Valkyria Chronicles: Drums of War

I've got no idea really on nation building so I'll leave that to you guys...

And finally, there's the question of the Valkyrur. To get it out of the way: please, for the love of God, let's not entrap preteens into acting as suicide nukes. Just. No small child bombs. Ever. Capiche?

Oh we're in perfect agreement there.

...The problem lies in finding out they exist and stopping other people from doing it.
 
Electrification is an interesting problem because the projects are not really equal. Several of them ( the signs, the deep reaches, and the still reachs) should probably be held off as there is nobody there. We have a pretty big equipment deficit to make up for, so we may have to make the tough choice to focus on electrifying the places that actually have industry that isn't corn and cows barring any major discoveries from the prospecting projects.
 
Electrification is an interesting problem because the projects are not really equal. Several of them ( the signs, the deep reaches, and the still reachs) should probably be held off as there is nobody there. We have a pretty big equipment deficit to make up for, so we may have to make the tough choice to focus on electrifying the places that actually have industry that isn't corn and cows barring any major discoveries from the prospecting projects.
Thing is that we can pretty much guarantee that there will be major discoveries from the prospecting projects. That's generally what happens when you put a lot of time and money into prospecting operations in frontier areas. At the very least, I think we should do the Still Reaches. Mountainous regions tend to be good mining country.
 
Water Safety Standards
Contaminated water is a major vector of all sorts of diseases. While most major urban areas have access to water treatment facilities, many rural communities draw their water from wells or open bodies of flowing or stagnant water. Increase the availability of clean, potable water. (15 resources per die)


Please I beg of all of you. Pick this. Waterborne diseases kill just as hard as malnutrition but also it's a compounding problem. As people weak from malnutrition are susceptible to a double whammy of a waterborne disease.
 
Possibly a radical suggestion:
Don't start electrification until we know where future mines are going.
(Although Dawnbreak and Old Vins still seem worth doing as they are already urbanised. )
Pair this with a full 4 points into prospecting and crossed fingers.
 
[X] Plan: Armed with Paper and a Iroquois Secretary
-[X] Infrastructure (4 Dice; 60R)
--[X] Electrification
---[X] Dusk March (Stage 1): 4d, 60R
-[X] Light and Chemical Industry (4 dice; 60R)
--[X] Guncotton Plants: 2d, 30R
--[X] New Salem Armory Upgrades: 2d, 30R
-[X] Heavy Industry (4 dice; 60R)
--[X] Dockyard Expansion
---[X] Level 3
----[X] Hunter's Point Shipyard: 3d, 60R
--[X] Cold Springs Artillery Foundry
---[X] Request Bids for Contracting
-[X] Raw Materials and Exploitation (4 dice; 20R)
--[X] Ragnite Prospecting Expeditions: 2d, 10R
--[X] Military Readiness Programs
---[X] Malnutrition Treatment Protocols: 2d, 10R
-[X] Bureaucracy (3 dice)
--[X] Army Machine Gun Trials: 1d
--[X] Field Artillery Trials: 1d
--[X] Carbine Trials: 1d

Total: 200/250R

Largely based on Lightwhisper's plan, albeit with a few tweaks. Given the heavy demands of our shipbuilding, I suspect we'll need to turn stuff like Cold Springs and the Naval Gun Factory over to contractors.
 
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Things I forgot to mention, because brain is dumb sometimes and I am a lot more seat of my pants doing this.
1. Normally a plan is 4 years split into eight turns. This plan is 5 split into 10.
2. This fall ie next turn is going to be a major election and I will be spending some time really diving into world building and politics for that.
 
[X] Plan: Armed with Paper and a Iroquois Secretary

If we can give our people electricity and improve our overall industries because of it, I'm all for it.

And us managing to equip our soldiers the Valkyria Chronicles version of the .30cal M1918 and the .50cal M2 would be a game changer.
 
[X] Plan: Long Term Naval Contracts
-[X] Infrastructure (4 Dice, 45R)
--[X] Electrification
---[X] Dawnbreak (Stage 3)
----[X] Request Bids for Contracting: 1D
---[X] Dusk March (Stage 1) 3D, 45R
-[X] Light and Chemical Industry (4 dice, 60R)
--[X] Guncotton Plants: 2D, 30R
--[X] New Salem Armory Upgrades 2D, 30R
-[X] Heavy Industry (4 dice, 30R)
--[X] Dockyard Expansion
---[X] Level 2
----[X] Shikaakwa 2D, 30R
---[X] Level 5
----[X] New Amsterdam
-----[X] Request Bids for Contracting 1D
--[X] Cold Springs Artillery Foundry
---[X] Request Bids for Contracting 1D
-[X] Raw Materials and Exploitation (4 dice, 20R)
--[X] Ragnite Prospecting Expeditions 2D, 10R
--[X] Military Readiness Programs
---[X] Malnutrition Treatment Protocols 2D, 10R
-[X] Bureaucracy (3 dice)
--[X] Army Machine Gun Trials 1D
--[X] Field Artillery Trials 1D
--[X] Carbine Trials 1D
Total Cost: 155/250

Considering just how massive of a project it'll be, I'd like to start contracting the big level 5 dockyard expansion right away. A level two dockyard can also be started instead for a slightly smaller project early on since we're going to need to built up in order to make a second level three dockyard anyway. Its also cheaper and I want to keep a substantial amount of resources free in the expectation of contracting and trial costs being rather high.
 
Just fyi, after thinking it over I made a slight tweak to my plan. Dropping Contracting for Daybreak and just filling out Dusk March Electrification. I think it'll be a bit more efficient monetarily to let our own dice do the lifting. We'll still be able to meet the Electrification goal easily enough.
 
[X] Plan: Long Term Naval Contracts

Given we're separated by oceans first and building a modern navy is a multi-year project I approve of this plan.
 
Hm. I'll come back to this one later. No ideas right now.
 
[X] Plan: Long Term Naval Contracts

I wanted to see about doing some naval partnerships to build up yards quick, but it seems that's not on the table.
 
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