Monday, July 31, 2017

Proposal: The budget cycle

Reaches quorum against, 2-5. Failed by pokes.

Adminned at 01 Aug 2017 20:37:39 UTC

Modify Stats section before Perks subsection to:

Each CIC’s support staff, available infrastructure and the talent of the CIC themselves all coalesce into Stats. A CIC may increase any of their Stats at any time, unless doing so would cause their Stats to exceed 100 in total. Stats are all 0 by default, are tracked in the GNDT, and are the following:

  • Military: Measure of how much of a threat by force you are. Tanks, infantry - overall, these contribute a CIC’s “Military” stat.
  • Intel: Measure of how much of a threat by guile you are. Spies, radars, etc all contribute to this number.
  • Charisma: Measure of how much of a threat by charisma you are. This number measures a CIC’s available social capital.
  • Science: Measure of how strongly the nation is investing in scientific research.
  • Recovery: Measure of how heavily the nation is recovering from recent crises and attacks.

The value of each Stat directly affects the following Resources as described:

  • Missiles- the number of missiles (and prerequisite military tech needed to launch said missiles) is equivalent to a CIC’s Military Stat divided by 5 (rounded down)
  • Troops- the number (less a few orders of magnitude) of troops and other convention weapons is equivalent to a CIC’s Military Stat divided by 5 (rounded down)
  • Spies- the number of covert agents available to field clandestine operations is equivalent to a CIC’s Intel Stat divided by 5 (rounded down)
  • Politicians- the number of loyal politicians able to influence global matters through negotiation and cooperation is equivalent to a CIC’s Charisma Stat divided by 5 (rounded down)
  • Labs- the number of scientific institutes dedicated to advancing technologies in a CIC’s country is equivalent to a CIC’s Science Stat divided by 5 (rounded down)
  • These counts represent a base amount of resources, not an upper limit, which may be increased or decreased by other means. If a CIC’s Stats total more than 100, any CIC may remove 1 from each of that CIC’s Stats which is above zero (excluding Recovery). As a weekly action, a CIC may halve their own Recovery (rounding down).
Add to Stats section “Budget” with the below content:
“Missiles”, “Troops”, “Spies”,“Politicians”, and “Labs” each has a column in the GNDT, showing the current amount of Missiles, Troops, Spies, and Politicians. As a weekly action, a CIC can make a new budget adding to 100 or lower with a different, or same, amount of resources to “Military”, “Intel”, “Charisma”, and “Science”. The appropriate amount of Missiles, Troops, Spies, Politicians, and Labs will be added.

After all, the Cold War didn’t have a static amount of nukes. Please say errors or objections.

Comments

Maldor: he/him

31-07-2017 23:52:06 UTC

for
This will help me recover from my blunder (if you want to call it that)

derrick: he/him

01-08-2017 01:45:49 UTC

Is this equivalent to a grinding mechanism? Some readings of this rule indicate changing your numbers only adds to to your total. At the very least, you can’t LOOSE resources by changing your number.

card:

01-08-2017 07:30:10 UTC

against

Kevan: he/him

01-08-2017 08:21:04 UTC

I don’t understand what “make a new budget adding to 100 or lower with a different, or same, amount of resources” is trying to say here. CICs can add up to a hundred to their Stats every week? But CICs can already “increase any of their Stats at any time”, by any amount.

pokes:

01-08-2017 10:26:43 UTC

against I’d be okay with a rule for reallocating the budget. But there’s some way to make that rule without doubling the number of columns in the already busy GNDT.

derrick: he/him

01-08-2017 13:26:39 UTC

against

But I think I have a rule that will achieve a similar effect.

Kevan: he/him

01-08-2017 14:56:55 UTC

against

Madrid:

01-08-2017 20:07:22 UTC

against