Voting is open
Disappointed, though not entirely surprised, that Aubrey apparently left his dog behind...

One major issue I have with this plan: The lack of work on the Taxation Bureau. With us losing our head start in the race, we should put our AP on actions which helps us to regain our footing. As our AP is a direct representation of funding, this action will be guaranteed to bring us AP. I'm also not sure about putting the double AP on both Expatriate Outreach, and building Rail. Expatriate Outreach has one of the highest base success chance there is, while Rail has a built-in failsafe for the cost of political support. We are sitting on a lot of political support, what good is it if you don't spend it.

Additional sequencing advice: Retraining Campaigns become easier after we finish Expatriate Outreach, since the lack of experts is hampering training.

I am vehemently opposed to forming a standing army before we have taxation figured out. With our diplomatic efforts behind, the last thing we need is to spend one free AP to reduce our available APs further. Get some intel first, then we can see if the situation warrants forming a standing army.

My own draft plan...

-[] DepState (5/1)
-- [] Expand the Department 1 AP, 70%
-- [] Source Foreign Arms 2 AP, ?%
-- [] Expatriate Outreach 1 AP, 85%
-- [] To St. Louis and Beyond 1 AP, 1/3 85%


We have about four departments calling for Expatriate Outreach because we're so badly de-skilled. I think we need to prioritize getting that right above partial progress on the Mississippi. There will be time to focus in on that next turn if we can clear out other things, but it sounds like Expatriate Outreach has a LOT of other stuff gated behind it or at least much more difficult without it.

- [] DepDomestic (5/1)
-- [] Refugee Management 1 AP 75%
-- [] The Works 2 AP, 1/2 81%, 2/2 49%
-- [] Rennovate the Berau of Taxation 2 AP, 1/2 60%, 2/2 16%
Problem here: The refugee situation is a crisis. We've been trying and failing to deal with it effectually ever since the Erie War, which is now about two in-game years ago.

We cannot afford a 25% chance of the problem going unaddressed for yet another turn. I'd rather put only one AP on the he Gary-Detroit dispute, because then at least we'd clearly and unambiguously be trying to resolve it.

- [] DepTech (1/1)
-- [] Old World Equipment, 1 AP, 1/2 70%
I think Retraining Campaigns is more important because again, we are cripplingly underskilled as a population. We've had 35-40 years or so with effectively no useful public education on a large scale and very limited (and declining) access to industrial technology. The youngest people who are likely to have even a good high school education are in their fifties, with everyone younger than that having to get by on some combination of catch-as-catch-can one-room schools the Vicks didn't smash, plus homeschooling, plus autodidactism and on-the-job training. We need retraining more than we need snazzy weapons for a single brigade, however powerful that brigade might be in battle. Because against any enemies we're likely to face in the short term, our advantages are size and logistics, not overwhelming technology.

That is a trade I'm willing to make. Our highest priority has to be war readiness and internal development, I'm really hesitant to put two AP on one action with a decent chance of success.
Notably, we have an almost unlimited amount of railroad track that we need for strategic reasons. This is a very safe action to overcomplete, because the obvious ways to overcomplete it are either "whoopsie, we laid some extra branch lines to places we needed them," "whoopsie, we got a head start on the next major railway corridor we need," or "whoopsie, the Fairy Godmother Department let us lay high quality double-tracked rail with modern signalling systems imported from Europe." All of which benefit us greatly in the long run.

I think personally I'd rather double down on the railroads. Overflow on railroad construction almost certainly just results in more track being laid (or at least results in more right-of-way being graded and prepared, stations being built, and so on, with all in readiness for when the rails are available). I agree that we need rolling stock, but we must have some (if only crude workarounds like road-mobile vehicles converted to run on rails for traction, and 19th century level flatcars and boxcars which anyone capable of manufacturing our gunboats would be able to make), and getting a rail connection out to Detroit is critical.

While it's not good for AP costs, finishing Standing Army lets us send troops around to stare at Minneapolis or Shawnee without mobilizing - which itself costs upfront AP and ongoing AP unless something has changed, and risks not being there in time. So I think it's worth prioritizing.
I could see swapping them out.
 
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[ ] Plan: Buli-Buli's Spring of '77

-[ ] Defense: 1 AP + 2 Free AP
--[ ] Forging the Sword [SYP]: DC: 15. Successes Required: 2. AP Limit: None. Effect: Get your roadmap set and ready to go for the next war with Victoria, in accordance with the plan approved by Congress.
1 AP + 1 Free AP
--[ ] Officer Academies [SYP]: DC: 20. Successes Required: 2. AP Limit: 3. Effect: Expand and centralize your officer training schools, solidifying your ability to domestically support an officer corps in addition to increasing how much influence your foreign training program nets you. 1 Free AP

-[ ] State: 1 AP + 3 Free AP
--[ ] Expand the Department: DC: 30. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn.
1 AP + 1 Free AP
--[ ] 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. 2 Free AP

-[ ] Domestic Affairs: 1 AP + 1 Free AP
--[ ] 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.
1 AP
--[ ] The Works [SYP]: DC: 30. Successes Needed: 2. AP Limit: 3. Effect: Bring Gary and Detroit to the negotiating table, get their various salvoes in Congress stalled, and pitch something. Yields a sub-vote on the manner of your compromise. 1 Free AP

-[ ] Development: 3 AP + 2 Free AP
--[ ] Industrial Assessments [SYP]: DC: 10. Successes Required: 2 (1 of 2 complete). 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.
1 AP
--[ ] Purchase Rolling Stock [SYP]: DC: 20. Successes Required: 1. AP Limit: 2. Effect: Contract with a railroad manufacturer in one of the above countries to provide you with rolling stock during the early stages of your infrastructural development. 1 AP
--[ ] Build Rail [SYP]: DC: 25. SYP Successes Target: 1. AP Limit: 2. Effect: Start hitting SYP targets for rail expansion, beginning with work within the State of Detroit, and a line from Detroit to Toledo, to give your builders there a shot in the arm to get up to speed. This objective is critical enough to the plan that, on a failure, you may choose to succeed anyway at the cost of cutting safety regulations and curtailing workers' rights, forcing through a success at the cost of casualties and political support. 2 Free AP
--[ ] Expand Civilian Shipbuilding [SYP]: DC: 20. Successes Required: 3. AP Limit: 2. Effect: Directly expand civilian shipbuilding facilities and invest seed funding in private manufacturers to let them carry on the work once other demands pull your focus elsewhere. 1 AP


-[ ] Security: 1 AP + 1 Free AP
--[ ] 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.
1 AP
--[ ] Trouble in Minnesota: DC: 25. Successes Required: 1. AP Limit: 2. Effect: Get your informants along the Upper Mississippi to gather information on Minneapolis's troop movements so you can figure out a response. 1 Free AP

-[ ] Technological Recovery: 1 AP
--[ ] 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.
1 AP

New plan below
 
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We have about four departments calling for Expatriate Outreach because we're so badly de-skilled. I think we need to prioritize getting that right above partial progress on the Mississippi. There will be time to focus in on that next turn if we can clear out other things, but it sounds like Expatriate Outreach has a LOT of other stuff gated behind it or at least much more difficult without it.
The question is if we get it this turn, or the next turn. You are using one AP for a 12% reduction in failure rate and this is not worth it. Let's put it in different terms and say we payed one AP to get a 98% chance increase on Expatriate Outreach, instead of a 85%. I don't think it's worth the trade. We can recover from being delayed in Expatriate Outreach by one turn, but I don't think the delays on setting up the Mississippi route will be as manageable.
If you wanted to mitigate risk in a critical action, put two AP on Expanding the Department, where every failure costs us effectively 2 AP (1 from the action, 1 from lacking the additional AP).
Problem here: The refugee situation is a crisis. We've been trying and failing to deal with it effectually ever since the Erie War, which is now about two in-game years ago.
The Refugee situation was under control, what is happening right now is a new wave. This is not a continuous failure to get the situation under control, this is a new wave. We did two extremely successful action to address the refugee situation during turn 4 and 5. We have a setback of one turn, which happens when you have a lot of spinning plates.

I think personally I'd rather double down on the railroads. Overflow on railroad construction almost certainly just results in more track being laid (or at least results in more right-of-way being graded and prepared, stations being built, and so on, with all in readiness for when the rails are available). I agree that we need rolling stock, but we must have some (if only crude workarounds like road-mobile vehicles converted to run on rails), and getting a rail connection out to Detroit is critical.
That is probably a fair point. Depending on how important this to other voters, I might alter my plan.
I think Retraining Campaigns is more important because again, we are cripplingly underskilled as a population. We've had 35-40 years or so with effectively no useful public education on a large scale and very limited (and declining) access to industrial technology. The youngest people who are likely to have even a good high school education are in their fifties, with everyone younger than that having to get by on some combination of catch-as-catch-can one-room schools the Vicks didn't smash, plus homeschooling, plus autodidactism and on-the-job training. We need retraining more than we need snazzy weapons for a single brigade, however powerful that brigade might be in battle. Because against any enemies we're likely to face in the short term, our advantages are size and logistics, not overwhelming technology.
I don't think getting half a success a turn earlier is going to have a benefit here. And the action pretty cleary hints at the lack of experts making the timing problematic, hinting at a far better chance one we get expats. You are starting with a non-critical action too early, making it likely we waste the AP spent there.
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.
 
[ ] Build Rail [SYP]: In what promises to be an effectively endless endeavor for the remainder of your administration, you need more railroads. Roberto assures you that you will never be, "finished," with this task, only varying levels of behind. DC: 25. SYP Successes Target: 1. AP Limit: 2. Effect: Start hitting SYP targets for rail expansion, beginning with work within the State of Detroit, and a line from Detroit to Toledo, to give your builders there a shot in the arm to get up to speed. This objective is critical enough to the plan that, on a failure, you may choose to succeed anyway at the cost of cutting safety regulations and curtailing workers' rights, forcing through a success at the cost of casualties and political support.
"on a failure, you may choose to succeed anyway at the cost of..."

Does that mean that, even if we were to fail, we can still choose to not ram it through?
 
"on a failure, you may choose to succeed anyway at the cost of..."

Does that mean that, even if we were to fail, we can still choose to not ram it through?
Yes, that is what you may choose means.
[ ] Plan: Buli-Buli's Spring of '77
I don't really understand your reasoning for spending so heavily in Military (which notes Reforging the Sword as the last important action) and Development (which is quite well served with 3 AP). If there is a department that doesn't need free AP, it's the one that gets 3 per turn.
 
Plan Taxes for our Charm Offensive
- []DoD (1/1)
-- [] Officer Academies 2 AP, 1/2 96%, 2/2 64%
-[] DepState (5/1)
-- [] Expand the Department 1 AP, 70%
-- [] Source Foreign Arms 2 AP, ?%
-- [] Expatriate Outreach 1 AP, 85%
-- [] To St. Louis and Beyond 1 AP, 1/3 85%
- [] DepDomestic (5/1)
-- [] Refugee Management 1 AP 75%
-- [] The Works 2 AP, 1/2 81%, 2/2 49%
-- [] Rennovate the Berau of Taxation 2 AP, 1/2 60%, 2/2 16%
- [] DepDev (3/3)
-- [] Build Rail 1 AP 75%
-- [] Industrial Assesment 1 AP, 75%
-- [] Purchase Rolling Stock 1 AP, 80%
- [] DepSec (2/1)
-- [] Long Tail 1 AP, 70%
-- [] Trouble in Minnesota 1 AP, 75%
- [] DepTech (1/1)
-- [] Old World Equipment, 1 AP, 1/2 70%
- [] DepEducation (2/2)
-- [] School Survey 2 AP, 1/2 65%, 2/2 42.3%
This seems mostly pretty good (modulo some of Simon's points, like about the rail construction), but I am confused about Officer Academies, which is marked in one place as 1 AP (which I am pretty sure is your intent) but on the line as having 2 AP.
 
I consider sourcing foreign arms absolutely critical - with To St. Louis and Beyond + Expand State Department critical corollaries of those. Domestically, working on the Taxman and the Refugee Crisis (what in the tarnation is a Little Victoria though) is also high priority. DevDep is the embodiment of 'so many options, so little AP', and I'll leave it to more scanning minds. Security should focus on Minnesota (best to embody our whole Defender of the Midwest thing). And finally - Retraining Workers seems like the best for Technological Recovery
 
This seems mostly pretty good (modulo some of Simon's points, like about the rail construction), but I am confused about Officer Academies, which is marked in one place as 1 AP (which I am pretty sure is your intent) but on the line as having 2 AP.
Sorry, I forgot to edit it. Thank you for bringing it to my attention.
Domestically, working on the Taxman and the Refugee Crisis (what in the tarnation is a Little Victoria though) is also high priority.
I would guess an area where a lot of Victorian refugees settled. Little (Nation) has been a pretty standard term for the USA, like Little Russia in California.
 
I mean more what does that entail politically.
If I have to guess, the refugees are now more geographically concentrated, leading to increased tensions inside Detroit. With Detroit's native population becoming more hostile to them, the refugees thinking they are being left behind, it is a problem.
 
Reading some passages a bit closer, I have changed my stance on putting 2 AP on refugees. I see two ways of going about it, either reducing the investment into the State Department, or reducing our AP investment into the works. Hesitantly, I decided to reduce our investment in the State Department, since they will have an easier time catching up with an expanded department.

Plan Taxes for our Charm Offensive v2
- []DoD (1/1)
-- [] Officer Academies 1 AP, 1/2 80%
-[] DepState (4/1)
-- [] Expand the Department 1 AP, 70%
-- [] Source Foreign Arms 2 AP, ?%
-- [] Expatriate Outreach 1 AP, 85%
- [] DepDomestic (6/1)
-- [] Refugee Management 2 AP, 1/1 95%, Overflow 56%
-- [] The Works 2 AP, 1/2 81%, 2/2 49%
-- [] Renovate the Berau of Taxation 2 AP, 1/2 60%, 2/2 16%
- [] DepDev (3/3)
-- [] Build Rail 2 AP 75%, 1/1 95%, Overflow 56%
-- [] Industrial Assesment 1 AP, 75%
- [] DepSec (2/1)
-- [] Long Tail 1 AP, 70%
-- [] Trouble in Minnesota 1 AP, 75%
- [] DepTech (1/1)
-- [] Old World Equipment, 1 AP, 1/2 70%
- [] DepEducation (2/2)
-- [] School Survey 2 AP, 1/2 65%, 2/2 42.3%

AP accounting: 3 State + 5 Domestic + 1 Security = 9/9 AP
5 (State) = 5/3 required SYP AP

Explanation: In order to get a firm grasp on our internal issues, I'm investing a lot of AP into the Department of the Domestic. As Taxation is a critical stepping stone, I'm also putting 2 AP on it. The State Department gets AP to cross the obvious next steps (Expansion, Foreign Arms and Expatriate Outreach of the list). Old World Equipment is used as a filler action, since the Retraining campaign is difficult to time and we should wait until we get experts trickling in from Expatriate Outreach. Aside from that, a bit of additional investment into our analysts, so we have can develop the capacities for recognizing threats and opportunities alike early on.
 
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[ ] Plan: Buli-Buli's Spring of '77 2.0

-[ ] Defense: 1 AP + 1 Free AP
--[ ] Officer Academies [SYP]: DC: 20. Successes Required: 2. AP Limit: 3. Effect: Expand and centralize your officer training schools, solidifying your ability to domestically support an officer corps in addition to increasing how much influence your foreign training program nets you. 1 AP + 1 Free AP

-[ ] State: 1 AP + 3 Free AP
--[ ] Expand the Department: DC: 30. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn. 1 AP + 1 Free AP
--[ ] 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. 2 Free AP

-[ ] Domestic Affairs: 1 AP + 2 Free AP
--[ ] 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. 1 AP + 1 Free AP
--[ ] The Works [SYP]: DC: 30. Successes Needed: 2. AP Limit: 3. Effect: Bring Gary and Detroit to the negotiating table, get their various salvoes in Congress stalled, and pitch something. Yields a sub-vote on the manner of your compromise. 1 Free AP

-[ ] Development: 3 AP + 2 Free AP
--[ ] Industrial Assessments [SYP]: DC: 10. Successes Required: 2 (1 of 2 complete). 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. 1 AP
--[ ] Purchase Rolling Stock [SYP]: DC: 20. Successes Required: 1. AP Limit: 2. Effect: Contract with a railroad manufacturer in one of the above countries to provide you with rolling stock during the early stages of your infrastructural development. 1 AP
--[ ] Build Rail [SYP]: DC: 25. SYP Successes Target: 1. AP Limit: 2. Effect: Start hitting SYP targets for rail expansion, beginning with work within the State of Detroit, and a line from Detroit to Toledo, to give your builders there a shot in the arm to get up to speed. This objective is critical enough to the plan that, on a failure, you may choose to succeed anyway at the cost of cutting safety regulations and curtailing workers' rights, forcing through a success at the cost of casualties and political support. 2 Free AP
--[ ] Expand Civilian Shipbuilding [SYP]: DC: 20. Successes Required: 3. AP Limit: 2. Effect: Directly expand civilian shipbuilding facilities and invest seed funding in private manufacturers to let them carry on the work once other demands pull your focus elsewhere. 1 AP


-[ ] Security: 1 AP + 1 Free AP
--[ ] 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. 1 AP
--[ ] Trouble in Minnesota: DC: 25. Successes Required: 1. AP Limit: 2. Effect: Get your informants along the Upper Mississippi to gather information on Minneapolis's troop movements so you can figure out a response. 1 Free AP

-[ ] Technological Recovery: 1 AP
--[ ] 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. 1 AP
 
Okay, two things....

1, with all the drones in Japanese controlled territory, I'm very much reminded of the short film Slaughterbots, and how once you can make enough drones to kill anyone who goes against what those who control them wants.

2. Just who are the Cascadia Greens?
1 I mean presumably their are anti drone weapons available these days such as laser point defense net guns and EW, presumably Japan doesn't have a monopoly on concept .

2. Green party apparently did actually have a presence in Cascadian politics, and some of their supporters turned militant even tried to assassinate both a Yamato princess and the old Tsesarevich and joined a broad coalition of Insurgents in a Failed rebellion against Colonial authority.
 
I'm seeing DCs in the 20s and 30s. Good stuff, the library is. And the midwest industrial conference.
 
Well Carl you really should have let the lady be honestly you fool.

Anyway another turn means more time to build up to destroy Victoria!

My thoughts is military you build the officer school since an officer corps will be vital for the future, besides that in the state department I think what we need is to expand said department and the arms exchange and we should probably focus on that.

Now back to work with my piece said.
 
[ ] Plan: Buli-Buli's Spring of '77

-[ ] Defense: 1 AP + 2 Free AP
--[ ] Forging the Sword [SYP]: DC: 15. Successes Required: 2. AP Limit: None. Effect: Get your roadmap set and ready to go for the next war with Victoria, in accordance with the plan approved by Congress. 1 AP + 1 Free AP
--[ ] Officer Academies [SYP]: DC: 20. Successes Required: 2. AP Limit: 3. Effect: Expand and centralize your officer training schools, solidifying your ability to domestically support an officer corps in addition to increasing how much influence your foreign training program nets you. 1 Free AP
I think this overspends on defense. Also, our military advisor specifically advised us against trying Forging the Sword when we don't know what our military will be armed with because we haven't got a supplier yet.

-[ ] Domestic Affairs: 1 AP + 1 Free AP
--[ ] 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. 1 AP
A 25% chance of yet another failure on this issue doesn't make me happy, because we've had multiple failures already and we're being explicitly told that the issue is building up into a crisis. Further delays may result in irreversible setbacks.

The question is if we get it this turn, or the next turn. You are using one AP for a 12% reduction in failure rate and this is not worth it. Let's put it in different terms and say we payed one AP to get a 98% chance increase on Expatriate Outreach, instead of a 85%. I don't think it's worth the trade. We can recover from being delayed in Expatriate Outreach by one turn, but I don't think the delays on setting up the Mississippi route will be as manageable.
If you wanted to mitigate risk in a critical action, put two AP on Expanding the Department, where every failure costs us effectively 2 AP (1 from the action, 1 from lacking the additional AP).
Hm. Something to that, maybe. At the same time, those expatriates are obviously in great demand, to the point where expediting or overcompleting may have rewards that make things more worthwhile.

The Refugee situation was under control, what is happening right now is a new wave. This is not a continuous failure to get the situation under control, this is a new wave. We did two extremely successful action to address the refugee situation during turn 4 and 5. We have a setback of one turn, which happens when you have a lot of spinning plates.
I'm not so sure. Those actions regularized the legal status of refugees, but they didn't create any institutions or infrastructure to handle them.

We ensured they'd get citizenship, but you can't eat citizenship. Citizenship won't tell you where to find a decent job, or a place to sleep that isn't full of people coughing all night and making you wonder what diseases you're catching.

I don't think getting half a success a turn earlier is going to have a benefit here. And the action pretty cleary hints at the lack of experts making the timing problematic, hinting at a far better chance one we get expats. You are starting with a non-critical action too early, making it likely we waste the AP spent there.
I think worrying too much about the timing is a "perfect is the enemy of the good" thing. Poptart Quest narrators aren't perfectly reliable. Yes, in principle, it would be best if everything worked like a finely oiled machine and the workforce got their GEDs "just in time" for factories to open up where you need your GED to be able to work effectively. In practice, retraining the workforce will itself create opportunities for economic growth, including actions by non-state enterprises. I'd rather have an educated workforce and still be working on the factories than have factories standing empty because illiterates can't use the machines.

Reading some passages a bit closer, I have changed my stance on putting 2 AP on refugees. I see two ways of going about it, either reducing the investment into the State Department, or reducing our AP investment into the works. Hesitantly, I decided to reduce our investment in the State Department, since they will have an easier time catching up with an expanded department.

Plan Taxes for our Charm Offensive v2
- []DoD (1/1)
-- [] Officer Academies 1 AP, 1/2 80%
-[] DepState (4/1)
-- [] Expand the Department 1 AP, 70%
-- [] Source Foreign Arms 2 AP, ?%
-- [] Expatriate Outreach 1 AP, 85%
- [] DepDomestic (6/1)
-- [] Refugee Management 2 AP, 1/1 95%, Overflow 56%
-- [] The Works 2 AP, 1/2 81%, 2/2 49%
-- [] Renovate the Berau of Taxation 2 AP, 1/2 60%, 2/2 16%
- [] DepDev (3/3)
-- [] Build Rail 2 AP 75%, 1/1 95%, Overflow 56%
-- [] Industrial Assesment 1 AP, 75%
- [] DepSec (2/1)
-- [] Long Tail 1 AP, 70%
-- [] Trouble in Minnesota 1 AP, 75%
- [] DepTech (1/1)
-- [] Old World Equipment, 1 AP, 1/2 70%
- [] DepEducation (2/2)
-- [] School Survey 2 AP, 1/2 65%, 2/2 42.3%

AP accounting: 3 State + 5 Domestic + 1 Security = 9/9 AP
5 (State) = 5/3 required SYP AP

Explanation: In order to get a firm grasp on our internal issues, I'm investing a lot of AP into the Department of the Domestic. As Taxation is a critical stepping stone, I'm also putting 2 AP on it. The State Department gets AP to cross the obvious next steps (Expansion, Foreign Arms and Expatriate Outreach of the list). Old World Equipment is used as a filler action, since the Retraining campaign is difficult to time and we should wait until we get experts trickling in from Expatriate Outreach. Aside from that, a bit of additional investment into our analysts, so we have can develop the capacities for recognizing threats and opportunities alike early on.
Ehh, I could work with this. Except that I really believe setting up adult education programs at all is not the sort of thing we should delay for 6-12 months waiting for outside experts to tell us how to do it better. There's a lot of basic "This 37-year-old man never learned how to read" shit going down in our territory, stuff you don't need to be a rocket scientist to try and do something about.
 
I'm not so sure. Those actions regularized the legal status of refugees, but they didn't create any institutions or infrastructure to handle them.

We ensured they'd get citizenship, but you can't eat citizenship. Citizenship won't tell you where to find a decent job, or a place to sleep that isn't full of people coughing all night and making you wonder what diseases you're catching.
We also put in a lot of effort into making sure they get sufficient housing, and ensuring food abundance. If you read the action description closer, the refugees feeling left behind and potential unrest is emphasized, not a lack of basic necessities.
[ ] Refugee Management: The refugees' situation continues to spiral; with your economy developing extremely rapidly, it is becoming more and more obvious that they are being left behind. Practically, and to avoid severe unrest, you need to help them out. As your economic situation begins to weigh heavily on the refugees, the situation is gaining increasing potential for disaster, and the Little Victoria sprouting up in Detroit isn't helping matters either.
I believe the distribution of refugees and lack of economic opportunities is the main issue here, not lack of housing or food. In either case, I've decided to put two actions on Refugee Management, making this point of disagreement somewhat moot.
Hm. Something to that, maybe. At the same time, those expatriates are obviously in great demand, to the point where expediting or overcompleting may have rewards that make things more worthwhile.
That is nice and all, but we are already struggling to keep up with the demands for our Department of State. Spending one of our precious AP to get a shot at overflow isn't an apportierte use. And if your argument of a follow-up action being unlocked holds true, the chance to get a bonus price won't be the only chance for a reward.
I think worrying too much about the timing is a "perfect is the enemy of the good" thing. Poptart Quest narrators aren't perfectly reliable. Yes, in principle, it would be best if everything worked like a finely oiled machine and the workforce got their GEDs "just in time" for factories to open up where you need your GED to be able to work effectively. In practice, retraining the workforce will itself create opportunities for economic growth, including actions by non-state enterprises. I'd rather have an educated workforce and still be working on the factories than have factories standing empty because illiterates can't use the machines.
I'm not worrying about timing, I'm opposed to starting an education program before we properly integrated refugees into our social systems and before we have sufficient educators. I'm opposed to starting projects before we have the resources to pull them off properly. I see no reason to push this one turn ahead when we aren't even building factories right now. The effort will be less effective, the increase in skilled workers will depress wages for them and there is no urgent need for it.

Oh yeah, and it might be a good idea to pay attention to the timing of the one action that specifically says: Best to time it properly.
Ehh, I could work with this. Except that I really believe setting up adult education programs at all is not the sort of thing we should delay for 6-12 months waiting for outside experts to tell us how to do it better. There's a lot of basic "This 37-year-old man never learned how to read" shit going down in our territory, stuff you don't need to be a rocket scientist to try and do something about.
Retraining campaigns is not an adult literacy program. This is about training people for factory work and trades. If we are going to start teaching people how to read, it will probably be under the Department of Education for obvious reasons.
 
I see three important points that we need to address as soon as possible.
Firstly, we must ensure as soon as possible that we have access to more modern weapon systems, firstly because we are absolutely incapable of building anything even sufficiently modern ourselves and secondly because we can be sure that now, at the end of the civil war in Victoria, the Russians under the new leadership will send material to rebuild the army of their collaborators and this time it will primarily be more modern Russian makes (so from our OTL point of view, not necessarily ITTL) instead of ancient tanks from the Second World War.
The few modern military equipment we have, we can only keep in a very limited amount of combat readiness, because I don't think we have the ability to produce the necessary alloys in the required quality, which are needed for the production of spare parts.
Secondly, it is incredibly important that we try to establish contacts in the American diaspora, on the one hand in the hope of recruiting professionals among the children and grandchildren of the original refugees, and in general to establish contacts with the governments through this diaspora.
Thirdly, but no less important, we need to massively modernise the education and training of our population.
For this we need not only human resources but also other groundwork, but without a well-educated population, both our productivity and efficiency in other areas, from administration to our officer corps in the armed forces, will suffer.
A well-educated and cheap labour force could also help attract foreign investment and thus help us not only to grow our economy but also to modernise our industrial equipment.
In general, the problem is that the last people who had a proper education are at least 60-70 years old and even these people are at least 50 years away from the current state of science and technology.
Not to mention those who were educated afterwards.
 
That is nice and all, but we are already struggling to keep up with the demands for our Department of State. Spending one of our precious AP to get a shot at overflow isn't an apportierte use. And if your argument of a follow-up action being unlocked holds true, the chance to get a bonus price won't be the only chance for a reward.
Two things:

One, the consequences of getting too many successes on an action in this game do tend to involve getting extra rewards.

Two, I don't really think of this as "spending it on the Department of State." I see this as spending AP to get the thing that four or five other departments are all screaming for, probably because we really want the DC reductions it gives us next turn, or something like that.

I'm not worrying about timing, I'm opposed to starting an education program before we properly integrated refugees into our social systems and before we have sufficient educators. I'm opposed to starting projects before we have the resources to pull them off properly. I see no reason to push this one turn ahead when we aren't even building factories right now. The effort will be less effective, the increase in skilled workers will depress wages for them and there is no urgent need for it.
The first action taken on the project won't complete it; it's far more likely to involve laying basic bureaucratic underpinnings to even create the needed adult education schools. That's progress that will generalize and be effective even it happens before the refugees are being vectored into the system by an appropriate government agency, and even if it happens before we build factories.

Plus, a lot of economic activity (including new enterprises being founded) is clearly happening in the background. The CFC isn't a command economy, so demand for literate workers with rudimentary technical competence is going to increase whether or not we take specific steps to make it happen. At least, we'd better hope it will, because otherwise our economy will stagnate.

Oh yeah, and it might be a good idea to pay attention to the timing of the one action that specifically says: Best to time it properly.

Retraining campaigns is not an adult literacy program. This is about training people for factory work and trades. If we are going to start teaching people how to read, it will probably be under the Department of Education for obvious reasons.
1) It says "it would be best if," and does caution us that there can be drawbacks if the action is taken too late, or if we take it too early without taking other steps to boost economic growth. That doesn't mean there aren't also advantages to at least beginning this quite sizeable project sooner rather than later.

2) Training people for factory work and trades is going to overlap with a lot of other things, such as basic literacy and numeracy, for a variety of reasons. Especially since if you live in a society where much of the population is illiterate or reads at a very low grade level, that lack of reading comprehension is itself a major obstacle to work in factories and many trades.
 
So, our priority this turn needs to be on the state department. Especially getting those fucking guns.

And I suppose that a team of very good mercs is about to go in country to get Lisa. Probably a profitable market.
 
The first action taken on the project won't complete it; it's far more likely to involve laying basic bureaucratic underpinnings to even create the needed adult education schools. That's progress that will generalize and be effective even it happens before the refugees are being vectored into the system by an appropriate government agency, and even if it happens before we build factories.
We don't know this is the case. And even if it was, it makes more sense to plan out a training project after we have the experts at hand. A sudden influx of experts can change the scope of the project vastly, and will change where we set up those facilities.
Two, I don't really think of this as "spending it on the Department of State." I see this as spending AP to get the thing that four or five other departments are all screaming for, probably because we really want the DC reductions it gives us next turn, or something like that.
I don't think it's a good idea to base this decision on the assumption we will get DC reductions across the board at the cost of making progress at something that is guaranteed to give us AP, namely taxation. Two projects explicitly mention a lack of experts (Retraining Campaigns and the Berau of Taxation). I think it's far more likely getting the expats will unlock additional actions, rather than reducing the dc for other actions.
 
I'm not saying every project will be easier if we can get ahold of a reasonable number of actual college graduates.

But I can easily imagine a lot of such projects being easier. Enough that Poptart would get bored writing "gee, this would be easier with the expats" over and over, especially since Poptart usually tries to limit the degree by which they lead us around by the nose.
 
I'm not saying every project will be easier if we can get ahold of a reasonable number of actual college graduates.

But I can easily imagine a lot of such projects being easier. Enough that Poptart would get bored writing "gee, this would be easier with the expats" over and over, especially since Poptart usually tries to limit the degree by which they lead us around by the nose.
Possibly. However, getting additional free AP a turn earlier still is the better option compared to less chance of failing a number of projects IMO. The way I see it, we have a large amount of work we are behind on (Foreign Weapons, The Mississippi, The Refugee Crisis, Modernizing the Army, Getting a functional intelligence service). The best option for addressing the current situation is to increase the amount AP we can spent, since it doesn't just allow us to do more actions per turn, but also mitigate the risk of failure in specific areas. Whereas DC reductions will be spread in ways we can't anticipate and that might be useless to us, we can control the AP and counteract the risk of failure in any given department.
 
Honestly I think Rail lines is a must for us to do and important enough that we may need to swallow the costs if it fails just to see it through.
 
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