Corporations, wars, and mecha!

i'm making the CEO a girl just because I like Kronii's Mafia outfit

[X] Plan Preparation
-[X] Stupid, Humans lose productivity and suffer more injuries after 40 hours of physical labor per week. Both skilled and unskilled Workers are functionally capital assets not expenses and should be treated care.
[X] Victoria Taurus
-[X] Female
-[X] Appearance: https://preview.redd.it/mafia-kroni...ed&s=7cef05533b3c6d2caafb02e447ac057a9d4d55f3
-[X] Need a general: Someone to lead our armed forces is needed. It's a simple as that, it's needed for anything military related. Roll 3d100 for the generals quality.
-[X]Train up a small army(Costs 3 budget): We need to start somewhere, might as well start off small and efficient. This will be about 500 people and will serve as a defense force until we can better equip it. As a bonus this will not piss off the people too much as it's a small number. Choose as many below as you want.
--[X]Rifle weaponry(Costs
10 additional budget, mass production bonus applied.): It's both cheap and a good weapon. It lacks firepower needed for combat against mecha and attacking any fortifications, but it will do the job just fine against other infantry units.
--[X]Machine gun weaponry(Costs 3 additional budget): It's more expensive and honestly not that reliable, but just having a single infantryman in every squad with this weapon will greatly increase firepower.
--[X]Basic uniform(Costs 10 additional budget, mass production bonus applied): This is similar to our security forces uniform, except it's designed to take more of a hit in combat. It won't stand up to too much fire, however it can save a life from stray bullets or shrapnel.
-[X]Create a military factory(5 budget, takes two turns): A factory dedicated to making weapons, armor, and possibly the occasional mecha. Having an entire factory dedicated to this will massively increase production capabilities on the war front. Gain a factory capable of producing weapons, armor, and mecha. Produces weapons, armor, and some mecha every turn.
-[X]Surrounding area: There should be various factions and possibly corporations around the general area. There should be no corporation with more than two cities, but it wouldn't hurt to check. Gain info on other corporations or cities nearby.


scouting, getting a basic defense force up and starting our military stockpiles.

Could you vote for a character's name and gender separately? It would just be easier to count and choose what people like best.

I personally like your plan, but I want a male protagonist specifically. For many reasons.
 
So would this work for the CEO's Belief?

[] Problematic. Whilst certainly effective at reducing both the numbers of workers and how much trouble they can cause off the clock... Usually the costs from the increased quality control demands, worker retention, worker unhappiness and more start at break-even. With it rapidly becoming worse from there.

Basically the idea is the CEO is someone who would absolutely be all for the idea due to how useful those benefits are... And then they look at the drawbacks and immediately go "Maybe once we work out a way to reduce the drawbacks first, provided said replacements can be cheap enough". In other words, they're someone who isn't as logical as the person going 'that's inefficient', they aren't as moral (or however else you'd describe it) as the one who said it's dreadful, not quite as egotistical as the one calling it stupid (because that suggests they think they're smarter due to not falling for the trap) and yet... They're able to recognise that there is a point to it, whilst also going 'no way in hell is this happening to my company!'.
 
[X]CEO Build: The Economist
-[X] Short Sighted. While it may induce gains in raw production while further minimizing costs in the short term. Long term it's infeasible in terms of quality control, worker retention, and Worker Morale. This style of work is only truly feasible if one has a monopoly with no competition able to break into a market, and any competition, either economic or political would quickly cause the people pursuing this rather brutal style of forced work week to lose lots of money either via lesser quality or worker issues. As such it simply doesn't work unless hegemony is secured tightly.

Pursuant to that, while the lesser work weeks hurt the bottom line short term, and as such can draw the ire of the Investors and stock holders, if they are smart they will let it lie. Happy motivated workers cause far less issue and will happily spend income, most of which will help build up the city and corporation that has the lion's share of it. In short money is needed to be spent, and spent well in order to grow. It is safer long term to have more competitive and worker favored work weeks and wages, simply to allow greater growth.
-[X]Malachai Taurus
--[X]Male
--[X] Appearance: https://th.bing.com/th/id/OIP.RSENS2N5f63kDL53tPFJmQDYEg?pid=ImgDet&rs=1


[X] Build Plan: Preparation
-[X] Need a general: Someone to lead our armed forces is needed. It's a simple as that, it's needed for anything military related. Roll 3d100 for the generals quality.
-[X]Train up a small army(Costs 3 budget):
We need to start somewhere, might as well start off small and efficient. This will be about 500 people and will serve as a defense force until we can better equip it. As a bonus this will not piss off the people too much as it's a small number. Choose as many below as you want.
--[X]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.): It's both cheap and a good weapon. It lacks firepower needed for combat against mecha and attacking any fortifications, but it will do the job just fine against other infantry units.
--[X]Machine gun weaponry(Costs 3 additional budget): It's more expensive and honestly not that reliable, but just having a single infantryman in every squad with this weapon will greatly increase firepower.
--[X]Basic uniform(Costs 10 additional budget, mass production bonus applied): This is similar to our security forces uniform, except it's designed to take more of a hit in combat. It won't stand up to too much fire, however it can save a life from stray bullets or shrapnel.
-[X]Create a military factory(5 budget, takes two turns): A factory dedicated to making weapons, armor, and possibly the occasional mecha. Having an entire factory dedicated to this will massively increase production capabilities on the war front. Gain a factory capable of producing weapons, armor, and mecha. Produces weapons, armor, and some mecha every turn.
-[X]Surrounding area: There should be various factions and possibly corporations around the general area. There should be no corporation with more than two cities, but it wouldn't hurt to check. Gain info on other corporations or cities nearby.
 
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So would this work for the CEO's Belief?

[] Problematic. Whilst certainly effective at reducing both the numbers of workers and how much trouble they can cause off the clock... Usually the costs from the increased quality control demands, worker retention, worker unhappiness and more start at break-even. With it rapidly becoming worse from there.
Yes that would work! Any idea on what kind of bonus your going for? Or you letting me have free range?
 
Yes that would work! Any idea on what kind of bonus your going for? Or you letting me have free range?
Honestly, not that fussed because you're having to work out the bonus for the others anyway, right? :V

More seriously, I did give a bit of explanation so as long as you try to make it something relevant to that, it's fine. Right now, my thoughts are it would probably come in the form of more detail on potential problems that occur from doing something, including the 'simple' hidden dangers whilst also warning of the possible existence of more hidden dangers. If that's not enough, then probably toss in some actual mitigation of those drawbacks so when they do either sneak up on us or get taken regardless, they don't hit quite as badly.

Admittedly, this is only covering half the idea so it definitely needs a bit of work. But the core principle is, as I said in the explanation, absolutely someone willing to use more problematic or 'corporate' methodologies that actually do have benefits. After looking around for ways to make it so the drawbacks aren't as painful or an alternate method can be used which is just as good after preparation or development i done beforehand.
 
[X]CEO Build: The Economist
-[X] Short Sighted. While it may induce gains in raw production while further minimizing costs in the short term. Long term it's infeasible in terms of quality control, worker retention, and Worker Morale. This style of work is only truly feasible if one has a monopoly with no competition able to break into a market, and any competition, either economic or political would quickly cause the people pursuing this rather brutal style of forced work week to lose lots of money either via lesser quality or worker issues. As such it simply doesn't work unless hegemony is secured tightly.

Pursuant to that, while the lesser work weeks hurt the bottom line short term, and as such can draw the ire of the Investors and stock holders, if they are smart they will let it lie. Happy motivated workers cause far less issue and will happily spend income, most of which will help build up the city and corporation that has the lion's share of it. In short money is needed to be spent, and spent well in order to grow. It is safer long term to have more competitive and worker favored work weeks and wages, simply to allow greater growth.
-[X]Malachai Taurus
--[X]Male
--[X] Appearance: https://th.bing.com/th/id/OIP.RSENS2N5f63kDL53tPFJmQDYEg?pid=ImgDet&rs=1

[X] - Operation: Look out (Budget 12)
-[X] Need a general
-[X]Train up a small army(Costs 3 budget)
--[X]Rifle weaponry(Costs
10 additional budget, mass production bonus applied.)
--[X]Machine gun weaponry(Costs 3 additional budget)
--[X]Basic uniform(Costs
10 additional budget, mass production bonus applied)
-[X]Surrounding area
-[X]Expand industry(Costs 6 budget)
 
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How advanced is the non magic tech? Ww1? Interwar? Ww2? Cold War? Infotmation age?

That's gonna influence our mech concepts.
About world war 1, which will advance quickly. Rifles and machine guns are abou ww1 era, meanwhile the armor and engineering for mecha should be around ww2.

Again the technology is going to advance as the turns go by. War is a great way to speed up human inventions.
Honestly, not that fussed because you're having to work out the bonus for the others anyway, right? :V

More seriously, I did give a bit of explanation so as long as you try to make it something relevant to that, it's fine. Right now, my thoughts are it would probably come in the form of more detail on potential problems that occur from doing something, including the 'simple' hidden dangers whilst also warning of the possible existence of more hidden dangers. If that's not enough, then probably toss in some actual mitigation of those drawbacks so when they do either sneak up on us or get taken regardless, they don't hit quite as badly.
Ok so I would give you more specifics on what each option does, with a bonus to detecting others intentions.

Example: Your talking to a worker union leader, I'll essentially tell you what their going for and their bottom line. It's like looking at your opponents cards, very helpful in diplomatic situations. This applies to other diplomacy actions as well.

I could also probably add the obvious dangers of any option, while also giving hints on if there's more dangers or not.

If we are being honest, I was originally planning for the CEO to have a minor bonus, so whatever I do give them will not be a super major bonus. Not at the start at least.
 
About world war 1, which will advance quickly. Rifles and machine guns are abou ww1 era, meanwhile the armor and engineering for mecha should be around ww2.

Again the technology is going to advance as the turns go by. War is a great way to speed up human inventions.
thanks for clearing that up.


War is great for building on what we know but peace is where new ideas crop up best.


Also we know other companies are doing 12 hour shifts (i assume on a two shift model), how many days a week are they working their laborers?



For everyone else: are you cool with doing a adobting a 4 shift model? The core set up is is that we have three primary shifts and one floater shift. Primary shifts are our primary workforce and will do 5 8 hour shifts but each shift gets a different set of days off. When a shift is on their days off the floater shift steps in to either keep production going or take advantage of that primary shift being off duty to conduct maintaince (which ever it is depends on the facility). The floater shift might be slightly larger so that they can rotate their people through their days off or we might pay them more for pulling an extra shift each week.


This system will double our work force needs but should massively decrease accidents and boost per hour productivity by keeping our staff in top shape. If my explanation needs work I can make up a time table tonight for it.
 
Yeah, I'm good with it. The City thats been taken over has the population for that I reckon.
 
I got some numbers for the floater shift: it would need to be 20% bigger then the primary shifts to accommodate a split days off solution to baislcy every floater would get wendsday off but their days off would be divided up among the other days of the week.
 
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My god I looked at the tally, I'm going to have to count the votes one by one.

Also we know other companies are doing 12 hour shifts (i assume on a two shift model), how many days a week are they working their laborers?
6 days, which reminded me of a grave mistake of mine. I forgot to mention that one of the groups(One of the more minor ones) is a bunch of religious fanatics.

Slowly slides in mecha nuns.

Anyhow, they get 6 days so they can go to church for half a day. Most will opt to start working again after church, due to how little they get paid and how much they need whatever they can get.

Also the idea of expanding shifts, that's a write in with low Dc. So go for it if you want. Whether this turn or in the next couple, it would massively increase morale and like you said reduce workplace accidents. Also it would increase the work force required, but honestly Tine is a big city. They have the work force needed for it and you could always reverse the decision in emergencies if you need a lot of people.
 
Admittedly, this is only covering half the idea so it definitely needs a bit of work. But the core principle is, as I said in the explanation, absolutely someone willing to use more problematic or 'corporate' methodologies that actually do have benefits. After looking around for ways to make it so the drawbacks aren't as painful or an alternate method can be used which is just as good after preparation or development i done beforehand.

Example: Your talking to a worker union leader, I'll essentially tell you what their going for and their bottom line. It's like looking at your opponents cards, very helpful in diplomatic situations. This applies to other diplomacy actions as well.

I could also probably add the obvious dangers of any option, while also giving hints on if there's more dangers or not.
As far as a possible raw bonus aspect. While likely something we'd need to work on developing, I could see a potential path involving being able to see and exploit weaknesses exposed that others may not have noticed. I mean, this quest has a bunch of corps deciding to play nation-building, so I could see some of our opposition being bedeviled by the profit motive. I mean, being able to pull similar stunts to the one corp in losing money to be a tycoon fashion would be useful. Especially as, now being a nation, blindly chasing profit motive is just asking to fail.
 
6 days, which reminded me of a grave mistake of mine. I forgot to mention that one of the groups(One of the more minor ones) is a bunch of religious fanatics.

Slowly slides in mecha nuns.

Anyhow, they get 6 days so they can go to church for half a day. Most will opt to start working again after church, due to how little they get paid and how much they need whatever they can get.

Also the idea of expanding shifts, that's a write in with low Dc. So go for it if you want. Whether this turn or in the next couple, it would massively increase morale and like you said reduce workplace accidents. Also it would increase the work force required, but honestly Tine is a big city. They have the work force needed for it and you could always reverse the decision in emergencies if you need a lot of people.
I'm keeping my current plan but I'll work up the action proposal for next turn. I'll also make an "emergency overtime" action to go with it that you can include in future turns.
 
Though, if we are shrinking people's workweek. We might want to pair it with increased hourly wage, to balance out lost wages from less hours worked. Unless we give flat pay of course.
 
Happy workers are productive workers
and loyal which makes infiltration harder. Everyone remembers the Bad Times right now and a company sponsored newspaper or two will ensure everyone knows how bad things are elsewhere meaning they are gonna have more emotional buy in to THI's system. A great deal of moral actions have roots in cold hard pragmatism.
 
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