Turn 3 (10AE Trimester 3): The Womb of Victory Results
190+10-10+10=
200 Resources Per Turn, 75 In Storage
51-1+5-5-5 =
45 Political Support
Infrastructure
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 (350+40+15=405/1050), loss of political support if less than 50 progress/turn) (Makes most other projects cheaper)
An acceptable amount of further progress has been made on the canal. The new issuance of large amounts of fully steel shovels has caused work to speed up considerably, due to their much better performance compared to earlier tools.
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 (48/125))
Work has begun on expanded harbors, docks, and other facilities in Mycenae, Tiryns, and Dyme. While moving massive amounts of rock and rubble for breakwaters is taking some time, all three ports have already had new steam-powered cranes installed for handling heavy loads.
Mycenae Storm Drains: With a basic network of water and sewage pipes complete, the time has come to build a system of storm drains to prevent flooding. Already mostly complete, after this stage other cities like Tiryns and Dyme will receive similar systems as exist in Mycenae. (10 Resources per dice (85+63=148/100 complete)) (Secondary Cities Utilities 48/125)
With the completion of a storm drain network in Mycenae, work has begun on deploying running water, sewers, and storm drains in Tiryns and Dyme. This time, all three are being installed at the same time so that a trench only needs to be dug once, reducing the disruptions caused by their construction.
Heavy Industry
Kópos Coal Mine (Stage 1): With an exploitable deposit of coal being found at last, exploitation must start immediately. While lacking machining capability means that the use of steam engines is restricted, being right next to so much coal means that even extremely inefficient and simple steam engines are still practical for use in pumping out water and bringing up coal from the depths of the mine. (10 Resources per dice (55/125))
The first lignite has begun being produced from the Kópos mine, if in miniscule quantities compared to what it will produce after this first stage is completed. Due to the fact that you do not have a single person with actual mining experience, work has been slowed down and miners are given some basic instruction to hopefully reduce the risks involved, although they will still be massive.
Just two months and I've already seen people nearly killed more times than I can count... breaking cables, tunnels at risk of collapse, idiots using open flames underground, our luck won't hold forever. - Lewis Carson, former carpenter and foreman of the mine.
Thríambos Ironworks (Stage 1): Now that we have working examples of blast, puddling, and cementation furnaces for iron production, we can begin massively scaling up the production of iron and steel. Located just outside the walls of Mycenae due to the availability of nearby ore, labor, water, limestone, wood, and coal, this will be the beating heart of our industrialization from now on. While the blast furnaces will still require charcoal, puddling and cementation furnaces work in such a way that the fuel and charge never actually come into contact, allowing us to use coal for those parts of the process (50/100)
Construction has continued on the planned ironworks, but workers there have ran into significant issues. Not one, but two of the six massive steam hammers used to work the blooms produced by the puddling furnaces into wrought iron have already catastrophically failed, and must be entirely rebuilt, significantly delaying the completion of the facility.
Hearing that massive machine scream as it tore itself apart, metal being twisted with ten times the force needed to tear a man in half, was one of the most terrifying things I have seen in my life. - Citizen Lukios, steelworker
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 (58+81=139/100 Complete)) (+5 Political Support on completion) (+10 Resources per turn)
Facilities for producing machine tools have been massively expanded. Nearly every day, a lathe, steam hammer, drill press, or other piece of heavy machinery comes out of the machine shop in Mycenae. While this is still nowhere near enough production, further expansion will have to wait until more metal is available.
Light Industry
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 (74+87=161/100 complete))
With recent expansions being completed, everything from axes and scythes to ploughs and seed drills are now being produced in far greater numbers than ever before in the Republic. Far more is still needed, but the limited state of the iron industry means that production cannot be increased much more from current levels.
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 (56/50 complete))
Investments into various workshops for making hand tools of all sorts. The proliferation of steam hammers has allowed for the cheap production of high-quality shovels and picks by first forging wrought iron into shape, then case hardening it for increased durability. Smaller and more accurate machine tools from the expanded plant have allowed for the reliable production of Vernier calipers of acceptable quality, massively increasing the level of accuracy that can be achieved.
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 (32+93=125/100 complete)) (25/150 Stage 2)
Several dozen mills have been built, mostly for grinding grain but some for sawing lumber or crushing rocks. Plans have already been drawn up for even more mills, including some with rotary lathes for plywood production.
Chemical Industry
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 (32+67=99/50 complete)) (Unlocks Glucose Syrup Plant)
With the equipment for distilling ferrous sulfate finally complete, production of sulfuric acid on the scale of several tons per day has commenced. This gives us a critical feedstock for other areas of chemistry, however due to the generally undeveloped state of that industry the main immediate use will likely be for the hydrolysis of starches to produce a sugar-rich syrup to substitute for cane or beet sugar.
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 (67/30 complete)) (Quality dice 22) (Unlocks Dyme Salt Evaporation Pond and Chloroalkali Plant)
Efforts to work out methods for the mass production of common chemical feedstocks have given acceptable results. Although it is not incredibly efficient, requires massive amounts of stainless steel for various parts of the chemical reactors involved, and is fairly unsafe, most of the planned processes work in some capacity. Hydrated magnesium chloride in bitterns can be heated to decompose it into magnesium oxide and hydrochloric acid. The hydrochloric acid is then mixed with air and heated over a copper chloride catalyst in order to produce chlorine gas, needed for everything from bleach to chlorate-based explosives. Left with the magnesium oxide is residual sodium chloride and sodium sulfate, which can then be separated via recrystallization. The sodium sulfate can then be heated with silica sand and carbon to reduce it to sodium silicate, which can be used directly in glassmaking or easily converted to sodium hydroxide or carbonate. Plans have been already been drawn up for a larger-scale plant using these processes, as well as a series of dams and canals to convert the Prokopou lagoon just southwest of Dyme into a massive salt evaporation pond.
Agriculture
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 (92+147=239/150 complete))
Many more peasants have been given further instruction on improved agricultural techniques, with significantly increased yields expected next harvest. Much of the material focused on improved methods of crop rotation as well, hopefully slowing down the rate of soil depletion caused by the introduction of nutrient-hungry uptime crops.
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 (19/200)) (+5 Political Support on completion)
Several hundred peasants have been enrolled in literacy programs over the winter, to hopefully provide a link between the state and their villages after returning. The issue of non-Greek speakers living in our territory has started to become an issue because of this. A sizeable minority of our population, especially in more remote areas, speaks the non-Indo-European Korakou language, distantly related to the language spoken on Greece. While a few pamphlets on agriculture and medicine have been translated, it is clear that far more works need to be translated if any progress is to be made in education in those areas. (Korakou Translations 0/35 5 Resources per dice)
Services
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 (54+66=120/150)) (+5 Political Support on completion)
Enough massively underqualified "teachers" have been hired and enough schoolhouses have been built to educate over fifteen hundred students at once. While this is still not nearly enough for Mycenae, let alone the whole Republic, it is still a massive step forwards.
Alright, the bad news is that none of you know how to multiply two numbers. The good news is that multiplication won't be taught for two more years, so you should be able to teach yourself from the textbook before then. - Lynnete Bush
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 (21+106=127/100 complete) (27/80 Nursing School)
Night classes are now being held for everything from cooking to masonry in the major cities of the Republic. Already, several facilities have already recorded increases in productivity and decreases in accidents, even if nearly every single worker is still massively underqualified for their job.
Military
Arquebus Production (Stage 3): While still made of iron pipes, the switch from matchlocks to caplocks has significantly increased the effectiveness of our crude arquebuses. This would more than double the production of firearms of all types, a necessity if the planned mass adoption of arquebusier units is to become a reality. (10 Resources per dice (13+91=104/100 complete)) (4/150 Stage 4) (Quality dice 63)
Production of arquebuses has increased to over a hundred per month, with many matchlocks also being brought in for conversion to caplocks. However, it will still take over a year for enough to be produced to arm every soldier in the recently reorganized army, and production must be increased even further if the Revolution is to be protected and spread. Work has already begun on expanding production even further, with a projected capacity of nearly ten per day when complete.
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 (43+7=52/50 complete)) (2/100 Stage 3) (Quality dice 81)
The new foundries are now producing everything from small breech-loading swivel guns to twelve-centimeter cannons to a massive siege bombard capable of launching balls weighing over a hundred kilograms at enemy fortifications. Yet, this is still not enough to secure victory against any imaginable opponent, and work has begun on expanding the foundries even further.
Rifle Trials: Current guns are extremely inaccurate, however, it may be possible to produce better ones. With caplocks being more reliable, faster to reload, and mechanically simpler than matchlocks or caplocks, all proposed designs now use percussion caps. 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 (84/30 complete)) (Quality dice 69) (Rifle Production (Stage 1) 0/50)
The most promising design for a rifle produced so far has been the Model 10 "Geráki". While still a muzzle-loader, it has decent ergonomics and is useful up to ranges of 350 meters. Due to the need for far more accurate machining, each rifle will take substantially more time to produce than a pipe gun, but being able to actually hit something a decent distance away makes this extra cost worth it in many situations. Early production will likely be given to scouting and skirmishing units, with a wider rollout several years away.
Bureaucracy
Creation of Mobile Units: While the People's Army was created as a collection of guerilla and garrison units meant to bleed any invader enough to force them to withdrawl, this was a temporary measure simply meant to give us some capability to fight back until a more capable force could be fielded. As we now have the capability to produce enough arquebuses, ammunition, bayonets, and other "modern" equipment on a large enough scale to arm thousands of soldiers, and our neighbors to the north have become even more of a threat, the time for change is now. (DC 15, -5 Political Support to attempt, -10 Resources per turn if successful) (Arquebus Production (Stage 3), Cannon Production (Stage 2), and Rifle Trials must be complete within 2 turns of taking) (Massively increases the military capabilities of the Republic in the long term, reorganization takes 2-3 turns) (55/15 Passed)
With the recent increases in military production and promises of even more progress in the near future, a deal has been made to convert most of the People's Army from peasant guerillas to actual mobile infantry units. Each military district has been converted into an infantry brigade, mostly consisting of arquebusiers drilled during the winter when they are not needed for farming. Each also has one company of chariots for reconnaissance and screening, as well as one or two companies of artillery. A system for mobilizing not only soldiers but carts and pack animals is being put into place, ideally capable of mobilizing all forces within twenty days. The city garrisons have also seen some changes, being renamed to the Home Guard and given responsibility for smaller-scale defense in the countryside as well as in cities themselves.
The new world will be born like anything else - screaming and covered in blood.
- Orestes son of Alektruon
Influence Central Committee Appointments: The Constitution of the Popular Republic of Mycenae requires that by the end of 10 AE, either elections must be held or the Central Committee must be expanded to be at least 60% downtimers. Since elections are obviously not going to be held this year, the Central Committee will therefore have to be expanded. It only makes sense to try your best to ensure that these new appointees are as committed to the Revolution as you are. (-5 Political Support) (Max 1 die) (Subvote will be held in Results) (93)
Your political maneuvering has been quite successful in recent months, with the moderates being essentially locked out from getting any of their preferred candidates into the Central Committee. With your faction, the Intensificationists, and the Agrarians needing to come to some sort of compromise in order for any candidates to get enough votes to be accepted into the Central Committee, the only question is what the best way to approach it is.
[]Play Them Off Each Other: In exchange for supporting a few candidates from both factions, each can likely be made to agree to appoint one or two downtimers who are committed students of Mao Zedong Thought. However, this will come at the cost of burning much political capital (-10 Political Support)
[]Support the Agrarians: Even if they are far too soft on religion, sometimes push for the diversion of funds from industrialization towards increasing rural quality of life, and have no party discipline to speak of, some of the more militarist Agrarians are still broadly in agreement with you on most issues. With you supporting them, more Agrarians can be appointed to the Central Committee at the expense of the Intensificationists.
[]Support the Intensificationists: Gordon has promised to back you up on multiple policy issues in exchange for you allowing several more cadres aligned with him to join the Central Committee. While this would give you more room to maneuver in the short term, him gaining even more control over the Central Committee may cause even more issues in the future (+20 Political Support)
2 Hour Moratorium