Turn 5 (11AE Trimester 2): Commonwealth Of Toil Results
220+15+5+10=250 Resources Per Turn, 50 In Storage
51-6-1+5-5+5+5+5=59 Political Support
Mycenae, 11 AE
The past few months have seen massive progress in many areas, from steel production to education to public health to weaponry. While there were minor issues with a few projects, overall you have done much better than expected, and your political position seems substantially more secure than a few months ago. With classes in the new schools set to begin as soon as the harvest is over, your daughter will be one of the thousands of students, ideally helping to demonstrate to the people that the government truly believes in equality of all people, Uptimer or Downtimer.
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 (457+20=477/1050), loss of political support if less than 30 progress/turn) (Makes most other projects cheaper) (+25 Political Support on completion) (-1 Political Support)
Construction on the canal has gone slower than expected. Several recently constructed locks have developed cracks in their walls due to unexpected settlement, requiring them to be rebuilt.
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locations, and create a shipyard in Mycenae capable of building ships that are merely centuries instead of millennia out of date.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 (83+48=131/200)) (Fishing Fleet, Merchant Marine, and Creation of the Red Navy unlocked on completion)
Work on the shipyard has gone well, with most of the planned drydocks being constructed and several steam-powered cranes installed. Several fishing villages at the mouths of rivers or other useful locations have also had breakwaters and piers built.
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+92=140/125)) (Complete, Mycenae Water and Sewage (Stage 2) 15/100)
Water, sewage, and storm drain networks have been constructed in Tiryns and Dyme, at a considerably higher density than is currently in place in Mycenae. In order to remedy this, an expansion of Mycenae's water and sewage system has begun.
Urban Building Modernization: While some buildings have had chimneys installed either in state-sponsored renovations or by enterprising occupants, most still have hearths that fill them with copious amounts of smoke. This severely reduces the amount of people willing to use lignite for home heating, and must be remedied in order for more people to make the switch from wood. (5 Resources per dice (0+55/50)) (Complete)
Several thousand brick fireplaces have been built in Mycenae, Tiryns, and Dyme, providing most houses there with them. While some continue to use wood, most have begun to use the coal given out freely by the government, reducing wood use and freeing up a small amount of labor.
Heavy Industry
Thríambos Ironworks (Stage 2): Steel and iron production is arguably the most important task faced by the Republic, due to the massive gains in production and military performance that can be achieved with plentiful metal. While truly sufficient production will not be reached for decades, every ton of steel is another cannon in the hands of the Army or another hundred ploughs in the hands of our farmers. (10 Resources per dice (82+142=224/150)) (Complete) (Experimental Bessemer Converter unlocked) (Stage 3 74/200) (+15 Resources per turn)
Daily wrought iron production at the ironworks now exceeds sixty tons per day on average, with much of that later being converted into steel. Production has finally started to saturate the capability of current workshops, as even hundreds of blacksmiths can only use so much metal per day. But mechanized factories can use much more, so in addition to another stage of expansion starting plans have been made to attempt the construction of a functional Bessemer converter.
Precision Machine Tools: As of now, all machining work requiring any sort of precision must be done using remaining uptime machine tools brought by Gordon's clique or meticulously handcrafted tools manufactured by them. This can at least be partially changed by starting the production of more standardized machine tools of vaguely acceptable quality, although these will still require large amounts of skilled labor and scavenged materials and electrical components to build. (30 Resources per dice (0+80/50)) (Complete) (Prometheus Heavy Machinery Plant (Stage 1) Unlocked) (+5 Resources per turn)
Regular production of small electrically-powered precision lathes, screw presses, saws, and other machine tools has now begun. While the use of electronic components requires large amounts of currently irreplaceable wires and other electrical components for both the tools themselves and generators to power them, the ability to fabricate parts of non-abysmal quality at some scale will allow the production of far larger machines powered by water and steam.
"I thought being a TA was bad, but trying to teach a Bronze age smith how to use a soldering iron makes that look like heaven." - Jeff Turner
Light Industry
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 (106+55=161/125)) (Complete, +5 Political Support) (Stage 2 36/150)
Nearly a thousand workers are now employed at textile mills in Mycenae and Dyme. The availability of cloth has notably increased, with the average ration of cloth given to urban workers having gone up by nearly half. The construction of even more factories has begun, with some planned to produce goods more complex than just wool and linen cloth.
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+73/30)) (Complete) (Glass Production (Stage 1) Unlocked)
The small-scale production of a few basic glass objects has finally begun. While quality is usually quite poor, for applications such as bottles for tincture of iodine it is still quite useful.
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 (0+5/80)) (+5 Political Support on completion, unlocks Newspapers and Expanded Book Production)
Very little has been accomplished in the construction of the two planned pulping mills. Still, at least the foundations and most of the framework for the various buildings has been put up.
Chemical Industry
Hard Rock Blasting: With the new availability of massive quantities of chlorate- and perchlorate-based explosives, the productivity of mines can be massively increased. While there are some proposals to use them in coal mining, current plans are mainly focused on quarries and mines for iron and copper ores, as well as limestone. There is no possible way to understate the increase in productivity that switching from mining with picks to drilling and blasting will cause, even if it is still far less than uptime methods. (15 Resources per dice (0+68/40)) (Complete) (Unlocks Megaleío Copper Mine (Stage 1), Aggregate Quarries, and reduces costs of other projects) (Aggregate Quarries locked behind Lime and Brick Kilns)
Facilities for the mass production of explosives for mining and construction have been completed. Many miners and other workers have been given instructions for the "safe" use of explosives, although casualties are still expected to be considerable.
"Even the Earthshaker himself trembles before the might of the workers." - Poimen son of Lukios, miner
Mass Disinfectants: Oxidizing agents with antiseptic properties can now be produced on a massive scale. Production of tincture of iodine can now begin on a large enough scale to theoretically provide every village with some, even if the complete lack of glass production makes storage difficult. Soldiers can be issued pouches of potassium permanganate for the rapid sterilization of water when on campaign, while calcium hypochlorite should be sufficient for civilian use, even if most villagers are unlikely to start using it to treat their water immediately. (10 Resources per dice (0+41/40)) (Complete, +5 Political support and significant reduction of all-cause mortality and army attrition)
The mass production of various antiseptic agents has begun. While due to abysmal education and training in all fields, they are expected to be used extremely suboptimally, the number of deaths due to sepsis and waterborne diseases is still expected to significantly decrease.
Agriculture
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+216=235/200)) (Complete, +5 Political Support)
Nearly a thousand people, from almost every village in the Republic, have completed basic literacy courses and been provided with books and pamphlets on various topics for future reference. While they lack any real instruction in specific practical fields, the ability to reference the books supplied to them is expected to at least give some benefits to the villages they return to.
Services
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 (42+41=83/80)) (Complete)
Several hundred people have already completed courses on extremely basic nursing and medical procedures, with around two dozen people permanently assigned to teach more. Combined with an increase in the availability of antiseptic agents, preventable deaths are expected to significantly decrease, and in the event of actual antibiotics becoming available in the future, having people with some medical knowledge spread throughout the Republic will let them be used far more effectively.
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+55/35)) (Complete)
Several hundred texts of various lengths have been translated into the Korakou language, with many of them being given to the newly trained educational cadres from Korakou-speaking areas. Fortunately, all of the various dialects in our territory are fairly closely related and mutually intelligible, so different translations do not need to be produced for various areas.
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 (26+39=65/50)) (Complete)
Over a dozen public libraries have been set up throughout the Republic. In addition to holding books for public use, they are also used for various classes and seminars, as well as the showing of films on projectors for educational, entertainment, and propaganda purposes.
"Seeing Come And See really shittily dubbed in Mycenaean Greek with a bunch of peasants somehow makes me feel even weirder than when I first figured out that we had been sent back into the Bronze Age." - Deanna Martin
Water Chlorination: While the recent construction of utility systems in the major cities of the Republic has reduced deaths from disease somewhat, the simple reality is that this water is still taken from rivers that are full of human and animal waste, and most of the population does not reliably boil their drinking water despite our pleas. Now that chlorine is being produced on a significant scale, all water in these cities can be disinfected, massively reducing mortality and morbidity due to waterborne diseases such as cholera. (10 Resources per dice (0+84/40)) (Complete, +5 Political support and significant reduction of all-cause mortality)
Chlorine plants have been set up in Mycenae, Dyme, and Tiryns, with much of their output being injected into city water supplies. While the average chlorine content is not very steady, the fact that several days of supply is stored in water towers and resevoirs causes most of the variation to even out. In urban areas, deaths due to cholera have already dropped by half in the past two months, and are expected to fall further.
Arquebus Production (Stage 4): While current production of arquebuses still represents significant projects, 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+250=254/150)) (Complete, Quality Dice 98) (Rifle Production (Stage 2) Complete, Quality Dice 96) (Production Line Switchover unlocked)
The last major planned stage of pipe gun production has been completed faster than planned and well under budget, with the surplus being used to significantly increase the production of rifles. The recent improvements in machine tooling and explosive production have been put to good use. While the increased speed of combustion and gas production of chlorate-based composition prevents them from being safely used in current firearms, the Model 10 rifle and most artillery pieces have been redesigned to take advantage of its increased power and decreased fouling compared to nitrate-based compositions. The availability of better machine tools has also allowed the redesigned rifle to be produced much more cheaply and with higher accuracy than before. Plans to not only expand rifle production even further but also switch over production lines from pipe guns to rifles have been drawn up, although as the switchover would result in a temporary pause in production it may not be optimal to do immediately.
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) (156) (+1 Dice to Bureaucracy, Heavy Industry, Chemical Industry, and Free Dice)
Now that necessary bureaucratic posts are more fully staffed, expansion of the Ministry itself can begin. With over a hundred Americans recruited, most have been assigned to areas involving more advanced processes, as even though barely any have relevant pre-Event expertise or have any kind of political reliability the fact that most at least know what an exponent is puts them miles ahead of most downtimers.
"The fact that the most qualified and reliable person available to assign to an explosives factory is a fucking Vaushite who couldn't get into med school makes me even more upset than if we had no one at all." - Aitana Freixa
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). (95) (Simple Weapon Production (Stage 1) and Creation of Attican Shadow Government unlocked)
The creation of the Special Services Division has gone very well. Suprisingly for such a highly ranked position, the post of Director of the Special Services Division has been given to a downtimer, Wedaneus son of Tros, who fortunately for us seems to be a fairly committed Maoist and also quite skilled at espionage. He has wasted no time, with discussions with refugees from New Arizona allowing us to contact several insurgent leaders there. While the past few months have seen New Arizona eliminating much of the resistance against them, there are still many fighters who could recieve arms and other aid from us. They can also be entered into negotiations to serve as administrative and security personnel for the region after we liberate it, likely making that task much easier.
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: Large stockpile, more than enough until harvest
Cloth: Sufficient production
Rural labor (varies by season): Mostly occupied with harvest
Urban labor: Surplus