- Location
- Denmark
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[ ] 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.
Mathematical rounding (.5 and higher rounds up), so given that we're only dividing by twos, always round up.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?
[ ] 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
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.Potentially risky, but if it all succeeds definitely worth it. Switching my vote.
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.
We can take the Mining option next turn, giving us 50k then.And since this plan leaves only 25 k for the next turn it won't be easy to... rectify.
The plan doesn't have us doing 'Repurposing'? We're doing Expansion.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.
If we took Offworld Mining next Turn, wouldn't that technically give us 40,000 more credits? (50k minus 10k startup).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
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.If we took Offworld Mining next Turn, wouldn't that technically give us 40,000 more credits? (50k minus 10k startup).
The one-time +50K for Off-World Mining occurs the beginning of the following turn (assuming it succeeds), I believe.If we took Offworld Mining next Turn, wouldn't that technically give us 40,000 more credits? (50k minus 10k startup).
[X] Plan Routing the Corruption