[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: 2015. 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] 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
[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 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]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