Valkyria Chronicles: Drums of War

I feel as though Remember to Feed People splits a bit too much of our attention onto the food stuff given that we do have significant other mandates, but at this point the vote is effectively resolved. I'm not too worried in the long run, but we really, really do need to remember to start actually designing warships since it's not clear whether the navy is even getting modernized designs if we don't specifically take action.
 
Vote closed New
Scheduled vote count started by Ithillid on May 12, 2025 at 7:44 AM, finished with 32 posts and 19 votes.

  • [X] Plan Remember to Feed People:
    -[X] Infrastructure (4 Dice, +5 Bonus) 50 R:
    --[X] Post Road Expansions (Phase 1) 76/400 10 RpD 2 Die 20 R 2/6 Median ADC N/A
    --[X] Electrification Daylit (Stage 1) 177/250 15 RpD 1 Die 15 R 33% DC 68
    --[X] Electrification Old Vins (Stage 3) 221/250 15 RpD 1 Die 15 R 77% DC 24
    -[X] Light and Chemical Industry (4 Dice) 45 R:
    --[X] Naugatuck Valley Munitions Complex (Updated) [Partnership] Hartley and Graham (1/5 dice, 15 Resources per die, 20 percent ownership stake, 12 months)(+10 Munitions) 15 R
    --[X] Eddystone Shell Plant (Updated) [Partnership] Excelsior Munitions (3/3 dice, 10 Resources per die, 25% ownership stake, 12 months)(+8 Munitions) 30 R
    -[X] Heavy Industry (9 Dice, +15 Bonus) Head: Thomas Goldfeather, 195 R:
    --[X] Artillery Tractor Procurement (New) 0/150 15 RpD 3 Dice = 45 R 82% ADC 35
    --[X] Dockyard Expansion Level 3 Hunter's Point Shipyard 228/400 [Contract] Verreault Navigation, (5 Resources per Turn, 1d40 Progress) 20 RpD 2 Die = 40 R 33% ADC 48 GDC 70
    --[X] Dockyard Expansion Level 3 Shikaakwa 164/400 [Contract] Shikaakwa Shipbuilding Company, (20 resources per turn, 3d60 progress)
    --[X] Dockyard Expansion Level 5 New Amsterdam 488/1600 [Contracts] Charles and Tredegar (20 Resources per Turn, 3d30 Progress), Federated Shipyards (25 Resources per Turn, 3d40 Progress)) 20 RpD 2 Die = 40 R 2/16 Median ADC N/A
    --[X] Cold Springs Artillery Foundry 232/350 15 RpD 2 Die = 30 R 63% ADC 44
    -[X] Raw Materials and Exploitation (6 Dice, +10 Agri) Head: Fiona Harris, 60 R:
    --[X] Thebacha Ragnite Mines (Phase 3) 100/400 10 RpD 3 Dice 30 R 3/6 Median ADC N/A
    --[X] Federal Agricultural Research Centers 0/125 10 RpD 2 Die = 20 R 47% ADC 53
    --[X] National Forest Centralization 0/200 10 RpD 1 Die = 10 R 1/4 Median DC N/A
    -[X] Bureaucracy (4 Dice, +10 Bonus) Head: Emily Finch, 0 R:
    --[X] Food Safety Office
    ---[X] Poison Squad 3/? 1 Die
    ---[X] Pharmacy Enforcement Teams 10/? 1 Die
    --[X] Bureaucratic Reorganization (Updated)
    ---[X] Appoint Section Administrators Light and Chemical Industry 1 Die
    ---[X] Recruit Sectional Experts Light and Chemical Industry 1 Die
    -[X] Budget: 50+45+195+60+0 = 350/550 R = 365+185
    [X] Plan 1902H2 Attempting to Churn Out Munitions
    -[X] Infrastructure (4/4 Dice, +5 bonus, 50 R)
    --[X] Electrification - Old Vins (Stage 3) (221/250) (1 die, 15 R) (77% chance)
    --[X] Electrification - Daylit (Stage 1) (177/250) (1 die, 15 R) (33% chance)
    --[X] Post Road Expansions (Phase 1) (76/400) (2 dice, 20 R) (2/6 median)
    -[X] Light Industry (4/4 Dice, +0 bonus, 45 R)
    --[X] Eddystone Shell Plant (3 dice, 30 R) (complete partnership)
    --[X] Naugatuck Valley Munitions Complex (1 die, 15 R) (1/5 to completion)
    -[X] Heavy Industry (9/9 Dice, +15 bonus, 225 R)
    --[X] Artillery Tractor Procurement (0/150) (3 dice, 45 R) (82% chance)
    --[X] Cold Springs Artillery Foundry (232/350) (2 dice, 30 R) (63% chance)
    --[X] Hunter's Point Shipyard (Level 3) (228/400) (2 dice, 40 + 5 R) (33% chance)
    ---[X] Contract Verrault Navigation (5 R)
    --[X] Shikaakwa Shipyard (Level 3) (164/400) (0 dice, 0 + 20 R) (~2.5 turns remaining)
    ---[X] Contract Shikaakwa Shipbuilding Company (20 R)
    --[X] New Amsterdam Shipyard (Level 5) (488/1600) (2 dice, 40 + 45 R)
    ---[X] Contract Charles and Tredegar (20 R)
    ---[X] Contract Federated Shipyards (25 R)
    -[X] Raw Materials (6/6 Dice, +0 bonus, 60 R)
    --[X] Dettah Ragnite Mines (Phase 1) (0/125) (3 dice, 30 R) (70% chance)
    --[X] Thebacha Ragnite Mines (Phase 3) (100/400) (3 dice, 30 R) (3/6 median)
    -[X] Bureaucracy (4/4 Dice, +10 bonus, 0 R)
    --[X] Recruit Sectional Experts: Light and Chemical Industry (1 die, 0 R)
    --[X] Minesweeper Design Studies (1 die, 0 R)
    --[X] FSO: Poison Squad (1 die, 0 R)
    --[X] Lobby Congress: Malnutrition Programs (1 die, 0 R)
    [X] Plan Planning Targets First and Food Safety
    -[X] Infrastructure (4/4 Dice, +5 bonus, 50 R)
    --[X] Post Road Expansions (Phase 1) 76/400) (2 die, 20R)
    --[X] Electrification - Daylit (Stage 1) (177/250) (1 die, 15 R) (33% chance)
    --[X] Electrification - Old Vins (Stage 3) (221/250) (1 dice, 15 R) (77% chance)
    -[X] Light Industry (4/4 Dice, +0 bonus, 45 R)
    --[X] Naugatuck Valley Munitions Complex
    ---[X] [Partnership] Hartley and Graham (1 die, 15R)
    --[X] Eddystone Shell Plant
    ---[X][Partnership] Excelsior Munitions (3 dice, 30 R)
    -[X] Heavy Industry (9/9 Dice, +15 bonus, 225 R)
    --[X] Artillery Tractor Procurement (0/150) (3 dice, 45 R) 81% completion chance
    --[X] Shikaakwa Shipyard (Level 3) (164/400) (0 dice, 0 + 20 R)
    ---[X] Contract Shikaakwa Shipbuilding Company (20 R)
    --[X] New Amsterdam Shipyard (Level 5) (488/1600) (4 dice, 80 + 45 R)
    ---[X] Contract Charles and Tredegar (20 R)
    ---[X] Contract Federated Shipyards (25 R)
    --[X] Hunter's Point Shipyard (Level 3) (228/400) (0 dice, 0 + 5 R)
    ---[X] Contract Verrault Navigation (5 R)
    --[X] Cold Springs Artillery Foundry (232/350) (2 dice, 30 R) (62% chance)
    -[X] Raw Materials (6/6 Dice, +0 bonus, 50 R)
    --[X] Ragnite Prospecting Expeditions (2 dice, 10R)
    --[X] Thebacha Ragnite Mines (Phase 3) (100/400) (4 dice, 40 R)
    -[X] Bureaucracy (4/4 Dice, +10 bonus, 0 R)
    --[X] Recruit Section Administrator- Light and Chemical Industry 2 dice
    --[X] Food Safety Office
    ---[X] Poison Squad: 1 die
    ---[X] Pharmacy Enforcement Teams: 1 die
    [X] Plan Barbed Wire is a Munition Too
    -[X] Infrastructure +5 (4 Dice, 50R)
    --[X] Post Road Expansions (Phase 1) (76/400): 2d, 20R
    --[X] Electrification
    ---[X] Daylit (Stage 1) (177/250): 1d, 15R [33%]
    ---[X] Old Vins (Stage 3) (221/250): 1d, 15R [77%]
    -[X] Light and Chemical Industry +0 (4 dice, 45R)
    --[X] Naugatuck Valley Munitions Complex
    ----[X][Partnership] Hartley and Graham: 1d, 15R
    --[X] Eddystone Shell Plant
    ---[X][Partnership] Excelsior Munitions: 3d, 30R
    -[X] Heavy Industry +15 (9 dice, 225R)
    --[X] Artillery Tractor Procurement: 3d, 45R [81.79%]
    --[X] Dockyard Expansion
    ---[X] Level 3
    ----[X] Hunter's Point Shipyard (228/400): 2d, 40R [32.4%]
    -----[X] Ongoing Contract: Verreault Navigation 1d40, 5R
    ----[X] Shikaakwa (164/400)
    -----[X] Ongoing Contract: Shikaakwa Shipbuilding Company, 3d60, 20R
    ---[X] Level 5
    ----[X] New Amsterdam (488/1600): 2d, 40R
    -----[X] Ongoing Contract: Charles & Tredegar, 3d30, 20R, Federated Shipyards, 3d40, 25R
    --[X] Cold Springs Artillery Foundry (232/350): 2d, 30R [62.59%]
    -[X] Raw Materials and Exploitation +0 (6 dice, 60R)
    --[X] Dettah Ragnite Mines (Phase 1) (0/125): 3d, 30R [69.59%]
    --[X] Thebacha Ragnite Mines (Phase 3) (100/400): 3d, 30R
    -[X] Bureaucracy +10 (4 dice, 10R)
    --[X] Barbed Wire Purchases: 2d, 10R
    --[X] Bureaucratic Reorganization
    ----[X] Appoint Section Administrators
    -----[X] Light and Chemical Industry: 1d
    --[X] Food Safety Office
    ---[X] Poison Squad: 1d
    -[X] Budget
    --[X] Resources: 365 per turn, 155 in reserve, 520 total
    --[X] Spending: 390/520, 130 leftover
    [X] Plan Planning Targets First and Food Quality
    -[X] Infrastructure (4/4 Dice, +5 bonus, 50 R)
    --[X] Post Road Expansions (Phase 1) 76/400) (2 die, 20R)
    --[X] Electrification - Daylit (Stage 1) (177/250) (1 dice, 15 R) (33% chance)
    --[X] Electrification - Old Vins (Stage 3) (221/250) (1 dice, 15 R) (77% chance)
    -[X] Light Industry (4/4 Dice, +0 bonus, 45 R)
    --[X] Naugatuck Valley Munitions Complex
    ---[X] [Partnership] Hartley and Graham (1 die, 15R)
    --[X] Eddystone Shell Plant
    ---[X][Partnership] Excelsior Munitions (3 dice, 30 R)
    -[X] Heavy Industry (9/9 Dice, +15 bonus, 225 R)
    --[X] Artillery Tractor Procurement (0/150) (3 dice, 45 R) 81% completion chance
    --[X] Shikaakwa Shipyard (Level 3) (164/400) (0 dice, 0 + 20 R)
    ---[X] Contract Shikaakwa Shipbuilding Company (20 R)
    --[X] New Amsterdam Shipyard (Level 5) (488/1600) (4 dice, 80 + 45 R)
    ---[X] Contract Charles and Tredegar (20 R)
    ---[X] Contract Federated Shipyards (25 R)
    --[X] Hunter's Point Shipyard (Level 3) (228/400) (0 dice, 0 + 5 R)
    ---[X] Contract Verrault Navigation (5 R)
    --[X] Cold Springs Artillery Foundry (232/350) (2 dice, 30 R) (62% chance)
    -[X] Raw Materials (6/6 Dice, +0 bonus, 50 R)
    --[X] Ragnite Prospecting Expeditions (2 dice, 10R)
    --[X] Thebacha Ragnite Mines (Phase 3) (100/400) (4 dice, 40 R)
    -[X] Bureaucracy (4/4 Dice, +10 bonus, 0 R)
    --[X] Research and Development
    ---[X] Ration Studies 1 die
    --[X] Lobby Congress: Malnutrition Programs (1 die, 0 R)
    --[X] Recruit Section Administrator- Light and Chemical Industry 2 dice
 
By the authority of the squid, I shall take up the duty of rolling the dice.

The plan with the most votes appears to be:
[X] Plan Remember to Feed People:
-[X] Infrastructure (4 Dice, +5 Bonus) 50 R:
--[X] Post Road Expansions (Phase 1) 76/400 10 RpD 2 Die 20 R 2/6 Median ADC N/A
--[X] Electrification Daylit (Stage 1) 177/250 15 RpD 1 Die 15 R 33% DC 68
--[X] Electrification Old Vins (Stage 3) 221/250 15 RpD 1 Die 15 R 77% DC 24
-[X] Light and Chemical Industry (4 Dice) 45 R:
--[X] Naugatuck Valley Munitions Complex (Updated) [Partnership] Hartley and Graham (1/5 dice, 15 Resources per die, 20 percent ownership stake, 12 months)(+10 Munitions) 15 R
--[X] Eddystone Shell Plant (Updated) [Partnership] Excelsior Munitions (3/3 dice, 10 Resources per die, 25% ownership stake, 12 months)(+8 Munitions) 30 R
-[X] Heavy Industry (9 Dice, +15 Bonus) Head: Thomas Goldfeather, 195 R:
--[X] Artillery Tractor Procurement (New) 0/150 15 RpD 3 Dice = 45 R 82% ADC 35
--[X] Dockyard Expansion Level 3 Hunter's Point Shipyard 228/400 [Contract] Verreault Navigation, (5 Resources per Turn, 1d40 Progress) 20 RpD 2 Die = 40 R 33% ADC 48 GDC 70
--[X] Dockyard Expansion Level 3 Shikaakwa 164/400 [Contract] Shikaakwa Shipbuilding Company, (20 resources per turn, 3d60 progress)
--[X] Dockyard Expansion Level 5 New Amsterdam 488/1600 [Contracts] Charles and Tredegar (20 Resources per Turn, 3d30 Progress), Federated Shipyards (25 Resources per Turn, 3d40 Progress)) 20 RpD 2 Die = 40 R 2/16 Median ADC N/A
--[X] Cold Springs Artillery Foundry 232/350 15 RpD 2 Die = 30 R 63% ADC 44
-[X] Raw Materials and Exploitation (6 Dice, +10 Agri) Head: Fiona Harris, 60 R:
--[X] Thebacha Ragnite Mines (Phase 3) 100/400 10 RpD 3 Dice 30 R 3/6 Median ADC N/A
--[X] Federal Agricultural Research Centers 0/125 10 RpD 2 Die = 20 R 47% ADC 53
--[X] National Forest Centralization 0/200 10 RpD 1 Die = 10 R 1/4 Median DC N/A
-[X] Bureaucracy (4 Dice, +10 Bonus) Head: Emily Finch, 0 R:
--[X] Food Safety Office
---[X] Poison Squad 3/? 1 Die
---[X] Pharmacy Enforcement Teams 10/? 1 Die
--[X] Bureaucratic Reorganization (Updated)
---[X] Appoint Section Administrators Light and Chemical Industry 1 Die
---[X] Recruit Sectional Experts Light and Chemical Industry 1 Die
-[X] Budget: 50+45+195+60+0 = 350/550 R = 365+185
Hazard threw 2 100-faced dice. Reason: Post Road Expansions Total: 23
19 19 4 4
Hazard threw 1 100-faced dice. Reason: Electrification (Daylit) Total: 57
57 57
Hazard threw 1 100-faced dice. Reason: Electrification (Old Vins) Total: 65
65 65
Hazard threw 3 100-faced dice. Reason: Artillery Tractor Procurement Total: 193
49 49 62 62 82 82
Hazard threw 2 100-faced dice. Reason: Dockyard HP Total: 98
85 85 13 13
Hazard threw 1 40-faced dice. Reason: Dockyard HP (Verreault) Total: 2
2 2
Hazard threw 3 60-faced dice. Reason: Dockyard Shi, SSC Total: 142
59 59 39 39 44 44
Hazard threw 3 30-faced dice. Reason: Dockyard NewAms C&T Total: 38
25 25 12 12 1 1
Hazard threw 3 40-faced dice. Reason: Dockyard NewAms FedShip Total: 63
25 25 7 7 31 31
Hazard threw 2 100-faced dice. Reason: Dockyard NewAms Total: 157
77 77 80 80
Hazard threw 2 100-faced dice. Reason: Cold Springs Artillery Total: 164
94 94 70 70
Hazard threw 3 100-faced dice. Reason: Thebacha Total: 148
70 70 30 30 48 48
Hazard threw 2 100-faced dice. Reason: Fed Agri Research Centers Total: 149
77 77 72 72
Hazard threw 1 100-faced dice. Reason: National Forest Centralization Total: 15
15 15
Hazard threw 2 12-faced dice. Reason: FSO Poison Squad Total: 5
1 1 4 4
Hazard threw 1 100-faced dice. Reason: FSO Poison Squad Support Total: 10
10 10
Hazard threw 2 10-faced dice. Reason: FSO Pharmacy Enforcement Team Total: 14
10 10 4 4
Hazard threw 1 100-faced dice. Reason: FSO PET Assist Total: 35
35 35
Hazard threw 2 20-faced dice. Reason: FSO PSI Total: 16
8 8 8 8
Hazard threw 4 100-faced dice. Reason: Appoint Section Admin L&CI Total: 179
30 30 55 55 56 56 38 38
Hazard threw 1 100-faced dice. Reason: Recruit Sectional Experts L&CI Total: 22
22 22
Hazard threw 1 4-faced dice. Reason: Section Administrator Options Total: 4
4 4
 
Well, we legit did get some important projects done. One thing I think we're learning is that the FSO has nearly unlimited potential to sink dice, which frankly could turn into a dangerous thing for us if it means we neglect other stuff we're supposed to be doing like "organizing and rearming the military with twentieth century weaponry." We can help the FSO but we can't afford to spend years doing little or nothing but bringing it up to speed in Bureaucracy.

Here's a tentative plan draft, which I think is properly updated.


[] Plan 1903H1 Draft Plan

-[] Infrastructure (4/4 Dice, +5 bonus, 45 R)
--[] Electrification - Daylit (Stage 1) (239/250) (1 die, 15 R) (95% chance)
--[] Post Road Expansions (Phase 1) (109/400) (3 dice, 30 R) (2/5.5 median)

So the electrification target is all but done. The roads rolled extremely poorly this turn, but it's still a project we can and should keep plugging away at.

-[] Light Industry (4/4 Dice, +? bonus, 60+?? R)
--[] Naugatuck Valley Munitions Complex (4 dice, 60 R) (complete partnership)
--[] ??? Depends on other dice available

I'll need to wait here to see what's available. At a bare minimum we need Naugatuck and have the capacity to finish it, thankfully.

-[] Heavy Industry (9/9 Dice, +15 bonus, 220 R)
--[] Roosevelt Naval Gun Factory Expansion (3 dice, 45 R) (15% chance)
--[] National Steel Laboratory (3 dice, 45 R) (15% chance)
--[] New Amsterdam Shipyard (Level 5) (776/1600) (3 dice, 60 + 45 R)
---[] Contract Charles and Tredegar (20 R)
---[] Contract Federated Shipyards (25 R)
--[] Hunter's Point Shipyard (Level 3) (358/400) (0 dice, 0 + 5 R) (~2.5 turns remaining)
---[] Contract Verrault Navigation (5 R)
--[] Shikaakwa Shipyard (Level 3) (306/400) (0 dice, 0 + 20 R) (~1.25 turns remaining)
---[] Contract Shikaakwa Shipbuilding Company (20 R)

Statistically expected progress under this plan draft for New Amsterdam is ~195+45+60 = 300 points. Continued work at this rate should finish the yard in 1904H1, roughly. If we accelerated hard we could probably slam out the yard in two turns, but that might bump us into shock labor penalties. As such, I kind of want to make sure we spend Heavy Industry dice on other important things too, without wasting them on overkill.

-[] Raw Materials (6/6 Dice, +0 bonus, 60 R)
--[] Ragnite Prospecting Expeditions (1 die, 5 R)
--[] Thebacha Ragnite Mines (Phase 3) (248/400) (3 dice, 30 R) (50% chance)
--[] National Forest Centralization (25/200) (2 dice, 20 R) (11% chance)

We need more ragnite, and with 1903 coming up we only have four turns after this one to hit our "12 more points of Ragnite" target. And Dettah and Thebacha are, as I understand it, only good for 10 points between them. While I don't want to ignore the special Fiona Harris projects, we really do need to find yet another ragnite mine.

-[] Bureaucracy (4/4 Dice, +10 bonus, 0 R)
--[] Ration Studies
--[] Minesweeper Design Studies
--[] FSO: Something Or Other
--[] Lobby Congress: Malnutrition Programs

This is meant to continue SOME focus on the FSO, while also remembering that we can't let that become our monofocus project to the exclusion of the other stuff we're supposed to be doing.
 
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Right, well, @Hazard you're not allowed to do that again. :V

I think we're uh, not doing Section Administrators with one D100 roll to determine how many candidate we get as well but the exact methods are unclear to me right now reviewing the past three times we did it.

Post Road Expansions (Phase 1) 76+23+10=109/400)
Electrification - Daylit (Stage 1) (177+57+5=239/250)

Electrification - Old Vins (Stage 3) (221+65+5=291/250)

Naugatuck Valley Munitions Complex
[Partnership] Hartley and Graham (1/5 die, 15R/75R)

Eddystone Shell Plant
[Partnership] Excelsior Munitions (3/3 dice, 30 R/30 R) (Partnership Finished

Artillery Tractor Procurement (0+193+45=238/150)

Shikaakwa Shipyard (Level 3) (164+142=306/400)
New Amsterdam Shipyard (Level 5) (488+157+30+
38+63=776?/1600)
Hunter's Point Shipyard (Level 3) (228+98+30+2=358/400)

Cold Springs Artillery Foundry (232+164+30=426/350)

Thebacha Ragnite Mines (Phase 3) (100+148=248/400)
Federal Agricultural Research Centers 0+149+20=169/125
National Forest Centralization (0+15+10=25/200)

Food Safety Office:
Poison Squad: 1 die 3+5+10+10=28/?
Pharmacy Enforcement Teams: 1 die 10+14+10+35=69/?
Preparation Standards Initiative 32+16=48/?
Sectional Experts: 22+10?
Section Administrators L&C I: 40 65 66 48
 
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Hopefully, investing one die into each of the three FSO branches at least tells us how big those projects are so that we get some sense of what it would take to help them out 'enough.'

I really hope we don't get sucked into a vortex of using up our 1903 Bureaucracy dice on the FSO to the point where we're no longer designing weapons.
 
Hopefully, investing one die into each of the three FSO branches at least tells us how big those projects are so that we get some sense of what it would take to help them out 'enough.'

I really hope we don't get sucked into a vortex of using up our 1903 Bureaucracy dice on the FSO to the point where we're no longer designing weapons.
We can just...go back to ignoring it.
 
-[] Bureaucracy (4/4 Dice, +10 bonus, 0 R)
--[] Ration Studies
--[] Minesweeper Design Studies
--[] FSO: Something Or Other
--[] Lobby Congress: Malnutrition Programs
I think you're missing the important stuff we need to be looking at - like actual updated rifles, pistols, oh, and the actual planning for army growth and logistics. Those are more relevant to our Army Readiness go. At this point, we really have to let the FSO work on its own and hold off on malnutrition lobbying.
 
I think you're missing the important stuff we need to be looking at - like actual updated rifles, pistols, oh, and the actual planning for army growth and logistics. Those are more relevant to our Army Readiness go.
We have a fairly specific list of things we're expected to do for the army and it is not a small list. We've already done a lot of it.

The thing is, we are also responsible for the navy, and in particular one of the big potential holes in our navy's capabilities is a lack of modernized ships. If World War One breaks out in 1910 or later, effectively every ship we now have and any ship designed to pre-1900 blueprints will be more or less obsolete and largely ineffective against enemy modern vessels. We absolutely cannot just sit around waiting to design ships until shortly before war breaks out, too, because those ships will take many months if not years to build. There's a lot of lead time.

So we need to split our bureaucratic efforts 3-4 ways. We need to make sure we're doing things for the army, including trials of army weapons- noting that we've already done multiple trials and some of them are good, leading to production options for field guns, machine guns, carbines, and body armor. We need to make sure we're preparing new ship designs for the navy. We need to keep pushing Congress and working on the civilian side of things because that is one of the best ways to remain popular with the Progressive movement. And we need to do a few "the bureaucracy is expanding to meet the needs of the expanding bureaucracy" actions.

We cannot neglect any of those.

At this point, we really have to let the FSO work on its own and hold off on malnutrition lobbying.
I want to do the malnutrition lobbying because if we back-burner it we are likely to see it neglected for a generation or more. I'm trying to taper us off FSO stuff a bit because I know it's popular in-thread and probably with President Black so I don't necessarily want to cut it off entirely.
 
I think you're missing the important stuff we need to be looking at - like actual updated rifles, pistols, oh, and the actual planning for army growth and logistics. Those are more relevant to our Army Readiness go. At this point, we really have to let the FSO work on its own and hold off on malnutrition lobbying.
Well, our GM thinks pistols are useless so we might be able to skip those.
 
Well, if it weren't for the Bureau apparently having a shit second half of 1902 I suspect the president would've been quite pleased by the Bureau plowing 2 extra dice into the FSO.

That said, we absolutely should be putting some effort into lobbying Congress for the Malnutrition stuff. The president is noted as a progressive imperialist, so he'd love to throw his weight around in a way that would measurably improve the lives of the poor.

Even if they wouldn't necessarily like it in the moment.
 
-[] Bureaucracy (4/4 Dice, +10 bonus, 0 R)
--[] Ration Studies
--[] Minesweeper Design Studies
--[] FSO: Something Or Other
--[] Lobby Congress: Malnutrition Programs

This is meant to continue SOME focus on the FSO, while also remembering that we can't let that become our monofocus project to the exclusion of the other stuff we're supposed to be doing.

Agreed on this, but we will need to expand Infrastructure before this plan is over.

Well, our GM thinks pistols are useless so we might be able to skip those.

No. People in universe think pistols are useless because we are still using revolvers. WWI is the point where pistols with magazines start to show up en masse.

That said, we absolutely should be putting some effort into lobbying Congress for the Malnutrition stuff. The president is noted as a progressive imperialist, so he'd love to throw his weight around in a way that would measurably improve the lives of the poor.

Even if they wouldn't necessarily like it in the moment.

Which is why I had us expand proper food production first so that the malnutrition programs can have a safe base to build off of.

Edit: My own mathpost will be up sometime later.
 
Mathing the post:

Post Road Expansions (Phase 1) 76+19+4+10 = 109/400
Electrification Daylit (Stage 1) 177+57+5 = 239/250 Anyone have a Canon Omake for this one? Are those even allowed in this quest?
Electrification Old Vins (Stage 3) 221+65+5 = 291/250 -1 Rag
Naugatuck Valley Munitions Complex (Updated) [Partnership] Hartley and Graham (1/5 dice, 15 Resources per die, 20 percent ownership stake, 12 months)(+10 Munitions)
Eddystone Shell Plant (Updated) [Partnership] Excelsior Munitions (3/3 dice, 10 Resources per die, 25% ownership stake, 12 months)(+8 Munitions)
Artillery Tractor Procurement (New) 0+49+62+82+45 = 238/150 +3 Mun

Dockyard Expansion Level 3 Hunter's Point Shipyard 228+85+13+2+30 = 358/400
Dockyard Expansion Level 3 Shikaakwa 164+59+39+44 = 306/400
Dockyard Expansion Level 5 New Amsterdam 488+25+12+1+25+7+31+77+80+30 = 776/1600 Nat 1 Critical Failure
Cold Springs Artillery Foundry 232+94+70+30 = 426/350 +5 Arti
Thebacha Ragnite Mines (Phase 3) 100+70+30+48 = 248/400
Federal Agricultural Research Centers 0+77+72+20 = 169/125 +Food Output, +Food Quality
National Forest Centralization 0+15+10 = 25/200
Food Safety Office Poison Squad 3+1+4+10+10 = 38/? Nat 1 Critical Failure?
Food Safety Office Pharmacy Enforcement Teams 10+10+4+35+10 = 69/? Nat 10 Critical Success?
Bureaucratic Reorganization (Updated) Appoint Section Administrators Light and Chemical Industry 4: 30 55 56 38 /+10? = 40 65 66 48
Bureaucratic Reorganization (Updated) Recruit Sectional Experts Light and Chemical Industry 22+10 = 32

Plan Goals
(Bring Army Readiness to Mediocre (Complete by 1904 Late))
(Bring at least 12 points of Ragnite onto the market (Complete by 1904 Late))
(Complete at least 5 Electrification Stages (Complete by 1904 Late)) (3+1 = 4 of 5 completed)
(Expand at least two docks to Level 3, and at least 1 dock to Level 5 (Complete by 1904 Late))

Partnerships

[Naugatuck] Hartley and Graham (1/5 dice, 15 resources per die, 20 percent ownership stake, 12 months)
[Eddystone] Excelsior Munitions (3 dice, 10 Resources per die, 25% ownership stake, 12 months)

Readiness of Forces
Army: Low

Demand
Small Arms: Edit: 132-25 = 107 / 20 (+25)
Artillery: 118-30 = 88/ 10 (+25+5 = +30)
Munitions: 132-17 = 115 / 20 (+6+8+3 = +17)

Navy: Medium

Munitions: 5 (+5)

Current Economic‌ ‌Issues:‌ ‌
Energy:‌ ‌Limited Infrastructure
Electrical Infrastructure: 6+1 = 7/21 Stages completed
Coal: +5
Oil: +4
Ragnite: +10-1 = +9 (9-1 = 8 Government owned)
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:‌ ‌Edit 2: +9+1 = +10, +1 per turn

Resources from SOCs: 90 resources per turn

Resources: Edit 3: 365 resources per turn, 140+365-50-45-225-60-0 = 125 in reserve See @Fireiy's post below.

I'm honestly surprised my plan won this turn. Wish we didn't get two Nat 1s on the rolls, but both of them are on non D100s so the damage is somewhat contained. Also curious what that Nat 10 on Pharmacy Enforcement Teams gets us.
 
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If we did have any omake bonuses I'd rather have it go on recruiting sectional experts if it could improve our result there.

Our amount of resources in reserves is also incorrect, I know it didn't get changed from 1902 early at the very least when I know my plan should have reduced it and now I'm examining all our turns resource tracking.
 
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If we did have any omake bonuses I'd rather have it go on recruiting sectional experts if it could improve our result there.

Our amount of resources in reserves is also incorrect, I know it didn't get changed from 1902 early at the very least when I know my plan dhould have reduced it and now I'm examining all our turns resource tracking.

Good. Let me know how much resources we actually have for next turn and remember to ask @Ithillid about some of the (lack of) changes when you do. We may have hidden cost modifiers in play in this quest.
 
Good. Let me know how much resources we actually have for next turn and remember to ask @Ithillid about some of the (lack of) changes when you do. We may have hidden cost modifiers in play in this quest.
Alright I've gone through every turn and its results to take a look at how many resources we should actually have. Where discrepancies start are as follows @Ithillid. @Dmol8 Your plan is also incorrect in spending with it listing only 195 for heavy industry instead of 225, presumably from the Cold Springs spending of 30 at the end being accidentally left out. This means it should actually be spending 380.

Everything was accurate up until 1901 Early Results, starting with a minor discrepancy between the plans spending of 275, income of 285 and reserves of 180 ending up with 185 reserves instead of 190.
1901 Late Results is where the reserves become a lot more disconnected from reality, with the plans spending of 375, income of 355 and incorrect reserves of 185 remaining at that level. The true reserves number there should've been 170.
1902 Early Results continues this problem with a spending of 395, income of 365 and reserves still stuck at 185. True reserves are 140.
This turns spending of 380 to a income of 365 should be lowering our true reserves number to 125.
 
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