Xenopoiesis: A Plan to Weird the World


Honestly, I was not expecting a major geopolitical crisis on the first freaking turn. But, the rolls being what they were, at least it hit the GTO and neutrals rather than you. Interesting times, as they say.
 
UNESCO has been working on their grand heritage security project (139/1000), UNODOS is revising space shuttle standards for Project Augeias (130/200), ISCRA and the OHCSSR are cooperating on mass embodiment (92/1400), and UNLIEC is making Escapists shake hands with their neighbors (48/600).
So the projects we don't take are rolled as one giant project with no subproject. Also, non-core group roll with the same project we did this turn can go to the same project to hep it overcomplete.

The capture of intelligence archives during the Dual Revolution
[...]
By the time you finish going over the list, you have very little to show for it, just some unsecured nuclear materials and a few vials of this bioweapon or that.
Are we sure that's all? I am sure someone must burn at least some of the archive down when they realise the war is lost. But hey, "a few vials of bioweapon" is not exactly a laughing matter either.


As you do so, you come to discover a few locations which were deliberately kept off the lists. Their contents are more promising: a Brazilian micro-organism which digests plant matter and expels defoliants, a Chinese bomb project that maximizes atmospheric particle dispersal, and an Australian facility which builds cloned brains into powered armor.
See? I know the true black ops sites won't be in the list of sites. Also, we should steal those power armour, I am sure a few of our AI/SI will have a good time with it.

After such a brazen confrontation, one thing is clear: you're going to need some bigger guns.
Well crap.

Huh, I wonder where this came from. (Future me here, very bad thing)

Secret Statistics Department
This sound far too evil than it actually is.

The best result so far is the large number of 'confused animal' memes we have created in the process. Hey, it's something!
Please tell me all those memes mean more people volunteer to help us? Please?

Some even manage to hitch a ride with local neo-nomad caravans
Hey, can you help us wit-
though only with the promise not to rat them out to other agencies.
Damn it!

I know we should be trying to not think like state, but our work is just really hard if we don't get a statistic, you know.

whenever your departments try to wrangle their employees for overtime or some annoying meeting, they suddenly claim to be having their Horizontal Workerization Seminar
Based ILO help people skip boring meeting. Also, ensure we aren't overworking our workers is literally their job.

Even the most democratic organization can be hampered by its own inertia
It's not "even the most democratic." Have you seen how much people can up in arm about the most minor social media UI change? People can be really conservative over the most minor of things. I mean, not that they are wrong since those changes suck.

"Oh, just the way your efforts will all be for nothing."
[...]
Despite all this talk of reconstruction, we're still very much in crisis mode. Even HALE is more about seeing what we can do than really fixing anything long-term. You can tell, right? That we're just waiting for the other shoe to drop?"
Ah... I do have a feeling that the plan goals are more of "getting shit together because everything is on fire" more than anything, but didn't thought it would be this bad.

was that Muscovy would prove the first to fall.
Well, the revolution on 2 century anniversary of Red October? It's can't be all that ba-
More specifically, the native officers are members of the Eurasian Revival Front, a cosmist-fascist formation looking to "Raise the Rus to Divinity". [...] claiming a synthesis of East and West, faith and technology, autocracy and collectivism. Having occupied a territory stretching from Moscow to Stalingrad, the "Sublime State of Eurasia" now stands ready to unleash hell upon the rest of the continent.
Oh never mind, it is very bad.

Heterodoxy, Noocracy, Totality
Oh no, it's Orthodoxy, Autocracy, Nationality 2:electric boogaloo

Oh well, I suppose most of them is not our problem yet. Until they enter Siberia and start fucking with Chinese border. Which seem to not be all that long. But hey, maybe this exercise in having a mutual enemy will help lessen the tension between GTO and the UN by a little tiny bit?
 
So the projects we don't take are rolled as one giant project with no subproject. Also, non-core group roll with the same project we did this turn can go to the same project to hep it overcomplete.
That's exactly how that works, yes. The way non-core orgs contribute to your plan is rather random, with much of it depending on authorial fiat and a vague sense of the org's own priorities. Like, how panicked they are about falling behind on certain things.
 
Turn 2: Eurasian Boogaloo (2118)

Turn 2: Eurasian Boogaloo (2118)


Only a decade out from the last global conflict, and already the next conflagration is upon us. Thankfully, it is mostly contained to a single region, and one where we don't have many assets or constituents. Still, the tragedy of it all is almost indescribable. Vast legions of fascist fanatics are assaulting one another, with anyone innocent caught in the crossfire. What's surprising is how conventional the conflict has been until now. Either the Europeans don't want to destroy their own defense grid, or else the latter is doing its job a little too well. The result is a relatively old-school contest of tanks, mechs, and powered infantry, with swarms of drones making up the aerial front.

So far, the EU is slowly pushing back the cosmist coup forces, although the two bulwarks of Moscow and Stalingrad are still in Eurasian hands. Further east, a more dynamic war is unfolding, with the Council of Russia coming apart at the seams through both external assault and internal subversion. The main question is whether the coup plotters can complete their conquest of Siberia before their main territory falls to the EU. If they can, this promises to be a prolonged conflict at the least, and an epochal cataclysm at worst. To prepare for the latter possibility, UN forces are already being sent to the north of China, both to manage the inflow of Siberian refugees, and to harden our border against an advancing enemy.

Of course, in terms of immediate impact, the worst part for us has been the assault on our infraverse, which is now clogged with all kinds of digital maladies. These cosmists are clearly more capable than your average vampire or iconoclastic terror cell. Even so, it's clear that our comms infrastructure has been underperforming. To remedy this, the Secretariat has decided to incorporate the International Telecommunication Union (ITU) directly into UNIDA. Their main enterprise, Project Tensegrity, is focused on redesigning our network architecture into one which could withstand several regional failures at once, compensating through a more redundant kind of cloud computing. This will take a lot of effort, and we've been asked to lend some UNDP resources if possible. We'll have to see about that; there's a lot that demands UNIDA's attention.



Gaze Starhawk: +10 Bonus on actions dealing with Indigenous Issues, +5 Bonus on actions dealing with non-aligned powers, +5 Bonus on actions taking place on US territory
Ainu Basing Rights: +5 to fleet action rolls in the waters around Japan
Japanese Exile Expertise: +5 to any Japan-related rolls
Secret Statistics Department: Lower requirements for simulation infiltration decisions
Heterodoxy, Noocracy, Totality: -10 to all infraverse-related rolls


UNDP: 4 Free Dice
  • Free Dice can be used on any project within or outside of the Core Group, but will be discounted in the latter case. This malus can be overcome by having the UNDP permanently adopt the project, but this in turn takes a policy die.
UNEEF: 4 Dice
  • Project Cambrian (900-1100)
    • Ocean De-Fertilization Tests (0/200): One of the many failed decarbonization projects of the 21st century concerned the fertilization of the oceans with mass injections of iron, nitrogen, and phosphorus. At the time, it was hoped that the resulting excitement of phytoplankton growth could lead to meaningful amounts of carbon sequestration. In actuality, the algal blooms which resulted only ended up accelerating the deoxygenation of the world's oceans, thus leading to the present preponderance of so-called 'dead zones'. To overcome this inherent eutrophication, a necessary step will thus be to 'de-fertilize' the oceans. This effort must begin with several test programs in coastal waters, where the pollution is most severe.
    • Adaptive Plankton Programs (0/250): The base of the food chain is where our efforts at ocean revivification must inevitably begin. Once we can get the plankton flourishing, the rest of the ecosystem should follow. This set of programs would be specifically aimed at modifying these microorganisms for our present environment, one of relative heat and hypoxia.
  • Project Riposte (800-1000)
    • Creative Destruction (0/150): In order to build a counter to any potential climate WMDs, we should know what kind our enemies would be most likely to build. To do so, several avenues of research will be pursued. We will interview some of the barbarous eco-nihilists of the former Brazilian regime, we will look at various climate collapse fantasies among the Escapists, and we will put together a team of creative but morbid minds to brainstorm new ways to wreck the planet.
    • Prevent Proliferation (104/250): In trying to secure the superweapons of yore, your people have discovered a reactionary conspiracy to use these terrible technologies against you. The only thing to do about that is to try and dig them out, root and stem. This will take the additional deployment of DPO security forces, and perhaps a helping hand from UNATCO. But with your powers combined, these living fossils can be made extinct at last.
  • Project Lovelock (700-900)
    • Personality Panels (20/100): This Gaia technology must learn to speak for nature, communicate its needs to us. But for it to establish a mode of cooperation with the rest of humanity, it must have a legible personality. This part of the development track will be aimed at setting the parameters for Gaia. What will our Green Goddess be like?
    • Build the Biodomes (0/200): No plan survives contact with the enemy, and no program survives contact with nature. Still, we must have some set of protocols, some model of the basic principles of ecology, if our Gaiic designs are to have any chance of succeeding. This requires a controlled environment, a hermetic locale where the prototype AI can be tested. By building some dedicated biodomes, we can meet this initial condition.
UNHCR: 4 Dice
  • New Colossus (800-1000)
    • Simulation Federation Programs (0/200): Aside from their obvious material needs, most Triple-S Realms are socially self-sufficient. That is to say, they function by their own rules and principles, without requiring any cultural feedback from or towards our own reality. While this state of affairs is not inherently defective, our contact with and liberation of the Triple-S Realms within our custody has seen a certain portion of their populace request a greater degree of incorporation with what they now consider to be a truer reality. To accommodate their wishes, we can begin to devolve some of our own necessary functions to them: simulable research projects, low-risk bureaucratic work. At the same time, we will also give them access to our internet, although the interlinking bandwidth will likely be limited at first. In all these ways, our disparate realities can grow ever more united.
    • First Contact Protocols (52/100): There is a remarkable degree of similarity between the process of contacting subsidiary Triple-S realities, and the old sci-fi staple of First Contact with alien life. In both instances, a terrifying existential question (Are we real? Are we alone?) must be broached, causing one's sense of reality to drastically expand. By studying some of the conventions of alien first contact, whether real or fictional, we can refine our protocol for liberating Simulated Realms.
  • Road Warrior (600-800)
    • Track the Caravans (42/150): The neo-nomadic communities of foragers and migrants are famously elusive, having arisen in a time where the state's surveillance presented an acute danger to their life and lifeway. To overcome this legacy of distrust, we must allow these communities to register themselves at their own pace, and must promise to track them no more than is necessary. Once they see that this data can be used to their own benefit, a relation of trust can slowly be established.
    • Build the Rest Stops (0/250): The neo-nomads are a hardy people, but they are not invincible. They often suffer casualties when trying to cross the ecological dead zones along their routes, which is an impressive feat in itself. With this in mind, an easy way to build both infrastructure and goodwill would be to establish some well-stocked caravanserai along these dangerous trails. They would do wonders for the general logistical traffic in these areas as well.
  • Libertalia (500-800)
    • Location, Location, Location (100/150): The biggest open question when it comes to the establishment of our new Libertalias is their precise location. While we have certainly found some willing candidates, both among the to-be-relocated refugees and their Indigenous hosts, there is still the pressing problem of material capacity. Many Indigenous settlements are located in highly precarious regions, and could not support a large influx of migrants. We will have to thread this needle of hospitality and livability carefully.
DPO: 4 Dice
  • Operation Kublai Khan (900-1100)
    • Prepare the Fleet (0/250): A maritime invasion of the Japanese Isles requires a well-prepared invasion force, ready to face whatever blackbox challenges might await us. This all-inclusive preparation won't be remotely easy, but it is the first step to gaining significantly more knowledge and territory for our fledgling UN alliance.
  • Operation Augeias (900-1100)
    • Shuttle Reinforcement (130/200): The aftermath of the Fourth World War has produced a severe case of Kessler Syndrome. As long as we lack the necessary infrastructure for a mass cleanup operation, the best we can do is to reinforce our Earth-to-orbit shuttles, both by augmenting the ones we operate directly and by setting the safety standards for those that we don't.
    • Daedalus Industrial Rebuilding (0/300): Daedalus Station is one of the few major orbital installations that are still in UN hands. Since its industrial sector was mostly ruined during the war, we will have to rebuild it if we are to have any chance of expanding our presence in space.
  • Operation Van Helsing (600-800)
    • Operation Blood Bank (0/200): Pitched as a classic honeypot maneuver, Operation Blood Bank is aimed at establishing a series of easily hackable power distribution networks, entirely legitimate if not for their nature as vampire bait. When placed around areas of likely vampiric activity, it will only be a matter of time before their automated siphoning algorithms hit upon these irresistible resources, allowing us to trace the hacks back to their source. Easy as pie.
    • Operation Analog (0/200): The easiest way to lure a vampiric enterprise out of hiding is to force them to re-establish their parasitic connections to the wider power network. To do so, we will arrange for a series of rolling blackouts in the most afflicted regions. While we should notify the resident populations about these disruptions, we must refrain from doing so through digital communications; these would likely be tracked by vampiric surveillance bots. Instead, we must resort to old school means: physical notices, public announcements, even telephone calls. While obvious to the physical populace, the online world might not even notice until the moment of disconnection is there. And that's exactly the plan.
  • Project Riposte: See above
UNPFII: 2 Dice
  • The Dreaming Initiative (800-1000)
    • Dances Without Wolves (132/250): While the rehabilitation of Indigenous simulated souls is a noble endeavor, it is also hampered by a core issue, that being the non-actual identity of the rehabilitated. To put it another way, even the most sophisticated simulation of present or historical Indigenous people is necessarily incomplete, and thus not perfectly representative of the original figure. In the most egregious instances, these individuals are more reminiscent of nasty colonial stereotypes about the brutal or noble 'savage' than anything historically authentic. To overcome this identity crisis, a vast program of cultural re-education must be incorporated into our efforts. Thankfully, while confronting these living stereotypes is somewhat unnerving, the Indigenous communities we're working with have renewed their commitment to this project, eager to impart the reality of their cultures as a kind of grand exorcism.
    • A Rugged Request (0/250): The preliminary supplying of artificial bodies to the Dreaming Initiative has run into a bit of a problem. Since most such bodies are adapted for urban lifestyles, they lack the necessary ruggedization which life in more rural Indigenous communities would require. Meanwhile, the few more hardy models we have on hand are either too rough-hewn to be suitable for permanent inhabitation, or too militarized to be spread among the general population. In all likelihood, a new bespoke model will have to be designed and deployed. The silver lining here is that such a design will likely be useful for other purposes, as well. But it is a lot of work nevertheless.
  • The Zomia Program (700-900)
    • There and Back Again (0/250): To Serve the People, one must go to the people. Unfortunately, the regions that are to be served by the Zomia Program are incredibly remote, partly by design. Instead of trying to bring our global team of specialists to them, we have opted for a remote work solution. By instructing these regions to each build an RUF (Robotic Unfolder-Fabricator), they can stockpile the capacity for several cadres to load in at once. This will allow our experts to be anywhere and everywhere, and to scale our involvement as needed. It will take some time to set up, though.
    • Incorporate the Ainu (55/200): The good vibes created through your interaction with Hokkaido's native population has now led to their proposed incorporation into the PFII. While the extent of their claims and duties will have to be ironed out, this is a mutually beneficial proposition at its core. The Ainu will get the protection of our global community, and we will have a steadfast ally in a volatile region. It's win-win!
UNETC: 1 Dice
  • Project Penglai (700-1000)
    • Recentralization (35/250): When the Ecological Dead Zones were approaching the point of irreversible extinction, great projects were dreamed up to at least preserve some of its natural treasures. Unfortunately, the general chaos of the last century intervened to make this effort into a more diffuse and haphazard affair, resulting in a few dozen DNA banks and wild parks spread all across the planet. In order to begin the revivification of the areas under our stewardship, we would do well to bring these various remnants back to their source. By building a network of biodomes and research institutes within the relevant territories, our later, more ambitious efforts will go that much smoother.
UN Habitat: 2 Dice
  • Libertalia: See above
  • Friends of Verdi (400-600)
    • Paint It Green (0/100): One of the most promising initiatives under our auspices is the development of AirSpray, a sprayable paint with a chlorophyll additive. By providing this Green Graffiti to urban artists across the UN, we will have found a cheap way to make our megacities just a little more livable.
    • Mirror, Mirror (0/200): Among the more forgotten causes of urban misery in the UN is the relative lack of daylight at the bottom levels of our megacities. To overcome this inherent problem with hyperdense architecture, we can construct a series of light funnels and well-placed mirrors, thereby lighting up the most gloomy parts of each metropolis. This should also augment overall plant growth, fulfilling a key part of our mandate.
UNOCHA: 1 Dice
  • Project Barefoot (400-600)
    • Operation Kurosawa (107/150): Sometimes, all you need to fix a dire situation are a few good men. Since this isn't an age of wandering ronin, our stable of technicians and care workers will have to do. The goal of this initial operation will be to send out a set of internally diverse work teams to the remotest regions of our territory, thus assessing their most dire needs and deploying some immediate aid. Given the dangerous nature of both our peripheral regions and our vast interior, a security escort will likely be necessary.
ILO: 1 Dice
  • Project Pannekoek (400-600)
    • Horizontal Seminars (53/100): The tricky part about proper socialist labor practices is that they cannot be taught from above; they must be an expression of proletarian self-activity. As such, it is our job to be mere facilitators for the workers' own learning and self-assertion. By providing the resources and venue space for horizontal, worker-to-worker organizing sessions, we can let this project take care of itself.
    • BAT Signal (0/150): So far, the BAT has been a great way of giving the rank-and-file UN workers some input during the planning stage of our initiatives. Unfortunately, a lot can still go wrong during the actual execution of these plans. While a general appeals process already exists within the ILO Tribunal, we need something broader and more responsive if we are to get a good grasp of how our workforce estimates their own success. Along these lines, we are aiming to install an algedonic module into the UNIDA monitoring apparatus. To put it simply, workers' complaints of overwork and unrealistic targets will come straight to us, instead of being filtered through their managers. That way, we can know when a project might be on the brink of collapse, or conversely, when we are overheating it through our direct support. This should result in a more balanced developmental effort and a healthier work culture.
Policy: 1 Die
  • Project Management
    • Add a project: If we feel that a certain part of our mandate is not being met, we can always try to add a project directly to the UNDP. It could either be a bespoke initiative developed in-house, or else one adopted from outside of the Core Group. All of this is entirely within the Vice-Chairman's power, and would allow them to spend some of the UNDP's discretionary resources on a project that would otherwise go neglected.
    • Cancel a project: If a given project is not delivering an adequate amount of progress, or if it is distracting us from more important goals, then it can always be canceled. While this would incur a small short-term political cost, the higher-ups will appreciate our turn to more efficient efforts in the long run.
  • Core Group Management
    • Add an organization: Unavailable until the next Reflection Point
    • Remove an organization: Unavailable until the next Reflection Point
    • Consolidate organizations: Unavailable until the next Reflection Point
  • UNIDA Management
    • Harden Network Infrastructure (0/100): Those damned Eurasians have turned parts of the infraverse into a brutish, propagandistic place of unsecured connections and intrusive adware. It's like those awful simulations of the 21st century internet. To keep it from dragging down UNIDA productivity, your network engineers are going to have to quarantine your infranet, at least until the wider crisis is sorted out.
    • Reorganize the UNIDA-UNSD relation (0/150): The various components of UNIDA have long worked with the UNSD to exchange necessary statistical information. Many of them are even direct members of the Committee for the Coordination of Statistical Activities (not to be confused with the UN Statistical Commission, the erstwhile overseer of the UNSD before the abolition of ECOSOC). If UNIDA is to be the UN's centralized developmental organ, then the clarification of all this statistical traffic is indispensable. As a partial solution, UNIDA will fund a specific department of the UNSD, aimed at providing and receiving data focused on its developmental activities. UNIDA will also become a member of the CCSA, supplanting the position of any total subsidiaries like the UNDP.
Politics: 1 Die
  • A Message from the General Secretary: A sealed message has arrived to your office, courtesy of the Secretariat. You are said to open it 'only when you can afford it, as the task described herein will take up a significant amount of your time and effort'. Huh. Mysterious!
  • Contact Your Counterparts: UNIDA is hardly the only global organization focused on progress and development. Hell, it may not even be the most important one within the UN alliance itself! By liaising with some of your national and international counterparts, such as AmPlan and the NRRC, you can begin to align your goals, share your resources, and promote your general synergy.
  • Walk the Halls of Power: The unofficial "UN City" of Monumental Manhattan is an extraordinary hub of political movers and shakers. By taking some time to attend its many galas, mixers, and salons, you'll steadily become acquainted with some of its more important portions. Such contacts could come in handy in some of your more clandestine pursuits, as representatives of all stripes may be found at these fetes. It is even rumored that the GTO maintains some informal connections in this way! Now, doesn't that make you curious?

UNESCO (2 Dice): Operation Yijing (2 Dice), New Colossus (0 Dice)
UNODOS (2 Dice): Operation Augeias (2 Dice), Project Tarkas (0 Dice)
ISCRA (2 Dice): The Dreaming Initiative (0 Dice), The Hirschfeld Initiative (2 Dice)
UNCXR (1 Die): Project Riposte (1 Die)
UNLIEC (1 Die): The Commensal Program (1 Die)
OHCSSR (1 Die): The Hirschfeld Initiative (1 Die)
IOM (1 Die): New Colossus (1 Die)
ITU (1 Die): Project Tensegrity (1 Die)

Author's Note: As you can see, BAT reporting has allowed you to get a sense of the total input required for each project. Note that this evaluates the entire endeavor, even the parts you may have already completed. Also, a 12 hour voting moratorium is now in effect. Happy planning!
 
[X] Plan: Lockdown
-[X] UNEEF (4 dice)
--[X] Project Riposte: Prevent Proliferation (104/250) 4d
-[X] UNCHR (4 dice)
--[X] New Colossus: First Contact Protocols (52/100) 2d
--[X] Road Warrior: Track the Caravans (42/150) 2d
-[X] DPO (4 dice + 1 Free)
--[X] Operation Kublai Khan: Prepare the Fleet (0/250) 5d
-[X] UNPFII (2 dice + 2 Free)
--[X] The Dreaming Initiative: Dances Without Wolves (132/250) 2d
--[X] The Zomia Program: Incorporate the Ainu (55/200) 2d
-[X] UNETC (1 die)
--[X] Project Penglai: Recentralization (35/250) 1d
-[X] UN Habitat (2 dice)
--[X] Libertalia: Location, Location, Location (100/150) 2d
-[X] UNOCHA (1 die)
--[X] Project Barefoot: Operation Kurosawa (107/150) 1d
-[X] ILO (1 die)
--[X] Project Pannekoek: Horizontal Seminars (53/100) 1d
-[X] Policy (1 die + 1 Free)
--[X] UNIDA Management: Harden Network Infrastructure (0/100) 2d
-[X] Politics (1 die)
--[X] Contact Your Counterparts 1d

So my free dice priorities are towards two things: ensuring our preparation to secure Japan proceeds apace (integrating the Ainu counts in my opinion) and getting our infraverse security up.
 
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[x] Plan: Step by Step
-[x] UNEEF: 4 Dice
--[x] Prevent Proliferation (104/250): 3 Dice
--[x] Personality Panels (20/100): 1 Die
-[x] UNHCR: 4 Dice
--[x] First Contact Protocols (52/100): 1 Die
--[x] Track the Caravans (42/150): 3 Dice
-[x] DPO: 4 Dice
--[x] Prepare the Fleet (0/250): 4 Dice
-[x] UNPFII: 2 Dice
--[x] Dances Without Wolves (132/250): 2 Dice
-[x] UNETC: 1 Die + 3 Free Dice
--[x] Recentralization (35/250): 4 Dice
-[x]UN Habitat: 2 Dice
--[x] Location, Location, Location (100/150): 2 Dice
-[x] UNOCHA: 1 Die
--[x] Operation Kurosawa (107/150): 1 Die
-[x] ILO: 1 Die
--[x] Horizontal Seminars (53/100): 1 Die
-[x] Policy: 1 Die + 1 Free Die
--[x] Harden Network Infrastructure (0/100): 2 Dice
-[x] Politics: 1 Die
--[x] Walk the Halls of Power
 
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I don't like the focus on Prepare the Fleet, especially because DPO can also contribute to Project: Riposte which is much more important and time sensitive imo.

Thus 8 Dice on Riposte!

Otherwise the plan is almost identical to MrRageQuit's plan. Just shifting one Dice from Dances without Wolves to Incorporate the Ainu, because of the malus on Infraverse actions. Edit: Oh. And also Walk the Halls of Power instead of Contact your counterparts

[X] Plan: This is the part where we stab you
-[X] UNEEF: 4 Dice
--[X] Creative Destruction (0/150): 3 Dice
--[X] Prevent Proliferation (104/250): 1 Dice
-[X] UNHCR: 4 Dice
--[X] First Contact Protocols (52/100): 2 Die
--[X] Track the Caravans (42/150): 2 Dice
-[X] DPO: 4 Dice + 1 Free Dice
--[X] Prepare the Fleet (0/250): 1 Dice
--[X] Prevent Proliferation (104/250): 4 Dice
-[X] UNPFII: 2 Dice + 2 Free Dice
--[X] Dances Without Wolves (132/250): 1 Dice
--[X] Incorporate the Ainu (55/200) 3 Dice
-[X] UNETC: 1 Die
--[X] Recentralization (35/250): 1 Dice
-[X]UN Habitat: 2 Dice
--[X] Location, Location, Location (100/150): 2 Dice
-[X] UNOCHA: 1 Die
--[X] Operation Kurosawa (107/150): 1 Die
-[X] ILO: 1 Die
--[X] Horizontal Seminars (53/100): 1 Die
-[X] Policy: 1 Die + 1 Free Die
--[X] Harden Network Infrastructure (0/100): 2 Dice
-[X] Politics: 1 Die
--[X] Walk the Halls of Power
 
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Looks like we have some diverging plans going on here. Do make sure to get your vote in, if such a tie is to be broken!
 
[X] Plan: This is the part where we stab you

I don't think we are quite ready to start invading Japan when we still have Eurasian to deal with.

...Unless whatever happens in Japan is also building up strength to fuckover us, in which case, crap.
 
While not a tie, the vote is still very close. I'd like a slightly bigger margin before I call it.
 
Dice time!
TheInnerMoon threw 10 100-faced dice. Reason: Eurasian Boogaloo Core Group Total: 594
54 54 23 23 25 25 98 98 93 93 93 93 13 13 75 75 32 32 88 88
TheInnerMoon threw 10 100-faced dice. Reason: Eurasian Boogaloo Core Group Total: 432
41 41 100 100 27 27 49 49 28 28 35 35 24 24 40 40 86 86 2 2
TheInnerMoon threw 5 100-faced dice. Reason: Eurasian Boogaloo Core Group Total: 213
36 36 48 48 46 46 46 46 37 37
TheInnerMoon threw 11 90-faced dice. Reason: Eurasian Boogaloo Non-Core Total: 598
65 65 89 89 35 35 77 77 22 22 4 4 61 61 77 77 11 11 85 85 72 72
TheInnerMoon threw 5 100-faced dice. Reason: Global Status Rolls Total: 263
73 73 74 74 35 35 78 78 3 3
 
Mathpost attempt:

Project Riposte: Prevent Proliferation (104/250) 4d | 104 + 54 + 23 + 25 + 98 + 20 (US Bonus x4?) = 324/250, 74 overflow
New Colossus: First Contact Protocols (52/100) 2d | 52 + 93 + 93 - 20 (HNT x2?) = 218/100, 118 overflow

Road Warrior: Track the Caravans (42/150) 2d | 42 + 13 + 75 = 130/150
Operation Kublai Khan: Prepare the Fleet (0/250) 5d | 32 + 88 + 41 + nat 100 + 27 + 25 (Japan x5) = 313/250, 63 overflow
The Dreaming Initiative: Dances Without Wolves (132/250) 2d | 132 + 49 + 28 + 20 (Starhawk x2) - 10 (HNT) = 219/250
The Zomia Program: Incorporate the Ainu (55/200) 2d | 55 + 35 + 24 + 20 (Starhawk x2) + 10 (Japan x2) = 144/200
Project Penglai: Recentralization (35/250) 1d | 35 + 40 = 75/250

Libertalia: Location, Location, Location (100/150) 2d | 100 + 86 + 2 + 20 (Starhawk x2) = 208/150, 58 overflow
Project Barefoot: Operation Kurosawa (107/150) 1d | 107 + 36 + 15 (Starhawk) = 158/150, 8 overflow
Project Pannekoek: Horizontal Seminars (53/100) 1d | 53 + 48 = 103/100, 3 overflow

UNIDA Management: Harden Network Infrastructure (0/100) 2d | 46 + 46 - 20 (HNT x2) = 76/100
Contact Your Counterparts 1d | 37


Okay... we might have another global crisis issue coming up. Also, time to see how nat-100s are treated.
 
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