Attempting to Fulfill the Plan MNKh Edition

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The Magnitogorsk and Zlatoust projects should almost definitely spill any Stage 1 overkill into Stage 2, all the other Staged projects have done that and we've spent a turn establishing enough infrastructure to not make it an (unusually) insane shock project. We're so far behind on our Heavy Industry goals that I think the sector needs all 6 of its normal dice and all 4 of the Free dice, maybe a 6/4 Magnitogorsk/Zlatoust split.
 
[]Magnitogorsk Planned City(Stage 1): . (20 Resources per dice (71/150))
3 dice (because overkill on this project doesn't carry over I think (@Blackstar ?)), 150 R
[]Zlatoust Planned City(Stage 1): (15 Resources per dice (64/100))
2 dice (because overkill on this project doesn't carry over I think (@Blackstar ?)), 180 R
They do carry over. Stage 1 is laying down the foundations and work camps, Stage 2 is actual machinery and workers.
 
Ah, okay. We DO kind of need the power production campaign too, I bet steel and metallurgy plants suck power like nothing else, but more dice can be pushed into Magnitogorsk in particular for sure then.
 
Apparently Magnitogorsk and Zlatoust both go up to five stages so, uh, yeah we're definitely dumping all our money into them for the forseeable future if I have any say in it. Hopefully they start returning enough income to help offset that because after our reserve is burned we're gonna need to look at budget cuts in other sectors. Luckily agriculture is basically solved and doesn't need more investment....
 
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A new plan created by poking about in my tally spreadsheet because it is so much EASIER to do it there:

-4 on Neva River Systems
-1 on Post Offices
-1 on Power Line Construction
-6 on Magnitogorsk
-3 on Zlatoust (the reasoning for skew being that Magnitogorsk produces steel which will more directly help our steel shortage while Zlatoust produces other metals)
-2 on power production campaigns (we will need more power plants soon at this pace of industrial expansion may as well start now)
-3 on canning plants
-2 on new socialist towns
-1 on modernization of old villages
-1 on hospital system
-1 on polytechnic university
-3 on schooling programs

That leaves 5 resources unspent, and does not use 2 dice from light and chemical industry or 2 dice from agriculture. I think that is fair, we are doing reasonably alright in those two sectors and the heavy industry programs are fookin expensive. If I move the die on post offices to power line construction, 10 resources is enough to put a die towards baku oil extraction or, say, modernization of animal farming and thus waste less dice.

Thoughts, anyone?
 
[X]Plan Shock Labor Offensive
Infrastructure (6 Dice)
-[X]Neva River Systems

--3 Infrastructure dice
-[X]Post Offices
--1 Infrastructure die
-[X]Power Line Construction(Stage 1)
--2 Infrastructure dice
Heavy Industry (6 Dice)
-[X]Magnitogorsk Planned City(Stage 1)

--6 Heavy Industry dice
-[X]Zlatoust Planned City(Stage 1)
--4 Free dice
Light and Chemical Industry (5 Dice)
-[X]Canning Plants

--3 Light and Chemical Industry dice
(2 dice idle)
Agriculture (5 Dice)
-[X]New Socialist Towns(Stage 1)

--4 Agriculture dice
-[X]Modernization of old Villages
--1 Agriculture die
Services (5 Dice)
-[X]Creation of the State Hospital System(Stage 1)

--2 Services dice
-[X]Expansion of the Schooling Programs(Stage 1)
--3 Services dice
Bureaucracy (2 Dice)
-[X]Adjust the Food of ULAG
--2 Bureaucracy dice

Total cost: 370
Reserves remaining: 35

Infrastructure is focused on power infrastructure, I didn't want to put 4 on Neva River Systems to avoid overkill, if it doesn't finish this turn that's fine our current issue with power is distribution rather than generation anyways. I think the post offices will be surprisingly helpful, good lines of communication are critical for trying to centrally plan an economy across two continents. Goes hard on Heavy Industry, obviously, and leaves just enough in the reserves to buy 1 die each for Magnitogorsk and Zlatoust again next turn. I still threw some investment at agriculture via New Socialist Towns to get that Party Influence and continue freeing up manpower (we are still in a shortage). Services are focused on hospitals and schools, the polytechnics are fine at Stage 1 for now imo.
 
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The key insight though is that we do not need to spend all our dice. Maybe the clerks will even find something useful to do when we give them free time.

Don't do Animal Farming, it creates factory farms.
I'm not though?

@Crazycryodude 1 die per 50 progress needed is my personal threshold for overkill and by that numbering Neva could use another die. At 4d100+20, there is a 60% chance it completes and less than a 30% chance it completes with more than 50 over. What is your threshold for overkill?
 
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@Rockeye better than average completion chance is enough for me right now, I don't think the Neva River systems need to get completed right this second, if they finish next turn instead of this that's fine and I can put the dice elsewhere. Our current most pressing power problem is that there's local shortages and local surpluses, the grid upgrade takes priority to adding new generation capacity even if we're going to be needing a whole lot of both in the future, so the grid gets 2 dice and the dams 3 instead of 1/4
 
@Rockeye better than average completion chance is enough for me right now, I don't think the Neva River systems need to get completed right this second, if they finish next turn instead of this that's fine and I can put the dice elsewhere. Our current most pressing power problem is that there's local shortages and local surpluses, the grid upgrade takes priority to adding new generation capacity even if we're going to be needing a whole lot of both in the future, so the grid gets 2 dice and the dams 3 instead of 1/4
It's 4 dice that give better than average completion chance this turn - 3 dice on Neva is a 22% chance of completion. But Fair, I think grid upgrades are pretty important too. Could you be convinced to go 7/3 on Magnitogorsk/Zlatoust?
[X]Plan Shock Labor Offensive
 
Magnitogorsk costs an extra 5 resources which throws off the math on the reserves, I wanted to leave enough in the reserves to fund one die each next turn. Zlatoust should produce some steel too, and bringing tool production up to speed could hopefully increase income/decrease costs on further upgrades so I don't want to disfavor Zlatoust too much.
 
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