I'm with Derp.

We actually have a stronger hand to negotiate for a greater share of the income flow if the floor on our expenses is higher.
I don't see how that works. We're gonna spend our budget somehow, whatever it is. Parliament generally doesn't care about the administrative jiggery-pokery. They just care about the results.

For example, they want 80 Capital Goods by end of Plan. They don't care that much how we get there. If they do care, they'll ask us to do a specific project.

Setting ourselves up in a situation where giving us 500 RpT means we really only have 300 RpT to work with because of our line item budget isn't going to strengthen our negotiating hand. It's going to cause Parliamentary figures to smirk and say "that's your problem, figure out your own weird little accounting problems that you yourself created by locking in a huge pile of permanent expenses literally right before you knew we were going to come grab half your budget."

EDIT:

Personally, I favor starting the +2 Capital Goods Heavy Industry bureau as soon as reasonably practicable, maybe even in Q3, because we're coming up on another Capital Goods crunch what with the plan to do a bunch of vein mining.

I favor starting the DAE in 2062Q1, when trading 10 R for +3 Energy becomes Resource-efficient instead of dice-wasteful, if we don't realize we have a ton of critical Heavy Industry projects to do that make running at three Heavy Industry dice for the rest of the Plan totally impractical.

I favor starting the Light Industry Capital Goods project when and only when we have plenty of money again and I'm confident we have enough Light Industry dice to fulfill our Plan targets.

I favor starting the military bureaus when we've, again, had a chance to review our Plan targets so we know how the bureaus will interact with those targets.
 
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Why?

The pressure to start bureaus doesn't seem to be coming from Parliament so much. They care about the results more than the administrative angle. In-character, the pressure to start bureaus is coming from within the Treasury, to keep the managerial complexity (read: dice cap) under control.

Why would the legislature be impressed by our "willingness to play ball" just because we have sub-bureaus. Those are still state-run enterprises functionally little different from what Treasury normally does, just with more monofocus on specific tasks. I don't think Parliament cares whether we handle, say, military munitions projects with a spinoff bureau or with an in-house Treasury focus. Maybe you're running off a bunch of stuff Ithillid said in Discord, but I haven't seen it and I'd appreciate some explanation of why you're expecting these results.


Yeah, but real talk, I don't think he's gonna offer us +7 dice just because we wrote off +7 dice in the first place. I think we'll get the same general range of recruitment options we saw in 2054 or 2058, and that only netted us so many dice at a time.

I see no reason why we should treat "make more spinoff bureaus" as a goal in and of itself, as opposed to something we do because it follows logically from the actual needs of the field in question.

We're signalling to Parliament that we are "willing to play ball" in a game they don't care about, and we're signalling to other departments that we're trying to end-run the "20-25% of budget, no more" goals they want to push us down to by creating a bunch of... Basically the bureaucratic equivalent of shell corporations. I'm not even saying we shouldn't have those, but we shouldn't treat them as an end in and of themselves.


To be fair, that department will build lots of little Capital Goods plants all over the place, which is a good thing given that we're trying to induce development of whole new city centers in the places we're building those giant clusters of apartment blocks to house the new citizens. Actions that promote distributed industry have some real virtues.

Honestly, I'm more having second thoughts about DAE, because that builds power plants and I think power plants aren't likely to be as big a driver of employment as factories. I could be wrong about that though.

On the other hand, DAE is cheap Energy, very Resource-cheap, and that's not a bad thing.

With that said... Well, for example, Nuuk Phase 4 is 1200 Progress for 32 Capital Goods. That's not that far off from the +2 per die invested value of the corresponding bureau, though the 30 R/die cost is unfavorable I admit.

It's the Military bureaus I'm most reluctant to get "just because," along with the Light Industry Capital Goods one. Because the latter is inefficient and the former may be a great way to "lock in" Military dice on things that aren't Plan targets while forcing us to scramble to accomplish things that are.


...

Okay, everyone. If each item in question is somewhere between 10 and 30 RpT, then this is a very inefficient way to secure income unless the PS costs for asking for more than 20% of GDP turn out to be incredibly high.

If we can get, say, +15 PS for promising to go to 20% GDP, and +15 more for actually doing it, but that only cashes out as eliminating 60 RpT or so of line items from our budget, we're running at a net loss and would have been better off just using our political leverage to get 25% GDP and pay the 60 RpT of line items out of pocket.

As I suspected, this is sounding like a bad deal.
Fair points.

I do want the HI distributed sub-department for the reasons you specify. I'm mostly looking at it as a late next year, early year 2 thing though, when it won't be offlining other dice in other departments. Same with LCI really, but that can wait to see how many dice we pick up next year. 3/turn is too slow to handle our specialty projects.

DAE won't offer much employment, true. They aren't typically manpower intensive techs. They would likely offer better local energy security, and lower local energy costs, which would help industry develop in our periphery, and might offer some additional security against Nod. But mostly, I view them as 'let's us activate more dice in total over the course of Y1 and Y2, even if 8 of those dice are slightly penalized in effectiveness', and 'less beholden to the tyranny of dice rolls, so less need to overkill energy projects'.

I think the primary benefit of spinning off/removing from our budget lines is that it is a permanent reduction in our expenses, even in future plans. Whereas we'll continue needing to pay PS/promises to get a decent portion of the budget ourselves. As is though, I'd be surprised if we fully spin off all of our existing commitments (6, unless grants count for multiple, so -30~90 PS), much less spin off any more departments. PS is still needed to select less difficult promises, helping with possible Kane negotiations in Q1, and MAD SCIENCE. (Seriously though, HGE is extremely important for our aging population, and half of Seo's benefit is unlocking shit like the Visceroid Studies and the techs locked behind it).
 
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It all seems like a good deal to me.

Ithillid can only write so much, and with so many dice more has to be written because of all the things the dice go to. Less dice means less written, which means either faster turns or less work for the QM. Both of which are good. To me, this is Ithillid asking to not have to work so much and throwing some Numbers Go Up our way to make up for it. I see that as a win for everyone.

As an additional bonus, we'll spend less time on necessary but boring projects. Like Fusion plants. I don't want to read about another Fusion Plant getting built. It was cool reading about the design, the first few getting built was a definite accomplishment. I'll enjoy reading about the development of the next iteration. But we've built now 9 phases of the things. If something like DAE means less time and dice spend on Fusion plants getting thrown up, gimme. That in itself is a powerful addition, in the less is more sense.
 
Fair points.

I do want the HI distributed sub-department for the reasons you specify. I'm mostly looking at it as a late next year, early year 2 thing though, when it won't be offlining other dice in other departments.
I would argue that +2 Capital Goods per turn is worth offlining a few other dice here and there. Capital Goods drives a lot of the other stuff we do, and even our need for Heavy Industry megaprojects tends to be driven by demand for Capital Goods... and that project is damn near as dice-efficient as Nuuk (16 dice and 480 R for 32 Capital Goods isn't quite as good as 15 dice and 300 R for 32 Capital Goods and -8 Energy, but it's within shouting distance, given that the 8 Energy is worth about two dice and 40 R all by itself.)

DAE won't offer much employment, true. They aren't typically manpower intensive techs. They would likely offer better local energy security, and lower local energy costs, which would help industry develop in our periphery, and might offer some additional security against Nod. But mostly, I view them as 'let's us activate more dice in total over the course of Y1 and Y2, even if 8 of those dice are slightly penalized in effectiveness', and 'less beholden to the tyranny of dice rolls, so less need to overkill energy projects'.
Well yes.

That's why I'm arguing for the +2 Capital Goods project in 2061Q3-Q4, and DAE in 2062Q1. DAE isn't cost-effective until then, and delaying onset of the project lets us choose NOT to go down to three Heavy Industry dice in 2062 if we decide there's a good rason not to.

I think the primary benefit of spinning off/removing from our budget lines is that it is a permanent reduction in our expenses, even in future plans. Whereas we'll continue needing to pay PS/promises to get a decent portion of the budget ourselves.
I... don't understand what you mean by that.

The spinoffs don't actually leave our expenses until and unless we pay a PS cost to get rid of them, as far as I can tell. We're not saving money, we're just creating more permanent expenses that don't go away unless we have a lot of spare PS lying around, which we don't right now but may in the Fifth Four Year Plan when Seo's replacement shows up.

It all seems like a good deal to me.

Ithillid can only write so much, and with so many dice more has to be written because of all the things the dice go to. Less dice means less written, which means either faster turns or less work for the QM. Both of which are good.
The effect isn't... that significant. Having three Heavy Industry dice instead of five might mean Ithillid has to write fewer project descriptions per turn, but it also means that it takes more turns to complete a substantial project, so there's going to be more cases where he's forced to write out 3-4 separate descriptions of progress on the same project. I don't know how he feels, but I'd probably rather describe the same project one or two times than three or four times.

I think the mechanic that does more to help Ithillid here is the option to lock in dice on megaprojects so he isn't writing four or five repeated descriptions of "work on this giant-ass thing proceeds apace." On the other hand, that kind of gets unfortunate because those descriptions are often fun, I dunno.

Anyway, if Ithillid really wants us to take up all the options he offers, like now, we can do it, but... The mechanical incentives don't really line up, nor do the "make sure we actually hit our Plan targets in 2065" incentives. The projects may make sense to do soon, but not right away this very second like we're trying to grab the last of something on the shelves in a fire sale.
 
And we wound up need to do a LOT of work for the Air Force and Navy to keep them competitive, even though the Plan basically didn't mandate anything for those branches of the military.

This was weird to me when it happened. They didn't have the political power to make building designing and deploying Escort Carrier a near requirement to the plan but a little later and they can inflict massive PS penalties for making conversion carriers.

Its like; does the Navy have political power or not? Was some important Admiral on Vacation during re-allocation or something.
 
I would like us to spin off more departments and take a lower percent of resources at reallocation. Less things being written about equals to more updates.
 
Whats this one called, I need to threadmark it.

I think the mechanic that does more to help Ithillid here is the option to lock in dice on megaprojects so he isn't writing four or five repeated descriptions of "work on this giant-ass thing proceeds apace." On the other hand, that kind of gets unfortunate because those descriptions are often fun, I dunno.

Anyway, if Ithillid really wants us to take up all the options he offers, like now, we can do it, but... The mechanical incentives don't really line up, nor do the "make sure we actually hit our Plan targets in 2065" incentives. The projects may make sense to do soon, but not right away this very second like we're trying to grab the last of something on the shelves in a fire sale.
Gonna be real here, faster update speed is worth a lot to me. For all I care we can get rid of Agric, LCI and half of Infra for that one alone. I'm gonna need a stronger argument than number optimization or efficiency.

This was weird to me when it happened. They didn't have the political power to make building designing and deploying Escort Carrier a near requirement to the plan but a little later and they can inflict massive PS penalties for making conversion carriers.

Its like; does the Navy have political power or not? Was some important Admiral on Vacation during re-allocation or something.
Part of it is undoubtedly Ithillid mistakingly having faith in us to produce the right conclusions from us rubbing our handful of braincells together. But for all our number optimisation the thread hive has had problems dealing with certain problems until they were almost unmanagable.
 
This was weird to me when it happened. They didn't have the political power to make building designing and deploying Escort Carrier a near requirement to the plan but a little later and they can inflict massive PS penalties for making conversion carriers.

Its like; does the Navy have political power or not? Was some important Admiral on Vacation during re-allocation or something.
I'm guessing the armed forces have a weird kind of political power in GDI. They're very influential and many of our most prominent figures are retired generals and whatnot, but they (commendably) try to avoid using that political leverage unless it's critically important. So they're generally not going to go to Parliament and ask their many many friends to twist our arms unless it's something very important that we've been ignoring for a long time, like the tank point defense refits, the naval point defense refits, or the problem of getting the light carrier yards built AFTER the war situation had revealed the need for conversion carriers to hastily patch over a problem we'd been ignoring for most of a decade.

The downside of the military only using its political clout when it has a crisis-level immediate need for something that's been held up by the bean-counters for years is that the military sometimes struggles to communicate its needs effectively before that happens. Both to us (especially before the rise of the Priority system) and to the legislature.

I would like us to spin off more departments and take a lower percent of resources at reallocation. Less things being written about equals to more updates.
Less resources at reallocation means we're more likely to miss Plan targets, and we'll just spend more time prioritizing income rebuild until we're activating all our dice anyway.

Taking literally every spinoff bureau we have is going to reduce our dice count by like 15%, and he's already talking about giving us actions that would earn back some of those lost dice. I think it's not going to shave that much time off Ithillid's writing, especially because the project results aren't even half of everything he's gotta do.

I feel like we're in the position of doing things we know can screw us over mechanically just so the update cycle might occasionally shorten from, say, 15 days to 14. Sometimes. On a good month.

Gonna be real here, faster update speed is worth a lot to me. For all I care we can get rid of Agric, LCI and half of Infra for that one alone. I'm gonna need a stronger argument than number optimization or efficiency.
I'm not even against doing the spinoff departments, but can we please not do them right now at literally the most damaging possible time, when they don't even have that much of an impact?

Like, if Parliament offers us a chance to just spin off the whole Bureau of Agriculture and responsibility for food production entirely, something like that, that's great. But if we're going to be stuck paying the operating budget of these things, or a large sum of PS up front to avoid paying for them, then if we're not careful we'll hang a big albatross around our neck and it won't even do us much good in the long run.

Part of it is undoubtedly Ithillid mistakingly having faith in us to produce the right conclusions from us rubbing our handful of braincells together. But for all our number optimisation the thread hive has had problems dealing with certain problems until they were almost unmanagable.
Some problems we handle badly.

Some problems we stay well out in front of.

I remember the Integrated Cargo System. Remember when there was a lot of argument over whether that was worth doing? Then we got into Steel Vanguard and oh hey, it turned out that extra +18 Logistics surplus was pretty much our entire Logistics surplus for several turns of intense combat.

We're not doing perfectly, but we're not doing that badly.
 
Take the HI Cap Goods action. It's explicitly worse at producing cap goods than our other available options at a per resource and per die basis. What it offers is additional redundancy, so we don't need as high of a cap goods stockpile, and more 'local production'. I don't think parliament particularly cares whether we spin it off or not. Fortunately, with the new 'see offers available system', we can outright see rather than speculate.
You might want to pick a different example, because at +2 CG per die the HI Bureau is actually more efficient than any other CG project that isn't Nuuk or an in-progress project. North Boston, for example, costs 30 dice on average for +32 CG. That on top of how important CGs are makes it one of the most useful and valuable sub-bureaus.
Why?

The pressure to start bureaus doesn't seem to be coming from Parliament so much. They care about the results more than the administrative angle. In-character, the pressure to start bureaus is coming from within the Treasury, to keep the managerial complexity (read: dice cap) under control.

Why would the legislature be impressed by our "willingness to play ball" just because we have sub-bureaus. Those are still state-run enterprises functionally little different from what Treasury normally does, just with more monofocus on specific tasks. I don't think Parliament cares whether we handle, say, military munitions projects with a spinoff bureau or with an in-house Treasury focus. Maybe you're running off a bunch of stuff Ithillid said in Discord, but I haven't seen it and I'd appreciate some explanation of why you're expecting these results.
First off, because the Treasury is known for hoarding income and other resources. Even though we might fund them, each sub-bureau operates independently. It moves stuff from the Treasury's umbrella to the sub-bureau. Also, ah, they're consistent. Unlike the sometimes spontaneous Treasury.

The other thing is, they're the Socialist-friendly replacement for the unpopular grants system. The thing that was always meant to be a major part of the quest's mechanics. They might not always be the absolutely most efficient options to take, but they're meant to help us, not hurt us, and these don't fund mega-capitalists.
The effect isn't... that significant. Having three Heavy Industry dice instead of five might mean Ithillid has to write fewer project descriptions per turn, but it also means that it takes more turns to complete a substantial project, so there's going to be more cases where he's forced to write out 3-4 separate descriptions of progress on the same project. I don't know how he feels, but I'd probably rather describe the same project one or two times than three or four times.
Well, Ithillid has already talked in-thread about how they're meant to take away dice and reduce his workload. If you don't think that'll work, you'd have to convince Ithillid. And personally I'd give it more time before we declare it a failure.

More generally, these are also meant to help move us away from the somewhat-more-generic upkeep projects. We've come a long way from quest start where everything was broken. It'd be nice to stop building power plants each and every turn to do other things.
 
More generally, these are also meant to help move us away from the somewhat-more-generic upkeep projects. We've come a long way from quest start where everything was broken. It'd be nice to stop building power plants each and every turn to do other things.

Heh, yeah, I've said it before and I'll say it again: "Build More Power Plants Phase XVIII" is not an interesting project.
 
Heh, yeah, I've said it before and I'll say it again: "Build More Power Plants Phase XVIII" is not an interesting project.
You're not wrong, though Ithillid's managed it by providing us with a paragraph or so each time saying "you build a shitload of fusion reactors, and here are some of the problems you're encountering." Gives us something to think about.

You might want to pick a different example, because at +2 CG per die the HI Bureau is actually more efficient than any other CG project that isn't Nuuk or an in-progress project. North Boston, for example, costs 30 dice on average for +32 CG. That on top of how important CGs are makes it one of the most useful and valuable sub-bureaus.
True. On the other hand, the Resource costs are a bear. I'd give a lot to be able to toggle that particular department back and forth between 15 RpT and +1 Capital Goods, and 30 RpT and +2 Capital Goods.

First off, because the Treasury is known for hoarding income and other resources. Even though we might fund them, each sub-bureau operates independently. It moves stuff from the Treasury's umbrella to the sub-bureau. Also, ah, they're consistent. Unlike the sometimes spontaneous Treasury.
Yeah, but these aren't issues where Parliament has been giving us stinkeye. There are issues where there's a big narrative push saying "do this NOW," and there's issues where there's just... not. This is a 'not' issue. We're not under an obligation to rush screaming and jump into this option regardless of whether it cripples us.

If Parliament wants us to transition more of our stuff over to spinoff bureaus during the next Plan, I think that's fine; it's a reasonble objective. Though, cynically, doing that is going to fucking cripple us if they don't take some of the responsibility for funding all those bureaus off our hands at the end of 2065 without making us spend like 100+ PS for the privilege.

But if we can find a way to avoid that fate, I can actually see a lot of interesting options. Off the top of my head:

Expand Department of Energy: Additional -10 RpT to its budget, -2 to Heavy Industry dice, +1 Energy per turn from the project, +1 more if we can get a good second generation fusion design. Effectively one die per turn on 'autofusion.'

Bureau of Railroad Construction: +1 Logistics per turn for 15 RpT and 1 Infrastructure die

Department of Agriculture: 45 RpT, 3 Agriculture dice. Effectively takes over most projects in the category, leaving us with comparatively minimal optional stuff like "fund some poulticeplant plantations." The only reason we're handling that area at all is because GDI needed very much to integrate food production into the planned economy very tightly back when food security was actually a problem for us. Now, well, we're handling it because Granger was handling it ten years ago.

Bureau of Medical Supply: 20-25 RpT, one Service die. Automatically pursues "medical" projects in Services, including research projects now and then.

Bureau of Recreation: 10 RpT, one Service die. Provides Consoom trickle. Builds state-enterprise stadiums, entertainment venues, pretty gardens, and so on.

I'd be happy doing all this, it's just that right now it's stuff we have to seriously question whether we can pay for in 2062Q1-2. Because unlike our normal projects, we can't just flip these bureaus off like light switches to save money when the budget suddenly gets cut in half.

The other thing is, they're the Socialist-friendly replacement for the unpopular grants system. The thing that was always meant to be a major part of the quest's mechanics. They might not always be the absolutely most efficient options to take, but they're meant to help us, not hurt us, and these don't fund mega-capitalists.
Yeah, I know. Again, I am for these projects, but they're a lot like, say, 25 R/die Military projects. We have to think a bit carefully about when we can and cannot pay for a bunch of them without something bad happening.

Well, Ithillid has already talked in-thread about how they're meant to take away dice and reduce his workload. If you don't think that'll work, you'd have to convince Ithillid. And personally I'd give it more time before we declare it a failure.
-_-

I'm not even calling it a failure, it's just...

@Ithillid , being real here, I want to help you and if you need us to take this option no matter what it in-character costs, for your out-of-character sake, I'll be behind that 100%.

But do you need us to do that? Like, seriously? Are we supposed to be rushing towards this because OOC we need to take this very specific slice of the workload off you? I am fully supportive of reducing your workload if that's what you need, but the game we're playing under does have rules and I need to know if this is supposed to be a time to ignore those rules and do what's right by a friend, or if we're still, y'know... playing the game normally.

I'm fine either way, but this is turning into a topic where we're getting a lot of OOC arguments for why we IC 'need' to do something that I can easily see biting us in the ass if it leaves us with too many line item expenses in early 2062 in-game. Especially since looking at it and trying to imagine the writing in your shoes, I'm not sure how much effort it would save you.

Some clarification on how important you see it that we push this mechanic hard for you, out of character, would really help right now, because that's an argument @Derpmind has been advancing, among others.
 
Anyway, if Ithillid really wants us to take up all the options he offers, like now, we can do it, but... The mechanical incentives don't really line up, nor do the "make sure we actually hit our Plan targets in 2065" incentives. The projects may make sense to do soon, but not right away this very second like we're trying to grab the last of something on the shelves in a fire sale.
And the thing is that I want you lot to think, pick the ones that you think will be advantageous to you, and work from there. The intention was never fire sale or something like that. It was always options, and letting you pick and choose.
 
Yeah, but these aren't issues where Parliament has been giving us stinkeye. There are issues where there's a big narrative push saying "do this NOW," and there's issues where there's just... not. This is a 'not' issue. We're not under an obligation to rush screaming and jump into this option regardless of whether it cripples us.
I really don't appreciate this kind of characterization.

It's not the end of the world if we don't do all of the sub-bureaus. I'm not saying we need, or are obligated, to do every single option. I just want to pick all of them. And I'd hope it'd pre-empt Parliment somewhat, rather than waiting first for an explicit narrative reason for why others would want bureaus established.
 
And the thing is that I want you lot to think, pick the ones that you think will be advantageous to you, and work from there. The intention was never fire sale or something like that. It was always options, and letting you pick and choose.
Meaning having multiple options to spin off is to get us excitable as to choice. Not to imply its a good idea to do them all.
 
Whats this one called, I need to threadmark it.

That is something I forgot to think of. "Portal Ponderings"?

Just had idea of "What is the long term potential of portal tech?", followed by "Hey at it's peak it could be describing the easy logistics of the RTS game, that's pretty funny." then typed out a discussion of two long term military threat analysts talking about the longer term view of what could come from such technology while referencing the game.
 
To be fair, if I was the QM and really needed to reduce my workload, I would just do so unilaterally and write the justification afterwards, rather than risking burnout. Sometimes, the boss (and we do have a boss) just comes down and says "do this, or you're fired". So IMO, it's fine to treat the spin-off departments as options - but they're options that I'm happy to take.
 
I think we're running into a bit of a narrative vs mechanic argument. ...and have people switched sides on that topic compared to the last one?

From a mechanic point of view, starting and spinning off bureaus is good, because it allows important numbers to go up in the background without us spending time and dice on doing so. This in turn means we can focus more on interesting projects instead. Likewise, this makes it easier for the QM to do each turn without having to do a blurb for certain actions over and over again or tracking as many numbers and progression per turn.

From a narrative point of view, we're foisting off parts of what have been our job for at least the last decade onto other departments via spinning off these bureaus, and in effect would be eating most of their budget increase from us taking less simply to fund the bureaus we foisted on them. Which won't endear us to other departments, though maybe Parliament won't really care as long as we also decrease our share of the budget at the same time. After all, to other departments, what's the difference between Treasury covering 30% of the budget and Treasury taking 20% and 10% of the remaining budget is consumed by the bureaus they foisted off on everyone else? Still adds up to 30% of the budget spent on Treasury "related" stuff.

That being said, it would be interesting if we could spin off a bureau mid-Plan. Like, we can take a small PS hit and lose the RpT spent on the bureau, or we can take a larger PS hit and keep the RpT being spent per turn. In essence, it would be a case of "Hey <insert Department here>, we want to return this authority back to you that we got at some point in the past, and by the way, here's the staff and income per quarter to cover its costs." vs "Hey <insert Department here>, here's some authority and related staff we don't want to deal with paying for. Have fun!" Though honestly, I feel like the latter option should not be generally available since for all that people talk about us needing less budget around Reallocation time, people may be more willing to eat a PS hit rather than give up any RpT mid-Plan. (Maybe have an "in case of war/emergency, get option to spin off bureau without spinning off the funding for small PS hit, receive larger PS hit when war/emergency ends if the funding isn't passed over at that point.")

As for why I'm saying we're foisting the bureaus off on other departments.... Can anyone seriously say that the Department of Infrastructure (or whatever it'd be called) with its Bureau of Transportation and Bureau of Architecture, etc would be okay with a fully independent Bureau of Arcologies just sitting out there in the government? Arcologies is clearly within their sphere of operations and while Treasury has generally been in charge of construction, there's no reason to not have that under the department the finished product is under if the Treasury doesn't want it. Same with a Department of Industry (Bureau of HI and Bureau of LCI, maybe Bureau of Agri?), etc.

That's actually why I think there's a -PS cost. After all, if the Treasury was just decreasing its umbrella by spinning stuff off, Parliament would be happy. They could then transition those bureaus into private companies - Arcology construction, Power plant construction, etc - and help restart the private industry more. Alternately, the PS hit is assuaging departments about the fact that there's a new bureau floating around eating a chunk of the budget and the relevant department doesn't get control of it.

Think of it this way - the US Dept of Transportation is responsible for federal level road and transportation work - mainly interstates and the like - while state DoT handle the lower level roads, etc. So if we make a Bureau of Highway Construction and Repair and spin it off, why wouldn't the GDI DoT equiv receive that bureau? Generally speaking, it's part of their job and Treasury probably got the authority during the chaos of TW3 simply to get things done when most of the government was dead. By the same token, US DoT needs specific funding if they want to, say, add a new stretch of interstate or build an entirely new interstate. So game-wise, a new interstate expansion or new interstate entirely could be a Treasury level funding project, while interstate repair or highway expansion, etc falls under the bureau that got passed off to DoT.

--

I'm honestly more on Simon's side here.

This is the first time we have bureaus and have the opportunity to spin them off coming up. If we go whole hog on the bureaus expecting to spin them all off (and also, say, take the promise to drop our budget to 20%), and it turns out we can't afford to actually spin them all off, then we might have shot ourselves in the foot budget-wise. We've taken some, we might take 1-2 more before Reallocation. Let's stay there for now and see what's involved with spinning off a bureau before we start pushing bureaus willy-nilly.

What's the difference between writing about x phases of fusion plants and x*2 phases of, say, vein mining? After all, if we start a lot of bureaus, cut our budget, and spin them off or fail to spin all of them off, would we have the funding to do the interesting projects that the bureaus supposedly free us up to concentrate on instead of spending 4 turns doing the same projects over and over due to lack of budget? Likewise, given 5-15 PS per bureau to spin them off, how many can we feasibly spin off without having to take Plan Goals that would force us to, well, monofocus on churning out lots of a specific thing for four years in order to meet the Goal? Look at what trying to complete the Stored Food goal in a year has done with Agriculture and fighting over projects there. Now imagine we have to do something similar across 4 years to meet a Goal, but in, say, HI. Who's willing to push off projects along the lines of hover factories or EV Plants for four years because we have to focus on a Plan Goal for 4 years because we didn't have the PS to get an easier Goal due to spinning off bureaus?

Now, yes, all that takes a more pessimistic view of bureau spin off costs (as in, more 10-15 PS cost bureaus than 5 PS cost bureaus at Reallocation) than what might be the case, but one should plan for the worst while hoping for the best. If we spend 50 PS getting all bureaus spun off, and only get +30 from promising to take 20% of the budget (and actually taking only 20% of the budget), that means we have 20 less PS to negotiate Plan Goals with. Start of Q2 2061 we were at 64. Finishing Enterprise will put us at 74. Barring any other +/- PS projects, having -20 PS for negotiating would mean we'd be working with 54 PS to determine our Plan Goals with. Last Reallocation, taking the smallest Goal options would have required -60 PS overall. And that's if the promise doesn't replace the +PS for the action (as in, we promise to take only 20%, we get +15PS, Reallocation has us locked in at 20% and no +PS for doing so), which would leave us potentially only 39 PS to work with for negotiating Plan Goals.

Is this really a potential situation we want to put ourselves in?

If we get the option to spin off a bureau - say at least four turns after it was started - mid-Plan for a small PS hit and the reduction of our RpT by the amount spent on that bureau per turn, then I'd be a bit more willing to jump on lots of bureaus next Plan because being willing to give away part of our budget and authority mid-Plan is a lot more of a show that we're playing ball with the other departments than hoovering up part of their budget increase at Reallocation by making them also take on additional work with a bureau we were responsible for.
 
From a mechanic point of view, starting and spinning off bureaus is good, because it allows important numbers to go up in the background without us spending time and dice on doing so. This in turn means we can focus more on interesting projects instead.
It's... kinda the exact opposite I think?

It's us sacrificing resources and dice to make numbers go up, but it reduces our ability to focus on interesting projects.

We get a constant trickle of whatever, but at a permanent loss of a dice and resources, which is our ability to do whatever we want.

Some might be worth it like the energy one but I don't see anyway that giving up dice and resources gives us the ability to focus on more interesting projects.

We will still need to build power plants for a bunch of factories, still have to go for capital and consumer goods. The trickle we would get would help but wouldn't cover close to all our needs.
 
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It's... kinda the exact opposite I think?

It's us sacrificing resources and dice to make numbers go up, but it reduces our ability to focus on interesting projects.

We get a constant trickle of whatever, but at a permanent lose of a dice and resources, which is our ability to do whatever we want.

Some might be worth it like the energy one but I don't see anyway that giving up dice and resources gives us the ability to focus on more interesting projects.

We will still need to build power plants for a bunch of factories, still have to go for capital and consumer goods. The trickle we would get would help but wouldn't cover close to all our needs.
The main thing is that outside of a surge building situation, such as the last year or two in game, we can slow down construction speeds to where the trickle helps a lot more. Sure, there are times when we might need to surge CapGoods or Energy by building something that pumps out a lot, but +2 CapGoods a turn would basically support a vein mining phase per turn without us having to debate over whether to build CapGoods project A or interesting HI project B every few turns. And it means the QM doesn't have to track bonuses per dice and add everything up for progress every turn for "Repeat Project X."

+2 ConGoods per turn? that's +32 per 4YP. IIRC, our Plan Goal this Plan was 120 ConGoods. A Bureau doing +2 per turn covers just over a quarter of that requirement without us doing a thing. While we would still need to handle the other 90ish ConGoods, that's only 5.5 Con Goods per turn or 22 ConGoods per year. That's fairly manageable and would leave more time to work on non-ConGoods projects instead of needing 30+ per year (I say + because we might push off work for "higher priority" projects in that area for a year or more, then have to catch up later). Bureau of Arcologies gives +1 ConGoods a turn, so that's another +16 per 4YP, for +48 Con Goods per 4YP with the LCI ConGoods bureau. That's now over a third of a 120 ConGoods goal without us doing a thing and needing only 18 ConGoods per year from us to reach the goal.

But yes, we really need to pick and choose for now what is actually a good idea to make a bureau for, because some aren't necessarily good ideas right now. The energy bureau saves two phases of current gen fusion plants per 4YP. Others don't quite seem as wise, and I hesitate to think we can dump all of them off at Reallocation without having to sacrifice some reasonable Plan Goals due to low PS.
 
From a narrative point of view, we're foisting off parts of what have been our job for at least the last decade onto other departments via spinning off these bureaus, and in effect would be eating most of their budget increase from us taking less simply to fund the bureaus we foisted on them.

Eh? I read it as we're assigning dedicated members of our team along with our resources to the projects to ensure that it happens without needing direct personal approval of the leader. At least for the bureau option there for arcologies.
 
Eh? I read it as we're assigning dedicated members of our team along with our resources to the projects to ensure that it happens without needing direct personal approval of the leader. At least for the bureau option there for arcologies.

Agreed.

It's not us dumping our work onto others.

It's us chopping off parts of the treasury department to focus on a specific thing.

Hence losing the dice and resources.
 
It's the Treasury sub-deparment of housing, not the deparment of housing. They are still very much a part of the treasure, in the same way the "write report" and "construction teams' are part of the Treasury.

They may have different job, but they are still considered to be under one umbrella.
 
Our tech's moved pretty fast overall and we've got AIs boosting the research or will. Plus the main problem with any technology is knowing it's possible. But it is understandable the GM would hesitate to let GDI get to the front portals for people as it would greatly change around how things were.

I also wonder if I didn't make things explicit enough in there that they were describing GDI as they were in the RTS game by the end?

Our tech has been moving pretty fast because of influxes of data from other tech trees in areas those tech trees are extremely good at. We got 'really damn good lasers' because we stole Nod's homework, basically. Without that our CWIS, if laser based, would be a lot poorer than our current 'hahahaha no!' level lasers.

We are very unlikely to get more data on portals that we aren't getting from GDI's portal experiments. Which means it's going to take a fair bit of time.

I don't see how that works. We're gonna spend our budget somehow, whatever it is. Parliament generally doesn't care about the administrative jiggery-pokery. They just care about the results.

For example, they want 80 Capital Goods by end of Plan. They don't care that much how we get there. If they do care, they'll ask us to do a specific project.

Setting ourselves up in a situation where giving us 500 RpT means we really only have 300 RpT to work with because of our line item budget isn't going to strengthen our negotiating hand. It's going to cause Parliamentary figures to smirk and say "that's your problem, figure out your own weird little accounting problems that you yourself created by locking in a huge pile of permanent expenses literally right before you knew we were going to come grab half your budget."

Because then we can point out that with 300 RpT, unless they want us to close down the set line items in the budget, we cannot deliver what they want, so if they want anything done they must either give more money, or order the Treasury to close down, say, the Arcology Bureau, which would make for some fascinating talking points for the political opponents of whatever wit decided that was a good idea.

Discretionary budgets are fucked with. But nobody sane screws with the maintenance and operating budgets of something, unless they want it gone.
 
I really don't appreciate this kind of characterization.
I'm sorry. I get hyperbole-prone in cases like this, because I'm looking at a combination of actions wherein we get 30 PS or so (in two stages) if we sign up to have about 500 RpT of income, then we take -200 RpT or so of permanent expenses, then we have to spend a lot more than 30 PS is we want to divest ourselves of those expenses, so we end up with a starting budget of about 300-400 RpT in practice.

Just so we can... preempt the legislature by doing something they haven't asked us to do.

It's not the end of the world if we don't do all of the sub-bureaus. I'm not saying we need, or are obligated, to do every single option. I just want to pick all of them.

And I'd hope it'd pre-empt Parliment somewhat, rather than waiting first for an explicit narrative reason for why others would want bureaus established.
Sometimes, the consequence of doing something without waiting for a reason to do it is that you turn out to be right. I remember the debates over the ICS back when we were just starting it.

Sometimes, the consequence of doing something without waiting for a reason to do it is that you just do something ill-advised and costly, when no one asked you to.

To be fair, if I was the QM and really needed to reduce my workload, I would just do so unilaterally and write the justification afterwards, rather than risking burnout. Sometimes, the boss (and we do have a boss) just comes down and says "do this, or you're fired". So IMO, it's fine to treat the spin-off departments as options - but they're options that I'm happy to take.
Well yes, but at the same time, they're not all options that are necessarily good for us to take right now.

The Military bureaus cut into our flexibility and early-2062 budget, and before we can decide if they're a good idea we should almost certainly sort out what our military-facing Plan goals even are.

The Light Industry Capital Goods option is cost-ineffective at a time when we are very soon going to need to scrimp and save on Resources, and it uses Light Industry dice, which are often our most flexible and versatile ones.

DAE is a great option starting in 2062Q1, but not a great option now, because it locks us into doing something with Heavy Industry dice that may not be advantageous.

I think we're running into a bit of a narrative vs mechanic argument. ...and have people switched sides on that topic compared to the last one?

From a mechanic point of view, starting and spinning off bureaus is good, because it allows important numbers to go up in the background without us spending time and dice on doing so.
Caveat:

From a mechanical point of view, spinning off bureaus may or may not be good. For example, a Bureau that cost -1 Orbital dice, a -3 to all other Orbital dice, and -30 RpT for 60 Progress per turn on a random moon mine wouldn't be worth the trouble; it would accomplish less than just rolling normal Orbital dice. I deliberately made up an extreme example, but the point is that "this bureau mechanically a bad idea, we'd do better to do it under the Treasury's formal house instead of creating an independent bureau for it" is a real possibliity. Indeed, part of my argument is rooted in the fact that I think some of the bureaus are mechanically beneficial, and some are not, and that some of us are talking like this is a moral principle, something we ought to do without worrying about the numerical consequences because we're doing what we have to do.

And then my narrative arguments largely parallel yours. The world in which the Treasury exists and is nominally responsible for building five phases of arcologies because Parliament said so is not morally superior to the world in which the Treasury is responsible for building three and the Bureau of Arcologies is responsible for two. Or for that matter the world in which the Treasury is responsible for zero and the (markedly expanded) Bureau of Arcologies is responsible for five. In-universe, there is no moral difference, the people's lives do not become happy joyful frolicking by default in one scenario where they were grey and sad in the other.

And from the point of view of how much budget InOps gets, there is no functional difference between a world where Treasury gets 650 RpT and everyone else splits 1600 between them, and a world where Treasury gets 450 RpT, the Thousand Independent Bureaus of Doing What The Treasury Used To Do get 200, and everyone else still splits 1600 between them.

...

And I'm not at all sure this will enable us to fully shift narrative focus, because many of these bureaus are functional in part because they don't do enough.

Take DAE as an example. It provides +3 Energy per turn. That's... actually a lot less than we use in a typical turn. Even when we're not on a ferocious mass war factory production kick, our typical Energy consumption in a low-key turn can easily be something like -6 or -8 Energy. We can take individual turns where we deliberately avoid using much Energy, but we do that by avoiding otherwise desirable projects that we'll need to do later, or intentionally slow-walking projects that would consume Energy- @Vehrec did a really deft job of this with, I think, a variant plan draft for Q2 that let him neatly bypass some problems that had me stuck for a while, for example, because it didn't occur to me to do that. The problem, of course, is that this is great for solving short-term problems like "we're not sure if the next big +Energy project is coming online this quarter or next quarter," but in the long run it puts our economy on a choke chain. There's just too many things we need Energy to do.

We built eight phases of fusion reactors in this plan, and may well build a ninth. A lot of that went into war factories, but a lot didn't, and we're not going to be exempt from war factory construction in the new plan, either. Drones and fighters, power armor factories, at least a few more shipyards, railgun ammo- that's still on the menu even if the pace gets less frantic.

DAE working for a full four years provides less than half of that. It's not going to remove our need to build fusion reactors, or even to spend dice building fusion reactors. And unless we do the opposite of what Ithillid seems to be encouraging and alternate turns of shock-construction fusion reactors with turns of shock-constructing other things, we're going to be rolling fewer dice per turn on fusion plants, which means that we can't have (as many) turns in which no effort is put into them... which means we may get about the same number of blurbs saying "fusion reactor construction continues apace" as we did before.

Arguably this is a good thing. If DAE did actually lock in so much Energy production that we might reasonably never need to build a fusion plant manually again... Well, if it's doing that at low-key times, we still end up needing to manually build some phases when things are high-key. If it's doing enough at high-key times, it's taking more than we need at low-key times. It's desirable for these bureaus to do "almost" enough in the background, while still expecting us to contribute if we want something done intensively.

But it complicates the picture of why these are treated as a mechanical good that is straightforwardly automating the boring parts, or a narrative positive good that we just 'need' to do for their own sake.

From a narrative point of view, we're foisting off parts of what have been our job for at least the last decade onto other departments via spinning off these bureaus, and in effect would be eating most of their budget increase from us taking less simply to fund the bureaus we foisted on them. Which won't endear us to other departments, though maybe Parliament won't really care as long as we also decrease our share of the budget at the same time. After all, to other departments, what's the difference between Treasury covering 30% of the budget and Treasury taking 20% and 10% of the remaining budget is consumed by the bureaus they foisted off on everyone else? Still adds up to 30% of the budget spent on Treasury "related" stuff.
Yeah, this. If we're explicitly planning to divest this stuff and push it out into the other 70-80% of the budget that isn't going to us, then we're not doing the rest of the government any favors.

That's actually why I think there's a -PS cost. After all, if the Treasury was just decreasing its umbrella by spinning stuff off, Parliament would be happy. They could then transition those bureaus into private companies - Arcology construction, Power plant construction, etc - and help restart the private industry more.
I dunno. I think the government wants to maintain pretty centralized control of housing. God knows I would, in their shoes.

Throughout GDI's history as an institution, going all the way back to Tib War One and only getting much worse afterwards, GDI has had to manage refugee flows. Tiberium refugees, mainly, but also war refugees. I suspect that by now the great majority of GDI's adult population has experienced "being a refugee" at least once in their lives. Many of them may have gotten to go back to their former homes or somewhere nearby, and many have not, but so much of GDI's territory was lost and then regained, or devastated by aliens and then rebuilt, that even the upheavals since 2047 have had a huge effect. Combine that with the massive efforts to evacuate people towards the poles in and around the time of Tib War II, and GDI has a huge amount of experience with needing to move people around quickly in response to force majeure.

...

This means GDI needs to retain certain critical capabilities:

1) Relatively high influence over where the population lives. You cannot have people sprawling out into indefensible areas where it will be exceptionally difficult and time-intensive to get them to bombardment shelters or evacuate them in advance of an enemy attack.

2) Relatively high control over housing conditions- housing needs to be physically secure and robust, even at the cost of being expensive. Even Blue Zone apartments are heavily built and environmentally well-sealed by the standards of what we in most twentieth century housing would consider normal.

3) Freedom to quickly mass-produce additional housing wherever it is needed, subject to the limits of logistical possibility, not the limits of profitability. If GDI can't find a place to build secure housing that's profitable, GDI just has to buckle the fuck down and mine more cancerous green cash rock to compensate.

4) Just to double down on that, freedom to add a lot of housing in a hurry. Notice that we've handily kept ahead of the really big refugee wave that's set to increase GDI's actual population by something like 20%, even over and above any people who don't actually move but are added to GDI's population because "we didn't cross the border, the border crossed us." A private housing sector would be very hard pressed to do something like that, and even if construction technology and engineering made it possible, there would be a lot of fleecing of the government or whoever else is paying for the new housing.

...

So I actually think GDI will want to keep the housing sector state-controlled. First, because it's so critical to the government's ability to defend the population and manage refugee flows. And second, because it's important to GDI's ability to guarantee housing and other forms of welfare to the citizenry.

But these are details.

Now, yes, all that takes a more pessimistic view of bureau spin off costs (as in, more 10-15 PS cost bureaus than 5 PS cost bureaus at Reallocation) than what might be the case, but one should plan for the worst while hoping for the best.
My prediction is that the PS cost of divesting ourselves of the costs of a spinoff bureau will depend on two factors. One is the size of the bureau's budget. For example, the 30 RpT reconstruction fund is actually still something like 1.3% of GDI's entire budget. That's a big hot potato to find money for, in and of itself. Someone's going to lose funding to pay for what used to be a Treasury mission, and they will scream about it. Despite grumbling about how much of the budget Treasury controls by the end of a Four Year Plan, I think most of the government has actually gotten pretty comfortable with the "Treasury go do everything" model where they can rely on us to do a lot of expensive shit and not stress about it. Among other things because then they can focus on nice predictable fixed expenses like "paying the guys who work in the buildings."

The other likely element is whether a Bureau's area of responsibility is something another chunk of the government really wants. The GDI equivalent of the Joint Chiefs of Staff and the Department of Defense is probably pretty comfortable with getting a spinoff bureau that handles "build more munitions factories." But the Bureau of Arcologies is kind of an orphan, because as you point out, historically Treasury's been handling all housing construction for the last 10-15 years. We may see lower PS costs to divest ourselves of the budget for a -15 RpT munitions bureau than a -15 RpT arcologies bureau.

Because then we can point out that with 300 RpT, unless they want us to close down the set line items in the budget, we cannot deliver what they want, so if they want anything done they must either give more money, or order the Treasury to close down, say, the Arcology Bureau, which would make for some fascinating talking points for the political opponents of whatever wit decided that was a good idea.

Discretionary budgets are fucked with. But nobody sane screws with the maintenance and operating budgets of something, unless they want it gone.
The question is, does that cash out as us needing to spend less Political Support to achieve similarly favorable results at reallocation?

I think it would not. Because from Parliament's point of view, this is the Treasury using its accounting skills to generate some fuckery excuse for why they "must" allocate a higher total share of the budget to Treasury operations. This does not predispose politicians to think well of what we are doing. They see what we did- we are in effect trying to hold the arcology program hostage in exchange for getting to keep an extra 15 RpT of budget that goes to our shell company spinoff bureau.

Remember that the bureaus generally aren't actually more dice-efficient or even resource-efficient than just building stuff manually the way we have been doing. We can't say "it is necessary to have this department and fund it continuously at this level for us to have Capital Goods," because we were supplying major Capital Goods boosts in the last three Plans without needing a sub-bureau. Our choice to "lock in" parts of what was hitherto an entirely discretionary budget will be recognized as an attempt to make the exact political gambit you are now describing, and we will still have to pay the same amount of PS (that is, reputation with and clout among politicians) to achieve the desired results.
 
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