Attempting to Fulfil The Plan: ISOT Edition

Turn 2 (10AE Second Third): Strike The Earth
Turn 2 (10AE Second Third): Strike The Earth
180 Resources Per Turn, 150 In Storage
55 Political Support

Mycenae, 10AE

The discovery of coal has been a welcome boon, even if it wasn't quite as good as you hoped. Even the single deposit found has the potential to produce essentially limitless amounts of fuel compared to the amount of wood that can be grown each year for decades if not centuries. The failures in machine production are regrettable, although at least the blame for that has mostly fallen on members of Gordon's clique instead of yourself. Still, dozens of proposals for new projects to make use of coal have been sent to you, although most have been denied due to general impracticality, being low priority at the moment, or needing more machining capability than is currently available.

Free Dice to Allocate: 3 Dice
Infrastructure (4 Dice):

[]Derveni-Zapantis Canal:
A navigable canal to connect the Gulf of Corinth to the city of Mycenae and the Aegean as a whole will massively decrease the difficulty of transporting goods to our capital. Work has begun on a series of locks, reservoirs, and pumps to enable the movement of small barges between the Derveni and Zapantis rivers, but this requires a vertical climb of close to a hundred meters. However, even with its massive cost, it must be worth it for the Cretans to have built a similar canal. (10 Resources per dice (311/1200), loss of political support if less than 30 progress/turn) (Makes most other projects cheaper) (+25 Political Support on completion)

[]Lock Systems (Stage 2): While carts are an option for transporting goods, river transport is an order of magnitude cheaper. This would build more locks, especially along the Peiros and Asopos rivers, to enable the cheap transport of bulk goods such as grain and timber. (5 resources per dice (0/250) (Stage 2 Dams required for next stage). (Makes many other projects cheaper, +5 Political Support on completion)

[]Port Facilities (Stage 1): While sporadic improvements to ports have been made since the establishment of the Republic, a nationwide effort is badly needed. This would expand and improve ports in all major cities, helping trade and fishing and potentially allowing for the creation of a real navy. (5 Resources per dice (0/150))

[]Mycenae Water and Sewage (Stage 1): The sanitation conditions in Mycenae are not great. While a lack of resources and disorganized city layout means that running water at every house will be decades away, we can at least make a basic network of water pipes and sewers going to the most important buildings, and set up public water pumps and toilets throughout the city. (10 resources per dice (66/80)) (+5 Political Support on completion)

Heavy Industry (3 Dice):

[]Kópos Coal Mine (Stage 1):
With an exploitable deposit of coal being found at last, exploitation must start immediately. While lacking machining capability means that the use of steam engines is restricted, being right next to so much coal means that even extremely inefficient and simple steam engines are still practical for use in pumping out water and bringing up coal from the depths of the mine. (10 Resources per dice (0/150))

[]Steam Engine Workshops: With the massive increase in fuel availability promised by coal, it makes sense to invest in a dedicated facility for producing steam engines. This would allow for far more advanced, efficient, and powerful steam engines to be produced far more cheaply than is currently possible. (20 Resources per dice (0/50))

[]Iron Production Experiments: We have disappointingly little access to Tucson and its massive amounts of steel scrap, so the production of large quantities of iron and steel is a high priority for us. While we are a long way off from being able to make it on a truly industrial scale, we can at least try to set up something larger scale than the few blacksmiths we currently have. This would involve making a small blast furnace to make pig iron, as well as a puddling furnace to try and make some wrought iron. (10 Resources per dice (40/50))

[]Machine Tools: Our machining capability is massively limited, and will be for the forseeable future. However, we can at least make more tools such as lathes and trip hammers, even if they need constant maintnence and have horrible precision. (15 Resources per dice (0/100)) (+5 Political Support on completion)

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

Light Industry (3 Dice):

[]Textile Industry (Stage 1):
We have been able to come up with somewhat practical designs for spinning frames and power looms, mostly by stealing from other states. This will free up massive amounts of labor for other tasks, and make everything from clothing to sails far cheaper to produce. (5 Resources per dice (0/150)) (+5 Political Support on completion)

[]Farming Tool Production: Improved ploughs, reapers, and other farming equipment will allow for massive improvements in agriculture. While the limited supply of iron does cause some issues, setting up more workshops will still help a lot. (10 resources per dice (0/100))

[]Hand Tool Production: Setting up workshops additional to make hand tools will be a massive help to work in mining, construction, and many other industries. This includes not only tools such as hammers, picks, and saws, but also measuring instruments such as rulers and calipers. (10 resources per dice (0/50))

[]Mills (Stage 1): Anywhere with a decently sized stream can be home to mills for grinding grain, cutting wood, and more. This will decrease the cost and increase the quality of goods such as flour and lumber, and free up large amounts of labor. (5 resources per dice (30/100))

[]Lime and Brick Kilns: With the coming availability of more coal, we can expand the production of bricks and lime. These would be built in every major town, with extra concentration in Mycenae itself and near the Kopos coal mine. (5 Resources per dice (0/70))

Chemical Industry (2 Dice):

[]Ostwald Process Plant:
The materials used in the catalytic converters of cars also happen to be essentially the same as those used to catalyze the oxidation of ammonia to nitric acid in the Ostwald process. This would enable the production of nitric acid, and therefore saltpeter, far more quickly and efficiently than the bacterial oxidation of nitrogen-containing wastes currently in use. (10 Resources per dice (0/50))

[]Small-Scale Electrolysis: While electricity production is currently massively limited, we do have the ability to make limited amounts of hydroelectricity using waterwheels and modified car alternators. This can be used to make sodium hypochlorite, and therefore chloroform, via the electrolysis of salt water, although this can only be done on a small scale due to electricity constraints. However, even small amounts of disinfectants and anesthetics would be very useful for medical procedures. (15 Resources per dice (0/50))

[]Sulfuric Acid Production: Pyrite will slowly be oxidized to ferrous sulfate in the presence of air and water, which in turn can be heated to decompose it to iron oxide and sulfuric acid. While this is extremely slow and inefficient, sulfuric acid is invaluable for essentially all chemical processes. (5 Resources per dice (0/50))

[]Alternative Feedstock Production Routes: While salt is the main solute in seawater, there are sizeable amounts of magnesium chloride and sodium sulfate present in the bitterns, or the solution left over after it has been evaporated down to produce salt. These can be used to make hydrochloric acid and sodium carbonate, which can be converted to a whole host of other chemicals. Most interesting of these is potassium chlorate, which can be used to make gunpowder and is not limited by the amount of nitrogenous waste we can procure like saltpeter is. However, this has never been done on a large scale before, so it may have unexpected problems. (10 Resources per dice (0/30)

Agriculture (3 Dice):

[]Dams (Stage 2):
Many more dams can be built to allow for more irrigation of farmland and more consistent flow of rivers through the season. This will benefit not only agriculture, but also transportation and industry. However, despite being fairly simple to construct, they do require very large amounts of soil and rock to be moved. (5 Resources per dice (0/250))

[]Agricultural Education: Many farmers are still using downtime crops and livestock, and adoption of more modern farming techniques is even more slow. Sending out more education teams will likely help with this, although the purge of the priests has damaged our relationship with them. (5 Resources per dice (5 Resources per dice (0/150))

[]Village Educational Cadre Instruction: Previous literacy programs have been focused almost exclusively in cities. This program would recruit volunteers from rural areas to learn how to read and write, and provide them with paper, writing materials, and a few books on subjects like agriculture and basic medicine before sending them back to their villages with an increased ration of food and clothes for them to teach others how to read and write on a part-time basis. This will come nowhere close to eliminating rural illiteracy, but making sure that at least one person in every village knows how to read is a first step. (5 Resources per dice (0/200)) (+5 Political Support on completion)

Services (3 Dice):

[]Primary Schools (Stage 1):
While we have taught thousands of urban citizens how to read and write, we still lack a true education system. This would establish a series of schools in all of our cities, teaching a 4-year program to children whose parents decide to educate them, with free lunches being given to pupils to encourage this. They will graduate with knowledge of reading, writing, basic arithmetic, and some education on the basics of things like germ theory, geography, and how the Republic is surrounded on all sides by reactionary feudalist and capitalist states bent on enslaving us all. (5 Resources per dice (0/150)) (+10 Political Support on completion)

[]Adult Literacy Campaigns (Stage 3): While progress has been made, there are still many urban citizens who are illiterate. This stage will not totally eliminate illiteracy, but will make it so a solid majority of working-age adults will at least be able to write their own names. After this, resources will be shifted to building a more formal education system, as educating people as children will work better than stopgap attempts with adults. (5 Resources per dice (9/250)) (+5 Political Support upon completion) (Stage 4 locked behind Primary Schools (Stage 1))

[]Vocational Education: Several thousand workers already know how to read and write, but more education will increase their productivity further. This consists of both purely practical instruction in areas such as blacksmithing and pottery, as well as teaching more advanced mathematics to people such as carpenters and masons. (5 Resources per dice (0/100)

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

Military (4 Dice):

[]Fortification Improvements:
While a complete restructuring of the walls of cities like Mycenae and Tiryns is far too expensive to consider right now, we can at least improve them somewhat. Gates will be strengthened, and angular bastions made of brick and rammed earth can reduce the number of dead zones by the walls. (5 Resources per dice (63/200))

[]Crossbow Production (Stage 2): Silent, accurate, and deadly, the crossbow is the ideal weapon for the guerillas that make up the bulk of the People's Army, even if it isn't as good against armor as muskets. They're also useful for protecting livestock and hunting. However, more are needed in order to ensure the defeat of any occupying army, necessitating the construction of more workshops and the training of more bowyers. (5 Resources per dice (0/150))

[]Arquebus Production (Stage 2): Made of iron pipes scavenged from Tucson, these are extremely inaccurate and unreliable. However, they are cheap to produce, and usually do shoot a lead ball very forcefully in roughly the direction they're pointed in, so are being issued in large amounts to city garrisons to prevent anyone from taking them by storm. (10 Resources per dice (0/50))

[]Cannon Production (Stage 2): While tin for making bronze is extremely expensive, cannons are still indispensable weapons. We need more foundries to produce them in even larger amounts to ensure the safety of the Republic. (15 Resources per dice (0/50))

[]Melee Weapon Production (Stage 2): With current ranged weapons being quite slow to fire, we need to ensure that our troops can fight at close ranges. Even if they aren't as flashy as guns, more pikes, shields, and swords are critical for our army. (5 Resources per dice (0/50)

[]Armor Production (Stage 1): While it may not stop bullets, all of our enemies rely on large amounts of bows and melee weapons in addition to muskets and remaining Uptime weapons. However, it is still very expensive to produce, at least while iron production is at such a small scale. (10 Resources per dice (0/80))

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

[]Rifle Trials: Current guns are extremely inaccurate, however, it may be possible to produce better ones. We have succeeded in making rifled matchlocks firing Minie balls both far more accurately and more powerfully than the currently produced muskets, and it may even be possible to make flintlocks. Producing a few dozen of these would establish if larger-scale manufacture is practical at this time. While they probably cannot be issued to every single soldier, they would be invaluable in the hands of more professional units. (5 Resources per dice (0/30))

Bureaucracy (2 Dice):

[]Recruit Americans To Ministry:
Almost every single American adult is far more educated than nearly any downtimer, and many have actual experience in areas such as management and accounting. Hundreds of thousands of these people live on the coasts of Anatolia, and many would be more than happy to leave behind a life of subsistence farming to do paperwork. While this will be extremely unpopular, having more educated people in the Ministry can only be a good thing. (5 Resources and -4 Political Support per dice) (Larger effect the more dice are spent) (Increases dice allocation)

[]Recruit Downtimers To Ministry: Even if they don't have much of a formal education, there are thousands of intelligent, motivated, and literate downtimers in the Republic. These people are capable of doing lower-level administrative work, and will learn more with time. Having more of them in our government will also bring us closer to a true people's democracy. However, recruiting them to our own ministry while basic administration and tax collection is still understaffed will be politically unpopular. (5 Resources and -2 Political Support per dice) (Larger effect the more dice are spent) (Increases dice allocation)

[]Recruit Americans To Bureaucracy: Almost every single American adult is far more educated than nearly any downtimer, and many have actual experience in areas such as management and accounting. Hundreds of thousands of these people live on the coasts of Anatolia, and many would be more than happy to leave behind a life of subsistence farming to do paperwork. However, few of these are likely to be politically reliable, and having even more Americans in government won't look great to our citizens. (5 Resources and -2 Political Support per dice) (Larger effect the more dice are spent) (Decreases malus from No Administration)

[]Recruit Downtimers To Bureaucracy: Even if they don't have much of a formal education, there are thousands of intelligent, motivated, and literate downtimers in the Republic. These people are capable of doing lower-level administrative work, and will learn more with time. Having more of them in our government will also bring us closer to a true people's democracy. (5 Resources per dice) (Larger effect the more dice are spent) (Decreases malus from No Administration)

[]Push For A Standing Army: While we can't hope to beat the armies of Crete or New Arizona in a straight up battle, simply sapping their strength and slowing them down with peasant guerillas and city garrisons won't win us a war. Creating a unit of a few hundred full-time soldiers will be invaluable in future conflicts, even if it takes resources away from economic growth. (DC 60, -15 Political Support to attempt, -15 Resources per turn if successful)

[]Diplomatic Efforts: We are currently a very isolated nation, with only limited trade with the Republic of Naxos and miscellaneous smugglers. However, it may be possible to work out trade and fishing agreements with some other states in the Aegean and on the coast of Anatolia, and maybe even the Dual Kingdom of Crete and Mycenae. (DC 20 for Lesbos, 40 for Corfu, 50 for Andros and American Republic of Turkey, 70 for New Washington, 80 for Dual Kingdom, 100 for Emergency Government of New America) (-10 Political Support to attempt)

[]Special Services Division: We are currently almost completely blind to the affairs of other states, besides rumors from merchants. Creating a dedicated intelligence agency would allow for us to have a better idea of what our neighbors are planning to do, and maybe even give us the ability to hurt our enemies. (DC 50, -5 Political Support to attempt, -5 resources per turn if successful).

Current Economic Issues:
Transportation: Many bottlenecks
Fuel: Causing deforestation at an unsustainable pace, coal urgently needed
Iron: Production insufficient
Copper: Sufficient
Building materials: Sufficient timber, lime and bricks constrained by fuel availability
Food: Slight surplus
Rural labor (varies by season): Mostly occupied with farming
Urban labor: Surplus

8 Hour Moratorium
 
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[ ] Plan Draft (Don't vote for it, many things still need to be discussed)
Infrastructure, 4 +1 Free dice
-[ ] Derveni-Zapantis Canal, 1 die (5 Resources)
-[ ] Port Facilities (Stage 1), 3 dice (15 Resources)
-[ ] Mycenae Water and Sewage (Stage 1), 1 die (10 Resources)
Heavy Industry, 3 +1 Free dice
-[ ] Kópos Coal Mine (Stage 1), 3 dice (30 Resources)
-[ ] Iron Production Experiments, 1 die (10 Resources)
Light Industry, 3 dice
-[ ] Hand Tool Production, 1 die (10 Resources)
-[ ] Mills(Stage 1), 2 dice (10 Resources)
Chemical Industry, 2 dice
-[ ] Small-Scale Electrolysis, 1 die (15 Resources)
-[ ] Sulfuric Acid Production, 1 die (5 Resources)
Agriculture, 3 dice
-[ ] Agricultural Education, 3 dice (15 Resources)
Services, 3 +1 Free dice
-[ ] Primary Schools (Stage 1), 2 dice (10 Resources)
-[ ] Vocational Education, 2 dice (10 Resources)
Military, 4 dice
-[ ] Fortification Improvements, 2 dice (10 Resources)
-[ ] Crossbow Production (Stage 2), 2 dice (10 Resources)
Bureaucracy, 2 dice
-[ ] Recruit Americans To Bureaucracy, 1 die (5 Resources)
-[ ] Recruit Downtimers To Bureaucracy, 1 die (5 Resources)

Resources Available: 330
Resources Used: 195
Resources Remaining: 135

I'm kinda regretting going for the higher taxes now. Feels like we really didn't need them given how we have this big surplus we can't seem to get rid of. Anyway... This plan, while it uses all dice, is very incomplete because there's a lot of stuff that needs to be discussed.

Infra: My idea here was to finish up the sewage and then do the ports so we can get trade up. Seems we have reduced progress needed on the canal when most of the workers are farming, so that's a lifesaver.

HI is tricky. We want that coal mine done ASAP, but I don't know how many dice is safe to draw on for that without draining rural labor. 1 last die goes to finish iron though.

Light Industry is Hand Tools and Mills. Not sure how good Mills is given that it would need rural labor though, so maybe just 1 die?

Agriculture, do we want the Agricultural Education done first, or the Village Cadres? I feel like they'd both synergize to an extent.

Services right now I'm plopping 2 dice on schools and vocational education, but that can be easily changed if we have something else as a higher priority.

Military, Fortifications apparently draws on some rural labor, but not that much vs other big options (it's a lot of city-people being called on because they're right there.) So 2 dice on that and 2 dice on Crossbows since they're the next highest priority.

Bureaucracy we want to keep making the Bureaucracy less crap. The good rolls from last time around on Downtimer Recruitment means we're not gonna see Downtimers shut out, so I want to start drawing in some American immigration. Every educated American we can draw away from Anatolia is a valuable resource, and pushing papers is vastly more preferable to subsistence farming, even if it's for the Reds. Still 1 die on Downtimer Recruitment because I'm pretty sure we want the Downtimers to still be fulfilling the majority of the Bureaucracy.
 
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Light Industry is Hand Tools and Mills. Not sure how good Mills is given that it would need rural labor though, so maybe just 1 die?

Agriculture, do we want the Agricultural Education done first, or the Village Cadres? I feel like they'd both synergize to an extent.
Mills I'm nervous about since finishing them now mean they're avaible for Harvest time but they'd definitely need rural labor. Maybe switch it to Farming tool production since that would definitely be more Urban Labor but also help farmers. Then again, things are good farming wise so maybe focus on Lime and Brick Kilns or Textile Industry?

Personally I lean towards Agricultural Education. We need farmers more informed about their new crops.
 
[]Kópos Coal Mine (Stage 1): With an exploitable deposit of coal being found at last, exploitation must start immediately. While lacking machining capability means that the use of steam engines is restricted, being right next to so much coal means that even extremely inefficient and simple steam engines are still practical for use in pumping out water and bringing up coal from the depths of the mine. (10 Resources per dice (0/150))

-[ ] Kópos Coal Mine (Stage 1), 3 dice (30 Resources)
we need so coal so badly and so much right now that I think we should throw all our die in heavy indrusty or move on of our free dice to coal. Sure on average with three dice this complete however dice are capricious things but we have some hefty negative dice bonus too. Rather not leave it too much to chance and make it mostly guaranted to complete and if the dice are good to us then we get some nice overflow on it will prob do a second phase of it soon anyway so it just helping us out
 
Hmm. In that case, take another free die from either Services or Infra to put on Coal Mines?

Though I'm still worried about too many dice at once because Shock work in a PlanQuest is very much a thing. Then again, we do really need coal.

Light Industry I think I'd go from Mills to Textiles. Wait until we have more iron for Agricultural tools. Question is do I take both Mill Dice off, or just one to keep steadily working on mills?
 
[ ] Plan Urban Shift
Infrastructure, 4 +1 Free dice
-[ ] Derveni-Zapantis Canal, 1 die (5 Resources)
-[ ] Port Facilities (Stage 1), 3 dice (15 Resources)
-[ ] Mycenae Water and Sewage (Stage 1), 1 die (10 Resources)
Heavy Industry, 3 +1 Free dice
-[ ] Kópos Coal Mine (Stage 1), 3 dice (30 Resources)
-[ ] Iron Production Experiments, 1 die (10 Resources)
Light Industry, 3 dice
-[ ] Textile Industry (Stage 1), 2 dice (10 Resources)
-[ ] Hand Tool Production, 1 die (10 Resources)
Chemical Industry, 2 dice
-[ ] Small-Scale Electrolysis, 1 die (15 Resources)
-[ ] Sulfuric Acid Production, 1 die (5 Resources)
Agriculture, 3 dice
-[ ] Agricultural Education, 3 dice (15 Resources)
Services, 3 +1 Free dice
-[ ] Primary Schools (Stage 1), 2 dice (10 Resources)
-[ ] Vocational Education, 2 dice (10 Resources)
Military, 4 dice
-[ ] Fortification Improvements, 2 dice (10 Resources)
-[ ] Crossbow Production (Stage 2), 2 dice (10 Resources)
Bureaucracy, 2 dice
-[ ] Recruit Americans To Bureaucracy, 1 die (5 Resources)
-[ ] Recruit Downtimers To Bureaucracy, 1 die (5 Resources)

Resources Available: 330
Resources Used: 175
Resources Remaining: 155

Okay then, this plan is looking solid. Next questions are if we want to take a Free Die from either Ports or Services to put a 4th die on Coal Mines (I'm personally opposed due to concerns of Shock, but I could be convinced), and if there's anything in particular in Chemical Industry that we should put as a high priority that I'm not currently doing.
 
I'm very conflicted on Coal because we've seen the consequences of going overboard but we need coal and the sooner we get it the better. So is the greater chance worth the risk?
 
Well, we're currently on a -10 per die penalty when you count our "No Bureaucracy" penalty mixed with our personal penalty of limited skill in administration.

So we need to roll at least 180 to 1-turn the coal mine with 3 dice, 190 with 4 dice. On 3 dice, the chance of that is ~29.7%. On 4 dice, it's ~58.3%, but we almost certainly run into Shock issues (which I imagine would be quite messy with the general lack of tools we have right now.)
 
I'm very conflicted on Coal because we've seen the consequences of going overboard but we need coal and the sooner we get it the better. So is the greater chance worth the risk?
The consecuence of going overboard on the ranching project was due to one of the minister's quirk. Coal has nothing to do with capybaras (I hope) and it is also a multi-staged project so any progress surplus should go to the next stage.

Well, we're currently on a -10 per die penalty when you count our "No Bureaucracy" penalty mixed with our personal penalty of limited skill in administration.
I thought that we reduced the "No Bureaucracy" penalty to -7 last turn? And the personal penalty is supposed to decrease by 1 every turn (so it is a -2).
 
[] Plan Urban Shift + COAL
Infrastructure, 4
-[X] Derveni-Zapantis Canal, 1 die (5 Resources)
-[X] Port Facilities (Stage 1), 2 dice (15 Resources)
-[X] Mycenae Water and Sewage (Stage 1), 1 die (10 Resources)
Heavy Industry, 3 +2 Free dice
-[X] Kópos Coal Mine (Stage 1), 4 dice (30 Resources)
-[X] Iron Production Experiments, 1 die (10 Resources)
Light Industry, 3 dice
-[X] Textile Industry (Stage 1), 2 dice (10 Resources)
-[X] Hand Tool Production, 1 die (10 Resources)
Chemical Industry, 2 dice
-[X] Small-Scale Electrolysis, 1 die (15 Resources)
-[X] Sulfuric Acid Production, 1 die (5 Resources)
Agriculture, 3 dice
-[X] Agricultural Education, 3 dice (15 Resources)
Services, 3 Free dice
-[X] Primary Schools (Stage 1), 2 dice (10 Resources)
-[X] Vocational Education, 2 dice (10 Resources)
Military, 4 dice
-[X] Fortification Improvements, 2 dice (10 Resources)
-[X] Crossbow Production (Stage 2), 2 dice (10 Resources)
Bureaucracy, 2 dice
-[X] Recruit Americans To Bureaucracy, 1 die (5 Resources)
-[X] Recruit Downtimers To Bureaucracy, 1 die (5 Resources)

ngl I am just not worried about shock with coal anyway this is the same as chimera plan except it moves dice of ports to coal
 
The consecuence of going overboard on the ranching project was due to one of the minister's quirk. Coal has nothing to do with capybaras (I hope) and it is also a multi-staged project so any progress surplus should go to the next stage.
Shock Effort is basically always a thing in PlanQuests because it's a representation of how you're brute-forcing a solution by throwing lots of people and materials at a problem (often trading lives for time or some other problem like cutting corners) to explain how you've built this Giant Thing in a handful of months that should normally take longer.
 
It's reduced to -7 so yeah.

So other thoughts on the proposed plan.

Transfer a die from port Facilities to the Canal because I don't trust on 1 Dice not rolling above 30.

If we plan on doing Village Educational Cadre Instruction we should also pair it up with Libraries, due to Libraries helping with making sure literacy is maintained.

Transfer a die from Crossbow Production to Fortification Improvements so it will done faster.

Recruiting Americans to the Bureaucracy does cost Political Support, which wasn't put in the plan. Also it may be better to go all in on Recruiting Americans or Downtimers and not just split the thing, more dice has a larger effect.
 
Shock Effort is basically always a thing in PlanQuests because it's a representation of how you're brute-forcing a solution by throwing lots of people and materials at a problem (often trading lives for time or some other problem like cutting corners) to explain how you've built this Giant Thing in a handful of months that should normally take longer.
it a 150 point project it not that big or huge thing and this is being built over one third of a entire year that a long time and perfectly plausible for the first stage of a large coal mine to be built in that time.
 
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Transfer a die from port Facilities to the Canal because I don't trust on 1 Dice not rolling above 30.
That's not something I feel secure doing because the Canal unquestionably uses a lot of rural labor, which is currently busy with farming. Next year maybe we can put 2 dice on the Canal during harvesting and planting if we've gotten enough agricultural tools, mills, and other things that work as labor-saving devices.

Village Educational Cadres I think will be next turn, and I do have a broad plan of doing Libraries then.

Could maybe do 3 dice Forts, 1 die Crossbows, but am unwilling right now because while Forts uses less rural labor than I initially thought, it still draws on it to some extent.

I could see a thing of doing 2 dice focus on one of the Bureau options instead of 1 on each. Maybe 2 on Downtimers this turn, and it's on Americans the next? Or the other way around? I think either way we do want to draw in some American immigration because that's a lot of educated personnel we could tap into, and if they're going from subsistence farming to working in a bureaucracy I don't think they'll mind much if it's for the Reds (though we still want most of the Bureaucracy to be Downtimers.)

EDIT:
[ ] Plan Urban Shift
Infrastructure, 4 dice
-[ ] Derveni-Zapantis Canal, 1 die (5 Resources)
-[ ] Port Facilities (Stage 1), 2 dice (10 Resources)
-[ ] Mycenae Water and Sewage (Stage 1), 1 die (10 Resources)
Heavy Industry, 3 +2 Free dice
-[ ] Kópos Coal Mine (Stage 1), 4 dice (40 Resources)
-[ ] Iron Production Experiments, 1 die (10 Resources)
Light Industry, 3 dice
-[ ] Textile Industry (Stage 1), 2 dice (10 Resources)
-[ ] Hand Tool Production, 1 die (10 Resources)
Chemical Industry, 2 dice
-[ ] Small-Scale Electrolysis, 1 die (15 Resources)
-[ ] Sulfuric Acid Production, 1 die (5 Resources)
Agriculture, 3 dice
-[ ] Agricultural Education, 3 dice (15 Resources)
Services, 3 +1 Free dice
-[ ] Primary Schools (Stage 1), 2 dice (10 Resources)
-[ ] Vocational Education, 2 dice (10 Resources)
Military, 4 dice
-[ ] Fortification Improvements, 2 dice (10 Resources)
-[ ] Crossbow Production (Stage 2), 2 dice (10 Resources)
Bureaucracy, 2 dice
-[ ] Recruit Americans To Bureaucracy, 1 die (5 Resources)
-[ ] Recruit Downtimers To Bureaucracy, 1 die (5 Resources)

Resources Available: 330
Resources Used: 180
Resources Remaining: 150

New Plan with 4 dice on Coal.

[] Plan Urban Shift + COAL
Infrastructure, 4
-[X] Derveni-Zapantis Canal, 1 die (5 Resources)
-[X] Port Facilities (Stage 1), 2 dice (15 Resources)
-[X] Mycenae Water and Sewage (Stage 1), 1 die (10 Resources)
Heavy Industry, 3 +2 Free dice
-[X] Kópos Coal Mine (Stage 1), 4 dice (30 Resources)
-[X] Iron Production Experiments, 1 die (10 Resources)
Light Industry, 3 dice
-[X] Textile Industry (Stage 1), 2 dice (10 Resources)
-[X] Hand Tool Production, 1 die (10 Resources)
Chemical Industry, 2 dice
-[X] Small-Scale Electrolysis, 1 die (15 Resources)
-[X] Sulfuric Acid Production, 1 die (5 Resources)
Agriculture, 3 dice
-[X] Agricultural Education, 3 dice (15 Resources)
Services, 3 Free dice
-[X] Primary Schools (Stage 1), 2 dice (10 Resources)
-[X] Vocational Education, 2 dice (10 Resources)
Military, 4 dice
-[X] Fortification Improvements, 2 dice (10 Resources)
-[X] Crossbow Production (Stage 2), 2 dice (10 Resources)
Bureaucracy, 2 dice
-[X] Recruit Americans To Bureaucracy, 1 die (5 Resources)
-[X] Recruit Downtimers To Bureaucracy, 1 die (5 Resources)

ngl I am just not worried about shock with coal anyway this is the same as chimera plan except it moves dice of ports to coal
There's a Moratorium for another 7 hours. Remove the X's.
 
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If we're taking a Fortifications die onto another weapons program, maybe put it on cannons. It's expensive per die and right now we've got plenty of resources and not enough dice to use them all.
 
The saltpeter is needed for the production of gunpowder, right? Since we are currently rellying on crosbows as our main weapon my guess is that we don't need it. Maybe if we start increasing the prodcution of cannons or arquebuses then we should improve our production of salpeter.
 
Well, if we're going to be swapping a Fortification Die to Cannon production, it might become a bit more important. So, what rough order do we place importance of the various Chemical projects? Or are they all important enough to take the last Free Die off of Services and onto Chemicals?
 
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