Attempting to Fulfil The Plan: ISOT Edition

Well this looks interesting! A small suggestion @garphield : Bolding the names of options like in the original Planquest would make the update a lot easier to read through. Anyways, hope this quest goes well because a planquest where we're working off of a declining remnant of modern tech rather than just modernizing all the time is a unique challenge!
 
[X] Plan Laying the Ground Work


This looks like an extremely interesting premise, I am so in. I don't have a great feel for our place in the universe yet so I'm fine defaulting to the economic growth plan. On which topic, I have only one thing to say - POTATOES. SPEND ALL OUR RESOURCES ON PLANTING MORE POTATOES. THERE IS NO SUCH THING AS TOO MANY POTATOES.
 
we should also have some access to cotton seeds, right? cotton gins aren't that hard to make, and clothes are essential to qol, just having an abundance of fiber to hand to the people already making clothes would be quite good. i'm serious about honey, though. modern apiaries aren't that hard for a good carpenter to make and they'll be generally beneficial for our farming.

and, of course, plant potatoes. boil 'em, flour 'em, stick 'em in a stew. they're a perfect staple crop
 
we should also have some access to cotton seeds, right? cotton gins aren't that hard to make, and clothes are essential to qol, just having an abundance of fiber to hand to the people already making clothes would be quite good. i'm serious about honey, though. modern apiaries aren't that hard for a good carpenter to make and they'll be generally beneficial for our farming.
Yeah cotton shouldn't be to hard to acquire if nothing else. Arizona grows a lot of cotton and Native seeds/Search had some more local variants before the Event.

Link to the organization.

www.nativeseeds.org

native seeds search arid-adapted heirloom seeds from the southwest

Native Seeds Search is a non-profit that conserves and sells heirloom seeds, foods and Native American art and jewelry from the Southwest. We provide education on seed-saving, sustainable agriculture, and desert gardening.

This looks like an extremely interesting premise, I am so in. I don't have a great feel for our place in the universe yet so I'm fine defaulting to the economic growth plan. On which topic, I have only one thing to say - POTATOES. SPEND ALL OUR RESOURCES ON PLANTING MORE POTATOES. THERE IS NO SUCH THING AS TOO MANY POTATOES.
Well to our north we have a bunch of generally right wing people ruling most of Bronze Age Greece from Athens like low-rent Conquistadors. To our South is a Americo-Cretan Kingdom led by an incredibly lucky and rather clever former college student who basically pulled off Girlboss Bonapartism with the help of the Cretan Priesthood. And most of the American dominated world is wary of us because we're a far left state that killed a several dozen for fairly legitimate reasons. Where as most states kill thousands of downtimers for non-legitimate reasons but since they're center-left to far right, it's cool if they do it. /s

Also yes, Potatoes very useful.
 
Adhoc vote count started by garphield on Mar 29, 2023 at 5:50 PM, finished with 30 posts and 15 votes.

  • [X] Plan Laying the Ground Work
    -[X]Tax Increases: While it would make the peasantry even more upset, more resources are needed to increase the pace of progress and military buildup. This would lead to a slight increase in the amount of goods and labor requisitioned from rural areas, but would probably not have too many negative effects. Members of the People's Army would be exempted from this, hopefully keeping them loyal. (One of Military or Development can have its budget raised).
    -[x]Planned Funding: The military will get the same amount of resources that they are expected to. While Gordon still isn't entirely satisfied with this amount, it is at least enough to significantly increase the strength of the People's Army, hopefully making the occupation of the Republic impossible.
    -[X]Increase Funding: A modern army is impossible without a modern economy. While it would require sacrifices now, in five or ten years we will be able to field an army and navy far more powerful than would be suggested by our country's size and population. (175 Resources per turn)
    -[X]Modified Greek Alphabet: This is the modern Greek alphabet with a few extra characters for sounds present in Mycenaean Greek which were later lost. This fits the language better than other scripts, and while it is different from either Linear B or the Latin alphabet, someone who already knows an alphabetic script can likely learn the Latin alphabet fairly easily.
    [X] Plan Laying the Ground Work in Linear B
    -[X]Tax Increases: While it would make the peasantry even more upset, more resources are needed to increase the pace of progress and military buildup. This would lead to a slight increase in the amount of goods and labor requisitioned from rural areas, but would probably not have too many negative effects. Members of the People's Army would be exempted from this, hopefully keeping them loyal. (One of Military or Development can have its budget raised).
    -[x]Planned Funding: The military will get the same amount of resources that they are expected to. While Gordon still isn't entirely satisfied with this amount, it is at least enough to significantly increase the strength of the People's Army, hopefully making the occupation of the Republic impossible.
    -[X]Increase Funding: A modern army is impossible without a modern economy. While it would require sacrifices now, in five or ten years we will be able to field an army and navy far more powerful than would be suggested by our country's size and population. (175 Resources per turn)
    -[X]Simplified Linear B: While the complete mess of Linear B is obviously unsuitable for mass literacy, it can be simplified while still keeping its unique characteristics. Ideographic signs can be largely eliminated except as shorthand, and accents can be used to either indicate signs as either consonants without a following vowel or other sounds that could not be written directly in traditional Linear B. However, this would still be much more unwieldy, complex, and harder to teach than other options.
    [x] plan KISS
    -[x]Keep The Course: A decrease in taxes, while it would be nice, is simply impractical. The average peasant will still have more food in their stomachs than they did before the revolution, and in a few years they should be complacent enough to be allowed to participate in at least local governance. (Keep both Military and Development budgets in the middle, or increase one and cut the other)
    -[x]Planned Funding: The military will get the same amount of resources that they are expected to. While Gordon still isn't entirely satisfied with this amount, it is at least enough to significantly increase the strength of the People's Army, hopefully making the occupation of the Republic impossible.
    -[x]Planned Funding: A more balanced approach will let us make substantial progress on economic and technological advancement, if not as much as some would hope. (125 Resources per turn)
    -[x]Latin Alphabet: A modification of the Latin alphabet with accents used to cover all the sounds of Mycenaean Greek, this would be the most similar to English and the most familiar to Americans. However, it doesn't fit the language quite as well as a modified Greek alphabet, and is viewed by some as imposing a foreign culture on the Mycenaeans.

Voting Closed
 
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filler to make this post since i couldn't figure out how to close voting in the same post as the tally
Scheduled vote count started by garphield on Mar 28, 2023 at 1:09 AM, finished with 30 posts and 16 votes.

  • [X] Plan Laying the Ground Work
    -[X]Tax Increases: While it would make the peasantry even more upset, more resources are needed to increase the pace of progress and military buildup. This would lead to a slight increase in the amount of goods and labor requisitioned from rural areas, but would probably not have too many negative effects. Members of the People's Army would be exempted from this, hopefully keeping them loyal. (One of Military or Development can have its budget raised).
    -[x]Planned Funding: The military will get the same amount of resources that they are expected to. While Gordon still isn't entirely satisfied with this amount, it is at least enough to significantly increase the strength of the People's Army, hopefully making the occupation of the Republic impossible.
    -[X]Increase Funding: A modern army is impossible without a modern economy. While it would require sacrifices now, in five or ten years we will be able to field an army and navy far more powerful than would be suggested by our country's size and population. (175 Resources per turn)
    -[X]Modified Greek Alphabet: This is the modern Greek alphabet with a few extra characters for sounds present in Mycenaean Greek which were later lost. This fits the language better than other scripts, and while it is different from either Linear B or the Latin alphabet, someone who already knows an alphabetic script can likely learn the Latin alphabet fairly easily.
    [X] Plan Laying the Ground Work in Linear B
    -[X]Tax Increases: While it would make the peasantry even more upset, more resources are needed to increase the pace of progress and military buildup. This would lead to a slight increase in the amount of goods and labor requisitioned from rural areas, but would probably not have too many negative effects. Members of the People's Army would be exempted from this, hopefully keeping them loyal. (One of Military or Development can have its budget raised).
    -[x]Planned Funding: The military will get the same amount of resources that they are expected to. While Gordon still isn't entirely satisfied with this amount, it is at least enough to significantly increase the strength of the People's Army, hopefully making the occupation of the Republic impossible.
    -[X]Increase Funding: A modern army is impossible without a modern economy. While it would require sacrifices now, in five or ten years we will be able to field an army and navy far more powerful than would be suggested by our country's size and population. (175 Resources per turn)
    -[X]Simplified Linear B: While the complete mess of Linear B is obviously unsuitable for mass literacy, it can be simplified while still keeping its unique characteristics. Ideographic signs can be largely eliminated except as shorthand, and accents can be used to either indicate signs as either consonants without a following vowel or other sounds that could not be written directly in traditional Linear B. However, this would still be much more unwieldy, complex, and harder to teach than other options.
    [x] plan KISS
    -[x]Keep The Course: A decrease in taxes, while it would be nice, is simply impractical. The average peasant will still have more food in their stomachs than they did before the revolution, and in a few years they should be complacent enough to be allowed to participate in at least local governance. (Keep both Military and Development budgets in the middle, or increase one and cut the other)
    -[x]Planned Funding: The military will get the same amount of resources that they are expected to. While Gordon still isn't entirely satisfied with this amount, it is at least enough to significantly increase the strength of the People's Army, hopefully making the occupation of the Republic impossible.
    -[x]Planned Funding: A more balanced approach will let us make substantial progress on economic and technological advancement, if not as much as some would hope. (125 Resources per turn)
    -[x]Latin Alphabet: A modification of the Latin alphabet with accents used to cover all the sounds of Mycenaean Greek, this would be the most similar to English and the most familiar to Americans. However, it doesn't fit the language quite as well as a modified Greek alphabet, and is viewed by some as imposing a foreign culture on the Mycenaeans.
 
Turn 1 (10AE Jan-Apr): Progress Is A Historical Inevitability
Vote called for Laying the Ground Work
Turn 1 (10AE First Third): Progress Is A Historical Inevitability

175 Resources Per Turn, 150 In Storage
50 Political Support

Mycenae, 10 AE

Your move into the new office is nearly complete. The most important rooms in the building have not only electric lighting but computers connected in a local area network - knowing that none of those can be replaced for centuries makes you feel guilty about using them, at the same time as the knowledge that you are powerful enough for these relics to be put at your disposal gives you a rush. As this is a new addition to the palace complex, the only mural in the room is of Lenin giving a speech to a crowd from atop an armored car.

You have never had so many responsibilities before in your life. In some ways, this is even more frightening than the night of the coup against the Wanax, when you and your allies came so close to failure and death. While you have been head of the Ministry for several months, this was mostly just keeping up on ongoing projects as the former Ministries of Infrastructure, Military Production, Education, and Agriculture were being subordinated to your command. Now, you have control over more resources than even the military, and it is up to you to use them optimally.

Free Dice to Allocate: 3 Dice
Infrastructure (4 Dice)

[]Derveni-Zapantis Canal:
A navigable canal to connect the Gulf of Corinth to the city of Mycenae and the Aegean as a whole will massively decrease the difficulty of transporting goods to our capital. Work has begun on a series of locks, reservoirs, and pumps to enable the movement of small barges between the Derveni and Zapantis rivers, but this requires a vertical climb of close to a hundred meters. However, even with its massive cost, it must be worth it for the Cretans to have built a similar canal. (10 Resources per dice (255/1200), loss of political support if less than 50 progress/turn) (Makes most other projects cheaper) (+25 Political Support on completion)

[]Lock Systems (Stage 2): While carts are an option for transporting goods, river transport is an order of magnitude cheaper. This would build more locks, especially along the Peiros and Asopos rivers, to enable the cheap transport of bulk goods such as grain and timber. (5 resources per dice (0/250) (Stage 2 Dams required for next stage). (Makes many other projects cheaper, +5 Political Support on completion)

[]Port Facilities (Stage 1): While sporadic improvements to ports have been made since the establishment of the Republic, a nationwide effort is badly needed. This would expand and improve ports in all major cities, helping trade and fishing and potentially allowing for the creation of a real navy. (5 Resources per dice (0/150))

[]Mycenae Water and Sewage (Stage 1): The sanitation conditions in Mycenae are not great. While a lack of resources and disorganized city layout means that running water at every house will be decades away, we can at least make a basic network of water pipes and sewers going to the most important buildings, and set up public water pumps and toilets throughout the city. (10 resources per dice (0/80)) (+5 Political Support on completion)

Heavy Industry (3 Dice)

[]Coal Prospecting:
While the largest lignite deposit in the Peloponnese is under Cretan control, a few peasants have reported finding small amounts of flammable rocks when asked. We should see if any of these deposits are large enough to exploit. (5 resources per dice (0/30)) (Unlocks many more projects if successful)

[]Iron Production Experiments: We have disappointingly little access to Tucson and its massive amounts of steel scrap, so the production of large quantities of iron and steel is a high priority for us. While we are a long way off from being able to make it on a truly industrial scale, we can at least try to set up something larger scale than the few blacksmiths we currently have. This would involve making a small blast furnace to make pig iron, as well as a puddling furnace to try and make some wrought iron. (10 Resources per dice (0/50))

[]Machine Tools: Our machining capability is massively limited, and will be for the foreseeable future. However, we can at least make more tools such as lathes and trip hammers, even if they need constant maintenance and have horrible precision. (15 Resources per dice (0/100)) (+5 Political Support on completion)

[]Experimental Glassworks: While we lack anyone truly skilled in glassworking, a few people did take glassblowing classes before the Event and claim to remember some of it. While we cannot expect any kind of quality, combined with books on glassmaking it may be possible to make some objects. (10 Resources per dice (0/50))

Light Industry (3 Dice)

[]Textile Industry (Stage 1):
We have been able to come up with somewhat practical designs for spinning frames and power looms, mostly by stealing from other states. This will free up massive amounts of labor for other tasks, and make everything from clothing to sails far cheaper to produce. (5 Resources per dice (0/150)) (+5 Political Support on completion)

[]Farming Tool Production: Improved ploughs, reapers, and other farming equipment will allow for massive improvements in agriculture. While the limited supply of iron does cause some issues, setting up more workshops will still help a lot. (10 resources per dice (0/100))

[]Hand Tool Production: Setting up workshops additional to make hand tools will be a massive help to work in mining, construction, and many other industries. This includes not only tools such as hammers, picks, and saws, but also measuring instruments such as rulers and calipers. (10 resources per dice (0/50))

[]Mills (Stage 1): Anywhere with a decently sized stream can be home to mills for grinding grain, cutting wood, and more. This will decrease the cost and increase the quality of goods such as flour and lumber, and free up large amounts of labor. (5 resources per dice (0/100))

Chemical Industry (2 Dice)

[]Waste Collection Systems:
The cities and towns of the Republic are very unsanitary. Setting up municipal garbage collection services will be a huge benefit to public health, as well as give us large amounts of feedstock for the production of saltpeter and fertilizer. (5 Resources per dice (0/100))

[]Ostwald Process Plant: The materials used in the catalytic converters of cars also happen to be essentially the same as those used to catalyze the oxidation of ammonia to nitric acid in the Ostwald process. This would enable the production of nitric acid, and therefore saltpeter, far more quickly and efficiently than the bacterial oxidation of nitrogen-containing wastes currently in use. (10 Resources per dice (0/50))

[]Small-Scale Electrolysis: While electricity production is currently massively limited, we do have the ability to make limited amounts of hydroelectricity using waterwheels and modified car alternators. This can be used to make sodium hypochlorite, and therefore chloroform, via the electrolysis of salt water, although this can only be done on a small scale due to electricity constraints. However, even small amounts of disinfectants and anesthetics would be very useful for medical procedures. (15 Resources per dice (0/50))

[]Sulfuric Acid Production: Pyrite will slowly be oxidized to ferrous sulfate in the presence of air and water, which in turn can be heated to decompose it to iron oxide and sulfuric acid. While this is extremely slow and inefficient, sulfuric acid is invaluable for essentially all chemical processes. (5 Resources per dice (0/50))

[]Alternative Feedstock Production Routes: While salt is the main solute in seawater, there are sizeable amounts of magnesium chloride and sodium sulfate present in the bitterns, or the solution left over after it has been evaporated down to produce salt. These can be used to make hydrochloric acid and sodium carbonate, which can be converted to a whole host of other chemicals. Most interesting of these is potassium chlorate, which can be used to make gunpowder and is not limited by the amount of nitrogenous waste we can procure like saltpeter is. However, this has never been done on a large scale before, so it may have unexpected problems. (10 Resources per dice (0/30)

Agriculture (3 Dice)

[]Dams (Stage 2):
Many more dams can be built to allow for more irrigation of farmland and more consistent flow of rivers through the season. This will benefit not only agriculture, but also transportation and industry. However, despite being fairly simple to construct, they do require very large amounts of soil and rock to be moved. (5 Resources per dice (0/250))

[]Agricultural Education: Many farmers are still using downtime crops and livestock, and adoption of more modern farming techniques is even more slow. Sending out more education teams will likely help with this, although the purge of the priests has damaged our relationship with them. (5 Resources per dice (5 Resources per dice (0/150))

[]Livestock Breeding: Only a few uptime sheep, cows, pigs, and horses escaped Tucson, and we only have access to crossbreeds between them and downtime livestock. However, even crossbreeds are usually much more useful than downtime breeds, so breeding as many of them as possible is a high priority. Some effort will also be devoted towards selective breeding aimed at making breeds more similar to uptime ones. (5 Resources per dice (0/50))

[]Crop and Livestock Distribution: Uptime crops are far more productive than downtime ones, even accounting for the fact that hybrid and pesticide-resistant strains are no longer viable or useful. Chickens are also useful in converting scraps of food, insects, et cetera into protein- and vitamin-rich eggs. Distributing these will increase agricultural output, as well as population health and happiness. (5 Resources per dice (0/100))

Services (3 Dice)

[]Village Educational Cadre Instruction:
Previous literacy programs have been focused almost exclusively in cities. This program would recruit volunteers from rural areas to learn how to read and write, and provide them with paper, writing materials, and a few books on subjects like agriculture and basic medicine before sending them back to their villages with an increased ration of food and clothes for them to teach others how to read and write on a part-time basis. This will come nowhere close to eliminating rural illiteracy, but making sure that at least one person in every village knows how to read is a first step. (5 Resources per dice (0/200)) (+5 Political Support on completion)

[]Primary Schools (Stage 1): While we have taught thousands of urban citizens how to read and write, we still lack a true education system. This would establish a series of schools in all of our cities, teaching a 4-year program to children whose parents decide to educate them, with free lunches being given to pupils to encourage this. They will graduate with knowledge of reading, writing, basic arithmetic, and some education on the basics of things like germ theory, geography, and how the Republic is surrounded on all sides by reactionary feudalist and capitalist states bent on enslaving us all. (5 Resources per dice (0/150)) (+10 Political Support on completion)

[]Adult Literacy Campaigns (Stage 2): Most adults in urban areas still do not know how to read, write, or use Arabic numerals. We must continue the struggle against ignorance in all of its forms, with even more classes on basic literacy being started, now with free meals provided at the end of lessons to encourage attendance. (5 Resources per dice (145/200)) (Stage 3 and Libraries unlocked and +5 Political Support upon completion)

[]Vocational Education: Several thousand workers already know how to read and write, but more education will increase their productivity further. This consists of both purely practical instruction in areas such as blacksmithing and pottery, as well as teaching more advanced mathematics to people such as carpenters and masons. (5 Resources per dice (0/100) (Stage 2 Locked until Stage 2 Adult Literacy Campaigns completed)

[]Civil Service Academy: With the priests finally out of the way, we can finally make progress on constructing a secular bureaucracy. A school will be set up in Mycenae to teach politically reliable, literate downtimers accounting and management techniques, allowing for us to replace many of the low-level bureaucrats which were swept away by the people's wrath. (5 Resources per dice (0/100)) (+5 Political Support on completion)

Military (4 Dice)

[]Fortification Improvements:
While a complete restructuring of the walls of cities like Mycenae and Tiryns is far too expensive to consider right now, we can at least improve them somewhat. Gates will be strengthened, and angular bastions made of brick and rammed earth can reduce the number of dead zones by the walls. (5 Resources per dice (0/200))

[]Crossbow Production (Stage 2): Silent, accurate, and deadly, the crossbow is the ideal weapon for the guerillas that make up the bulk of the People's Army, even if it isn't as good against armor as muskets. They're also useful for protecting livestock and hunting. However, more are needed in order to ensure the defeat of any occupying army, necessitating the construction of more workshops and the training of more bowyers. (5 Resources per dice (0/150))

[]Arquebus Production (Stage 2): Made of iron pipes scavenged from Tucson, these are extremely inaccurate and unreliable. However, they are cheap to produce, and usually do shoot a lead ball very forcefully in roughly the direction they're pointed in, so are being issued in large amounts to city garrisons to prevent anyone from taking them by storm. (10 Resources per dice (0/50))

[]Cannon Production (Stage 2): While tin for making bronze is extremely expensive, cannons are still indispensable weapons. We need more foundries to produce them in even larger amounts to ensure the safety of the Republic. (15 Resources per dice (0/50))

[]Melee Weapon Production (Stage 2): With current ranged weapons being quite slow to fire, we need to ensure that our troops can fight at close ranges. Even if they aren't as flashy as guns, more pikes, shields, and swords are critical for our army. (5 Resources per dice (0/50)

[]Armor Production (Stage 1): While it may not stop bullets, all of our enemies rely on large amounts of bows and melee weapons in addition to muskets and remaining Uptime weapons. However, it is still very expensive to produce, at least while iron production is at such a small scale. (10 Resources per dice (0/80))

[]Incendiary Experiments: While perhaps not the most refined weapons, Molotov cocktails and other incendiary weapons have a long and storied history of use. We should see if we can make any similar devices which are practical to use in the battlefield. (5 Resources per dice (0/30))

[]Rifle Trials: Current guns are extremely inaccurate, however, it may be possible to produce better ones. We have succeeded in making rifled matchlocks firing Minie balls both far more accurately and more powerfully than the currently produced muskets, and it may even be possible to make flintlocks. Producing a few dozen of these would establish if larger-scale manufacture is practical at this time. While they probably cannot be issued to every single soldier, they would be invaluable in the hands of more professional units. (5 Resources per dice (0/30))

Bureaucracy (2 Dice)

[]Recruit Americans To Ministry:
Almost every single American adult is far more educated than nearly any downtimer, and many have actual experience in areas such as management and accounting. Hundreds of thousands of these people live on the coasts of Anatolia, and many would be more than happy to leave behind a life of subsistence farming to do paperwork. While this will be extremely unpopular, having more educated people in the Ministry can only be a good thing. (5 Resources and -4 Political Support per dice) (Larger effect the more dice are spent) (Increases dice allocation)

[]Recruit Downtimers To Ministry: Even if they don't have much of a formal education, there are thousands of intelligent, motivated, and literate downtimers in the Republic. These people are capable of doing lower-level administrative work, and will learn more with time. Having more of them in our government will also bring us closer to a true people's democracy. However, recruiting them to our own ministry while basic administration and tax collection is still understaffed will be politically unpopular. (5 Resources and -2 Political Support per dice) (Larger effect the more dice are spent) (Increases dice allocation)

[]Recruit Americans To Bureaucracy: Almost every single American adult is far more educated than nearly any downtimer, and many have actual experience in areas such as management and accounting. Hundreds of thousands of these people live on the coasts of Anatolia, and many would be more than happy to leave behind a life of subsistence farming to do paperwork. However, few of these are likely to be politically reliable, and having even more Americans in government won't look great to our citizens. (5 Resources and -2 Political Support per dice) (Larger effect the more dice are spent) (Decreases malus from No Administration)

[]Recruit Downtimers To Bureaucracy: Even if they don't have much of a formal education, there are thousands of intelligent, motivated, and literate downtimers in the Republic. These people are capable of doing lower-level administrative work, and will learn more with time. Having more of them in our government will also bring us closer to a true people's democracy. (5 Resources per dice) (Larger effect the more dice are spent) (Decreases malus from No Administration)

[]Push For A Standing Army: While we can't hope to beat the armies of Crete or New Arizona in a straight up battle, simply sapping their strength and slowing them down with peasant guerillas and city garrisons won't win us a war. Creating a unit of a few hundred full-time soldiers will be invaluable in future conflicts, even if it takes resources away from economic growth. (DC 60, -15 Political Support to attempt, -15 Resources per turn if successful)

[]Diplomatic Efforts: We are currently a very isolated nation, with only limited trade with the Republic of Naxos and miscellaneous smugglers. However, it may be possible to work out trade and fishing agreements with some other states in the Aegean and on the coast of Anatolia, and maybe even the Dual Kingdom of Crete and Mycenae. (DC 20 for Lesbos, 40 for New Washington, 50 for Andros and American Republic of Turkey, 80 for Dual Kingdom, 100 for Emergency Government of New America) (-10 Political Support to attempt)

[]Special Services Division: We are currently almost completely blind to the affairs of other states, besides rumors from merchants. Creating a dedicated intelligence agency would allow for us to have a better idea of what our neighbors are planning to do, and maybe even give us the ability to hurt our enemies. (DC 50, -5 Political Support to attempt, -5 resources per turn if successful).

Current Economic Issues:
Transportation: Many bottlenecks
Fuel: Causing deforestation at an unsustainable pace, coal urgently needed
Iron: Production insufficient
Copper: Sufficient
Building materials: Sufficient timber, lime and bricks constrained by fuel availability
Food: Slight surplus
Rural labor (varies by season): Nearly limitless until April
Urban labor: Surplus

Eight Hour Moratorium
 
Okay so I'm not the most familiar with plans for these sorts of quests.

But I think The Canal (For Political Reasons), Mills, Adult Literacy Campaigns, Crop and Livestock Distribution, Livestock Breeding, Coal Prospecting, Fortification Improvements, and Civil Service Academy should be given focus.

Diplomacy I think can wait a bit, though that will naturally hurt our ability to get anything from Tucson. Standing Army Definitely feels like it would be too much too fast.
 
two dice a turn on the canal is all that's needed, i think, unless we really want to rush it, and really want that sewage system. all the chemical industries look amazing, and i don't know which to prioritize. i'm leaning towards the oswald plant and the waste collection. heavy industry, do the low threshold things first, and iron is necessary. with bureaucracy if we recruit any americans we need to recruit an equal amount of downtimers, both for political and cultural reasons. military, pikes, and shields first, just to train up our blacksmiths, i think, along with cannon productions. 15th century is still a hell of a lot better than we got, and ass the other states' modern weapons breakdown we'll be ahead of them in institutional experience.

agriculture needs uptime crop distribution, especially because it's before growing season. combine that with the agricultural education and it should synch nicely. along with mills because that is a very basic labor saver. services needs the academy as a priority, along with finishing the literacy campaigns, then we can start on the other things.
 
Working on a plan now. Do we want to put just enough dice on Livestock and Uptime Distribution to "on average" complete (i.e. ~50% chance), or do we want extra dice to guarantee completion even if it could mean Resource waste?
 
the sooner they get distributed the better, and i think over-investing in it during the time before the planting season isn't going to harm much. i'd like to invest in locks along side the canal and the sewage system; making other projects cheaper is tasty, and it might help the canal, too.
 
[ ] Plan Farms and Forts
Infrastructure, 4 dice
-[ ] Derveni-Zapantis Canal, 2 dice (20 Resources)
-[ ] Mycenae Water and Sewage (Stage 1), 2 dice (20 Resources)
Heavy Industry, 3 dice
-[ ] Coal Prospecting, 1 die (5 Resources)
-[ ] Iron Production Experiments, 1 die (10 Resources)
-[ ] Machine Tools, 1 die (15 Resources)
Light Industry, 3 dice
-[ ] Mills(Stage 1), 3 dice (15 Resources)
Chemical Industry, 2 dice
-[ ] Waste Collection Systems, 2 dice (10 Resources)
Agriculture, 3 +2 Free dice
-[ ] Livestock Breeding, 2 dice (10 Resources)
-[ ] Crop and Livestock Distribution, 3 dice (15 Resources)
Services, 3 dice
-[ ] Adult Literacy Campaigns (Stage 2), 1 die (5 Resources)
-[ ] Civil Service Academy, 2 dice (10 Resources)
Military, 4 dice
-[ ] Fortification Improvements, 4 dice (20 Resources)
Bureaucracy, 2 dice
-[ ] Recruit Downtimers To Bureaucracy, 2 dice (10 Resources)

Resources Available: 325
Resources Used: 165
Resources Remaining: 160

Plan Draft right now. Note that I still have a Free Die to put somewhere, I'm just not sure where. But this Plan was focused on doing Teen Spirit's priorities. Not certain on Bureaucracy, so I defaulted to 2 dice on the option that doesn't cost Political Support. Also wondering about putting 2 dice on Coal instead of the die on Machine Tools just to make sure we get it done even with our per-roll debuff.

Hmm. I'm honestly starting to regret the raised taxes given our resource surplus. Then again, this is a PlanQuest. It'll vanish soon enough.
 
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the sooner they get distributed the better, and i think over-investing in it during the time before the planting season isn't going to harm much. i'd like to invest in locks along side the canal and the sewage system; making other projects cheaper is tasty, and it might help the canal, too.
Personally locks can wait, I'd rather do ports, the sooner we get decent ports the sooner we could build half way decent stuff and start looting Tucson for scrap.
 
Should I put ports at a higher priority than the Mycenae Water and Sewage? If so I can take off those dice and put on the last Free Die for 3 dice on Ports (unless that puts us into Shock territory, which could be bad.)

Otherwise I'll put Ports for a priority next turn.
 
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Should I put ports at a higher priority than the Mycenae Water and Sewage? If so I can take off those dice and put on the last Free Die for 3 dice on Ports (unless that puts us into Shock territory, which could be bad.)
Water and Sewage is also really important IMO. I'm admittedly not a 100% on much of this beyond food because well, if we can get out Potatoes before planting seasons we're gonna be in a very good position.

I think Water and Sewage should be a bigger focus than the ports because even if we get the Ports built fast it would probably require a fair bit more to actually start sending scrappers to Tucson.
 
Rural labor (varies by season): Nearly limitless until April
Urban labor: Surplus
Actually, come to think of it. Sewage would almost certainly use urban labor to construct, but would making new ports call on rural labor? If so, it may be best to go for Ports now while our Rural labor isn't busy with the planting season.
 
I'm admittedly not a 100% on much of this beyond food because well, if we can get out Potatoes before planting seasons we're gonna be in a very good position.
You have been trying to spread uptime crops/farming techniques/ect since even before the Wanax got overthrown, you've been limited because you started with only a small amount of seeds from uptime cultivars of things like wheat and barley while people don't have much experience with corn, potatoes, ect. but food production has already increased significantly compared to before the Event. More food (and other agricultural products) would still be extremely useful, but even with the higher taxes there isn't a significant chance of famine.
 
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