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Current Tally:
Adhoc vote count started by gutza1 on Jul 24, 2017 at 2:09 PM, finished with 352 posts and 15 votes.

  • [x] Plan Get Shit Done
    -[X] Expanding Production
    --[X] Ministry Reorganization
    -[x] Taking Stock
    -[x] Domestic Affairs
    -[X] Medical Information
    -[X] Personal Attention
    [X] Plan Military + Fast Money.
    -[X] Expanding Production
    [X] Draft First Contact Protocols:
    [X] Off-World Mining:
    [X] The Sentry Network
    -[X] Medical Information
    -[X] Personal Attention
    [X] Plan Military + Fast Money V2.0
    -[X] Expanding Production
    [X] Draft First Contact Protocols:
    [X] Off-World Mining:
    [X] The Sentry Network
    -[X] Medical Information
    -[X] Personal Attention
    [X] Plan: Plugging holes
    -[X] Emergency Refits: Time: 1 year. Chance of Success: 70%. Cost: 5,000 credits. Effect: Flood the front with garbage-tier, "warships," to buy time for you to secure the resources needed to really get your navy running. Navy takes significantly heavier losses for the duration.
    -[X] Ministry Reorganization: Time: 1 year. Chance of Success: 55%. Cost: 15,000 credits. Effect: Restructure your Ministry of Relations, replace inexperienced and unprofessional staff with merely inexperienced staff, lose debuffs to Chances of Success from everybody being slightly shit.
    -[X] Taking Stock: Time: 1 year. Chance of Success: 60%. Cost: 10,000 credits. Effect: Get an understanding of the staggering monument to excess and greed that is your government at the moment.
    -[X] Domestic Affairs: Time: 1 year, Chance of Success: 70%. Cost: 10,000 credits. Effect: Must be taken in conjunction with, "Taking Stock." Significantly lowers the difficulty and cost of follow-up actions to, "Taking Stock," and increases its Chance of Success by 10%. Failure by more than ten may result in exposure and a scandal.
    -[X] Medical Information: Time: 1 year. Chance of Success: 70%. Cost: 10,000 credits. Effect: Sponsor inspection and field trials into the likely causes of the shortfalls in medical care in search of a set of solutions upon which you can act.
    -[X] Personal Attention: Time: 1 year. Chance of Success: 100%. Cost: none. Effect: Oversee one of your chosen actions personally, adding your full stat in the relevant category (i.e., Martial for Martial actions) to the success roll.
    --[X] Ministry Reorganization
    [X] Repurposing Production
    [X] Draft First Contact Protocols:
    [X] Off-World Mining:
    [X] The Sentry Network
    [X] Up To Code:
    [X] Personal Attention: Off-World Mining.
 
It seems like Military + Fast Money is currently winning over all, but its votes are divided between two formats. Perhaps the voters for the plan should rectify that.
 
[ ] Expanding Production: There's a simple problem facing you. You lack the industrial capacity to replace your losses. Oh, you produce ships, and they get to the front, but you lose more than you produce. You need to build some more shipyards and get ships churning out. It doesn't have to be a lot -- it can't be -- but you need to at least stop losing ships. That said...good, quick, or cheap. Pick any two. Time: 1 year. Chance of Success: 90%. Cost: 40,000 credits. Effect: Ship production achieves net stability.
[ ] Ministry Reorganization: Virmire was, until the Rachni came, a colony of the Council, and since then it has been entirely devoted to military pursuits. You've never needed a truly professional Ministry of Relations. Thus, most of your people are charming amateurs. Marae, Matron that she is, has worked in this craft before, as a consul on Sur'Kesh. If you give her the word, she can get to work getting you a proper Ministry. Time: 1 year. Chance of Success: 55%. Cost: 15,000 credits. Effect: Restructure your Ministry of Relations, replace inexperienced and unprofessional staff with merely inexperienced staff, lose debuffs to Chances of Success from everybody being slightly shit.
[ ] Taking Stock: Your predecessor was a corrupt piece of shit, and under his tenure, your government caught that disease, and badly. Virmire produces everything it needs in embarrassing excess, but you're losing several mountain ranges of the stuff through inefficiencies and bribes. It needs to be fixed...but it's going to be a long project. To start with, you need to figure out where it's all going. Time: 1 year. Chance of Success: 60%. Cost: 10,000 credits. Effect: Get an understanding of the staggering monument to excess and greed that is your government at the moment.
[ ] Domestic Affairs: Lissa is an excellent accountant, but the problems she faces are extreme. If you're willing to authorize it, Minister Shurna is willing to task the Counter-Intelligence Division to assist, assisting her in finding those magnifying the corruption issue and removing some of the worst offenders. Nothing lethal, of course. But illegal...well, yes. Time: 1 year, Chance of Success: 70%. Cost: 10,000 credits. Effect: Must be taken in conjunction with, "Taking Stock." Significantly lowers the difficulty and cost of follow-up actions to, "Taking Stock," and increases its Chance of Success by 10%. Failure by more than ten may result in exposure and a scandal.
[ ] Medical Information: The first step to any revision of a troubled system with an unclear fix is assessment. The overwhelmed response to the Rachni Plague and a general shortfall in medical health indicates that problems exist, but to avoid making them worse you need to gather information first. Time: 1 year. Chance of Success: 70%. Cost: 10,000 credits. Effect: Sponsor inspection and field trials into the likely causes of the shortfalls in medical care in search of a set of solutions upon which you can act.
The cost is 85,000 credits, leaving 25,000 next Turn.
Chances of success are:
Expanding Production: 90+11 (Advisor) = 101%
Ministry Reorganization: 55+11 (Advisor)+12 (Personal)+10 (Domestic Affairs) = 88%
Taking Stock: 60+10 (Advisor) = 70%
Domestic Affairs: 70+12 (Advisor) = 82%
Medical Information: 70+10 (Advisor) = 80%

Potentially risky, but if it all succeeds definitely worth it. Switching my vote.
[x] Plan Get Shit Done

@PoptartProdigy When halving the advisors stats, do we round down?
EDIT: We round up, updated the chances.
 
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The cost is 85,000 credits, leaving 25,000 next Turn.
Chances of success are:
Expanding Production: 90+10 (Advisor) = 100%
Ministry Reorganization: 55+10 (Advisor)+12 (Personal)+10 (Domestic Affairs) = 87%
Taking Stock: 60+10 (Advisor) = 70%
Domestic Affairs: 70+11 (Advisor) = 81%
Medical Information: 70+9 (Advisor) = 79%

Potentially risky, but if it all succeeds definitely worth it. Switching my vote.
[x] Plan Get Shit Done

@PoptartProdigy When halving the advisors stats, do we round down?
Mathematical rounding (.5 and higher rounds up), so given that we're only dividing by twos, always round up.
 
[ ] Expanding Production: There's a simple problem facing you. You lack the industrial capacity to replace your losses. Oh, you produce ships, and they get to the front, but you lose more than you produce. You need to build some more shipyards and get ships churning out. It doesn't have to be a lot -- it can't be -- but you need to at least stop losing ships. That said...good, quick, or cheap. Pick any two. Time: 1 year. Chance of Success: 90%. Cost: 40,000 credits. Effect: Ship production achieves net stability.

[ ] Repurposing Production: Building new shipyards is a costly proposition at a time when money is dearly stretched. You could save a lot by instead repurposing civilian orbital production. Of course, while that saves in the short term, you then lose out on the revenue that civilian production generates, and that's less production moving through the economy. Time: 1 year. Chance of Success: 90%. Cost: 20,000 credits. Effect: Ship production achieves net stability. -500 yearly income due to damage to civilian economy

Why is everyone using increasing production instead of repurposing it?

It'll take 40 turns before that's better than the other, and we kind of need the money now.
 
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[x] Plan Get Shit Done

I like the idea of getting our shit together tbh friends.
 
I think going for Offworld Mining is a safer bet, especially if one of the actions fails or a new situation comes up next turn that requires a large amount of money to solve.
 
Potentially risky, but if it all succeeds definitely worth it. Switching my vote.
There is a 60% probability that one of the points fail and all of the options in the vote are critical, i.e. must be taken eventually.
And since this plan leaves only 25 k for the next turn it won't be easy to... rectify.
Frankly speaking, with this plan we are to plan to allocate at least 10k next turn to repeat a project, leaving only 15 k, i.e. broke.

That's a terrible perspective.

ANY repurpose option should be considered a last reserve, since we have potential use for civilian infrastructure AND we cannot afford to damage our economy too much or we again become broke and miserable.
 
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Routing out corruption should be our number one goal. After all a rotten house cannot withstand a hurricane
Adhoc vote count started by VoiceoftheAbyss on Jul 24, 2017 at 3:06 PM, finished with 361 posts and 17 votes.

  • [x] Plan Get Shit Done
    -[X] Expanding Production
    --[X] Ministry Reorganization
    -[x] Taking Stock
    -[x] Domestic Affairs
    -[X] Medical Information
    -[X] Personal Attention
    [X] Plan Military + Fast Money.
    -[X] Expanding Production
    [X] Draft First Contact Protocols:
    [X] Off-World Mining:
    [X] The Sentry Network
    -[X] Medical Information
    -[X] Personal Attention
    [X] Plan Military + Fast Money V2.0
    -[X] Expanding Production
    [X] Draft First Contact Protocols:
    [X] Off-World Mining:
    [X] The Sentry Network
    -[X] Medical Information
    -[X] Personal Attention
    [X] Repurposing Production
    [X] Draft First Contact Protocols:
    [X] Off-World Mining:
    [X] The Sentry Network
    [X] Up To Code:
    [X] Personal Attention: Off-World Mining.
    [X] Plan: Plugging holes
    -[X] Emergency Refits: Time: 1 year. Chance of Success: 70%. Cost: 5,000 credits. Effect: Flood the front with garbage-tier, "warships," to buy time for you to secure the resources needed to really get your navy running. Navy takes significantly heavier losses for the duration.
    -[X] Ministry Reorganization: Time: 1 year. Chance of Success: 55%. Cost: 15,000 credits. Effect: Restructure your Ministry of Relations, replace inexperienced and unprofessional staff with merely inexperienced staff, lose debuffs to Chances of Success from everybody being slightly shit.
    -[X] Taking Stock: Time: 1 year. Chance of Success: 60%. Cost: 10,000 credits. Effect: Get an understanding of the staggering monument to excess and greed that is your government at the moment.
    -[X] Domestic Affairs: Time: 1 year, Chance of Success: 70%. Cost: 10,000 credits. Effect: Must be taken in conjunction with, "Taking Stock." Significantly lowers the difficulty and cost of follow-up actions to, "Taking Stock," and increases its Chance of Success by 10%. Failure by more than ten may result in exposure and a scandal.
    -[X] Medical Information: Time: 1 year. Chance of Success: 70%. Cost: 10,000 credits. Effect: Sponsor inspection and field trials into the likely causes of the shortfalls in medical care in search of a set of solutions upon which you can act.
    -[X] Personal Attention: Time: 1 year. Chance of Success: 100%. Cost: none. Effect: Oversee one of your chosen actions personally, adding your full stat in the relevant category (i.e., Martial for Martial actions) to the success roll.
    --[X] Ministry Reorganization
 
There is a 60% probability that one of the points fail
Technically it's a 41.79% chance that exactly one of them fail. It's a risk, but we knew Virmire was going to be risky going in. IMO the potential rewards are worth it.
And since this plan leaves only 25 k for the next turn it won't be easy to... rectify.
We can take the Mining option next turn, giving us 50k then.
ANY repurpose option should be considered a last reserve, since we have potential use for civilian infrastructure AND we cannot afford to damage our economy too much or we again become broke and miserable.
The plan doesn't have us doing 'Repurposing'? We're doing Expansion.
 
I think "Get Shit Done" is a mistake primarily because there's very low immediate return on investment, and what we need right now is some more money flowing in.

@Gamefreak1ed @permeakra @gutza1 @Raptor580 @Night_stalker @Karnax626 , we're all voting for the exact same plan except for Personal Action. If we can just consolidate, we at least are more even with the other plan. I personally don't really care too much where our Personal Attention goes, but I think at this point we need to consider just pointing everything at one pick or the other.

@Dark as Silver I know that plan (Military + Fast Money) doesn't line up exactly with yours, but it's closer than the current leading plan. If you consolidate with us we can at least see where we stand a bit better, and maybe a few more people will pick that plan in the meantime.
 
It's been pointed out that the original version of Plan Get Shit Done leaves us with 25K if everything succeeds. And considering how much the options seem to cost, this would leave us with probably only enough money for a couple of things. So I've modified a v2 to take the Off-World Mining + Sentry Network choices to get some cash influx in preparation for the next turn (which would include Taking Stock and Domestic Affairs)

[x] Plan Get Shit Done v2
-[x] Expanding Production
-[x] Ministry Reorganization
-[x] Off-World Mining
-[x] The Sentry Network
-[X] Medical Information
-[X] Personal Attention
--[X] Ministry Reorganization

Tagging all previous votes to let them know of my change in thought:
@VoiceoftheAbyss , @Thule , @giodan , @NightKings , @buli-buli , @Karnax626 , @Lilithium , @Nix's Warden
 
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It's been pointed out that the original version of Plan Get Shit Done leaves us with 25K if everything succeeds. And considering how much the options seem to cost, this would leave us with probably only enough money for a couple of things. So I've modified a v2 to take the Off-World Mining + Sentry Network choices to get some cash influx in preparation for the next turn (which would include Taking Stock and Domestic Affairs)

[x] Plan Get Shit Done v2
-[x] Expanding Production
-[x] Ministry Reorganization
-[x] Off-World Mining
-[x] The Sentry Network
-[X] Medical Information
-[X] Personal Attention
--[X] Ministry Reorganization

Tagging all previous votes to let them know of my change in thought:
@VoiceoftheAbyss , @Thule , @giodan , @NightKings , @buli-buli , @Karnax626 , @Lilithium , @Nix's Warden
If we took Offworld Mining next Turn, wouldn't that technically give us 40,000 more credits? (50k minus 10k startup).
 
If we took Offworld Mining next Turn, wouldn't that technically give us 40,000 more credits? (50k minus 10k startup).
He means that we would only have 25K to start the turn, and we may go broke that turn, not being able to afford doing an action in every category. We wouldn't get the 50K from doing Off World Mining until Turn 3 if we followed your suggestion.
 
Current Tally:
Adhoc vote count started by gutza1 on Jul 24, 2017 at 4:16 PM, finished with 371 posts and 18 votes.

  • [x] Plan Get Shit Done
    [X] Plan Military + Fast Money.
    -[X] Expanding Production
    [X] Draft First Contact Protocols:
    [X] Off-World Mining:
    [X] The Sentry Network
    -[X] Medical Information
    -[X] Personal Attention
    [X] Plan Military + Fast Money V2.0
    -[X] Expanding Production
    [X] Draft First Contact Protocols:
    [X] Off-World Mining:
    [X] The Sentry Network
    -[X] Medical Information
    -[X] Personal Attention
    [x] Plan Get Shit Done v2
    -[X] Expanding Production
    --[X] Ministry Reorganization
    [X] Off-World Mining:
    [X] The Sentry Network
    -[X] Medical Information
    -[X] Personal Attention
    [X] Repurposing Production
    [X] Draft First Contact Protocols:
    [X] Off-World Mining:
    [X] The Sentry Network
    [X] Up To Code:
    [X] Personal Attention: Off-World Mining.
    [X] Plan: Plugging holes
    -[X] Emergency Refits: Time: 1 year. Chance of Success: 70%. Cost: 5,000 credits. Effect: Flood the front with garbage-tier, "warships," to buy time for you to secure the resources needed to really get your navy running. Navy takes significantly heavier losses for the duration.
    -[X] Ministry Reorganization: Time: 1 year. Chance of Success: 55%. Cost: 15,000 credits. Effect: Restructure your Ministry of Relations, replace inexperienced and unprofessional staff with merely inexperienced staff, lose debuffs to Chances of Success from everybody being slightly shit.
    -[X] Taking Stock: Time: 1 year. Chance of Success: 60%. Cost: 10,000 credits. Effect: Get an understanding of the staggering monument to excess and greed that is your government at the moment.
    -[X] Domestic Affairs: Time: 1 year, Chance of Success: 70%. Cost: 10,000 credits. Effect: Must be taken in conjunction with, "Taking Stock." Significantly lowers the difficulty and cost of follow-up actions to, "Taking Stock," and increases its Chance of Success by 10%. Failure by more than ten may result in exposure and a scandal.
    -[X] Medical Information: Time: 1 year. Chance of Success: 70%. Cost: 10,000 credits. Effect: Sponsor inspection and field trials into the likely causes of the shortfalls in medical care in search of a set of solutions upon which you can act.
    -[X] Personal Attention: Time: 1 year. Chance of Success: 100%. Cost: none. Effect: Oversee one of your chosen actions personally, adding your full stat in the relevant category (i.e., Martial for Martial actions) to the success roll.
    --[X] Ministry Reorganization
 
[x] Plan end inefficiency
- [x] Repurposing production
- [x] Ministry Reorganization
- [x] Taking Stock
- [x] Domestic Affairs
- [x] Medical information
- [x] Personal attention: Ministry Reorganization

Leaves us with 100-20-15-10-10-10+9.5=44.5k for next turn, enough for full spectrum of projects, and we probably can take mining next turn.
On the bright side, it deals with holes in two ministries.
 
[X] Plan Routing the Corruption
-[X] Repurposing Production
-[X] Ministry Reorganization
-[X] Taking Stock
-[X] Domestic Affairs
-[X] Medical Information
-[X] Personal Attention
--[X] Ministry Reorganization

This leaves us with at least 45k next turn.
 
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