Attempting to Fulfil The Plan: ISOT Edition

The new rifle should be a primary focus the smg can come later as a tool for assault specialists but gunpowder production is far to low for us to be able to afford them where as every one can get a rifle and a few clips of ammo for less
Unless we roll really well, any of these designs are going to be shitty, so we should roll both and prioritize whichever is less shitty. Quality being equal, rifles will be better for us bc they are easier to use, more suitable to mass infantry, and less ammo-hungry. But quality will not be equal.
 
Cannon Omake: The People's SMG
The Peoples SMG
APSM-13 (Automatic Pistol of Sophie McDonald)

Taking cues from previous work on the development of cartridges, the step towards a simple automatic design has been a focus of much debate, as the increased complexity of the mechanism has limited work. Designing off of initial proposals for the STEN and committing towards several important simplifications, the gun itself can be produced in as simple and reliable of a manner as possible. Practically every aspect of the design will be limited by shortfalls in machining and personnel of minimal quality to build it, but that doesn't mean that it cannot or should not be done. These same rationalizations have been made before for wartime expedient SMGs that went on to perform for decades and they can be done again.

As an added benefit, experience built in the programs towards the construction of simple blowback mechanisms can directly contribute to more complex and capable systems, including the eventual design of a dedicated machine gun for rifle caliber work along with issuing a new actual assault rifle capable of replacing both the proposed bolt action rifle. For now though the first of the many rationalizations to make this a functional gun must be explained, and that is the simple blowback system of feeding. The primary driver for new cartridges to be fed in will be a single large spring, fixed into the backplate by a removable guide and attached to a machined monolithic piston. A small hole will be made in the side to attach the cocking handle while the extractor and the feed mechanism will be machined into the cartridge face of the piston.

For efficient cartridge extraction, a small spring and latch will be fitted into the piston, enabling it to feed in a new cartridge and reducing the probability of any failure to extract. Unlike the original STEN, a bottom-fed magazine has been judged as optimal for ease of carrying, and to provide a grip surface so as to enable control with a more powerful cartridge. Despite the increased complexity in the design, a thirty-round dual-stack magazine was still prioritized, as while it would require a quality spring, so would any reasonable single-stack design. In combat issuance, the troops are only expected to get 2-3 magazines anyway, with the expectation of reloading them from clips in the field. To enable this, a fast-loading notch on the back of the magazine is expected to be stamped in.

Below the main upper assembly with the piston, a simplified trigger assembly will be constructed. The lower assembly will be built with two stamped pieces of metal, one forward cover to protect the trigger assembly, and one to provide physical protection to the trigger and form a quasi-pistol grip. Going from bolt facing to finger facing, a spring along with a bolt retainer will be the first component, made out of a small piece of stamped steel with pins fitted and secured with pins to the front assembly. The top of these pins will retain the piston in a ready-to-fire position using the tension brought on by a set of two springs on the bottom pin. Once the trigger is depressed a small stamped latch will release the mechanism, driving forward the piston and firing.

If firing, the released bolt then slides forward using the main spring, striking the cap of the cartridge. This then fires the round and causes the bolt to slide back, extracting the brass using the movement and taking advantage of the magazine spring by "catching" the round on top of the magazine. After the piston finishes its slide back, the newly caught round strikes the firing pin providing the recoil energy to repeat the cycle and maintain automatic fire. In a semi-automatic fire, a moderately sized pin going through the trigger assembly can be used to ensure that the bolt retainer catches the bolt and cannot recycle on its own until the trigger is pressed again.

To take advantage of the longer and higher pressure round expected to be issued, and to provide assault troops with some ranged options, a 300mm barrel has been selected. This will be screwed into the firing chamber assembly, providing a solid fixture. A simple thin stamped hand guard will go over the barrel, adding some weight, but ideally preventing at least a few burns from contact with the barrel, and providing a mechanical buffer to protect the important central assembly to which most things are connected. The physical back cover of the gun will consist of a simple piece of stamped steel, with a j-hook punched out of it to act as a safety for the weapon when not in use.

Taking advantage of the experienced woodworkers from the crossbow program, a simple set of wood furnishings can be made to provide a solid stock. While a folding metal one could be made, the sheer quantity of experienced woodworkers available allows for a larger and more stable one to be made. The enlarged stock is expected to help significantly with comfort, and on the chance that the weapon is used in melee or rough conditions, can provide a bit of heft and durability. A standardized bayonet cup will be available to be fixed to the barrel-barrel shield assembly, providing further alternative options if all else has failed with the gun.

Sights are expected to fit into a notch on the rear and front of the gun, allowing options for adjusting for ranged combat by the replacement of the simple stamped metal rear block. This isn't expected to be necessary at any reasonable combat range, but this simplification of the sites does allow for a massive reduction in machining complexity. Complicated work is only expected to be needed on the bolt itself, with all other components of the gun being stamped or punch pressed. A conscious effort to minimize the need for springs has also been made, allowing for a gun that can still perform while being as simple as possible to manufacture.
 
Personally I'm am very uneasy about putting less than three dice on Famine Relief.
We do not have the logistical capability to save people at scale, this is more of a propaganda effort that coincides with some good being done. Moving grain in mass is just not something we can do, we don't have the fleet for it, we don't have the ports for it, we don't have the roads for it, and we don't have even the animal traction for it. Am willing to drop a dice from farming equipment towards it if you think it's critical enough as farming equipment won't have enough time to issue this harvest.

Edit: Additionally, its a 83% chance of success, its not that bad of probability.
 
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[ ] Plan No Mines, Yes SMGs
Infrastructure, 6 dice
-[ ] Merchant Marine, 2 dice (20 Resources)
-[ ] Lock Systems (Stage 2), 2 dice (10 Resources)
-[ ] Kópos Planned City, 2 dice (20 Resources)
Heavy Industry, 4 +1 Free dice
-[ ] Aggregate Quarries and Cement Kilns, 3 dice (30 Resources)
-[ ] Fishing Fleet, 2 dice (20 Resources)
Light Industry, 3 dice
-[ ] Mills (Stage 3), 3 dice (15 Resources)
Chemical Industry, 3 dice
-[ ] Glucose Syrup Plant, 1 die (5 Resources)
-[ ] Glass Production (Stage 3), 1 dice (10 Resources)
-[ ] Specialty Regent Production, 1 die (25 Resources)
Agriculture, 3 dice
-[ ] Dams (Stage 3), 3 dice (15 Resources)
Services, 4 dice
-[ ] Census, 4 dice (20 Resources)
Liberated Territories, 9 +3 Free dice
-[ ] Medical Relief, 2 dice (30 Resources)
-[ ] Issuance of Farming Equipment, 3 dice (15 Resources)
-[ ] Emergency City Reconstruction, 2 dice (10 Resources)
-[ ] Recruit More Cadres, 2 dice (10 Resources)
-[ ] Famine Relief, 3 dice (15 Resources)
Military, 4 dice
-[ ] Simple Weapon Production (Stage 2), 1 die (5 Resources)
-[ ] Production Line Switchover, 2 die (40 Resources)
-[ ] Submachine Gun Trials, 1 die (20 Resources)
Bureaucracy, 3 dice
-[ ] Recruit Downtimers to Bureaucracy, 2 dice (10 Resources)
-[ ] Appoint Deputy Minister (Infrastructure), 1 die

Resources Available: 345
Resources Used: 345
Resources Remaining: 0
Dice Rolled: 43

Did some reshuffling to swap out pistol trials for smg trials. There is no more re-opening mines, instead 3 dice on famine relief and farming equipment. Cannons were then gotten rid of in favour of progressing the production line more to use up the last 5 resources
 
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[ ] Plan Mass Construction v2
Infrastructure, 6 dice +3 Free dice
-[ ] Lock Systems (Stage 2), 2 dice (10 Resources) 81/90% Chance
-[ ] Port Facilities (Stage 3), 3 dice (30 Resources) 36/47% Chance
-[ ] Merchant Marine, 2 dice (20 Resources) 46/60% Chance
-[ ] Telegraph Network (Stage 1), 2 dice (20 Resources) 46/60% Chance
Heavy Industry, 4 +1 Free dice
-[ ] Aggregate Quarries and Cement Kilns, 3 dice (30 Resources) 45/56% Chance
-[ ] Fishing Fleet, 2 dice (20 Resources) 46/60% Chance
Light Industry, 3 dice
-[ ] Mills (Stage 3), 3 dice (15 Resources) 52/64% Chance
Chemical Industry, 3 dice
-[ ] Glucose Syrup Plant, 1 dice (5 Resources) 47/63% Chance
-[ ] Pharmaceutical Production (Stage 2), 2 dice (40 Resources) 61/73% Chance
Agriculture, 3 dice
-[ ] Dams (Stage 3), 3 dice (15 Resources) N/A Chance
Services, 4 dice
-[ ] Census, 4 dice (20 Resources) 16/23% Chance
Liberated Territories, 9 dice
-[ ] Medical Relief, 3 dice (45 Resources) 70/80% Chance
-[ ] Issuance of Farming Equipment, 2 dice (10 Resources) N/A Chance
-[ ] Emergency City Reconstruction, 2 dice (10 Resources) 73/83% Chance
-[ ] Famine Relief, 2 dice (10 Resources) 73/83% Chance
Military, 2/4 dice
-[ ] Submachine Gun Trials, 1 die (20 Resources)
-[ ] Bolt-Action Rifle Trials, 1 die (20 Resources)
Bureaucracy, 3 dice
-[ ] Recruit Americans to Bureaucracy, 2 dice (10 Resources)
-[ ] Appoint Deputy Minister (Infrastructure), 1 die

Resources Available: 345
Resources Used: 340
Resources Remaining: 5
Dice Rolled: 41

Added dice probabilities and shifted to focus more on logistics rather than trying to ram through ports. Also ignoring any production line switchover since the rifled muskets are liable to be entirely obsoleted by new production. Better to abandon the old production and just move on to new techniques universally rather than trying to make muskets work. We have had infrastructure problems the entire course of this quest and we can finally mostly fix them at good probability with more ports, a merchant marine, and finishing locks.
 
If I don't do the big canal, where would you put the dice? I see some discussion about the telegraphs, and I don't hate the idea, but also one extra dice on the ports and it is theoretically capable of completing.
Personally I would drop the Canal and Ports and put both in Telegraph or Merchant Marine.

Hmm, kind of tempted to make my own plan at this point.
 
still think that the smg is a terrible resource waste. we simply do not have the production capacity to produce ammunition to field it in any significant number.
rifles on the other hand would give us a range and accuracy advantage. people have a misconception that whatever rifle we produce will be hopelessly outclassed by uptimer weaponry. but remember that americans were still being killed in afganistan with lee enfields and mosins.

as for the rest, famine relief will be little more than propaganda as we simply do not have the transport capacity to do more.
i like the fact we are building up dams, not only for increased irrigation but because thats helps control flooding (which is a huge deal in preindustrial societies)
i think that telegraph while a good idea in theory, we wont be able to exploit it fully in practice. as said before, travel is walking speed, and transportation capacity is extremely limited. coordinating production makes no sense until we can efectively integrate our production centers. the only upside would be as a early warning system for mobilization in case of war, and i still think that we wont be targeted for a while/the ammount of stations needed to cover our frontier to protect from raids would be hopelessly expensive given our lack of rubber production and copper.

we need aggregate and concrete production up like yesterday. once we have concrete and steel we can construct buildings incredibly fast. as well as things like bigger dams and fortifications that are actually worth a damn.

id like to know what is stopping us from developing steam shovels at this point
and if we could start standardizing container sizes(as we are starting to build out our merchant fleet) so that we can build out traincars, boats, rafts and oxcarts to standard units.
 
[x] Plan No Mines, Yes SMGs
Infrastructure, 6 dice
-[x] Merchant Marine, 2 dice (20 Resources)
-[x] Lock Systems (Stage 2), 2 dice (10 Resources)
-[x] Kópos Planned City, 2 dice (20 Resources)
Heavy Industry, 4 +1 Free dice
-[x] Aggregate Quarries and Cement Kilns, 3 dice (30 Resources)
-[x] Fishing Fleet, 2 dice (20 Resources)
Light Industry, 3 dice
-[x] Mills (Stage 3), 3 dice (15 Resources)
Chemical Industry, 3 dice
-[x] Glucose Syrup Plant, 1 die (5 Resources)
-[x] Glass Production (Stage 3), 1 dice (10 Resources)
-[x] Specialty Regent Production, 1 die (25 Resources)
Agriculture, 3 dice
-[x] Dams (Stage 3), 3 dice (15 Resources)
Services, 4 dice
-[x] Census, 4 dice (20 Resources)
Liberated Territories, 9 +3 Free dice
-[x] Medical Relief, 2 dice (30 Resources)
-[x] Issuance of Farming Equipment, 3 dice (15 Resources)
-[x] Emergency City Reconstruction, 2 dice (10 Resources)
-[x] Recruit More Cadres, 2 dice (10 Resources)
-[x] Famine Relief, 3 dice (15 Resources)
Military, 4 dice
-[x] Simple Weapon Production (Stage 2), 1 die (5 Resources)
-[x] Production Line Switchover, 2 die (40 Resources)
-[x] Submachine Gun Trials, 1 die (20 Resources)
Bureaucracy, 3 dice
-[x] Recruit Downtimers to Bureaucracy, 2 dice (10 Resources)
-[x] Appoint Deputy Minister (Infrastructure), 1 die

Resources Available: 345
Resources Used: 345
Resources Remaining: 0
Dice Rolled: 43
 
[X] Plan Corvee Season and Relief Efforts
Infrastructure, 6 dice
-[X] Lock Systems (Stage 2), 2 dice (10 Resources)
-[X] Kópos Planned City, 2 dice (20 Resources)
-[X] Merchant Marine, 2 dice (20 Resources)
Heavy Industry, 4 +1 Free dice
-[X] Aggregate Quarries and Cement Kilns, 3 dice (30 Resources)
-[X] Fishing Fleet, 2 dice (20 Resources)
Light Industry, 3 dice
-[X] Mills (Stage 3), 3 dice (15 Resources)
Chemical Industry, 3 dice
-[X] Pharmaceutical Production (Stage 2), 2 dice (40 Resources)
-[X] Specialty Regent Production, 1 die (25 Resources)
Agriculture, 3 dice
-[X] Dams (Stage 3), 3 dice (15 Resources)
Services, 4 dice
-[X] Census, 4 dice (20 Resources)
Liberated Territories, 9 +3 Free dice
-[X] Medical Relief, 3 dice (45 Resources)
-[X] Issuance of Farming Equipment, 3 dice (15 Resources)
-[X] Emergency City Reconstruction, 3 dice (15 Resources)
-[X] Famine Relief, 3 dice (15 Resources)
Military, 1/4 dice
-[X] Bolt-Action Rifle Trials, 1 die (20 Resources)
Bureaucracy, 3 dice
-[X] Recruit Americans to Bureaucracy, 2 dice (10 Resources)
-[X] Appoint Deputy Minister (Infrastructure), 1 die

Resources Available: 345
Resources Used: 335
Resources Remaining: 10
Dice Rolled: 40
 
[X] Plan Corvee Season and Relief Efforts Mk 2
Infrastructure, 6 +1 Free dice
-[X] Lock Systems (Stage 2), 2 dice (10 Resources)
-[X] Kópos Planned City, 1 die (10 Resources)
-[X] Merchant Marine, 2 dice (20 Resources)
-[X] Telegraph Network (Stage 1), 2 dice (20 Resources)
Heavy Industry, 4 +1 Free dice
-[X] Aggregate Quarries and Cement Kilns, 3 dice (30 Resources)
-[X] Fishing Fleet, 2 dice (20 Resources)
Light Industry, 3 dice
-[X] Mills (Stage 3), 3 dice (15 Resources)
Chemical Industry, 3 dice
-[X] Glucose Syrup Plant, 1 die (5 Resources)
-[X] Pharmaceutical Production (Stage 2), 2 dice (40 Resources)
Agriculture, 3 dice
-[X] Dams (Stage 3), 3 dice (15 Resources)
Services, 4 dice
-[X] Census, 4 dice (20 Resources)
Liberated Territories, 9 +2 Free dice
-[X] Medical Relief, 3 dice (45 Resources)
-[X] Issuance of Farming Equipment, 2 dice (10 Resources)
-[X] Emergency City Reconstruction, 3 dice (15 Resources)
-[X] Famine Relief, 3 dice (15 Resources)
Military, 2/4 dice
-[X] Submachine Gun Trials, 1 die (20 Resources)
-[X] Bolt-Action Rifle Trials, 1 die (20 Resources)
Bureaucracy, 3 dice
-[X] Recruit Americans to Bureaucracy, 2 dice (10 Resources)
-[X] Appoint Deputy Minister (Infrastructure), 1 die

Resources Available: 345
Resources Used: 340
Resources Remaining: 5
Dice Rolled: 41

My old plan with a couple of revisions. Specialty Regents replaced with Glucose for ConGoods and cost-savings, which let me do SMG Trials. And some swapping around of Free Dice in Infra and Liberated Territories.
 
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BTW one more reason to go for SMGs and other forms of expensive and rare weapons for professionals: this would improve our husband's position in the military. He's the 'professional army' guy and improvement to professional forces will empower him.
 
That's not a reason I am comfortable using to promote one method or another. Let's try to not be corrupt ourselves at least
 
That's not a reason I am comfortable using to promote one method or another. Let's try to not be corrupt ourselves at least
Eh we're playing as a woman personally responsible for a widespread purge in an unstable communist state. This kind of politics will be a part of the quest for a long time yet.
 
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