Attempting to Fulfill the Plan MNKh Edition

Voted best in category in the Users' Choice awards.
We don't even have a labor deficit yet. I'd wait until we have some slack or have an explicit need for labor right then for the recruit women option.
 
Labor is meeting demand, even if we go down to minor shortage next turn whatever it's minor, we've lived through far worse. Statistical planning keeps getting pushed off and pushed off and pushed off, we need to do the damn thing already. Female cadres can wait 6 months, it's not the end of the world.
 
Labor is meeting demand, even if we go down to minor shortage next turn whatever it's minor, we've lived through far worse. Statistical planning keeps getting pushed off and pushed off and pushed off, we need to do the damn thing already. Female cadres can wait 6 months, it's not the end of the world.
It isn't getting pushed off, it was done and it failed once. I will laugh if we fail it again.
 
First we delayed it because we wanted to save PI for the end of the Second FYP in case we missed our targets, then we failed, then it got pushed off again last turn because dancing between the raindrops, but we swore up and down we'd do it next turn this time, for real. I'm not going to jump at the new shiny and push it off another turn, because that always has a way of turning into another another turn.
 
First we delayed it because we wanted to save PI for the end of the Second FYP in case we missed our targets, then we failed, then it got pushed off again last turn because dancing between the raindrops, but we swore up and down we'd do it next turn this time, for real. I'm not going to jump at the new shiny and push it off another turn, because that always has a way of turning into another another turn.
Except Statistical planning is the shiny, while more labour is necessary relatively soon. But I understand the desire comrade.
 
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Going through bureaucracy for more labor is not entirely necessary. We have an agriculture project for getting more labor available, if seasonally.

Statistics or personnel transfer are not replaceable by projects in other categories that depend on different (underutilized) dice, so those should have a priority.
 
I'm very wary of the Agriculture option to try and pull seasonal factory labor from the farms, crops and livestock and equipment still need watching and tending to even during the off seasons and fewer hands around will make all that harder. Beyond that, we just got the agricultural sector all settled so I don't really want to fuck with it and potentially mess up the food supply on the eve of the GPW anyways.
 
Going through bureaucracy for more labor is not entirely necessary. We have an agriculture project for getting more labor available, if seasonally.
The agriculture project is an awful idea. Hurling untrained labor into foundries on a seasonal basis will wreck our agricultural manpower, because a lot of that will stop being 'seasonal' and start being permanent. And that means we start hurling into another famine scare.

Aside from the other problem with trying to get untrained agricultural laborers to work in factories on a "temporary" basis.
 
State of Third Five Year Plan
The targets are:
200% Increases in MFPG: Slightly Ahead of Moving Target
150% Increases in Capital Goods: Slightly Behind Moving Target
125% Increases in Consumer Goods: At Moving Target
40% increase in food production: Slightly Ahead of Moving Target
Military Production Targets
Size Increase to 6 Million Personel: Mobilization Ongoing
More options may come
Considering that war is going to start soon it might not be the most important thing, but its still nice to see us doing so well at keeping up with the five year plan.
 
I'm very wary of the Agriculture option to try and pull seasonal factory labor from the farms, crops and livestock and equipment still need watching and tending to even during the off seasons and fewer hands around will make all that harder. Beyond that, we just got the agricultural sector all settled so I don't really want to fuck with it and potentially mess up the food supply on the eve of the GPW anyways.
Also shifting the workforce around is going to strain our logistics. At minimum we'd need to shift buses from interior city lines to city-farming town lines and at worst we'd also take trucks that are more needed to move finished goods of all kinds.
 
Yeah don't pull farmers off the fields. Skilled workforce is the key, we don't need non-experienced farmers getting maimed in factories.
 
[ ] Plan PI and Transportation
Infrastructure 8 Dice (4 Idle)
-[ ] White Sea-Baltic Canal, 4 Infra Dice (40 Resources)
Heavy Industry 12 Dice (1 Idle)
-[ ] Gorky Machine-building Plant(Stage 4), 10 HI Dice (350 Resources)
-[ ] Civilian Truck Plants, 1 HI Dice (20 Resources)
Light and Chemical Industry 6 Dice (2 Idle)
-[ ] Irktusk Synthetic Rubber Plant, 4 LCI Dice (120 Resources)
Agriculture 4 Dice (4 Idle)
Services 4 Dice (4 Idle)
Military 8 Dice (+4 Free Dice)
-[ ] Trial New Fighters, 1 Free Dice (25 Resources)
-[ ] New Moscow Aviation Plant, 3 Free Dice (90 Resources)
-[ ] Kulebaki Automotive Plant, 2 Military Dice (40 Resources)
-[ ] Stalingrad Plant Retooling, 2 Military Dice (50 Resources)
-[ ] Kharkov Plant Retooling, 2 Military Dice (50 Resources)
-[ ] Barricade Arms Plant Expansion(Stalingrad), 2 Military Dice (60 Resources)
Bureaucracy 2 Dice
-[ ] Introduce Statistical Planning, 2 Bureaucracy Dice

Resources Available: 850
Resources Used: 845
Resources Available: 5
Ideal PI Changes: 45 + 5 +10 + 5 - 10 = 55

We need to go hard on building up the military of course, this spread of options doesn't build a new tank factory, but if we are retooling two factories already for the new tanks I think it's fine. Finishing the machine building plant should be very valuable, and so it is a priority. That takes 665 of our 850 available resources, or 850 - 665 = 185. Not much left... With what we have left I went for the PI and military resource rubber plant. We are building a bunch of trucks, tanks, and airplanes but It should also help when we finish the civilian truck plant next turn. I took the canal because it was cheap PI and transportation improvement.

The idea is that next turn we continue military buildup, take female workforce option, power production, finish civilian truck plants, and go for the road programs. Hopefully we have enough resources to build radio plants and take some service and farming options.
 
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[X] Plan A Bit Of This And That

Free dice to allocate: 4 Dice
Infrastructure 8 Dice
[]Expand Western Rail Networks:
With the current state of rail all over the Union, a general expansion would be prudent to ensure that every one of the small lines fully links into towns and factories. These new lines will significantly ease the areas of densest traffic on the network and will allow a steady stream of goods to flow all over the region. Still, such an effort will be a relatively large undertaking as the new lines to be laid down will be based on concrete ties and new superior grades of steel. Hopefully, resulting in a railway network that is far lower maintenance than the old wood-based ones. (20 Resources per dice (0/250))
-4 Infrastructure Dice (80 Resources)
[]White Sea-Baltic Canal: There has always been a need to connect the white sea to the baltic sea. Now, with a single large scale canal construction effort, such an endeavor will be possible. While the project itself will be challenging due to the cold and distance, it should be reasonably light on resources, only necessitating a large quantity of manpower. With heated trains and some limited heating for tents, the workforce casualties will also be kept to acceptable levels. (5 Party Influence upon completion, 10 Resources per dice (0/200))
-3 Infrastructure Dice (30 Resources)

Heavy Industry 12 Dice
[]Gorky Machine-building Plant(Stage 4):
Now that the plant is in full production and can quickly 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 and allow mechanisms to be 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))
-3 Heavy Industry Dice (105 Resources)
[]Power Production Campaigns(Stage 4): The next step is constructing yet more thermal power stations to power the Union. This stage of the effort will build a truly massive number of electric stations and use a similarly enormous quantity of coal. It will allow a good amount of grid redundancy and the introduction of central electric heating, as no longer will power under-production be able to cause people to freeze. This stage of the program will also ensure that most towns and segments of the grid have a similar redundancy level, hopefully relegating full blackouts to the past. (20 Resources per dice (52/500))
-4 Heavy Industry Dice (80 Resources)
[]Civilian Truck Plants: With the constant need to transport goods from the railhead towards and away from farms, the production of an additional number of civilian trucks is a prudent endeavor. These large scale plants will be focused on the production of a version of the military ZiS-6 truck. While these trucks will be built towards a slightly lower standard than the military models, they should be a good amount cheaper. They will allow many citizens of the Union to transport grain and livestock far more efficiently than before. As an added benefit, the far greater stocking speed will ensure that industrial products made in distant regions can reach remote towns. (20 Resources per dice (0/300))
-4 Heavy Industry Dice (80 Resources)

Light and Chemical Industry 6 Dice
[]Irkutsk Synthetic Rubber Plant:
With the increase in both military and civilian usage of rubber, additional synthetic rubber plants are necessary. This plant will allow for a near-total decoupling of the internal rubber industry from that of the outside world, enabling true independence. Still, these plants will need further expansion if trucks and aircraft production is expanded to a massive extent. The technology can now be considered mature, with this plant set to have a considerably larger output than the previously constructed one. (5 Party Influence upon completion, 30 Resources per dice (0/250))
-2 Light & Chemical Dice (60 Resources)
[]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. (25 Resources per dice (131/400))
-4 Light & Chemical Dice (100 Resources)

Agriculture 4 Dice
None

Services 4 Dice
None

Military 8 Dice
[]Trial New Fighters:
Despite the performance of the new I-180 aircraft, more fighters are needed for the Union, and there is also a new 14 cylinder engine that can easily be utilized. There are currently many bids from three separate OKB's necessitating extensive trails, but all of the models should be viable and possible to put into production. These new planes will also represent the actual second generation of airframes to secure air supremacy, featuring more advanced features and far more range and durability. (25 Resources per dice (0/40))
-1 Military Dice (25 Resources)
[]New Moscow Aviation Plant: With the new I-180 aircraft set to enter service, and the technical testing of the design proving it as sound, full production should rapidly start. While it would be relatively simple to convert the old plants making the I-16 to new standards, a new plant's construction will allow a new and dedicated factory to be made. Such a plant will also allow a dedicated manufacturing plant to be assigned to the Polycarpov OKB. With such a plant, future designs will be considerably improved (30 Resources per Dice 0/150)
-3 Military Dice (90 Resources)
[]Kulebaki Automotive Plant: The production of armored cars is necessary as they pose one of the only viable ground scouting assets. Despite the minor problems in the current chassis, it should be quick and cheap to rush into production so as to ensure that most units can be equipped with at least a scouting company of the cars. Any problems with the reliability of the cars can likely be fixed in later production as they can be replaced by far more updated models. (20 Resources per Dice 0/100)
-2 Military Dice (40 Resources)
[]Stalingrad Plant Retooling: Due to the massive improvements in the new T34 tank's performance over the old models of T28, a production shift is needed to secure enough tanks. The machinery for the construction and casting of turrets and internal systems is already there at the plant, easing conversion pressure. Instead, all that is needed to be built wholesale is the new suspension production line to ensure that a steady output of the new tank can be secured. (25 Resources per Dice 0/100)
-2 Military Dice (50 Resources)
[]Kharkiv Plant Retooling: With the notable improvement in both armor and firepower of the T34 over the BT series of tanks, a conversion of this plant will allow for the rapid construction of more modern armored assets. The plant is already equipped with the infrastructure to construct the suspension systems for the tanks. The plant's issue is that it is currently unused to cast large armor plates, possibly creating multiple manufacturing problems. (25 Resources per Dice 0/100)
-2 Free Dice (50 Resources)
[]Barricade Arms Plant Expansion(Stalingrad): The production of additional howitzers is a critical aspect of the army militarization program. While the bulk of the guns will be transferred into support units and attached at the army levels, there has been some talk of the formation of dedicated artillery divisions. Still, such formations have a massive need for many new long guns to ensure that enemy batteries can be quickly suppressed. (30 Resources per Dice (0/100))
-2 Free Dice (60 Resources)

Bureaucracy 2 Dice
[]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)
-2 Bureaucracy Dice

Total cost: 850
 
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
Wait a minute, if the Gorky expansion finishes this turn it should prevent a labour shortage even with all of the new factories being built and the military recruiting. Once the reserves start getting called up that will change, we will need more labour for certain but every bit helps I guess.
 
About last two plans... Are you sure you can't use that last HI dice?

We consistently could use more HI dice than was available to us, and I don't think that is going to change anytime soon. Light industry, in comparison, is not quite as urgent (As we're still not seeing any projects for increased production of munitions. Those would be urgent as fuck).
 
We consistently could use more HI dice than was available to us, and I don't think that is going to change anytime soon. Light industry, in comparison, is not quite as urgent (As we're still not seeing any projects for increased production of munitions. Those would be urgent as fuck).
Light & Chemical Industry is massively crucial because it gives radios, synthetic rubber, and now better fuel options.

One of the biggest issues across the Plan thus far is making sure we have enough Resources to keep LCI going at full steam alongside HI and Military.
 
We've known this for a long time. There's just always been other things coming up, and Gorky is massively expensive if we also want to keep the rest of HI, Military, and LCI going.
 
Gorky being a gamechanger on the construction front isn't even remotely a secret, it says it right there in the option. But the Soviets in real life managed to win the war with far less investment in capital goods than we've already done, things like steel and trucks and enough electricity to keep the factories we already have running are more important for the war effort than bulldozers and cranes.

We still want Gorky 4, and should have it within the next few turns thanks to the money coming in from the L-R Pact. I don't think it's necessary to drop everything and do right this second at the cost of radios or power plants or trucks or whatever else.
 
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[ ] Plan Core Priorities + Gorky:
Infrastructure 8 Dice (6 Idle)
- []White Sea-Baltic Canal: 2 dice, 20 resources
Heavy Industry 12 Dice
-[ ] Gorky Machine-building Plant(Stage 4), 10 HI Dice (350 Resources)
-[ ] Power Production Campaigns(Stage 4), 2 HI Dice (40 Resources)
Light and Chemical Industry 6 Dice
-[ ] High Octane Refineries, 2 LCI Dice (40 Resources)
-[ ] Expanded Radio Plants Further, 4 LCI Die (100 Resources)
Agriculture 4 Dice (4 idle)
Services 4 Dice (4 idle)
Military 8 Dice (+4 Free Dice)
-[ ] Trial New Fighters, 1 Military Die (25 Resources)
-[ ] New Moscow Aviation Plant, 2 Military Dice (60 Resources)
-[ ] Kulebaki Automotive Plant, 2 Military Dice (40 Resources)
-[ ] Stalingrad Plant Re-tooling, 2 Military Dice (50 Resources)
-[ ] Kharkiv Plant Re-tooling, 1 Military Die + 1 Free Die (50 Resources)
-[ ] Nizhniy Tagil Plant, 3 Free Dice (75 Resources)
Bureaucracy 2 Dice
-[]Introduce Statistical Planning: , 2 Bureaucracy Dice

Resources Used: 850
Resources Remaining: 0

This plan demonstrates that it is posssible to accomplish all of heavy industry, LCI and Military while doing gorky.

We still want Gorky 4, and should have it within the next few turns thanks to the money coming in from the L-R Pact. I don't think it's necessary to drop everything and do right this second at the cost of radios or power plants or trucks or whatever else.
Dropping everything is not needed. Gorky barely infringes upon our other priorities. Our investment in infrastructure is a tiny bit smaller, but we can keep up military investement and LCI, as demonstrated by the above plan.
 
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