Attempting to Fulfill the Plan MNKh Edition

Voted best in category in the Users' Choice awards.
[X]Heavy Industry


Well, "only small quantities of radars" do not sound happy, but oh well.
We won't have enough stuff at start of the war, but army should win us enough time to spin up production.
 
With party support being as low as it is, we have a much stronger chance of being purged if (read when) we fail our production goals. We need a much larger buffer to weather the coming storm.
 
With party support being as low as it is, we have a much stronger chance of being purged if (read when) we fail our production goals. We need a much larger buffer to weather the coming storm.

GM says that PI is not tallied during the GPW but after it. We can do all our shenanigans now as long as we build up enough PI before the war formally ends. Of course we are also massively behind the plan so we might need excessive amounts of PI to avoid being purged.
 
GM says that PI is not tallied during the GPW but after it. We can do all our shenanigans now as long as we build up enough PI before the war formally ends. Of course we are also massively behind the plan so we might need excessive amounts of PI to avoid being purged.
That goes without saying. I believe it's -50 for missing half the plan is it?
 
That goes without saying. I believe it's -50 for missing half the plan is it?

I believe we were given an estimated range of "-40 to -50" PI if we hit MFPG and Cap Goods but not Consumer Goods and Food, without the GPW.

With the GPW, it'll be a lot more lenient, but we'll need that leniency since we won't hit MFPG or Cap Goods either. We probably need to account for like a ~40 PI cost for post-war accounting?
 
Turn 27(1941 1st Half): The Calm
Vote called for [X]Heavy Industry

Turn 27(1941 1st Half): The Calm
Resources per turn 1020+ULAG with -35 in storage
Party Support 35
Current Status of ULAG:

Population: 1,155,000 (I'll round to the nearest 100k)
Attitude: Stable
Food State: Hearty Meals, -90 Resources Per Turn
Guard State: Intensive Monitoring, -30 Resources Per Turn
Resource Income: Construction focused, 180 Resources Per Turn, Additional Actions

Foreign Situation: January 1941
The first new development in the foreign situation comes as a natural follow-on to the previous Italian bumbling in Africa. While their initial offensives have failed to make any significant gains, after they petered out, the French and British launched an offensive of their own. While the British phase of the offensive managed to rapidly out-run its own logistics, causing a general stop to the action in the region, the remnants of the French army have managed to collapse the weak flank of the Italian African force, collapsing the entire Italian position there.

In Yugoslavia, german armor and Italian troops have managed to race down the nation, with the bulk of resistance rapidly collapsing. While there are some reports of sporadic partisan fighting all over the nation, such a campaign cannot last. When the combined effort hit Greece, the Italian campaign managed to be entirely bogged down in the mountains, failing to make any gains. When local german generals attempted to force the region anyway, multiple armored and infantry forces were stopped far from their objectives. While the fall of Greece is inevitable, the small nation has so far managed to inflict a truly massive quantity of casualties on the Fascist hordes.

In terms of the British approaches, what little information can be gleaned indicates a general further drawdown of German recon over-flights after a number of the planes have been shot down. The submarine war has also managed to see a general drawdown as german subs have continued to fail to find a considerable amount of shipping. The general reduction in German forces can only point to one sign, their invasion of the Soviet Union will arrive this summer, and preparations must be made to that effect.

Internally all preparations are going towards the inevitable war, the economy is hardening itself, and the military has almost reached its mobilization target. While the reserves that will enter the system in the spring will be mostly untrained, they should be adequate enough to act as reinforcements to the bulk of the army. Modernization programs have also started in all branches of the military to ensure that equipment can be brought up to the highest possible standard before it is used. This war will likely not be easy, but it will be won. The only recommendation that can be given is a further tightening of the belt in terms of resource substitution to ensure that if the capitalists join the fascists in choking off trade, the Union can still fight.

Free dice to allocate: 6 Dice
Infrastructure 8 Dice

[]Regional Interlinked Grids(Far East):
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 measures would also enable the expansion of new types of industry exploiting electric power production. (15 Resources per dice 0/300)

X-Rail Line Replacements(Stage 1): With the current far heavier and more intense use of a multitude of aging rail lines, the total replacement of entire sections of track is a regretfully necessary endeavor. While this will cause a massive degree of strain on the network itself, such improvements will finally allow trains to reach their full speeds, even with heavy cargo loads. While this project may not even be done in a generation, its completion will signal that the steam train and wood ties' era is truly over, entirely replaced by far higher speed diesel trains and concrete ties. Due to the possibility of an upcoming war, renovations of rail lines have been tabled for the winter and spring season. (10 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 rural areas' integration into the union and their ability to easily purchase supplies from cities. (15 Resources per dice 459/500)

[]Create Metro Lines: As many cities still need more urban transport despite the steady improvements in public transportation, the idea of an underground system of movement is seen as a massive improvement. While the digging effort will be quite a manpower heavy, the actual resources committed to the project will be relatively light. In the case of war, these metro systems can also serve as shelter for the workers, allowing them to be far better protected from possible bombing raids. (15 Resources per dice 0/300)

[]Begin Preemptive Industrial Relocations: The currently acquired industrial locations in the Baltics and in the newly acquired areas of Poland are located in vulnerable locations and are surrounded by unreliable workers. While it will not be domestically popular to start their relocations into Siberia, this would allow them to function un-interrupted by both a possible enemy advance and in case of local saboteur action. (10 Resources per dice 156/200) (-Capital Goods -Steel ---Consumer Goods, Temporarily)

[]Over-Build Rail Stock: While the current railroad networks have a set quantity of rail stock to operate on them, a considerable amount of these locomotives and cars could become damaged during wartime. Thus, before any possible hostilities begin, it would be prudent to construct a strategic reserve of rail stock to ensure that combat losses can be rapidly replaced. Most of these locomotives will likely just sit in storage, but it is far better to have them than to not. (20 Resources per dice 0/200)

Heavy Industry 10 Dice

[]Stoylenskoye Planned City(Stage 2):
With the construction of the housing district and the first basic mineshafts already done, the construction of the smelting complex's foundational level must begin. So far, the plans for this stage involve the construction of the first few furnaces to ensure that power can easily flow into the system, but massive expansions of the complex will have to occur at far later phases, as the infrastructure needs to be built up to support the projected coal and iron ore demand. (20 Resources per dice (101/200) (+++ Steel --Coal --Workforce)

[]Donbas Coal Basin Mine Expansion(Stage 3): The expansion of the basin any further will be an impractical endeavor as the bulk of the easily reachable coal is already being dug out of the earth. 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. (30 Resources per dice 65/200) (++++Coal ---Workforce)

[]Kuznetsk Basin Mine Expansion(Stage 5): With the current deposit almost fully exploited, just one final push is needed towards its total exploitation. The current effort has dug at the near-surface deposits, but more manpower is necessary to dig out the coal. Thus, with the expansion of the effort to deep shaft mining, more coal can rapidly be dug out of the earth. While such mining efforts are likely to be costly towards manpower, they will secure a supply of coal that will not run out in the course of our lifetimes. (30 Resources per dice 216/400) (+++++Coal ---Workforce)

[]Gorky Machine-building Plant(Stage 5): The final planned stage for Gorky is focused on converting much of the machinery to pre-fabricated sub-units. While this may reduce some machines' efficiency, the total standardization of components produced in a single generation will also provide a massive degree of interchangeability. Another prong of the construction effort will focus on producing all of the parts needed to machine high-quality steel, allowing the tool quality gap with the west to be fully closed, with domestic production of machinery that is at least as good as western examples. This effort will be one of the most expensive ones undertaken by the Union. Still, with a decade of steady production, the industrial backwardness of the Union can finally be thrown off. (20 Party Influence upon completion, 60 Resources per dice 123/550) (++++++++Capital Goods ----Steel --Workforce)

[]Power Production Campaigns(Repeating Stage): Despite the steady increases in power production all over the Union, more electricity is always needed. While the current industrial centers have had a sufficient supply, civilian electrical use has continued to climb. Most of this climb has been correlated with decreased use of coal in the home and has been planned for, but this, unfortunately, needs more power stations. Military production is also set to soon need far more material, necessitating a steady increase in power production. (30 Resources per dice 15/350) (++++Power ---Coal --Workforce)

[]Metal Recycling Centers: Given the massive material demands of the war and the need to secure additional resources, the re-use of old material may be needed. While there is already a degree of recycling the scrap made by many plants through the steel and aluminum production system, such processes do not apply to the civilian population. With a campaign of propaganda towards the recycling of metal and glass goods, and campaigns specifically directed towards their re-use, it should be possible to considerably improve the efficiency of civilian usage. (30 Resources per dice 0/150) (-Power ++Steel ++Aluminum -Workforce)

[]Novokuznetsk Truck Plants: Due to the army's mass mobilization, far more trucks are needed for both the military and the civilian sector. Thus, a new plant must be built to ensure that a steady supply of the 6x4 standard truck can be made. While there is currently a minor lack of domestic rubber to produce these trucks, there should be a sufficient supply to further expand production with the completion of the Tomsk synthetic rubber plant. (30 Resources per dice 0/250) (-Power --Steel --Workforce)

[]Irkutsk Aluminum Plant: The production of additional aluminum for the airforce poses a critical need, as the material is a massive improvement over all other previous materials. While the construction of yet more plants will likely not bring the industry to the point of making entirely aluminum planes, it will enable the construction of planes with far more aluminum integrated into the airframe. Still, such an effort will cost a massive quantity of power and require considerable industrial investment to pay off. (5 Party Influence on Completion, 35 Resources per dice 0/200) (+++++ Aluminum ---Power -Workforce)

Light and Chemical Industry 6 Dice

[]West Siberian Petroleum Basin Exploitation(Stage 1):
With the newly discovered oil basin, many extraction opportunities can be undertaken in the region. While these first few wells will be more exploratory digs to ascertain the basin's extent, they will still produce a considerable amount of oil. With the heavy presence of gas, some new developments on its utilization and processing may be viable, as it would be a shame to waste the possible fuel source. (10 Resources per Dice 0/150) (-Workforce)

[]West Siberian Petroleum Basin Refining(Stage 1): The heavy oil found all over the region is not the most optimal for refining with the current equipment, but it still must be done. Multiple new refineries are planned to be set up to test that the oil can be converted to more useful fractions of new products with respectable ratios of yield. Still, lighter fractions of the oil are not expected to be made in any notable quantity. Instead, large amounts of diesel and fuel oil can be made to drive the Union forward. (20 Resources per Dice 0/150) (+++Fuel +Capital Goods -Workforce)

[]Tomsk Synthetic Rubber Plant: The production of yet more synthetic rubber is a critical need for the Union, as further expansions of mobile forces require a constant stream of more rubber. The current supply is mostly sufficient for most uses, but further progress needs to be made to allow for the massive expansion of the truck pool. Additional rubber production will also enable the projected uniform modernization projects to be initiated, allowing far better boots to reach the troops. (5 Party Influence upon completion, 30 Resources per dice 143/250) (+Consumer Goods -Workforce)

[]PVC Production: With the multitude of discoveries involving additives that can be added to known forms of polymers, a considerable breakthrough in capability is possible to be achieved. These new efforts will first focus on the far more rigid and industrially useful materials. Still, with time and investment, it should be possible to extend the discoveries to making plastics a common sight all over the Union. These factories will consume a good number of oil side-products and electricity but should result in a whole new series of hard materials used in many applications. (25 Resources per dice 91/300) (++Consumer Goods -Workforce)

[]Glass Production Plants: With the need for a large number of metals and plastics for the war efforts, the substitution of a large number of consumer products with glass will allow for a considerable amount of savings. While the material is power-intensive to produce in large quantities, this cost is nearly nothing compared to the cost of aluminum. Thus, through the construction of more glass plants, a good amount of substitution can occur, liberating more useful metals for usage in the military industry. (25 Resources per dice 0/200) (-Power ++Consumer Goods -Workforce)

Agriculture 4 Dice

[]Fruit Tree Cultivation:
Many fruiting trees can be grown in regions where conventional agricultural practices have poor results. While the food produced from these will likely be reasonably minimal, additional luxury fruits will allow the workers to receive far more luxuries. Simultaneously, the production of fruits will allow for some export outside of the Union, producing a relatively decent quantity of resources. (15 Resources per dice (0/200)) (+Food +Consumer Goods)

[]Fish Farming Ponds: With many new methodologies developed towards the keeping and feeding animals in captivity and some improvements cataloged from previous fish farming efforts, the first fish farms can be made. New fish food granules developed in earlier experiments with antibiotics have so far delivered incredibly promising results when used in river habitats for fish. With these innovations, pike can start to be farmed in mass, allowing for far cheaper protein to be produced for the workers, and ensure that all can have fish. (20 Resources per dice (0/150)) (+Food +Consumer Goods)

[]Working Farmer Initiatives: With the proliferation of buses and transportation to the cities, it will be prudent to encourage farmers to work in urban plants. During the seasons that are not the harvest or the planting, a large quantity of the farmers' time is reasonably free to do other tasks, not on the households. Thus, by offering considerable benefits to those going into Urban centers to work factory jobs, more manpower can be transferred to industrial plants. (10 Resources per dice (0/250)) (-Food +++Workforce)

[]Farming Supply Programs: With the current statistical analysis of many small farming towns, multiple have been found with a lack of equipment depressing their output. While soil quality makes up an essential factor when making adjusted plots by region, a good degree of yield is dependent on mechanization, and an optimal number of mechanisms has been calculated for farms. Still, the changes due to their loss are also calculated and found to be far more damaging. Thus, with the current production of tractors and trucks, the supplying of farms lagging behind should raise output considerably. (15 Resources per dice (0/200)) (+Food)

Services 4 Dice

[]Expand Resources to Ailing Schools:
Multiple school districts are far behind on standardized scores and performance, creating an immediate crisis in the countryside. While the initial teachers sent out were moderately qualified, they were far from perfect, creating a cascade of issues. While this will not cost much in terms of cost to sort out, more educated personnel need to be transferred to education, limiting industrial development. (10 Resources per Dice 66/100) (-Workforce)

[]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) (--Workforce)

[]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) (-Workforce)

[]Pharmacy Systems: With the newly available amount of medications that need to be distributed to workers all over the Union, the creation of a separate pharmacy system can enable far easier access. While the bulk of the pharmacies will be operated by newly trained nurses, they should shorten the amount of time the population needs to get medications. Simultaneously, the standardization of medication quality will allow a truly scientific approach to dosages and medicine. (10 Resources per dice 0/150) (-Workforce)

Military 12 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)

[]Novel Anti-Armor Shell Trials: Given the large number of guns that have already been made, a general upgrading program would be a massive and expensive measure. Instead, with upgrades to various ammunition, improved anti-armor performance can be obtained with far less cost. While this program may not result in any radical breakthroughs, formalized testing of shells and later standardization can only help with anti-armor performance. (15 Resources per dice 0/40)

[]Medium Bomber Trials: With the projected loss in long-range and anti-naval bombing capability due to the replacement of the DB with the peshka, a replacement program is needed for a long-range strike bomber. While this plane will inherently be more costly to produce than the previous project, it will allow similar high speeds to be maintained while also striking at a long-range with far more payload and protection. Thus, creating the best of both worlds at the cost of far larger engines and a higher cost. (20 Resources per dice 0/40)

[]Heavy Tank Modernization Trials: With the new advancements made in designing the new medium tanks, a new program for modernizing heavy armor all over the Union would be prudent. The program's first focus will be replacing the old turret and gun of the kv tanks, switching to a new, rounded, and all-cast turret. The gun will also be changed over to an adapted variant of the 85mm gun to ensure that anti-armor performance can be improved to the point of dealing with similar tanks. Due to any significant interruption in production being far too costly, massive overhauls of the hull are impossible with such a program, with effort instead directed to a new tank. (25 Resources per dice 0/40)

[]Shell Plants(Stage 3): While the shell shortages have steadily become a thing of the past as production has improved, the military still has a long way to go until there are enough shell reserves. Given the expenditures in artillery shells during the battles of khalkhin gol, current reserves are only sufficient for the first few months of any conflict involving the bulk of the Red Army. While this level of expansion will not guarantee that full-scale combat can be sustained indefinitely, it will ensure that enough shells are made to ensure a steady supply until the Rasputitsa, allowing a later replenishment. (35 Resources Per Dice 30/200) (--Energy -Coal -Workforce)

[]Komsomolsk Plant Retooling: The old production center of the DB-3 bomber has long served its purpose of providing combat aircraft for the front, but a general modernization is needed for the new peshka bomber. While the former plane has far more range, the new bomber is considerably faster and has far more crew protections, allowing the aircraft to perform far better near the front. This conversion will give up a large proportion of strategic bombing capability, but due to its lacking effects on production in Spain, such capability is unneeded. (35 Resources Per Dice 0/50)

[]Peshka Plants: Given the current utter obsolescence of tactical bombers, especially those designated to be used in close support, the production of new and modern planes is a high priority. These new bombers will also be recon aircraft due to their high speed and range, allowing a far better view of the front line. However, production of them still has to be set up, as, without high-speed twin-engined aircraft, the army is half blind and unable to deliver heavy ordinance. (Choose from: Tbilisi/Leningrad) (5 Party Influence on Completion, 35 Resources Per Dice 0/100)

[]Yak 1 Plants: The new light fighter's production represents a further large scale improvement in military capability. These fighters may be more expensive than their competitors and require some aluminum, but the gains in agility and speed are considerable. Despite multiple minor teething issues in their flight and takeoff, these currently represent the best fighter aircraft available to the Union. At expected combat altitudes should be competitive with upcoming German aircraft. (Choose from: Engels/Saratov/Tatischevo) (40 Resources Per Dice 0/100) (-Aluminum -Workforce)

[]Gorky and Moscow Aviation Plant Modernization(I-185): Despite the issues plaguing the new aircraft, its advantages in speed, climb, and armament by far favor it over the I-180. These factories will consume a large quantity of aluminum but will produce a fighter capable of fighting any prospective German aircraft at a quality advantage. Especially if the current problems with takeoff and landing can be fixed in the factory. (5 Party Influence on Completion, 45 Resources per Dice 0/100) (--Aluminum -Workforce)

[]Sukhoi Aviation Plant: A slightly more expensive and more radically designed CAS plane. The newly upgraded attacker features a somewhat lighter airframe and protection scheme, making up for it with twin 37mm autocannons. While the new aircraft is less protected than the Ilyushin model, the guns should enable it to deal with tanks far more easily than before. (Choose from: Kharkov/Moscow) (5 Party Influence on Completion, 40 Resources Per Dice 0/150) (-Aluminum -Workforce)

[]Ilyushin Aviation Plant: The production of the less armed but far more armored CAS aircraft is essential for fighting the soon to come war. The Su-2 has proven itself to be a capable attacker during the battles with Japan, and this new design should be able to contest the ground and make the Hitlerites bleed. (Choose from: Irkutsk) (35 Resources Per Dice 0/100) (-Steel -Workforce)

[]Kharkov Plant Retooling: The development of the T43 is a demonstrable upgrade to all previous tanks, with it having superior frontal armor to the KV and similar armament. While the changeover from two distinct types of tanks cannot yet be done due to political limitations, assuming further refinement of the design should be possible. Compared to the old T34, though, the new T43 is superior in all aspects but price, with all of the board and Vasilevsky himself advocating a general change over medium tank production. (40 Resources per Dice 0/75) (Will modernize if taken concurrently)

[]Gorky Tank Plant: With the steady growth of the planned city through the months, there is now the city's population towards constructing another industrial complex. While the expertise is not there for the immediate full-scale production of the tank at the new factory, high-quality production can be initiated relatively rapidly through the breaking up of factory crews from the other plants. (5 Party Influence on Completion, 40 Resources per Dice 0/150) (--Steel -Workforce)

[]Nizhny Tagil Tank Plant: As the city is near a multitude of heavy industry and steel supplies, the construction of a new large military plant is the perfect addition to the location to properly utilize the manpower there. While the expertise is not there for the immediate full-scale production of the tank at the new factory, high-quality production can be initiated relatively rapidly through the breaking up of factory crews from the other plants. (5 Party Influence on Completion, 40 Resources per Dice 0/150) (--Steel -Workforce)

Bureaucracy 3 Dice

[]Trial Production Staff:
With the multitude of workers goofing off on their posts and creating ongoing unplanned production issues, it would be prudent to start making examples. While most of the problems can be attributed to poor management, the presence of many of those who are attempting to cut their work-time and improve their salary must be dealt with. (10 Party Support if completed, DC 20)

[]Initiate Rationing: The current raw production of materials may not be enough to effectively sustain the war effort, necessitating a cutback of the current relative waste through the Union. The currently proposed rationing level will mostly cut back on plastics and calorically inefficient food for those outside of the military. The bulk of the excess production will be mostly canned for long term storage to ensure that the army can keep fighting when the fascist menace is upon us. (-10 Party Influence, DC 40) (++ All Resources)

[]Extort the Germans: War is likely to be a certainty with the Hitlerites as the Union is all that stands in opposition to them on the continent. Still, the Hitlerites have a massive amount of technological assets that can be obtained by demanding them for paltry amounts of trade goods. While trading with them can cause some problems in that it will improve their material situation, extracting non-sabotaged technology and tooling will allow for many more improvements. (-5 Party Influence, DC 50/100) (Technology and Resources, depending on the roll)

[]Formalize Stockpiling: With the possibility of many factories getting cut off from their feedstock, the formalization of stockpiling production should be instituted by all enterprises in the rear areas. While these stocks will not be enough for them to run for more than a few months, the redundancy will buy enough time for economic re-allocation to ensure that feedstock can continue to be produced. Such a policy will not be popular and will demand far more of the workers making basic components, but it will be a massive help to the war-economy. (-5 Party Influence, DC 50) (No Immediate Factory Stops from Depletion)

Moratorium 4 Hours
 
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Mystery rolls inbound 0,+60,0,+30,+30,0,0,0,+20,0,+20,0
Mystery Rolls revealed:

Axis Invasion of the Balkans
Greece, 99
Crete Defenders, 83
Italy Performance, 2
Germany Performance, 31 with nat1

North Africa Campaign
Allied African Offensive, 67
Italian Defense, 25

Battle of Britain
Intensity, 2
Germany, 5
Britain, 51

Battle of the Atlantic
Intensity, 15
Germany, 31
Britain, 27

The Greeks are wrecking face.
 
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We should probably do Glass and Rubber in light industry and Trucks in HI for sure. Glass probably help with rationing and rubber/trucks are pretty necessary for logistics.

As for bureaucracy, I say we only use a single die on DC 40 Rationing. The rest goes to stockpiling and/or Extorting the Germans.
 
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First Plan Draft.

[ ] Plan 6 Months to Midnight Draft
Infrastructure 8 Dice
-[ ] Road Programs(Stage 4), 1 Infra Dice (15 Resources)
-[ ] Begin Preemptive Industrial Relocations, 2 Infra Dice (20 Resources)
-[ ] Over-Build Rail Stock, 3 Infra Dice (60 Resources)
Heavy Industry 10 Dice
-[ ] Stoylenskoye Planned City(Stage 2), 5 HI Dice (100 Resources)
-[ ] Kuznetsk Basin Mine Expansion, 3 HI Dice (90 Resources)
-[ ] Metal Recycling Centers, 2 HI Dice (60 Resources)
Light and Chemical Industry 6 Dice
-[ ] Tomsk Synthetic Rubber Plant, 2 LCI Dice (60 Resources)
Agriculture 4 Dice (4 idle)
Services 4 Dice (3 idle)
-[ ] Expand Resources to Ailing Schools, 1 Services Dice (10 Resources)
Military 12 Dice (+6 Free Dice)
-[ ] Novel Anti-Armor Shell Trials, 1 Free Dice (15 Resources)
-[ ] Medium Bomber Trials, 1 Free Dice (20 Resources)
-[ ] Heavy Tank Modernization Trials, 1 Free Dice (25 Resources)
-[ ] Shell Plants(Stage 3), 4 Military Dice (140 Resources)
-[ ] Komsomolsk Plant Retooling, 1 Military Dice (35 Resources)
-[ ] Peshka Plants(Tbilisi), 2 Military Dice (70 Resources)
-[ ] Peshka Plants(Leningrad), 1 Military Dice (35 Resources)
-[ ] Yak1 Plant(Engels), 2 Military Dice (80 Resources)
-[ ] Gorky and Moscow Aviation Plant Modernization(I-185), 2 Military Dice (90 Resources)
-[ ] Sukhoi Aviation Plant(Moscow), 2 Free Dice (80 Resources)
-[ ] Kharkov Plant Retooling, 1 Free Dice (40 Resources)
Bureaucracy 3 Dice
-[ ] Initiate Rationing, 1 Bureaucracy Dice
-[ ] Formalize Stockpiling, 2 Bureaucracy Dice

Resources Available: 1,045
Resources Used: 1,045
Resources Remaining: 0

Alright, here's the first up draft. Finish up Roads and Relocation (overkilling on Relocation to make sure they get out.) Builds up Rail Stock, gets Steel, Coal, Trucks, and rubber, then does Military. Gets Anti-Armor Shells cause they're cheap, does Shell Plants because that's very crucial, then goes for a balanced gain of new Peshkas, Fighters, CAS, and tank plants set up.

I have not decided where to put Bureaucracy Dice, but you all might notice a slight problem with this plan draft: It's still 50 Resources overbudget.

So, the question I'm leaving out (because I need to go eat), is where do we cut costs?

EDIT: First change done. Swapped Truck Plants for Recycling and more Stoy dice. Truck Plants will wait until we get more Rubber and Stoy dice are cheaper (plus, we might need the resource influx Recycling gives us.) Still debating whether or not to put 2 dice or 3 dice on Recycling. 3 Dice gives better guarantee of success, but is also more expensive.

Edit2: Took out the Gorky tank plant for the two trials, on account of trials being cheaper. Sucks, but we still get a Medium Bomber, and better heavy tanks to welcome the Germans. And the plan is actually in-budget now. Also, reduced Shell Plants to 4 Dice in exchange for trying for the 2nd Peshka Plant.
 
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Fuck. Everything here is pretty much needed. Maybe cut out Rail stocks? That's like the least needed stuff. Steel, coal, trucks, rubber are all pretty much necessary and no way we are cutting Military.
 
[ ] Plan Stupid
Infrastructure 8 Dice
-[ ] Begin Preemptive Industrial Relocations, 1 Infra Dice (10 Resources)
Heavy Industry 10 Dice
-[ ] Stoylenskoye Planned City(Stage 2), 1 HI Dice (20 Resources)
[]Gorky Machine-building Plant(Stage 5): 7 dice (420 resources)
Light and Chemical Industry 6 Dice
Agriculture 4 Dice (4 idle)
Services 4 Dice (4 idle)
Military 12 Dice (+4 Free Dice)
-[ ] Novel Anti-Armor Shell Trials, 1 Free Dice (15 Resources)
-[ ] Shell Plants(Stage 3), 5 Military Dice (175 Resources)
-[ ] Komsomolsk Plant Retooling, 1 Military Dice (35 Resources)
-[ ] Yak1 Plant(Engels), 2 Military Dice (80 Resources)
-[ ] Gorky and Moscow Aviation Plant Modernization(I-185), 2 Military Dice (90 Resources)
-[ ] Sukhoi Aviation Plant(Moscow), 2 Free Dice (80 Resources)
-[ ] Kharkov Plant Retooling, 1 Free Dice (40 Resources)
-[ ] Gorky Tank Plant, 2 Free Dice (80 Resources)
Bureaucracy 3 Dice + 2 free die
-[ ] Initiate Rationing: (2 Dice)
-[] Extort the Germans: 1 die
-[]Formalize Stockpiling: 2 free dice


A silly stupid plan that cuts everything to the bone to maybe finish Greatgork
 
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