Attempting to Fulfill the Plan MNKh Edition

Voted best in category in the Users' Choice awards.
[] Plan Worker-Peasant Alliance

Will be asleep when the vote opens, but I think I will vote for this. A rural focused plan with less spending will free up a lot of labor and allow us to increase spending for the next plan (which will be when we can do Atomash and thus lean hard on nuclear) whilst adressing issues of inflation, rural poverty and full employment.
 
[] Plan The Straight Path Ahead
--[]Profitability: Implement New Policies (-100 RpT)
--[]Focus: Infrastructure (+6 Infra dice)
--[]Spending: 20+15% GNP (3500 RpT allocation)
--[]Balanced Planning
--[]Autodice
---[]Housing: 5 Infra dice (-320 RpT)
---[]Hydro: 4 Infra dice - Amur + Amu Darya/Syr Darya Cascades (-240 RpT)
---[]Nuclear: 1 HI die (-150 RpT)
---[]Coal: 2 HI dice (-240 RpT)
---[]CCGT: 2 LCI dice (-280 RpT)
---[]Healthcare: 2 Services dice (-130 RpT)
---[]Education: 4 Services dice (-160 RpT)

This leaves us with around 50 RpT/dice, unless my calcs are really off.
 
[] Systemic Drawdown
-[] Implement New Policies
-[] Infrastructure
-[] 15+15% GNP
-[] Balanced Planning
-[] Housing Construction Efforts
--[] 3 Infrastructure Dice
-[] Hydroelectric Power
--[] Amur Cascade (1 Infra Dice)
--[] Amu Darya and Syr Danya Hydroelectric Cascades (3 Infra Dice)
-[] Power Plant Construction(Nuclear VVER-500)
--[] 1 Heavy Industry Die
-[] Power Plant Construction(CPSC)
--[] 2 Heavy Industry Dice
-[] Power Plant Construction(CCGT)
--[] 2 Light Industry Dice
-[] Healthcare
--[] 2 Services Dice
-[] Education Expansions
--[] 4 Services Dice

2900 - 100 - 180 - 60 - 180 - 150 - 240 - 280 - 130 - 160 = 1420 leftover rpt (Theoritically another 23 Dice can be used with this leftover per turn)
18 dice already used

Leftovers
9 Dice Infra
5 Dice HI
6 Dice LCI
6 Dice Angei
10 Dice Services
Literally the only thing that changed my original by making is 15+15 budget.
 
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I don't know how we can expect to survive with average dice costs in the 30s. Even around 50 is scraping the water.
We can definitely survive it, we will just have to leave dice idle and chase early plan profits. Its not a bad thing, this quest follows Keynesian principles after all, running the economy hot for too long is not super sustainable, there is a reason Kosygin would sideeye us for picking 20+15 and is only reluctantly allowing it since we did him a favor recently. Not to mention the 15% going to reinvestment funds is used for, well, reinvestment and we are literally running at virtually full employment so we probably would need to idle some dice just because of that anyway.

EDIT: Mechanically as well, rolling less dice in a more conservative plan also means there are less dice being rolled that could crit fail due to the increased crit ranges.
 
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When have we not run the economy hot?
When we were collapsing our agricultural sector on purpose when it was a much bigger part of the economy, when a lot of our labor force was mobilized and we were suffering war damage. We have also not always picked the highest budget option as well I am pretty sure.

EDIT: In fact, Malenkov's last plan had a significantly smaller budget than Voz's. It was a 25+5% plan as opposed to this one's 25+15% + 3000R loan
 
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[] Plan Attempting to Fund Projects
-[] Implement New Policies
-[] Infrastructure
-[] 15+15% GNP
-[] Recovering Agriculture
-[] Housing Construction Efforts
--[] 3 Infrastructure Dice
-[] Hydroelectric Power
--[] Amu Darya and Syr Danya Hydroelectric Cascades (3 Infra Dice)
-[] Power Plant Construction(Nuclear VVER-500)
--[] 1 Heavy Industry Die
-[] Power Plant Construction(CPSC)
--[] 1 Heavy Industry Dice
-[] Power Plant Construction(CCGT)
--[] 2 Light Industry Dice
-[] Healthcare
--[] 2 Services Dice
-[] Education Expansions
--[] 3 Services Dice

This plan is based on Worker-Peasant Alliance, but it makes autodice cutbacks to try to let us activate more regular dice. Since Recovering Agriculture has a less ambitious MFPG target, this plan drops the Amur dams, one coal die, and also one Education die since that seems like a matter of degree more than a clear need and more expansion soaks labor. Together this brings the available money up to:

2900 - 180-180-150-120-280-130-110

1750 RpT/40 Dice = ~44 RpD

Power income will start out at 105 per turn and rise to 155 power per turn for the last three years of the plan, which should be adequate.

This is still quite a restrictive budget but would give us more flexibility in executing the 15+15 plan. I definitely favour keeping the enterprise funding up both to not blow up the ministry, and to help them hopefully keep ahead of the labor crunch.
 
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Dropping one coal die if we only give ourselves 15% budget makes sense. It's a service/infra focused plan, between that and the limitations of 15% budget we won't be building many big-ticket industrial projects- no way we're engaging close to all our spare HI and LCI dice.
 
We're absolutely still going to need the electricity in a 15+15 plan, if anything we'd need more electricity than a 20+10. It's the same level of investment going into the economy, but under 15+15 a larger share is going towards the expansion of already existing manufacturing enterprises, which will absolutely consume plenty of electricity. 20+10 redirects some of the share towards central infrastructure/services spending and starting up less manufacturing-intensive enterprises rather than just expanding the existing manufacturing base, if we expect to need the power for 20+10 we will absolutely also need it for 15+15. It'll just be uncontrollable demand from expanding manufacturing concerns rather than centrally directed.
 
Dropping one coal die if we only give ourselves 15% budget makes sense. It's a service/infra focused plan, between that and the limitations of 15% budget we won't be building many big-ticket industrial projects- no way we're engaging close to all our spare HI and LCI dice.
I'd expect the opposite: with +15% reinvestment, we can expect significant auto-expansion that will eat a ton of electricity. With 20+10 we have control and are likely to focus on relatively electric-light areas, with 15+15 more money will be going to electric-expensive chemical LCI, particularly in plastics. Also, if we get extra electricity we can take some of the worse coal plants offline sooner which would be very nice (as opposed to just letting them get so old it's not cost-efficient to continue using them, which is what's currently going on)

Anyway:
Implementing policies retroactively is kinda mean, and the extra 100 RpT is painful, but it sounds like it'll be worth it in the longer term and it'll help us out politically. Still, both seem viable.

Infra focus is obvious.

Spending levels is tough. 20+10 hurts our consumer goods production a ton, but lets us actually use most of our dice while 15+15 means we'll have a ton of idle dice every turn. 20+15 is way superior short term but leaves us with some potential problems next plan and we'll be quite tight on labor.

Balanced target seems like the best choice, but Service Focus should be possible (if difficult since it will rely on increasing automation). Recovering Agriculture will ironically focus mostly on things other than agriculture- meat, transport, stores, things like that, but should also be viable. I don't think the other two are plausible to do, Bypassing Agri requires a ton in everything else and Technical Planning requires massive HI investments that we wouldn't be able to afford.

Housing: 3 and 5 are both very viable. We're no longer on fire in terms of housing and 3 dice is enough to tread water, but I'd still vastly prefer to be at 5 dice and still be making progress on improving the housing situation.
Dams: ADSD seems like an obvious pick despite being very disliked by the locals who will have to relocate. After that it's a lot tougher, but Amur is fairly cheap and is reasonable in payoff. Ob-Irtysh would be very nice, but I'm wary of doing two dams that both involve a ton of civilian relocations.
Nuclear: Incredibly not worth it economically, but we're doing it anyway!
Coal: 1 dice leaves us a little short on power, 2 dice likely gives us a little excess assuming we have some good dam power as well. I'd much rather have excess electricity than have blackouts.
Gas: 2 dice, no question. 3 dice would mean that we can't do anything else in LCI.
Healthcare: 2 dice is significantly cheaper per-dice than 3, and helps a lot more people (quantity over quality)
Education: 4 dice, we have a lot of work to do in the area and getting some soft science expansion is very popular.

So, here's my plan:
[]Plan Even Keel
-[]Implement New Policies
-[]Infrastructure
-[]15+15% GNP
-[]Balanced Planning
-[]Housing: 5 Infrastructure Dice (320 RpT)
-[]Hydroelectric: 4 Infra Dice (240 RpT)
--[]Amur Cascade
--[]Amu Darya and Syr Danya Hydroelectric Cascades
-[]Nuclear: 1 Heavy Industry Die (150 RpT)
-[]Coal: 2 Heavy Industry Dice (240 RpT)
-[]Gas: 2 Light Industry Dice (280 RpT)
-[]Healthcare: 2 Services Dice (130 RpT)
-[]Education: 4 Services Dice (160 RpT)

Total of 1520 RpT spent, with 1380 RpT remaining.

Free Dice: 4 Dice
Infrastructure: 7 Dice (focus)
Heavy Industry 5 Dice
Light and Chemical Industry 6 Dice
Agriculture 6 Dice
Services 10 Dice (focus)

Total of 38 Dice. Assuming a ~60 RpD, we'll only be able to use 23 of them initially, with more unlocking as we go. Which isn't good, but considering the massive maluses we've got right now that's honestly not that bad either.
 
It's been said multiple times that electricity consumption is going to just keep on getting bigger and bigger and it became a big deal last time that it was not kept up with.
 
OK, I realize I was wrong on not needing the burn rock with the 15+15 option.
Unless taking 5% funds from the managers is likely to politically blow us up, I'm inclined to vote for a 20+10 plan. More fun to be able to use most of our dice even if not totally economically idea.
 
[X] Plan Worker-Peasant Alliance
-[X] Implement New Policies
-[X] Infrastructure
-[X] 15+15% GNP
-[X] Recovering Agriculture
-[X] Housing Construction Efforts
--[X] 3 Infrastructure Dice
-[X] Hydroelectric Power
--[X] Amu Darya and Syr Danya Hydroelectric Cascades (3 Infra Dice)
--[X]Amur Cascade (1 Die)
-[X] Power Plant Construction(Nuclear VVER-500)
--[X] 1 Heavy Industry Die
-[X] Power Plant Construction(CPSC)
--[X] 2 Heavy Industry Dice
-[X] Power Plant Construction(CCGT)
--[X] 2 Light Industry Dice
-[X] Healthcare
--[X] 2 Services Dice
-[X] Education Expansions
--[X] 4 Services Dice
 
[X]Plan Socialism with Boring Characteristics
-[X]Implement New Policies: (Approximately 100 RpT of failures)
-[X]Infrastructure: (+6 Infra Dice)
-[X]20+15% GNP: (3500 All Cause RpT)
-[X]Balanced Planning: (40% MFPG, 25% Capital Goods, 50% Consumer Goods, 20% Agricultural, and 50% Service Sector Valuation Increase)
-[X] Housing Construction Efforts(Selection Required):
--[X]5 Infrastructure Dice: (320 RpT)
-[X]Hydroelectric Power:
--[X]Krasnoyarsk-Irkutsk Hydroelectric Zone: (3 Infrastructure dice) (-180 RpT) (+200 Electricity +80 Non-Ferrous) (Three +150 Steel Steel mills available 9th 5yp) (Completion across 1969-1974)
--[X]Amu Darya and Syr Danya Hydroelectric Cascades: (3 Infrastructure dice) (-180 RpT) (+350 Electricity +80 Non-Ferrous) (One +150 Steel Steel mill available 9th 5yp) (Automatically Completes Normal and Advanced Hydrological Stabilization Measures) (Completion across 1968-1974)
-[X]Power Plant Construction(Nuclear VVER-500):
--[X]1 Heavy Industry Die: (-150 RpT) (18 Electricity 3 Coal -1 Workforce per Turn) (Completion across 1970-1975)
-[X]Power Plant Construction(CPSC):
--[X]1 Heavy Industry Die: (-120 RpT) (25 Electricity -4 Coal)
-[X]Power Plant Construction(CCGT):
--[X]2 Light Industry Dice: (-280 RpT) (80 Electricity -1 Workforce per Turn) (3 More Gas development projects)
-[X]Healthcare(Selection Required):
--[X]3 Services Dice: (240 RpT)
-[X]Education Expansions(Selection Required):
--[X]4 Services Dice: (160 RpT)
 
[X] Plan Worker-Peasant Alliance
-[X] Implement New Policies
-[X] Infrastructure
-[X] 15+15% GNP
-[X] Recovering Agriculture
-[X] Housing Construction Efforts
--[X] 3 Infrastructure Dice
-[X] Hydroelectric Power
--[X] Amu Darya and Syr Danya Hydroelectric Cascades (3 Infra Dice)
--[X]Amur Cascade (1 Die)
-[X] Power Plant Construction(Nuclear VVER-500)
--[X] 1 Heavy Industry Die
-[X] Power Plant Construction(CPSC)
--[X] 2 Heavy Industry Dice
-[X] Power Plant Construction(CCGT)
--[X] 2 Light Industry Dice
-[X] Healthcare
--[X] 2 Services Dice
-[X] Education Expansions
--[X] 4 Services Dice
 
[X] Plan: Against The New Bourgeoisie
-[X] Profitability: Implement New Policies Retroactively (-200 RpT)
-[X] Second Focus: Infrastructure (+6 Infra Dice)
-[X] Spending: 20+10% GNP (3500 All Cause RpT)
-[X]Balanced Planning (40% MFPG, 25% Capital Goods, 50% Consumer Goods, 20% Agricultural, and 50% Service Sector Valuation Increase)
-[X] Housing: 3 Infra Dice (180 RpT)
-[X] Hydroelectric Power:
--[X] Amur Cascade: 1 Infra Dice (60 RpT)
--[X] Amu Darya and Syr Danya Hydroelectric Cascades: 3 Infra Dice (180 RpT)
-[X] Nuclear Power: 1 HI Die (150 RpT)
-[X] Coal Power: 2 HI Dice (240 RpT)
-[X] Gas Power: 2 LCI Dice (280 RpT)
-[X] Healthcare: 2 Serv Dice (130 RpT)
-[X] Education: 4 Serv Dice (160 RpT)
 
[X]Plan Even Keel
-[X]Implement New Policies
-[X]Infrastructure
-[X]15+15% GNP
-[X]Balanced Planning
-[X]Housing: 5 Infrastructure Dice (320 RpT)
-[X]Hydroelectric: 4 Infra Dice (240 RpT)
--[X]Amur Cascade
--[X]Amu Darya and Syr Danya Hydroelectric Cascades
-[X]Nuclear: 1 Heavy Industry Die (150 RpT)
-[X]Coal: 2 Heavy Industry Dice (240 RpT)
-[X]Gas: 2 Light Industry Dice (280 RpT)
-[X]Healthcare: 2 Services Dice (130 RpT)
-[X]Education: 4 Services Dice (160 RpT)

That being said Worker-Peasant Alliance isn't horrible. I do question only doing 1 dam, since the extra electricity would likely be very useful next plan.

edit: adding approval vote
[X] Plan Worker-Peasant Alliance
 
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