Attempting to Fulfil The Plan: ISOT Edition

Ideally we can shift away from wood as fast as possible, but at a mini we need it for ships. And construction. And paper.

Also, I am curious. What's the plan for completing the village education cadres? Those are going to be important, both for strengthening our society and for agitation among hostile nations.
 
The issue is that you straight up cannot have an industrial revolution off sustainable forestry practices. The immediate need for wood is simply too high. It won't be quite as bad as irl since we're pushing for coal and iron to substitute it as fast as we can but ultimately to prevent deforestation we need more coal to reduce demand and more forests to distribute the impact to individual forest systems around to something more easily absorbed.

Of course getting more forests runs into the issue that this involves getting more people, which increases demand for lumber and now we're back at stage one.

Yeah it's going to be a constant struggle... But there are things we can do. Efficiency improvements in char production and wood use, better use of plant waste, expanding production - coppicing and pollarding, tree nurseries, etc. I don't think we can avoid deforestation entirely, but we should be able to limit its pace significantly. It might even be worthwhile to try and get bamboo, if the stuff was available in Tucson? I doubt we can replace all our wood consumption with bamboo, but I bet we can replace some of it.
 
Turn 6 (11AE Trimester 3): Producers, Let Us Save Ourselves
Turn 6 (11AE Trimester 3): Producers, Let Us Save Ourselves
250 Resources Per Turn, 50 In Storage
59 Political Support

Mycenae, 11 AE

New developments in industry have led to massive progress in just a few months. Progress in chemical production have made the mass usage of disinfecting agents possible, with results already being obvious for all to see. For the first time in over a decade, you can now get a glass of water to drink without having to boil it first, with no risk of cholera. Possibly even greater is the production of goods such as tincture of iodine, which are already massively reducing deaths from infected wounds even in the hands of barely educated "nurses".

However, not all is well. A dry spell over the past few weeks will likely significantly decrease crop yields. While our efforts to help the peasantry and large food stockpiles mean that outright famine in our territory is unlikely, our neighbors to the north are unlikely to fare nearly as well. Due to their weakness and our growing strength, some in the government are calling for the liberation of Attica after next year's harvest, although you have yet to state your stance on that issue.

Free Dice to Allocate: 4 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 (477/975), 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 (0/200) (Stage 2 Dams required for next stage). (Makes many other projects cheaper, +5 Political Support on completion)

[]Port Facilities (Stage 2): While much has been done to improve the state of the Republic's port capability, it still leaves a lot to be desired. Shipbuilding has seen even less progress, with the vast majority of boats currently being built being barely any different to pre-Event designs. This stage will expand the ports of major cities further, build a few new ones at strategic locations, and create a shipyard in Mycenae capable of building ships that are merely centuries instead of millennia out of date. (10 Resources per dice (131/200)) (Fishing Fleet, Merchant Marine, and Creation of the Red Navy unlocked on completion)

[]Mycenae Water and Sewage (Stage 2): While Mycenae has a utility network of sorts, it is far sparser than those in Tiryns and Dyme. This stage will increase its density to that level, giving substantial benefits. (10 Resources per dice (15/100))

Heavy Industry (4 Dice):

[]Kópos Coal Mine (Stage 2):
While coal mining has begun, the Republic still lacks sufficient fuel for even current levels of consumption, let alone future expansion. The expansion of coal mining is one of the highest priority tasks for the continuation of industrial progress. (10 Resources per dice (0/175))

[]Thríambos Ironworks (Stage 3): The Revolution cries out for yet more steel and iron, and it needs them now. While Bessemer converters promise far higher productivity than puddling furnaces in the future, the fact remains that more puddling furnaces can be built right now, unlike converters. Blast furnaces, metalworking equipment, and other critical areas will be expanded as well. (10 Resources per dice (74/200))

[]Bessemer Converter Experiments: While it is far more complex and expensive compared to puddling furnaces, the Bessemer process has at least an order of magnitude higher throughput, and produces steel instead of wrought iron. An experimental converter will be built in the Thríambos ironworks, where if all goes well it will have ready access to molten pig iron for conversion into steel. (20 Resources per dice (0/50)) (Possible +5 Political Support on completion)

[]Prometheus Heavy Machinery Plant (Stage 1): With iron and steel production increasing by an order of magnitude in the past year, far more equipment of far larger sizes can be produced. We have enough raw materials to produce thousands of ploughs, pots, and axes every day, but blacksmiths and a few steam hammers are not enough to actually produce them at a significant rate. A dedicated plant to for heavy industrial equipment will enable us to actually make use of what we produce, and then increase production tenfold yet another time. (20 Resources per dice (0/100)) (+5 Political Support and several new projects on completion)

[]Megaleío Copper Mine (Stage 1): While copper may not be as vital as steel, it is still necessary for many purposes. Now that explosives for blasting are available, extraction of ore can be massively increased, with new crushers, roasters, and furnaces being built to refine it into metal. (10 Resources per dice (0/50))

Light Industry (3 Dice):

[]Textile Industry (Stage 2):
Mechanization of textile production is a project that will take decades, but moving production out of the home and into the factory will free up massive amounts of domestic labor that can hopefully then be put to use elsewhere. In addition to expansions of production lines using wool, linen, and cotton, the availability of bleached sulfite pulp will enable the production of small amounts of rayon as a silk substitute. (10 Resources per dice 36/150)) (+5 Political Support on completion)

[]Mills (Stage 2): While dozens of water-powered mills have already been built, far more are required for economic growth. In more remote areas, smaller gristmills will aid masses of peasants and provide a way of increasing state influence over remote villages, and more centralized locations will be host to even more sawmills and rock crushers to feed construction and industry. A few rotary lathes will also be installed to produce veneers for plywood, although as we are limited to fish glue for adhesives they will have abysmal water resistance. (5 Resources per dice (25/150))

[]Pulp Mills: With the pulping and bleaching of wood on a mass scale now possible, the possibilities are endless. Planned to be built in Dyme due to the proximity to chemicals and wood, plants for both thermomechanical pulping for uses such as newsprint and sulfite pulping for writing paper and toiletries will be constructed, increasing the Republic's paper production by an order of magnitude in just a few months. (10 Resources per dice (5/80)) (+5 Political Support on completion, unlocks Newspapers and Expanded Book Production)

[]Lime and Brick Kilns: With the coming availability of more coal, we can expand the production of bricks and lime. These would be built in every major town, with extra concentration in Mycenae itself and near the Kopos coal mine. (5 Resources per dice (1/50))

Chemical Industry (3 Dice):

[]Coal Experiments:
Lignite is an absolute dogshit grade of coal, but it is all we have. While previous attempts at coking have universally led to it disintegrating into a powder, it may be possible to either use a binder or briquetting process to prevent that, or figure out how to make use of powdered coke. Coal gas production would also be a huge boon, as it is far easier to use for lighting and heating than bulk lignite, and many of the harmful impurities can be easily removed by scrubbing the gas before use. Both of these would also generate considerable amounts of tar, enabling the bulk production of innumerable organic compounds and tarmac roads. (10 Resources per dice (0/30)) (Potentially unlocks cement, Bessemer converters, paved roads, and organic synthesis projects)

[]Glucose Syrup Plant: With the new availability of substantial quantities of strong acids, the production of glucose syrup via the hydrolysis of wheat or barley starch is now trivial. Due to the scarcity of other sweeteners, this will massively increase the availability of sweetened foods internally and produce a valuable good for external trade. (5 Resources per die (0/50))

[]Rubber Production Experiments: While there aren't any rubber trees for thousands of miles away, a few references have been found to dandelions producing a rubber-containing latex, and an experimental program by the Soviet Union to use them to develop a domestic supply of rubber in the 30's. Expectations for labor efficiency and quality of the end product are not high, but even poor quality and expensive rubber would be useful for nearly limitless purposes. (10 Resources per dice (0/30))

[]Glass Production (Stage 1): While both quality and quantity are massively limited, the production of items such as bottles, beakers, cups, and small pieces of window glass can finally begin on a significant scale. These will have massive variations in quality and dimensions due to using barely trained glassblowers and essentially no machinery, but it is still far better than nothing. (10 Resources per dice (0/75))

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 (112/200))

[]Rural Address Assignment: While most urban buildings have had addresses assigned to them, very few rural structures do. While this will probably not get all of them and be incredibly messy, assigning an address to most rural houses will make everything from mail delivery to taxation to conscription far easier. (5 Resources per dice (0/100))

Services (3 Dice):

[]Primary Schools (Stage 2):
Previous progress in education has been a great boon, but it is not enough to even theoretically educate a majority of our urban children. After this stage is complete, enough educational capacity will be available to start education outside of major population centers, but for now efforts will continue to be focused on cities. (5 Resources per dice (51/200)) (+5 Political Support on completion)

[]Adult Literacy Campaigns (Stage 3): While progress has been made, there are still many urban citizens who are illiterate. This stage will not totally eliminate illiteracy, but will make it so a solid majority of working-age urban adults will at least be able to write their own names. After this, resources will be shifted to building a more formal education system, as educating people as children will work better than stopgap attempts with adults. (5 Resources per dice (82/250)) (+5 Political Support upon completion) (Stage 4 locked behind Primary Schools (Stage 2))

Military (4 Dice):

[]Simple Weapon Production (Stage 1):
While they are nowhere near as effective as firearms, the availability of steel and heavy machinery means that pikes can be produced cheaply and in massive quantities, to supply to allied groups or trade with independent downtimers. (5 Resources per dice (0/50))

[]Production Line Switchover: While it would require a large effort and cause a substantial disruption to arms production, it is possible to retrofit workshops currently producing pipe guns to start producing the Model 10 rifle in large enough quantities to supply every soldier in the People's Army with one within a few years. (20 Resources per dice (0/225))

[]Cannon Production (Stage 3): Expansions of the People's Army, as well as the possible creation of an actual navy, require the massive expansion of artillery manufacture. The promised increase in steel production and quality will enable the switchover of 12-cm guns to steel from bronze, increasing their durability and decreasing their cost. (15 Resources per dice (2/100))

[]Rifle Production (Stage 3): While enough rifles are being produced to adequately arm currently existing cavalry and Guards units before the next harvest, further expansion would still be incredibly useful to allow for more to be raised, ensure sufficient supply in the face of possible adverse events, and more. (15 Resources per dice (0/125))

[]Infantry Equipment Production: A soldier needs more than just a weapon to fight well. If we want our army to be more than a glorified mob, then issuing everything from uniforms to shovels to backpacks en masse is an absolute necessity. (10 Resources per dice (0/75))

[]Grenade Trials: With the new availability of large amounts of explosives, the mass issuance of grenades to troops is now an option. In addition to explosive grenades, incendiary weapons based off of white phosphorus can be tested in both grenades and mortar shells, and preliminary work can begin on methods to utilize other incapacitating agents against enemies. (5 Resources per dice (0/30))

Bureaucracy (3 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 -2 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. (5 Resources per dice) (Larger effect the more dice are spent) (Increases dice allocation)

[]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 10 for Lesbos, 30 for Corfu, 40 for Andros and American Republic of Turkey, 50 for Dual Kingdom, 60 for New Washington, 70 for Emergency Government of New America) (-5 Political Support to attempt) (Max 2 dice)

[]Creation of Attican Shadow Government: The SSD can be tasked with organizing and educating some of the refugees that have fled to the Republic into an administrative cadre to help govern the regions of Greece that will be liberated in the event of a war with New Arizona. While integrating a devastated region that has twice our current population into the Republic will be hard no matter what, this should at least help somewhat. We can also ensure that most of those appointed to important positions are loyal, either to the works of Chairman Mao or yourself. (5 Resources per dice (0/75)) (-5 Political Support per dice if taken without Preemptive Strike)

[]Push for a Preemptive Strike: While a poor harvest will hurt us, it will hurt New Arizona far more. As the People's Army is projected to have a nearly sufficient supply of firearms by next year's harvest, and New Arizona will have yet another year of chaos thanks to famine and the efforts of the SSD, we will be in a position to liberate the peoples and resources of Attica that cannot be allowed to go to waste. (-15 Political Support, DC 70 for invasion if not taken, DC 25 if taken) (Must be taken this turn)

Current Economic Issues:
Transportation: Many bottlenecks
Fuel: Slight shortage
Iron: Temporary surplus, demand rapidly increasing
Copper: Slight deficit
Wood: Sufficient production, more deforestation than ideal
Construction Materials: Lime and bricks mostly sufficient, sufficient lumber
Food: Likely sufficient for next year, even with poor harvest
Cloth: Sufficient production
Rural labor (varies by season): Essentially infinite after October
Urban labor: Surplus

16 Hour Moratorium
 
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[ ] Plan Services and Preemptive Strike
Infrastructure, 4 dice
-[ ] Derveni-Zapantis Canal, 2 dice (20 Resources)
-[ ] Port Facilities (Stage 2), 2 dice (20 Resources)
Heavy Industry, 4 dice
-[ ] Kópos Coal Mine (Stage 2), 2 dice (20 Resources)
-[ ] Bessemer Converter Experiments, 1 die (20 Resources)
-[ ] Prometheus Heavy Machinery Plant (Stage 1), 1 die (20 Resources)
Light Industry, 3 dice
-[ ] Pulp Mills, 2 dice (20 Resources)
-[ ] Lime and Brick Kilns, 1 die (5 Resources)
Chemical Industry, 3 dice
-[ ] Coal Experiments, 1 die (10 Resources)
-[ ] Rubber Production Experiments, 1 die (10 Resources)
-[ ] Glass Production (Stage 1), 1 die (10 Resources)
Agriculture, 3 dice
-[ ] Dams (Stage 2), 1 die (5 Resources)
-[ ] Rural Address Assignment, 2 dice (10 Resources)
Services, 3 +2 Free dice
-[ ] Primary Schools (Stage 2), 2 dice (10 Resources)
-[ ] Adult Literacy Campaigns (Stage 3), 3 dice (15 Resources)
Military, 4 dice
-[ ] Cannon Production (Stage 3), 2 dice (30 Resources)
-[ ] Infantry Equipment Production, 2 dice (20 Resources)
Bureaucracy, 3 +2 Free dice
-[ ] Recruit Downtimers to Ministry, 2 dice (10 Resources)
-[ ] Diplomatic Efforts, 2 dice
-[ ] Push for a Preemptive Strike, 1 die

Resources Available: 300
Resources Used: 255
Resources Remaining: 45

Okay, so Infra is more work on the Canal and finishing Ports. HI is 2 dice to work on coal, another on the Experimental Bessemer Converter for more and better steel. 1 die on Prometheus to start progress, since we'll need the Capital Goods and PS sooner rather than later.

Light Industry does Pulp Mills, and a die on Lime and Brick Kilns to resume work there. Chemical is Coal Experiments, then a die on Rubber to see if we get anything there, and another on glass.

Agriculture is continuing work on Dams now that Rural Labor has been freed up, and doing addresses. Services is a big education push as usual.

Military, now that we've got enough Arquebuses, it's time to work on Cannons and uniforms. Once those are done we should be basically set and ready to face off against New Arizona.

Bureaucracy is 2 dice on Recruiting Downtimers, 2 dice on Diplomacy, and pushing for a Preemptive Strike. We'll have just about everything we need ready by the proposed time after all.

Overall this plan is costing us 20 PS, with 4 potential +5 options that could finish (Pulp Mills, Bessemer, Adult Literacy, and Schools.) But it also means we won't be losing PS when we start doing Shadow Government. Theoretically I could take the 2 dice off Recruit Downtimers and put them onto Shadow Gov, but I'm very reluctant to do that.
 
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[ ] Plan Services and Preemptive Strike
Infrastructure, 4 dice
-[ ] Derveni-Zapantis Canal, 2 dice (20 Resources)
-[ ] Port Facilities (Stage 2), 2 dice (20 Resources)
Heavy Industry, 4 dice
-[ ] Kópos Coal Mine (Stage 2), 3 dice (30 Resources)
-[ ] Bessemer Converter Experiments, 1 die (20 Resources)
Light Industry, 3 dice
-[ ] Pulp Mills, 2 dice (20 Resources)
-[ ] Lime and Brick Kilns, 1 die (5 Resources)
Chemical Industry, 3 dice
-[ ] Coal Experiments, 1 die (10 Resources)
-[ ] Rubber Production Experiments, 1 die (10 Resources)
-[ ] Glass Production (Stage 1), 1 die (10 Resources)
Agriculture, 3 dice
-[ ] Dams (Stage 2), 2 dice (10 Resources)
-[ ] Rural Address Assignment, 1 die (5 Resources)
Services, 3 +2 Free dice
-[ ] Primary Schools (Stage 2), 2 dice (10 Resources)
-[ ] Adult Literacy Campaigns (Stage 3), 3 dice (15 Resources)
Military, 4 dice
-[ ] Cannon Production (Stage 3), 2 dice (30 Resources)
-[ ] Infantry Equipment Production, 2 dice (20 Resources)
Bureaucracy, 3 +2 Free dice
-[ ] Recruit Downtimers to Ministry, 2 dice (10 Resources)
-[ ] Diplomatic Efforts, 2 dice
-[ ] Push for a Preemptive Strike, 1 die

Resources Available: 300
Resources Used: 245
Resources Remaining: 55

Okay, so Infra is more work on the Canal and finishing Ports. HI is 3 dice to work on coal, another on the Experimental Bessemer Converter for more and better steel.

Light Industry does Pulp Mills, and a die on Lime and Brick Kilns to resume work there. Chemical is Coal Experiments, then a die on Rubber to see if we get anything there, and another on glass.

Agriculture is pushing hard for Dams now that Rural Labor has been freed up, particularly since it will help with irrigation. Services is a big education push as usual.

Military, now that we've got enough Arquebuses, it's time to work on Cannons and uniforms. Once those are done we should be basically set and ready to face off against New Arizona.

Bureaucracy is 2 dice on Recruiting Downtimers, 2 dice on Diplomacy, and pushing for a Preemptive Strike. We'll have just about everything we need ready by the proposed time after all.

Overall this plan is costing us 20 PS, with 4 potential +5 options that could finish (Pulp Mills, Bessemer, Adult Literacy, and Schools.) But it also means we won't be losing PS when we start doing Shadow Government. Theoretically I could take the 2 dice off Recruit Downtimers and put them onto Shadow Gov, but I'm very reluctant to do that.
That's a lot of rural labor (more than half the dice in the categories that tend to use rural labor), and with it seeming like labor is free for about two of the four months of this trimester it may be cutting into the harvest a bit. With this harvest already being strained, it'd probably be best not to push it. We may want to put only 1 on Dams - we can still get stage 2 at least done over the winter, in plenty of time for the planting season - and 2 on the coal mine, since we're not that likely to finish it this turn even with 3.
 
I could make the swap for Agri pretty easily. HI is harder, as there's not really much to swap it with. It would be either Thriambos or Prometheus. Prometheus would leave us looking like we're gonna be getting more PS, but I'm not sure if our iron/steel production is enough to handle that just yet.

Though I suppose that might change depending on how much the Bessemer Converter experiment gives us on its own?

EDIT: Eh, I'll just put it on Prometheus. One die won't finish it after all and we can see where we stand on iron production vs Prometheus Progress afterwards. Plus, we'll probably need the PS.
 
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I could make the swap for Agri pretty easily. HI is harder, as there's not really much to swap it with. It would be either Thriambos or Prometheus. Prometheus would leave us looking like we're gonna be getting more PS, but I'm not sure if our iron/steel production is enough to handle that just yet.

Though I suppose that might change depending on how much the Bessemer Converter experiment gives us on its own?
The Bessemer experiments overflow into actual deployment of the converters, so we could put the second die on that and make progress towards more steel that way. I agree that Prometheus + military production would probably get us into iron shortages without more production. Though, Prometheus might also have a big impact on Bessemer converter costs since they seem pretty big so it might be best to eat the shortage for a turn or two since it probably would be small - not sure about that.
 
[ ] Plan Dice Efficiency
Infrastructure, 4 dice
-[ ] Derveni-Zapantis Canal, 2 dice (20 Resources)
-[ ] Port Facilities (Stage 2), 2 dice (20 Resources)
Heavy Industry, 4 dice
-[ ] Kópos Coal Mine (Stage 2), 3 dice (30 Resources)
-[ ] Bessemer Converter Experiments, 1 die (20 Resources)
Light Industry, 3 dice
-[ ] Pulp Mills, 2 dice (20 Resources)
-[ ] Lime and Brick Kilns, 1 die (5 Resources)
Chemical Industry, 3 dice
-[ ] Coal Experiments, 1 die (10 Resources)
-[ ] Rubber Production Experiments, 1 die (10 Resources)
-[ ] Glass Production (Stage 1), 1 die (10 Resources)
Agriculture, 3 dice
-[ ] Dams (Stage 2), 1 die (5 Resources)
-[ ] Rural Address Assignment, 2 dice (10 Resources)
Services, 3 +2 Free dice
-[ ] Primary Schools (Stage 2), 4 dice (20 Resources)
-[ ] Adult Literacy Campaigns (Stage 3), 1 dice (5 Resources)
Military, 4 dice
-[ ] Cannon Production (Stage 3), 2 dice (30 Resources)
-[ ] Infantry Equipment Production, 1 dice (10 Resources)
-[ ] Grenade Trials, 1 die (5 Resources)
Bureaucracy, 3 +2 Free dice
-[ ] Recruit Downtimers to Ministry, 3 dice (15 Resources)
-[ ] Creation of Attican Shadow Government, 1 die
-[ ] Push for a Preemptive Strike, 1 die

Resources Available: 300
Resources Used: 245
Resources Remaining: 55

Delays diplomacy in favor of ramming through all the war measures. Increasing dice on primary schools to compensate for issues with support. Also, switched around HI to move more onto the coal mine, as a small chance of finishing it can do a lot for our situation. As for the military, one dice to grenade trials should help with getting better ammo, and there still is a decent ~40% chance of finishing infantry equipment with an omake.
 
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I am kind of worried about how are we going to feed all the new citizens (if we win the war) given that I am not sure if Arizona has its own food stockpile (the civil war might have disrupted their farming efforts).
 
Yeah, Diplomacy isn't just making nice, we particularly want at least some kind of diplomatic connections with the Dual Kingdom and even the Emergency Government of New America.

The Dual Kingdom/Crete is our other neighbor, so the sooner we can get some sort of non-aggression going with them, the better. We also want diplomacy with them ASAP because we're about to start building a lot of ships on the water, and if we don't have some sort of agreement with them there's gonna be Tensions we don't want when we're preparing to face New Arizona. Especially since we want to rush out the Fishing Fleet ASAP to provide non-farming sources of food to reduce the risk of a famine if the harvest rolls poorly again.

Meanwhile, the Emergency Government is probably never gonna be a friend of ours, but they're the enemy of our enemy. They're fighting USAF Western Command, who are in turn supplying New Arizona with Uptime wargear (and in canon threaten to intervene to preserve New Arizona) and the earlier we get into talks with them, the earlier we can recognize that we can benefit each other. The Emergency Gov doesn't want Western Command's "friend" in Southern Greece to stick around, since they provide WestComm with food, raw materials, and "labor", something a lot of the USAF factions have very limited access to, and we want to make nice with EmerGov for now, because if they're putting pressure on Western Command, that means WestComm is less likely to be able to intervene in the New Arizona War.

And I think we still want to put 2 dice on Infantry Equipment because we're gonna need to be making 5,000 sets of it for our max mobilization capacity. And possibly more if we want to kit out any troops we can raise from Helot rebels.
 
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I'm curious why the lock systems have barely been considered considering the many bottlenecks in transportation since the very start.
 
I think we want to finish the big canal first given we get that juicy ps for it and it's required, but tbh starting locks once we get the ports done would be a good idea
 
[X] Plan Services and Preemptive Strike
 
[X] Plan Dice Efficiency

Diplomacy can wait a turn, and it probably should due to the political cost of taking preemptive strike and diplomacy together.
 
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