Valkyria Chronicles: Drums of War

Alright my own mathpost so I can test out if I understand this quest's system:

Electrification Dawnbreak (Stage 3) Request Bids for Contracting 3
Electrification Dawnbreak (Stage 3) Bids for Contracting 59 2 69

Electrification Dusk March (Stage 1) 0+22+45+28+15 = 110/350
Guncotton Plants 0+69+30 = 99/250
New Salem Armory Upgrades 0+58+31 = 89/150

Dockyard Expansion Shikaakwa 0+92+33+20 = 145/200
Dockyard Expansion New Amsterdam Request Bids for Contracting 1
Dockyard Expansion New Amsterdam Bid for Contracting 11
Cold Springs Artillery Foundry Request Bids for Contracting 1
Cold Springs Artillery Foundry Request Bid for Contracting 9

Ragnite Prospecting Expeditions 62+53 = 115
Military Readiness Programs Malnutrition Treatment Protocols 78+35 = 113
Army Machine Gun Trials 2/6
Field Artillery Trials 3/4

Carbine Trials 9/10

Plan Goals
(Bring army readiness to mediocre)
(Bring at least 20 points of ragnite onto the market)
(Complete at least 5 Electrification Stages)
(Expand at least two docks to Level 3, and at least 1 dock to level 5)


Tracked Statistics

Civil Morale: Very High
Taxes are low, butter is flowing, and for the average citizen, conflict is a distant affair. While there is substantial unrest from labor organizing, exploitation of the workforce, the temperance movement has cut down apple orchards across a couple of states, and there are a hundred other minor fires, right now, things are, on average, getting better. People feel like there is more money in their pockets than there was this time last year, and the year before that.

Political Support: Medium
At this point, you are an experiment, and are being rushed into service. Most of your staff is pillaged from other government offices, the machinery is pulled from spares, and the mandates are loose, to say the least. So right now, you need to hit the ground running with a program, the more aggressive the better.

Status of Factions
Status of Factions is less parties in power, and more factions within those parties. There are strong bonds between the parties at this point in history, and oftentimes a faction is heavily regionally associated. For example, the Progressives are strong in the northeastern cities, while the Agrarianists are strong in the southern plantation belt. However, Progressives and Agrarians are part of the same Federalist Party.

Federalist Party
Progressives: Strong Support
The progressive party is a relatively elitist and reformist party. While not strictly motivated by noblesse oblige, the core of the progressive movement is middle and upper class old money that sees the conditions of sweatshops and factories and of lower class life in general and feels a desire to help, rather than drawing from the lower class themselves.

Agrarianists: Weak Support
The Agrarianists or the Grange as they refer to themselves, are reformist smallholders for the most part. Their agenda favors a lax monetary policy to ease debt burdens, federal intervention in agriculture to make it more financially sustainable, creation of farming cooperatives, and other means for small farmers to maintain crop prices at a living wage.

Proletarians: Weak Support
Proletarians are a bottom up group, largely in favor of workers rights, unionization, regulations on business and a host of other issues largely relating to workers' power. You are likely to do little to address many of their issues, aside from producing large numbers of well paying government jobs, which is reflected in their limited support.


Democratic Party
Jacksonians: Weak Opposition
Jacksonians, as they term themselves, largely build their position on opposition to the federal government. While building army and naval strength is, as they see it, within your remit, they feel other activities should rightfully be left to the states.

Fiscalists: Ambivalent
The Fiscalists are, more than anything else, budget hawks. While happy to spend money on pet projects, they usually tie these projects to tax increases, particularly tariffs intended to protect their businesses.

N/B: These are the most prominent groups right now, there are others, but in the interest of time they are not being mentioned right now.

Readiness of Forces
(Readiness of forces is on a 5 point scale, Low, Mediocre, Medium, High, Very High, measuring how confident that force is in prosecuting its expected duties. A Very High readiness military that expects to only defend its home nation would likely falter if sent abroad, while a Mediocre military that is meant to go on expeditions may prove quite hardy fighting close to their own bases.)

Army: Low
Vinland's army is far more of a pro-forma force than an actual military. Only a few tens of thousands strong, and the vast majority of them dotted in penny packets around the periphery, mostly manning various naval fortresses, the Army lacks in nearly all aspects of modern warfighting, with rifles, uniforms, fixed artillery (mostly Dahlgren pattern naval rifles in casemates) and little else. It cannot be relied upon to do anything other than fight a war on Vinland's shores, and even that it expects to do poorly.

Navy: Medium
Vinland's navy is a solid, professional force. At its core is an oversized fleet of battleships of a relatively modern class and type, displacing just over ten thousand tons, and carrying 13 inch naval rifles, with an array of different calibers of secondary and tertiary armament. Beyond that, much of the navy is of an older pattern, steel hulled hybrid rigged ships, slow and cumbersome under sail, and underpowered under steam.

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Energy:‌ ‌Limited Infrastructure

  • Electrical Infrastructure: 3/21 Stages completed
  • Coal: +6
  • Oil: +4
  • Ragnite: +2
Logistics:‌ Plentiful

  • Rail: +7
  • Naval: +2
  • Road: +1
Food:‌

  • Quantity: Plentiful
  • Quality: Low to Mixed
Health: Mixed, Plentiful in some areas, poor in others.
Capital‌ ‌Goods‌: +6
Consumer‌ ‌Goods:‌ Plentiful and highly varied
Labor:‌ ‌+4, +1 per turn


Resources :250 resources per turn 0+250-45-60-30-20 = 95 in reserve

So we have some decent bids for Electrification, are behind in Dusk March Electrification, both guncotton and the armory upgrade are on schedule, Shikaakwa is ahead of schedule and needs like one more die to probably complete, New Amsterdam and Cold Springs are a bust this turn, Ragnite Prospecting and Malnutrition Treatment are both on schedule, army machine guns and artillery trials are basic, but that carbine trial is going to get us something special.
 
I don't think the trial rolls are for quality but for how many different bids we get, all of which could theoretically be horrible if luck was really feeling like kicking us right now.

Speaking of poor luck, looks like we'll be needing to look for new bids on the dockyards and artillery foundry... maybe switching to looking at Portsmouth instead.
 
The Trial rolls are for how many different bids you get. Like, for the cavalry carbine, one end of the spectrum you have things that are basically early mark Marlin rifles, and assorted other leverguns, to something that is basically a madsen 1888.
 
It also was uh, kinda a *heavy* weapon for a carbine? Like, I don't think it would be that much lighter than the LMG version, which was only, oh 9 kilos? Almost 3 times as much as a Berthier, twice as much as a bolt-action rifle. Even if they halved the weight for this from the LMG, it's still a full rifle weight.
 
Fair, fair. On the other hand, as part of a spectrum of different offerings it's kind of interesting to see even if we wouldn't want to pick it.

And it's better than "your choices are a single-shot smokepole or the Ross rifle," eh?
 
There's a ton of possible firearm designs that work. It's just that some of them go down in history as "best of the breed," while others are mid, while still others are mid-with-major drawbacks, and a few are just plain bad. We're probably going to get a wide mix of those types.
 
Praying that we eventually stumble on some kind of small open bolt blowback design 14-18 years from now. Mayhaps we even get some kind of weird bullpup maxim like.

But I suspect for now we'll probably get various kinds of shortened Mauser1893 like weapons.
 
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Praying that we eventually stumble on some kind of small open bolt blowback design 14-18 years from now. Mayhaps we even get some kind of weird bullpup maxim like.

But I suspect for now we'll probably get some kind of shortened Mauser1893 like weapon.
We're getting 9 different carbines, there's quite a spread. Artillery though...just two or three options.
 
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Praying that we eventually stumble on some kind of small open bolt blowback design 14-18 years from now. Mayhaps we even get some kind of weird bullpup maxim like.

But I suspect for now we'll probably get some kind of shortened Mauser1893 like weapon.
The Folsom Assault Carbine from Resistance: Fall of Man would be great for the 1930s Vinland Armed Forces, and just in time for the Empire's invasion of Europa.
 
The Folsom Assault Carbine from Resistance: Fall of Man would be great for the 1930s Vinland Armed Forces, and just in time for the Empire's invasion of Europa.
Most of the weapons in this series, aside from the Ragnite ones, are kind of homages to normal WWI and WWII weapons. Even in the first game, they're using knockoff Gewehrs. I suspect we'll have to wait a while for a weapon like that—unless esoteric weapons research allows us to obtain something similar. (I'll admit, this is based on some assumptions about how the author will handle it.)

We're getting 9 different carbines, there's quite a spread. Artillery though...just two or three options.

I don't quite get your point about the carbines, specifically in response to my post. But artillery seems like it could be a tough choice—unless we want to re-roll?
 
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