Attempting to Fulfil The Plan: ISOT Edition

[X]Support the Agrarians

Yeah, I think I'm coming around to being able to hoover up more nerds.
 
Voting closed, called for [X]Support the Agrarians
Scheduled vote count started by garphield on Apr 10, 2023 at 11:13 PM, finished with 39 posts and 28 votes.


New Central Committee members consist of 3 militarist agrarians, 3 intensificationists, and 2 normal agrarians, for a new total of 3 maoists, 7 intensificationists, 3 moderates, and 7 agrarians (4 of whom are militarists and 3 of whom are pacifists).
garphield threw 4 100-faced dice. Reason: factions: (m-i-a-c) Total: 239
25 25 89 89 69 69 56 56
 
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I don't trust Maosts anyway given their OTL record.

It seems our domain is doing very well overall. But it's clear we're experiencing severe growing pains. Aside from lack of technical expertise and needing to rewrite the blood-ink book of safety rules almost from scratch, some of the people we're desperately shoving into the "teach the downtimer" roles have personalities rather unsuited for the job. Our "teachers" are so unqualified they get scare quotes, and based on the quote from Lynette Bush quite a few are not enthusiastic about the job.
 
Turn 4 (11AE Trimester 1): The Fires of Labor
Turn 4 (11AE Trimester 1): The Fires of Labor
200 Resources Per Turn, 75 In Storage
45 Political Support

Mycenae, 11 AE

You try to hide your frustration over the results of the appointment of the new Central Committee members from your daughter, Julia. You know that it's been hard for her, with both of her parents constantly busy with work and your insistence that she not be given much special treatment due to her parents. Still, you think she recognizes that something has made you upset despite your efforts. Eight new members, and not one is a committed Maoist! At least you managed to make sure that most of the Agrarians who were appointed are of a more militaristic persuasion than most, so it wasn't a complete waste.

News from abroad has been similarly disheartening. The newly independent king of Malta, recognizing his vulnerability to Cretan or American invaders, has sworn fealty to Crete, although it seems like he has retained significant autonomy. The general which had recently inflicted a massive defeat on New Washington has himself been defeated, with him and the remnants of his forces swearing loyalty to the United States of America (New Tucson). The Republic of Rome has suffered significant internal strife, while you have heard from merchants that the Pharaoh Khyan has announced a plan to create a system to give all children in the capital, Avaris, at least some minimal amount of education to ensure a sufficient supply of personnel for administrative and technical tasks.

Free Dice to Allocate: 3 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 (405/1050), 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 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))

[]Dyme Salt Evaporation Pond: The Prokopou Lagoon, just a few kilometers southwest of Dyme, could easily be converted into an evaporation pond for the mass production of salt and bitterns from seawater. Not only will the bitterns fuel the nascent chemical industry of the Republic, but the massive amounts of salt produced as a byproduct will be useful for food preservation and trade. (5 Resources per dice (0/75)) (+5 Political Support when both it and Chloroalkali Plants are finished)

[]Secondary City Utilities: This will bring the water, sewage, and storm drain systems of Tiryns and Dyme up to the standards of Mycenae, as well as construct the infrastructure for water chlorination once sufficient chemicals are available and build sedimentation tanks to enable some solid wastes to be recovered for fertilizer and saltpeter production. (10 Resources per dice (48/125))

Heavy Industry (3 Dice):

[]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))

[]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)

[]Experimental Glassworks: While we lack anyone truly skilled in glassworking, a few people did take glassblowing classes before the Event and claim to remember some of it. While we cannot expect any kind of quality, combined with books on glassmaking it may be possible to make some objects. (10 Resources per dice (0/50))

Light Industry (3 Dice):

[]Textile Industry (Stage 1):
We have been able to come up with somewhat practical designs for spinning frames and power looms, mostly by stealing from other states. This will free up massive amounts of labor for other tasks, and make everything from clothing to sails far cheaper to produce. (5 Resources per dice (0/125)) (+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)) (Stage 3 locked behind Stage 2 Dams)

[]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 (0/50))

Chemical Industry (2 Dice):

[]Chloroalkali Plant:
The newly developed processes for making chemicals from bitterns is one of the most promising developments in the history of the Republic. The pilot plant constructed to test it out is already making chemicals in large enough quantities for the production of limited amounts of anesthetics, disinfectants, and chlorates, but far more of all of these things is needed. Once this is built, we will have the materials available for the chlorination of water, mass production of explosives for both military and civilian uses, bleaching of wood pulp and cloth, and so much more. (Unlocks Water Chlorination, Hard Rock Blasting, Pulping Mill, and Mass Disinfectants when both it and Dyme Salt Evaporation Pond are complete) (10 Resources per dice (0/70))

[]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))

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 (0/200))

[]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)

Services (3 Dice):

[]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 (120/150)) (+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 (9/250)) (+5 Political Support upon completion) (Stage 4 locked behind Primary Schools (Stage 2))

[]Nursing Schools: While a nearly complete lack of both educated personnel and medical supplies will massively limit what can be done, some basic education on things like first aid, wound cleaning, best practices for childbirth, and oral rehydration therapy can still significantly reduce preventable deaths. With the aid of the few actual uptime nurses we have, short courses on extremely simplistic techniques can be given to hundreds of workers. (10 Resources per dice (27/80))

[]Korakou Translations: While a few short texts have been translated into the Korakou language, it lacks any texts of significant length. This would involve translating several basic textbooks and works on agriculture, medicine, and a few other subjects into the language, as well as writing Korakou-Greek and Korakou-English bilingual dictionaries. (5 Resources per dice (0/35))

[]Libraries: While book production is massively limited by the inability to make wood pulp, we still are able to make enough to set up some public libraries. This will help educate and entertain the population, as well as prevent them from falling back into illiteracy due to lack of practice. (5 Resources per dice (0/50))

Military (4 Dice):

[]Fortification Improvements:
While a complete restructuring of the walls of cities like Mycenae and Tiryns is far too expensive to consider right now, we can at least improve them somewhat. Gates will be strengthened, and angular bastions made of brick and rammed earth can reduce the number of dead zones by the walls. (5 Resources per dice (63/175))

[]Crossbow Production (Stage 2): While the majority of the People's Army is being switched to arquebus units, crossbows are still useful for city guards, peasants protecting their livestock or independently attacking occupiers, and for trading and supporting movements abroad. (5 Resources per dice (0/125))

[]Arquebus Production (Stage 4): While current production of arquebuses still represents significant progress, it will take over a year for its production to allow for all current soldiers in the People's Army to be given one, let alone make enough for planned expansions of the army. This stage will allow production to finally increase to a vaguely sufficient level, with a conversion of production lines to actual rifles after it is complete. (10 Resources per dice (4/150))

[]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 1): The manufacture of firearms better than glorified pipe bombs has finally begun. While substantially more expensive to produce, the capability to hit individual people at significant range will significantly increase the scouting capability of our cavalry and enable the creation of dedicated Guards companies for scouting, skirmishing, and picking off enemy officers. (15 Resources per dice (0/50))

[]Incendiary Experiments: While perhaps not the most refined weapons, Molotov cocktails and other incendiary weapons have a long and storied history of use. We should see if we can make any similar devices which are practical to use in the battlefield. (5 Resources per dice (0/30))

[]Officer Academies: While we lack any personnel with uptime experience commanding anything larger than a fireteam, the creation of some sort of formalized training for officers will at least be better than nothing. The academy will mostly focus on wargames, seminars, and reading of the few uptime military texts in our possession. (10 Resources per dice (0/50))

Bureaucracy (2 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 -3 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. However, recruiting them to our own ministry while basic administration and tax collection is still understaffed will be politically unpopular. (5 Resources and -1 Political Support per dice) (Larger effect the more dice are spent) (Increases dice allocation)

[]Recruit Americans To Bureaucracy: 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. However, few of these are likely to be politically reliable, and having even more Americans in government won't look great to our citizens. (5 Resources and -2 Political Support per dice) (Larger effect the more dice are spent) (Decreases malus from No Administration)

[]Recruit Downtimers To Bureaucracy: 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) (Decreases malus from No Administration)

[]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, 50 for Andros and American Republic of Turkey, 60 for Dual Kingdom, 70 for New Washington, 80 for Emergency Government of New America) (-5 Political Support to attempt) (Max 2 dice)

[]Special Services Division: We are currently almost completely blind to the affairs of other states, besides rumors from merchants. Creating a dedicated intelligence agency would allow for us to have a better idea of what our neighbors are planning to do, and maybe even give us the ability to hurt our enemies. (DC 25, -5 Political Support to attempt, -5 resources per turn if successful).

Current Economic Issues:
Transportation: Many bottlenecks
Fuel: Causing deforestation at an unsustainable pace, coal urgently needed
Iron: Large deficit
Copper: Slight deficit
wood: Sufficient production, but deforestation unsustainable
Construction Materials: Lime and bricks constrained by fuel availability, sufficient lumber
Food: Large stockpile remaining, nearly double projected consumption for this year
Cloth: Production insufficient
Rural labor (varies by season): Essentially infinite until April
Urban labor: Surplus

8 Hour Moratorium
 
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Geez, with that initial roll for Central Committee in the 90s I was hoping we'd be able to get at least one more Maoist in even with us not focusing on that specifically.

Well, nothing for it now but hope our political position isn't too badly off.

Chemical Industry (2 Dice):

[]Chloroalkali Plant:
The newly developed processes for making chemicals from bitterns is one of the most promising developments in the history of the Republic. The pilot plant constructed to test it out is already making chemicals in large enough quantities for the production of limited amounts of anesthetics, disinfectants, and chlorates, but far more of all of these things is needed. Once this is built, we will have the materials available for the chlorination of water, mass production of explosives for both military and civilian uses, bleaching of wood pulp and cloth, and so much more. (Unlocks Water Chlorination, Hard Rock Blasting, Pulping Mill, and Mass Disinfectants when both it and Dyme Salt Evaporation Pond are complete) (10 Resources per dice (0/70))

[]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))
Wait, what happened to Electrolysis?
 
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The textile industry seems like something we should do soon if we want to free up labor. The man-hours that went into preparing fabric and clothing in preindustrial societies were VERY high.
 
Really need to get coal up even more than iron. With iron the downside is reduced production, with a coal shortage the downside is mass deforestation which will become more painful the longer it goes on.

For infra I say we throw 2 dice at the canal and keep working on ports. We need a navy and we have 2 projects that make good export goods (fabric and syrup) so making sure we have the ports to handle real trade is important.

Given we have a trade action and it gives us PS textiles seems like a good project for LI to do alongside the kilns.

Both chem projects are good but syrup doesn't do much for us unless we get a trade route to a place with sugar staved Americans.

Ah and services both seem straightforward, let's focus on the cadres and keep up with education.

Military seems like the most stretched of our categories. Everywhere else we have more than enough slack to do our projects were mostly held back by dice penelties, bad rolls and the projects just taking a bit. With mil we have much to do, quickly, and even with free dice we still need to worry about materials falling behind.

Anyway the 4 vital projects we have are the Officer Academies, the final stage of Arqubus, de-bronzing our cannons, and getting rifles started. No real order of importance as we need to do all of it it's just a question of which ones first
 
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This is not a plan since I'm not a 100% sure on everything yet. but I think we should do two dice on Canal, two dice on ports, two both ironworks and coal mines, either one on Lime and Brick Kiln and one on mills or both on the Kiln, Two on Chloroalkali Plant. not sure on Agriculture. One on Primary Schools and Two on Nursing. Three on Fortification improvement and two on Rifle Production. And two maybe three on Recruit Americans To Bureaucracy.
 
[ ] Plan Corvee, Education, and Education
Infrastructure, 4 Dice
-[ ] Derveni-Zapantis Canal, 2 dice (20 Resources)
-[ ]Dyme Salt Evaporation Pond, 2 dice (10 Resources)
Heavy Industry, 3 Dice + 1 Free Dice
-[ ] Kópos Coal Mine (Stage 1), 2 dice (20 Resources)
-[ ] Thríambos Ironworks (Stage 1), 2 dice (20 Resources)
Light Industry, 3 Dice
-[ ] Textile Industry (Stage 1), 2 dice (10 Resources)
-[ ] Lime and Brick Kilns, 1 die (5 Resources)
Chemical Industry, 2 Dice
-[ ] Chloroalkali Plant, 2 dice (20 Resources)
Agriculture, 3 Dice
-[ ] Dams (Stage 2), 3 dice (15 Resources)
Services, 3 dice + 2 Free Dice
-[ ] Primary Schools (Stage 1), 1 die (5 Resources)
-[ ] Adult Literacy Campaigns (Stage 3), 1 die (5 Resources)
-[ ] Nursing Schools, 1 die (10 Resources)
-[ ] Korakou Translations, 1 die (5 Resources)
-[ ] Libraries, 1 die (5 Resources)
Military, 4 Dice
-[ ] Fortification Improvements, 2 dice (10 Resources)
-[ ] Rifle Production (Stage 1), 1 die (15 Resources)
-[ ] Officer Academies, 1 die (10 Resources)
Bureaucracy, 2 Dice
-[ ] Recruit Americans To Bureaucracy, 2 dice (10 Resources)

Resources Available: 275
Resources Used: 205
Resources Remaining: 70

Plan is to square away the bureaucracy and smaller education projects. Then next turn we go on a massive mixed recruitment drive of downtimers and Americans so that we can actually wield our increasing industrial capacity. I'd like to go hard on education and continue going hard on education for the next few turns, ensuring that we can develop and have actual minimally trained labor doing things. Literacy and basic math is just so massive for society, and it needs to be pushed far harder then we have been.

Breaking it down by category, infra is built to spread out and get critical salt, which will change the preservation game for our agriculture. Heavy industry is to keep both projects going and get a decent chance of them finishing. Light industry gives us a small chance for textiles and bricks, with us likely finishing one and then completing the other next turn. Chloroalkali is our big gate to explosives which changes basically everything for mining and military matters. Services basically hammers away at every educational aspect while making progress on adult literacy. While we can mass corvee for the winter, we may as well mass corvee and build fortifications while working at long term aspects of the army. Plan for bureaucracy is to make normal hiring not cause issues, then we can hire masses of new personnel into the ministry to stabilize the situation/actually use our expanded production.
 
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[ ] Plan Salt, Steel, and Schools
Infrastructure, 4 +1 Free = 5 dice
-[ ] Derveni-Zapantis Canal, 1 die (10 Resources)
-[ ] Port Facilities (Stage 1), 2 dice (10 Resources)
-[ ] Dyme Salt Evaporation Pond, 2 dice (10 Resources)
Heavy Industry, 3 +1 Free = 4 dice
-[ ] Kópos Coal Mine (Stage 1), 2 dice (20 Resources)
-[ ] Thríambos Ironworks (Stage 1), 2 dice (20 Resources)
Light Industry, 3 dice
-[ ] Textile Industry, 2 dice (10 Resources)
-[ ] Lime and Brick Kilns, 1 die (5 Resources)
Chemical Industry, 2 dice
-[ ] Chloroalkali Plant, 2 dice (20 Resources)
Agriculture, 3 dice
-[ ] Dams (Stage 2), 3 dice (15 Resources)
Services, 3 +1 Free = 4 dice
-[ ] Primary Schools (Stage 1), 1 die (5 Resources)
-[ ] Adult Literacy Campaigns (Stage 3), 1 die (5 Resources)
-[ ] Nursing School, 1 die (10 Resources)
-[ ] Libraries, 1 die (5 Resources)
Military, 4 dice
-[ ] Fortification Improvements, 2 dice (10 Resources)
-[ ] Rifle Production (Stage 1), 1 die (15 Resources)
-[ ] Officer Academies, 1 die (10 Resources)
Bureaucracy, 2 dice
-[ ] Recruit Americans To Bureaucracy, 2 dice (10 Resources)

Resources Available: 275
Resources Used: 190
Resources Remaining: 85

Okay, a Plan Draft. HI gets 2 dice on iron and coal each as insurance against bad rolls (again.) For Chemical Industry, we get the Chlorolkali Plant since there's a pot of stuff behind it and salt.

Services completes schools for PS and does the smaller Services projects. Next turn would be a big push for Adult Literacy Stage 3.

Military does Rifles and Officers, and the remaining dice on Fortifications, since we've already left that hanging for a turn.

And Bureau is Americans to Bureaucracy for more importation of skilled and educated workforce (hey, if got us the Nurses last time.)
 
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Yeah plans are way too focused on education for my liking. We have a lot of Rural labor, let's use it.

[ ] Plan Labor and Industry
Infrastructure, 4+2 dice
-[ ] Derveni-Zapantis Canal, 2 die (20 Resources)
-[ ] Port Facilities (Stage 1), 2 die (10 Resources)
-[ ]Dyme Salt Evaporation Pond, 2 dice (10 Resources)
Heavy Industry, 3+1 dice
-[ ] Kópos Coal Mine (Stage 1), 2 dice (20 Resources)
-[ ] Thríambos Ironworks (Stage 1), 2 die (20 Resources)
Light Industry, 3 dice
-[ ] Textile Industry (Stage 1), 2 dice (10 Resources)
-[ ] Lime and Brick Kilns, 1 die (5 Resources)
Chemical Industry, 2 dice
-[ ] Chloroalkali Plant, 2 dice (20 Resources)
Agriculture, 3 dice
-[ ] Dams (Stage 2), 3 dice (15 Resources)
Services, 3 dice
-[ ] Primary Schools (Stage 1), 1 die (5 Resources)
-[ ] Adult Literacy Campaigns (Stage 3), 1 die (5 Resources)
-[ ] Nursing Schools, 1 die (10 Resources)
Military, 4 dice
-[ ] Fortification Improvements, 2 dice (10 Resources)
-[ ] Rifle Production (Stage 1), 1 die (15 Resources)
-[ ] Officer Academies, 1 die (10 Resources)
Bureaucracy, 2 dice
-[ ] Recruit Americans To Bureaucracy, 2 dice (10 Resources)

Resources Available: 275
Resources Used: 195
Resources Remaining: 80
 
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Oh, so we're agreed on doing dams? I thought we wanted to do village education for building up the rural cadres?

If we are good with doing dams I'll happily swap. I've really wanted to do "throw peasants at move dirt" with all our dice in a category for a while.
 
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I would argue that finishing steel this turn and mass issuing steel tools will improve dice efficiency far more, allowing us to be more efficient next winter on massive construction projects. We should also have far more dice next Winter if we can push through massive hiring drives next turn. Effectively improving overall dice efficiency while our educational dice efficiency is unlikly to improve. To thus best martial our limited organizational capacity we can delay on projects that are likly to gain significantly in efficiency. Plus, we have the political support budget from not pushing in Maoists, we may as well use it.

Plus, the current state of our workforce makes early industrial revolution British child labor blush. We are throwing non literate people under barely literate managers into massive industrial projects. Hell, even for canal construction that is going to be costly from both a personnel and organizational perspective. The biggest argument for my plan spread is one of organizational efficiency, as with new steel tools the various mass construction is likely to get cheaper, especially if during the summer trimester we hammer home industry. Thus to improve our organizational efficiency, delaying construction in favor of education means we use as many dice as efficiently as possible.
 
I would argue that finishing steel this turn and mass issuing steel tools will improve dice efficiency far more, allowing us to be more efficient next winter on massive construction projects. We should also have far more dice next Winter if we can push through massive hiring drives next turn. Effectively improving overall dice efficiency while our educational dice efficiency is unlikly to improve. To thus best martial our limited organizational capacity we can delay on projects that are likly to gain significantly in efficiency. Plus, we have the political support budget from not pushing in Maoists, we may as well use it.

Plus, the current state of our workforce makes early industrial revolution British child labor blush. We are throwing non literate people under barely literate managers into massive industrial projects. Hell, even for canal construction that is going to be costly from both a personnel and organizational perspective. The biggest argument for my plan spread is one of organizational efficiency, as with new steel tools the various mass construction is likely to get cheaper, especially if during the summer trimester we hammer home industry. Thus to improve our organizational efficiency, delaying construction in favor of education means we use as many dice as efficiently as possible.
My issue is I don't think delaying for tools and education will help all that much immediately so we'll be delaying heavy rural labor use two turns for not that much benefit come Winter. Whereas we can do all the education stuff next turn.
 
My issue is I don't think delaying for tools and education will help all that much immediately so we'll be delaying heavy rural labor use two turns for not that much benefit come Winter. Whereas we can do all the education stuff next turn.
We can also keep hammering education as hard as we can for a few turns. Literacy is such a massive multiplier for both production and state cohesion that it cannot be under stated. Plus, with the mass hiring drives needed to stabilize the dice-resources balance next turn, we probably won't have the free dice to do education then, and then the same argument can be applied.
 
We can also keep hammering education as hard as we can for a few turns. Literacy is such a massive multiplier for both production and state cohesion that it cannot be under stated. Plus, with the mass hiring drives needed to stabilize the dice-resources balance next turn, we probably won't have the free dice to do education then, and then the same argument can be applied.
And I'm fine with hammering education next turn, but Dams have been neglected for a while now and there's a number of labor intensive projects I want to focus on now when we have the manpower.
 
And I'm fine with hammering education next turn, but Dams have been neglected for a while now and there's a number of labor intensive projects I want to focus on now when we have the manpower.
We won't be able to, as we are going to need to desperately bureaucratically expand to deal with our increased production of resources. Even this turn, its hard to spend our turn to turn income, much less our savings. And unmobilized resources may as well be doing absolutly nothing. Bureacuratic capacity is needed far more then that, and we won't be able to hammer down education, at least not while trying to keep up with our own income.
 
I'm also strongly of the opinion the we need to get the ports now. We're isolated and have little access to Tucson. Risking things with the Canal can hurt us and we didn't really secure our political position as much as we would have liked. We also NEED more iron pretty badly and Deforesting is something I want to take steps to reduce ASAP.
 
I would say that being able to in theory get adult education and +5PS next turn rather then going for the ports is worth more for us internally. We can do the ports next turn with urban labor. I can understand committing more dice to heavy corvee projects as they would otherwise not be doable during the next turn, but we can just do ports later with urban labor while we can't do anything else in infra anyway.
 
Geez, with that initial roll for Central Committee in the 90s I was hoping we'd be able to get at least one more Maoist in even with us not focusing on that specifically.

Well, nothing for it now but hope our political position isn't too badly off.


Wait, what happened to Electrolysis?
No longer needed because of the pilot plant for alternative feedstocks. (Both produce mainly chlorine and lye). You will get a different electrolysis project for more specialty stuff like sodium metal later but those aren't a high priority for now.
 
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