Attempting to Fulfill the Plan MNKh Edition

Voted best in category in the Users' Choice awards.
Hmm is there an option to send over more Soviet volunteers? Seems like this war is a good proving ground to train our officers and test even more of our doctrines. Maybe we can have a full corps in Spain?
 
Help the soft American intellectuals as well, perhaps?

Yes, Comrades, they are filthy capitalists, but they are our filthy capitalists.
 
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Getting stuck in deeper with Spain is probably on the table, but I doubt it will be particularly popular or cheap. It's a valuable source of experience and we can proportionally tank the losses better than the Germans or Italians but we're still going to burn through a lot of equipment and cash.
 
Getting stuck in deeper with Spain is probably on the table, but I doubt it will be particularly popular or cheap. It's a valuable source of experience and we can proportionally tank the losses better than the Germans or Italians but we're still going to burn through a lot of equipment and cash.

Its better to burn through equipment and cash now in order to fix the problems with our doctrine/equipment/army leadership now than to fight desperately at the gates of Moscow. Besides, a friendly/communist Spain means that the Germans will have to divide their army and attack both us and Spain at the same time. That is if the French do not simply withdraw their forces south to fight on from Spain.
 
Turn 21(1938 1st Half): We are the March of History
Vote Called for [X] Plan Mostly Sustainable Production

Turn 21(1938 1st Half): We are the March of History
Resources per turn 640+ULAG with 195 in storage.
Party Support 60
Current Status of ULAG:

Population: 828,000 (I'll round to the nearest 100k)
Attitude: Stable
Food State: Hearty Meals, -60 Resources Per Turn
Guard State: Intensive Monitoring, -20 Resources Per Turn
Resource Income: Construction focused, 120 Resources Per Turn, Additional Actions

Free dice to allocate: 4 Dice
Infrastructure 8 Dice

[]Buildup of Rail Stock (Diesel, Western Regions):
The final part of the great Dieselification effort must be undertaken to finally break away from the old inefficient coal trains underutilization all over the Union. This is the last step of the effort and will involve converting the last rail lines using older steam locomotives. This final change-over will also standardize the bulk of the rails on three separate locomotives models, allowing for a considerable degree of commonality and ease of maintenance. Still, this last step is expensive, and when done, any further improvement in rail capacity will involve the massive construction of new massive lines. (15 Resources per dice (238/550))

[]Regional Interlinked Grids: The construction of a full regional scale grid is necessary to ensure that every city and town can be connected to the central network of electrical capacity. While such an effort would be a massive arduous undertaking, progress will allow an enormous leap forward in the workers' comfort and quality of life. Such efforts would also enable the expansion of new types of industry exploiting the production of electric power. (Select a region from: Far East and Siberia) (15 Resources per dice (0/300))

[]Road Programs(Stage 4): The construction of additional gravel roads in the countryside along with the leveling of multiple dirt roads, will ensure the continued access of trucks into the farming interior. These road programs will be far broader in scope than the previous ones, but also far less involved per road, as the priority will be creating a stable route into and out of the countryside. As an added bonus, these routes will significantly improve the integration of the rural areas into the union and enable them to easily purchase supplies from cities. (15 Resources per dice (70/500))

[]Create Bus Lines: With the new road systems constructed in many cities, it is time to create a new series of buses to optimize the workers' ability to travel. Despite the minor increase in fuel use, these would represent, they will allow the bulk of the people of the Union to travel far farther for work and food, allowing for more extensive and more distributed factory complexes. These will also enable people to move and be transported between cities far more efficiently, hopefully increasing the workers' happiness. (20 Resources per dice (0/200))

[]Angara River Systems: An expensive and labor-intensive proposal for utilizing the deep Siberian river for additional power generation and motive capacity. While the local region is under-developed, the construction of multiple new hydroelectric systems will allow significant improvements in the transportation of goods and improve the power available in the Union's deep Siberian regions. Such efforts, however, will be challenging due to the inhospitable terrain and lacking infrastructure in the region. (5 Party Influence upon completion, 15 Resources per dice (0/400))

Heavy Industry 12 Dice

[]Magnitogorsk Planned City(Stage 5):
The further expansion of the planned city will be one of the largest efforts undertaken by the Union. The complex will nearly double in size and become the premier steel production installation in the world. The alloying vats will be further expanded with more steel blends tested out to improve quality, and another metallurgical university will be constructed. The goal of this final level of expansion would be to create an industrial complex nearly half a million strong focused on the production of steel for the Union, creating a true paragon city for industrialization. (15 Party Influence upon completion, 20 Resources per dice (393/1200))

[]Zlatoust Planned City(Stage 4): While the initial stages of the Zlatoust industrial city have been fully completed, there is still a considerable amount of progress that can be done. For this step of the plan, an additional mass of infrastructure needs to be constructed, but nothing needs to be rebuilt due to good planning. With these large industrial expansions, a considerably more significant amount of new alloys can be transferred to multiple industries. The most notable of these will be the production and processing of Tungsten, as the metal is critical for a large quantity of industrial machinery, and more is always in need. (10 Party Influence upon completion, 15 Resources per dice (205/700))

[]Stoylenskoye Planned City(Stage 1): The infrastructure base's construction to tap a new large deposit of iron for its production to steel is a critical step in further expanding Steel production in the Union. The deposits in the Kursk region are the highest in any place outside of Magnitogorsk. They are also fairly easily accessible, making the site a perfect one to construct a planned city. While the city itself will also be focused on Steel production, many of the early lessons learned during the construction of Magnitogorsk will be taken into account to optimize higher-quality steel production. (20 Resources per dice (0/100))

[]Donbas Coal Basin Mine Expansion(Stage 4): The expansion of the basin any further will be an impractical endeavor as the bulk of the easily reachable coal is already under utilization. Still, further efforts can be invested to produce more coal yet from the region. However, such material will be far harder to ship to the Urals, where the bulk of the coal use occurs. (15 Resources per dice (65/400))

[]Kuznetsk Basin Mine Expansion(Stage 4): With the current mining expansion stage, a further ramp-up of open-pit mines is necessary to increase significantly the amount of coal pulled from the earth. While such an expansion will only take a bit more labor, it will substantially increase diesel use in the coal mines due to heavy transportation and mining equipment. Still, progress must be made, and with the constant mechanization effort, far more coal can be extracted per worker. (15 Resources per dice (68/500))

[]Gorky Machine-building Plant(Stage 4): Now that the plant is in full production and can easily meet the goals set out for it, the planned future expansion can be attempted. This expansion will massively expand the city it is built-in along with considerably ramping up production. Such heavy machinery production will cause a massive amount of steel and coal use but will allow mechanisms to start being issued to construction crews. While this will make many construction efforts more expensive, it will considerably speed up constructive effort all over the Union and free up a considerable amount of manpower. (10 Party Influence upon completion, 35 Resources per dice (2/600))

[]Power Production Campaigns(Stage 3): Further construction of more power plants is still needed all over the Union, as multiple future projects necessitate more power. At the same time, civilian power consumption is going up continuously as more cooking implements are issued out. Still, the heating and cooking effort should save some coal, as the electric systems are far more efficient than their older coal-based alternatives. This stage of constructing more thermal power plants will also allow the construction of multiple new factories and aluminum working facilities with their new supply of power. (20 Resources per dice (231/250))

Light and Chemical Industry 6 Dice

[]Baku Oil Refineries(Stage 3):
With the plans to nearly totally utilize the oil deposits in Baku, there also needs to be a plan to refine the massive quantity of oil products. However, these industrial facilities would necessitate a high cost of production with little return on spending. These would further improve the number of oil products available to the Union for larger military projects and secure the position of the Union as the source of Eastern European oil. (5 Party Influence upon completion, 15 Resources per dice (67/300))

[]Large Scale Synthetic Rubber: Given the great success and progress that has occurred with the initial synthetic rubber experiments, a larger follow-on facility is recommended. While this plant will not substitute the entirety of the Union's rubber use, it will considerably reduce the dependence on foreign imports. This plant will use a considerable amount of feedstock, but that is unavoidable when ensuring independence from the vulnerable rubber trade. (5 Party Influence upon completion, 30 Resources per dice (0/250))

[]Expanded Radio Plants Further: Given the significant coordination issues of military units in Spain, further radio production is needed. This current proposal for improving radio access will be targeted towards the company level, with a new standardized truck mounting a large scale radio unit made. The advantage of such a setup is that the truck can power its own radio-unit and haul the fuel needed to run the generator while providing a mobile platform for coordinating the infantry. The production of such a quantity of radio, especially with the degree of mobilization, will pose a massive challenge, but the challenge can be overcome with time and labor. (30 Resources per dice (0/500))

[]Bakelite Production(Army): The army has a desperate need to produce more resin for various applications. With the construction of an additional number of bakelite plants, this need can be easily met. While no concrete applications for light plastic have yet made themselves evident, some engineers are already suggesting using it heavily in aircraft and personnel army devices. However, the quantity of the material needed has caused some delays as the future needs seem to be quite massive. (25 Resources per dice (0/300))

Agriculture 4 Dice

[]New Socialist Towns(Stage 5):
The further expansion of the last stage of the new towns will be the triumphant moment of the Union, as the conversion will indicate that all planned agricultural and rural communities have adopted the new model. While some have fought, the prices have broken most of their will to fight back, and just the last holdouts need to be converted. Over time, these towns may shift over into far larger installations, but this step has allowed a clean break with old peasants. (5 Party Influence upon completion) (Think Moshav with more propaganda) (10 Resources per dice (367/500)

[]Banana Farming Cooperatives: With the banana tree's caloric yields and the multitude of good climatic zones for its cultivation, it would be prudent to start new large cooperatives growing it. While these installations will provide a good amount of fruit for the Union, the bulk of the product will be treated as a luxury good and supplied as a bonus for well-performing workers. Simultaneously, the plant's sweet flavor can be used in other ways as a viable addition to flavor dishes. (15 Resources per dice (0/150))

[]Expand Factory Farms: Given the demand for meat products and the current surplus of fodder crops that can be used in animal farming, it would make perfect sense to authorize the construction of more factory farming complexes. These would primarily be focused on milk and beef production, but smaller, more local installations will be made for the mass production of chickens. (15 Resources per dice (0/200))

Services 4 Dice

[]Polytechnic Universities(Stage 4):
With the steady introduction of more experienced professors from initial university efforts, it would be prudent to further increase the number of schools. While much of the faculty in these new institutions would be reasonably low in experience, they have confidence and updated knowledge of the world. Simultaneously, an expanded number of slots will ensure that most graduates from lower education can have a chance at receiving a far better one and being far more productive workers. (10 Resources per dice (0/400))

[]Expand Medical Schooling: Medical schools have always provided a hard limit on the number of new experienced doctors and nurses available. While the current system produces a steady stream of graduates, large parts of the medical force are retiring. As it would be a shame to lose their experience and expertise, a further large series of medical schools can be constructed to ensure that the pipeline of doctors continues to remain strong. (15 Resources per dice (0/200))

[]Technical Colleges: With the current massive pool of workers, and the need to train them properly on a wide variety of small scale repair and machinery tasks, it has become the concern of the Union to expand schooling systems further. Not all students in the Union can qualify for university positions to study the sciences, but knowledge and experience are still needed in the workforce. Thus, a comprehensive system of technical colleges should be established for those graduating from primary schools without qualifying for any other form of higher education. (10 Resources per dice (250/500))

Military 8 Dice
(Authors note: Most military efforts will have quality dice rolled after they are completed, which will affect the quality of the buildup/equipment/information) (ABM points are a thing that most factory actions will cost while you have them, but while you have them, all will be around ¼ cheaper. Currently, you will have 75.)

[]Trial New Long-Range Guns: Given the age of the old extreme range artillery pieces, the time has come to make a new heavy long-range gun. Such a weapon will need dedicated artillery tractors and fire at a glacial pace, but its range should allow for the neutralization of enemy batteries with ease. Still, shells will be heavy, and guns will be costly, but hopefully, each army will soon have dedicated assets to suppress possible enemy long-range guns. (25 Resources per dice (0/40))

[]Trial New Light AA Guns: With the new air-support aircraft coming into service, the old light machine gun anti-aircraft mounts have been proven to be insufficient. Instead, new heavier mountings are needed in larger calibers. While these guns will be a new entry to the forces, their introduction should greatly help defend against enemy air-support assets. It may also provide some more broadly applicable autocannon designs. (15 Resources per dice (0/40))

[]Trial New Heavy AA Guns: With the steadily increasing age on the M1931 76mm AA guns and their inherent altitude limitations, it is likely time for their replacement. However, the issue is that a new shell is needed to improve performance as the aging system cannot deliver the loading rate or velocity required. The changeover of production to new calibers of shells will be a reasonably costly conversion, as both the shell factories and the gun plants need to be changed over. (20 Resources per dice (0/40))

[]Trial New AT Guns: With the constant declarations of the capabilities of the German heavy tank that is constantly parading down the streets, it would be prudent to further improve anti-tank capabilities. While such a gun may be considerably heavier and more expensive than the old 45mm gun, it should allow a reasonable degree of improvement in penetration. Simultaneously, the gun may be viable for future armored applications, allowing an expansion of capability. (15 Resources per dice (0/40))

[]Trial New Divisional Guns: With the poor previous results for a true universal gun, a new, less ambitious program is needed on a more simple dual-purpose gun. While this gun does have far tighter guidelines on weight and payload, the dropping of the anti-aircraft mount should significantly improve capability. Still, the military has already been burned by such guns once, and another failure could just see the design thrown away. (20 Resources per dice (0/40))

[]Trial New Interceptor(Polikarpov): Given the poor performance of the I-16 against the new german types of fighters, a new program for a second-generation monoplane interceptor is needed. While the other OKB's are working on designs with higher power theoretical engines, Polikarpov has a functional design on paper utilizing the M-63 engine. While this fighter may be a bit worse than upcoming aircraft using more powerful engines, it should provide a good sink for the use of old 9-cylinder engines as further modernization occurs. (25 Resources per dice (0/40))

[]Trial New Scout Tank: New recon and light support assets are desperately needed, given the current examples of fighting in Spain. The region's poor terrain has had heavier armor consistently bogged down, and lighter scouting forces have had consistent heavy casualties. Thus, with the creation of a light and fast armored vehicle, a large portion of losses can be avoided. (20 Resources per dice (0/40))

[]Trial New 45 Ton Tank: With the recent experience on the plains of Spain, necessitating far heavier armor against German and Italian anti-tank guns. It would be prudent to initiate a program for a heavier tank. However, the tonnage limitation for such a design will be the bridges in the Union, limiting the design to forty-five tons. While such a new tank will be somewhat expensive, the heavier armor should prevent a considerable number of losses, saving a substantial amount of resources in the long term. (25 Resources per dice (0/40))

[]Trial New Level Bombers: With the currently demonstrated effectiveness of large payload level bombers flying long distances, it would be a good idea to create a program aiming to do just that. A simple twin-engined bomber with a long-range and a reasonable set of defensive guns will be ordered to fill the army's needs. While such a plane will be vulnerable, its long-range should be a good propaganda win. (20 Resources per dice (0/40))

[]Trial New Sub-Machine Guns: With multiple foreign armies creating new fully automatic pistol-caliber weapons, it would be a shame for the Union to not join in on the trend. The new gun trials will open up for all engineers to design a new gun model suitable to the Union's needs in the reliable Tokarev cartridge. (10 Resources per dice (0/40))

[]Further Perm Plant Expansions(14 cyl): Given the problems experienced with the larger 18 cylinder engine's production, it would be prudent to start developing a lighter alternative. While such an engine will by design produce less horsepower, it should allow a far easier to mount platform to be made for many new types of aircraft. Despite the change in design, though, the basic M-63 engine's pistons will form the design basis. Cooling problems will also be alleviated with a far better design of cooling fins and far freer airflow between the pistons. (20 Resources per dice (0/50)) (-25 ABM)

[]Gorky Artillery Plant: The production of new anti-tank guns and other high-pressure guns necessitates high-quality steel and a large industrial complex. Thus, creating a new secondary plant to the Gorky Machine-building plant must be constructed to make specialized, high-quality guns. While current production is sufficient for the current army, the planned expansion will require a large scale ramp-up. (25 Resources per dice (0/100)) (-50 ABM)

Bureaucracy 2 Dice

[]Trial Production Staff:
The poor state of military production must have someone be at fault for the disrepair and low standards. While they were likely supplied with poorly made domestic machinery older than a portion of the workers, that is no excuse for the degree of slack exhibited. Thus, with a large trial of the personnel, a considerable amount of progress can be made. (15 Party Support if completed, DC 20)

[]Introduce Statistical Planning: The massive policy change that Bazarov has been advocating for all of this time. With the use of statistics and means in planning, a fair amount more progress could be made. While cooking the books will become far harder, this should allow for greater coordination and action through the plan, at the minor cost of necessitating an education to really get into planning aspects. (-10 Party Support if Attempted, DC 60)

[]Normalize Eastern European Trade: With the current German maneuvers in Europe, it may be time to secure new relations with the powers around the Union. While many of these nations may be initially hostile to the Union, they are capitalist enough to allow markets to open given their circumstances. Thus, it should be viable to break into their regional exchanges and secure a considerable amount of currency and gold for further industrialization. (-15 Party Support if Attempted, DC 40)

Moratorium 4 Hours
 
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A reminder, we now have + 12 to each die. The rule of thumb of 50 points per die can be changed to 55 or 60 points per die.
 
Light AA, new AT, new tanks, Perm engine plant, maybe even new divisional gun. Gorky and heavy AA later. Not sure which type of tank is higher priority though.
 
I oppose a plan that puts two dice on submachine gun trials. If any trials need w dice it's the tanks or the interceptor. Getting that 14 cylinder engine plant online could lead to more planes too.
 
12 dice on Megamag seems most prudent, as steel shortage is already here and will only get worse as we expand industry and military.

On other topics...finish railroads in the west, run through all trials, I guess?
 
[ ] Plan The Great Trials
Infrastructure 8 Dice
-[ ] Create Bus Lines, 1 Infra Dice (20 Resources)
-[ ] Angara River Systems, 7 Infra Dice (105 Resources)
Heavy Industry 12 Dice
-[ ] Magnitogorsk Planned City(Stage 5), 11 HI Dice (220 Resources)
-[ ] Power Production Campaigns(Stage 3), 1 HI Dice (20 Resources)
Light and Chemical Industry 6 Dice
-[ ] Baku Oil Refineries, 4 LCI Dice (60 Resources)
-[ ] Expanded Radio Plants Further, 2 LCI Dice (60 Resources)
Agriculture 4 Dice
-[ ] New Socialist Towns(Stage 5), 2 Agriculture Dice (20 Resources)
-[ ] Expand Factory Farms, 2 Agriculture Dice (30 Resources)
Services 4 Dice
-[ ] Technical Colleges, 4 Services Dice (40 Resources)
Military 8 Dice (+4 Free Dice)
-[ ] Trial New Heavy AA Guns, 1 Military Dice (20 Resources)
-[ ] Trial New Divisional Guns, 2 Military Dice (40 Resources)
-[ ] Trial New Interceptor(Polikarpov), 1 Military Dice (25 Resources)
-[ ] Trial New Scout Tank, 1 Military Dice (20 Resources)
-[ ] Trial New 45 Ton Tank, 1 Military Dice (25 Resources)
-[ ] Trial New Level Bombers, 1 Military Dice (20 Resources)
-[ ] Trial New Sub-Machine Guns, 1 Military Dice (10 Resources)
-[ ] Perm Plant Expansion, 2 Free Dice (40 Resources)
-[ ] Gorky Artillery Plant, 2 Free Dice (50 Resources)
Bureaucracy 2 Dice
-[ ] Normalize Eastern European Trade, 2 Bureaucracy Dice

Resources Used: 825
Resources Remaining: 50

Infrastructure, start work on Bus Lines and try to 1-turn Angara Dam, with an eye to doing the Siberian Power Grid and whatever other Siberian projects it unlocks next turn when it's summer. Heavy Industry gets Power Production done while the rest of the Dice go to Magnitogorsk. With 11 Dice on it, it should be close to completion with like, 1 or 2 dice remaining next turn.

LCI finishes up the Baku Oil Refineries so we're actually doing stuff with all the crude we have, then starts to work on Even More Radios. Agriculture makes sure we get NSTs for its PI and completing the Land Reform, and the rest goes into Factory Farms. Services likewise focuses on grabbing Technical Colleges ASAP, with some left over as a buffer against bad rolls.

Military-wise, finish the Trials we didn't do last turn. Also working on Gorky since it's the last of the plants from the 2nd 5YP, and because every plant we get speeds up the military buildup, and thus the amount of soldiers we get mobilized before Barbarossa. And work on every Trial we can outside of that. Doing the Interceptor for a better aircraft for Spain, and getting the Perm Plant Expansion because we're gonna need it to upgrade our airforce. After that, it's getting new Heavy AA and Divisional Guns, and new Tanks.

Divisional Guns gets 2 Dice because if it's a bad quality roll the army might shelve the concept entirely, and Perm gets 2 dice because behind it is a very large portion of our future air force.

And Bureaucracy goes for Eastern Europe trade because we need every Resource we can get our hands on.

Note the exact specifics of Trials are waiting a bit for some Word of GM on which Trials are needed to really kick of mobilization.
 
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[ ] Plan Even Greater Trials
Infrastructure 8 Dice
-[ ] Create Bus Lines, 1 Infra Dice (20 Resources)
-[ ] Angara River Systems, 7 Infra Dice (105 Resources)
Heavy Industry 12 Dice
-[ ] Magnitogorsk Planned City(Stage 5), 11 HI Dice (220 Resources)
-[ ] Power Production Campaigns(Stage 3), 1 HI Dice (20 Resources)
Light and Chemical Industry 6 Dice
-[ ] Baku Oil Refineries, 4 LCI Dice (60 Resources)
-[ ] Expanded Radio Plants Further, 2 LCI Dice (60 Resources)
Agriculture 4 Dice
-[ ] New Socialist Towns(Stage 5), 2 Agriculture Dice (20 Resources)
-[ ] Expand Factory Farms, 2 Agriculture Dice (30 Resources)
Services 4 Dice
-[ ] Technical Colleges, 4 Services Dice (40 Resources)
Military 8 Dice (+4 Free Dice)
-[ ] Trial New Long-Range Guns, 1 Military Dice (25 Resources)
-[ ] Trial New Light AA Guns, 1 Military Dice (15 Resources)
-[ ] Trial New Heavy AA Guns, 1 Military Dice (20 Resources)
-[ ] Trial New Divisional Guns, 1 Military Dice (20 Resources)
-[ ] Trial New Interceptor(Polikarpov), 1 Military Dice (25 Resources)
-[ ] Trial New Scout Tank, 1 Military Dice (20 Resources)
-[ ] Trial New 45 Ton Tank, 1 Military Dice (25 Resources)
-[ ] Trial New Level Bombers, 1 Military Dice (20 Resources)
-[ ] Trial New Sub-Machine Guns, 1 Free Dice (10 Resources)
-[ ] Perm Plant Expansion, 1 Free Dice (20 Resources)
-[ ] Gorky Artillery Plant, 2 Free Dice (50 Resources)
Bureaucracy 2 Dice
-[ ] Normalize Eastern European Trade, 2 Bureaucracy Dice

Resources Used: 825
Resources Remaining: 50


It's The Great Trials except greater, gets every trial except the AT gun and does radios instead of Bakelite. I would do a gimmick "every single trial" plan but the experimental German heavy tank everyone's scared about is a total propaganda piece, they claim it has something insane like 80-100mm or armor but it's pure propaganda with like paper thin 10mm armor in real life. So the AT gun probably isn't as pressing as the nerds might think, especially with the divisional gun back for round 2.
 
[ ] Plan Decisive Push
Infrastructure 8 Dice
-[ ] Buildup of Rail Stock (Diesel, Western Regions), 6 Infra Dice (90 Resources)
-[ ] Regional Interlinked Grids (Siberia), 2 Infra Dice (30 Resources)
Heavy Industry 12 Dice (+4 Free Dice)
-[ ] Magnitogorsk Planned City(Stage 5), 12 HI Dice + 3 Free Dice (300 Resources)
-[ ] Power Production Campaigns(Stage 3), 1 Free Dice (20 Resources)
Light and Chemical Industry 6 Dice
-[ ] Baku Oil Refineries, 4 LCI Dice (60 Resources)
-[ ] Expanded Radio Plants Further, 2 LCI Dice (60 Resources)
Agriculture 4 Dice
-[ ] New Socialist Towns(Stage 5), 2 Agriculture Dice (20 Resources)
-[ ] Expand Factory Farms, 2 Agriculture Dice (30 Resources)
Services 4 Dice
-[ ] Technical Colleges, 4 Services Dice (40 Resources)
Military 8 Dice
-[ ] Trial New Long-Range Guns, 1 Military Dice (25 Resources)
-[ ] Trial New Heavy AA Guns, 1 Military Dice (20 Resources)
-[ ] Trial New Divisional Guns, 1 Military Dice (20 Resources)
-[ ] Trial New 45 Ton Tank, 1 Military Dice (25 Resources)
-[ ] Trial New Level Bombers, 1 Military Dice (20 Resources)
-[ ] Perm Plant Expansion, 1 Military Dice (20 Resources)
-[ ] Gorky Artillery Plant, 2 Military Dice (50 Resources)
Bureaucracy 2 Dice
-[ ] Normalize Eastern European Trade, 2 Bureaucracy Dice

Resources Used: 830
Resources Remaining: 45

This plan focuses on heavy industry - to be specific, it dumps almost all available dice on Magnitogorsk, just enough of them to get it done this turn if we're not majorily screwed by dice gods. On infrastructure front it goes for dieselification - hoping for an above average result, worst case it should take 1 more dice next turn - and preparing siberian power grid for rushing Angara next turn (Not this one as right now it's siberian winter which is liable to induce unnecessary losses within workforce).
 
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for rushing Angara next turn (Not this one as right now it's siberian winter which is liable to induce unnecessary losses within workforce).
We have Word of @Blackstar that Angara Dam in the winter isn't that bad, since it's near Irkutsk and has electric heaters.

Also, your MegaMag plan is significant overkill. We have a +12 bonus per die now, so 15 Dice on Megamag gives on average 930 Progress when we only need around 800.
 
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The Angara project is mostly in/around the city of Irkutsk I believe, so winter casualties will... exist, but stay within acceptable margins as long as they're operating from relative civilization. All the new idiots need to get thrown in the deep end a little bit to toughen them up, anyways.

The dieselfication project earns 50 points of free progress every turn too, so I'm content to just leave it alone to soak up all the free progress we can for as long as the rail sector is meeting demand.
 
Also, the more we know about their economies the easier it'll be to integrate them later.

An infrastructure project I'm surprised hasn't come up at all, though, is any of the various canals the Soviets built or expanded. In particular I'd have thought that the White Sea-Baltic and Volga-Don canals would have turned up as options at some point, and I'm kind of surprised they haven't.

Also, fish ladders and boat locks should be a consideration for the Angara dams when we do them; being able to actually use the Siberian rivers for cargo transport would help immensely, especially far enough north that the freeze-thaw cycle makes it effectively impossible to build railways or permanent roads. The fish ladders are suggested in the vain hope that our pisciculture experiments will have at least given us some idea of how finicky fish breeding is and thus made us warier of flat-out cutting off their access to their usual spawning grounds.
 
Why not do Anti Tank guns instead of Divisional Guns? The former is far more useful and we kinda going to need them in the field to deal with Panzer 3/4 and they can also be used in our heavier tanks.
 
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Why not do Anti Tank guns instead of Divisional Guns? The former is far more useful and we kinda going to need them in the field to deal with Panzer 3/4.
We already updated AT guns once, and we're actually behind on Divisional Guns since the first quality roll for them flubbed so hard the Red Army ended up shelving the concept for a few years.

An infrastructure project I'm surprised hasn't come up at all, though, is any of the various canals the Soviets built or expanded. In particular I'd have thought that the White Sea-Baltic and Volga-Don canals would have turned up as options at some point, and I'm kind of surprised they haven't.
I think Volga-Don needs all the Hydropower projects done first, so doing Angara might open it up. Not sure how high a priority it'll actually be though.
 
We already updated AT guns once, and we're actually behind on Divisional Guns since the first quality roll for them flubbed so hard the Red Army ended up shelving the concept for a few years.


I think Volga-Don needs all the Hydropower projects done first, so doing Angara might open it up. Not sure how high a priority it'll actually be though.
The problem is that our anti-tank is kinda shit when it comes to killing Panzer 3/4 and the Germans are already producing early versions of Panzer 3. Divisional Gun are frankly in comparison not that useful or necessary.

Since we are going to be depend less on tanks, we need a god damned good anti tank.
 
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