Hmm, let's see:
1)NLAC should have the Naval Engineering Team
2)SCE1937 should have the Fresh Meat team(let's make them a general Propulsion team than a simple rocketry team)
3)Electronics Improvements are right up the Electronics Team's Alley
4)Materials Team works on the Tank
5)Aeronautics Team is the odd man out with the ALC1
6)Gun Engineering Team gets the HiLo POAC SPG and towed carriage
Umm, we're short one labor team, so I'll prioritize as follows:
A)Construction Team 1 on the Naval Warfare Factory so we can start building 130mm pieces
B)Construction Team 2 is on the Engineering School
C)Construction Team 3 is on the Naval Academy
D) Labor Team A starts on harbor defenses
I know this leaves off the electronics factory, but with luck the manufacturing improvements should go a long way to mitigating our deficit.
Interesting assignment. Also, we can form CT4 (didn't even notice we were short one) by taking the labourers and architect away from fresh meat.
@Aseaheru: We are doing both D.1.1 and D.1.2? I had always thought that only one of two conflicting proposals could go through?
Its not really conflicting, is it though? Just different designs for the same thing.
Well, not necessarily. But that, for me, was the main difference between subproposals and different ones. I.e. had these been splitted into D.1 and D.9, they could've both gone through, but as D.1.1 and D.1.2 only one could. Basically, subproposals are "different solutions to the same problem" while different proposals are "different solutions to different problems".
@Aseaheru: What's the game mechanical difference between the different engineering roles, and specialization and no specialization? (I should have asked that years ago...)
Basically, it gives them a higher diceroll. Basic, non-specialized for that thing people are a D10, and each level of knowledge adds 5 to the dice, so a godlike aircraft dude working on aircraft is a 1d35. Workers are just flat numbers being added in, lack of engineers can flat out remove numbers, more than one team or near impossible things can remove numbers, etc.
As for how I get the dicerolls they go against, each engie there is just a D10 and some things get added there aswell.
Of course, me being me none of this is written down so how the system works can vary between each year, or even between each project.
So it's
Unskilled: D5
Basic: D10
Middling: D15
Skilled: D20
Masterful: D25
Godlike: D30
Specialization: +5D?
That's very good to know.
To be specific, have a map of Kholmistyy Ostrov as of the end of the year.
Anyways, your forces are in red, enemy forces are the black triangles, stars, ships, and squares. Each square, triangle, or circle-star is one company of troops/arty/similar (triangles are AAA), the ships are single units, and the triple-dots are units of militia.
Your dropbox link doesn't seem to be public, I'm afraid.
Now, looking at the teams, we have the following expected rolls without specialization:
Naval Team: 79.5
Aero Team: 87
Gun Engineering Team: 98
Electronics Team: 50
Fresh Meat: 19.5
Materials: 35.5
with each matching speciality adding +2.5 to that.
Comparing tryrar's and my proposal:
NLAC: Naval Engineering. The same.
SCE1937: Fresh Meat (19.5) vs (87). My proposal assigns a significantly higher weight to the engine, since it's going to be our go-to engine for the foreseeable future.
Electronics Improvements: Electronics team. Obviously, and the same.
Tank: Materials team (38-45.5) vs Gun Engineering (98-105.5). Again, higher weight to the tank, since the chassis is going to be used widely.
ALC1: Aeronautics Team (87) vs Fresh Meat Team (19.5): I really don't consider this that important, especially with the other landing craft receiving our best people.
105mm POAC/Carriage: Gun Engineering Team (100.5-108) vs Materials Team (35.5-45.5): I think the Carriage is important, but it shouldn't be that complicated. I hope.