Industrial Phase 6
The war continues. Outside of New Chicago, battle rages. Inside the city itself, you could almost forget that there is fighting going on. The RWA has launched a series of attacks on enemy positions and achieved undeniable victory. From the ruins of Old Detriot to the shores of Lake Erie, the worker's flag flies proudly, and advance groups have launched desperate lunges to secure many other towns and cities before liquidation orders could be issued. Revolutionary control spreads like a network of capillaries from the beating heart of New Chicago, and down each vein comes guns and ammunition, mortars seized from arms depots, and artillery forged in improvised factories.

Despite these enviable successes, a number of figures within the army have begun squabbling with each other, frustrated by various delays and obstacles they encountered. Some are advocating for the rapid advances to continue - to deal as much damage as possible before resistance stiffens - while others want to secure the rear - to hunt down partisans and prepare for the inevitable counterattack.

Inside the halls of the government, a number of programs are being proposed and enacted. The free distribution of food and medicine, guarantees of shelter and electricity, the destruction of old institutes of political control, all are wildly popular, and on the backs of these programs potentially more controversial legislation is passed, including the recognition of autonomous native federations and an in-principle commitment to compensation. The government is unified, and a loyal opposition solidifies, while the disloyal elements have been demoralized by their rapid defeat in the uprising and a concerted justice campaign.

The revived Mexican Republic and Pacific Communal Republic stood strong, militias coalescing under their banners. Both were left-nationalist projects, and could rely on support from factions that favored the RWA but were separate from the Great Lakes. Both nations began to seize territory and organize their own political programs, but the PCR was hampered by foreign intervention to keep the ports open, while the Mexican Republic struggled with neglected infrastructure and difficult terrain.

And the legitimate government was preparing its own counterstrikes. The military, now purged of the defectors and the disloyal, moved to ensure continuity of government, seizing a number of high-ranking figures and moving them to secure locations. A regrettable miscommunication resulted in a number of firefights and deaths, which led to an increased need for security measures in a number of cities. However, all uprisings were suppressed, governmental legitimacy in the eyes of critical foreign powers was maintained, and two major armies were advancing to do battle with the bloodthirsty communist revolutionaries seeking to plunge the continent back into the Nightmare Years.

Resources: 57 per turn

3 Free Dice

Industry - 3 Industry Dice

[] Chemical Production: If you want to make good supplies for Brown, especially things like explosives or medicine, you will need to be able to produce chemicals, especially since a number of the ingredients you would want to work with are dangerous, watched, or both. Carefully making large stainless steel reaction chambers, acquiring good quality laboratory equipment from schools and colleges doing fire sales, and finding good reasons for purchasing various precursors will enable you to set up production of a variety of useful materials without raising your profile. (5 Resources per die, 3/45. Chance of catastrophe during rolls.)

[] Machine Expansion: The machine shop is constantly busy now, supporting the steady expansion of the factory in downtime Troy and providing an additional trickle of income through the sale of high-quality tools. The infrastructure is straining current power supplies, but it could be expanded to provide a further increase in support for Brown. (8 Resources per die, 0/75)

[] Historic Weaponry: In addition to making machinery for Brown, we could make weapons for him. Our best options are likely to be Ferguson rifles or Sharps repeaters, which are still much better than anything he has access too and can be resupplied in the downtime. We can also provide him with some other military-related gear, like good boots and camouflage cloth. These would substantially improve his military position for the raid. (4 Resources per die, 0/60, small ongoing Resource cost)

[] Drug Farms: To extend the supplies of medicine we can deliver, we can start constructing greenhouses to grow simple herbal medicines, painkillers such as marijuana, or perhaps harder drugs, given that they used as such downtime. With this, we will be able to expand the amount of medical aid we can give to Brown. (3 Resources per die, 26/30)

[] Basic Electronics Production: Wires and other simple components are easily made in the machine shop and other, existing factories, and there are even small facilities for making chips, albeit ones that are currently inoperable due to supply chain issues. However, even simple radios, let alone more complex equipment, will require an independent source of components, even if it will be costly in terms of power. (4 Resources per die, 0/35)


Acquisition - 5 Acquisition Dice

[] More Medicine: Although medical supplies are dearly needed by our comrades uptime, they will be just as vital for our comrades downtime. Some small shipments could be diverted to go to the aid of Brown's uprising, keeping leaders and fighters alive for longer. (5 Resources per die, 0/25)

[] More Radios: While New Chicago has factories to produce many basic goods, some secured agricultural land, and an excess of raw resources from numerous seized mines, electronics are in short supply and solar-powered radios and the like are hard to come by. But they would be so very useful...(10 Resources per die, 0/30)

[] Good Rations: While food is not in desperately short supply, there is a shortage of the sort of food you can easily take along on a military campaign, both for the slowly forming Revolutionary Worker's Army and our own needs. See if some military surplus MREs or trail foods can be scraped up. (3 Resources per die, 0/40)

[] High Explosives: The greatest part of what is coming will be won with rifles and perhaps even daggers, but explosives will be invaluable as well. Modern versions of dynamite and C4 will be useful for destroying infrastructure and inspiring terror. However, they are also important for the war effort in uptime as well. (5 Resources per die, 0/40)

[] Special Agents: While the current group of uptimers have already proven invaluable, we could use another trusted agent or two to help support specific endevaors. One or two men (or women, or enbies) will not be greatly missed, not on the scale of the current conflict. (1 Resource per die, 0/20)

[] Aquatic Equipment: The rivers, oceans, and lakes of downtime America are vitally important, but Radical Reconstruction has little to take advantage of them and so would be reliant on downtime fleets. The transfer of a small number of assets such as scuba gear, inflatable motor boats, or other easily concealable aquatic equipment will allow for much more equal naval conflicts and buy time for a downtime navy to be built. (3 Resources per die, 0/60)

Activity - 7 Activity Dice

[] Industrial Reworking: You are not working on this alone, but it is a vital project, and one in an area you have some expertise with. The industry of New Chicago has been shattered by buyouts, neglect, and violence. While it is still formidable, it needs substantial reworking and modification. Small-scale shops to manage repairs and modifications need establishment, machinery needs installation, workers need training and retraining. A race is coming, and the engine must be in good shape. (6 Resources per die, 335/500)

[] Renewable Power Expansions/Power Grid Modification: You are not working on this alone, but it is a vital project, and one in an area you have some expertise with. The power grid has been cut off from all sources outside the area controlled by the newly formed army, leaving the current grid strained and prone to brownouts. Generators and existing renewable sources are struggling to fill the gaps, but both need significant expansions. (4 Resources per die, 261/1000)

[] Biofuel Collection: You are not working on this alone, but it is a vital project, and one in an area you have some expertise with. The oil supplies of New Chicago are insufficient, and so alternative methods are being pursued. While some are establishing algae forms, stopgaps are needed, in the forms of pursuing wood gasification and biofuels from waste, both plant and animal. (2 Resources per die, 227/400)

[] Continue Reconstruction: You are not working on this alone, but it is a vital project, and one in an area you have some expertise with. The city has been badly damaged. Homes and factories lie in ruins, rubble-strewn areas and damaged infrastructure remain obstacles. There's no clever trick or way around the problem - the destruction needs to be repaired, and that requires labor. (2 Resources per die, 562/600)

[] Metal Reclamation: You are not working on this alone, but it is a vital project, and one in an area you have some expertise with. Countless resources went into wasted vanity projects and disposable consumer goods. They can be put to much better use. Dig through dumps, seize status, reclaim property and smelt it down for useful metals, strip out useful materials. (1 Resource per die, 313/400)

[] Social Transformation: As old barriers collapse under the weight of revolutionary transformation, new, more just norms are beginning to solidify. Now is the time to attack entrenched, reactionary customs and prepare for the total destruction of hierarchy. (1 Resource per die, 217/1000)

[] Logistics Extension: The RWA is being slowed by the collapsing infrastructure behind them. Neglect, sabotage, and battle have all shattered bridges, destroyed railroad stations, and damaged dams. Their attached units are doing their best to smooth out the damage and create stopgap measures, but they are not enough. Deploy laborers and supplies to aid them and secure their supply lines. (1 Resource per die, 273/400)

[] Economic Transformation: Much land has been liberated, and there has not been any serious partisan resistance yet, but it is sure to appear. The bourgeoisie will not quietly accept the loss of their control and position, so their strength and allies must be taken from them. Begin programs to transform local businesses and farms in the newly occupied territory into cooperatives and uplifting the impoverished, with the aim of creating support bases that can be relied on against bourgeoisie lies. (4 Resources per die, 0/400)
 
[] Renewable Power Expansions/Power Grid Modification: You are not working on this alone, but it is a vital project, and one in an area you have some expertise with. The power grid has been cut off from all sources outside the area controlled by the newly formed army, leaving the current grid strained and prone to brownouts. Generators and existing renewable sources are struggling to fill the gaps, but both need significant expansions. (4 Resources per die, 261/1000)

I think this is what we should focus on.
 
Logistics and special agents are very tempting, only 20 progress seems real nice, and finally finishing up both reconstruction and metal reclamation would be very good for the war effort and resources to us. Anything good for the revolution is good for us.
 
Infrastructure and utilities are the literal foundation of other socio-economic considerations regardless of whether they are public or private.
 
[] Drug Farms: To extend the supplies of medicine we can deliver, we can start constructing greenhouses to grow simple herbal medicines, painkillers such as marijuana, or perhaps harder drugs, given that they used as such downtime. With this, we will be able to expand the amount of medical aid we can give to Brown. (3 Resources per die, 26/30)
--1 dice
[] Chemical Production: If you want to make good supplies for Brown, especially things like explosives or medicine, you will need to be able to produce chemicals, especially since a number of the ingredients you would want to work with are dangerous, watched, or both. Carefully making large stainless steel reaction chambers, acquiring good quality laboratory equipment from schools and colleges doing fire sales, and finding good reasons for purchasing various precursors will enable you to set up production of a variety of useful materials without raising your profile. (5 Resources per die, 3/45. Chance of catastrophe during rolls.)
--2 dice
[] Aquatic Equipment: The rivers, oceans, and lakes of downtime America are vitally important, but Radical Reconstruction has little to take advantage of them and so would be reliant on downtime fleets. The transfer of a small number of assets such as scuba gear, inflatable motor boats, or other easily concealable aquatic equipment will allow for much more equal naval conflicts and buy time for a downtime navy to be built. (3 Resources per die, 0/60)
--2 dice
[] Special Agents: While the current group of uptimers have already proven invaluable, we could use another trusted agent or two to help support specific endevaors. One or two men (or women, or enbies) will not be greatly missed, not on the scale of the current conflict. (1 Resource per die, 0/20)
--1 dice
[] More Medicine: Although medical supplies are dearly needed by our comrades uptime, they will be just as vital for our comrades downtime. Some small shipments could be diverted to go to the aid of Brown's uprising, keeping leaders and fighters alive for longer. (5 Resources per die, 0/25)
--1 dice
[] Good Rations: While food is not in desperately short supply, there is a shortage of the sort of food you can easily take along on a military campaign, both for the slowly forming Revolutionary Worker's Army and our own needs. See if some military surplus MREs or trail foods can be scraped up. (3 Resources per die, 0/40)
--1 dice
[] Renewable Power Expansions/Power Grid Modification: You are not working on this alone, but it is a vital project, and one in an area you have some expertise with. The power grid has been cut off from all sources outside the area controlled by the newly formed army, leaving the current grid strained and prone to brownouts. Generators and existing renewable sources are struggling to fill the gaps, but both need significant expansions. (4 Resources per die, 261/1000)
--5 dice
[] Biofuel Collection: You are not working on this alone, but it is a vital project, and one in an area you have some expertise with. The oil supplies of New Chicago are insufficient, and so alternative methods are being pursued. While some are establishing algae forms, stopgaps are needed, in the forms of pursuing wood gasification and biofuels from waste, both plant and animal. (2 Resources per die, 227/400)
--3 dice


This isn't all the dice we can use... but it's all the dice we can afford to put forward, tbh. This spends 56 Resources, after all.
 
[] Plan: We Gotta Power Up
-[] Drug Farms: To extend the supplies of medicine we can deliver, we can start constructing greenhouses to grow simple herbal medicines, painkillers such as marijuana, or perhaps harder drugs, given that they used as such downtime. With this, we will be able to expand the amount of medical aid we can give to Brown. (3 Resources per die, 26/30) 1 dice
-[] Chemical Production: If you want to make good supplies for Brown, especially things like explosives or medicine, you will need to be able to produce chemicals, especially since a number of the ingredients you would want to work with are dangerous, watched, or both. Carefully making large stainless steel reaction chambers, acquiring good quality laboratory equipment from schools and colleges doing fire sales, and finding good reasons for purchasing various precursors will enable you to set up production of a variety of useful materials without raising your profile. (5 Resources per die, 3/45. Chance of catastrophe during rolls.) 2 dice
-[] Aquatic Equipment: The rivers, oceans, and lakes of downtime America are vitally important, but Radical Reconstruction has little to take advantage of them and so would be reliant on downtime fleets. The transfer of a small number of assets such as scuba gear, inflatable motor boats, or other easily concealable aquatic equipment will allow for much more equal naval conflicts and buy time for a downtime navy to be built. (3 Resources per die, 0/60) 2 dice
-[] Special Agents: While the current group of uptimers have already proven invaluable, we could use another trusted agent or two to help support specific endevaors. One or two men (or women, or enbies) will not be greatly missed, not on the scale of the current conflict. (1 Resource per die, 0/20) 1 dice
-[] More Medicine: Although medical supplies are dearly needed by our comrades uptime, they will be just as vital for our comrades downtime. Some small shipments could be diverted to go to the aid of Brown's uprising, keeping leaders and fighters alive for longer. (5 Resources per die, 0/25) 1 dice
-[] Good Rations: While food is not in desperately short supply, there is a shortage of the sort of food you can easily take along on a military campaign, both for the slowly forming Revolutionary Worker's Army and our own needs. See if some military surplus MREs or trail foods can be scraped up. (3 Resources per die, 0/40) 1 dice
-[] Renewable Power Expansions/Power Grid Modification: You are not working on this alone, but it is a vital project, and one in an area you have some expertise with. The power grid has been cut off from all sources outside the area controlled by the newly formed army, leaving the current grid strained and prone to brownouts. Generators and existing renewable sources are struggling to fill the gaps, but both need significant expansions. (4 Resources per die, 261/1000) 5 dice
-[] Biofuel Collection: You are not working on this alone, but it is a vital project, and one in an area you have some expertise with. The oil supplies of New Chicago are insufficient, and so alternative methods are being pursued. While some are establishing algae forms, stopgaps are needed, in the forms of pursuing wood gasification and biofuels from waste, both plant and animal. (2 Resources per die, 227/400) 3 dice
 
Part of me thinks we should put something to Industrial Renewal because that will open up a lot and it's much closer to completion than Renewable Power Expansions/Power Grid Modification. Though it might complete from other groups and its expensive.
 
[x] Plan: We Gotta Power Up

We could use the aquatic equipment to outpace downtime forces and get our word and message far and wide. It's clear that continued and speedy context
 
Part of me thinks we should put something to Industrial Renewal because that will open up a lot and it's much closer to completion than Renewable Power Expansions/Power Grid Modification. Though it might complete from other groups and its expensive.

Yeah, those were my reasons. The Power Expansions have already, uh, really pushed our Resource-income to the limit, without doing Industrial Renewal.
 
The renewal of industrialization would be vital in securing our livelihood in the uptime. The biggest worry I'm thinking about is the inevitable drone striking and media ensuring that we'll only be seen as terrorists no matter what we do.
 
Vote closed
Scheduled vote count started by notbirdofprey on Dec 11, 2022 at 4:30 PM, finished with 18 posts and 7 votes.
notbirdofprey threw 12 100-faced dice. Reason: Actions Total: 484
72 72 49 49 33 33 59 59 23 23 72 72 32 32 12 12 61 61 17 17 20 20 34 34
notbirdofprey threw 4 100-faced dice. Reason: Actions Total: 257
98 98 92 92 45 45 22 22
notbirdofprey threw 4 100-faced dice. Reason: More Reconstruction Total: 145
23 23 27 27 51 51 44 44
notbirdofprey threw 6 100-faced dice. Reason: Industrial Expansion Total: 324
76 76 38 38 69 69 69 69 69 69 3 3
notbirdofprey threw 3 100-faced dice. Reason: Power Grid Modification Total: 195
90 90 91 91 14 14
notbirdofprey threw 4 100-faced dice. Reason: Biofuel Collection Total: 182
2 2 84 84 80 80 16 16
notbirdofprey threw 6 100-faced dice. Reason: Resource Reclamation Total: 274
30 30 40 40 36 36 80 80 47 47 41 41
notbirdofprey threw 6 100-faced dice. Reason: Social Reconstruction Total: 365
54 54 85 85 56 56 23 23 48 48 99 99
notbirdofprey threw 6 100-faced dice. Reason: Logistical Support Total: 172
12 12 37 37 51 51 57 57 8 8 7 7
notbirdofprey threw 6 100-faced dice. Reason: Liberated Territory Management Total: 276
24 24 66 66 58 58 27 27 27 27 74 74
 
Industrial Phase 6 Results - August 16th, 2059
Drug Farms: 26+72 = 98/30

Greenhouses are constructed, seed stockpiles are acquired, and day by day new plants grow. It is a slow process, and it will take some time for there to be a harvest, and then more time for the plants to be processed. But the process has begun now. And even if it is too late to help during the early days of Brown's rebellion, it will be vital for later days. And more medicine will be helpful uptime as well.


Chemical Production: 3+49+33 = 85/45

A number of the prior limitations regarding the creation of chemicals have gone away. Now you are able to produce modern powder and explosives compounds openly, with the only concerns safety and byproducts. Now insulin and horomones are both being synthesized and distributed without deliberate price-fixing forcing those who need them into debt.

And while most of these goods are sent to the uptime war effort, quite a few will be vital to John Brown's war, especially the powder, which will add longevity to the supplies of uptime ammunition. Even better, quite a few of the reaction chambers and other supplies are transported downtime to the Troy workshop.


Aquatic Equipment: 59+23 = 82/60

Supplying a revolutionary navy can be tricky. Building a fleet requires long supply chains and extensive lead time. This is true uptime and downtime, which complicated efforts to support a naval front. However, their are tricks no one in downtime will be able to anticipate that might be able to blunt the edge of reactionary naval power. Foremost among this are supplies such as wet suits and scuba tanks. Large numbers of both are requistionied with barely a fuss, while smaller supplies of other underwater-adapted equipment that can put a hole in a ship are taken with some more conflict.

And should any world power seek to intervene to support the slave power, they will find their boats sinking out from under them.


Special Agents: 72/20,

As ever, there were a great many comrades eager to contribute to the struggle, but only so many of them could be pulled away from their obligations uptime, and only so many of them could be trusted with the weighty secret of the time machine, a secret which was more in danger the longer it lasted. In the end, only two could be spared.

Pick two.

[] Adrian DuMour, ex-JIA operative recently freed from the cell he was imprisoned in after leaking documents revealing how the JIA infiltrated labor organizations. While experienced in keeping secrets, committed to justice, and highly capable in a number of fields, there are concerns about the specifics of his ideology beyond vibes.

[] Samantha Smith, professional engineer and organizer for the New Chicago Intellectual Labor Union. Unquestionably intelligent and experienced, able to organizer workers to rally for their rights or to efficiently labor in a complex environment, but her doctrainire attitude and acidic tongue have led to some concerns from downtimers we have consulted.

[] Bobby White, revolutionary soldier and former professional sport hunter, famed for using an incredibly wide variety of weapons, including actual black powder muskets. He would be ideal for training soldiers on weapons uptime and downtime and little else.



More Medicine: 32/25, Good Ration: 12/40

Supplies of all kinds were being stockpiled, to be sent to hidden Appalachian fastnesses and stored in certain stations along the Underground Railroad, nestled amongst anti-slavery pamphlets and shortened rifles. Though medicine was the first priority, and came in the largest quantity, countless pills and bandages pushed through the time machine, smaller supplies of enriched crackers and pemmican also came.

Both sets of supplies were somewhat second rate, as both were also direly needed uptime, but the contribution would be appreciated throughout the coming winter.

Renewable Power: 261+61+17+20+34+98+90+91+14 = 686/1000, Biofuel Collection: 227+27+51+44+2+84+80+16= 532/400

Radical Reconstruction determinedly takes part in the many mass efforts to salvage as much as possible from the capitalist overproduction, inefficiency, and mismanagement that have ravaged the world, concentrating on recycling and power. Algae farms are raised up on ever street corner, simple barrels full of water and fertilzer to mimic the devastating red tides that have destroyed swathes of the ocean, while artificial forests are felled and the wood turned into gas, the cleared land turned into solar farms or more naturally shaped woodlands. It is a limitless, tireless effort, complicated at every turn by the limitations of the war effort, but one that is well underway. Nearly half of New Chicago's power is coming from renewable sources, but much of that is due to the elimination of overuse through actions such as shutting down the power to empty office complexes and barely functioning automated flood control systems. Further progress will have to be focused on establishing biofuel steam plants and grid modification, at least until the materials for better can be imported.


Industrial Expansion: 335+76+38+69+69+69+3 = 659/500 = 159/500, Resource Reclamation: 313+30+40+26+80+47+41 = 577/400 = 177/200

At the same time as the power grid and fuel systems, the lifeblood of industry are being transformed, the raw materials to be worked are gathered and the structures of industry reworked and transformed. Simplified designs of modern weaponry, from drones to tanks, are produced in factories, some of them newer than the equipment they are making. Shuttered, rusted facilities are re-opened, turned into processing halls or cafeterias or laborer barracks.

A great transformation is beginning...

Physical Reconstruction: 562+23+27+51+44 = 707/600, Social Reconstruction: 217+54+85+56+23+48+99 = 582/1000

...and every day, it only expands. Although the worst of the damage from the earlier battle has been repaired, the long-term scars of capitalism still remain. Efforts are beginning to heal the grievous, soul-killing wounds, but they will take time.

In a way, Radical Reconstruction is separated from these efforts by the nature of their own labor. The raid on Harper's Ferry and the accompanying conflict will begin soon, and it is consuming a great deal of attention.

Logistics Extension and Repair: 273+12+37+51+57+8+7 = 445/400 = 45/200, Economic Transformation in Liberated Territories: 24+66+58+27+27+74 = 276/400

But not so much that people are unaware of the finals repairs of broken railroads and collapsed bridges, the reactivation of semi-abandoned dockyards, the repair of mighty power plants and the mines that fuel them. And not so much that people are unaware of poverty-combat efforts going on throughout rural areas and small towns, or the steady coopertization of parts of the economy that will hopefully turn the mystified workers into good socialist comrades.
 
[X] Adrian DuMour, ex-JIA operative recently freed from the cell he was imprisoned in after leaking documents revealing how the JIA infiltrated labor organizations. While experienced in keeping secrets, committed to justice, and highly capable in a number of fields, there are concerns about the specifics of his ideology beyond vibes.

[X] Bobby White, revolutionary soldier and former professional sport hunter, famed for using an incredibly wide variety of weapons, including actual black powder muskets. He would be ideal for training soldiers on weapons uptime and downtime and little else.

Honestly their "flaws" are virtues here. Bobby is a solider through and through. That focus will earn him trust and respect down time as it's clear he doesn't have hidden agendas.

Adrian not being ideologically pure is a plus not a minus provided he isn't a lunatic of some stripe. Of the big flaws of socislit movments RL is the demand for Ideological purity. groups that are consumed by this flaw will start killing each other over disagreements.

Best we show Brown and the downtimers we can have disagreements but we all work to the goal of building a better world not only inspite of those disagreements but the debates and discussions they spawn can lead to finding better solutions to problems.
 
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