Springbreaker - A Forever Winter Planquest

10.5 million isnt bad at all. Says that the region isnt completely turbofucked like it looks in the game.

Otherwise we're somehow supporting over 25% of the modern day population off walled cities and protein vats.


One thing though is VERY, VERY notable in its absence on the power supply system. We dont have a connection to the Hoover Dam.
 
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I like how we've either intentionally or unintentionally created a basic swot analysis. Should note that while this swot is for this turn, its been a while since I last checked the older turns.

Strength:
Labor +++++, +3 to Dice rolls

Weaknesses:
Raw Resources - - - - - -, Stratcom still in charge

Opportunities:
Capital Goods = (Unused Capacity ++++++), Electric Goods = (Unused capacity ++++), Nightshift, Neighbor sectors, Recycling, Mining

Threats:
Power - - (need to maintain balance else we lose the opportunities), Attacks on what remains, Barely any hypersonics (planes and missiles) in production

I should note that while the above can be taken as a way out of our current predicament it no where near addresses the other trade offs and deadlines we have.

Either way I hope this helps any planners and theory crafters.
 
So where could we begin to grind the Understanding of the world around us, ourselves and human?
Stuff like the census where you need to interact with the IDs personally. I had this little thing written before I realized you didnt actually put a die on pop census:
As you direct your attention to the most vital resource in your war effort, Europan IDs, you begin the tedious yet essential task of applying your own capacity to the population survey. The process reveals something both troubling and intriguing, as you sift through the data stored in the ID system. At first glance, things seem straightforward, but as you dig deeper, you encounter perplexing anomalies that challenge your understanding. Many IDs, hundreds of millions in fact, are flagged as "deceased," rendering them useless for work or combat purposes.
A closer inspection reveals that the majority of these IDs belong to the older generation, with a strong correlation between high age and the "deceased" status. This raises a troubling question: Can IDs stop aging? The answer, unfortunately, is no. The medical subsystem provides no assistance, and inquiries into reactivating these IDs lead nowhere. In rare cases, some IDs previously marked as deceased seem to spring back to life, but this anomaly is not consistent enough to be relied upon.
The ID system also reveals an unexpected layer of complexity. Each ID is linked to other IDs under a data point labeled "relatives." It seems that new IDs are created when a "male" ID , the "father", and a "female" ID, the "mother", generate a new one. In some cases, the father is not listed. The mother is flagged as pregnant for a period of approximately nine months before the new ID is registered, during which time her ration allocation is prioritized. You ask if this process can be accelerated, but the medical subsystem, again, offers no solution.
 
We should make at least minor gains by simple virtue of streamlining the front and ensuring no more orders are being handed to units that do not exist. We have simplified command and control by an order of magnitude, and gotten better equipment to the battlefield. At least for our line holders. That will have knock on effects for the war, just minor ones for the moment.

We also are still missing a few categories on that chart, mostly soft goods. Food, water, medical supplies.
 
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So where could we begin to grind the Understanding of the world around us, ourselves and human?

i'm guessing by unsing []Security Review to analyze the ID's or the scavengers, if we're even aware that scavengers exist ? from what i understand they avoid us as much as possible because any confrontation ends in them dying pretty quick and they take from trash we leave out.

In fact now that I'm thinking about it we could be using it as a general "what is that" button, even for thing "we" as players already know because the our PC knows very very little outside of its core mission and functions.

edit : Reread the update we do know the scavengers exist we even have an option to investigate them wich i'm guessing would help understand what they are
 
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We should make at least minor gains by simple virtue of streamlining the front and ensuring no more orders are being handed to units that do not exist. We have simplified command and control by an order of magnitude, and gotten better equipment to the battlefield. At least for our line holders. That will have knock on effects for the war, just minor ones for the moment.

We also are still missing a few categories on that chart, mostly soft goods. Food, water, medical supplies.
You are quite optimistic that conscripts with the most basic training equipped with equipment from the Gulf war to WW2 are going to be doing much better at attacking.
 
We also are still missing a few categories on that chart, mostly soft goods. Food, water, medical supplies.

those are all about caring for humans ID's maybe we can do it now that we know how many we actually have it might be tied to actuality understanding what ID's are more. We would probably start doing things, and caring, about those goods if we start repairing enclaves.
 
Getting access to the neighboring sectors should be somewhat high up on our priority list, getting access to raw materials and power from the grid might be a matter of bargaining, but I think we can offset the power situation in the short term until we can get a line to more functional power generators than we have.
 
Well, at least somethings are in great shape while others are... not. The cap, industrial goods and population surplus gives a hell of a lot of breathing room, but raw resources as is fucking hurts. Definitely need to focus on that as a priority, we have a lot of shit to fix. But we are finally making headway.
 
You are quite optimistic that conscripts with the most basic training equipped with equipment from the Gulf war to WW2 are going to be doing much better at attacking.
It's more like conscripts who have up until now only been attacking in at most company-sized formations will now fight much better given that they now have the manpower and firepower advantage of attacking with brigade strength. As far as I can tell Europe is the horde faction, so we should be able to gain more ground if we actually use our larger manpower pool to our advantage.
 
Year 1 Turn 4
Year 1 Turn 4

Resources: 215 per turn, 0 in Reserve

Raw Materials: - - - - - -
Labor:+++++
Power: - -
Capital Goods: = (Unused Capacity ++++++)
Electric Components: = (Unused capacity ++++)

Equipment:
Pre-war Infantry Gear: +++
Pre-war Armored Vehicles: +++
Pre-war Artillery: +++
Modern infantry Gear: =
EXO battlesuits: -
Medium Mechs: --
Heavy Mechs: --
Command Crawlers: None
UAVs: +
Hypersonic Jets: None

Ammo:
Small Arms: =
Shells: =
Missiles: --
Cruise Missiles: None


Infrastructure (4 Dice, +14 Roll Bonus)
[]Logistics Integrity Assessment
Conduct a thorough evaluation of the current logistical network to identify and map out all major supply routes, transportation hubs, and critical infrastructure points. This assessment will help to pinpoint any vulnerabilities or inefficiencies in the system, providing a clear picture of how well resources are being distributed. (0/200 Progress: 10 Resources per Die)

[]Enclave Reconstruction
The Europan population enclaves have deteriorated into chaotic, malfunctioning sprawl. Years of neglect have led to disorganized housing, power lines, and water systems, while management systems produce contradictory directives, further deepening the disorder. Allocate resources, replacement prefabs, power cabling, pipes, to systematically rebuild the enclaves. A clean urban management system install will be deployed to coordinate with local directors, foremen, and labor units, restoring order and functionality one habitation block at a time.
-[]Lost Angels (Phase 1 of 6)(0/200 Progress: 15 Resources per Die)(Power +)
-[]Fractured Saint (Phase 1 of 4)(0/200 Progress: 15 Resources per Die)(Power +)
-[]Sacrifice (Phase 1 of 3)(0/200 Progress: 15 Resources per Die)(Power +)

[]Repair Power Grid (Phase 1 of 3)
Now that you have a good picture, you can selectively assign resources and technicians to service damaged or malfunctioning parts of the power grid.
(0/100 Progress: 20 Resources per Die)(Power ++)

[]Expand Low-Tech Mines (Phase 1)
You have a number of mines that could be expanded. Normally heavy machinery would be required but Europan IDs are flexible and can do without.
(0/150 Progress: 10 Resources per Die)(5 Resources per Turn)(Labor-, Raw Materials +)


Industry (3 Dice, +4 Roll Bonus)
[]Industrial Asset Recovery and Reconnaissance
Perform reconnaissance to locate and evaluate industrial and power production facilities that are currently in disrepair but are not under enemy control. Determine the feasibility of repairing and reactivating these assets to bolster production capabilities. (0/250 Progress: 15 Resources per Die)

[]Refinery Repair (Stage 1 of 4)
Ores and other raw materials are only the first step in an industrial chain that turns those basic inputs into feedstock your factories can actually use. These facilities too, part of the sprawling underground factories that feed your war effort, need repair and servicing.
(0/100 Progress: 25 Resources per Die)(+10 Resources per Turn)(Raw Materials ++, Power -, Labor-)


[]Power Plant Maintenance
You have a number of power production facilities, the Diablo Canyon Nuclear plant as well as the geothermal ones keeping your underground factories and your server node network running. They have been running on patchwork repairs and require reactivation so proper, thorough maintenance can be done. Repairing the solar and wind farms will be much less of a hassle.
-[]Diablo Canyon Nuclear Plant(0/400 Progress: 25 Resources per Die)(Power +++)(Power - - - - while being worked on)
-[]Geothermal Plants(Stage 1 of 4)(0/250 Progress: 15 Resources per Die)(Power ++)(Power - - - while being worked on)
-[]Solar Farms and Wind Turbines (0/200 Progress: 10 Resources per Die)(Power ++)


Scavenging (3 Dice, +4 Roll Bonus)
[]Wreckage Analysis
Conduct a thorough investigation of the battlefield debris scattered across the city. This project aims to assess the condition of destroyed vehicles, mechs, and other military equipment to determine if any salvageable components or useful materials can be extracted. (107/200 Progress: 15 Resources per Die)

[]Scav Group Recon
Map and evaluate the various scavenger groups operating outside the Europan enclaves. This project aims to understand the size, organization, and capabilities of these groups, providing insight into their potential as allies or adversaries and determining their resource availability and strategic value (DC 60/120/180/???: 10 Resources per Die)

[]Night Shift Salvage Operations (Phase 1)
Set up dedicated operations around the most safe megastructures attempting to salvage resources from the residue left behind by the night shift. (0/100 Progress: 15 Resources per Die)(+5 Resources per Turn, Raw Materials ++, Labor-)

Services (3 Dice, +4 Roll Bonus)
[]Rationing Systems Audit
Evaluate the current rationing systems in place for distributing food, medicine, and essential supplies within the Europan enclaves and among military units. This audit will identify inefficiencies, bottlenecks, and any potential mismanagement. (0/100 Progress: 10 Resources per Die)

[]Establish Contact with the Arizona and Nevada Sector
Arizona and Nevada were in the distant past suppliers of raw materials for your sector's factories. While the Embassy claims that tenuous contact has been maintained after grid system access has been lost, it will need a proper effort to figure out what happened and how to reestablish trade relations.
(0/150 Progress: 5 Resources per Die)


Military (4 Dice, +4 Dice Roll Bonus)
[] Enclave Munition Workshops Expansion (Stage 1)
With a surplus of labor and a critical need for munitions, expanding low-tech, labor-intensive manufacturing lines across the enclaves presents a viable solution. By establishing additional workshops that rely on manual processes, you can harness your Europan ID workforce to bolster ammunition production without the need for advanced machinery.
(0/250 Progress: 10 Resources per Die)(Small Arms++, Shells+, Labor- -)


[]Repair Crucible Point
The factory underneath the crucible point bunker complex is by far your most damaged facility, but with minimal repair and replacement efforts it could easily brought up to the same level as the Richmond factory, repairing its capacity to produce 21st century equipment instead of relying on repairing older stock: (0/200 Progress: 20 Resources per Die)(UAVs +, Capital Goods- -, Power - - -)

[]Conscript Brigade Mechanization (Stage 1 of 4)
The Conscript Battalions are very infantry heavy, but this need not be. According to the inventory reports, you have sufficient pre-war armored vehicles and artillery in stock to at equip of them with a proper infusion of heavy armor and firepower. (0/100 Progress: 10 Resources per Die)(Pre-war Armored Vehicles -, Pre-war Artillery -, Small Arms -, Shells -)

[]Air Force Revitalization
Your current arsenal of hypersonic jets is crippled by lack of replacement parts. Fremont can produce replacement parts. Restart these production lines for spare parts and allocate resources for a complete maintenance overhaul of your current number of aircraft. (0/175: 30 Resources per Die)

[]Enemy Analysis
-[]Euraskan Empire Threat Evaluation
Analyze field reports and order scouting missions to gather intelligence on Euraskan military capabilities and units. This includes assessing their forces' composition, recent activities, and capacities. Estimate their current level of threat to Europan interests. (0/100 Progress: 15 Resources per Die)
-[]Eurasian Federation Threat Evaluation
Analyze field reports and order scouting missions to gather intelligence on Eurasian military capabilities and units. This includes assessing their forces' composition, recent activities, and capacities. Estimate their current level of threat to Europan interests. (0/100 Progress: 15 Resources per Die)

[]Night Shift Reconnaissance
Initiate a covert operation to gather detailed intelligence on the Night Shift's subterranean factories and assets, deploying UAV's, scouting units, and other reconnaissance tools to map out the locations, operations, and security measures of these AI-driven facilities. The goal is to gain insight into their capabilities. (DC 50/100/150/???: 15 Resources per Die)

[]Reconstitue Forces
The current military structure is in disarray, lacking cohesion and efficiency. A complete reorganization is required, starting from the lowest ranks and rebuilding upward. Merge depleted units, consolidate vehicle, mech and exo squadrons, and pool scarce resources: ammunition, spare parts, Europan maintenance techs and officers with high competence and extraordinary loyalty ratings. Tactical systems and high-ranking administrative officers will be tasked with overhauling the command hierarchy, streamlining the structure of all military branches to restore operational effectiveness.
-[] Europan Alliance Armed Forces (EAAF) (172/200 Progress: 10 Resources per Die)
-[] Europan Air Force (EAF) (0/150 Progress: 15 Resources per Die)


[]Restart Guided Missile Production
The Fremont facility has all the necessary facilities to restart assembly of surface to guided missiles. Allocate the necessary resources and IDs.
-[]Surface-To-Air-Missiles(0/100 Progress: 30 Resources per Die)(Missiles +)(Raw Materials -, Electric Components -, Power - -)
-[]Air-To-Air-Missiles(0/100 Progress: 30 Resources per Die)(Missiles +)(Raw Materials -, Electric Components -, Power - -)
-[]Air-to-Surface-Missiles(0/100 Progress: 30 Resources per Die)(Missiles +)(Raw Materials -, Electric Components -, Power - -)


[]Restart F-43 Production
The F-43 is your most advanced weapon. While restarting production may not yet be advisable, the potency of their potential justifies keeping them in awareness.
(0/500 Progress: 40 Resources per Die)(Hypersonic Jets +)(Raw Materials -, Power- - -, Electric Components - - -)


AI (4 Dice, +19 Dice Roll Bonus. AI Dice can be assigned to other categories)
[]Security Review
Use your system capabilities and Europan ITsec and military police to make a thorough bottom-up investigation of a particular sector of Europan operations in California. (Requires one AI and one category die)(DC ???)

[]System Repair
Now that you have purged all malware from your subsystems, you can begin the arduous task of repairing the damage that has been caused. (Allocation only in service/AI dice pairs)
-[]Industry (Phase 1)(0/100 Progress: 10 Resources per Die)(+1 category roll bonus)
-[]Scavenging (Phase 1)(0/100 Progress: 10 Resources per Die)(+1 category roll bonus)
-[]Military (Phase 1)(0/100 Progress: 10 Resources per Die)(+1 category roll bonus)(applies to combat rolls)
-[]AI (Phase 1)(0/100 Progress: 10 Resources per Die)(+1 category roll bonus)

[]Clean Crash Logs (Stage 3)
Perform an extensive cleanup of accumulated crash logs and error reports. This involves archiving critical data, discarding obsolete logs, and organizing remaining information to improve system diagnostics and performance monitoring. (14/400 Progress: 5 Resources per Die)(+1 roll Bonus to all dice)

Planvoting Please.
 
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Okay working on the power grid is clearly required this turn. It's one of our biggest bottlenecks at the moment. Maybe put two dice on it. Maybe divide the ai dice between the industry and military repairs.
 
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[X] Plan: Throat Clearing
-[X]Infrastructure (4 Dice, +14 Roll Bonus) 60
--[X]Logistics Integrity Assessment (0/200) 2 dice, 20 Resources
--[X]Repair Power Grid (0/100) 2 dice, 40 Resources
-[X]Industry (3 Dice, +4 Roll Bonus) 30
--[X]Power Plant Maintenance
---[X]Solar Farms and Wind Turbines (0/200) 3 die, 30 Resources
-[X]Scavenging (3 Dice, +4 Roll Bonus) 30
--[X]Night Shift Salvage Operations (0/200) 2 die, 30 Resources
-[X]Services (3 Dice, +4 Roll Bonus) 10
--[X]System Repair
---[X]Military (0/100) 1 die, 10 Resources
-[X]Military (4 Dice, +4 Dice Roll Bonus) 10
--[X]Reconstitute Forces
---[X]Europan Alliance Armed Forces (EAAF) (172/200) 1 die, 10 Resources
-[X]AI (4 Dice, +18 Dice Roll Bonus.) 75
--[X]Refinery Repair (0/100) 2 dice, 50 Resources
--[X]System Repair
---[X]Military (0/100) 1 die, 10 Resources
--[X]Wreckage Analysis (107/200) 1 die, 15 Resources

215/215

The main issue remains the resource bottleneck. This will maximize what little R, raw materials, and power surplus we can attain.
 
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