Attempting to Fulfil The Plan: ISOT Edition

Okay I'm confused are we concerned about moderates or are we calling all non-Maoist and non-Agrarian members "Moderates"

I'm not really concerned about the specific faction called moderates right now.

I'm jokingly calling intensificationists moderates because their focus on development above ideology reminds me of justification for the right turn of socialist states under the guise of building the productive forces, but I'm not that worried about it either because there's no world capitalist market to tempt them with easy investment.

I'm mostly worried about pacifists and normalizers emerging out of bureaucrats who do not share our ideological commitment to liberation.
 
Vote called for [X] Sonia Sherman

Scheduled vote count started by garphield on Jul 9, 2023 at 8:51 PM, finished with 49 posts and 30 votes.
 
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Turn 11 (13AE Trimester 2): Wake All Humanity, For Victory Is Near
Turn 11 (13AE Trimester 2): Wake All Humanity, For Victory Is Near
360+35 Trade=395 Resources Per Turn, 0 In Storage
70-5=65 Political Support

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 (648/900)) (Makes most other projects cheaper) (+25 Political Support on completion)

[]Lock Systems (Stage 3): While the area does not have any large cities or mines, the northern coast of the Peloponnese does contain many villages which are the source of much of the Republic's food, textiles, wood, and other important raw materials. The streams in the area are too small for much useful traffic, but relatively cheap lock systems can be built to allow for small barges to bring goods to and from the coast. (5 resources per dice (71/250). (Makes many other projects cheaper, +5 Political Support on completion) (Stage 4 locked behind Dams Stage 4)

[]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 (238/325))

[]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 (59/100))

[]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))

[]Telegraph Network (Stage 2): Now that the largest cities of the Republic are connected, it is time for wires to be laid towards smaller villages. While the gains will not be as large as from the initial push, this will still massively increase the capacity of the state, and installing the wires will not be too labor intensive. (10 Resources per dice (30/150))

Heavy Industry (5 Dice):

[]Kópos Coal Mine (Stage 3):
A current surplus of coal production simply means that we are yet not using enough. A better world shall be ripped from the heart of Gaia herself, one swing of the pick at a time. (10 Resources per dice (10/225))

[]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 (31/450)) (+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))

Light Industry (4 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 4): While the use of water power has not penetrated far into the Liberated Territories up til now, it is time for that to change. Villages that already have dams for irrigation can be fitted with mills for grinding, threshing, and other mechanical operations, increasing productivity and the popularity of our government. (5 Resources per dice (126/300)) (Stage 5 locked behind Dams Stage 4)

[]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 (28/50))

[]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)))

[]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 (4 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 be shifted towards a similar campaign of construction in the Liberated Territories. (5 Resources per dice (143/250))

[]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 inneficient 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 (5 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 scourge 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)

Liberated Territories (9 Dice):

[]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 (109/225))

[]City Reconstruction and Modernization (Stage 1): The production of significant amounts of concrete has completely changed the methods of construction. Even without rebar or skilled labor, concrete masonry units and Portland cement mortar allow for construction to be done far faster than previous masonry techniques. Comparatively simple apartment blocks can be put up in less than a year, while at the same time paved roads, running water, and sewage systems can be provided to the most critical areas. (10 Resources per dice (100/225))

[]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))

[]Voluntary Relocations: With many people in the Liberated Territories still lacking housing, let alone useful employment, and the labor shortages in the Peloponnese significantly reducing output, incentives can be given to encourage migration to the areas where labor is needed the most. This will mostly target Athens and Thebes, as other cities are much smaller and are projected to have a smaller labor surplus. (5 Resources per dice (0/75))

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 (6/30))

[]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))

[]End Production of Pipe Guns: While they served their purpose admirably, we now have the capability to produce large amounts of far more advanced weapons, and can shut down the production of pipe guns. This will free up a significant amount of labor, as well as allow resources currently being used to buy pipes from Tucson to be used elsewhere. (0 Resources per dice (0/5))

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)

Current Economic Issues:
Transportation: Many bottlenecks
Fuel: Slight deficit
Steel: Surplus, demand rapidly increasing
Copper: Slight deficit
Wood: Sufficient
Construction Materials: Surplus
Food: Sufficient in Peloponnese, some famine in Liberated Territories
Cloth: Sufficient production
Rural labor (varies by season): Mostly occupied with agriculture
Urban labor: Slight deficit in the Peloponnese, large surplus in the Liberated Territories
Literate workers: Sufficient
American educated workers: Surplus

8 Hour Moratorium
 
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[ ] Plan Draft
Infrastructure, 4/6 dice
-[ ] Port Facilities (Stage 3), 2 dice (20 Resources)
-[ ] Kópos Planned City, 2 dice (20 Resources)
Heavy Industry, 4/5 dice
-[ ] Prometheus Heavy Machinery Plant (Stage 2), 3 dice (60 Resources)
-[ ] Megaleío Copper Mine (Stage 1), 1 die (10 Resources)
Light Industry, 4 dice
-[ ] Consumer Goods Production Mechanization (Stage 1), 3 dice (30 Resources)
-[ ] Stove Production, 1 die (10 Resources)
Chemical Industry, 3 dice
-[ ] Glucose Syrup Plant, 1 die (5 Resources)
-[ ] Glass Production (Stage 3), 1 die (10 Resources)
-[ ] Specialty Reagent Production, 1 die (25 Resources)
Agriculture, 4 dice
-[ ] Canning Plants, 2 dice (20 Resources)
-[ ] Agricultural Mechanization (Stage 1), 2 dice (20 Resources)
Services, 5 dice
-[ ] Primary Schools (Stage 3), 5 dice (25 Resources)
Liberated Territories, 9 +3 Free dice
-[ ] Issuance of Farming Equipment, 3 dice (15 Resources)
-[ ] Complete City Reconstruction and Modernization, 3 dice (15 Resources)
-[ ] Recruit More Cadres, 2 dice (10 Resources)
-[ ] Mining Restarts, 2 dice (20 Resources)
-[ ] Voluntary Relocations, 2 dice (10 Resources)
Military, 2/4 dice
-[ ] Submachine Gun Trials, 1 die (20 Resources)
-[ ] Pistol Trials, 1 die (15 Resources)
Bureaucracy, 2/3 dice
-[ ] Recruit Downtimers To Bureaucracy, 2 dice (10 Resources)

Resources Available: 395
Resources Used: 370
Resources Remaining: 25
Dice Rolled: 40

Okay, while I would like @garphield to confirm, I believe it was said in Discord that the first Copper Mine Stage and Mining Restarts would not use much in the way of Rural Workforce because they're more issuing new tech to the miners than actually digging up mines, so they should be safe to do.

Not sure on military if we want to cut Pipe Gun lines entirely. Though we could definitely use the labor (though that in turn might interact messily with Voluntary Relocations, in which case I'd have to retask those dice.

Oh, and I still have 1 Free Die going unused.
 
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[ ] Plan Education and Optimization Draft
Infrastructure, 4/6 dice
-[ ] Port Facilities (Stage 3), 2 dice (20 Resources)
-[ ] Kópos Planned City, 1 dice (10 Resources)
-[ ] Telegraph Network (Stage 1), 1 dice (10 Resources)
Heavy Industry, 4/5 dice
-[ ] Prometheus Heavy Machinery Plant (Stage 2), 3 dice (60 Resources)
-[ ] Megaleío Copper Mine (Stage 1), 1 dice (10 Resources)
Light Industry, 4 dice + 1 Free Dice
-[ ] Consumer Goods Production Mechanization (Stage 1), 2 dice (20 Resources)
-[ ] Stove Production, 3 dice (30 Resources)
Chemical Industry, 3 dice
-[ ] Glucose Syrup Plant, 1 die (5 Resources)
-[ ] Glass Production (Stage 3), 1 die (10 Resources)
-[ ] Specialty Reagent Production, 1 dice (25 Resources)
Agriculture, 4 dice
-[ ] Canning Plants, 2 dice (20 Resources)
-[ ] Agricultural Mechanization (Stage 1), 2 dice (20 Resources)
Services, 5 dice + 3 Free Dice
-[ ] Primary Schools (Stage 3), 5 dice (25 Resources)
-[ ] Adult Literacy Campaigns (Stage 4), 3 dice (15 Resources)
Liberated Territories, 9 dice
-[ ] Issuance of Farming Equipment, 3 dice (15 Resources)
-[ ] City Reconstruction and Modernization (Stage 1), 3 dice (30 Resources)
-[ ] Recruit More Cadres, 2 dice (10 Resources)
-[ ] Voluntary Relocations, 1 dice (5 Resources)
Military, 3/4 dice
-[ ] Submachine Gun Trials, 1 die (20 Resources)
-[ ] Pistol Trials, 1 die (15 Resources)
-[ ] End Production of Pipe Guns, 1 die (0 Resources)
Bureaucracy, 3 dice
-[ ] Recruit Americans to Bureaucracy, 2 dice (10 Resources)
-[ ] Recruit Downtimers To Ministry, 1 dice (5 Resources)

Resources Available: 395
Resources Used: 390
Resources Remaining: 5
Dice Rolled: 43

Basically, a plan that focuses on the completion of Prometheus along with the copper mine that is steadily more needed with the telegraph developments, plus building out some industry and agriculture steadily.
 
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I'm staring at the transportation bottleneck... Can we do more than 4/6 infrastructure?
 
Yeah, Transportation is something we'll put a lot of effort into covering after the harvest is in, but right now we need those people farming.
 
The big problem for transportation is that it takes rural labor in the planting season. So, we could do locks and ports and the Big Canal, but at the cost of Nobody Planted as much crops as we need.

I can't see it in the planning options, is that just from knowledge or is that modelled in any way?
 
It is modeled. Word of GM is that my old, Turn 2 Plan that got overruled by Blackstar's would have thrown us into at least a minor famine from how many peasants it was taking away from farming.

And you have this.

Oh I see the rural labor indicator now. What I don't see is which option cost rural labor and which doesn't, but I guess it's not too hard to guess.
 
[X] Plan: All Boats Lead To Kopos
Infrastructure 6 Dice
-[]Port Facilities (Stage 3), 2 dice, 10 resources
-[]Kópos Planned City, 2 dice, 20 resources
-[]Telegraph Network (Stage 2), 2 dice, 20 resources


Heavy Industry 5 Dice
-[x]Thríambos Ironworks (Stage 4), 1 die, 15 resources
-[x]Prometheus Heavy Machinery Plant (Stage 2), 3 dice, 60 resources
-[x]Megaleío Copper Mine (Stage 1), 1 die, 10 resources


Light Industry 4 Dice + 1 Free Dice
-[x]Mills (Stage 4), 2 die, 10 resources
-[x] Consumer Goods Production Mechanization (Stage 1), 3 Dice, 30 Resources


Chemical Industry 3 Dice
-[x]Glucose Syrup Plant, 1 die, 5 resources
-[x]Glass Production (Stage 3), 2 Dice, 20 resources


Agriculture 4 Dice
-[x]Canning Plants, 1 die, 10 resources
-[x]Agricultural Mechanization (Stage 1), 3 dice, 30 resources


Services 5 Dice
-[]Primary Schools (Stage 3), 3 dice, 15 resources
-[x]Adult Literacy Campaigns (Stage 4), 2 dice, 10 resources


Liberated Territories 9 Dice
-[x]Issuance of Farming Equipment, 3 dice, 15 reources
-[x]City Reconstruction and Modernization (Stage 1), 3 Dice, 30 resources
-[x]Mining Restarts, 1 die, 10 resources
-[x]Voluntary Relocations, 2 dice, 10 resources


Military 4 Dice
-[x]Simple Weapon Production (Stage 2), 1 die, 5 resources
-[x]Production Line Switchover, 2 dice, 40 resources
-[x]End Production of Pipe Guns, 1 die, 0 resources


Bureaucracy 3 Dice + 1 Free Dice
-[x]Recruit Downtimers To Bureaucracy, 2 dice, 10 resources
-[x]Recruit Downtimers To Ministry, 2 dice, 10 Resources


Resources Available: 395
Resources Used: 395
Resources Remaining: 0
Dice Rolled: 45

I think the ports and the planned city might count as urban labour, and I am rushing mechanisation, so hopefully this doesn't overdo it on the rural labour whilst still having big infra. I could probably find space for the last 2 dice if I changed the production line switchover to rifle production, but I don't want to do that.
 
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Maybe two or so dice on it, two on locks next turn, and one telegraph/one port when we inevitably don't finish them.
 
Logically speaking, we should on-average finish Ports given there's <100 progress remaining.

But we won't, of course. Ports are the bad luck lightning rod in this Quest.
 
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