Semper Ad Meliora (Code Geass/Britannian Royalty Quest)

What is the population of Euro-Britannia? Looking at the map it seems to largely consist of Siberia so I would imagine that even at 3 to 1 losses this hurts them much more than the Rus Republic. They also seem to be operate semi-independent of the rest of Britannia which I would imagine complicates getting reinforcements.

I would like to add that Siberia doesn't have to be complete wasteland. With enough investment and future tech, it can become downright hospitable. So even if the population is lower than Western Russia (which is most certainly is) this last battle shouldn't be crippling, just a really solid blow.
 
In South Africa, Luciano Bradley has led a long and bloody campaign against native resistance, suffering setbacks in the early part of the year, but eventually succeeding in occupying a sizable portion of the country.

Hey it is everyone's favourite psychopath and probably Knight of 8.

In Central Asia, though, the picture is not so bright. Forces from the EU, specifically the Rus Republic, continue to clash with Euro-Britannian units. One titanic battle culminated in the destruction of both the Euro-Britannian and Rus Republic army groups nearly to a man. While immensely devastating to both forces, the Rus Republic's losses are estimated at three times that of Britannia due to the force-multiplier that is the modern Knightmare Frame. Currently, the two sides are in a stalemate that is expected to last through the next year as each nation rebuilds their militaries.

Wow now I want to know if they managed to match Stalingrad with this battle. I believe the number on Stalingrad more than a million dead altogether.
 
The HTB? The heck is that an acronym for?
Ugh, should be HBE: Holy Britannian Empire. I actually think auto-correct got me on that one for some weird reason.
How did a Labor Party rise up in Absolutist Britannia?
I would think that some sort of Liberal Democratic Party analogue would be occupying their position.
Okay, so... long, long-ass story short: The 'Labor Party' in Britannia is a 'Labor Party' is such in name only.

Their formal name is: "The Party of Trade Laborers in service to the Emperor."

Long-ass story less short: The Britannian Labor Party stands in line with the whole idea of 'common ownership' and other fairly-socialist principles. However, in the weird feudal hodgepodge of Britannia, this takes a fucking weird-ass form in practice. That being that the Labor Party are actually some of the most hardcore Imperial-loyalists. As the Emperor is the embodiment of the state, a father to his people, and defender of all subjects/citizens... they lobby for more direct intervention from the imperial throne as a moderating influence between the other political factions of the empire, because increased involvement of the government is de facto increased involvement/power of the Emperor himself. This madness happens because the Conservative faction is actually supported/overlaps with the upper-tier nobility and strives for more corporate interests and form the opposition to Labor, arguing that more control should be put into the hands of feudal lords instead to free up the Imperial government (and therefore the emperor) for more 'important tasks' like administering the Areas, controlling the war effort, etc...

How this all shakes out is that Schneizel is championing the "Give the Emperor more Powah" Party, when he's obviously angling for being next in line for the throne.

It's a bizarre kind of genius, honestly.
That battle had to have some major significance for either side. The Republicans had to think they had a chance overrunning the Remnants' positions. Likewise for the Euro-Britannians, once the Republic lost the initiative.
That battle sounds like a very nasty back-and-forth where both sides overplayed their hands.
What is the population of Euro-Britannia? Looking at the map it seems to largely consist of Siberia so I would imagine that even at 3 to 1 losses this hurts them much more than the Rus Republic. They also seem to be operate semi-independent of the rest of Britannia which I would imagine complicates getting reinforcements.
Euro-Britannia benefited from a kind of semi-forced evacuation of a lot of skilled labor and resources during the Great War in retreat from EU forces. Their population is much higher than in the OTL. That said, the Rus Republic definitely does have a larger population, but not enough for 3:1 losses to be equivalent. The Rus got the worse part of the deal in the engagement, but EB can't really sustain those kind of losses either.

...which means they'll need to ask for reinforcements from Britannia proper if they really want to prosecute their war. Fortunately for Britannia, that means EB becomes less independent. Hmm... let your friend fight a grinding war until they bend knee and beg for help in exchange for political power over them... Keikaku? Keikaku.

Yes, this was kind of supposed to be a decisive battle for the contested area and both sides thought they had an incredible edge over the other. The conclusion... wasn't that. So now they're stuck back at square one with an uneasy truce. Fucking dice, man.
 
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Yes, this was kind of supposed to be a decisive battle for the contested area and both sides thought they had an incredible edge over the other. The conclusion... wasn't that. So now they're stuck back at square one with an uneasy truce. Fucking dice, man.

Our OOC knowledge is that the dice interfered, but my IC reasoning is that the high command of both armies made a number of poor decisions that cost their forces dearly.
 
Our OOC knowledge is that the dice interfered, but my IC reasoning is that the high command of both armies made a number of poor decisions that cost their forces dearly.

That, and/or they either got into a slugging match, convincing themselves that their enemy would falter soon enough or something. Or they both successfully implemented impressive, very damaging plans on their enemy....at the same time.

But then again, that old saying "never attribute to malice...." also makes perfect sense here.
 
Okay, so I was innocently watching South Park's movie and feeling old because that things been out for two decades and I remembered an ancient AMV. Since I'm now running a Code Geass Quest, consider this a fun little gag to brighten all of your days:



Our OOC knowledge is that the dice interfered, but my IC reasoning is that the high command of both armies made a number of poor decisions that cost their forces dearly.
In my notes it was a matter of over-committing forces, ultimately. But yes, a series of poor command decisions were likely made.
 
Sound a little like Australia. Where the Liberal party is the conservative one.

Those two things (Liberalism and Conservatism) aren't really incompatible. That distinction is a uniquely US thing, Liberals in the rest of the world are for deregulation and free trade, conservatism is likewise a largely socially focused ideology.

It's just that in the USA, our political education is less than barebones and once something enters our political vocabulary it's very hard to correct it.
Liberals, as we understand them, have a lot more in line with progressives and social democrats (during the depression and with a few individual holdouts until the 70s). We expect liberals to have a Socially Liberal position, not a solely economic one.

Which no doubt may have something to do with how people feel about the Democratic Party in the present day, but that's for another discussion.

But in the rest of the world, you would never see a party that called itself liberal advocating for that sort of expansive state intervention in the economy. Whether that meant advocating for labor rights or introducing economic programs, none of that's really on a "Liberal" party's radar.

It's just that the parties in the US are absurdly large tents, and they've been forced throughout history to take in a lot of conflicting interests and conflicting ideals, and after over 200 years of this, we're in a very confused position on just what most of these things mean.

Likewise, US conservatives are odd in a lot of ways, but their attachment to liberal economics is only odd in so far as it affects their policies on trade (free trade is at odds with higher tariffs) but it's not an altogether incompatible mix. So I imagine that it's much the same in Australia. Just in reverse.
 
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This madness happens because the Conservative faction is actually supported/overlaps with the upper-tier nobility and strives for more corporate interests and form the opposition to Labor, arguing that more control should be put into the hands of feudal lords instead to free up the Imperial government (and therefore the emperor) for more 'important tasks' like administering the Areas, controlling the war effort, etc...

How this all shakes out is that Schneizel is championing the "Give the Emperor more Powah" Party, when he's obviously angling for being next in line for the throne.

It's a bizarre kind of genius, honestly.

So from what i saw from EuroBrittania i imagine that they are run by nobility more so than the emperor, wich would explain some of their independence and governments tries to lessen it. I assume they are in conservative block?
...which means they'll need to ask for reinforcements from Britannia proper if they really want to prosecute their war. Fortunately for Britannia, that means EB becomes less independent. Hmm... let your friend fight a grinding war until they bend knee and beg for help in exchange for political power over them... Keikaku? Keikaku.

Schneizel.
 
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Turn 3 (Phase I)
Year 3 (Phase I)​

"Your Highness." Jeanne greets you with her customary seriousness.

"Dame Rowe." You nod at her, taking the folders she's prepared and beginning to skim through them. "So, what kind of options do we have for this year?"

"Well, firstly, I think I should address the maps you've most commonly had out, if I may sire?" Jeanne states leadingly as she looks to the expensive works of art masquerading as maps rolled up to your side. Technically accurate they may be, but they're also beautiful.

"You may." You reply with a nod.

"Then I will be blunt: If your highness intends to expand into Australia, fight pirates, and formally claim the land for the Empire, I would deeply suggest an experience with naval matters." She explains pointedly. "While there are naval command staff who would be happy to loan you the use of some vessels, it would ultimately be at their mercy should they decide to withhold their promises for political favors. Also, while you could in theory simply purchase vessels yourself and acquire a suitably skilled man to captain them, I would be remiss for pointing out that without any working knowledge of naval vessels yourself, you would be trusting in them completely as well. It would be best if you at least knew enough of naval matters to make a certain number of calls under pressure."

You hum thoughtfully. "Dully noted, Dame Rowe. As you've been paying such attention to my cartographical habits, though, I suppose you have recommendations for the map of central Asia as well?"

She nods. "After the inconclusive, yet bloody, battle last year it is unlikely the front will see much action in the coming months, if not years. It is entirely possible for a small force with a dedicated covert operations skill set could run havoc among the Rus Republic's forces and ensure they will not be ready to regroup before the Euro-Britannian forces. However, such tactics would demand a familiarity with airborne insertion and evacuation." Jeanne explains with a firm tone. "The same points I raised earlier also apply here, your highness, in that you could simply acquire people to do so for you, but it would be best to have familiarity with airborne operations yourself."

"I see." You state, flipping through the documents. "...and the rest of this is about ultimately deciding force composition. I'll have decisions for you as soon as possible."

"As you will, sire." Jeanne nods. "The only other note I'll make is that if you plan to expand into Australia, you should make formally founding your base a higher priority. If not, then you should prioritize other matters."

Total Banked Income (Counting This Year): 2100 RBN

Martial: CHOOSE TWO

[ ] Knights & Days: A little pricier than simply raising a regular military unit. Simply put, you'll be taking up the call of any second or third sons of noble families who can afford their own Knightmare Frame and putting them to use on the field of battle. Of course, you'll be paying for a higher price for the housing of both them and their machines. Cost: 500; Upkeep: 300; DC: 50; Rewards: You'll have a squad of knights in giant robots at our beck and call. Martial options increase widely.

[ ] Cross-Training: The more 'cost-effective' option to raising your own unit. Instead of getting mainline combat troops, you'll be taking the men (and women) you already have and putting your spies through formal military training under Jeanne. Of course, you'll also be picking up a few more men and turn the ones you got last year into officers. This will take your specialists and allow them to be used in regular military operations, not just Intrigue operations. Cost: 300; Upkeep 0; DC: 30; Rewards: Turn your spies into soldier(-spies), broaden their uses. (OCCUPIES SPY UNIT FOR TURN THREE, WILL NOT BE AVAILABLE FOR INTRIGUE OPTIONS)

[ ] Raise a Unit: It would be suicide, after all, to plan to head into battle with a mere two people. That isn't to say this would make you ready to go to war, but everyone has to start somewhere. Cost: 300; Upkeep: 200; DC: 20; Rewards: Raise a small military unit from your personal fief, loyal to you specifically.

[ ] Royal Flight: Of lesser prestige to the knightmare frame, air superiority is a field not yet affected by the revolutionary mechanical suits. No matter what others might say, there is still a special magic to soaring high above the land and sea, a peace not found among those fighting below. Cost: 50; Upkeep: 0; DC: 10; Rewards: Learn to fly a jet/Possible Martial Trait/Vary by degree of success.

[ ] Sailor, Soldier: The navy is no less important than the air force, though still not as glorious as the conquest of land for the empire. After all, one can hardly build impressive structure or erect monuments on water. Still, a battle won is a mighty thing. Cost: 50; Upkeep: 0; DC: 10; Rewards: Learn to captain a ship/Possible Martial Trait/Vary by degree of success.

Diplomacy: CHOOSE ONE

[ ] The Aide: David Tarlton is a busy man, but he's not a very important one for all that. You can easily deduce his schedule and where he'll be most approachable. So you'll approach him, obviously, and as the only noble living 'next to you' try to feel out his aims and goals for his fief. Opening talks would be good, and potentially also offer a way to get to Schneizel himself. Cost: 50; Upkeep: 0; DC: 50; Rewards: Information on David Tarlton, route to Schneizel's attention.

[ ] Far East Approachment: Shinozaki Sayoko is the head of your bodyguards as well as the leader of a thousand-year-old martial arts school and a clan. You'd like to get to know her for a number of reasons, not the least of which is the fact that her efforts are keeping you alive. Cost: 50; Upkeep: 0; DC: 10; Rewards: Shinozaki Sayoko SL Increase, increased insight into the Shinozaki clan and their inner workings. Potential trait gain.

[ ] Noble Birth: While not quite as profitable as another royal, a friend among the upper nobility can still be immensely profitable. Also, there are far more targets than those among your siblings. Surely you'll be able to find someone to tolerate your presence? Cost: 100; Upkeep: 50; DC: 10; Rewards: Make a friend among the upper nobility/Vary by degree of success. Potential trait gain.

[ ] Entente Cordial: You must, as a royal, seize the day. As such, you will endeavor to reach beyond the social circles of the empire and outward to the children of ambassadors and foreign officials to broaden your understand of the world, and how best to rule it. Hopefully without giving any indication of foreign sympathies, of course. Cost: 50; Upkeep: 50; DC: 30; Rewards: Make a friend among foreign visitors/Vary by degree of success. Potential trait gain.

[ ] Translators: Hiring a few people who can speak foreign tongues would be a good idea if you intend to go abroad, but do you intend to? Still, having them available if you run into Chinese pirates in Australia, Russian-speaking tribes in Asia, or other odd tongues in odd places might be a good thing, just to cover your bases. Cost: 100; Upkeep: 50; DC: 20; Rewards: Remove any penalty for attempting diplomacy with non-english speaking foreign groups. Potential trait gain.

Stewardship: CHOOSE ONE

[ ] Investment Opportunities: Making money isn't easy, but it is simple. All you have to do is find an enterprise requiring startup capital, provide that money, and then reap the rewards. Just... pick carefully. Cost: 200; Upkeep: 0; DC: 30/60/90; Rewards: Earn Greater Income/Vary by degree of success. Potential trait gain.

[ ] Overseas Investment: As above, so below; as domestic, so foreign. Basically, do what you did in Britannia, but not in Britannia. Just... in a completely foreign market which you are entirely unfamiliar with... very cautiously. Cost: 300; Upkeep: 0; DC: 40/80/120; Rewards: Earn Greater Income/Vary by degree of success. Potential trait gain.

[ ] Keep or Castle: You need somewhere to set up shop. Preferably, a very secure base of operation from which to run your general affairs out of before you even start considering sallying forth with a military unit in glorious conquest. Plus, it would help if your mother was no longer able to 'check in on you' while you were conducting meetings. Cost: 750; Upkeep: 300; DC: 20; Rewards: Base of Operations, Potential Bonuses.

[ ] Resource Scouting: There are plenty of groups within the empire that make a living simply by tallying the resources of unmapped islands and, well... mapping them. Contact one of them, give them the coordinates to your island, and see what they turn up. Hopefully they'll find something useful or valuable. Cost: 300; Upkeep: 0; DC: 30; Rewards: Determine if there are any potentially valuable resources on your island. Potential Stewardship options increase.

[ ] Sell Sword: Blood for Gold is the ancient creed of the mercenary, known in modernity as a Private Military Corporation. There are a number of lords and ladies in the Empire who see raising armies and fighting wars as a matter of lesser importance to their own businesses and affairs. Solving their problems for them isn't very glorious, but it can win friends and make money. Or you could just set out to raid and pillage unaligned territories using the scum of the earth. Cost: 500; Upkeep: 300; DC: 20; Rewards: Increased Options across many categories, Start your own PMC, fight wars for money.
 
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First things first, before anyone rushes to make plans, we should decide if we feel like we're going to need to use our covert ops unit on an Intrigue action this turn. If we do want to use the covert ops unit, then we can't take Cross-Training, whereas if we do not feel the need to use them, then we can safely take Cross-Training and get them used to regular military operations alongside intrigue operations.
 
First things first, before anyone rushes to make plans, we should decide if we feel like we're going to need to use our covert ops unit on an Intrigue action this turn. If we do want to use the covert ops unit, then we can't take Cross-Training, whereas if we do not feel the need to use them, then we can safely take Cross-Training and get them used to regular military operations alongside intrigue operations.
Hm. Well if we want to go the Euro Britania route doing so would make sense albeit they lose a degree of their advantage about being deniable assets, but it plays to Lelouch's strength in intrigue work so I'm tentatively leaning in that directi
 
First things first, before anyone rushes to make plans, we should decide if we feel like we're going to need to use our covert ops unit on an Intrigue action this turn. If we do want to use the covert ops unit, then we can't take Cross-Training, whereas if we do not feel the need to use them, then we can safely take Cross-Training and get them used to regular military operations alongside intrigue operations.
As something to make sure you're informed, at least one of your intrigue actions will be using that unit to scout nearby pirate bases this turn. That will use your team. There may yet be another one which will also use your team, but I'm still hammering that one out.

Since people have expressed an interest in Australia, though, I thought you might want to know about this one.
 
I think we should take Royal Flight, at least it will expose us to multiple varieties of air combat operations including airborne insertions.

If we go on a personal pirate hunting, It'll also help us to fight on small chain of islands and ocean where Glasgows aren't manouverable enough.
 
The way I see it, we would probably need to pick Raise a Unit and one of either Royal Flight or Sailor, Soldier if only to get them done.

I really feel we need to do Noble Birth and Investment opportunities, so we could potentially get our hands on a certain Half-Blooded Knightmare enthusiast.
 
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The way I see it, we would probably need to pick Raise a Unit and one of either Royal Flight or Sailor, Soldier if only to get them done.

I really feel we need to do Noble Birth, so we could potentially get our hands on a certain Half-Blooded Knightmare enthusiast.
Hm. If we're going the special forces route it is probably better to do the cross training action as raising a veteran unit requires a similar dice result to what got Lulu the bodyguard unit iirc.

We can supplement our low force count by trying to pick an elite knightmare pilot, or two as well.
 
Personally, I want to pick pirate hunting and developing Caledonia. let's leave cross-training for now because we need the Intrigue action to scout for pirates later

I propose

[]Plan Pirates Hunt: Naval superiority

Martial
[] Raise a Unit
[] Sailor, Soldier

Diplomacy
[] Translators

Stewardship
[] Resource Scouting

Alternatively...

[]Plan Pirates Hunt: Air Superiority

Martial
[] Raise a Unit
[] Royal Flight

Diplomacy
[] Translators

Stewardship
[] Resource Scouting

So thoughts?
 
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