Turn 18 (15AE Trimester 3): Let Noble Wrath Boil Over Like A Wave
635+(225+10 Trade)+45 Precious Metals = 915 Resources Per Turn, 0 In Storage
76-10=66 Political Support
Free Dice to Allocate: 3 Dice
Infrastructure (8 Dice):
[]Port Facilities (Stage 5): Further modernization of ports throughout the Republic, as well as the establishment of new ports further along the Adriatic, will enable further economic growth and power projection. Port capacity is more than enough for now, but this will not last long as more ships are built and the Republic expands further. (10 Resources per dice (74/400))
[]Peloponnese City Modernization (Stage 3): The availability of massive amounts of rebar and steel formworks has revolutionized the construction of every kind of building, significantly lowering construction costs. This stage will create enough housing for more than half of the urban population of the Peloponnese to live in relatively modern conditions, with glass windows and utility connections. (10 Resources per dice (58/175))
[]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 5): In addition to connecting even more villages to the telegraph network, multiplexing equipment can be installed on existing lines with high levels of traffic, allowing us to massively increase throughput on existing routes. More resources can also be allocated to research groups attempting to produce practical telephones and radio telegraphs, although this will likely take several years before it can enter widespread use. (15 Resources per dice (13/250))
[]Paved Road Construction (Stage 3): While animal-drawn carts will never be able to compete with boats for bulk goods, the ability to travel on a relatively modern road between our two most urbanized regions will enhance both our defense capabilities and domestic trade. After this, further expansions will start to focus on smaller projects to connect at least some of the many small villages without navigable waterways to some sort of infrastructure. (10 Resources per dice (60/175))
[]Basic Electrical Infrastructure: While we are decades away from even lightbulbs being commonplace, electricity is still extremely useful. Small turbines can be retrofitted on many pre-existing dams for a fairly low cost, and transmission lines can be installed to allow for some sort of network to connect industrial centers to producers. (20 Resources per dice (0/125)) (Hydroelectric Power (Stage 1) locked behind Stage 4 Dams)
Heavy Industry (8 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 (67/200))
[]Thríambos Ironworks (Stage 5): While we have built a few open-hearth furnaces for specialty steels, a lack of experience and industrial capability has stopped us from building them nearly as large as is optimal. That can change, with just one full-sized furnace promising to more than double the Republic's steel production while also enabling far finer control over quality than is possible with Bessemer converters. Some have cautioned that more experience with smaller designs may still be needed, but most of the engineers involved are fully confident in their ability to deliver on this topic. Supporting mines for ore and limestone will also be expanded, although the cost for this is minimal compared to the cost of the new furnace. (20 Resources per dice (36/500))
[]Prometheus Heavy Machinery Plant (Stage 4): In addition to increasing the production of precise, electrically-driven machine tools yet further, a new program for producing large chemical reactors with domestically manufactured stainless steel can be started. This would provide us with a significant advantage by being able to make much larger amounts of fertilizers and explosives, allowing us to modernize the republic further. (30 Resources per dice (40/325)) (+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 2): While the mines may have been modernized, they still have not been expanded much beyond what was made possible by increased labor efficiency. By expanding the mines, smelters, and other processing facilities as well as building a small planned city to accomidate more workers, output can be increased by a large amount (10 Resources per dice (0/150)) (Liberated Territories dice can be used)
[]Attica Coal Mines (Stage 2): Further investments in coal production in Attica is possible, and would increase coal availability to local projects. However, once local demand is satisfied, these are fairly poor deposits even by our standard, and they are nowhere near as accessible as those in Aetolia. For now, though, more production would still be useful, especially if a steel mill is built. (10 Resources per dice (113/150)) (Liberated Territories dice can be used)
[]Lefkandi Ironworks (Stage 1): While not as large as the deposits in Larymna, there are quite large deposits of nickel and iron by the already existing city of Lefkandi more than large enough to support steel production. The initial plant will consist of just one small open-hearth furnace and the supporting blast furnaces for the production of nickel, although the planned furnace here is considerably larger than the prototype under construction in Thriambos. Lesser amounts of low-grade chromium ores will be extracted as well, enabling production of domestic stainless steel to progress beyond the experimental level. (20 Resources per dice (36/80)) (Liberated Territories dice can be used)
[]Palaiomanina Coal Mines (Stage 2): With the dredging of the Achelous River allowing decently sized barges to sail up the river to the coal fields and bring the coal to the rest of the Republic and perhaps beyond. Additionally, production has begun of prototype electric excavators and locomotives, meaning that we can massively increase labor efficiency and reduce casualties by switching the mine over to an open pit. With shortages of labor in the more developed areas of the country, investing here will significantly increase our capabilities elsewhere. (15 Resources per dice (39/125)) (Liberated Territories dice can be used)
[]Semicoke Plants (Stage 2): Production of semicoke can be expanded further, with a larger percentage than strictly necessary coked in order to reduce pollution, recover more volatiles and nitrogen, and universalize the use of coke for domestic heating and cooking over wood or lignite. This will end up coking around a quarter of our coal production, a large increase over our current production but still a long way from universal adoption. (10 Resources per dice (100/200)
[]Expanded Shipyards (Stage 1): All the ports in the world are useless without ships to travel between them. Increasing the supply of coastal barges for domestic transport as well as longer-range ships for international trade is critical to ensuring the continuing development of the Republic and the ability to supply troops in nearby regions. (20 Resources per dice (0/125))
Light Industry (7 Dice):
[]Textile Industry (Stage 5): While we are able to supply our citizens with large amounts of raw and dyed cloth, the vast majority of people still rely on cottage industries to produce finished clothing. This can be changed with the construction of several large workshops for the mass production of clothes, as well as setting up a distribution system for the finished products. Actual textile manufacturing capabilities will be expanded as well, ensuring the increase in demand will cause no issues. (15 Resources per dice (50/325)) (+5 Political Support on completion)
[]Consumer Goods Production Mechanization (Stage 4): Previous items have focused essentially on producing better versions of already existing goods more cheaply, but the time has come for consumer goods to be more thoroughly modernized. The mass production of pendulum clocks, gas-fired appliances for urban areas, and modern oil lamps with mantles will pull the people's lives another century forwards, giving enormous benefits in productivity and quality of life. (10 Resources per dice (56/250))
[]Export Weapon Production (Stage 2): While steel pikes, axes, and swords are certainly useful, they are already obsolete in much of the Mediterranean, more modern weapons will command correspondingly higher prices. Everyone from Sardinia to Ebla is willing to pay absurdly well for basic unrifled muskets, and it will allow us to give states we support a decisive advantage over their neighbors. Mass-produced stamped plate armor will also decrease casualties against obsolete opponents without giving the recipients much of an advantage against modern armies, which is also useful for us in some circumstances. (10 Resources per dice (46/150)) (-10 Political Support when complete)
[]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 (87/100))
[]Food Modernization: The introduction of breakfast cereals and dried pasta on a large scale promises to provide cheap, shelf-stable, and easily made food to the workers of the Republic. For non-staple applications, smaller amounts of various drinks and candies can be made using glucose syrup and artificial flavors, increasing morale and labor voucher utilization. (15 Resources per dice (0/80))
Chemical Industry (5 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))
[]Polymer Production (Stage 3): While the necessity to use acetylene as a feedstock means that relative costs for polyethylene are much higher than with oil, and limitations of available catalysts mean that only low-density forms can be produced, it still opens the option to many new applications. Both solid and foamed polystyrene can be produced as well, alongside small amounts of nylon and polyurethanes as long as sufficient ammonia is available. (20 Resources per dice (38/200))
[]Export Medication Production (Stage 3): Our production of sulfanilamide may be relatively vast, but far more must be produced to saturate the market of even Egypt. Production of basic drugs can be expanded yet further, allowing the purchase of even more grain, textiles, and possibly even saltpeter. (15 Resources per dice (0/150))
[]Pesticide Production (Stage 2): While safety concerns and a lack of education limit the deployment of certain agents on larger scales for now, less hazardous chemicals are still in massive demand. Most urgent are DDT and 2,4-D due to their negligible acute toxicity, ease of use, and relatively selective nature against insects and non-cereal plants respectively, with increased production expected to reduce the risk of famine as well as the labor needed for weeding by a large amount. (15 Resources per dice (24/150))
[]Narcotics Production (Stage 1): Various psychoactive substances can be used for many uses both domestically and abroad, and the mass production of them is sure to bring numerous benefits. The largest expected good in terms of the number of consumers is a coffee substitute made of chicory root for flavor and modafinil for its stimulant properties, which is expected to increase productivity in several areas. Recreational substances from marijuana to various psychedelics and empathogens will also be produced, significantly increasing state revenues from both internal and external production. (15 Resources per dice (0/100))
[]Synthetic Rubber Production (Stage 1): Now that plants capable of producing butadiene have been built, expansion of existing neoprene production as well as investing into styrene-butadiene rubber can be done in order to provide a decisive advantage to the Revolution. (25 Resources per dice (0/100)) (Unlocks Modernized Footwear Production, Bicycle Plants (Stage 1) on completion)
Agriculture (6 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 (64/200))
[]Agricultural Mechanization (Stage 4): The ability to trade a few scraps of steel for massive numbers of draft animals in Western Europe must be exploited as much as possible while it lasts. At this point, basic cast steel ploughs can be produced for a nearly negligible cost, and production of more complicated harvesting machines has increased by massive amounts too. (10 Resources per dice (53/275))
[]Granary Modernization (Stage 2): Now that the Peloponnese has been provided with adequate grain storage, the benefits of modernity can be brought to the Liberated Territories as well. The improvements to grain storage will not lead to a revolutionary increase in the prosperity of the country, but ensuring that a few percent more of our grain ends up in the mouths of our citizens instead of those of rats will still be a significant gain. (10 Resources per dice (25/150))
[]Cadre Agricultural Education: Giving rural teachers, administrators, and other literate citizens a crash course on aspects of modern agriculture more advanced than every illiterate peasant can be expected to know, as well as training on maintaining agricultural tools. To do this without impacting education of students, this must be done in the harvest season, which will mean that they cannot work to bring in the crops. Still, this is not going to take much more than a percent of the working population out of commission, and our granaries still remain full even accounting for the reduction in trade with Egypt. (10 Resources per turn (0/150))
[]New Model Farms (Stage 1): Smallholder production is inherently inefficient, as current plot sizes are far smaller than what is ideal for even mechanization with animal-drawn equipment. Reorganizing farmers into larger, cooperatively farmed estates will allow more land to be farmed by a fewer number of people, allowing us to increase agricultural production and free up more labor for industry at the same time. The more condensed communities will also allow for the more efficient provision of education, healthcare, and technical services. A decent number of peasants who have benefited significantly from the Revolution are willing to enter into this model of production with the currently provided incentives, but more widespread adoption will require the acquisition of more farmland, either via land reclamation or more proactive reorganization of land ownership structures. (10 Resources per dice (0/125))
Services (7 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 4): Further investment in the educational apparatus is necessary for all of our citizens to be educated and made productive. This stage will allow for a supermajority of villages in the Liberated Territories to have access to some sort of school, and for teaching capacity to be large enough for most people to make use of that access. Universal education is still some distance away, but the gap is rapidly closing. (5 Resources per dice (380/600)) (Liberated Territories dice can be used) (+15k primary student slots)
[]Secondary Schools (Stage 4): Further expansion of secondary schools is theoretically possible, but as it will waste hundreds of Americans on classrooms that will be empty for years, what is the point? (10 Resources per dice (1/450)) (+8k 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 (230/425)) (+5 Political Support upon completion)
Liberated Territories (9 Dice):
[]Liberated Territories Agricultural Education (Stage 3): With a bit more effort, every peasant in the Liberated Territories will be given basic steel hand tools, modern seeds, and a few lectures on improved methods of crop rotation and basic pesticide use. The almost complete lack of literacy limits what can be done past this, but that is an issue for later. (5 Resources per dice (32/250)
[]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 (233/250))
[]Liberated Territories Address Assignment and Postal Integration (Stage 2): The postal system in the Liberated Territories can now be expanded into the countryside, even though it will not be used much in the near term due to the abysmal literacy rates in the countryside. More houses can also be given permanent addresses, making taxation, conscription, and other administrative tax much easier. (5 Resources per dice (13/100))
Military (9 Dice):
[]Artillery Production (Stage 6): Equipping our army with mortars is a necessary step, but larger and more accurate weapons are needed for longer-range work. A 75mm field gun and the associated shells will begin production to ensure that our artillery arm can be appropriately expanded. Additionally, facilities for producing guncotton, various fillings, and artillery shells can be expanded by a significant amount, enabling for more ammunition to be produced for our expanding numbers of weapons from pistols to artillery. (20 Resources per dice (87/200)) (~+8 75mm/turn)
[]Bolt Action Rifle Production (Stage 4): With the threat of the Air Force growing day by day, large quantities of modern weapons are needed as quickly as possible. We may never have as many weapons or troops as we would like, but any increase is good. (25 Resources per dice (91/200)) (~+450 bolt-action/turn)
[]Submachine Gun Production (Stage 3): Increasing production of submachine guns to happen almost as quickly as soldiers are trained will enable our military strength to be improved yet faster, especially as training and conscription are expected to continue increasing rapidly. With a few more years of steady investment, we should be able to field a modern enough army to render the Revolution secure from all near-term existential threats. (20 Resources per dice (100/150)) (~+500 submachine guns/turn)
[]Land Fortifications (Stage 3): Pushing further inland will ensure both a better strategic position against the Air Force as well as enabling the liberation of more Downtimers from feudal warlords. Supply issues will be even more severe than with border posts closer to the sea, but our enemies will face the same issue. (10 Resources per dice (0/135))
Bureaucracy (4 Dice):
[]Authorize Virgin Land Programs: Allowing anyone who can clear and farm up to two hectares of previously uncultivated land to gain legal ownership of said land will encourage many of our citizens to expand the area under cultivation on their own. While much of this land is currrently being used as pasture to some extent, agriculture gives far higher yields than herding for the same amount of land and this will only increase in the future. (1 Dice, rolled) (-5 Political Support to take)
[]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. Now that a large pulse of refugees has arrived in the Republic, it is imperative that we snatch some of them up before they are all allocated to other projects. (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)
Plan Status:
MCFE: At moving target
Capital Goods: Ahead of moving target
Consumer Goods: Slightly behind moving target
Agriculture: Slightly behind moving target
12 Hour Moratorium