Voting is open
...My apologies, Uju.

I was recalling past incidents where you confidently deduced things you were sure were true and asserted them as fact, and incorrectly assuming that you were doing the same again. I should not have done that, and I regret it.
 
So one thing I wanted to clear up is that Russia probably won't directly involve themselves with this conflict, because doing so would risk giving their many enemies the cause and opportunity to retaliate, my strategy was based on the idea that Russia would provide material support while Victoria sends it's own citizens into battle.
 
So Assuming we successfully maximize our farming output, what's the maximum population we can support? Victoria may on paper have a larger population, but in practice they deliberately underutilize anyone who isn't a white male.
 
FYI: Lind wrote another book:
www.goodreads.com

Reforging Excalibur

Reforging Excalibur book. Read reviews from world’s largest community for readers.
From the Amazon page:

Reforging Excalibur is an exciting and unique proposal for restructuring America's armed forces in order to better prepare us for Fourth-Generation warfare. After a withering critique of the bloat and waste of the Department of Defense and Pentagon's "business as usual" attitude towards military spending, the authors disclose why this approach is unsustainable in terms of budget and combat readiness. In short, while our military is prepared to fight wars with other state militaries, it is woefully unprepared — psychologically and structurally — to succeed in Fourth-Generation warfare.

The authors address social experiments and challenges hoisted upon military servicemen that wind up confusing and emasculating them as effective warriors: the deleterious effects of women and gay men in units, insufficient command time for commanding officers, et al. These issues have been discussed behind closed doors among combat veterans for years, although they are never openly addressed by general officers before Congress. This book aims to change that conversation.

Ultimately, the vision that Lind and Ewald share is one of a military scaled down to precision, while the National Guard takes on a new and bold outsized role in protecting the United States.
:thonk:
 
"Ultimately, the vision that Lind and Ewald share is one of a military scaled down to precision, while the National Guard takes on a new and bold outsized role in protecting the United States."

Once again, Lind takes a legitimate issue and twists it into a crock of shit. The military is bloated, yes, but the solution isn't to go back to the doctrine of militia militaries jesus christ

And I'm not even touching the 'women and gays make the military weaker'. As always, Lind can fuck off with that bullshit.
 
I don't know how to upload images, but I will mention Leonard Matlovitch
"A Gay Vietnam Veteran
When I was in the military, they gave me a medal for killing two men and a discharge for loving one."
 
...My apologies, Uju.
I was recalling past incidents where you confidently deduced things you were sure were true and asserted them as fact, and incorrectly assuming that you were doing the same again. I should not have done that, and I regret it.
Apology accepted.

...I begin to wonder if perhaps I should discontinue any practice of giving specific figures.
We'll just find other things to argue about. :p



Sunday Morning Numbers: US East-West Transport Corridor Costs
Reno,NV to New York City via I-80E, through Salt Lake City-Omaha-Des Moines-Chicago-Toledo-Cleveland: ~2,700 miles


Roads Costs

I agree it sounds astronomical but… I actually understated the costs according to ARTBA.

There is no single answer to this question. Construction costs per mile of road depend on location, terrain, type of construction, number…
www.artba.org

Contact Us - ARTBA

  • Florida Department of Transportation estimates prices range from $2.5 million per mile for new construction of a rural road to $4.3 million for an urban arterial 2-lane road with bike lanes. The estimated cost of a new 6-lane Interstate Urban Highway would be $14.3 million per mile.


Rail Costs
General commentary on current US freight rail costs
www.freightwaves.com

Commentary: Do you want to build a freight railroad?

The cost to build a railroad is staggering. Jim Blaze gives an overview of the costs involved in such an endeavor.
Here is a broad rule of thumb when trying to estimate what a railway line's new construction might cost.
Ignoring the land cost, the basic rails + ties + ballast + sub-compaction and grading might as a capital budget expense come to between $3.5 million and $4.5 million for each route mile when built as a single-track main line.

If you build a parallel second main track, then consider adding another $1 million to $1.5 million per mile to the budget plan.
Are you building this track in an urban area? Prudently add another $2 to $4 million a mile to the capital construction budget. Add more if the terrain requires tunnels and bridges. Add even more if utilities or structures need to be relocated.

===

Railroad Construction Costs | Compass International

Compass International offers a railroad construction cost book that has been created based on historical benchmarks. Contact us today with any questions.
High estimate for new construction: 2.6 million dollars per mile of double track high speed rail average in 2017

===
www.acwr.com

Industrial Sites - Aberdeen Carolina & Western Railway

Available Properties Filter property Acerage Acerage - slider Acerage - inputs County Select option(s) County Cabarrus Mecklenburg Montgomery Moore Stanly Site type Site type Building Land Interactive Map Utilities Utilities Yes No N/A Site type Site type Building Land Click on the map to view...
Rule of thumb 1-2 million dollars per mile of rail

www.worldbank.org

Cost of High Speed Rail in China One Third Lower than in Other Countries

By the end of 2013, China had built a high speed rail network of over 10,000 route-km, far exceeding that in any other country and larger than the network in the entire European Union.
The paper notes that construction cost of high speed rail in China tends to be lower than in other countries. China's high speed rail with a maximum speed of 350 km/h has a typical infrastructure unit cost of about US$ 17-21m per km, with a high ratio of viaducts and tunnels, as compared with US$25-39 m per km in Europe and as high as US$ 56m per km currently estimated in California.
China high speed rail costs averaging 17-21 million dollars per km for everything

===
Saudi Arabian 2400km passenger and freight railway project
www.railway-technology.com

North-South Railway Line

The North-South Railway (NSR) project in Saudi Arabia is the world’s largest railway construction and the longest route to adopt the European train control system (ETCS) to date. It is a 2,400km passenger and freight rail line originating in the capital city Riyadh, in the northwest of the...
The project is expected to transport four million tons of commodities and two million passengers every year.

North-South Railway infrastructure
The North-South Railway will have 107 bridges and 2,679 culverts along the 2,400km freight and passenger line. This stretch involves construction of a 280km rail line in the Al Nafude desert between Hail and Al Jawf.

The bridges will be assembled with pre-stressed concrete spans of 20m in length. A standard Continuous Welded Rail (CWR) track-form will be used throughout the line for easy maintenance. RCC culverts will be cast using in-situ bored piles.

"The entire route will be equipped with a CTC signalling system."
The North-South Railway line will accommodate axle loads up to 32.4t with 1,800 concrete sleepers laid every kilometre. Each concrete sleeper weighs 60kg / m.

As of April 2010, 800km of the 1,486km industrial line had already been laid. This line is intended to transport 16,000t of minerals in a single journey.

Signalling and communications
The entire 2,400km rail route will be equipped with a centralised traffic control (CTC) signalling system. In addition, the industrial rail line will be equipped with a computer-assisted manual block system.

Rolling stock
The passenger route from Riyadh to Al Haditha will accommodate trains travelling at 250km/h but this will be limited to 160km/h. The freight trains will be running at a speed of 80km/h when loaded and 100km/h when empty.

The North-South Railway line will deploy 25 diesel locomotives with 4,300hp engines. Each locomotive will be 3km long, with 160 wagons and each wagon will carry 100t of minerals. Of the 668 wagons, 524 will be used to transport phosphate.
Saudi Arabian single double track line. 160km top speed passengers, 80km freight.
Estimated yearly capacity of four million tons of freight and two milliom passengers.
3.5 billion dollars contract, averaging ~1.4 million per km of rail.



By those numbers?

A twenty seven hundred mile, six lane highway at current costs would cost around thirty eight billion dollars. $38 billion.
Probably less, because land and labor costs are substantially less in the US post-Collapse than they are now, and they would be building on the roadbed of an old transport network.

Still a substantial expense.

Using the Saudi numbers for rail, twenty seven hundred miles of twin double-track rail would cost around twelve point one billion dollars. $12.1 billion.
Including a central maintenance depot, but not counting the costs of the locomotives themselves, or their refuelling infrastructure.


Note that costs in the quest itself may not resemble these.
But I personally found it useful to get my head around the potential magnitude of the project in question when looked at in dollars and cents terms.
 
Last edited:
Wouldn't it be cheaper to install old-fashioned coal trains? I mean, I know Lind is a train enthusiast, but given his paleocon worldview of "old ways are better", wouldn't Rumlind advocate a return to old coal-powered steam trains?

Admittedly, this would run afoul of Alexander trying to keep what's left of the environment from burning up, and the fact that nobody really has the tech to build and/or maintain a coal train system anymore.
 
Wouldn't it be cheaper to install old-fashioned coal trains? I mean, I know Lind is a train enthusiast, but given his paleocon worldview of "old ways are better", wouldn't Rumlind advocate a return to old coal-powered steam trains?

Admittedly, this would run afoul of Alexander trying to keep what's left of the environment from burning up, and the fact that nobody really has the tech to build and/or maintain a coal train system anymore.
No, it would not.

As you pointed out the infrastructure and knowledgebase for coal trains do not exist any longer outside Victoria, and with access to international markets there is zero reason to try to recreate them.
Also, setting aside the PR problems:

1) Coal has almost half the energy density of diesel; 24MJ/kg to diesel's 45MJ/kg or therabouts.
You'd have to carry twice the same amount of fuel per km travelled as in a hybrid diesel-electric, or a purely electric system.
Nor would it have any of the logistic or environmental advantages of a hydrogen-powered or battery-powered train.

2)Coal-powered engines are steam engines. They require tons of water to operate, which is lost in operation.
Thats another additional resource that has to be sourced, carried on the train, and replenished periodically, driving up infrastructure and operating costs.

3)Coal leaves behind coal ash. Bulky, sometimes toxic, has to be packed up, transported away and disposed off. Safely.
Diesel does not. Methanol does not. Ammonia does not. Hydrogen does not.
Batteries can be recycled.

Coal does not make sense for anyone who has any alternatives at all. At worst you'd see it refined to produce synthetic fuel.
You have to be ideologically driven like the Vics to use coal trains in the late 21st century.
 
I imagine the knowledge of coal trains and their use are probably still available on whatever heritage railways survived the collapse, and as for rolling stock, we should see if diesel or electric vehicles can be manufactured or imported for a reasonable price. Also, since our currency is points, what would a project setting up a decent rail network throughout the CFC look like in terms of investment, rolls and stages?
 
I don't think that coal powered steam trains would be in any way practical or affordable, especially compared to electric or diesel trains.

I do think that changes nothing in that the Victorian government would damn well make a go at building coal trains regardless.
 
I imagine the knowledge of coal trains and their use are probably still available on whatever heritage railways survived the collapse, and as for rolling stock, we should see if diesel or electric vehicles can be manufactured or imported for a reasonable price. Also, since our currency is points, what would a project setting up a decent rail network throughout the CFC look like in terms of investment, rolls and stages?
Historical data is not industrial experience.
The investment of spooling up coal production, training coal power engineers and the like does not make sense in a political situation where we have access to the outside world. Afghanistan doesnt use coal trains, they drive Toyota Hiluxes.

I don't think that coal powered steam trains would be in any way practical or affordable, especially compared to electric or diesel trains.

I do think that changes nothing in that the Victorian government would damn well make a go at building coal trains regardless.
I think it has been previously mentioned in this thread that the Victorian government operates coal-fired trains.
Using imported coal from I think Pennsylvania.
Because ideology.

Never mind that they have abundant electricity because they stole the Quebecois hydroelectric power system, and its almost 40 GW of hydroelectric power generation, in addition to the Niagara Falls power stations and their 4GW of power generation, and the Fundy Bay tidal power complex.
 
Honestly, I struggle to imagine the Vicks actually using all their electric generating capacity, given the constraints they try to force on their own population's lifestyle and deliberately retro industry.

The most likely use of all that power is, say, big Russian-owned smelters and whatnot that process ore shipped across from the bits of Canada the Vicks control, or down the Great Lakes from Minnesota and Michigan.

...Ore we are now sitting athwart the shipping lanes for.
 
The most likely use of all that power is, say, big Russian-owned smelters and whatnot that process ore shipped across from the bits of Canada the Vicks control, or down the Great Lakes from Minnesota and Michigan.
or, I suppose, other very energy intensive activities done for Mother Russia. Maybe something like producing liquid or even solid hydrogen (or other ways to basically store energy in a very dense way), or aluminum production?

Of course that still needs some decent industrial plants for the work AND infrastructure to move them.
 
or, I suppose, other very energy intensive activities done for Mother Russia. Maybe something like producing liquid or even solid hydrogen (or other ways to basically store energy in a very dense way), or aluminum production?

Of course that still needs some decent industrial plants for the work AND infrastructure to move them.
I just said smelters. That can include aluminum production, or at least the energy-intensive part where you get it from bauxite, right?

(You know thermite? Thermite is what happens when you smelt aluminum backwards. Aluminum very much wants to oxidize, and loves to do so with extreme vigor and heat. No wonder it's ridiculously energy-intensive to turn the bauxite back into pure aluminum)

More generally, remember that Victoria started with the transportation infrastructure of New England and Quebec, more or less. For a company with actual money and resources and the compliance of the Vick government, it's not that hard to get a specific bit patched up so that you can have railroad sidings connecting your factory and a riverside port, plus high-voltage lines to one of those giant-ass hydropower plants.
 
Just asking, how much longer is the vote going to be open for? Its been open since late January and the last tallied vote was at least a month ago.
 
Y'know, it is legitimately hilarious that you ask now.

Vote closed!

Vote Tally : Victoria Falls: A Post-Collapse American Nation Quest [Down With Victoria!] | Page 1107 | Sufficient Velocity [Posts: 27655-27928]
##### NetTally 2.2.4

[X] Plan: Buli-Buli Fall '76 v2
-[X][DEVILS] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
-[X] Defense (1 AP)
--[X] Military Training Reform [SYP]: DC: 15. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Raise army base training level to 2/5 (Trained) from 1/5 (Green), level out air force air-to-air training level to 2/5 (Trained) to match its ground attack level. New forces deploy at this level.
---[X] 1 Defense AP
-[X] State (1 AP + 3 Free AP)
--[X] Expand the Department: DC: 30. Successes Required: 2. AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn.
---[X] 1 State AP + 1 Free AP
--[X] Source Foreign Arms [SYP]: DC: Dependent on sub-votes. Successes Required: 2. AP Limit: 2. Effect: Determine who is willing to sell you weapons and what they're intending to charge for them.
---[X] 2 Free AP
-[X] Domestic Affairs (1 AP + 1 Free AP)
--[X] Refugee Management: DC: 25. Successes Needed: 1. AP Limit: 2. Effect: Establish a government office responsible for managing and directing the flow of refugees in order to minimize friction with existing populations and ensure refugees' smooth resettlement. Allows you to engage competently with what promises to be an ongoing social issue for your administration.
---[X] 1 Domestic Affairs AP
--[X] State Integration Office: DC: 20. Successes Needed: 1. AP Limit: 2. Effect: Using your successful integrations of Toledo and Detroit as models, establish a small office of the Department responsible for overseeing the integration of new member states to the CFC and smoothing out potential problems.
---[X] 1 Free AP
-[X] Development (3 AP + 2 Free AP)
--[X] Green Energy [SYP]: DC: auto-pass from climate deal. Successes Needed: 2(/3) (1 of 2(/3) complete). AP Limit: 3. Effect: Fully revamp and rationalize your power grid with renewable energy sources. 2 successes replaces and rationalizes the power grid. 3 sees you fudge the numbers and get an expansion to the power grid out of it. The option will remain for one turn past the 2nd success, if there is not a 3rd in the same turn.
---[X] 2 Development AP
--[X] Infrastructure Projects [SYP]: DC: Auto-pass due to SYP bonus and Libraries reduction; a critical mass of resources and investment means that this action is now nearly trivial, requiring merely focused attention rather than a complex effort. Successes Required: 2. AP Limit: 3. Effect: Acquire the aid of Detroiter civil engineers in assessing the state of the Commonwealth's infrastructure and what needs to be done as you move forward. Unlocks infrastructure initiatives.
---[X] 1 Development AP + 1 Free AP
--[X] Industrial Assessments [SYP]: DC: 10. Successes Required: 2. AP Limit: 3. Effect: Assess your current suppliers of industrial materiel and military hardware to figure out who can be reliably expanded and who needs to be supplemented by new concerns.
---[X] 1 Free AP
-[X] Security (1 AP + 2 Free AP)
--[X] Long Tail: DC: 30. Successes Required: 1. AP Limit: 3. Effect: Improve your intelligences services' efficiency by vetting and hiring additional analysts and support staff to enable your field agents to better do their jobs.
---[X] 1 Security AP
--[X] Down the Mighty Miss [SYP]: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Deepen your network along the Mississippi River, gaining access to better information.
---[X] 1 Free AP
--[X] Victorian Intelligence: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Authorize additional support for Foreign Intelligence Office operations in Nova Scotia to establish new agents, before the Crusaders are pushed out and the Inquisitors can reestablish direct control.
---[X] 1 Free AP
-[X] Technological Recovery (1 AP + 1 Free AP)
--[X] Department of Education: DC: 30. Successes Needed: 2. AP Limit: 3. Effect: Found the Department of Education, which will be responsible for establishing and standardizing public schools within the Commonwealth.
---[X] 1 Technological Recovery AP + 1 Free AP
No. of Votes: 24
[◈] Plan: Buli-Buli Fall '76 v2

[X] Bark
[X] Blazblade
[X] buli-buli
[X] Captain Hunt
[X] clockworkchaos
[X] Courier
[X] Cyberphilosipher
[X] Dermon
[X] dinomannitro6
[X] Donkey Hote
[X] Fireiy
[X] Ifraka
[X] Ikacprzak
[X] KnightDisciple
[X] luhar1997
[x] Mr Tebbs
[X] Rat King
[X] Saint_007
[x] Starship Trooper
[X] Strypgia
[X] Tabascoheath
[X] Thors_Alumni
[X] tygerbright
[X] yeastmobile

[X] Plan Arms and Departments, Talks and Training
-[X] Retain the Devil Brigade
-[X] Military Training Reform (1 Def)
-[X] Officer Academies (2 Free)
-[X] Expand the Department (1 State, 1 Free)
-[X] Source Foreign Arms (1 Free)
-[X] Refugee Management (1 DA)
-[X] Coalition Talks (1 Free)
-[X] Green Energy (2 Dev)
-[X] Industrial Assessments (1 Dev, 1 Free)
-[X] Down the Mighty Miss (1 Sec)
-[X] Victorian Intelligence (1 Free)
-[X] Department of Education (1 Tech, 1 Free)
-[X] Retraining Campaigns (1 Free)
No. of Votes: 18
[◈] Plan: Arms and Departments, Talks and Training

[X] Captain Hunt
[X] Courier
[X] Dermon
[X] dinomannitro6
[X] Donkey Hote
[X] EBR
[X] Fireiy
[X] GildedSergeant
[X] MajorKO
[X] Mr Tebbs
[X] nothingtoseehere
[X] Random Member
[X] Rivenscryr
[X] Saint_007
[X] Splashcat
[X] Starship Trooper
[X] SuperHeavy
[X] Woltaire

[X] Plan: Buli-Buli Fall '76 v1
-[X][DEVILS] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
-[X] Defense (1 AP)
--[X] Military Training Reform [SYP]: DC: 15. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Raise army base training level to 2/5 (Trained) from 1/5 (Green), level out air force air-to-air training level to 2/5 (Trained) to match its ground attack level. New forces deploy at this level.
---[X] 1 Defense AP
-[X] State (1 AP + 3 Free AP)
--[X] Expand the Department: DC: 30. Successes Required: 2. AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn.
---[X] 1 State AP + 1 Free AP
--[X] Expatriate Outreach [SYP]: DC: 15. Successes Required: 1. AP Limit: 2. Effect: Exploit your populace's restored ties to the American Diaspora and establish contacts who can put you in touch with people at the intersection of talent and patriotism. To an extent, will require either competing or cooperating with FCNY given how tightly the Diaspora roots in them. Likely will escalate to the attention of the Revivalist Council, but needs to be done.
---[X] 1 Free AP
--[X] Establish Council Representation: DC: 35. Successes Needed: 1. AP Limit: 2. Effect: Have a proper team of diplomatic and espionage specialists on hand at the Council who can enable you to act with some measure of capability in the continental diplomatic scene.
---[X] 1 Free AP
-[X] Domestic Affairs (1 AP + 1 Free AP)
--[X] Refugee Management: DC: 25. Successes Needed: 1. AP Limit: 2. Effect: Establish a government office responsible for managing and directing the flow of refugees in order to minimize friction with existing populations and ensure refugees' smooth resettlement. Allows you to engage competently with what promises to be an ongoing social issue for your administration.
---[X] 1 Domestic Affairs AP
--[X] State Integration Office: DC: 20. Successes Needed: 1. AP Limit: 2. Effect: Using your successful integrations of Toledo and Detroit as models, establish a small office of the Department responsible for overseeing the integration of new member states to the CFC and smoothing out potential problems.
---[X] 1 Free AP
-[X] Development (3 AP)
--[X] Green Energy [SYP]: DC: auto-pass from climate deal. Successes Needed: 2(/3) (1 of 2(/3) complete). AP Limit: 3. Effect: Fully revamp and rationalize your power grid with renewable energy sources. 2 successes replaces and rationalizes the power grid. 3 sees you fudge the numbers and get an expansion to the power grid out of it. The option will remain for one turn past the 2nd success, if there is not a 3rd in the same turn.
---[X] 2 Development AP
--[X] United Post Office Contributions: DC: No roll. Successes Required: 1. AP Limit: 1. Effect: Commit direct funding to the United Post Office project in excess of your obligations to cooperate with Council requirements.
---[X] 1 Development AP
-[X] Security (1 AP + 2 Free AP)
--[X] Long Tail: DC: 30. Successes Required: 1. AP Limit: 3. Effect: Improve your intelligences services' efficiency by vetting and hiring additional analysts and support staff to enable your field agents to better do their jobs.
---[X] 1 Security AP
--[X] Down the Mighty Miss [SYP]: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Deepen your network along the Mississippi River, gaining access to better information.
---[X] 1 Free AP
--[X] Victorian Intelligence: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Authorize additional support for Foreign Intelligence Office operations in Nova Scotia to establish new agents, before the Crusaders are pushed out and the Inquisitors can reestablish direct control.
---[X] 1 Free AP
-[X] Technological Recovery (1 AP + 3 Free AP)
--[X] Department of Education: DC: 30. Successes Needed: 2. AP Limit: 3. Effect: Found the Department of Education, which will be responsible for establishing and standardizing public schools within the Commonwealth.
---[X] 1 Technological Recovery AP + 1 Free AP
--[X] Retraining Campaigns [SYP]: DC: 40. Successes Needed: 2. AP Limit: 3. Effect: Establish a body of workers who can be employed in your vital job industries. Best to time it properly so you have neither a glut of spare workers, nor businesses standing empty...but with few local experts to oversee the training efforts, that timing will be a challenge.
---[X] 2 Free AP
No. of Votes: 10
[◈] Plan: Buli-Buli Fall '76 v1

[X] Balmung1
[X] Baltika9
[X] buli-buli
[X] Crazy7s1
[X] KnightDisciple
[X] Redhead222
[X] Sir_Travelsalot
[X] Some_guy_161
[X] taovkool
[X] Voikirium

[X] Plan Foundations
-[X][Defense] Military Training Reform [SYP]: DC20. Required: 2 (1 of 2 complete). (1x Defense AP)
-[X][Defense] Standing Core [SYP]: DC30. Required: 1. (1x Free AP)
-[X][State] Expand the Department: DC30. Required: 2. (1x State AP + 1x Free AP)
-[X][State] Expatriate Outreach [SYP]: DC15. Required: 1. (1x Free AP)
-[X][State] Establish Council Representation: DC35. Needed: 1. (2x Free AP)
-[X][State] To St. Louis, And Beyond [SYP]: DC15. Needed: 3. (2x Free AP)
-[X][Domestic Affairs] Refugee Management: DC25. Needed: 1. (1x Domestic AP)
-[X][Domestic Affairs] Coalition Talks: DC35. Needed: 1. (1x Free AP)
-[X][Development] Green Energy [SYP]: DC: auto-pass. Needed: 2(/3) (1 of 2(/3) complete). (2x Dev AP)
-[X][Development] Infrastructure Projects [SYP]: DC: Auto-pass. Required: 2. (1x Dev AP)
-[X][Security] Long Tail: DC30. Required: 1. (1x Security AP)
-[X][Security] Victorian Intelligence: DC30. Required: 1. (1x Free AP)
-[X][Tech Recovery] Retraining Campaigns [SYP]: DC40. Needed: 2. (1x Recovery AP)
No. of Votes: 8
[◈] Plan: Foundations

[X] Bullmoose
[X] Chaos Blade
[X] CrimsonKnight
[X] mayboro
[X] nothingtoseehere
[X] Stabbtmcstabstab
[X] uju32
[X] Woltaire

[X] Plan building a fire department
-[X] Military Training Reform [SYP]:
-[X] Forging the Sword [SYP]:
-[X] Officer Academies [SYP]: x2
-[X] Expand the Department: x2
-[X] Establish Council Representation:
-[X] Refugee Management:
-[X] Renovate the Bureau of Taxation:
-[X] Coalition Talks:
-[X] Green Energy [SYP]: x2
-[X] Infrastructure Projects [SYP]: x2
-[X] United Post Office Contributions:
-[X] Long Tail:
-[X] Retraining Campaigns [SYP]:
No. of Votes: 5
[◈] Plan: building a fire department

[X] ConfusedCanuck
[X] dinomannitro6
[X] kelgar04
[X] Night_stalker
[X] Whachamacallit

[X] Plan Better Tools To Make Tools
-[X] Officer Academies 2/2 AP (0/2 successes, 56% chance to complete)
-[X] Military Training Reform 1/2 AP (1/2 successes, 80% chance to complete)
-[X] Expand the Department 2/2 AP (0/2 successes, 49% chance to complete)
-[X] Source Foreign Arms 1/2 AP (0/2 successes, ?% of 1/2)
-[X] Refugee Management 1/2 AP (0/1 successes, 75% chance to complete)
-[X] Green Energy 2/3 AP (1/3 successes, auto-pass)
-[X] Infrastructure Projects 2/3 AP (0/2 successes, auto-pass)
-[X] Industrial Assessment 2/3 AP (0/2 Successes, 81% chance to complete)
-[X] Victorian Intelligence 1/2 AP (0/1 successes, 70% chance to complete)
-[X] Down the Mighty Miss 1/2 AP (0/1 successes, 70% chance to complete)
-[X] Department of Education 2/3 AP (0/2 successes, 49% chance to complete)
-[X] Plan Arms and Departments, Talks and Training
No. of Votes: 3
[◈] Plan: Better Tools To Make Tools

[X] dinomannitro6
[X] Donkey Hote
[X] mayboro

[X] Plan Marching Down The River
-[X] Standing Core [DoDef AP, 1 SYP AP]
-[X] Expand the Department [DoSta AP, 1 Free AP]
-[X] To Saint Louis and Beyond [1 Free AP, 2 SYP AP]
-[X] State Integration Office [DoDA AP]
-[X] Infrastructure Projects [2 DoDev AP]
-[X] Down the Mighty Miss [DoSec AP]
-[X] Military Training Reform [1 Free AP]
-[X] Officer Academies [1 Free AP]
-[X] Expatriate Outreach [1 Free AP]
-[X] Green Energy [DoDev AP, 1 Free AP]
-[X] Retraining Campaigns [DoTR AP]
No. of Votes: 2
[◈] Plan: Marching Down The River

[X] huhYeahGoodPoint
[X] Rat King

[X] - Infantry
No. of Votes: 1
[X] Red Rationalist

[X] & <X> with L - Light Infantry (Detroit Militia, Victorian Infantry)
No. of Votes: 1
[X] Red Rationalist

[X] Authorize Russian pilots to fly in Victorian Uniforms.
No. of Votes: 1
[X] BoredStudent1414

[X] Deploy Deniable Spec-Ops Volunteers to the Commonwealth
No. of Votes: 1
[X] BoredStudent1414

[X] Deploy Little Green Men with the Expedition
No. of Votes: 1
[X] BoredStudent1414

[X] Deploy Military Advisors to the Commonwealth
No. of Votes: 1
[X] BoredStudent1414

[X] Embed Russian logistics officers in the Victorian Military.
No. of Votes: 1
[X] BoredStudent1414

[X] Empower the position of Victorian reformers
No. of Votes: 1
[X] BoredStudent1414

[X] Lobby the Tsar to expand support.
No. of Votes: 1
[✓] BoredStudent1414

[X] Offer Additional Support For the Commonwealth
No. of Votes: 1
[✓] BoredStudent1414

[X] Offer early 21st Century APCs to Victoria
No. of Votes: 1
[X] BoredStudent1414

[X] Offer Satellite Recon Images to Victoria.
No. of Votes: 1
[✓] BoredStudent1414

[X] Plan: Buli-Buli Fall '76 v2
-[X][DEVILS] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
-[X] Defense (1 AP)
--[X] Military Training Reform [SYP]: DC: 15. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Raise army base training level to 2/5 (Trained) from 1/5 (Green), level out air force air-to-air training level to 2/5 (Trained) to match its ground attack level. New forces deploy at this level.
---[X] 1 Defense AP
-[X] State (1 AP + 3 Free AP)
--[X] Expand the Department: DC: 30. Successes Required: 2. AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn.
---[X] 1 State AP + 1 Free AP
--[X] Source Foreign Arms [SYP]: DC: Dependent on sub-votes. Successes Required: 2. AP Limit: 2. Effect: Determine who is willing to sell you weapons and what they're intending to charge for them.
---[X] 2 Free AP
-[X] Domestic Affairs (1 AP + 1 Free AP)
--[X] Refugee Management: DC: 25. Successes Needed: 1. AP Limit: 2. Effect: Establish a government office responsible for managing and directing the flow of refugees in order to minimize friction with existing populations and ensure refugees' smooth resettlement. Allows you to engage competently with what promises to be an ongoing social issue for your administration.
---[X] 1 Domestic Affairs AP
--[X] State Integration Office: DC: 20. Successes Needed: 1. AP Limit: 2. Effect: Using your successful integrations of Toledo and Detroit as models, establish a small office of the Department responsible for overseeing the integration of new member states to the CFC and smoothing out potential problems.
---[X] 1 Free AP
-[X] Development (3 AP + 2 Free AP)
--[X] Green Energy [SYP]: DC: auto-pass from climate deal. Successes Needed: 2(/3) (1 of 2(/3) complete). AP Limit: 3. Effect: Fully revamp and rationalize your power grid with renewable energy sources. 2 successes replaces and rationalizes the power grid. 3 sees you fudge the numbers and get an expansion to the power grid out of it. The option will remain for one turn past the 2nd success, if there is not a 3rd in the same turn.
---[X] 2 Development AP
--[X] Infrastructure Projects [SYP]: DC: Auto-pass due to SYP bonus and Libraries reduction; a critical mass of resources and investment means that this action is now nearly trivial, requiring merely focused attention rather than a complex effort. Successes Required: 2. AP Limit: 3. Effect: Acquire the aid of Detroiter civil engineers in assessing the state of the Commonwealth's infrastructure and what needs to be done as you move forward. Unlocks infrastructure initiatives.
---[X] 1 Development AP + 1 Free AP
--[X] Industrial Assessments [SYP]: DC: 10. Successes Required: 2. AP Limit: 3. Effect: Assess your current suppliers of industrial materiel and military hardware to figure out who can be reliably expanded and who needs to be supplemented by new concerns.
-[X] Security (1 AP + 2 Free AP)
--[X] Long Tail: DC: 30. Successes Required: 1. AP Limit: 3. Effect: Improve your intelligences services' efficiency by vetting and hiring additional analysts and support staff to enable your field agents to better do their jobs.
---[X] 1 Security AP
--[X] Down the Mighty Miss [SYP]: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Deepen your network along the Mississippi River, gaining access to better information.
--[X] Victorian Intelligence: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Authorize additional support for Foreign Intelligence Office operations in Nova Scotia to establish new agents, before the Crusaders are pushed out and the Inquisitors can reestablish direct control.
-[X] Technological Recovery (1 AP + 1 Free AP)
--[X] Department of Education: DC: 30. Successes Needed: 2. AP Limit: 3. Effect: Found the Department of Education, which will be responsible for establishing and standardizing public schools within the Commonwealth.
---[X] 1 Technological Recovery AP + 1 Free AP
No. of Votes: 1
[X] Brainarius

[X] Sabotage Victorian F-16 Victory Falcons
No. of Votes: 1
[✓] BoredStudent1414

[X] Send Cold War APCs to Victoria
No. of Votes: 1
[✓] BoredStudent1414

[X] Send Industrial Assistance to the Commonwealth
No. of Votes: 1
[X] BoredStudent1414

[X] Send Military Inspectors to Victoria.
No. of Votes: 1
[✓] BoredStudent1414

[X] Send Money to Fascists in the Commonwealth
No. of Votes: 1
[✓] BoredStudent1414

[X] Send Money to the Commonwealth
No. of Votes: 1
[X] BoredStudent1414

[X] Send Money to Victoria
No. of Votes: 1
[✓] BoredStudent1414

[X] Send Russian Flight Instructors to the Victorian Air Force.
No. of Votes: 1
[X] BoredStudent1414

[X] Send T-34s to Victoria.
No. of Votes: 1
[✓] BoredStudent1414

[X] Send Tech Designs and Schematics to the Commonwealth
No. of Votes: 1
[X] BoredStudent1414

[X] Spread Anti-Commonwealth Rumors
No. of Votes: 1
[✓] BoredStudent1414



——————————————————————————————————————————————
Task: DEVILS

[X][DEVILS] Retain the Devil Brigade as an expeditionary warfare unit forming the basis of the CFC's special operations forces contingent.
No. of Votes: 15
[x] cokerpilot
[X] Bullmoose
[X] Captain Hunt
[X] Courier
[x] CrimsonKnight
[X] Dermon
[x] Luminous
[x] mayboro
[X] nothingtoseehere
[X] Saint_007
[X] SkyAlphaAlpha
[X] Spart117MC
[X] Thors_Alumni
[X] uju32
[x] Woltaire

[X][DEVILS] Retain the Devil Brigade
No. of Votes: 4
[X] Stabbtmcstabstab
[X] Chaos Blade
[X] EBR
[X] MajorKO



——————————————————————————————————————————————
Task: Devils

[X][Devils] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
No. of Votes: 24
[X] huhYeahGoodPoint
[X] Balmung1
[X] Baltika9
[X] banelord
[X] ConfusedCanuck
[X] Crazy7s1
[X] dinomannitro6
[X] Donkey Hote
[X] Ifraka
[X] kelgar04
[X] Mr Tebbs
[X] Night_stalker
[X] Oshha
[X] Rat King
[X] Rockeye
[X] ScreenWatcher
[X] Some_guy_161
[X] Splashcat
[X] Starwarlord
[X] Strypgia
[X] SuperHeavy
[X] taovkool
[X] Voikirium
[X] yeastmobile


Total No. of Voters: 64

Oh my, that one was messy. Still, I do believe our winners are:

[X][DEVILS] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.

-barely, by just five points, and-

[X] Plan: Buli-Buli Fall '76 v2
-[X][DEVILS] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
-[X] Defense (1 AP)
--[X] Military Training Reform [SYP]: DC: 15. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Raise army base training level to 2/5 (Trained) from 1/5 (Green), level out air force air-to-air training level to 2/5 (Trained) to match its ground attack level. New forces deploy at this level.
---[X] 1 Defense AP
-[X] State (1 AP + 3 Free AP)
--[X] Expand the Department: DC: 30. Successes Required: 2. AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn.
---[X] 1 State AP + 1 Free AP
--[X] Source Foreign Arms [SYP]: DC: Dependent on sub-votes. Successes Required: 2. AP Limit: 2. Effect: Determine who is willing to sell you weapons and what they're intending to charge for them.
---[X] 2 Free AP
-[X] Domestic Affairs (1 AP + 1 Free AP)
--[X] Refugee Management: DC: 25. Successes Needed: 1. AP Limit: 2. Effect: Establish a government office responsible for managing and directing the flow of refugees in order to minimize friction with existing populations and ensure refugees' smooth resettlement. Allows you to engage competently with what promises to be an ongoing social issue for your administration.
---[X] 1 Domestic Affairs AP
--[X] State Integration Office: DC: 20. Successes Needed: 1. AP Limit: 2. Effect: Using your successful integrations of Toledo and Detroit as models, establish a small office of the Department responsible for overseeing the integration of new member states to the CFC and smoothing out potential problems.
---[X] 1 Free AP
-[X] Development (3 AP + 2 Free AP)
--[X] Green Energy [SYP]: DC: auto-pass from climate deal. Successes Needed: 2(/3) (1 of 2(/3) complete). AP Limit: 3. Effect: Fully revamp and rationalize your power grid with renewable energy sources. 2 successes replaces and rationalizes the power grid. 3 sees you fudge the numbers and get an expansion to the power grid out of it. The option will remain for one turn past the 2nd success, if there is not a 3rd in the same turn.
---[X] 2 Development AP
--[X] Infrastructure Projects [SYP]: DC: Auto-pass due to SYP bonus and Libraries reduction; a critical mass of resources and investment means that this action is now nearly trivial, requiring merely focused attention rather than a complex effort. Successes Required: 2. AP Limit: 3. Effect: Acquire the aid of Detroiter civil engineers in assessing the state of the Commonwealth's infrastructure and what needs to be done as you move forward. Unlocks infrastructure initiatives.
---[X] 1 Development AP + 1 Free AP
--[X] Industrial Assessments [SYP]: DC: 10. Successes Required: 2. AP Limit: 3. Effect: Assess your current suppliers of industrial materiel and military hardware to figure out who can be reliably expanded and who needs to be supplemented by new concerns.
---[X] 1 Free AP
-[X] Security (1 AP + 2 Free AP)
--[X] Long Tail: DC: 30. Successes Required: 1. AP Limit: 3. Effect: Improve your intelligences services' efficiency by vetting and hiring additional analysts and support staff to enable your field agents to better do their jobs.
---[X] 1 Security AP
--[X] Down the Mighty Miss [SYP]: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Deepen your network along the Mississippi River, gaining access to better information.
---[X] 1 Free AP
--[X] Victorian Intelligence: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Authorize additional support for Foreign Intelligence Office operations in Nova Scotia to establish new agents, before the Crusaders are pushed out and the Inquisitors can reestablish direct control.
---[X] 1 Free AP
-[X] Technological Recovery (1 AP + 1 Free AP)
--[X] Department of Education: DC: 30. Successes Needed: 2. AP Limit: 3. Effect: Found the Department of Education, which will be responsible for establishing and standardizing public schools within the Commonwealth.
---[X] 1 Technological Recovery AP + 1 Free AP

That's right, folks, I've worked my way through the other quests, and it's your turn now! In we go! Writing!
Scheduled vote count started by PoptartProdigy on Jan 23, 2022 at 10:34 PM, finished with 440 posts and 64 votes.
  • 76

    [X] [Devils] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
    [X] Plan: Buli-Buli Fall '76 v2
    -[X][DEVILS] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
    -[X] Defense (1 AP)
    --[X] Military Training Reform [SYP]: DC: 20 15. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Raise army base training level to 2/5 (Trained) from 1/5 (Green), level out air force air-to-air training level to 2/5 (Trained) to match its ground attack level. New forces deploy at this level.
    ---[X] 1 Defense AP
    -[X] State (1 AP + 3 Free AP)
    --[X] Expand the Department: DC: 30. Successes Required: 2. AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn.
    ---[X] 1 State AP + 1 Free AP
    --[X] Source Foreign Arms [SYP]: DC: Dependent on sub-votes. Successes Required: 2. AP Limit: 2. Effect: Determine who is willing to sell you weapons and what they're intending to charge for them.
    ---[X] 2 Free AP
    -[X] Domestic Affairs (1 AP + 1 Free AP)
    --[X] Refugee Management: DC: 25. Successes Needed: 1. AP Limit: 2. Effect: Establish a government office responsible for managing and directing the flow of refugees in order to minimize friction with existing populations and ensure refugees' smooth resettlement. Allows you to engage competently with what promises to be an ongoing social issue for your administration.
    ---[X] 1 Domestic Affairs AP
    --[X] State Integration Office: DC: 20. Successes Needed: 1. AP Limit: 2. Effect: Using your successful integrations of Toledo and Detroit as models, establish a small office of the Department responsible for overseeing the integration of new member states to the CFC and smoothing out potential problems.
    ---[X] 1 Free AP
    -[X] Development (3 AP + 2 Free AP)
    --[X] Green Energy [SYP]: DC: auto-pass from climate deal. Successes Needed: 2(/3) (1 of 2(/3) complete). AP Limit: 3. Effect: Fully revamp and rationalize your power grid with renewable energy sources. 2 successes replaces and rationalizes the power grid. 3 sees you fudge the numbers and get an expansion to the power grid out of it. The option will remain for one turn past the 2nd success, if there is not a 3rd in the same turn.
    ---[X] 2 Development AP
    --[X] Infrastructure Projects [SYP]: DC: Auto-pass due to SYP bonus and Libraries reduction; a critical mass of resources and investment means that this action is now nearly trivial, requiring merely focused attention rather than a complex effort. Successes Required: 2. AP Limit: 3. Effect: Acquire the aid of Detroiter civil engineers in assessing the state of the Commonwealth's infrastructure and what needs to be done as you move forward. Unlocks infrastructure initiatives.
    ---[X] 1 Development AP + 1 Free AP
    --[X] Industrial Assessments [SYP]: DC: 10. Successes Required: 2. AP Limit: 3. Effect: Assess your current suppliers of industrial materiel and military hardware to figure out who can be reliably expanded and who needs to be supplemented by new concerns.
    -[X] Security (1 AP + 2 Free AP)
    --[X] Long Tail: DC: 30. Successes Required: 1. AP Limit: 3. Effect: Improve your intelligences services' efficiency by vetting and hiring additional analysts and support staff to enable your field agents to better do their jobs.
    ---[X] 1 Security AP
    --[X] Down the Mighty Miss [SYP]: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Deepen your network along the Mississippi River, gaining access to better information.
    --[X] Victorian Intelligence: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Authorize additional support for Foreign Intelligence Office operations in Nova Scotia to establish new agents, before the Crusaders are pushed out and the Inquisitors can reestablish direct control.
    --[X] Department of Education: DC: 30. Successes Needed: 2. AP Limit: 3. Effect: Found the Department of Education, which will be responsible for establishing and standardizing public schools within the Commonwealth.
    ---[X] 1 Technological Recovery AP + 1 Free AP
    -[X] Technological Recovery (1 AP + 1 Free AP)
    [X] Plan Arms and Departments, Talks and Training
    -[X] Retain the Devil Brigade
    -[X] Military Training Reform (1 Def)
    -[X] Officer Academies (2 Free)
    -[X] Expand the Department (1 State, 1 Free)
    -[X] Source Foreign Arms (1 Free)
    -[X] Refugee Management (1 DA)
    -[X] Coalition Talks (1 Free)
    -[X] Green Energy (2 Dev)
    -[X] Industrial Assessments (1 Dev, 1 Free)
    -[X] Down the Mighty Miss (1 Sec)
    -[X] Victorian Intelligence (1 Free)
    -[X] Department of Education (1 Tech, 1 Free)
    -[X] Retraining Campaigns (1 Free)
    [x][DEVILS] Retain the Devil Brigade as an expeditionary warfare unit forming the basis of the CFC's special operations forces contingent.
    [X] Plan: Buli-Buli Fall '76 v1
    -[X][DEVILS] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
    -[X] Defense (1 AP)
    --[X] Military Training Reform [SYP]: DC: 20 15. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Raise army base training level to 2/5 (Trained) from 1/5 (Green), level out air force air-to-air training level to 2/5 (Trained) to match its ground attack level. New forces deploy at this level.
    ---[X] 1 Defense AP
    -[X] State (1 AP + 3 Free AP)
    --[X] Expand the Department: DC: 30. Successes Required: 2. AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn.
    ---[X] 1 State AP + 1 Free AP
    --[X] Expatriate Outreach [SYP]: DC: 15. Successes Required: 1. AP Limit: 2. Effect: Exploit your populace's restored ties to the American Diaspora and establish contacts who can put you in touch with people at the intersection of talent and patriotism. To an extent, will require either competing or cooperating with FCNY given how tightly the Diaspora roots in them. Likely will escalate to the attention of the Revivalist Council, but needs to be done.
    ---[X] 1 Free AP
    --[X] Establish Council Representation: DC: 35. Successes Needed: 1. AP Limit: 2. Effect: Have a proper team of diplomatic and espionage specialists on hand at the Council who can enable you to act with some measure of capability in the continental diplomatic scene.
    -[X] Domestic Affairs (1 AP + 1 Free AP)
    --[X] Refugee Management: DC: 25. Successes Needed: 1. AP Limit: 2. Effect: Establish a government office responsible for managing and directing the flow of refugees in order to minimize friction with existing populations and ensure refugees' smooth resettlement. Allows you to engage competently with what promises to be an ongoing social issue for your administration.
    ---[X] 1 Domestic Affairs AP
    --[X] State Integration Office: DC: 20. Successes Needed: 1. AP Limit: 2. Effect: Using your successful integrations of Toledo and Detroit as models, establish a small office of the Department responsible for overseeing the integration of new member states to the CFC and smoothing out potential problems.
    -[X] Development (3 AP)
    --[X] Green Energy [SYP]: DC: auto-pass from climate deal. Successes Needed: 2(/3) (1 of 2(/3) complete). AP Limit: 3. Effect: Fully revamp and rationalize your power grid with renewable energy sources. 2 successes replaces and rationalizes the power grid. 3 sees you fudge the numbers and get an expansion to the power grid out of it. The option will remain for one turn past the 2nd success, if there is not a 3rd in the same turn.
    ---[X] 2 Development AP
    --[X] United Post Office Contributions: DC: No roll. Successes Required: 1. AP Limit: 1. Effect: Commit direct funding to the United Post Office project in excess of your obligations to cooperate with Council requirements.
    ---[X] 1 Development AP
    -[X] Security (1 AP + 2 Free AP)
    --[X] Long Tail: DC: 30. Successes Required: 1. AP Limit: 3. Effect: Improve your intelligences services' efficiency by vetting and hiring additional analysts and support staff to enable your field agents to better do their jobs.
    ---[X] 1 Security AP
    --[X] Down the Mighty Miss [SYP]: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Deepen your network along the Mississippi River, gaining access to better information.
    --[X] Victorian Intelligence: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Authorize additional support for Foreign Intelligence Office operations in Nova Scotia to establish new agents, before the Crusaders are pushed out and the Inquisitors can reestablish direct control.
    ---[X] 1 Technological Recovery AP + 1 Free AP
    --[X] Retraining Campaigns [SYP]: DC: 40. Successes Needed: 2. AP Limit: 3. Effect: Establish a body of workers who can be employed in your vital job industries. Best to time it properly so you have neither a glut of spare workers, nor businesses standing empty...but with few local experts to oversee the training efforts, that timing will be a challenge.
    ---[X] 2 Free AP
    -[X] Technological Recovery (1 AP + 3 Free AP)
    --[X] Department of Education: DC: 30. Successes Needed: 2. AP Limit: 3. Effect: Found the Department of Education, which will be responsible for establishing and standardizing public schools within the Commonwealth.
    [X]Plan Foundations
    -[X][Defense] Military Training Reform [SYP]: DC20. Required: 2 (1 of 2 complete). (1x Defense AP)
    -[X][Defense] Standing Core [SYP]: DC30. Required: 1. (1x Free AP)
    -[X][State] Expand the Department: DC30. Required: 2. (1x State AP + 1x Free AP)
    -[X][State] Expatriate Outreach [SYP]: DC15. Required: 1. (1x Free AP)
    -[X][State] Establish Council Representation: DC35. Needed: 1. (2x Free AP)
    -[X][State] To St. Louis, And Beyond [SYP]: DC15. Needed: 3. (2x Free AP)
    -[X][Domestic Affairs ] Refugee Management: DC25. Needed: 1. (1x Domestic AP)
    -[X][Domestic Affairs] Coalition Talks: DC35. Needed: 1. (1x Free AP)
    -[X][Development] Green Energy [SYP]: DC: auto-pass. Needed: 2(/3) (1 of 2(/3) complete). (2x Dev AP)
    -[X][Development] Infrastructure Projects [SYP]: DC: Auto-pass. Required: 2. (1x Dev AP)
    -[X][Security] Long Tail: DC30. Required: 1. (1x Security AP)
    -[X][Security] Victorian Intelligence: DC30. Required: 1. (1x Free AP)
    -[X][Tech Recovery] Retraining Campaigns [SYP]: DC40. Needed: 2. (1x Recovery AP)
    [X] Plan building a fire department
    -[X] Military Training Reform [1 Free AP]
    -[X] Forging the Sword [SYP]:
    -[X] Officer Academies [SYP]: x2
    -[X] Expand the Department: x2
    -[X] Establish Council Representation:
    -[X] Refugee Management:
    -[X] Renovate the Bureau of Taxation:
    -[X] Coalition Talks:
    -[X] Green Energy [SYP]: x2
    -[X] Infrastructure Projects [SYP]: x2
    -[X] United Post Office Contributions:
    -[X] Long Tail:
    -[X] Retraining Campaigns [DoTR AP]
    [X][DEVILS]Retain the Devil Brigade
    [X]Plan Better Tools To Make Tools
    -[X] Officer Academies 2/2 AP (0/2 successes, 56% chance to complete)
    -[X] Military Training Reform 1/2 AP (1/2 successes, 80% chance to complete)
    -[X] Expand the Department 2/2 AP (0/2 successes, 49% chance to complete)
    -[X] Source Foreign Arms 1/2 AP (0/2 successes, ?% of 1/2)
    -[X] Refugee Management 1/2 AP (0/1 successes, 75% chance to complete)
    -[X] Green Energy 2/3 AP (1/3 successes, auto-pass)
    -[X] Infrastructure Projects 2/3 AP (0/2 successes, auto-pass)
    -[X] Industrial Assessment 2/3 AP (0/2 Successes, 81% chance to complete)
    -[X] Victorian Intelligence 1/2 AP (0/1 successes, 70% chance to complete)
    -[X] Down the Mighty Miss 1/2 AP (0/1 successes, 70% chance to complete)
    -[X] Department of Education 2/3 AP (0/2 successes, 49% chance to complete)
    -[X] Plan Arms and Departments, Talks and Training
    [X] Plan Marching Down The River
    -[X] Standing Core [DoDef AP, 1 SYP AP]
    -[X] Expand the Department [DoSta AP, 1 Free AP]
    -[X] To Saint Louis and Beyond [1 Free AP, 2 SYP AP]
    -[X] State Integration Office [DoDA AP]
    -[X] Infrastructure Projects [2 DoDev AP]
    -[X] Down the Mighty Miss [DoSec AP]
    -[X] Military Training Reform [1 Free AP]
    -[X] Officer Academies [1 Free AP]
    -[X] Expatriate Outreach [1 Free AP]
    -[X] Green Energy [DoDev AP, 1 Free AP]
    -[X] Retraining Campaigns [DoTR AP]
    [X] Plan: Buli-Buli Fall '76 v1
    -[X][DEVILS] Break up the Devil Brigade to serve as a training cadre for both enlisted personnel and officer candidates.
    [X] Deploy Military Advisors to the Commonwealth
    [X] Send Tech Designs and Schematics to the Commonwealth
    [X] Send Money to the Commonwealth
    [X] Send Industrial Assistance to the Commonwealth
    [X] Deploy Deniable Spec-Ops Volunteers to the Commonwealth
    [X] Empower the position of Victorian reformers
    [X] Offer early 21st Century APCs to Victoria
    [X] Embed Russian logistics officers in the Victorian Military.
    [X] Send Russian Flight Instructors to the Victorian Air Force.
    [X] Authorize Russian pilots to fly in Victorian Uniforms.
    [X] Deploy Little Green Men with the Expedition
 
Not gonna lie, I gave this vote a miss in part because my eyes just kept hitting the winning plan and bouncing off it because of all the description. At the time, couldn't parse it. Sort of can now. :(

But. Roll 3!

So that's... good for expanding the State Department, I guess? I hope Roll 2... ah, snapdragons. Well, one out of two ain't bad.
Simon_Jester threw 1 100-faced dice. Reason: Roll 3 Total: 90
90 90
 
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