- Location
- Sydney
[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.
-[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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