Xenopoiesis: A Plan to Weird the World

More seriously: yeah, the Crisis System definitely needs a rework
yah I seond this and I think derpmind made a great point here with mathetically we are gonna be getting nat 1s a lot and if every single one is as bad as these...
Quick tip for planquests: There are too many dice. Your expectation for bad (or good) luck is not calibrated for this many dice. The chance to not hit a nat 1 on a 1d100 is 99%. This turn with 7 global status dice, that chance dropped to ~93.4%. Over these first three turns with 17 global status dice total, the chance of not hitting any nat 1s was ~84.3%. The more dice you roll, the more likely outlier results become, and planquests roll way more dice than other quest formats do.

In a ck2 or ck2-adjacent quest, a quite crunchy and dice-centric quest format, you might roll 5 or 6 d100s in a normal turn, and sometimes one of those dice each turn might be super risky or impactful. Here, you rolled 44 dice, and 7 of them had the potential for massive global impact. While 7/44 is a ratio close to 1/6, the chance of crits and crit fails is over six times as likely.
 
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That said, if the specific UN status roll is another nat1 next turn, I may need to bring out the nukes. "World War Five" does have a nice ring to it.
 
Okay, I haven't been voting but... Yeah, I will admit that the entire time I was reading Turn 1 and 2's results, I was basically going "Why didn't you put any effort towards countering the Vampires?" with my reaction to seeing Turn 3's Plan again didn't put any effort towards dealing with the Vampires basically being "I really hope you folks know what you are doing because that Vampire issue seems like it's probably the most damaging threat the UN is dealing with other than the climate catastrophe that's occurred and you've completely ignored it."
I will be blunt. As the person who produced the plans that got voted for, Vampirism did not come across as significant an overall threat. I was worried about whatever was going on in Japan coming out and biting us. And yes, it did anyway. Hindsight is 20/20, we have a very limited pool of dice and have to guess at the best way to make use of them. Especially when different crises begin jumping out of the woodwork. I reasoned that more completed per year would be better than a larger array of projects spread out over multiple years, particularly when our poor dice luck was included.
 
I will be blunt. As the person who produced the plans that got voted for, Vampirism did not come across as significant an overall threat. I was worried about whatever was going on in Japan coming out and biting us. And yes, it did anyway. Hindsight is 20/20, we have a very limited pool of dice and have to guess at the best way to make use of them. Especially when different crises begin jumping out of the woodwork. I reasoned that more completed per year would be better than a larger array of projects spread out over multiple years, particularly when our poor dice luck was included.
Ah. I think I might know why you and I had different interpretations of the threat that Vampirism has. Not sure what you were thinking of it as, maybe minor groups stealing a fraction of resources to maintain themselves? But I looked at what they were being described as and immediately went "This is Corruption 2.0, But Worse" and as to why that's so scary?

Look at what's happened in the last year and a bit as the world learned just what had become of what was believed to be probably the third most dangerous military in the world due to Russia's high level of institutional corruption. With the top two being the United States and China. It's basically a 'hidden danger' where no one really sees the damage because it's just 1% less resources here and here and there and there...

But it's literally an example of 'Death by a Thousand Cuts' in regards to how many resources and what your institutional morale and competency is like. Made even worse because the new folks come in, see the current level of performance and how everyone accepts a small amount being leached off then go "Okay, so this is fine so if I let this time bit be leached off as I'm too busy dealing with something else, no one's going to have an issue with it". Only it turns out that said little bit of leaching finally causes that organisation to only be able to use 90% of the resources it is supposed to be using because whilst it's never much with each loss, the fact that prior losses weren't patched mean the new ones stack on top of the old ones.

And the reason it's 'Corruption 2.0, But Worse' is just down to how instead of money, manpower and raw resources being leached here, it's literally the ability to construct anything they've got blueprints for and then maintain it thanks to technological developments. So just picture it, as shown by the new crisis, as if all the money hidden in the Bank Accounts of the Corrupt Individuals was able to at a practical moments notice be told to leave said bank account as a fully equipped Top Tier Unrestricted Equipment PMC, or Black Ops Strike Team, or Wetworks Specialist deployed wherever in the world said corrupt individual wants.

But again: I definitely didn't expect the results to be this bad. I just thought you were greatly underestimating the impact the Vampires were having and also that might be doing things with the understanding that Crises are 'stationary' and so won't really become worse rather than 'Dynamic' and thus changing as time goes by. Even if they were apparently a lot more Dynamic than even the QM intended.
 
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But again: I definitely didn't expect the results to be this bad. I just thought you were greatly underestimating the impact the Vampires were having and also that might be doing things with the understanding that Crises are 'stationary' and so won't really become worse rather than 'Dynamic' and thus changing as time goes by. Even if they were apparently a lot more Dynamic than even the QM intended.
To give a sense of how I bring these 'dynamic' events come about: I basically use the global status dice to inform the overall 'quality' of the year's events, divided up by region and domain of activity (the environment has its own die, for instance). Then, when a major crisis emerges in one or more areas, I try to see what's been neglected so far and try to base the disaster on that. In the case of something like the NBC though, it was my specific 'wild card' die which came up terrible.

Of course, there's nothing stopping the dice from coming up 90+ and giving you or someone else a sudden boon. You've just had terrible luck.
 
At this point I kinda want to see how many Crises we could stack on top of this planet before the whole thing topples over, lmao.
 
Turn 4: State of Emergency (2120)

Turn 4: State of Emergency (2120)


The litany of crises which humanity has faced in the past few years has seen its logical apotheosis in the Negation Plague. This vampiric virus has exploited our own complacency to unleash a pandemonium of horrors. All of our focus must now go to fighting this existential threat. To effect this shift in priorities, the General Secretary has declared an official Supranational State of Emergence. Besides making more resources available to us, this move has also effectively advanced the Quinquennial Comprehensive Policy Review, which wasn't due for another year. As a result, we must now make certain important choices about the structure of the Core Group, and of UNIDA at large. These potential changes are described below.


Core Group Management

Emergency Appropriations: To augment the capacity and flexibility of UNIDA operations, the Secretariat has authorized the following expansions:
  • +1 UNDP die
  • +1 policy die
  • +1 politics die
Potential Additions (Pick One): To strengthen UNIDA's contributions in defense-oriented development, the Secretariat requests the addition to the Core Group of one of these organizations:
  • DPPA: Officially, the Department for Political and Peacekeeping Affairs is just the political office for the Secretariat. In practice, however, it is a cover for the revolutionary organs of the Sixth Internationale. Not only is the General Under-Secretary of the DPPA always also the head of the Comintern, but the DPPA Intelligence office effectively acts as its global enforcement arm. This merging of supra-party and supra-state is pretty much obvious to all. To add the DPPA to the Core Group would mean a greater focus on outright political agitation, up to and including certain black operations. It's not a risk to take lightly.
  • UNATCO: Unlike its cyberpunk namesake, the UN Anti-Terrorist Coalition swears it is not the agent of a global conspiracy–other than the Comintern, of course. But really, they mostly focus on the fight against domestic reactionaries, such as the resurgent Casta terror cells. To add them to the Core Group would mean an easier time against such insurgencies, which seem to be a dime a dozen at the present time. Still, there's other ways of fighting those too.
Potential Mergers (Pick Two): To enhance the efficiency of UNIDA member organizations (giving you a permanent bonus to their rolls), the Secretariat has seen fit to propose the following mergers:
  • UN Habitat (2)+UNHCR (4)+IOM (1)+UNLIEC (1)=UN Home (4) (+5 bonus)+UNIEEC (4) (+5 bonus): Due to the mass migrations of the past century, the UNHRC has become a rather unwieldy organization, responsible for both regular refugee affairs and the vast network of semi-permanent exile communities which surround just about every major city in the UN. At the same time, there's also a vast array of other organizations which deal with some aspect of housing, migration, or the specific communities produced by certain crises in these areas. To separate the political and infrastructural functions, two new organizations have been proposed. The first of these, UNIEEC, would be a unified representative organ for intentional, escapist, and exiled communities. The second, UN Home, would take charge of the general questions of housing and transport. While organizations like the UNHCR and IOM would still nominally exist, their jurisdiction will shrink drastically, and their political or developmental components will be transferred elsewhere. As part of this process, UNIEEC will also take the UNHCR's permanent UNSC seat.
  • ISCRA (2)+OHCSSR (1)=UNSIMCO (3 dice) (+10 bonus): The High Commissioner's Office is trying to get out of the development game. Since the only effort they're presently invested in is a cooperation with ISCRA, they could easily transfer their assets to that organization. ISCRA, meanwhile, is thinking of refocusing on simulated beings rather than simulations as such. This would mean a rebranding into the UN Simulant Coordination Office, or UNSIMCO. Since this organization would represent simulated communities in a political capacity as well, it's likely to get a permanent seat on the UNSC, with another one going to PALA to make another uneven number.
  • UNEEF (4)+UNETC (1)=UNEA (5 dice) (+10 bonus): UNETC has been severely underperforming when it comes to remediating their trusteeships. Perhaps it would be better if they were merged with UNEEF into a new Ecological Authority. The vast resources of such an organization could then be brought to bear where needed.

Crisis Management

Negation Crisis Status: 0% resolved

A d20 will be rolled every turn to determine the progress made in fighting the Negation. Various bonuses can be added onto this through your emergency projects, speeding up the overall resolution of the crisis.

Emergency Projects
  • Project Icon (0/200) (Replaces New Colossus): The Negation Crisis has provided an unexpected employment opportunity for some of our simulated comrades. Since many of them are members of fictional or historical revolutionary movements, they could hypothetically be deployed as such within reality, at least if properly sleeved. Seeing someone like John Brown or Bill Blazkowicz 'bash the fash' would surely improve the morale of our other forces. Though some strategic re-education will be required, and military sleeves do not come cheap, the psychological benefits of such a program are not to be discounted. (Major Crisis Bonus. Half of this progress will be added to New Colossus)
  • The Bella Ciao Initiative (0/300) (Replaces Libertalia): Both your Indigenous and Exiled communities have long histories of insurgent warfare, fighting fascist imperialism in all corners of the world. Now that many of them are founding new utopian communities, it seems only logical for these to become the new base areas of a protracted people's war. The omnipresent violence of the Negation calls for an equally decentralized response. Let our billions overwhelm them! (Major Crisis Bonus. Moderate Permanent Bonus. Half of this progress will be added to Libertalia)
  • Operation Rohirrim (0/250) (Replaces Project Barefoot): Your peaceful aid caravans were only going to be lightly armed, enough to take care of the usual bands of pirates and raiders. Now that an actual mass conflict is afoot, it's time to refocus. Your aid missions will be thoroughly militarized, with immediate relief coming in the form of both food packages and ammo boxes. None shall want for bread or bullets! (Moderate Crisis Bonus. Progress will be split between Project Barefoot and Road Warrior. Additional Progress to Libertalia)
  • Operation Blade (0/250) (Takes Operation Van Helsing): You were planning to treat the vampires with subtlety. With grace! But now they've fully committed themselves to the Negation, and fighting them will require a heavier arsenal. Time to sharpen the stakes. Metaphorically speaking, of course. (Major Crisis Bonus. All of this progress will be added to Operation Van Helsing)
  • Project Buckminster (0/150) (Replaces Project Tensegrity): A reorganized version of Project Tensegrity, focused mainly on government and military sub-networks. Securing our communications should go a long way in making our defense operations more effective. It should also finally get rid of that obnoxious Eurasian agitprop. (Minor Crisis Bonus. Half of this progress will be added to Project Tensegrity. Automatic completion of 'Harden Network Infrastructure')

Core Group Planning

Gaze Starhawk: +10 Bonus on rolls dealing with Indigenous Issues, +5 Bonus on rolls dealing with non-aligned powers, +5 Bonus on rolls taking place on US territory
Control of Japanese Waters: +15 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
Simulation Support: +10 to any Simulable Service Labor (SSL)
Virtual Diplomatic Corps: +5 to Simulation Diplomacy Actions
Migrant Labor: One d20 bonus to a single construction project each turn
A Variable Number of Samurai: Lower requirements for all peripheral aid projects
Reinforced shuttles: The lowest space action die is automatically rerolled
Mars or bust: +10 to Project Tarkas rolls
Heterodoxy, Noocracy, Totality: -10 to all infraverse-related rolls
Minor Casta Crisis: -5 to all actions in the Americas until resolved

UNDP: 5 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 (0/900-1100)
    • Ocean De-Fertilization Tests (50/200): 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 (600/800-1000)
    • Creative Destruction (82/150): 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.
    • Monitoring Office (63/150): In the fight against extinction, it is not enough to simply have a bunch of counter-weapons; if we are to combat the use of ecological WMDs, then we must anticipate their effects, and hypothesize as to where and how they are most likely to be used. This requires a distinct monitoring office, an entity which can keep track of a wide range of ecological and climate statistics, and sound the alarm if any anomalies appear. We are already brainstorming acronyms.
  • Project Lovelock (100/700-900)
    • 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 (500/800-1000) (Unavailable)
    • Operation Red Pill (132/300): The protocols have been codified, and our diplomats stand ready: first contact can officially begin! This initial operation will focus on the low-hanging fruit among our stable of simulations, worlds where our presence is thought to be welcome or expected. While the potential for mass panic will never entirely vanish, even this should be manageable if we stick to our scripts. Or so we hope.
    • Reverse Training Programs (0/200): Ideally speaking, education is a process of mutual adaptation, where both sides of the teacher-student dialectic try to learn from one another. In this instance, we've spent a long time teaching our simulant comrades on how to do things our way. But aren't there things we could learn from them in turn? The sheer variety of realms under our jurisdiction means that they will surely contain some novel ideas and practices. We'll just have to be open to them.
  • Road Warrior (150/600-800)
    • Aid the Caravans (28/200): In hindsight, maybe we should have offered some material aid to our nomadic comrades before trying to surveil them. That might have made for a better opener. Oh well, at least we have a better idea of what they actually want now. Time to go play santa.
    • 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 (150/500-800) (Unavailable)
    • First Communes (167/200): Now that we have found some suitable sites for harmonious habitation, it is time to begin the steady work of building and populating. These first dozen sites, placed all over the world, will be the most experimental in nature. Their arrangement will vary widely, switching between a few different designs to see which one these communities like most. In terms of organization, we will seek to answer basic questions about the admixture of component communities, the precise procedures of self-government, and the way that work and wealth should be divided.
DPO: 4 Dice
  • Operation Kublai Khan (750/1400-1600)
    • Operation Roundup (0/250): So, invading Japan might have been a mistake. Perhaps we shouldn't have given our operation such an auspicious title. Still, now that we're here on Kyushu, we might as well make the best of it. Since it's been suspected that the local rhizome network is directing some of the general Negation activity–or at least that their actions are coordinated through a cloud network–we had best start rooting out some of this island-wide substructure. Even if our progress will be slow-going, every little bit helps.
  • Operation Augeias (350/900-1100) (One Free Action This Turn)
    • Daedalus Industrial Rebuilding (112/300): 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 (0/600-800) (Unavailable)
    • 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 (+5 due to Ainu Auxiliaries)
  • The Dreaming Initiative (0/1200) (AmPlan Project)
    • Dances Without Wolves (223/250): 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 (200/700-900)
    • 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.
UNETC: 1 Dice
  • Project Penglai (0/700-1000)
    • Recentralization (92/250): 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.
UNODOS: 2 Dice
  • Operation Augeias: See above
  • Project Tarkas (100/500)
    • Restart the Aldrin Cyclers (0/200): Before the war, we used to have a set of large mobile habitats making constant trips between Earth and Mars. Passenger and cargo shuttles could simply drop off their load, and the cyclers would ferry it across the long dark. It was an efficient system, and one we should reestablish if we want to have any permanent traffic going to and from the red planet.
    • Reorganize the Infrastructure (0/200): Now that the most acute material needs of our Martian habitats have been resolved, it is time to reorganize them into some sort of coherent community. Specialization is the root of efficiency, and so we must plan out an overall network of production, transport, and general logistics before any sustainable or even growth-capable society is to be established. Luckily, the question of Martian settlement logistics knows a long history, with many old and new simulators to inform our decision making.
UNOCHA: 1 Dice
  • Project Barefoot (150/400-600) (Unavailable)
    • Thunderbirds are go! (3/250): While our numerous bands of misfits have done a lot of good out in the sticks, there were many instances where their help proved insufficient. To overcome this lack of quick-response assistance, we can set up an auxiliary service of emergency caravans. These would be called on when needed, crossing vast distances to aid whatever particular cadre is running out of tools, resources, or expertise. The folks at UNOCHA HQ have taken a liking to the idea, and have even dug up an old sci-fi franchise to name this service after. Curious.
ILO: 1 Dice
  • Project Pannekoek (100/400-600)
    • Internal Exchange Programs (0/150): Our workforce is eager to break down the managerial barriers of our projects and agencies. As it is, they sometimes encounter other cadres in the field while being entirely surprised to find them there. This sort of ignorance and inefficiency should simply be eliminated. As an initial step to more internal cooperation, we should send elements of one agency to apprentice with another, and vice-versa. In this way, they can learn from each other's methods, and build the informal connections we'll need if any official mergers are to be realized.
    • BAT Signal (30/150): 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: 2 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: Available, see above
  • UNIDA Management
    • Harden Network Infrastructure (72/100): 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: 2 Die
  • A Message from the General Secretary: Having ignored her previous request, a new message has now come in from the Secretariat. Its tone is insistent, but without any malice. "In times of great darkness, we must be willing to light new fires." What could she mean by this?
  • Coup De Grace: The Eurasians appear to be on their last legs. Good. While the idea of European victory is sickening in its own way, at least they're the devil we know. Still, if we want to make sure that this rogue state is properly crushed, we had best offer some support to the Council of Russia. However frosty our relations with them might be, this gaggle of warlords is far more reasonable than any of our essentialist opponents. By dedicating some of our crash military-industrial capacity to their cause, the end to Cosmo-fascism will come that much closer.
  • Barsoomian Bargaining: With all this trouble on Earth, you'd almost forget about Mars. Of course, the people on Mars (increasingly called 'Barsoom' these days) can't exactly forget about their own fate. As far as their own pseudo-revolutionary struggle goes, a lot depends on the coming year. Having failed to secure the strongholds of Reaction, a GTO-supplied counteroffensive could be in the offing. Now that the Eurasians are on their last legs, we could potentially swoop in and become the NBC ideological lodestone. Much of this depends on the SSE's performance, admittedly, but we could also share the aid we've given to our local settlements in order to relieve some of the Barsoomian's logistical strain. Such a gesture would surely create a lot of goodwill. And goodwill pays dividends.
  • 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 (0 Die), Project Icon (2 Die)
UN Habitat (2 Dice): The Bella Ciao Initiative (2 Die), Friends of Verdi (0 Die)
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): Project Icon (1 Die)
ITU (1 Die): Project Buckminster (1 Die)

As you can see, with crisis comes opportunity. Try not to cause any more existential troubles, though. I'm running out of disasters. As usual, a twelve hour voting moratorium applies for planning purposes.
 
So, ummm, how is this going to work?

I assume the emergency project use the dice of the agencies responsible for it's normal counter part?

And I assume the organisation mergers will take effect next turn? We don't know which project will go to who.

Also, are potential additions and potential mergers free options or do we use to spend policy dice?
 
I assume the emergency project use the dice of the agencies responsible for it's normal counter part?
Yep!
And I assume the organisation mergers will take effect next turn? We don't know which project will go to who.
Yes, I'm still figuring out how to divvy up the projects
Also, are potential additions and potential mergers free options or do we use to spend policy dice?
Core Group Management is all free actions!
 
I think we should talk to GenSec. It's probably stabbing the euros in the back while we have a chance and we should do it before they're able to recruit and consolidate our "mutual" enemy.
 
Apologies for not making votes then coming in outta the blue to suggest something
but I think we really should pick this option because we've heen lagging so far behind in ecological restoration people are leavijg and demoralized and this gives us some game changing capabilities and ability to plow through healing the planet
UNEEF (4)+UNETC (1)=UNEA (5 dice) (+10 bonus): UNETC has been severely underperforming when it comes to remediating their trusteeships. Perhaps it would be better if they were merged with UNEEF into a new Ecological Authority. The vast resources of such an organization could then be brought to bear where needed.
 
My thoughts for additions and mergers:

-[] [Additions] UNATCO

Given how many crises we're dealing with, courting further trouble with political agitation is a bad idea.

-[] [Merger] UN Habitat (2)+UNHCR (4)+IOM (1)+UNLIEC (1)=UN Home (4) (+5 bonus)+UNIEEC (4) (+5 bonus)
-[] [Merger] UNEEF (4)+UNETC (1)=UNEA (5 dice) (+10 bonus)

These have the broadest areas of impact that really matter. The simulants are a, well, minor province, certainly in comparison to everything else we have going on.
 
And the plan proposal, if people still dare vote for me after all this.

[] Plan: Of Course You Know, This Means War
-[] [Additions] UNATCO
-[] [Merger] UN Habitat (2)+UNHCR (4)+IOM (1)+UNLIEC (1)=UN Home (4) (+5 bonus)+UNIEEC (4) (+5 bonus)
-[] [Merger] UNEEF (4)+UNETC (1)=UNEA (5 dice) (+10 bonus)
-[] UNEEF (4 dice)
--[] Project Riposte: Creative Destruction (82/150) 2d
--[] Project Riposte: Monitoring Office (63/150) 2d
-[] UNCHR (4 dice + 1 Free)
--[] The Bella Ciao Initiative (0/300) 5d
-[] DPO (4 dice + 2 Free)
--[] Operation Kublai Khan: Operation Roundup (0/250) 3d
--[] Operation Blade (0/250) 3d
-[] UNPFII (2 dice; +5 bonus)
--[] The Zomia Program: There and Back Again (0/250) 2d
-[] UNETC (1 die)
--[] Project Penglai: Recentralization (92/250) 1d
-[] UNODOS (2 dice + 1 No Cost)
--[] Operation Augeias: Daedalus Industrial Rebuilding (112/300) 1d
--[] Operation Tarkas: Reorganize the Infrastructure (0/200) 2d
-[] UNOCHA (1 die + 2 Free)
--[] Operation Rohirrim (0/250) 3d
-[] ILO (1 die)
--[] Project Pannekoek: BAT Signal (30/150) 1d
-[] Policy (2 dice)
--[] UNIDA Management: Harden Network Infrastructure (72/100) 2d
-[] Politics (2 dice)
--[] Barsoomian Bargaining 1d
--[] Coup De Grace 1d

UEEF: We have reasonable odds of completing both remaining for Riposte on 2d each, so hopefully we can have that in place before the Vampires decide to try blotting out the sun, etc.
UNCHR: The Bella Ciao project seems like it provides the most bonus, and the non-Cores are chipping in heavily on Icon. Also we're still trying to patch up the network. So let's start out strong in solving the crisis, yeah?
DPO: In this case, pumping in 2 Free dice so we can hopefully make good progress on both, since each has good points going for them.
UNOCHA: For once, putting 2 Free dice in because this is an Emergency project that with our luck is likely to be terribly so going otherwise.
Policy: Look, at this point, fuck all the rotten dice, let's just get this FINISHED, and hopefully overflow will go to Buckminster.
Politics: I have a tough time deciding which, but given our variable dice luck, whichever we pick we should go in hard.
Edit: I stand corrected, we can only do 1 die each.
 
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[x] Plan: All In On Crisis
-[x] [Addition] UNATCO
-[x] [Merger] UN Habitat (2)+UNHCR (4)+IOM (1)+UNLIEC (1)=UN Home (4) (+5 bonus)+UNIEEC (4) (+5 bonus)
-[x] [Merger] UNEEF (4)+UNETC (1)=UNEA (5 dice) (+10 bonus)
-[x] UNEEF: 4 Dice
--[x] Ocean De-Fertilization Tests (50/200): 2 Dice
--[x] Monitoring Office (63/150): 2 Dice
-[x] UNHCR: 4 Dice + 2 Free Dice
--[x] Project Icon (0/200): 4 Dice
--[x] The Bella Ciao Initiative (0/300): 2 Dice
-[x] DPO: 4 Dice
--[x] Operation Blade (0/250): 4 Dice
-[x] UNPFII: 2 Dice + 1 Free Die
--[x] Dances Without Wolves (223/250): 1 Dice
--[x] A Rugged Request (0/250): 2 Dice
-[x] UNETC: 1 Die + 1 Free Die
--[x] Recentralization (92/250): 2 Dice
-[x] UNODOS: 2 Dice
--[x] Restart the Aldrin Cyclers (0/200): 2 Dice
-[x] UNOCHA: 1 Die + 1 Free Die
--[x] Operation Rohirrim (0/250): 2 Dice
-[x] ILO: 1 Die
--[x] BAT Signal (30/150): 1 Die
-[x] Policy: 2 Dice
--[x] Harden Network Infrastructure (72/100): 2 Dice
-[x] Politics: 2 Dice
--[x] Coup De Grace
--[x] Barsoomian Bargaining

Did I miss anything?
 
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Did I miss anything?
I think Buckminster is a replacement for ITU's project that also happens to autocomplete Harden Network Infrastructure, so I think we need to use free dice for this project?

Also, I don't think getting DPPA would make that much sense? Beyond the political risk the text seem to mentioned, our current crisis is a self-replicating army controlled by fascist, which I don't think is the sort of enemy that can be defeated by political agitation or fostering a rebellion.
 
I was thinking that, long term, I'd rather have agitation and assassination under our mandate than counter-terrorism.
 
If you ask me, in the long term, a developmental program should have no business doing either agitation and assassination or counter-terrorism whatsoever. But at least counter-terrorism is somewhat in our remit as protecting developmental projects while DPPA is more of foreign affair thing.

I understand we are in war footing and we need to consolidate resource, but I am rather ambiguous about involving UNIDA too much in military and domestic security matter.
 
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