Attempting to Fulfil The Plan: ISOT Edition

Yeah. While we might be able to defend Lesbos just by putting all our free dice into the military without totally shaking up the ministry (and totally shifting our plan targets on a whim may not be a good idea in general), leaving Americans in the hands of the air force reactionaries is NO BUENO.
Lesbos at this point will have fallen well before we can make any form of real response or mobilization. Our entire survival depends on how long the Air Force stays in Anatolia, nothing in our pile of arms is a deterrent of that. The faster we arm, the faster we get out of the worst threat envelope of the airforce attacking and nothing we have stopping them.
Using the all free dice model with optimistic assumptions:
14 AE 3
Cannons 4 (stage 5 fin)
Rifle 2 (stage 3 fin)
SMG 1
Monitor Construction Campaign 2 (fin)
Liberated Territories MD 2 (fin)
15 AE 1 200 modern-ish weapons
Cannons 5 (Stage 6 fin)
Bolt 2 (Stage 2 fin) prod 200-300
SMG 2 (Stage 2 fin) prod 200-300
15 AE 2 600 modern-ish weapons
Bolt 3 (Stage 3 fin?) prod 500-600
SMG 3 (Stage 3 fin?) prod 500-600
Officer? 2 (Stage 1 fin)
??? 1
15 AE 3 1600 modern-ish weapons
Bolt 4 (Stage 4 fin?) prod 700-800
SMG 4 (Stage 4 fin?) prod 700-800
???? 1
16 AE 1 3200 modern-ish weapons

Then we are on pace to maybe be ready in just small arms by the end of 16 AE. This gives us an entire year of lethal threat and arguably ignores everything but small arms to race ahead along with a mild investment in artillery. If we want a 16 AE campaign or think it is a risk we need that mobilization desperately. Assuming we do not ignore the artillery arm and need to focus on secondary things other than guns such as officers and training pipelines even more so, to even theoretically be ready before 17AE. Plus, if we are expecting to spend free dice on the army anyway, the change in priorities gives us more flexibility if anything, as we can in theory stop spending free dice on military.
 
Is it even worth finishing Stage 3 Rifles, or should we just swap those dice over to Bolt-Actions or SMGs?
It reduces the immediate threat if the invasion happens quickly. 500 semi-obsolescent guns a day is better than 250 semi-obsolescent guns a day, and its quite likely to finish on two dice. Plus, its cheap and could be a good export to Egypt if it ever becomes redundant.
 
[X]Military Industrialization
-[X]Maximum Effort
-[X]Military Focus
-[X]Approve the change
 
I think that several thousand american refugees reaching our coast is a bit too optimistic. We have no fleet to protect the refugees and the neo-nazis have been raiding everything that floats in the Agean, so a good number of refugees are bound to end enslaved.​

[x]Military Industrialization
 
[X]Military Industrialization
-[X]Maximum Effort
-[X]Military Focus
-[X]Approve the change


Time to crash-build a modern military. Bessemer steel will be important when we make ironclads and early patrol ships.
 
[X]Military Industrialization
-[X]Maximum Effort
-[X]Military Focus
-[X]Approve the change
 
I think that several thousand american refugees reaching our coast is a bit too optimistic. We have no fleet to protect the refugees and the neo-nazis have been raiding everything that floats in the Agean, so a good number of refugees are bound to end enslaved.​
True, but even a fraction of that getting through is worth it. The initial flight already had "over a thousand" refugees end up in our territory, which increases our American pop by like, a third in one turn. So we can probably still manage to get a couple more thousand even if Rhodes raids step up heavily (which they probably will, it's a golden opportunity.)

I think there's also a very good chance we can convince Crete to lend its navy to help escort. They made an enemy of New Monthan a while back when they protected Naxos from them as part of pre-Quest Age of Rust events, and they would not be fond of Rhodes getting any more powerful than they already are. Plus, it's very good PR, and they can likely grab their own share of useful American refugees, since there's gonna be more than we have ships for.
 
Last edited:
Rolling for how hard Lesbos commits to evacuations, higher is more. Is worth noting that not all of the refugees will be going to you, some will be going to Crete, Rome, Egypt, ect
garphield threw 1 100-faced dice. Total: 52
52 52
 
Vote called for [X]Military Industrialization

Scheduled vote count started by garphield on Oct 9, 2023 at 8:50 PM, finished with 40 posts and 29 votes.
 
Turn 15 (14AE Trimester 3): Worry Not, My Homeland
Turn 15 (14AE Trimester 3): Worry Not, My Homeland
485+100 Trade+25 Precious Metals-40 Refugee Transport=570 Resources Per Turn, 30 In Storage
60+5=65 Political Support

Free Dice to Allocate: 3 Dice
Infrastructure (7 Dice):

[]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 (71/225). (Makes many other projects cheaper, +5 Political Support on completion) (Stage 4 locked behind Dams Stage 4)

[]Port Facilities (Stage 4): Building docks and shipyards in the Liberated Territories will enable them to be integrated into the rest of the Republic's economy, increasing the standard of living for our citizens there and increasing overall output. (10 Resources per dice (102/375))

[]Peloponnese City Modernization (Stage 2): Further expansion of the new housing developments and utility grids in the cities of the Peloponnese will enable several thousand more citizens to experience the benefits of modernity, as well as increase domestic labor efficiency in various aspects. (10 Resources per dice (117/175))

[]Experimental Railways: With both steam and electric locomotives now being a possibility, a few lines using each type should be built as a test, with the upside of improving our transportation network in several aspects. 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 3): In addition to connecting yet more locations to the network, increasing the number of connections between major cities will expand throughput of information and enable more coordination across the Republic on various projects. (10 Resources per dice (62/175))

[]Acheolus River Dredging: Ordering the construction of several steam dredgers in Mycenae will enable several new large-scale waterway improvement projects, starting with dredging the shallow lower reaches of the Acheolus River to enable the passage of barges and some oceangoing craft up to the new coal mines being built in the area. (10 Resources per dice (0/100))

[]Paved Road Construction (Stage 1): While they may not be nearly as good at transporting mass quantities of freight as canals or railroads, simple paved roads are much cheaper and can make do for smaller settlements. The availability of large amounts of coal tar will enable the cheap construction of acceptably long-lasting roads, enabling transportation networks to be improved yet further. (5 Resources per dice (0/150))

Heavy Industry (7 Dice):

[]Kópos Coal Mine (Stage 4):
Further expansion of the mines at Kópos is possible, and will enable our industries to expand yet further. However, it is fairly far away from most of the new industries in the Liberated Territories compared to other sites. (10 Resources per dice (67/275))

[]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 (267/525)) (+5 Political Support on completion)

[]Prometheus Heavy Machinery Plant (Stage 3): The small amounts of vanadium, molybdenum, and other elements present at Laurion are still sufficient for the production of decent amounts of tool steels, massively increasing our machining capabilities in almost every way. The production of wire, generators, and electric motors will also be expanded, making use of the possibilities given by synthetic insulations and enamels. A general expansion of the plant will also be conducted, increasing the quantity of capital goods produced as well as their quality. (20 Resources per dice (21/250)) (+5 Political Support and several new projects on completion)

[]Thermal Power Generation (Stage 2): Further expansion of power generation is necessary for the growth of various industries, and the much more efficient motors made possible by synthetic insulating enamels will significantly increase their output compared to what would have been possible just a few months ago. (20 Resources per dice (1/100))

[]Laurion Mines (Stage 1): Now that some mining activity has resumed, the intensification of production beyond the levels being achieved under the New Arizonian government can begin. The introduction of explosives and the construction of more furnaces will achieve that, increasing the availability of more non-ferrous metals by a large degree without needing much more additional labor. (10 Resources per dice (105/125)) (Liberated Territories dice can be used)

[]Attica Coal Mines (Stage 1): The current undersized mines near Thebes and Lefkandi can be modernized and expanded, increasing the access to coal for the whole of Attica and Euboea for residential and industrial use. (10 Resources per dice (0/125)) (Liberated Territories dice can be used)

[]Larymna Ironworks (Stage 1): While little development of the area was done under the previous slaver regeime, large amounts of iron and nickel ore can be produced with the development of open pit mines near the coast at Larymna. Nickel can be smelted on site, while the iron ore can be shipped to a new steel mill in Lefkandi for greater availability of local labor. (15 Resources per dice (0/100)) (Liberated Territories dice can be used)

[]Palaiomanina Coal Mines (Stage 2): The mines at Palaiomanina can be expanded further, but as local demand for coal is low and transport infrastructure is almost nonexistent there is not much point for the time being. (10 Resources per dice (39/125)) (Liberated Territories dice can be used)

[]Cement Facilities Expansion: With the increased availability of chemicals due to mass coking efforts, naphthalene polysulfonate superplasticizers can be produced on a fairly large scale, significantly boosting the properties of concrete with even small additions to the mix. When combined with building more cement plants in the Liberated Territories, the construction sector can be advanced significantly. (10 Resources per dice (0/125)) (Cost reduction to projects involving construction)

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 (146/275)) (+5 Political Support on completion)

[]Consumer Goods Production Mechanization (Stage 3): While new factories for goods like various musical instruments and art supplies can be built, expanding already existing factories for things such as cardboard, paper, ceramics, and furniture is just as high of a priority. Attacking this challenge on all possible fronts will grow our economy and increase standard of living in many areas. (10 Resources per dice (194/225))

[]Export Weapon Production (Stage 1): Giving downtimer states the ability to fight back against American imperialism can only be a good thing, even if some misguided members of the Central Committee might look down on it due to increasing the amount of inter-Downtimer fighting as well. It becomes an even better thing once you factor in the fact that most Downtimers will be willing to trade substantial amounts of various luxury and exotic goods for even a steel axe or pike, let alone a simple musket. (10 Resources per dice (0/100)) (-5 Political Support when complete) (Large boost in trade income and soft power abroad, changes in relationships with various states)

[]Complex Goods Production: While it may not outwardly appear as critical as things such as pharmaceuticals and weapons, producing goods such as timekeeping devices and optics on a substantial scale is extremely important, even if it will require retraining Americans for many tasks due to the complexity involved if we want to start making progress on it before the secondary schools start to produce significant numbers of graduates. (25 Resources per dice (7/100))

[]Wire Product Production: Barbed wire, chain-link fencing, and other materials made of various kinds of steel wire are extremely useful in areas ranging from military fortifications to agriculture to construction. Producing them on a large scale will be very beneficial to the Republic. (15 Resources per dice (0/100))

Chemical Industry (4 Dice):

[]Pharmaceutical Production (Stage 4):
While sulfanilamide and thiamphenicol are extremely useful drugs, the addition of semisynthetic antibiotics such as penicillins and cephalosporins will grow our arsenal against bacteria even further. Other biologically derived drugs, such as insulin from animal pancreases, can also be produced in at least some limited capability. Work will also begin on producing cultures of various pathogens for work in vaccines. (20 Resources per dice (52/200))

[]Synthetic Flavorings and Scents: While not as vital as medications, synthetic compounds can be used to add new flavors and smells to daily life. While we may not be able to get actual vanilla or cinnamon anytime soon, vanillin and cinnamaldehyde accomplish the same goals and are relatively easy to produce in the necessary quantities. (20 Resources per dice (0/50))

[]Low-Pressure Hydrogenation Reactors: While the low quality of the chemical reactors we are able to produce renders many useful processes out of reach for now, hydrogenation reactions that only require an atmosphere or two of pressure still open up many doors. Most important will be the conversion of fish and olive oil to solid fats, increasing the options available for food in the Republic, and the production of furfuryl alcohol and cyclohexanone for use in plastic production. Gaining more experience with hydrogen before attempting processes that require hundreds of bars of pressure and high temperatures will also be good to increase efficiency and safety. (20 Resources per dice (0/60))

[]Polymer Production (Stage 2): In addition to expanding the production of vinyl polymers yet further, efforts can be made to begin the mass production of PMMA and PETE for various niche applications. Other polymers will have to wait until we have the ability to preform hydrogenation reactions on a large scale. (20 Resources per dice (33/150)) (Stage 3 locked behind Low-Pressure Hydrogenation Reactors)

[]Zakinthos Oil Extraction: While the oil seeps on Zakinthos may not be very large and coking is generally a better source of chemical feedstocks than petroleum with our current industrial base, drilling a few shallow wells near current seeps to recover kerosene and tar will not be very expensive and will yield substantial benefits in various areas. (10 Resources per dice (0/75))

[]Export Medication Production (Stage 1): While our production of simple antibiotics and painkillers is sufficient for our population, most of the Downtimers in the Mediterranean have no access to it. This is especially true for Egypt, with its large population as well as fairly easy access to trade compared to more disorganized communities throughout Europe. They would be more than happy to give us grain, textiles, and various other goods in exchange for tiny amounts of substances that cost us a pittance to produce. (15 Resources per dice (0/75))

Agriculture (4 Dice):

[]Dams (Stage 4):
The construction of more dams, now in the Liberated Territories, will increase resistance to famine there, and make it easier to provide transportation and water-powered machinery to more rural areas. (5 Resources per dice (64/300))

[]Agricultural Mechanization (Stage 3): While modest gains have been made thus far, at significant costs, agricultural mechanization will free both the peasant from hard labor and reduce the threat of starvation. Further production and distribution of agricultural machinery, as well as the importation of draft animals from abroad, will increase labor efficiency yet further. (10 Resources per dice (119/300))

[]Granary Modernization (Stage 1): While we do have sufficient storage capability for our harvests for the time being, much of this is in very simple, small, and inefficient granaries built before the Event. Relatively cheap concrete silos can be built in villages to reduce storage rates and increase labor efficiency, while in larger cities and towns larger steam-powered grain elevators will ensure that the cities have a nearby secure food supply in the case of disruption and reduce the labor required for moving around grain. Outside of the major cities, these will be cooperatively owned, hopefully making the villagers more likely to trust them and increasing popular support. (10 Resources per dice (0/125))

[]Self-Modernization Programs: While it may not directly benefit the economy much, giving rural citizens improved access to basic construction materials, instructions on their use, and limited technical assistance will enable them to build more modern structures in rural areas, significantly increasing quality of life. (5 Resources per dice (0/100)) (+5 Political Support)

[]Greenhouse Construction: While they may be far too expensive for most crops, a few coffee plants are currently growing in crude greenhouses captured from the slavers in the war against New Arizona, and expanding them with new plate glass will enable us to begin growing it on a far larger scale, as well as opening the door for other exotic plants in the future. (15 Resources per dice (0/75))

[]Basic Foodstuff Fortification: The addition of iodine to salt and niacin to flour will significantly reduce the frequency of goiter and pellagra, increasing the productivity and quality of life of our citizens. It will also lay the groundwork for fortification with additional nutrients in the future. (15 Resources per dice (0/75))

Services (6 Dice):

[]Peloponnese Primary Schools (Stage 5):
The dream of giving every single child a basic education is finally within reach, at least in the Peloponnese. While the last stage of schoolhouses will be more expensive to build and staff per student due to their remote locations, it will enable even the most rural and isolated locations to gain the benefits of education. (5 Resources per dice (7/350)) (+6k primary student slots) (+10 Political Support on completion)

[]Liberated Territories Primary Schools (Stage 3): While there is now an extant school system in the major towns and cities of the Liberated Territories, this is not enough to educate even a fifth of the total population there. The push towards educating the countryside will be long, expensive, and difficult, but it is necessary for pulling the Republic into modernity. (5 Resources per dice (39/400)) (Liberated Territories dice can be used) (+9k primary student slots)

[]Secondary Schools (Stage 3): Further expansion of secondary schools into rural areas is theoretically possible, but as there will not be any graduates from these areas for over a year there is little point. (10 Resources per dice (85/300)) (+5k secondary student slots)

[]Adult Literacy Campaigns (Stage 5): While a decent percentage of the population of the Peloponnese now at least know how to write their own names, the Liberated Territories are even further behind, with essentially no one having any literacy at all. This must be rectified as quickly as possible, although expanding literacy campaigns to the level they are at in the Peloponnese will take several years. (5 Resources per dice (63/425)) (+5 Political Support upon completion)

Liberated Territories (8 Dice):

[]Liberated Territories Agricultural Education (Stage 2):
While some peasants in the Liberated Territories have been given access to new techniques, crops, and tools, many more have not. This situation must be rectified as soon as possible. (5 Resources per dice (35/175)

[]City Reconstruction and Modernization (Stage 2): While people may no longer be freezing to death in the streets of Athens and Thebes, most of the population still lives in deeply subpar dwellings that need to be modernized in order to reduce disease, increase productivity, and win over the population. (10 Resources per dice (38/300))

[]Liberated Territories Address Assignment and Postal Integration (Stage 1): While the postal system in the Peloponnese is acceptable, it is essentially nonexistent in the Liberated Territories. Assigning addresses to every building in the cities and setting up at least an embryonic postal service will significantly increase administrative capacity in the region, as well as provide an additional incentive to people to learn how to read. (5 Resources per dice (57/75))

Military (9 Dice):

[]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)) (~+30 mortars per turn)

[]Rifle Production (Stage 3): Now that the production of the old pipe guns has stopped, a new weapon must fill their palce. Rifled muskets, while not as flashy as more advanced weapons, can still be the weapon of our mass levies of infantry for the next decade or so - if we start massively expanding their production now. (15 Resources per dice (72/150)) (~+500 rif/turn)

[]Bolt Action Rifle Production (Stage 2): Now that production of bolt-action rifles has begun at some quantity, the next task must be to expand it further so that they can be supplied to a significant portion of the People's Atmy before we all die of old age. (25 Resources per dice (17/125)) (~+200 bolt-action/turn)

[]Submachine Gun Production (Stage 2): Now that production of submachine guns at some quantity has begun, further expansion will enable them to be issued at some kind of scale, allowing the army to modernize further. (20 Resources per dice (0/125)) (~+300 submachine guns/turn)

[]Monitor Construction Campaign: The presence of a completed and operational Cretan ironclad and the continues threat of raids from Rhodes shows that we need the ability to defend the Republic on the high seas. While they are not expected to be very reliable or capable of traveling long distances, the construction of three Monitor-like vessels will enable us to destroy nearly any currently built ship with ease... as long as they don't sink before the battle. (20 Resources per dice (67/150)) (Finishes in approximately two years from start of construction, assuming steady funding)

[]Liberated Territories Military District Organization: Organizing military infrastructure and conscription rolls in the Liberated Territories will enable a significant increase in the size of the People's Army in the event of war, even if it will dilute our supply of officers yet further. (10 Resources per dice (38/100)) (Liberated Territories dice can be used)

[]Mine Production: The mass production of both land and naval mines will considerably increase the ability of our armed forces to protect key areas of territory or deny their use to various enemies, and is a high priority for modernizing our armed forces. (10 Resources per dice (0/75))

[]Improved Coastal Defenses: With the production of large naval guns and increased amounts of steel and concrete, as well as the threat of piracy and naval invasion, it makes sense for us to invest in more modern coastal defenses. This will involve building polygonal forts containing heavy artillery near all of our major ports, as well as the Euripus and Rion straits, to secure control of the Gulf of Corinth and the sea inbetween Euboea and Attica. The guns, bunkers, and associated equipment will not be cheap, however. (25 Resources per dice (0/70))

[]Land Fortifications (Stage 1): Building fairly small bunkers and trenches at critical locations along the Pindus and Othrys mountain ranges will significantly hinder any attackers from our northeast, which looks increasingly likely as time goes on. Some work will also be done on securing critical cities and mines throughout the Republic from raids. The currently planned stage of construction may not be enough to stop a determined attacker, but it is better than nothing and fairly cheap. (10 Resources per dice (0/75)) (Liberated Territories dice can be used)

[]Universal Military Training (Stage 1): Setting up a more formalized system of conscription and training of all citizens when they turn 16 will ensure a large pool of at least somewhat trained manpower for the People's Army in the event of an armed conflict. While it will take some effort to fully implement, it is imperative if we are to actually use the weapons we are producing. (10 Resources per dice (0/100))

[]Formalized Officer Education (Stage 1): With a large amount of refugees from Troy and Lesbos having both Uptime and Downtime military experience, we can use their successes and losses to reduce the amount of mistakes we have in the future. While reassigning our best officers to education may hurt our capabilities in the short term, it is critical in the long term. (15 Resources per dice (0/100))

Bureaucracy (3 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 -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)

[]Cretan Protection: In order to reduce the risk from pirates on refugee convoys, we do have the option of paying Crete to protect our ships while they are in transit. This will not be free, however. (-20 Resources to take) (Must be done this turn) (1 Dice, rolled)

[]Anti-Junta Diplomacy: We are not the only state threatened by the Air Force, and while some may view it as a betrayal of our principles to ally with non-socialist states, it is necessary for the survival of the Republic. (1 Dice, Rolled) (Possible Political Support gain/loss)

[]Official Narcotics Policy: With the planned expansion of pharmaceutical production for export, several people have brought up the fact that many substances can be sold at a high profit margin for non-therapeutic uses. We should decide what our official policy on recreational drug use, both at home and abroad is, in order to decide which path is the best to follow. (1 Dice, rolled) (Possible Political Support gain/loss)

Plan Status:
MCFE: At moving target
Capital Goods: Behind Moving Target
Consumer Goods: Behind Moving Target
Agriculture: Behind Moving Target

4 Hour Moratorium
 
Last edited:
[ ] Plan Crash Militarization
Infrastructure, 7 dice
-[ ] Lock Systems (Stage 3), 3 dice (15 Resources)
-[ ] Port Facilities (Stage 4), 2 dice (20 Resources)
-[ ] Peloponnese City Modernization (Stage 2), 1 die (10 Resources)
-[ ] Paved Road Construction (Stage 1), 1 die (5 Resources)
Heavy Industry, 7 + 1 lib dice
-[ ] Thríambos Ironworks (Stage 4), 3 dice (45 Resources)
-[ ] Laurion Mines (Stage 1), 1 dice (10 Resources)
-[ ] Attica Coal Mines (Stage 1), 1 die (10 Resources) 1 lib
-[ ] Cement Facilities Expansion, 3 dice (30 Resources)
Light Industry, 4 dice
-[ ] Consumer Goods Production Mechanization (Stage 3), 1 die (10 Resources)
-[ ] Export Weapon Production (Stage 1), 3 dice (30 Resources)
Chemical Industry, 4 dice
-[ ] Synthetic Flavorings and Scents, 1 die (20 Resources)
-[ ] Zakinthos Oil Extraction, 1 die (10 Resources)
-[ ] Export Medication Production (Stage 1), 2 dice (30 Resources)
Agriculture, 5 dice
-[ ] Self-Modernization Programs, 2 dice (10 Resources)
-[ ] Greenhouse Construction, 1 die (15 Resources)
-[ ] Basic Foodstuff Fortification, 2 die (30 Resources)
Services, 6 + 2 lib dice
-[ ] Liberated Territories Primary Schools (Stage 3), 8 dice (40 Resources) 2 lib
Liberated Territories, 8 -5 Assigned Elsewhere dice
-[ ] City Reconstruction and Modernization (Stage 2), 2 dice (20 Resources)
-[ ] Liberated Territories Address Assignment and Postal Integration (Stage 1), 1 die (5 Resources)
Military, 9 dice +2 lib dice + 3 free dice
-[ ] Cannon Production (Stage 5), 4 dice (60 Resources)
-[ ] Bolt Action Rifle Production (Stage 2), 2 dice (50 Resources)
-[ ] Monitor Construction Campaign, 1 die (20 Resources)
-[ ] Liberated Territories Military District Organization, 2 dice (20 Resources) 2 lib
-[ ] Universal Military Training (Stage 1), 2 dice (20 Resources)
-[ ] Formalized Officer Education (Stage 1), 3 dice (45 Resources)
Bureaucracy, 3 dice
-[ ] Cretan Protection, 1 die (20 Resources)
-[ ] Anti-Junta Diplomacy, 1 die
-[ ] Official Narcotics Policy, 1 die

Resources Available: 600
Resources Used: 600
Resources Remaining: 0

Plan has 2 big focuses of crash militarizing while also focusing our other efforts on resource-makers to afford more crash militarization next turn. As well as general progression of industrialization and education.
 
Last edited:
Back
Top