God Save The Queen (Post-Apocalyptic Britain Quest)

[X] Plan : God save the Queen
-[X]Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X]Poor Roads: Since the Collapse, roads have been the main way of getting to different places overland. Thanks to various misfortunates, you have been unable to keep yours from falling into disarray. Start off with poorly-maintained roads, hindering mobility in your territory Provides +1 Point.
-[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
-[X]Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X]Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X]Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X]Railroads: Britain has always had a decent railroad network in place. While it has been lost to time since the Collapse, you have managed to keep some railroads functional. Start off with functional railroad network. Costs -2 Points
-[X]Vassal Cities: Loyal and steadfast, the city-states of Salisbury, Basingstoke and Bournemouth have formally pledge allegiance to you. Salisbury, Basingstoke and Bournemouth are your vassals. Incompatible with Allied Cities. Costs -2 Points
-[X]Flowing Trade: Located in the south of England with the old ports of Southampton and Portsmouth, you have plenty of trade flowing through your lands as merchants from many places are continuously coming and going. Increased trade going through your lands, giving you greater access to resources and rumours. Costs -1 Point
-[X]Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X]Power Grid: Electricity was everywhere in the Old World, but since the Collapse, the infrastructure for providing the electricity has fallen into disarray across most places. You have ensured that your lands are not one of those places. Start off with a functional electrical grid. Costs -2 Points

13 options
10 points - 10 points

The negative Inexperienced Troops is compensated for by Vassal cities, which should let us survive a war with the Anglican vassals. After that war, our troops will be experienced and (eventually) we will fully equip them with Power Armour.
Poor Roads is partly compensated by a functional railway network, and this justifies how we ended up with Feudal Vassals.
A member of Parliament who is a traitor will be difficult to deal with without any intelligence agency, however with a functioning Civil Service and much of our nation ruled by lords their influence is limited and they are only a spy. Long-term this will be a major problem, but it can be solved by recreating MI5(which will take time).
Autocratic Supporters essentially makes keeping the support of the Queen a critical issue, but makes that support much more useful.

We have the Old World tech and Public Education advantages, which reduces the value of all the technology options. We can more easily re-develop any of them than our neighbours, so only Power Armour was taken. We have limited production, splitting it between multiple types of military technology will result in not producing enough of any. In my opinion, we should restore the infantry first, followed by the Navy, then the RAF, then the rest of the Army.

A Civil Service is vital, and can be used as the basis for many government functions we need to redevelop. For example, we establish an organisation to purge corruption from the Civil Service, and as that org develops, it's role can be expanded into basically MI5.
Trade, railroads and more cities will result in a much stronger starting economy.
Flowing Trade can be used as a basis for developing positive diplomatic relationships with trade partners, and we can offer computers for sale exclusively to allies.
A Power grid is critical if we want to make use of computers, and will help keep morale and productivity high. It can be rebuilt using our knowledge of electricity, but it is much better to start with a power grid.



Two immediate issues (Anglican Crusaders & Techno-Barbarians Raiders) can be dealt with, with difficulty. Fighting two wars simultaneously is generally an extremely bad idea, but with a numerical (Vassal cities) and logistical (railway) advantage it should be winnable.

The other immediate issues are not worthwhile in my view;
The Troubles basically means taking the risk of sending our army to Ireland, and away from our defence. Or suffering the reputation blow of abandoning a subordinate to destruction, which will make it much harder to later convince other microstates to become our vassals(combined with Feudal Lords it will result in a chance of them rebelling).
French Invaders requires we select some of the Navy options (e.g. Old World Destroyers) , or suffer our ports being sacked even when we successfully drive them off.
Plague Outbreak can only be survived with the NHS, otherwise the disruption of the plague will make it near impossible to defeat the Techno-Barbarians Raiders.
 
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[X] Plan The Good Professor
-[X] Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
-[X] Good Reputation: You are well-respected and liked by those around you. Your words are trusted and your representatives are respected. You have a good diplomatic reputation. Incompatible with Good Reputation. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] Vassal Cities: Loyal and steadfast, the city-states of Salisbury, Basingstoke and Bournemouth have formally pledge allegiance to you. Salisbury, Basingstoke and Bournemouth are your vassals. Incompatible with Allied Cities. Costs -2 Points
-[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them.
-[X] Jets: Aeroplanes were prominent in the Old World and every major country maintained an air force to control the skies. Since the Collapse, knowledge of how to maintain and make jets have been lost everywhere, but in your lands. You have knowledge of how to make more aeroplanes. Costs -1 Point
-[X] Helicopters: While not as fast or far ranging as aeroplanes in the Old World, helicopters had their place, often used by the navy, police and army as support and transport for their ground forces. You have managed to retain the know-how of making more of them. You have knowledge of how to make more helicopters. Costs -1 Point
-[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
-[X] Metal Hulls: While you have what is left of the Royal Navy from before the Collapse, everyone else has to make do with constructing wooden hulls. But not you because your people still know how to make the metal hulled ships of the Old World. You have knowledge of how to make metal ship hulls. Costs -1 Point
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X] Unsupportive Parliament: A key part of the government, parliament assists the queen in running the government. While the queen doesn't need their help to rule like was the case before the Collapse, an unsupportive parliament can do a great deal to hinder you unless you wish to end democracy in the British Isles. Parliament is unsupportive of you and Queen Victoria. Can be taken up to three times. Provides +1 Point

Alright, the goal here is to preserve as much knowledge as possible - I picked all the tech options but nuclear power.

I also wanted him to have a good reputation and some allies.

Also, it seems things have regressed socially and we may see the death of democracy as the Queen is given yet more Autocratic power.
 
The Power Grid, under Administration, don't we already have that?

No, you have retained electricity as a technology which you know how to use and make more of. That is different to having a functioning power grid in place.

This dosn't have a price listed, is it free?

No. I have updated the update with its cost.

@Oshha, I looked up the royal family but I couldn't find Victoria. Is she a OC?

Yes. All of the characters are OCs due to the year being 2100.

[X] Plan Tech, Plague Doctors, SPIES GALORE, and Air support

This is an invalid plan as you can only have a maximum of 15 options.
 
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Inserted tally
Adhoc vote count started by Killer_Whale on Apr 26, 2019 at 1:46 AM, finished with 20 posts and 10 votes.

  • [X] Reforming the Wasteland
    -[X] British Knights: Knights in power armour dominate the battlefields of British. Mobile, tough and hard-hitting, you have been fortunate to acquire some knights of your own. You have a unit of infantry in power armour. Can be taken multiple times. Costs -1 Point
    -[X] Allied Cities: Free and independent, the city-states of Salisbury, Basingstoke and Bournemouth have formally allied with you. Salisbury, Basingstoke and Bournemouth are your allies. Incompatible with Vassal Cities. Costs -1 Point
    -[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
    -[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
    -[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
    -[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
    -[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
    -[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
    [X] For Queen and Country
    -[X] Experienced Troops: The world has not been kind to you, but your people have risen to the challenge. Your army consists of not fresh young lads, but battle-harden veterans. Your army has some experience when it comes to war and include many veterans amongst their ranks. Incompatible with Inexperienced Troops. Costs -1 Point
    -[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
    -[X] The Troubles: While they have always talked of reuniting Ireland and restoring the Republic, it has always just been talk. Now the Irish Catholics are actually acting on their desire to remove the Union of Ulster instead of talking about it. The Irish Catholic states are preparing to finally rid themselves of the Union of Ulster, your only friend in Ireland. Provides +1 Points
    -[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
    -[X] Power Grid: Electricity was everywhere in the Old World, but since the Collapse, the infrastructure for providing the electricity has fallen into disarray across most places. You have ensured that your lands are not one of those places. Start off with a functional electrical grid. Costs -2 Points
    -[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
    -[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
    -[X] MI5: A legacy from the Old World, MI5 has survived the collapse and now provides professional protection against the intrigue of foreign powers. You have a professional counter-intelligence agency up and running. Costs -1 Point
    -[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
    -[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
    --[X] Two times
    -[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
    -[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them. Costs -1 Point
    -[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
    -[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
    [X] For Queen and Country With Air Support
    -[X] Experienced Troops: The world has not been kind to you, but your people have risen to the challenge. Your army consists of not fresh young lads, but battle-harden veterans. Your army has some experience when it comes to war and include many veterans amongst their ranks. Incompatible with Inexperienced Troops. Costs -1 Point
    -[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
    -[X] The Troubles: While they have always talked of reuniting Ireland and restoring the Republic, it has always just been talk. Now the Irish Catholics are actually acting on their desire to remove the Union of Ulster instead of talking about it. The Irish Catholic states are preparing to finally rid themselves of the Union of Ulster, your only friend in Ireland. Provides +1 Points
    -[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
    -[X] Power Grid: Electricity was everywhere in the Old World, but since the Collapse, the infrastructure for providing the electricity has fallen into disarray across most places. You have ensured that your lands are not one of those places. Start off with a functional electrical grid. Costs -2 Points
    -[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
    -[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
    -[X] MI5: A legacy from the Old World, MI5 has survived the collapse and now provides professional protection against the intrigue of foreign powers. You have a professional counter-intelligence agency up and running. Costs -1 Point
    -[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
    -[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
    --[X] Two times
    -[X] Jets: Aeroplanes were prominent in the Old World and every major country maintained an air force to control the skies. Since the Collapse, knowledge of how to maintain and make jets have been lost everywhere, but in your lands. You have knowledge of how to make more aeroplanes. Costs -1 Point
    -[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them. Costs -1 Point
    -[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
    -[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
    [X] Plan Tech, Plague Doctors, SPIES GALORE, and Air support
    -[X] Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
    -[X] The RAF: Before the Collapse, the Old World had many man-made machines which flew through the skies. Of all those in Britain, only you managed to keep some of them still working to this day. You got some functioning aircraft alongside an airfield to deploy them from. Costs -2 Points
    -[X] NHS: A legacy of the Old World, the National Health Service did not only survive the Collapse, but has continued to this day. While it is greatly diminished, it still exists and still provides healthcare to your people. Start off with a diminished, but functional NHS. Costs -2 Points
    -[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
    -[X] Plague Outbreak: Since the Collapse, plagues have always been a dangerous threat and you are unfortunate enough to have one currently spreading through your lands. Start off with an ongoing outbreak of a deadly plague. Provides +2 Points
    -[X] MI5: A legacy from the Old World, MI5 has survived the collapse and now provides professional protection against the intrigue of foreign powers. You have a professional counter-intelligence agency up and running. Costs -1 Point
    -[X] MI6: A legacy from the Old World, MI5 has survived the collapse and now lets you take professional intrigue actions against foreign powers. You have a professional intelligence agency up and running. Costs -1 Point
    -[X] Hostile Spy Network: One of your hostile neighbours has been successful in establishing a spy network in your lands, leaving yourself vulnerable to intrigue actions by them. A hostile power has established a spy network within your country. Can be taken up to ten times. Provides +1 Point x10
    -[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them.
    -[X] Jets: Aeroplanes were prominent in the Old World and every major country maintained an air force to control the skies. Since the Collapse, knowledge of how to maintain and make jets have been lost everywhere, but in your lands. You have knowledge of how to make more aeroplanes. Costs -1 Point
    -[X] Helicopters: While not as fast or far ranging as aeroplanes in the Old World, helicopters had their place, often used by the navy, police and army as support and transport for their ground forces. You have managed to retain the know-how of making more of them. You have knowledge of how to make more helicopters. Costs -1 Point
    -[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
    -[X] Metal Hulls: While you have what is left of the Royal Navy from before the Collapse, everyone else has to make do with constructing wooden hulls. But not you because your people still know how to make the metal hulled ships of the Old World. You have knowledge of how to make metal ship hulls. Costs -1 Point
    [X] Plan : God save the Queen
    -[X] Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
    -[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
    -[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
    -[X]Poor Roads: Since the Collapse, roads have been the main way of getting to different places overland. Thanks to various misfortunates, you have been unable to keep yours from falling into disarray. Start off with poorly-maintained roads, hindering mobility in your territory Provides +1 Point.
    -[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
    -[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
    -[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them.
    -[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
    -[X]Railroads: Britain has always had a decent railroad network in place. While it has been lost to time since the Collapse, you have managed to keep some railroads functional. Start off with functional railroad network. Costs -2 Points
    -[X]Vassal Cities: Loyal and steadfast, the city-states of Salisbury, Basingstoke and Bournemouth have formally pledge allegiance to you. Salisbury, Basingstoke and Bournemouth are your vassals. Incompatible with Allied Cities. Costs -2 Points
    -[X]Flowing Trade: Located in the south of England with the old ports of Southampton and Portsmouth, you have plenty of trade flowing through your lands as merchants from many places are continuously coming and going. Increased trade going through your lands, giving you greater access to resources and rumours. Costs -1 Point
    -[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
    -[X] Power Grid: Electricity was everywhere in the Old World, but since the Collapse, the infrastructure for providing the electricity has fallen into disarray across most places. You have ensured that your lands are not one of those places. Start off with a functional electrical grid. Costs -2 Points
    [X] Plan The Good Professor
    -[X] Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
    -[X] Good Reputation: You are well-respected and liked by those around you. Your words are trusted and your representatives are respected. You have a good diplomatic reputation. Incompatible with Good Reputation. Costs -1 Point
    -[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
    -[X]Vassal Cities: Loyal and steadfast, the city-states of Salisbury, Basingstoke and Bournemouth have formally pledge allegiance to you. Salisbury, Basingstoke and Bournemouth are your vassals. Incompatible with Allied Cities. Costs -2 Points
    -[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
    -[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them.
    -[X] Jets: Aeroplanes were prominent in the Old World and every major country maintained an air force to control the skies. Since the Collapse, knowledge of how to maintain and make jets have been lost everywhere, but in your lands. You have knowledge of how to make more aeroplanes. Costs -1 Point
    -[X] Helicopters: While not as fast or far ranging as aeroplanes in the Old World, helicopters had their place, often used by the navy, police and army as support and transport for their ground forces. You have managed to retain the know-how of making more of them. You have knowledge of how to make more helicopters. Costs -1 Point
    -[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
    -[X] Metal Hulls: While you have what is left of the Royal Navy from before the Collapse, everyone else has to make do with constructing wooden hulls. But not you because your people still know how to make the metal hulled ships of the Old World. You have knowledge of how to make metal ship hulls. Costs -1 Point
    -[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
    -[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
    -[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
    -[X] Unsupportive Parliament: A key part of the government, parliament assists the queen in running the government. While the queen doesn't need their help to rule like was the case before the Collapse, an unsupportive parliament can do a great deal to hinder you unless you wish to end democracy in the British Isles. Parliament is unsupportive of you and Queen Victoria. Can be taken up to three times. Provides +1 Point
 
Vote is still open.
Vote Tally : God Save The Queen (Post-Apocalyptic Britain Quest) - Original | Page 3 | Sufficient Velocity [Posts: 67-80]
##### NetTally 1.9.7
[X] Reforming the Wasteland
-[X] British Knights: Knights in power armour dominate the battlefields of British. Mobile, tough and hard-hitting, you have been fortunate to acquire some knights of your own. You have a unit of infantry in power armour. Can be taken multiple times. Costs -1 Point
-[X] Allied Cities: Free and independent, the city-states of Salisbury, Basingstoke and Bournemouth have formally allied with you. Salisbury, Basingstoke and Bournemouth are your allies. Incompatible with Vassal Cities. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
-[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
No. of Votes: 3

[X] For Queen and Country
-[X] Experienced Troops: The world has not been kind to you, but your people have risen to the challenge. Your army consists of not fresh young lads, but battle-harden veterans. Your army has some experience when it comes to war and include many veterans amongst their ranks. Incompatible with Inexperienced Troops. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] The Troubles: While they have always talked of reuniting Ireland and restoring the Republic, it has always just been talk. Now the Irish Catholics are actually acting on their desire to remove the Union of Ulster instead of talking about it. The Irish Catholic states are preparing to finally rid themselves of the Union of Ulster, your only friend in Ireland. Provides +1 Points
-[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X] Power Grid: Electricity was everywhere in the Old World, but since the Collapse, the infrastructure for providing the electricity has fallen into disarray across most places. You have ensured that your lands are not one of those places. Start off with a functional electrical grid. Costs -2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
-[X] MI5: A legacy from the Old World, MI5 has survived the collapse and now provides professional protection against the intrigue of foreign powers. You have a professional counter-intelligence agency up and running. Costs -1 Point
-[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
--[X] Two times
-[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them. Costs -1 Point
-[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
-[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
No. of Votes: 2
[X] For Queen and Country With Air Support
-[X] Experienced Troops: The world has not been kind to you, but your people have risen to the challenge. Your army consists of not fresh young lads, but battle-harden veterans. Your army has some experience when it comes to war and include many veterans amongst their ranks. Incompatible with Inexperienced Troops. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] The Troubles: While they have always talked of reuniting Ireland and restoring the Republic, it has always just been talk. Now the Irish Catholics are actually acting on their desire to remove the Union of Ulster instead of talking about it. The Irish Catholic states are preparing to finally rid themselves of the Union of Ulster, your only friend in Ireland. Provides +1 Points
-[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X] Power Grid: Electricity was everywhere in the Old World, but since the Collapse, the infrastructure for providing the electricity has fallen into disarray across most places. You have ensured that your lands are not one of those places. Start off with a functional electrical grid. Costs -2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
-[X] MI5: A legacy from the Old World, MI5 has survived the collapse and now provides professional protection against the intrigue of foreign powers. You have a professional counter-intelligence agency up and running. Costs -1 Point
-[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
--[X] Two times
-[X] Jets: Aeroplanes were prominent in the Old World and every major country maintained an air force to control the skies. Since the Collapse, knowledge of how to maintain and make jets have been lost everywhere, but in your lands. You have knowledge of how to make more aeroplanes. Costs -1 Point
-[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them. Costs -1 Point
-[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
-[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
No. of Votes: 2
[X] Plan : God save the Queen
-[X]Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X]Poor Roads: Since the Collapse, roads have been the main way of getting to different places overland. Thanks to various misfortunates, you have been unable to keep yours from falling into disarray. Start off with poorly-maintained roads, hindering mobility in your territory Provides +1 Point.
-[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
-[X]Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X]Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X]Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them.
-[X]Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X]Railroads: Britain has always had a decent railroad network in place. While it has been lost to time since the Collapse, you have managed to keep some railroads functional. Start off with functional railroad network. Costs -2 Points
-[X]Vassal Cities: Loyal and steadfast, the city-states of Salisbury, Basingstoke and Bournemouth have formally pledge allegiance to you. Salisbury, Basingstoke and Bournemouth are your vassals. Incompatible with Allied Cities. Costs -2 Points
-[X]Flowing Trade: Located in the south of England with the old ports of Southampton and Portsmouth, you have plenty of trade flowing through your lands as merchants from many places are continuously coming and going. Increased trade going through your lands, giving you greater access to resources and rumours. Costs -1 Point
-[X]Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X]Power Grid: Electricity was everywhere in the Old World, but since the Collapse, the infrastructure for providing the electricity has fallen into disarray across most places. You have ensured that your lands are not one of those places. Start off with a functional electrical grid. Costs -2 Points
No. of Votes: 1

[X] Plan The Good Professor
-[X] Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
-[X] Good Reputation: You are well-respected and liked by those around you. Your words are trusted and your representatives are respected. You have a good diplomatic reputation. Incompatible with Good Reputation. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] Vassal Cities: Loyal and steadfast, the city-states of Salisbury, Basingstoke and Bournemouth have formally pledge allegiance to you. Salisbury, Basingstoke and Bournemouth are your vassals. Incompatible with Allied Cities. Costs -2 Points
-[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them.
-[X] Jets: Aeroplanes were prominent in the Old World and every major country maintained an air force to control the skies. Since the Collapse, knowledge of how to maintain and make jets have been lost everywhere, but in your lands. You have knowledge of how to make more aeroplanes. Costs -1 Point
-[X] Helicopters: While not as fast or far ranging as aeroplanes in the Old World, helicopters had their place, often used by the navy, police and army as support and transport for their ground forces. You have managed to retain the know-how of making more of them. You have knowledge of how to make more helicopters. Costs -1 Point
-[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
-[X] Metal Hulls: While you have what is left of the Royal Navy from before the Collapse, everyone else has to make do with constructing wooden hulls. But not you because your people still know how to make the metal hulled ships of the Old World. You have knowledge of how to make metal ship hulls. Costs -1 Point
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X] Unsupportive Parliament: A key part of the government, parliament assists the queen in running the government. While the queen doesn't need their help to rule like was the case before the Collapse, an unsupportive parliament can do a great deal to hinder you unless you wish to end democracy in the British Isles. Parliament is unsupportive of you and Queen Victoria. Can be taken up to three times. Provides +1 Point
No. of Votes: 1
Total No. of Voters: 9
 
My plan has:
-a crappy military headed power-armoured feudal knights fighting off the Anglican Crusaders
-military is supplied with guns from the allied Isle of Wight Forged Iron cultists, and domestic cottage industries producing power armours
-government has a competent Civil Service and a loyal Parliament to deal with its domestic issues, with a long-term goal of destroying the autocratic political movement and integrating the feudal lords that dot the land
-nation has a NHS to deal with the ongoing Plague Outbreak
-crime families and foreign spies are dueling with MI5 agents in the shadows
-arcane knowledge of nuclear reactors is being carefully protected to finally rebuild a modern energy infrastructure

[X] Chivalric Britannia
-[X] British Knights: Knights in power armour dominate the battlefields of British. Mobile, tough and hard-hitting, you have been fortunate to acquire some knights of your own. You have a unit of infantry in power armour. Can be taken multiple times. Costs -1 Point
-[X] Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
-[X] Iron Alliance: The Forged Iron cult rules of the Isle of Wight to your south. While not too strong, these Old World-worshipping cultists have access to plenty of technology from before the Collapse and will be usual to securing your southern flanks. You have an alliance with the Forged Iron cultists ruling the Isle of Wight. Costs -1 Point
-[X] Supportive Parliament: A key part of the government, parliament assists the queen in running the government. While the queen doesn't need their help to rule like was the case before the Collapse, a supportive parliament is very helpful in getting things done. Parliament is supportive of you and Queen Victoria. Can be taken up to three times. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] NHS: A legacy of the Old World, the National Health Service did not only survive the Collapse, but has continued to this day. While it is greatly diminished, it still exists and still provides healthcare to your people. Start off with a diminished, but functional NHS. Costs -2 Points
-[X] Plague Outbreak: Since the Collapse, plagues have always been a dangerous threat and you are unfortunate enough to have one currently spreading through your lands. Start off with an ongoing outbreak of a deadly plague. Provides +2 Points
-[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] MI5: A legacy from the Old World, MI5 has survived the collapse and now provides professional protection against the intrigue of foreign powers. You have a professional counter-intelligence agency up and running. Costs -1 Point
-[X] Hostile Spy Network: One of your hostile neighbours has been successful in establishing a spy network in your lands, leaving yourself vulnerable to intrigue actions by them. A hostile power has established a spy network within your country. Can be taken up to ten times. Provides +1 Point
-[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point

EDIT: Fine, approval vote to get nuclear tech.
[X] Reforming the Wasteland


 
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[X] Reforming the Wasteland

-[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
My plan has:
-a crappy military headed power-armoured feudal knights fighting off the Anglican Crusaders
-military is supplied with guns from the allied Isle of Wight Forged Iron cultists, and domestic cottage industries producing power armours
-government has a competent Civil Service and a loyal Parliament to deal with its domestic issues, with a long-term goal of destroying the autocratic political movement and integrating the feudal lords that dot the land
-nation has a NHS to deal with the ongoing Plague Outbreak
-crime families and foreign spies are dueling with MI5 agents in the shadows
-arcane knowledge of nuclear reactors is being carefully protected to finally rebuild a modern energy infrastructure

For both of these plans, I question the value of Nuclear Power without a Power Grid. Without Flowing Trade, it will be extremely difficult to obtain fuel for any reactor we want to build.

We are a tiny nation, with consequently smaller power supply needs. By the time we have expanded to the point building Nuclear Power plants is useful and affordable, we could have recovered the technology through other means. Reinvention, acquiring it from another microstate, locating pre-Collapse Nuclear engineers/scientists/technicians and convincing them to pass on the skills and knowledge, are all possible sources for Nuclear power without using a point.
 
We are a tiny nation

Since you have been using this sort of language, I am going to correct you on this as the above terms are wrong. You are not a tiny nation and the world has proper states in it not microstates. They might not be as big as modern day countries that they used to be, but they are no means microstates and are more akin to the feudal kingdoms and duchies of the dark age and the middle ages.

But they are not microstates and neither are you. I want to be clear on this as both your country and the other major to medium players in the British Isles are proper countries even through they are not on the same level as the modern day UK and Republic of Ireland.
 
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[X] Plan StarkDemise

Military
[X] British Knights: -1
[X] Inexperienced Troops: +1

Diplomatic
[X] The Irish: -1
[X] The Troubles: +1

Administration
[X] NHS: -2
[X] Plague Outbreak: +2

[X] Civil Service: -2
[X] Feudal Lords: +2

[X] Power Grid: -2
[X] Compromised Parliament: +2

Intelligence
[X] MI5: -1
[X] Hostile Spy Network: +1

Technology
[X] Power Armour: -1
[X] Crime Lords: +1
 
[X] Reforming the Wasteland
-[X] British Knights: Knights in power armour dominate the battlefields of British. Mobile, tough and hard-hitting, you have been fortunate to acquire some knights of your own. You have a unit of infantry in power armour. Can be taken multiple times. Costs -1 Point
-[X] Allied Cities: Free and independent, the city-states of Salisbury, Basingstoke and Bournemouth have formally allied with you. Salisbury, Basingstoke and Bournemouth are your allies. Incompatible with Vassal Cities. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
-[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
 
The reason why I'm leery about the plan Reforming the Wasteland is because I think it establishes problems and doesn't provide the tools for dealing with them. Chiefly, it has a compromised parliament, but no intelligence service of any kind, meaning that it will be difficult to identify and weed out traitors.

It also grabs a few shiny things, like the tech for nuclear power and power armour production, but doesn't actually provide the Power Grid to make use of them. Without that, we probably won't be able to manufacture power armour at all, and we won't be able to make use of Nuclear power either. In simple terms, we'd be trying to run before we can walk.

It also neglects other technologies which are probably more essential, like guns and vehicles. If we want to increase internal trade in the absence of railways, then vehicles are essential. They're also exceptionally useful for transporting troops. As it is, with Reforming the Wasteland we'd have an army that needs to march on foot, and which will be very slow and easily outmaneouvred as a result. Without the technology for guns, while we might be able to produce power armour, we won't be able to reliably equip regular soldiers. We'll be stuck in the unhappy situation of having an army of immobile elites who are otherwise badly equipped and who are de-facto outgunned.

A broader complaint is that the plan fails to make use of the maximum 15 options which are on offer. Whilst that would mean taking on some negatives, it would also allow for additional options that would help to balance out all the present problems.
 
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Know what, on second thought this plan seems good.
[X] Plan StarkDemise

Military
[X] British Knights: -1
[X] Inexperienced Troops: +1

Diplomatic
[X] The Irish: -1
[X] The Troubles: +1

Administration
[X] NHS: -2
[X] Plague Outbreak: +2

[X] Civil Service: -2
[X] Feudal Lords: +2

[X] Power Grid: -2
[X] Compromised Parliament: +2

Intelligence
[X] MI5: -1
[X] Hostile Spy Network: +1

Technology
[X] Power Armour: -1
[X] Crime Lords: +1
 
For Queen and Country With Air Support

~TLDR version~

Military (1 option, -1 point)
Experienced Troops Costs -1 Point

Diplomatic (2 option, +3 points)

Anglican Crusaders: Provides +2 Points
The Troubles: Provides +1 Points

Administration (4 options, -1 points)

Civil Service: Costs -2 Points
Power Grid: Costs -2 Points
Feudal Lords: Provides +2 Points
Crime Lords: Provides +1 Point

Intelligence (4 options, +3 points)
MI5: Costs -1 Point
Compromised Parliament: Provides +2 Points
Autocratic Supporters: Provides +1 Point (x2)

Technology (4 options, -4 Points)

Jets: Costs -1 Point
Firearms: Costs -1 Point
Vehicles: Costs -1 Point
Nuclear Power: Costs -1 Point

Total: 15 options, 0 points
 
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Vote is still open.
Vote Tally : God Save The Queen (Post-Apocalyptic Britain Quest) - Original | Page 3 | Sufficient Velocity [Posts: 67-96]
##### NetTally 1.9.7
[X] Reforming the Wasteland
-[X] British Knights: Knights in power armour dominate the battlefields of British. Mobile, tough and hard-hitting, you have been fortunate to acquire some knights of your own. You have a unit of infantry in power armour. Can be taken multiple times. Costs -1 Point
-[X] Allied Cities: Free and independent, the city-states of Salisbury, Basingstoke and Bournemouth have formally allied with you. Salisbury, Basingstoke and Bournemouth are your allies. Incompatible with Vassal Cities. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
-[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
No. of Votes: 5

[X] For Queen and Country
-[X] Experienced Troops: The world has not been kind to you, but your people have risen to the challenge. Your army consists of not fresh young lads, but battle-harden veterans. Your army has some experience when it comes to war and include many veterans amongst their ranks. Incompatible with Inexperienced Troops. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] The Troubles: While they have always talked of reuniting Ireland and restoring the Republic, it has always just been talk. Now the Irish Catholics are actually acting on their desire to remove the Union of Ulster instead of talking about it. The Irish Catholic states are preparing to finally rid themselves of the Union of Ulster, your only friend in Ireland. Provides +1 Points
-[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X] Power Grid: Electricity was everywhere in the Old World, but since the Collapse, the infrastructure for providing the electricity has fallen into disarray across most places. You have ensured that your lands are not one of those places. Start off with a functional electrical grid. Costs -2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
-[X] MI5: A legacy from the Old World, MI5 has survived the collapse and now provides professional protection against the intrigue of foreign powers. You have a professional counter-intelligence agency up and running. Costs -1 Point
-[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
--[X] Two times
-[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them. Costs -1 Point
-[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
-[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
No. of Votes: 4
[X] Plan The Good Professor
-[X] Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
-[X] Good Reputation: You are well-respected and liked by those around you. Your words are trusted and your representatives are respected. You have a good diplomatic reputation. Incompatible with Good Reputation. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] Vassal Cities: Loyal and steadfast, the city-states of Salisbury, Basingstoke and Bournemouth have formally pledge allegiance to you. Salisbury, Basingstoke and Bournemouth are your vassals. Incompatible with Allied Cities. Costs -2 Points
-[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them.
-[X] Jets: Aeroplanes were prominent in the Old World and every major country maintained an air force to control the skies. Since the Collapse, knowledge of how to maintain and make jets have been lost everywhere, but in your lands. You have knowledge of how to make more aeroplanes. Costs -1 Point
-[X] Helicopters: While not as fast or far ranging as aeroplanes in the Old World, helicopters had their place, often used by the navy, police and army as support and transport for their ground forces. You have managed to retain the know-how of making more of them. You have knowledge of how to make more helicopters. Costs -1 Point
-[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
-[X] Metal Hulls: While you have what is left of the Royal Navy from before the Collapse, everyone else has to make do with constructing wooden hulls. But not you because your people still know how to make the metal hulled ships of the Old World. You have knowledge of how to make metal ship hulls. Costs -1 Point
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X] Unsupportive Parliament: A key part of the government, parliament assists the queen in running the government. While the queen doesn't need their help to rule like was the case before the Collapse, an unsupportive parliament can do a great deal to hinder you unless you wish to end democracy in the British Isles. Parliament is unsupportive of you and Queen Victoria. Can be taken up to three times. Provides +1 Point
No. of Votes: 2
[X] For Queen and Country With Air Support
-[X] Experienced Troops: The world has not been kind to you, but your people have risen to the challenge. Your army consists of not fresh young lads, but battle-harden veterans. Your army has some experience when it comes to war and include many veterans amongst their ranks. Incompatible with Inexperienced Troops. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] The Troubles: While they have always talked of reuniting Ireland and restoring the Republic, it has always just been talk. Now the Irish Catholics are actually acting on their desire to remove the Union of Ulster instead of talking about it. The Irish Catholic states are preparing to finally rid themselves of the Union of Ulster, your only friend in Ireland. Provides +1 Points
-[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X] Power Grid: Electricity was everywhere in the Old World, but since the Collapse, the infrastructure for providing the electricity has fallen into disarray across most places. You have ensured that your lands are not one of those places. Start off with a functional electrical grid. Costs -2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
-[X] MI5: A legacy from the Old World, MI5 has survived the collapse and now provides professional protection against the intrigue of foreign powers. You have a professional counter-intelligence agency up and running. Costs -1 Point
-[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
--[X] Two times
-[X] Jets: Aeroplanes were prominent in the Old World and every major country maintained an air force to control the skies. Since the Collapse, knowledge of how to maintain and make jets have been lost everywhere, but in your lands. You have knowledge of how to make more aeroplanes. Costs -1 Point
-[X] Firearms: The firearms of the Old World have been increasingly rare and valuable since the Collapse. As more weapons of the Old World are lost or broken, fewer and fewer have access to them thanks to only a few like your people knowing how to make both more guns and more ammo. You have knowledge of how to make guns and ammo for them. Costs -1 Point
-[X] Vehicles: Motorised vehicles are commonplace before the Collapse and most everyone own one of some kind. While many are still used in this day and age, most have lost knowledge of how to make more, but not your people. You have knowledge f how to make motorised vehicles. Costs -1 Point
-[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
No. of Votes: 2
[X] Plan StarkDemise
[X] British Knights: -1
[X] Inexperienced Troops: +1
[X] The Irish: -1
[X] The Troubles: +1
[X] NHS: -2
[X] Plague Outbreak: +2
[X] Civil Service: -2
[X] Feudal Lords: +2
[X] Power Grid: -2
[X] Compromised Parliament: +2
[X] MI5: -1
[X] Hostile Spy Network: +1
[X] Power Armour: -1
[X] Crime Lords: +1
No. of Votes: 2
[X] Plan : God save the Queen
-[X]Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X]Poor Roads: Since the Collapse, roads have been the main way of getting to different places overland. Thanks to various misfortunates, you have been unable to keep yours from falling into disarray. Start off with poorly-maintained roads, hindering mobility in your territory Provides +1 Point.
-[X] Compromised Parliament: At least one member of Parliament is a traitor and is selling information to foreign powers. At least one high-ranking member of your government is a traitor. Provides +2 Points
-[X]Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X]Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X]Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X]Railroads: Britain has always had a decent railroad network in place. While it has been lost to time since the Collapse, you have managed to keep some railroads functional. Start off with functional railroad network. Costs -2 Points
-[X]Vassal Cities: Loyal and steadfast, the city-states of Salisbury, Basingstoke and Bournemouth have formally pledge allegiance to you. Salisbury, Basingstoke and Bournemouth are your vassals. Incompatible with Allied Cities. Costs -2 Points
-[X]Flowing Trade: Located in the south of England with the old ports of Southampton and Portsmouth, you have plenty of trade flowing through your lands as merchants from many places are continuously coming and going. Increased trade going through your lands, giving you greater access to resources and rumours. Costs -1 Point
-[X]Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X]Power Grid: Electricity was everywhere in the Old World, but since the Collapse, the infrastructure for providing the electricity has fallen into disarray across most places. You have ensured that your lands are not one of those places. Start off with a functional electrical grid. Costs -2 Points
No. of Votes: 1

[X] Chivalric Britannia
-[X] British Knights: Knights in power armour dominate the battlefields of British. Mobile, tough and hard-hitting, you have been fortunate to acquire some knights of your own. You have a unit of infantry in power armour. Can be taken multiple times. Costs -1 Point
-[X] Inexperienced Troops: Your army is raw and green. They are still fresh and have yet to be tested in the fires of war. Your army is inexperienced and untested when it comes to war. Incompatible with Experienced Troops. Provides +1 Point
-[X] Iron Alliance: The Forged Iron cult rules of the Isle of Wight to your south. While not too strong, these Old World-worshipping cultists have access to plenty of technology from before the Collapse and will be usual to securing your southern flanks. You have an alliance with the Forged Iron cultists ruling the Isle of Wight. Costs -1 Point
-[X] Supportive Parliament: A key part of the government, parliament assists the queen in running the government. While the queen doesn't need their help to rule like was the case before the Collapse, a supportive parliament is very helpful in getting things done. Parliament is supportive of you and Queen Victoria. Can be taken up to three times. Costs -1 Point
-[X] Anglican Crusaders: Just like you, the Anglican Church has always fancied itself as the inheritor of Great Britain and also just like you, they seek to reunite the British Isles under their rule. Right now, they are making a step towards that as some of their vassal-kingdoms are invading you from the east. Starts off being the target of an Anglican Holy War from the east. Provides +2 Points
-[X] NHS: A legacy of the Old World, the National Health Service did not only survive the Collapse, but has continued to this day. While it is greatly diminished, it still exists and still provides healthcare to your people. Start off with a diminished, but functional NHS. Costs -2 Points
-[X] Plague Outbreak: Since the Collapse, plagues have always been a dangerous threat and you are unfortunate enough to have one currently spreading through your lands. Start off with an ongoing outbreak of a deadly plague. Provides +2 Points
-[X] Civil Service: A legacy of the Old World, her Majesty's Civil Service has both survived the Collapse and survived to this day. While not as strong as it once was, it allows for a non-oligarchic administration. Starts off with a weak, but functional Civil Service. Costs -2 Points
-[X] Feudal Lords: In the aftermath of the Collapse, society has rebuilt itself in new ways and most of these ways have been the strong and powerful ruling over the weak and poor. While you have retained most of the democracy that Britain had prior to the Collapse, even your lands are not free of the new rise of feudalism. Start off with a significant amount of your land being ruled by feudal vassals. Provides +2 Points
-[X] MI5: A legacy from the Old World, MI5 has survived the collapse and now provides professional protection against the intrigue of foreign powers. You have a professional counter-intelligence agency up and running. Costs -1 Point
-[X] Hostile Spy Network: One of your hostile neighbours has been successful in establishing a spy network in your lands, leaving yourself vulnerable to intrigue actions by them. A hostile power has established a spy network within your country. Can be taken up to ten times. Provides +1 Point
-[X] Power Armour: Power armour was commonplace in armies before the Collapse and since them, it has retained its prominent on the battlefield. Clad in power armour, knights are one of the most feared things on the battlefield and the few who can produce more have a significant advantage. You have knowledge of how power armour works and how to produce more. Costs -1 Point
-[X] Nuclear Power: Once declining during the Old World, nuclear power saw a brief resurgence prior to the Collapse. Your people have been fortunate to have the technical know-how of how to run a nuclear reactor passed down throughout the generations. You have knowledge on how nuclear power works. Requires Electricity. Costs -1 Point
-[X] Autocratic Supporters: A not so small portion of the population supports the idea of demolishing the democratic nature of the government and giving absolute power to the queen. Increased Anti-Democratic Support amongst the populace. Can be taken up to three times. Provides +1 Point
-[X] Crime Lords: Crime has been an eternal part of civilisation and without the systems of the Old World, it has only grown more rife since the Collapse and despite your best efforts, there is a thriving criminal underworld throughout your lands. Start off with a powerful criminal underworld. Provides +1 Point
No. of Votes: 1

Total No. of Voters: 17
 
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