Corporations, wars, and mecha!

Some of my logic behind my plans:


the fact is that the farmers are right: shit is going to get bad for them corporate feudalism is growing and in any kind of feudal system targeting peasants or stealing their crops is a cheap and easy way to screw over your rivials. That means we have to take steps to protect them and boost their ability to produce food so they can fill their storehouses, feed us and supply enough surplus we can start running canneries to make food stockpiles last longer.

The easiest way to do start this is to trade farming gear they need to make the next harvest bigger (or at least make the process easier) for what we need to stay alive now. Hence the bartering part of my plan.

The action lock is a case of getting paid to do what I planned on doing anyway. My plan was already to do the Food Security program as a full action so by pledging to do a slightly grander version we are building good will for less then peanuts.


When I update the action I'm going to be including investing in the farmers and establishing at least one cannery so that we can can both use it to establish strategic stockpiles and offer its servicies to the towns. "Hey come have us can your produce. If you are short on cash we'll take x percent of the canned goods in place of cash" this will make the action more expensive but it will improve our food situation while giving us a possible new trade good/service for the two cities who are not a bunch of isolationist bomb nuts.


Edit: @Blackangel if I can supply some information and math on how canned emergency rations would work would that help the actions?
 
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Edit: @Blackangel if I can supply some information and math on how canned emergency rations would work would that help the actions?
As a historian, if you could give me math and info on this, I'll give the roll a bonus. Probably like 20-40 bonus depending on the math/info.

Also, I will say, canned food is a very viable option not only for rations within the city, but also our soldiers rations when they are out fighting. Big help to reducing any supply trains needed for said army's.

Is it weird that I think of canned goods like the Batman of food? It's just preparing for the worst, right?
 
As a historian, if you could give me math and info on this, I'll give the roll a bonus. Probably like 20-40 bonus depending on the math/info.

Also, I will say, canned food is a very viable option not only for rations within the city, but also our soldiers rations when they are out fighting. Big help to reducing any supply trains needed for said army's.

Is it weird that I think of canned goods like the Batman of food? It's just preparing for the worst, right?
I'll put the numbers together latter today. I'm pulling from a mixture of historical sources, research I did for family with prepper tendencies and my own experience with cooking.

It's gonna focus more on the amounts and composition of the rations and canned foodstuffs then the industrial process of making them.


Edit: also it's not weird at all. Preasure Canning is one of the most effective food preservation methods known.

Edit 2: one of my sources

View: https://youtu.be/KMWrk_94L8Y
 
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Okay this is done on the phone so it's mostly quick searches and memory rather then deep reads and checks

The canned food is gonna be divided into two over all categories: canned ingredients and canned meals. This is because each has different advantages and disadvantages.

There is an exception to this is as suggested by the video my last post: canned bread. This is because its an easy thing to do and can be eatten right out of the can or used to help make a meal go further. It's going to work best as a mixed flour yeasted bread flavored with sugar beat molasses (quality won't matter). The molasses both as some sugar to the bread for the yeast to feed on and it raises the acidity of the bread dough which helps make it safer to can. A 32oz can (preferably on the taller side rather then the fat side) can to cut into slices and given a group of four to eight something to go with their meal. (Number fed dependent on slice thickness)

Canned meals are the most straight forward and time effient for the consumer. These would be condensed soups, stews and porridges in the same kind of 32 oz cans as used by the bread to lower costs for these. One 32 oz can of condensed stew combined with a equal of fluid (water, milk, stock, or even beer) will make a good sized pot of soup able to feed one meal t9 4 adult workers/soliders, 8 school childern or some mix. Combine with a can on bread and that's a solid meal. A 20 can case would store enough soup (10 cans) and bread (10 cans) to feed a group of40 workers/solider for one meal or a family for 10 meals. The contents of the soup cans would center on cheaper ingredients due practicality as ground and sausage made from scrap cuts will work better in making the Canned meals.
Two Example meals ( inspirations linked, expect major differences due needs of canning a being another world)

Canned beets and meat soup: diced vegetables, salt, pureed beets, ground meat (organ meats favored), and a small amount of vinegar (or another method making the dish more acidic) are placed into the main cooking vessel with water then the mixture is simmered down to remove most of the water. At this point it is pressure canned. To prepare for eating dump the can into a pot, refill can with water or stock and dump that into the pot as well. Heat until lightly boiling and serve.

Canned Miner's porriage: equal volumes of par cooked beans and barley (beans should be soaked before adding), diced mushrooms, salt, diced fruits and/or vegetables (acidic fruits favored), and finely chopped if not pureed spinach (the finer the better to conceal it since irs there just for vitamins). Put into the can, add some water and can (water bath canning is possible but pressure canning is better) When it's time to prepare dump into a pot, add liquid until desired consistency and heat until steadily bubbling; Serve.

Canned ingredients are likley going to make up the bulk of our production because its more flexable and more space effient. If my estimates are right and we keep useing the 32 oz cans you can feed 100+ workers with 1 20 can case of assorted incredient cans and 1 case 20 can of canned bread while you would only feed 80 workers a two 10 soup/10 bread cases. In addtion this would allow for who ever is cooking to make more diverse meals and actually season them and maybe even make those cans go further then my estimates depending on what cans and dry ingredients are used.


in the early days when sticking to one can size is for the best meal cans are best for when you don't have a full kitchen to cook with or are cooking for small groups. Ingredient cans are king for when cooking or larger groups or cooking in a cafeteria, mess halls, soup kitchens or feild kitchens.


Long term things will get more complex but that's a sign of success. As our situation improves we can add more can sizes so that families could keep a pantry full of 8 oz and 16 oz ingredients cans allowing them more flexibility in home cooking during the winter and when we are cut off from fresh food. Large scale kitchens can get access to gallon and half gallon sized cans which will allow easier storage and faster meal prep.

For storage longevity many canned foods have a best by of two years and a use by of 10. So I suggest we use that and rotate out our stragtic food stockpiles every two years by selling the two-year old cans at a discount to help pay for replacing them. These cans can be sold to the populace or to other cities who have had trouble with the most recent harvest.

This all does have a downside though: the moment things get hard we will be producing a shitload of empty cans so we will want to have a recycling program so they can be hauled off, melted down and recast into a new batch of cans both to make our metal go further and to cut down on the trash build up when we are cut off from our land fills.

Edit: my thumbs hurt.
 
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Edit: my thumbs hurt.
Would you believe me if I were to say, I type my posts entirely on my phone? My biggest achievement was doing a 10k word post over the course of two hours.

All I can say, really, from the bottom of my heart… get good.

Anyway good post! I remember back in the day, when my dad was in his doom prepper phase(He only stopped because he thinks we have a good enough chance now.), I ate sausages out the can. They were honestly quite good and my dad was quite proud of me. Probably because I was eating doomsday rations without being grossed out.

I've eaten anything from MREs to forest vegetables to homemade meals designed to last a couple years once frozen, if canned a decade or so.

Sorry was having a welcoming flashback reading this.
 
Canned sausages work the trick is you need to make sure the casing remains intact or else all the fat gets out and risks taking away the flavor during the canning.


If that does happens you need to use the entire can including the liquid to make the sausage soak some of that flavor back up.
 
....One thing we may need to deal with, depending on the general corporate policy and regulations/limitations generally operated under, the healthiness of the food may not be guaranteed considering the corporate focus on profit...

Being a CEO with a noted trait involving forward thinking, we should hopefully be able to avoid stuff like using lead cans to feed our troops.
 
....One thing we may need to deal with, depending on the general corporate policy and regulations/limitations generally operated under, the healthiness of the food may not be guaranteed considering the corporate focus on profit...

Being a CEO with a noted trait involving forward thinking, we should hopefully be able to avoid stuff like using lead cans to feed our troops.
Much to my horror I just looked up when lead solder was banned from use in food preservation. It was in 1991.


Edit: something for a military reform rather then the Food Security efforts: https://www.backcountrypaleo.com/pemmican-with-dried-fruit-greens/
We could issue soliders cartons with 16 1 oz squares of this as a combat ration. That's about 3500 calories.
 
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Ok before I end. I need to know there isn't any underlying meaning. I can't understand anything besides the things within() these. I will strictly be doing what is highlighted but I need to make sure that's what everyone wants.

rather then simply buying for food produce and trade agricultural equipmsnt and rugged labor saving devices with the farming communities to get the food we need and sign contracts with them to requiring THI to make significant agricultural investments in the coming budgetary period (spend 2 budget on supplying the farmers with equipment and lock in 1 action next turn for a food production relqtated action)

I will be ending in two hours, the votes can still be changed, I just need to make sure I understand what this is.
 
Ok before I end. I need to know there isn't any underlying meaning. I can't understand anything besides the things within() these. I will strictly be doing what is highlighted but I need to make sure that's what everyone wants.

rather then simply buying for food produce and trade agricultural equipmsnt and rugged labor saving devices with the farming communities to get the food we need and sign contracts with them to requiring THI to make significant agricultural investments in the coming budgetary period (spend 2 budget on supplying the farmers with equipment and lock in 1 action next turn for a food production relqtated action)

I will be ending in two hours, the votes can still be changed, I just need to make sure I understand what this is.
The non highlighted is largely fluff. The idea is that we trade 2 budget worth of equipment with the farmers and as part of the deal THI is required to do an agricultural investment aka do a food production action.
 
The non highlighted is largely fluff. The idea is that we trade 2 budget worth of equipment with the farmers and as part of the deal THI is required to do an agricultural investment aka do a food production action.
Oh ok, makes more sense. I was trying to understand it, but the spelling and wording was messing me up bad.

I'm going to end this in 30 minutes, cutting it down by 30.
 
Voting closed
Thank god it's not a mess like last time.
Scheduled vote count started by Blackangel on Apr 24, 2023 at 12:06 PM, finished with 27 posts and 6 votes.

  • [X] plan paying in barter and promises
    -[X]Letin Smith
    --[X]Hire Malty to train your forces?(Costs 2 budget, optional)
    -[X] First Tine Guards
    -[X] rather then simply buying for food produce and trade agricultural equipmsnt and rugged labor saving devices with the farming communities to get the food we need and sign contracts with them to requiring THI to make significant agricultural investments in the coming budgetary period (spend 2 budget on supplying the farmers with equipment and lock in 1 action next turn for a food production relqtated action)
    [X] Plan: Strengthening borders and solving food problems.
    -[X]Letin Smith
    --[X]Hire Malty to train your forces?(Costs 2 budget, optional)
    -[X] First National Army - Guards.
    -[X] THI Food Security Program
    [X] Plan: Making friends for fun and peace
    -[X]Letin Smith
    --[X]Hire Malty to train your forces?(Costs 2 budget, optional)
    -[X] First National Army - Guards.
    -[X] Trade the product of our significant industry to all the cities around us using our mass production to undercut domestic prices. Use the money gained to buy food from the cities.
 
Turn 1 end/Turn 2 start
[X] plan paying in barter and promises
-[X]Letin Smith
--[X]Hire Malty to train your forces?(Costs 2 budget, optional)
-[X] First Tine Guards
-[X] rather then simply buying for food produce and trade agricultural equipmsnt and rugged labor saving devices with the farming communities to get the food we need and sign contracts with them to requiring THI to make significant agricultural investments in the coming budgetary period (spend 2 budget on supplying the farmers with equipment and lock in 1 action next turn for a food production relqtated action)

Hiring Letin Smith, despite his lack of experience seemed to me at least, to be the right choice. If literal old army generals were begging and bending the rules to get him on the battlefield, then it should be perfectly fine.

Also putting Malty in charge of training any soldiers in the future seemed to be a no brainer, it's her whole job. Combine the real experience she has with training troops with our experience in coding our training, which originally was there so we could 'Mass produce' security guards, means she has already fit in quite nicely getting our new troops into a training regiment immediately.

The "1st Tine Guards" apparently both love and hate her. One side has family, probably their grandparents, who have told stories of their time in boot camp. They know for a fact that this hell they are going through increases their odds of survival by a lot.

The other side? They hate her in the moment but most of them understand that this comes with the job.

Letin Smith stats will be revealed on first combat. I will reveal one of his stats to the first person that asks.

Malty gives our troops +5 experience every turn up to 55. Troops who have trained with Malty for 3 turns or more gain "Band of brothers" bonus.

Band of brothers(Minor):
Troops treat each other like brothers. They work together better but when they fall, it hurts all the more. +5 to combat rolls involving coordination, successful rolls involving coordination doubles this bonus for the rest of the battle(Non-repeatable), when taking heavy losses, toss a coin if heads attack the enemy an additional time next round, if tails reduce casualties by 10%(Once a battle). Unknown downside.

Dealing with the farmers(Dc None, amount given with the promise convinces them.):

Dealing with the local towns, a bunch of farmers who were honestly quite logical in what they were doing, was actually quite easy. I gave them a ton of standard yet mass produced farm equipment with a promise that if they simply sold their food like normal, I will assist them in the coming months with their agriculture.

Honestly the farming equipment probably would have been enough, but gaining a foothold in these towns alongside some goodwill is a very, very good idea. Helping them also helps our food situation in the future, which will be direly needed.

Our food problem is solved. Simple as that.


You have 4 actions per turn! Use them wisely!

Must take a food production related action, with the intent to help the surrounding towns.

Current budget:
21 total. Gain 17 budget every turn.

Military(Military actions gain +20 when it comes to training or raising an army):


[]Train up a small army(Costs 3 budget, 1-2 turns):
We need to start somewhere, might as well start off small and efficient. This will be about 500 people and will serve as a defense force until we can better equip it. As a bonus this will not piss off the people too much as it's a small number. Choose as many below as you want.
-[]Rifle weaponry(Costs
10 additional budget, mass production bonus applied.): It's both cheap and a good weapon. It lacks firepower needed for combat against mecha and attacking any fortifications, but it will do the job just fine against other infantry units.
-[]Machine gun weaponry(Costs 3 additional budget): It's more expensive and honestly not that reliable, but just having a single infantryman in every squad with this weapon will greatly increase firepower.
-[]Basic uniform(Costs 10 additional budget, mass production bonus applied): This is similar to our security forces uniform, except it's designed to take more of a hit in combat. It won't stand up to too much fire, however it can save a life from stray bullets or shrapnel.


[]Add forces to a current army(Costs 3 budget per 500 soldiers.): We could use more soldiers in our armies. I know just the one. Training takes 1-2 turns, depending on troops experience, could diminish overall effectiveness depending on discrepancy between the old soldiers vs the new soldiers experience.
-[]Which army?(Depending on the army you choose, the cost will increase depending on said army's previous equipment.)


[]Security drills:
It's one of the few things we can do cheaply and will have a good effect. Our security will run drills, train, and overall increase their effectiveness in combat. Hopefully we will never have to use them but when the time comes, they will be ready. More effective security?


[]Surrounding defense system(Costs 2/4/? budget):
Make defenses outside Tine that will detect enemy forces and hopefully delay or even fight them off. At base it's just a few security guards, but if we put in the budget we can get a good countering force against any invaders. Early warning system.


[]Army base(Costs 5 budget, takes 1-2 turns):
We need somewhere to station our military force, train them, and keep our military vehicles. Will roll 1d3 places for military base quality.


[]Upgrade an army: Must research equipment to upgrade them.


Industry(Any industry action that requires specific metalworking skill(Military factory, making a unique mecha, making a complex weapon or mecha, etc) have a malus of -15.):


[]Create a military factory(5 budget, takes two turns):
A factory dedicated to making weapons, armor, and possibly the occasional mecha. Having an entire factory dedicated to this will massively increase production capabilities on the war front. Gain a factory capable of producing weapons, armor, and mecha. Produces weapons, armor, and some mecha every turn.


[]Create transport vehicles(
21 budget, mass production bonus applied): Currently any long distance traveling is done on old vehicles from 20+ years ago. Perhaps not a problem for normal people, but for the military? An upgrade is desperately needed. Reliable troop transport.


[]Focus factories on production:
This will make the population happy and give us profits. Morale increased for 1 turn, gain 6-13 budget.


[]Expand industry(Costs 6/12/18 budget):
Expanding our industry will allow more profit to occur as well as production capabilities. Gain more budget per turn.


Research(Due to low amount of researchers, -15 to all rolls):


[]Armor types:
We need to understand how to armor our mecha effectively. Providing a type of armor that can bounce rounds more effectively will be a big gain towards combat capable mecha. Better armor?


[]Weapon research:
There are things we don't have, which we could use. Should get some people on that, honestly.
-[]Grenade launcher(Costs 2/4 budget): A basic grenade launcher that can be used by infantry or put onto our mecha.
-[]Smoke grenade(Costs 1/3 budget): Making grenades that can smoke are easy, making them effective in combat is gonna be a bit trickier.
-[]Assault rifles(Costs 5/7 budget, 1-2 turns.): Rapid fire rifles, the concept is a basically a lighter machine gun in the form of your standard rifle.
-[]Standard rifle improvements(Costs 4/6 budget): Researching how to improve the standard rifles we have access too.
-[]Write in?(Go wild, discussion on the item will improve Dc or end product.)


[]Mecha research(Costs 1/5/10 budget, 3/2/1 turns):
Right now all we can make Mecha wise is the 'Tractor' proposal. This is not good enough, so depending on how much we invest, we could become capable of producing a variety of mecha in the coming months. More invested, the better the base mecha and variety.


[]Proposal 'Tractor'(Costs 5 budget, 1-2 turns.):
This proposal is as cheap as it is simple. A simple rotating turret with two machine guns, on top of a small platform that moves via treads. It would be piloted by one person who would be inside the turret and should provide some good firepower for cheap cost. Overall the mecha would be 6 feet tall. Gain cheap mecha(Military factory can make about 10 a turn at no extra cost), designed for infantry engagements.
-[]Make suggestions?


Public relations(+5 to all public relations rolls):


[]Population survey(Takes 1-2 turns):
Get accurate data on the number of people in this city. This might take a while, however knowing both the number of people we can call up, along with how many are supposed to be taxed and by how much, will help us out a lot.


[]School system(Budget 2/5, 2/1 turns.): We could solve the lack of sophisticated workers by just having a school system. We wouldn't see too many results for a while, but if the teenagers take it we will have more educated workers which we can turn into researchers. On completion, in 4/2 turns the researchers malus will be reduced by 5.


[]Surrounding area, part 2:
We need information on any cities to our west. Even if there's only one of them, it's good to know that their there. Gain info on other corporations or cities nearby.


[]Sophisticated workers needed(Costs 2/4/? Budget):
We lack sophisticated workers such as researchers, metal workers, and engineers. We could try and source them from nearby towns or even nearby cities. Depending on how much money we put into this, we could almost entirely reduce our researcher problem.
-[]Only towns, no cities: This will start no conflict guaranteed, only sourcing from nearby towns within a 40-50 mile radius.
-[]Both towns and cities: This could start conflict, these people are valuable, and the cities know that.
-[]Write in?(Name which cities you try to take from, whether you go for towns or not.)


[]Contact a known city?:
Not sure why, but I should talk to one of the cities around the area.
-[]Which one? What purpose?


[]Information network(Costs 0/4 budget, 2/1 turns):
Getting to know what's happening in the area seems like a good idea. Rumor wheel, more likely to know who's at war.


[]Write in?(Food related actions needed! I wonder if there's something we discussed a lot. Will give cost when asked.)


Ok use plans! You can write in anything at anytime! Good luck!

I will be taking backstory proposals for our CEO in 2 turns(Turn 4.) where I will put up all proposed backstory's and we vote on them. Depending on the detail put in, we will gain a bonus related to that.

4+ people must vote for a backstory for it to be considered. If none is chosen I just go to the next turn and after that turn is done, we do it again.

Oh and researching how to do canned goods falls under research, with the actual process falling under industry. So if you choose to do that there will be two rolls.
 
For the food action, can we give the locals some of our trucks? It gives us a reason to set up an extensive system to spread those far and wide, which should both reduce the costs of motorising our units, boost production from basically everywhere due to the increased effectiveness of transportation and maybe even do better than break-even on all that from sales and maintenance services.

Sure, setting up railroads is the better course of actions, but we don't have anywhere long distance enough yet to make that truly worthwhile. Maybe some small lines to the local farming towns so they don't need to truck the food all the way to our city, but that should be mostly ignorable for the near future. Even if it'll become a crisis if we don't do anything to move away from pure road transportation in the medium term.

Also gives us reason to push into off-road vehicles that can be used for agriculture, forestry, mining and all sorts of other purposes. Which builds up our expertise in off-road vehicles so we can make better 'all terrain' military vehicles.
 
I just had an idea: mod the tractor mecha into an IFM. Infantry Fighting Mecha. It carries a squad of infantry to battle it then sticks around to help out.
 
For the food action, can we give the locals some of our trucks? It gives us a reason to set up an extensive system to spread those far and wide, which should both reduce the costs of motorising our units, boost production from basically everywhere due to the increased effectiveness of transportation and maybe even do better than break-even on all that from sales and maintenance services.
What trucks? You don't even have enough trucks to move your military, which is why it's an option to increase the amount of trucks you have. Your probably going to keep your trucks(The old ones) and do the transportation yourself. If you don't keep your trucks you will have 0 trucks to go anywhere.

If we get Grenade launchers will that open paths towards Rocket launchers?
You can just directly research rocket launchers, just put in a budget you think is appropriate and I'll raise or lower the Dc depending on said budget. I'm thinking that research will take 3-4 turns. A very long time, but it unlocks rocket launchers with all that entails. I can't as a QM tell you what budget you need for a write in weapon research. But I recommend you discuss what your going for. Going for just general rocket launchers is a high Dc, with going for say, a rocket launcher designed for one specific thing(Anti-tank, anti-infantry, etc.), will be a lower Dc and possibly reduce it by a turn.

I just had an idea: mod the tractor mecha into an IFM. Infantry Fighting Mecha. It carries a squad of infantry to battle it then sticks around to help out.
A squad is about 10 people. The tractor Mecha is 6 feet tall, 3-4 feet wide, and 4-5 feet long. You might as well go for a write in and research a mecha based on that idea.

Without researching the mecha(The mecha research option), it will be low quality regardless and might outright fail without doing said research option that expands the possible mecha and what can be built.

I highly recommend doing this option first before modifying existing ideas or creating your own. As most mecha ideas will fail without doing this option.
 
[] Institute the Four Shift Labor System

The Four shift Labor System an alternate approach to labor management built around Scientific studies on Worker productivity and safety. Rather then the 2x12 Shift (two 12 hour shifts) Labor model favored by other companies the FSL System is built around Four shifts of 8 hours (4x8). Each work day is divided into three 8 hour blocks each worked by an assigned shift while the labor force is divided up into three primary shifts and a "Floater" shift that is 15 to 20% larger then a single Primary shift. This Floater shift will either replace a shift with a day off or use that shift's day off to run maintenance cycles on the factory's tools and equipment. To allow the Floater shift to match the 5 day workweek of the Primary shift will rotate 1/6 of their workforce through the second day off. Worker wages will be Adjusted to ensure the factory staff and miners will be able to make ends meet and have some money for spending/saving even with the reduced hours. Breaks/meals will be scheduled jointly by each location's Shift manager and workers/Union Reps

Time BlockSundayMondayTuesdayWednesdayThursdayFridaySaturday
1Floater ShiftShift AShift AShift AShift AShift AFloater Shift
2Shift BShift BShift BShift BFloater ShiftFloater ShiftShift B
3Shift CFloater ShiftFloater ShiftShift CShift CShift CShift C
Off DutyShift AShift CShift CFloater ShiftShift BShift BShift A
This system is intended for use by transportation, factory, service industry and Mine workers. Jobs dependent on daylight such as construction or open air farming will use their own system designed to have the similar benefits.



[] THI Food Security Program

The Taurus Heavy industries's Food Security Program is an effort to ensure THI territory's reliable access to necessary foodstuffs. Efforts will include converting tapped out mineshafts into mushroom farms, establishing food storage depots, expanding traditional farming efforts subsidizing community roof top "Prosperity Gardens", and working with local religious institutions and schools to supply low cost or free meals of the various proposed "Worker's Stews" to workers and school children on their lunch breaks.



In addtion due to contracted obligations to our trading partners we will also subsidize expasion efforts nearby by farming communities and establish a cannery to help both the farmers and THI preserve various food stuffs in a standardized 32oz metal cans that are welded shut to ensure maximum shelf life.



[X] Plan caring about your workers brings profit
-[x] THI Food Security Program (spend 10 budget on this)
-[X] Institute the Four Shift Labor System
-[X]Create transport vehicles(1 budget, mass production bonus applied)
-[x]Population survey(Takes 1-2 turns)
 
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What trucks? You don't even have enough trucks to move your military, which is why it's an option to increase the amount of trucks you have. Your probably going to keep your trucks(The old ones) and do the transportation yourself. If you don't keep your trucks you will have 0 trucks to go anywhere.
In this case, I didn't mean give them our already produced trucks. As I wasn't even sure if we'd had any due to not having taken that option (I think?). Instead what I meant was to produce a new set of trucks and give them those.
 
In this case, I didn't mean give them our already produced trucks. As I wasn't even sure if we'd had any due to not having taken that option (I think?). Instead what I meant was to produce a new set of trucks and give them those.
We can do a dedicated civilian transportation program next month to supply our people and the farmers.
 
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@Blackangel is this a good write in?

[ ] Rual investments: Give funding and donations of equipment to surrounding towns. Help repair and maintain roads leading from the city. Offer low interest loans to farmers so they can expand their farms enough to supply Tine


[ ] Plan: Moving potatos (16 budget)
-[ ] Army base (5 budget)
-[ ] Create transport vehicles (1 budget)
-[ ] Population survey(Takes 1-2 turns)
-[ ] Rual investments (10 budget)

Going for stuff like the Four Shift Labor System and THI Food Security Program feel too specific for me to vote for them. Particularly the Food Security Program which seems like it would need several research actions (Caning and Mushroom farms)
 
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@Blackangel is this a good write in?

[X] Rual investments: Give funding and donations of equipment to surrounding towns. Help repair and maintain roads leading from the city. Offer low interest loans to farmers so they can expand their farms enough to supply Tine


[X] Plan: Moving potatos (16 budget)
-[X] Army base (5 budget)
-[X] Create transport vehicles (1 budget)
-[X] Population survey(Takes 1-2 turns)
-[X] Rual investments (10 budget)

Going for stuff like the Four Shift Labor System and THI Food Security Program feel too specific for me to vote for them. Particularly the Food Security Program which seems like it would need several research actions (Caning and Mushroom farms)
We have ww1 tech, canning is common as dirt by that point RL.

Edit: mushroom farming has been going on since 600 AD.


Edit 2: also I've done some addtional stuff to snag us a bonus to the roll for the Food Security plan.
 
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We have ww1 tech, canning is common as dirt by that point RL.

Edit: mushroom farming has been going on since 600 AD.


Edit 2: also I've done some addtional stuff to snag us a bonus to the roll for the Food Security plan.
Read the bottom of the update.

"Oh and researching how to do canned goods falls under research, with the actual process falling under industry. So if you choose to do that there will be two rolls."

Mushrooms might not have a research action but it doesn't seem common especially at the scale we're working at.
 
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