis out sooner than later is important since it takes time to roll out the new airframe across the board.
Not especially.

We have both Apollo wingmen and Firehawk wingmen entering full rollout, which are on track to balloon our effective air strength in those aircraft types by anything from 2-6x times, depending on on what doctrine determines is the optimal force composition. Which both reduces pilot losses and increases Nod aircraft and pilot losses.

Furthermore, what the Air Force is asking for is more wingmen, not new aircraft models.
Q4 2060 said:
  • Air Force
With technological upgrades ready, the highest priority now is delivery to the field, and preferably in great volume. For the Air Force, the wingman drones are a near requirement as soon as possible in order to maintain air superiority, especially with the rapid intensification of the air war, and the sheer punishment that the Varyag class can take. While current deliveries are helping, and will substantially reduce overall casualties in the long run, further investment in the field will help further increase GDI's capability in the air war.
That means rolling out the Orca and Hammerhead wingmen as soon as we can make space for them in the budget.

I'd also slot Inferno Gel into Karachi preparations, just to hard counter the buzzers. Zone Armor is great for taking a lot of the bite out of them, but it won't kill them on it's own.
Shouldnt be necessary.

Nod buzzers are a terror weapon against soft targets, not a significant military threat against conventional forces. We have sonic and EMP grenades as standard loadout for our infantry; they worked quite well against OG Scrin buzzerswarms, so I dont anticipate the Nod knockoffs getting a better matchup against GDI troops in composite suits and power armor.

Also, you cant use napalm in close proximity to friendly infantry, which is where any attempt to use Brotherhood knifeswarm things would happen. So it wouldnt really be of utility in that role.

Besides, I still worry about the collateral risks of putting hypernapalm into the toolkit as a GDI weapon
I am not convinced that the juice is worth the squeeze, both from the PR angle and all the military considerations of having to carry a pyroclastic payload like that when conventional explosives are likely to be just as effective and safer.

And with hints that some of the Gana might be sapient, the only acceptable targets for getting napalmed are in question anyway.
 
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I know that this may be a gamebreaker but, @Ithillid will there be an Option to Automate Tiberium Mining?

Since there is an option to automate Housing and Power now and there might be an option gated under Vertical Farming or Aquaponics fo Food, would there be an Option for Subterranean Mining? Like at the subterrenean Mining on 2055 where we got 5R from under the Blue Zones?
 
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Im sorry you feel that way, wasnt my intent.
The Navy could have made us promise frigate yards along with carrier yards. That was something they could have done. The Navy could have explicitly written into their priorities "we're still holding you to the carrier yard promise, but we need the frigate yards done even faster if there's any way at all." That was something they could have done. And we've completed 2/3 of our target frigate yard capacity but only 1/4 or so of our target carrier yard capacity.

That's all I know.

1)The QM has been pretty good about letting us know what projects require lead time to see effects. This is not one of them.
I expect that if we did the Survey in Q4 2061 we'd see the results and any relevant data before reallocation, because our staff defaults to competence and will proritize as necessary.
The survey is of such a nature that it hasn't come up much to my knowledge

Furthermore, Ithillid is good about telling us when we won't see effects, but won't necessarily tell us what we, out-of-character, need in order to know what we're talking about. That's the big X-factor here; what information do we need to make good choices out of this?

I sincerely think that we need, in practice, to have a full turn cycle to digest the implications of both the surveys and the census. I think there may be effects on the narrative text and stuff that merits having a larger "writing sample" to extract information from. I want that information in hand well before we do reallocation votes. Not, potentially, less than 24 hours before... And the 2058 Reallocation post came on the very same day as the 2057Q4 Results post.

I want us to have more time than that just to think about what we learn from that particular set of results, because there may be revelations that recontextualize important things we think we know about what's going on in the game.

We have both Apollo wingmen and Firehawk wingmen entering full rollout, which are on track to balloon our effective air strength in those aircraft types by anything from 2-6x times, depending on on what doctrine determines is the optimal force composition. Which both reduces pilot losses and increases Nod aircraft and pilot losses.
We've been told that wingman drones are designed to be operated at a 1:1 level. It seems likely that getting any ratio more favorable than that will require radical alterations to the designs.

And with hints that some of the Gana might be sapient, the only acceptable targets for getting napalmed are in question anyway.
Until I see a gana surrender or try to negotiate, I'm not going to hold back on options for fighting them because they might be sapient. Nod cyborgs are definitely sapient and we don't hesitate to toss electric shock and EMP weapons at them that fry their arms and legs. All Nod fighters of the Barghest lineage are controlled by cyborg brains/torsos wired into the airframe and we don't hesitate to blast holes in their robotic killfighter bodies with lasers, plasma missiles, shrapnel, and you name it.

Gana tend to fight on until brutally dismembered and torn apart by heavy munitions fire, riddled to an extent no natural organism could survive. If they are even capable of feeling pain, then there is no possible way to put them down painlessly, because it takes entire libraries worth of pain and damage to put one in the ground.

But with that said, I'm not personally in favor of using inferno gel on the battlefield, though if we develop it and Ground Forces wants it, I'm not going to resist that either.

I know that this may be a gamebreaker but, @Ithillid will there be an Option to Automate Tiberium Mining?

Since there is an option to automate Housing and Power now and there might be an option gated under Vertical Farming or Aquaponics, would there be an Option for Subterranean Mining? Like at the subterrenean Mining on 2055 where we got 5R from under the Blue Zones?
I kind of doubt it; it'd be kind of a "But I am the great clown Pagliacci" moment.

Politically, it wouldn't make a lot of sense. From GDI's perspective, Treasury is the "Department of Auto-Tiberium Mining." Our legislative overlords would expect us to calve off all the other functions first.

Historically, that's how Treasury became a significant institution of the global economy in the first place. It became apparent that there were massive conflicts of interest in trusting private institutions to mine the world-devouring green death rock, mainly in that they had an incentive to spread it to convenient locations where it would be easy to get at, then make surprised Pikachu faces when they lost containment and it wound up all over the goddamn place. Treasury's control of everything else evolved out of Treasury's control of that, plus Treasury being the ones with the resources to fund stuff, plus Treasury being the only entity more or less left standing after the desperate war mobilization and subsequent apocalypse that was Tib War III.

Gamewise, the precise nature and manner in which GDI mines tiberium actually has a lot of strategy implications. When we do Yellow Zone Harvesting, it implies expansion into unoccupied and (loosely speaking) habitable territories at Nod's expense, with consequences that may range from minor harassment to Nod literally going nuclear on our asses. When we do Glacier Mining, it implies farflung outposts of GDI industry deep in incredibly hostile territory, which are a major strain on the global supply chain but so very very lucrative. When we do Red Zone Border Offensives, it has some significant implications for what GDI is doing to push back those enormous zones of uninhabitable land and, importantly, where. When we do Vein Mining, it means GDI is quietly sitting at home minding its own business. A hypothetical Bureau of Automatic Mining would have very different implications depending on which of those four options it pursued, or even other, additional options.

For all three reasons, I don't think we're likely to see it.

But to clarify, in case you were wondering, there is an option for subterranean tiberium mining. It's called "vein mining" and is basically normal hard-rock mining, only you're digging up veins of tiberium instead of veins of normal mineral ores. We haven't pursued it aggressively because it uses a lot more capital-intensive, automation-intensive machinery than normal quarrying-style tiberium mining, and doesn't pay off quite as well per Tiberium die as the 'best' surface mining options (the aforesaid glacier mines) do. But it's an option on the menu, and we may well at some point just slam out some phases. We'd probably be wise to do that; there are plenty of hints that there is a LOT of subsurface tiberium under the Blue Zones and vein mines are the only card we have to play if we want to get it under control before eruptions of the stuff become a bigger problem.
 
Yeah. The big question is whether this is worth -1 Military dice to do, because I'm pretty sure that's the price we'd pay.

Like, I agree that a Department of Alternative Energy is worth it to get a steady Energy trickle, because it's actually at least close to cost-effective when compared to steady ongoing investment in fusion power plants, even on a per-die basis, and the reduced Resource cost per "die" expended thusly is nice. It wouldn't eliminate the need to build +Energy facilities ourselves, but it'd alleviate things, plus diversifying our power infrastructure so we're not uniformly reliant on fusion reactors isn't a bad thing.

And the Department of Arcologies is nice as a way to get a Housing trickle, because it relieves political pressure on us in that area and gives the legislature a button to push if they want more arcologies without bothering us.

But I'm not sure a Department of Munitions would be doing us any favors unless it similarly takes some pressure off our backs.
One thing to remember is that we're likely to encounter a limit on how many dice we *can* have, which means that spending dice is less of a price than it currently seems. And that with reallocation coming up, we're going to be getting a new batch of recruitment opportunities, and if we're near that limit, those potential hires may be more limited.
 
Random thought, but is it possible for us to finish Chicago 5 in 2061?
Possible? Yes. We can spend both Infrastructure and Heavy Industry dice on it.
A good idea? Absolutely not. We have a fuckton of housing we need to build, and Heavy Industry dice are definitely needed for other projects.

We may well want to do Phase 4, because that would get our Tib Processing plan goal done. But we have too much else to do, to try to do Phase 5 as well this Plan.
 
@Ithillid
Apologies if this has been brought up prior but how do spin off departments work on reallocation? Would Treasury be paying their full upkeep afterward; would there be a commensurate reduction (e.g. On a 30% reallocation we pay 30% of upkeep) or is it spun off entirely into the reallocation fund and we'll only ever interact with it's outputs thereafter?

One reason I'm interested in spinning off departments outside of hard mechanics is that it goes some way to showing good faith on our part to not monopolise everything to the centre. Make us at least seem like less of a pack of out-of-touch, controlling, technocrats.
 
@Ithillid
Apologies if this has been brought up prior but how do spin off departments work on reallocation? Would Treasury be paying their full upkeep afterward; would there be a commensurate reduction (e.g. On a 30% reallocation we pay 30% of upkeep) or is it spun off entirely into the reallocation fund and we'll only ever interact with it's outputs thereafter?

One reason I'm interested in spinning off departments outside of hard mechanics is that it goes some way to showing good faith on our part to not monopolise everything to the centre. Make us at least seem like less of a pack of out-of-touch, controlling, technocrats.
Spin off departments stay as part of your budget until you put them in as their own line item. The thing is that this is politically costly because new line items take funding from existing line items.
 
Spin off departments stay as part of your budget until you put them in as their own line item. The thing is that this is politically costly because new line items take funding from existing line items.

Can this be offset politically by increasing the pie? With more resource inputs to offset the losses other line items would have lost with the addition of a new one?
 
Can this be offset politically by increasing the pie? With more resource inputs to offset the losses other line items would have lost with the addition of a new one?
Its offset with PS which we can earn by fulfilling projects teh politicians want done which we can do by increasing resource inputs.

So it works that way already but indirectly. Any project that worked more directly would probably still be a money makes PS, spinning off a bureau costs PS system.
 
Its offset with PS which we can earn by fulfilling projects teh politicians want done which we can do by increasing resource inputs.

So it works that way already but indirectly. Any project that worked more directly would probably still be a money makes PS, spinning off a bureau costs PS system.

I was specifically referring to PS loss from budget cuts related to the introduction of a new department.
 
I was specifically referring to PS loss from budget cuts related to the introduction of a new department.
Again no, the best equivalent would be during re-allocation specifically asking for a smaller percentage which is represented as less PS cost or PS bonus.

In character it would look like you were specifically giving money to the new department.

Something like increasing the pie like you are talking would be handled as plan promise with economic growth targets to be reached to avoid PS penalties or gain PS during reallocation. Which again is represented as pluses and minuses to PS instead of directly buying PS with money you have in the bank. Its exactly what you are requesting, it just can only happen during re-allocation and to be fair it makes no sense for a department to be spun off at any other time since it would need its budget allocated too.
 
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