Attempting to Fulfil The Plan: ISOT Edition

[]Mass Disinfectants: Oxidizing agents with antiseptic properties can now be produced on a massive scale. Production of tincture of iodine can now begin on a large enough scale to theoretically provide every village with some, even if the complete lack of glass production makes storage difficult.
Oh uh, hey. I just noticed this bit right here. It's a little late to just be changing the plan right now, but I'd like to get people's thoughts, particularly those who have already voted, on whether or not I should swap out Pulp Mills for glass experimentations.

I should note this because it's a bit more complicated than do this next turn. Since pulp mills will increase demand for wood (so we'll probably need the normal type of mills), plus book production is also Light Industry and will be needed to make use of the pulp mill output.

So yeah, overall thoughts about whether I should do Glass this turn? If I don't get a bunch of feedback saying to make the change, I'll just leave things the way they are now.
 
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Yeah, I'm inclined towards switching over to glassmaking. I think it's more important that we realized the health benefits of disinfectant rather than getting paper production fully underway, which we won't really start benefiting from until a larger portion of our population is literate.
 
Hmm, most of the noise in both Thread and Discord seems to lean on a yes to Glassmaking. So I'll swap one die over unless I hear a significant amount of direct objections.
 
I am kind of worried about the attrition rates provoked by inditrialization (after all, the republic doesn't have that big of a population), so anything that reduces it should be taken immediately. Summarising, I am in favour of taking glass over pulp mills.

[x] Plan Healthy Citizens and Literature
 
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[X] Plan Healthy Citizens and Literature

I think the plan is solid. Normally I'd be a bit suspect about the monofocus on pipeguns on the military side of things but given that we are expected to be attacked soon and we more possible mobilized men then we have weaponry it's likely the correct choice. It also synergises very well with mass disinfectants, and having enough strength to meet and best the enemy in an open field battle is much, much preferable to having them run wild through the countryside plundering our farmlands.
 
Also, have an analysis on the long-term viability of each political faction in my mind:

Maoists [HIGH]: While currently the weakest faction at only 3 member's of the Central Committee they hold vital positions within the government apparatus itself, critically both the economic development ministry itself and the education sub-ministry. Combine that with an ideological base more suitable for the downtimers with it's focus on the peasantry. As long as they can avoid getting purged they're in a fairly strong position.

Intensificationists [MODERATE]: The strongest faction currently, having 7 members which is equal to the Agrarians but also controlling very important positions in the government, including the Chairwoman of the Republic aswell as the Commander in Chief of the military, effectively meaning they are in control. However, despite this and the power that gives them they're a very uptimer faction from an ideological standpoint, and as the current generation of Americans grow old and die out and as the downtimers grow more educated and therefor (hopefully) take up more and more positions of power they'll struggle to keep their dominating position.

Moderates [LOW]: The second weakest faction at 4 members. While there is currently a surge of Americans with strong moderate leanings settling in the republic who's being swooped up into the state apparatus they don't have much more then that going for it. Their message won't resonate with anyone else, so unless they quickly manage to shake up the balance of power and establish themselves in a dominating position and raise some new cadres their influence is likely to disappear quickly once the current generation of uptimers grow old.

Agrarians [HIGH]: Tied to the Intensificationists at 7 members, but lacking in important positions apart from one of the military districts. However, they got the strongest ideological position for swaying downtimers, and very much are the downtimer faction which will increase their cadre raising capacity greatly in the long run. The split between pacifists and militarists does give them a high likelyhood of splitting if they continue to grow and no longer feel the need to band together to try and maintain downtimer influence in the face of a government dominated by the American minority.
 
So yeah, overall thoughts about whether I should do Glass this turn?

i think glassmaking is much more important than paper making. for starters its a basic requirement for science and chemistry for use as a non reactive container. after that, think sights,scopes, telescopes, glasses (so that people are no longer blind) ,lightbulbs and windows(which, if you dont have them, even during the day people are working inside at candlelight or with a big hole in the wall which is terrible for insulation)
 
Vote called for [X] Plan Healthy Citizens and Literature
Scheduled vote count started by garphield on Apr 14, 2023 at 11:35 PM, finished with 17 posts and 9 votes.

  • [X] Plan Healthy Citizens and Literature
    -[X] Derveni-Zapantis Canal, 1 die (10 Resources)
    -[X] Port Facilities (Stage 2), 1 die (10 Resources)
    -[X] Secondary City Utilities, 1 die (10 Resources)
    -[X] Urban Building Modernization, 1 die (5 Resources)
    -[X] Thríambos Ironworks (Stage 2), 2 dice (20 Resources)
    -[X] Precision Machine Tools, 1 die (30 Resources)
    -[X] Textile Industry, 1 die (5 Resources)
    -[X] Experimental Glassmaking, 1 die (10 Resources)
    -[X] Pulp Mills, 1 die (10 Resources)
    -[X] Hard Rock Blasting, 1 die (15 Resources)
    -[X] Mass Disinfectants, 1 die (10 Resources)
    -[X] Village Educational Cadre Instruction, 3 dice (15 Resources)
    -[X] Nursing School, 1 die (10 Resources)
    -[X] Korakou Translations, 1 die (5 Resources)
    -[X] Libraries, 1 die (5 Resources)
    -[X] Water Chlorination, 1 die (10 Resources)
    -[X] Arquebus Production (Stage 4), 4 dice (40 Resources)
    -[X] Recruit Americans To Ministry, 3 dice (15 Resources)
    -[X] Special Services Division, 1 die



Derveni-Zapantis Canal 1d 21-1+457=477/1050 -1 ps
Port Facilities (Stage 2) 1d 49-1+83=131/200

Secondary City Utilities 1d 93-1+48=140/125 complete mycenae stage 2 15/100
Urban Building Modernization 1d 41-1+15=55/50 omake complete
Thríambos Ironworks (Stage 2) 2d 54+90-2+82=224/150 complete stage 3 74/200
Precision Machine Tools 1d 81-1=80/50 complete
Textile Industry (Stage 1) 1d 56-1+106=161/125 complete stage 2 36/150
Experimental Glassworks 1d 74-1=73/30 complete

Pulp Mills 1d 6-1=5/80
Hard Rock Blasting 1d 69-1=68/40 complete
Mass Disinfectants 1d 22+4+15=41/40 omake complete
Village Educational Cadre Instruction 3d 71+76+72-3+19=235/200 complete
Nursing School 1d 37+4+42=83/80 complete
Korakou Translations 1d 56-1=55/35 complete
Libraries 1d 40-1+26=65/50 complete
Water Chlorination 1d 80+4=84/40 complete
Arquebus Production (Stage 4) 4d 8+94+93+59-4+4=254/150 complete, overflow completes stage 2 rifle production quality dice 98 for pipe guns and 96 for rifles
Recruit Americans To Ministry 3d 8+59+92-3=156
Special Services Division 1d 96-1=95
garphield threw 12 100-faced dice. Reason: plan 1 Total: 656
21 21 49 49 93 93 41 41 54 54 90 90 81 81 56 56 74 74 6 6 69 69 22 22
garphield threw 12 100-faced dice. Reason: plan 2 Total: 694
71 71 76 76 72 72 37 37 56 56 40 40 80 80 8 8 94 94 93 93 59 59 8 8
garphield threw 3 100-faced dice. Reason: plan 3 Total: 247
59 59 92 92 96 96
garphield threw 12 100-faced dice. Reason: secret 1 Total: 734
78 78 68 68 91 91 89 89 51 51 16 16 34 34 50 50 46 46 72 72 72 72 67 67
garphield threw 6 100-faced dice. Reason: secret 2 Total: 313
91 91 32 32 20 20 56 56 57 57 57 57
garphield threw 2 100-faced dice. Reason: quality dice Total: 194
98 98 96 96
garphield threw 1 100-faced dice. Reason: harvest Total: 6
6 6
 
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Derveni-Zapantis Canal, 1 die: 457 + 21 - 1 = 477/1050
Port Facilities (Stage 2), 1 die: 83 + 49 - 1 = 131/200
Secondary City Utilities, 1 die: 48 + 93 - 1 = 140/125
Urban Building Modernization, 1 die: 41 - 1 = 40/50

Thríambos Ironworks (Stage 2), 2 dice: 82 + 54 + 90 - 2 = 224/150
Precision Machine Tools, 1 die: 81 - 1 = 80/50

Textile Industry, 1 die: 106 + 56 - 1 = 161/125
Experimental Glassmaking, 1 die: 74 - 1 = 74/30
Pulp Mills, 1 die (10 Resources): 6 - 1 = 5/80

Hard Rock Blasting, 1 die: 69 - 1 = 68/40
Mass Disinfectants, 1 die: 22 - 1 + 5 (PC Trait) = 26/40

Village Educational Cadre Instruction, 3 dice: 19 + 71 + 76 + 72 - 3 = 235/200

Nursing School, 1 die: 42 + 37 - 1 + 5 (PC trait) = 83/80
Korakou Translations, 1 die: 56 - 1 = 55/35
Libraries, 1 die: 26 + 40 - 1 = 65/50
Water Chlorination, 1 die: 80 - 1 + 5 (PC trait) = 84/40

Arquebus Production (Stage 4), 4 dice: 4 + 8 + 94 + 93 + 59 - 4 = 254/200
Recruit Americans To Ministry, 3 dice: 8 + 59 + 92 - 3 = 156
Special Services Division, 1 die: 96 - 1 = 95 vs DC 25
 
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Okay then, things that need an omake boost: Canal to avoid PS loss, Urban Modernization to finish, Mass Disinfectants for completion as well.

We have 3 +15 omakes and one +10 omake. We's only need a +10 for Canal or Urban Modernization, but I think @Lord_Abaddon is saving that specific +10 for combat rolls for role-playing purposes.

In any case, I'll put my omake up for Mass Disinfectants.
 
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i'll chuck a +15 onto the buildings.

i think the quality probably has to do with the manufacturing process, we probably got past the teething issues with rifling the barrels, and don't have to scavenge Tucson for pipes anymore, we make our own!

that and the 95 for the ssd makes me very hopeful for the future of our republic. maybe when those helots revolt we'll actually get coal!
 
i'll chuck a +15 onto the buildings.

i think the quality probably has to do with the manufacturing process, we probably got past the teething issues with rifling the barrels, and don't have to scavenge Tucson for pipes anymore, we make our own!

that and the 95 for the ssd makes me very hopeful for the future of our republic. maybe when those helots revolt we'll actually get coal!
That just leaves the Canal. Would you be willing to put one of your two remaining omakes on it to avoid PS loss? Every point of PS we can save counts in a PlanQuest.
 
Eh, I'm a bit burned out on omakes for the Quest for now.

And in retrospect, given our current situation, -1 PS isn't that bad. With the amount of projects that have completed, we're still gaining a net 8 PS this turn, bringing us up to 59.

Better to save the omake for more important things that we plan on doing next turn, like diplomacy.
 
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-1 ps ain't shit, well just take advantage of the dice going sicko mode everywhere else by putting more dice into the canal next turn when we have the post harvest manpower glut.

And holy shit those gun rolls. We might be clear to just not do weapons investment next turn.
 
Nah we have to get on filling out our artillery now, but small arms should be pretty good for the forseeable future. We'll want to convert over to rifles eventually but we should have enough rifle production for skirmishers now and the conscripts won't get much more out of a rifle vs. a smoothbore until we have the time and agricultural yields to train them more than a few weeks per year.
 
The future is looking bloody, so we absolutely should continue to strive towards more military equipment.

Getting boots, uniforms and all that good stuff should also be on the cards, good footwear will be critical for our troops.
 
Good time to do it too with fabrics finished, we can do stage 2 and the equipment project side by side and keep supply in the positive.
 
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