Attempting to Fulfil The Plan: ISOT Edition

The other issue with moving Bush to general deputy control is that she doesn't have applicable education towards large-scale construction. And having an architect on call to save us from even a single building collapse or dumb decision in lower-level construction cannot be understated. We are always going to be to some extent doing construction. The other thing is that Dunn has "significant administrative experience and skill" and this is our literal second-highest post. We need experience here, not to rush people up. Furthermore, he has a more distributed and spread-out bureaucratic base, making playing as him likely a good bit easier and more resistant to people pushing/he would likely have few issues raising cadres.
 
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[X] Plan Rising Stars

After sleeping on it, I think Dunn's experience managing a large team in the architecture industry has sold me on him. Bush isn't bad by any means, but I think she's better staying parked in education for now because that's her actual expertise, and experience in pre-Event academia probably translates to "real" life less easily than Dunn's experience.
 
Vote called for [X]Plan Rising Stars

Scheduled vote count started by garphield on Jun 9, 2023 at 8:24 PM, finished with 23 posts and 19 votes.
 
Turn 10 (13AE Trimester 1): We Are The Builders Of The Coming World
Turn 10 (13AE Trimester 1): We Are The Builders Of The Coming World
375-30 Mobilization=345 Resources Per Turn, 0 In Storage
74-10=64 Political Support

Mycenae, 13 AE

Significant changes have taken place in staffing in the higher levels of the Ministry over the past few months. Allies have been placed in more advantageous positions, hopefully reducing the damage caused by liberals and reactionaries straying from the road towards communism. The presence of a deputy minister has also increased the capabilities of the ministry somewhat, with his experience being quite useful in various building projects even if some of his proposed designs for government buildings and monuments are quite unusual.

Free Dice to Allocate: 4 Dice
Infrastructure (6 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 (648/975)) (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 (143/200). (Makes many other projects cheaper, +5 Political Support on completion)

[]Port Facilities (Stage 3): Yet more ports can be modified to be useful for ever larger ships, increasing the naval transportation capabilities of the Republic further. Shipyards will be expanded as well, with facilities for large ships being built in Dyme as well as Mycenae. (10 Resources per dice (238/400))

[]Kópos Planned City: While workers in the Kópos mine and nearby industries are currently living in ramshackle huts, this is not sustainable in the long term, especially now that the high population density is starting to cause sanitation issues. A small city will be built next to the mines, with a grid of paved roads and utilities present from the beginning. Dozens of three-story high apartment blocks will be constructed, including not only running water but gas for heating, lighting, and cooking. As limited production of concrete has begun, many buildings will be built using either poured concrete or cinderblocks in order to gain experience with this new material. Public buildings will also be put up, including everything from schools and libraries to a small stadium for baseball and other sports. While some of these amenities will be expensive, they will serve as a model for future implementation in other cities and help with convincing more people to start working in the miserable and dangerous mines. (10 Resources per dice (0/110))

[]Experimental Railways: While our steam engines may be inefficient and our steel may be poor quality, we have a sufficient amount of both to seriously consider the construction of a few short rail lines. These would mainly serve to connect various mines to the nearest navigable waterway, with all of the Republic's major towns already having access to at least a small river. Horse- or oxen-drawn wagonways will also be constructed, to serve locations that are too small to merit a dedicated locomotive. (15 Resources per dice (0/100))

[]Merchant Marine: Beginning the mass production of standardized steel sailing ships for more long distance trading missions will be far cheaper and faster than construction from wood, and will massively increase our commercial and power projection capabilities. (10 Resources per dice (0/100))

[]Telegraph Network (Stage 1): While rubber production is still extremely limited, we can at least produce enough for some wires insulated with rubberized cloth, giving us the capability to construct a nationwide telegraph network. This stage will create a nationwide network to connect the Republic's major cities and a few strategic military outposts, laying the groundwork for more connections later. (10 Resources per dice (0/100))

Heavy Industry (4 Dice):

[]Kópos Coal Mine (Stage 3):
With the current deficit of coal production, mines must be expanded yet further as soon as possible. A better world shall be ripped from the heart of Gaia herself, one swing of the pick at a time. (10 Resources per dice (10/250))

[]Thríambos Ironworks (Stage 4): With the liberation of New Arizona set to increase our population by nearly two hundred percent, it is only natural for steel production to be increased by a similar amount to serve their needs. Half a dozen Bessemer converters will spill out over a hundred tons of molten steel every day, serving to feed the ever growing needs of the Revolution. (15 Resources per dice (31/500)) (+5 Political Support on completion)

[]Prometheus Heavy Machinery Plant (Stage 2): Given the massive surplus of steel, it is an urgent necessity to begin using it towards a useful purpose. The output of machinery can be expanded even further, with dedicated production lines for boilers for locomotives and steamships being just one of many planned additions. With the availability of rubber in at least some quantity, a few massive, inefficient and unreliable generators can also be produced to provide some amount of power for a few applications. (20 Resources per dice (0/175)) (+5 Political Support and several new projects on completion)

[]Megaleío Copper Mine (Stage 1): While copper may not be as vital as steel, it is still necessary for many purposes. Now that explosives for blasting are available, extraction of ore can be massively increased, with new crushers, roasters, and furnaces being built to refine it into metal. (10 Resources per dice (13/50))

[]Aggregate Quarries and Cement Kilns: With chlorate-based explosives allowing for the mass use of blasting in mining, the production of limestone, shale, marble, and other construction materials can be massively increased. Combined with the construction of several new cement kilns and a plant for the production of concrete masonry units, this shall allow for the construction capabilities of the Republic to be massively increased. (10 Resources per dice (0/150))

[]Fishing Fleet: While some upgrades have been made to various fishing boats, the creation of true sailing trawlers will enable massive increases in the production of salted and dried fish, improving overall population health and military fitness. The byproducts of food production will also be useful for everything from glue to fertilizer, further emphasizing the importance of this sector. (10 Resources per dice (0/100))

Light Industry (3 Dice):

[]Textile Industry (Stage 4):
Now that most cloth and clothing production in the Peloponnese has been mechanized, work must begin on bringing the Liberated Territories up to the same standard as the rest of the Republic. This stage will construct several large textile mills in Athens, Thebes, and Delphi, providing massive amounts of fabric and clothing for our new citizens. (10 Resources per dice (39/300)) (+5 Political Support on completion)

[]Mills (Stage 3): Yet more mills must be constructed. After this stage, nearly every village in the Peloponnese should have access to a mill for threshing and grinding grain, freeing up substantial amounts of labor during the harvest. (5 Resources per dice (60/200)) (Stage 4 locked behind Dams Stage 3)

[]Consumer Goods Production Mechanization (Stage 1): While the artisans may not like it, the fact is that a mechanized assembly line can produce better items ten times faster than the equivalent number of artisans. Creating dedicated factories for furniture, cookware, and cutlery will free up masses of labor for more productive purposes while also giving the average citizen a much improved quality of life. (10 Resources per dice (0/100))

[]Stove Production: With the availability of massive amounts of cast iron and steel, cast iron stoves for heating and cooking can be issued out to citizens en masse. These are far more efficient than fireplaces, massively reducing civilian coal use and indoor air pollution while also increasing comfort. The existence of a barrier between the hot gases and the surface also means that they can be used for cooking food without needing to worry about contamination with soot, which is extremely useful for cooking. Designs for central boiler and radiator systems will also be brought up, for use in larger buildings. (10 Resources per dice (0/150))

Chemical Industry (3 Dice):

[]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))

[]Glass Production (Stage 3): In addition to expanding the production lines for window glass yet further, automated blow forming machinery can be produced for the mass production of glass bottles, cups, and jars. This will massively increase the quality of life of our citizens, as well as providing a valuable good for export. (10 Resources per dice (66/175))

[]Pharmaceutical Production (Stage 2): Besides increasing the production of aspirin and antibiotics even more, mass production of the anti-tuberculosis drugs isoniazid, pyrazinamide, and para-aminosalicylic acid can also begin, decisively striking against one of the largest causes of death in our population. (20 Resources per dice (16/100)) (Stage 3 locked behind Specialty Reagent Production)

[]Specialty Reagent Production: As we begin to produce more complex chemicals, the need for small but significant amounts of everything from reducing agents to various catalysts to different organic compounds that cannot merely be distilled from coal tar grows. While it will be expensive, the production of these materials is an absolute must for further chemical efforts. (25 Resources per dice (0/40))

Agriculture (3 Dice):

[]Dams (Stage 3):
Yet more small dams can be built in various villages, to provide water power for mills, a head for irrigation networks, and more. After this stage, focus will begin to shift towards larger dams on major rivers. (5 Resources per dice (47/300))

[]Canning Plants: While a lack of tin limits us to galvanized steel and zinc solder that will only work with non-acidic foods, the range of goods that can be made safe with acceptable amounts of disodium phosphate is quite large. This will enable the long term storage of everything from fish and meat to fruits and vegetables, with much less quality loss than with drying. (10 Resources per dice (0/100))

[]Agricultural Mechanization (Stage 1): The mass issuance of animal-drawn reaping machines and seed drills is a necessity for the freeing up of labor for non-agricultural tasks. While it will be a long time until every peasant can have his own team of horses, even the inefficient and exploitative trading of animal labor for goods, labor, or social prestige between peasants will enable progress, as well as encourage consolidation. (10 Resources per dice (0/150))

Services (4 Dice):

[]Primary Schools (Stage 3):
While attention has been slathered on urban centers, education is completely absent in most rural villages. This situation must change, with schoolhouses being built and educational cadres trained and given an increase in rations large enough to support them year round all across the Republic. (5 Resources per dice (51/250)) (+5 Political Support on completion)

[]Adult Literacy Campaigns (Stage 4): Further waves of state cadres must be sent to the villages, with the task of educating the people and eliminating the scource of illiteracy. With increased rations of dried fish being promised to those who attend the planned winter literacy classes, even many less motivated peasants should be willing to gain some education. (5 Resources per dice (56/350)) (+5 Political Support upon completion)

[]Census: While an inaccurate census of the Peloponnese has been preformed, urbanization and deaths from smallpox will have made it even more inaccurate over the past few years. We have even less of an idea of the population distribution of the Liberated Territories is like, making taxation, development, and administration extremely difficult. This must be rectified at the soonest possible opportunity. (5 Resources per dice (0/250))

Liberated Territories (9 Dice):

[]Medical Relief:
While we may not have the ability to immediately end the famine in the Liberated Territories, we can at least issue out massive amounts of antibiotics and antimicrobials to reduce deaths from secondary infections. DDT can also be distributed to kill disease-spreading insects, lowering indirect deaths yet further. While the volunteers in charge of distributing it will constantly misdiagnose people and lead to inefficient use of medications, this is acceptable as it will still enable far more people to be saved than doing nothing. (15 Resources per dice (0/125))

[]Issuance of Farming Equipment: Due to the chaos that has enveloped Greece since the Event, relatively little has been done to improve the output of the peasantry. While we may have barely any idea how many people live in any given area, our steel production is sufficient to produce and distribute more steel ploughs, sickles, axes, and other tools than are necessary, hopefully increasing agricultural output and helping win over the peasantry. (5 Resources per dice (0/225))

[]Emergency City Reconstruction: While more in-depth construction will have to wait until the famine is over, we need to ensure a basic level of shelter for urban citizens in order to prevent deaths from exposure. Buildings that are still standing can be converted into barracks, and in the most devastated areas new ones can be built using local wood supplies. (5 Resources per dice (0/75))

[]Recruit More Cadres: While the peasantry are more than happy to deal with remaining collaborators without needing additional help, this must be channeled into more productive areas for us to reap long-term benefits. Reliable personnel can be reassigned from our core holdings to give the most eager participants literacy training and political education, giving us a new source of literate personnel for governmental tasks. (5 Resources per dice (0/100))

[]Mining Restarts: All mining activity in the Liberated Territories has essentially stopped after the start of our invasion, but the mineral resources here cannot be allowed to go to waste. Initial efforts will be focused mainly on the coal deposits near Lefkandi and Thebes and the various sulfide ore deposits in Laurion, with blasting allowing for output to be increased far beyond what was possible with slave labor. (10 Resources per dice (0/100))

[]Famine Relief: While we have nowhere near enough food or logistical capacity to actually end the famine, supplying even a few meals per person will endear many new citizens to our government and should save at least a few lives. (5 Resources per dice (0/75)) (+10 Political Support if completed this turn)

Military (4 Dice):

[]Simple Weapon Production (Stage 2):
While they are nowhere near as effective as firearms, the availability of steel and heavy machinery means that pikes can be produced cheaply and in massive quantities, to supply to allied groups or trade with independent downtimers. (5 Resources per dice (52/75))

[]Cannon Production (Stage 5): While our nitrogen supplies may be limited, the use of poor quality but nitrogen-free Cheddite compositions for high explosive and white phosphorus for incendiary shells means that large amounts of shells more effective than solid shot can begin. Mass production of smaller mortars to take advantage of these shells can also begin, increasing our military capabilities yet further. (15 Resources per dice (19/200))

[]Production Line Switchover: While it would require a large effort and cause a substantial disruption to arms production, it is possible to retrofit workshops currently producing pipe guns to start producing the Model 10 rifle in large enough quantities to supply every soldier in the People's Army with one within a few years. (20 Resources per dice (0/225))

[]Rifle Production (Stage 3): While enough rifles are being produced to adequately arm currently existing cavalry and Guards units before the next harvest, further expansion would still be incredibly useful to allow for more to be raised, ensure sufficient supply in the face of possible adverse events, and more. (15 Resources per dice (0/125))

[]Submachine Gun Trials: Now that small-scale production of 9x22mm ammunition has begun, a weapon to use them must be chosen. While it will be incredibly inaccurate and unreliable compared to uptime weapons, it will still be capable of giving anyone who holds one a massive amount of firepower - at least until they run out of ammo. (20 Resources per dice (0/30))

[]Bolt-Action Rifle Trials: In order to utilize the production of 6.8x43mm cartridges, a design for a more modernized rifle must be chosen. While a few rounds using smokeless will be produced, most will be using perchlorate-based black powder to save on nitrogen use, which will be less of an issue for a gun that has space to hold a cleaning rod under the barrel and fires much more slowly. Still, this will be a massive step up from pipe guns or rifled muskets, and progress cannot be delayed. (20 Resources per dice (0/30))

[]Pistol Trials: While they are far less useful than heavier weapons, revolvers are much cheaper and lighter than those and can be issued as a sidearm for officers and to second-line personnel to ensure that they are not completely unarmed. By using the same cartridge as the submachine gun project, logistical issues can be minimized, and the use of smokeless powder is not too much of an issue since ammunition expenditure of these weapons is expected to be minimal. (15 Resources per dice (0/30))

Bureaucracy (3 Dice):

[]Recruit Americans To Bureaucracy:
There are over a thousand American adults living in the Republic, with dozens arriving from Anatolia every week. As most have graduated high school and a few have even attended college, they have irreplaceable skills that will be very useful in administration. 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)

[]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)

[]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. (5 Resources per dice) (Larger effect the more dice are spent) (Increases dice allocation)

[]Evaluate Replacements: It is apparent that some Ministers are too incompetent, reactionary, or both to serve the people well in their current positions. This would evaluate various people for a ministry position, followed by firing the current minister if they are judged to be more competent. (1 Dice, rolled) (Possible Political Support loss/gain) (Limited to 1 minister per turn)

[]Appoint Deputy Minister (Infrastructure): With Dunn's appointment to higher office, there is now a need to appoint a replacement for the deputy minister of infrastructure. (1 Dice, Rolled) (Possible Political Support loss/gain)

Current Economic Issues:
Transportation: Many bottlenecks
Fuel: Slight deficit
Steel: Large surplus, demand rapidly increasing
Copper: Slight deficit
Wood: Sufficient
Construction Materials: Lime and bricks sufficient, sufficient lumber
Food: Sufficient in Peloponnese, some famine in Liberated Territories
Cloth: Sufficient production
Rural labor (varies by season): Essentially unlimited until April
Urban labor: Slight deficit
Literate workers: Surplus
American educated workers: Surplus

16 Hour Moratorium
 
[ ] Plan Corvee Season and Relief Efforts
Infrastructure, 6 +2 Free dice
-[ ] Lock Systems (Stage 2), 2 dice (10 Resources)
-[ ] Kópos Planned City, 2 dice (20 Resources)
-[ ] Merchant Marine, 2 dice (20 Resources)
-[ ] Telegraph Network (Stage 1), 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)
-[ ] Pharmaceutical Production (Stage 2), 2 dice (40 Resources)
Agriculture, 3 dice
-[ ] Dams (Stage 3), 3 dice (15 Resources)
Services, 4 dice
-[ ] Census, 4 dice (20 Resources)
Liberated Territories, 9 +2 Free dice
-[ ] Medical Relief, 3 dice (45 Resources)
-[ ] Issuance of Farming Equipment, 2 dice (10 Resources)
-[ ] Emergency City Reconstruction, 3 dice (15 Resources)
-[ ] Famine Relief, 2 dice (10 Resources)
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: 345
Resources Remaining: 0
Dice Rolled: 41

Okay, here's a plan draft for you all. It's the free season, so along with Liberated Territories stuff, it's time to do the Rural Labor heavy efforts.

Liberated Territories stuff focuses on immediate damage control rather than trying to extract value out of it. That comes after we've stopped the worst of the bleeding.

Military's gonna have to get the shaft for a turn to afford all this. Unless we want to do some of the lower cost Chemical stuff, which I'm reluctant to do, given that it's all pharmaceutical stuff, and we suddenly need a lot more pharmaceuticals. EDIT: Specialty Regents though, can become Glucose for cost-savings.

Big question I suppose is Services. Census is useful, but unlikely to complete with 4 dice, though we still get something from it while it's just partially complete. But 4 dice on Schools would also be a big help, and it's Rural Schools, which presumably means it takes at least some rural labor, though we don't know how much.
 
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As a side note, I'm surprised that the project to create submachine guns came before regular machine guns.

I'm not a gunsmith, but I would've assumed that creating something like the Maxim Gun would be easier since the larger size would require less precision, and would be more useful in large-scale warfare.
 
Big question I suppose is Services. Census is useful, but unlikely to complete with 4 dice, though we still get something from it while it's just partially complete. But 4 dice on Schools would also be a big help, and it's Rural Schools, which presumably means it takes at least some rural labor, though we don't know how much.

It pains me to say this, but I think we gotta go Census first. Expanding education is nice, but I think we're going to get better results if we're working on education with a comprehensive plan that includes census information from both the Peloponnese and our new territories.
 
I'm not a gunsmith, but I would've assumed that creating something like the Maxim Gun would be easier since the larger size would require less precision, and would be more useful in large-scale warfare.

You need higher quality metallurgy to take the higher pressures in a full caliber machine gun, and better machining for a full power recoil or gas operated system rather than a pistol power blowback action. A full power machine gun takes a significant arms industry to build, where a stripped down submachine gun/machine pistol can be built in a shack with sheet metal and plumbing parts if you're really desperate.

And then you need to actually supply ammo to the things. With our extremely limited nitrogen economy, feeding even a few dedicated assault units enough SMG ammo will be a small miracle, much less rolling out machine guns that fire full power rifle rounds instead of pistol ammo.
 
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I like your plan chimera but you may want to swap dams for agricultural mechanization due to the rural labor shortage form people being sick. Unless were past that? I'm not sure.
 
Our rural labor is labeled as "essentially unlimited until April", so I think we're past that. Dams are also like, the most expensive thing there is in terms of Rural Labor, so this is like the only time we get each year to go heavy on them.
 
[ ] Plan Mass Construction
Infrastructure, 6 dice +3 Free dice
-[ ] Lock Systems (Stage 2), 1 dice (5 Resources)
-[ ] Port Facilities (Stage 3), 4 dice (40 Resources)
-[ ] Merchant Marine, 2 dice (20 Resources)
-[ ] Telegraph Network (Stage 1), 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 dice (5 Resources)
-[ ] Pharmaceutical Production (Stage 2), 2 dice (40 Resources)
Agriculture, 3 dice
-[ ] Dams (Stage 3), 3 dice (15 Resources)
Services, 4 dice
-[ ] Census, 4 dice (20 Resources)
Liberated Territories, 9 dice
-[ ] Medical Relief, 3 dice (45 Resources)
-[ ] Issuance of Farming Equipment, 2 dice (10 Resources)
-[ ] Emergency City Reconstruction, 2 dice (10 Resources)
-[ ] Famine Relief, 2 dice (10 Resources)
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: 345
Resources Remaining: 0
Dice Rolled: 41

A modified version of Chinera's plan shifting to using two dice for actions out of 75. This gives them a probability of completion according to any dice of 83% with omake.

Ports have done more for our logistics than anything else and building more can only help, especially as we ramp up steel vessel construction. Furthermore, we are about to secure a massive surplus with which to build the planned city using the new aggregate quarries and kilns that we are literally building this turn. Waiting a turn can save a good bit of funding and likely give us a more efficient action. These dice have instead been allocated to telegraphs because they truly change everything about planning and our ability to coordinate and govern the country. We get actual, near real-time messaging to every corner. We do not even have ridable horses. Our messages come with walking messengers, we cannot have less capability for signaling if we were trying.

In HI, I agree with the choices made. Focusing more on export capability in chemistry to compensate for our current monetary shortages, plus having an actual reliable sweetener should help with domestic morale significantly. It's the season to build dams anyway, so they're fine. In the liberated territories, am less conservative with dice across the board, as we have no practical hopes of blunting the famine anyway, all we can do is do propaganda about it. Farming equipment will help, but the increase in land per worker should stabilize them assuming a non-terrible harvest. And even the original plan had low odds of completing farming equipment.

As an added advantage, the funds that are spared can go towards starting the development of our expeditionary capacity. It's likely going to take us literal years to work out a functional SMG design, even if it's a simple blowback built like a STEN. The sooner we start low-rate production the sooner we can start working out designs and getting things functional enough for issuance. We don't have a gunsmith on the side or really any specialized engineer, so it's going to be a long road of painful trial and error. We may as well start now though.
 
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[ ] Plan Optimistic Relief Effort
Infrastructure, 6 dice
-[ ]Derveni-Zapantis Canal, 1 die (10 Resources)
-[ ] Lock Systems (Stage 2), 2 dice (10 Resources)
-[ ] Port Facilities (Stage 3), 1 die (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, 2 dice (10 Resources)
-[ ] Emergency City Reconstruction, 2 dice (10 Resources)
-[ ] Recruit More Cadres, 2 dice (10 Resources)
-[ ] Mining Restarts, 2 dice (20 Resources)
-[ ] Famine Relief, 2 dice (10 Resources)
Military, 4 dice
-[ ] Simple Weapon Production (Stage 2), 1 die (5 Resources)
-[ ] Cannon Production (Stage 5), 1 die (15 Resources)
-[ ] Production Line Switchover, 1 die (20 Resources)
-[ ] Pistol Trials, 1 die (15 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

I'm not entirely sure that I'm not walking into a pitfall here, but it does use up everything that is available to us. Theoretically it gets everything but medical relief and farming equipment done in the liberated territories, and if we are lucky we can get the former done with an Omake. In infra I want to keep the big canal ticking as iirc there was a political cost to not doing it every turn? In Military I tried to go for cheap stuff and starting on the production line as a way of stalling another war. In Bureaucracy I want to start off our new territories on the right foot by making sure we don't put the previous administration's guys back into place when possible.
 
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
 
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
Both are going to take years to work out how to produce in numbers and the sooner we can start low-rate production, the sooner we can get it figured out. We do not have a gun experience base in the slightest, and we need to work on building that up. Also, assuming we use standard loadings, a 6.8 round is ~30gr of powder while a .357 sig is closer to 8-9gr. The SMG is going to be more powder-using if we are fully fielding it, but that's not its main purpose in the near term. It gives us an expeditionary force with our professional forces that can engage uptime-armed units at close range at an advantage, and with the generally poor terrain of the med, that will apply in a large number of cases.
 
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