For the life of me, I can't find the post that had the infantry equipment design listed. It was right in front of me as well. Best as I can recall, the design had standardized food, shovels, and some third thing which may have been boots. I heavily invite you to search for it as I seem to have botched my search check.
If it isn't included, I don't see any problems with editing it into the design. Policy as far as I know states that small things and not directly military related things have a quite easy DC and are quite alright to bundle together without much difficulty. Which is how we're able to have at least three completely separate things be considered underneath the same design.
Do you mind if I ask the importance of dog tags? The best I'm able to think of is in relation to body identification and medical related fact checking. Which while important, doesn't seem to be something that we have infrastructure to be immediately useful. Though that is giving me ideas for our combat ambulance.
@Aseaheru: Are you able to provide any information about how the medical side of things works here? I would also like to ask about intelligence reports relating to our allies and anything we may have already composed in relation to this war and the Monarchy and if they exist.
A thing that I think bares reminder is that this game does not account for all of the various problems and areas of efficiency that an army and an active war effort would normally require accounting for. So we can get away with things like juggling factories around having them make 5 different things over the course of 5 turns and not immediately worrying about how they are getting to our troops. Or how handling explosives unsafely with military intentions tends to permanently injure if not kill, as how our early turns showed us with many personnel surviving without loss of future workability. Or how our supply lines are set up and who's getting which equipment. Our jobs in game are to figure out what would help our country best in its war effort, draw up conceptional designs for it, assign personnel to see about making those designs a reality, fixing mistakes, and the construction of facilities that will produce said designs. We tend to play a bit fast and loose with the rules, and are dealing with a competing team to boot, so what we need one turn isn't always what we need the next. And it tends to work out great in my experience here. I've had a ton of fun and I'm glad I posted here.
I'd love to have a game where each and every aspect of a war like this was handled and argued and voted on by players. I'd love to have a game where there was three teams on each side, one for designs, one for politics, one for military, and each side needing to juggle limited resources and needing to directly communicate within organization to figure out just what is going on. I'd love for it all to fit inside of the flexibility of a forum game with many GMs to keep the clocks running. And I have sleep deprivedly rambled for quite a while. Basically, I love that you are thinking at this from angles we haven't considered or talked about, and I think you're going to be a fantastic addition to the team Slick.
Sidenote:
The cost to turn all of our Pattern 782 STR into Pattern 804 STR is 654pp. We might want to consider using 218pp a turn for the next three turns to convert all 32,700 rifles. In comparison that would otherwise get us armament for 7.1 Type Bs, 65.4 Ratios, 130.8 HMG, 261.6 Mortars, 467.1 Trench Brooms, 654 engines, or 1090 Revolving Rifles. I'm not in a position to judge if this is the best use of those pp. We currently have 4250pp of general production a turn with an additional 900pp specified for Artillery production with 900 ton divided along 3 dry docks. (Really, right now I'm just imagining the effect of adding 10,800pp to our production and am trying to figure out reasons against building as many production buildings as possible besides "Our government probably wants to use that land for something else." and "That kind of seems like a cheap way to win.")