Here would be my suggestion:

Treasury Allocation
[ ] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)

Capital Goods

[ ] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)

Consumer Goods

[ ] 60 points - A substantial wave of new and restored consumer goods production, either through grants, factories, or some combination of the two, is estimated to be enough to meet both indicated and unindicated demand, although those estimates may well be conservative (-5 PS)

Food

[ ] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)

Total PS change = -10 +5 -5 +5 = -5
The 30 Capital goods and 45 Foods are well worth taking when they're part of the promises to get anyways.


Parties
  • Free Market Party (1/2/3/4)
    • [ ] Take at least 75 points of Consumer Goods
    • [ ] Take at least three grant programs
    • [Z] Construct at least 2 MARV fleets
    • [ ] Build at least 6 military goods factories
    • [Z] Take 30 points of Capital Goods
    • [Z] Increase GDI income by at least 600 points.
  • Hawks (2/4/6/8)
    • [Z]Construct at least 3 MARV fleets
    • [ ] Construct at least 5 MARV fleets
    • [ ] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
    • [ ] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
    • [ ] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
    • [ ] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
    • [ ] Take at least two additional grants programs.
    • [Z] Take 30 points of Capital Goods
  • United Yellow List (1/2)
    • [Z] Complete Yellow Zone Industrial Sectors
    • [ ] Complete three phases of Yellow Zone Arcologies
    • [ ] Complete three phases of shell factories.
    • [ ] Complete at least two phases of orbital communications
  • Developmentalists (3/5/7)
    • [Z] Take 30 points of Capital Goods
    • [ ] Take 75 points of Consumer Goods
    • [ ] Take 90 points of Consumer Goods
    • [Z] Take 45 points of Food
    • [Z] Increase abatement by 30 points
    • [Z] Increase abatement by 40 points
    • [Z] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
    • [Z] Increase GDI processing limit by at least 1000
    • [Z] Increase GDI income by at least 400
  • Independents (listed by number of votes)
    • Starbound Party (2)
      • [ ] Complete at least three phases of Space Stations
    • Independent Capitalist (1)
      • [ ] Spend at least 120 RpT on grant pgrams
    • Consumer Party (2)
      • [ ] Take at least 90 points of Consumer Goods
    • Socialist Party (2)
      • [ ] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
Overall that's 12 of Free Market Party's Seats, 1 of Hawks, Seats, 7 of United Yellow List's Seats, and all of Developmentalists' 53 Seats, for a total of 12 + 1 + 7 + 53 = 73 votes, which is plenty to gain while basically gearing up GDI for the next 4 year plan to build all the factories they want after the income and capital goods are ready to be used.

To me, Plan 1 was 'Survive the Tiberium Encroachment and Economic Collapse, while Plan 2 can be 'Prepare for the Next Phase of the Future', with an emphasis on building up all the resources for the sake of the next plan. If nothing else, people certainly won't be wanting for food and income, which they can spend on plenty of consumer goods at 60 promised to them.

Edit: Is there any point of trying to get more votes than the minimum? It seems like that's only making more promises and obligations to fulfill for no real benefits.
 
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[] Plan Screw You Corpos
-[] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[] 10 points - A smaller commitment would be able to handle many of the projects that need further infusions of capital goods. While more than enough to solve the ongoing crisis, it is not enough to provide for continuing expansions of major factory complexes. (-10 PS)
-[] 90 points - A substantially ambitious plan, a full 90 point development would bring back not only prewar luxuries, but also bring many of those luxuries into the yellow zones. While it would inherently define the plan, it is also something that should be popular across much of the political spectrum (+5 PS)
-[] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
-[] Hawks +6 votes
--[] Construct at least 3 MARV fleets
--[] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
--[] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
-[] United Yellow List +10 votes
--[] Complete Yellow Zone Industrial Sectors
--[] Complete three phases of shell factories.
-[] Developmentalists +50 votes
--[] Take 75 points of Consumer Goods
--[] Take 90 points of Consumer Goods
--[] Increase abatement by 30 points
--[] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[] Increase GDI income by at least 400
-[] Consumer Party +2 votes
--[] Take at least 90 points of Consumer Goods
-[] Socialist Party +2 votes
--[] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone

Total: 70/61 votes.

Very petty plan that deliberately doesn't take any promises from the Free Market Party, and seeks to undercut them by doing 90 Consumer Goods. :p
 
I am nervous of missing this Q1/Q2 even if later i am fairly confident on hitting that

3 dice at 10R each definitely hurts the first couple turns but it doesn't utterly sink the budget as long as we take the 30% allocation. Later on it's super doable, yeah, but I think if we commit to it and are forced to make it work we can make it work even early on. At minimum I want to take the 2 die promise, now that the basic underpinnings of industrial society aren't threatening imminent collapse we need a fire lit under our asses to keep the military sector moving along.
 
If it's too much for people (it might well be honestly) the cap goods goal can step down from 30 points to 20 points as well as rejiggering the Hawk promises to be less ambitious. It loses us 25 votes but that still leaves it at a very comfortable 82 votes. Not quite the near-unanimity I wanted but still a clear show of support.
I'd personally very much like Capital Goods to go down to 20. Like, I know we might end up there anyway if we want Capital Goods to make getting Consumer Good easier, but I'd rather not have 30 Capital Goods be an outright requirement for the Plan. Gives us some more breathing room.
 
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3 dice at 10R each definitely hurts the first couple turns but it doesn't utterly sink the budget as long as we take the 30% allocation. Later on it's super doable, yeah, but I think if we commit to it and are forced to make it work we can make it work even early on. At minimum I want to take the 2 die promise, now that the basic underpinnings of industrial society aren't threatening imminent collapse we need a fire lit under our asses to keep the military sector moving along.
It doesnt but it also means not getting working on cap goods and consumer goods or not as much. About 110 already assigned to 2 tiberium projects, and 25 for ongoing commitments. Fitting in 30 means cuts to other foundationals. But yeah only Q1 and Q2 do I have concerns because unless we screw up our income should be high enough to do 3 dice a turn in mil (and sometimes adding free dice)
 
I'd personally very much like Capital Goods to go down to 20. Like, I know we might end up there anyway if we want Capital Goods to make getting Consumer Good easier, but I'd rather not have 30 Capital Goods be an outright requirement for the Plan. Gives us some more breathing room.
But when 30 Capital goods is desired by THREE parties, then that's something people should take note of for WHY it should be taken. Besides 30 Capital goods doesn't seem that hard to get more of so long as people invest more into the chip factories.
 
I'd personally very much like Capital Goods to go down to 20. Like, I know we might end up there anyway if we want Capital Goods to make getting Consumer Good easier, but I'd rather not have 30 Capital Goods be an outright requirement for the Plan. Gives us some more breathing room.

Yeah that's fair, I mostly put it in because it's very popular across party lines so it was an easy source of support. But when it comes time to actually vote I'm probably not going to put it forwards, a 20+ vote margin of extra support is still totally achievable without it and not being explicitly married to 30 points of cap goods is a nice bit of flexibility, even if as you say we might end up reaching it anyways.
 
Besides 30 Capital goods doesn't seem that hard to get more of so long as people invest more into the chip factories.
*stares*

Do you have 18 dice and 270R resources to spare? (Or more.) It's extremely expensive. And that'd get us +16 Capital Goods, sure, but that's only half way to the goal. Plus Phase 3 of Tokyo would only give us +4 Capital Goods since it'll be more focused on Consumer Goods instead. (And would cost on average 13 dice and 195R.)
 
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*stares*

Do you have 18 dice and 270R resources to spare? (Or more.) It's extremely expensive. And that'd get us +16 Capital Goods, sure, but that's only half way to the goal. Plus Phase 3 of Tokyo would only give us +4 Capital Goods since it'll be more focused on Consumer Goods instead. (And would cost on average 13 dice and 195R.)
Sure skip the marvs which mil has our lowest bonus to the dice roll and at 25 R per dice and 125 and 200 projects per fleet. As is with all the other mil projects that is going to eat up our mil dice for 4 years.

We also will need capital goods as we build more consumer good to stay positive- YZ industrial has that and we should expect more options to have that.
 
We don't need 30 Capital Goods, though. It's basically overbuilding there so we can use it up in the next Plan.
 
Imo the 90 points of consumer goods should be strongly considered. Strict mechanical benefits aside the shortage is creating doubt in out abilities, and worse that's being exploited by The Worse People. Hit that goal and they'll be forced to either bend the knee or get their teeth knocked lose next election.

Otherwise promising military factories for the hawks and shell factories for UYL is basically a 2 for one deal.
 
We don't need 30 Capital Goods, though. It's basically overbuilding there so we can use it up in the next Plan.
30 helps with promises though to get the votes so might as well get the PS for it. At the same there is no way we are not hitting at least 20 so 0 reason to take a 10 PS for picking only 10 when we already need at least 4 to be cap good neutral


Imo the 90 points of consumer goods should be strongly considered. Strict mechanical benefits aside the shortage is creating doubt in out abilities, and worse that's being exploited by The Worse People. Hit that goal and they'll be forced to either bend the knee or get their teeth knocked lose next election.

Otherwise promising military factories for the hawks and shell factories for UYL is basically a 2 for one deal.
75 is already big, 90 is giving us very little flexibility- we can still go 90 but we are not forced if we only pick 75. And if we have enough fires pop up I doubt we can hit 90.
 
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30 helps with promises though to get the votes so might as well get the PS for it. At the same there is no way we are not hitting at least 20 so 0 reason to take a 10 PS for picking only 10 when we already need at least 4 to be cap good neutral
Capital Goods are really expensive. We have many expensive things to do, only a few of which will require Capital Goods. And there are many promises that are far less expensive.
 
Capital Goods are really expensive. We have many expensive things to do, only a few of which will require Capital Goods. And there are many promises that are far less expensive.
Your military is far more expensive given that cap goods reduces the cost of other projects. And for 4 turns where we are starting at higher income? I see no reason we dont hit 20 or 30. Taking a 10 PS penalty for picking 10 when we will at least hit 20 makes no sense.
 
[] Plan All-Around Buy-In
-[] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
-[] 90 points - A substantially ambitious plan, a full 90 point development would bring back not only prewar luxuries, but also bring many of those luxuries into the yellow zones. While it would inherently define the plan, it is also something that should be popular across much of the political spectrum (+5 PS)
-[] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
-[] Free Market Party +12 votes
--[] Take at least 75 points of Consumer Goods
--[] Take at least three grant programs
--[] Construct at least 2 MARV fleets
--[] Build at least 6 military goods factories
-[] Hawks +24 votes
--[] Construct at least 3 MARV fleets
--[] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
--[] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
--[] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
--[] Take at least two additional grants programs.
-[] United Yellow List +10 votes
--[] Complete Yellow Zone Industrial Sectors
--[] Complete three phases of shell factories.
-[] Developmentalists +50 votes
--[] Take 75 points of Consumer Goods
--[] Take 90 points of Consumer Goods
--[] Increase abatement by 30 points
--[] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[] Increase GDI income by at least 400
-[] Consumer Party +2 votes
--[] Take at least 90 points of Consumer Goods
-[] Socialist Party +2 votes
--[] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone

Total: -5 PS, +100 votes

Like Plan All Aboard but less ambitious.
 
Your military is far more expensive given that cap goods reduces the cost of other projects. And for 4 turns where we are starting at higher income? I see no reason we dont hit 20 or 30. Taking a 10 PS penalty for picking 10 when we will at least hit 20 makes no sense.
The reduction in costs from Capital Goods is when we're no longer in a shortage, which we're going to do no matter what.
 
The reduction in costs from Capital Goods is when we're no longer in a shortage, which we're going to do no matter what.
Cap good projects also provide reductions in as of themselves outside shortage, we just got a much bigger reduction from reducing the shortage. We also get bonuses when we go over cap enough and cap goods tend to be and expect more cap good costs on projects moving forward more so when we get to higher amounts in a plan.
They also can lock projects- for example rolling stock factory is going to impact what sort of rail construction and such we can do for logistics
 
Cap good projects also provide reductions in as of themselves outside shortage, we just got a much bigger reduction from reducing the shortage. We also get bonuses when we go over cap enough and cap goods tend to be and expect more cap good costs on projects moving forward more so when we get to higher amounts in a plan.
They also can lock projects- for example rolling stock factory is going to impact what sort of rail construction and such we can do for logistics
Laying my cards out on the table here: I'd rather have MARV fleets than 10 Capital Goods. It's that simple. MARV fleets gets us mitigation, income, and takes territory from NOD. I'd much rather invest in starting up MARV fleets than getting 10 more Capital Goods to make numbers go up.
 
Laying my cards out on the table here: I'd rather have MARV fleets than 10 Capital Goods. It's that simple. MARV fleets gets us mitigation, income, and takes territory from NOD. I'd much rather invest in starting up MARV fleets than getting 10 more Capital Goods to make numbers go up.
Marv fleets are also competing with other military projects- so getting 3 done is much harder, while cap goods we are going to need to keep producing industrial equipment which should make MARVs easier as those seem cap good heavy. With all the mil factories and programs promised and if we want more to respond to NOD that reduces the amount of Marv that we can do. Also 75->90 consumer goods seems more expensive than 20->30 capital goods overall (and cap goods are needs for some of those later consumer good projects)

edit- we already have 25 capital goods from projects we can see so hitting 30 is easily doable
 
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[] Plan All-Around Buy-In without dice locking and no grants
-[] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
-[] 90 points - A substantially ambitious plan, a full 90 point development would bring back not only prewar luxuries, but also bring many of those luxuries into the yellow zones. While it would inherently define the plan, it is also something that should be popular across much of the political spectrum (+5 PS)
-[] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
-[] Free Market Party +12 votes
--[] Take at least 75 points of Consumer Goods
--[] Construct at least 2 MARV fleets
--[] Build at least 6 military goods factories
-[] Hawks +1 votes
--[] Construct at least 3 MARV fleets
--[] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
-[] United Yellow List +10 votes
--[] Complete Yellow Zone Industrial Sectors
--[] Complete three phases of shell factories.
-[] Developmentalists +50 votes
--[] Take 75 points of Consumer Goods
--[] Take 90 points of Consumer Goods
--[] Increase abatement by 30 points
--[] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[] Increase GDI income by at least 400
-[] Consumer Party +2 votes
--[] Take at least 90 points of Consumer Goods
-[] Socialist Party +2 votes
--[] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone

Votes:12+1+10+50+2+2=77
 
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To be honest we can go slower on cap goods and be faster on consumer goods because things factories want are less ideal for voters than bare shelves in the stores and commissaries and would make us look bad. We are ultimately working for the people and the people's representatives are asking for more stuff to buy.
 
To be honest we can go slower on cap goods and be faster on consumer goods because things factories want are less ideal for voters than bare shelves in the stores and commissaries and would make us look bad. We are ultimately working for the people and the people's representatives are asking for more stuff to buy.
75 consumer goods is not slow by any means and is going to need a lot of projects that are not even visible yet. Meanwhile given current trends that cap goods will be eaten as we expand our projects means to keep a small surplus we need to expand our cap goods.
 
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