A Gate to Another World [19th Century Fantasy Imperialism Quest]

@Murtox, Can we have an example of how a standard regiment is structured? How many Infantry Companies, Cavalry, and Artillery Batteries?
 
[] No, you didn't care for marriage just yet. You had enough on your plate with ordering around so many people.

I suggest we remain unmarried and then have a torrid romance with some fantastical foreigner. Regiment creation, I got nothing.
 
Working towards specific numbers, but I suggest we go hard on light/repeater cavalry and infantry, no need to get much artillery until we know what we are facing
 
Alright here is my initial plan for the regiment, this is not the final plan as I haven't decided on what type of arty battery yet. Let me know if you have any suggestions.

[] Plan: Quantity's Quality
- 8x Green Musket Company = 19,800
- 3x Veteran Minie Company = 18,000
- 2x Regular Repeaters = 17,500
- 4x Regular Light Cavalry = 19,000
- 1x Regular Aeronauts = 4,000
- 1x Regular Rifled Artillery Battery = 11,250
- 2x Regular Heavy Cavalry = 9000
- Traits
-- Fast Reloaders (Your units have an increased rate of fire)
-- Lucky (Rerolls, so extra plot armor)
-- Penal Regiment (Your Regiment is cannon fodder and unruly)(Cannot recruit Elites)
= 98,550

- 1st Infantry Battalion
4x Musket Company
1x Minie Company

- 2nd Infantry Battalion
4x Musket Company
1x Minie Company

- 1st Cavalry Battalion
4x Light Cavalry
2x Repeaters

- 1st Specialist Battalion
1x Aeronauts
1x Rifled Artillery Battery
2x Heavy Cavalry
1x Minie Company

The Musket Company will be our front line and do volley fire. The Minie Company will provide more accurate fire. Repeaters are to give the Light cav a bigger punch and basically work with the Light Cav in battle. Light Cav is very versatile and be the ones who Scout so we want a lot of them. Aeronauts only cost 4k and could provide an early warning so better to have and not need. Heavy Cav for cycle charging and Rifle for the increased range, which will combo well with Fast Loader allowing us to start shooting when the enemy is farther away and give us more time for shoot while they are closing in.

For the Traits, since the regiment are a majority of infantry, Fast Reloaders would mean more lead down range and more volleys. Lucky cause it can apply to a lot of scenarios, and Penal Regiment since we are going with quantity here.

@Murtox what are we going to use the extra cash for after regiment creation?
 
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So, after reading the numbers I've devised three battalions (groups of companies) for a plan I call Plan Expensive but Powerful:

- 1st Battalion, the Anvil:
2 - Veteran Minie Company ($12000)
2 - Regular Breechloading Company ($16000)
1 - Regular Light Cavalry ($4750)
Total: $32.750

- 2nd Battalion, the Hammer:
1 - Regular Repeaters ($8750)
2 - Veteran Light Cavalry ($14250)
1 - Veteran Minie Company ($6000)
Total: 29000

- 3rd Battalion, the Support and Reserve:
1 - Regular Mixed Artillery Battery ($11875)
1 - Regular Aeronauts ($4000)
1 - Elite Minie Company ($8000)
Total: $23875

- Grand Total: $85625

(TL;DR
3 - Veteran Minie
1 - Elite Minie
2 - Regular Breechloaders
2 - Veteran Light Cavalry
1 - Regular Light Cavalry
1 - Regular Regular Repeaters
1 - Regular Aeronauts
1 - Regular Mixed Artillery Battery)

Reasoning:

Even if the selection of troops is expensive, I think it provides the best flexibility of since we don't know what we are facing. I discarded taking Muskets because let's be honest, they are too outdated and we don't know what the enemy has. The good amount of veteran and elite Minies should be a good basis against any enemy infantry, and the extra Breechloaders will grand us enough flexibility if needed.

Since we are in open field and unknown terrain I decided to add a good amount of cavalry, both for scouting as well as flanking and hit and run tactics if needed, with huge amounts of Light Cav for scout and flanks and Repeaters mainly for the mobility in combat, something we will surely when facing an unknown enemy. The Aeronauts are also for the same scout reasons as well as to better direct artillery, and also prevent being flanked (Plus, we don't know anything about the natives, we may baffle them with out flying capacities).

Lastly, I added so few artillery because, to be honest, we need mobility, we don't know if we will be facing fortresses but even if we are to face fortresses, no amount of artillery we may add will be enough if with one battery we can't take em.
 
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Disadvantages
Minimum training ( The reginment only got the minimum amount of trading for everything)
Horrible accuracy (can't hit a side of a barn even if they're standing right next to it)
Wasteful ( they don't want food and they shoot a lot)
Bad eyesight ( reduces amount of what they can see)
Terrible reload speed ( takes twice the amount of time to reload artillery and rifles)
Destroyers (they accidentally destroying buildings. More likely to destroy roads and everything else)
Bad at building things (20% increase in time it takes to build stuff and the cost)
Weak arms ( do terrible in melee combat)

Old timers (have a lot of military experience but they are old had bad eyesight and are kind of weak because of age also they have bad wounds but they have a alot of military experience and they are officers they're less likely to accept new ideas)
That all I got.
 
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Lastly, I added so few artillery because, to be honest, we need mobility, we don't know if we will be facing fortresses but even if we are to face fortresses, no amount of artillery we may add will be enough if with one battery we can't take em.
Artillery isn't only useful in sieges, on an open field it can be devastating, especially against large blocs of infantry. As you say, we don't know what we will be against. It's very possible we will face very numerous armies. Being able to blast huge chunks of a potential enemy force from a safe distance would be very useful. If I'm not wrong, artillery was one of Napoleon's big strengths.
 
Artillery isn't only useful in sieges, on an open field it can be devastating, especially against large blocs of infantry. As you say, we don't know what we will be against. It's very possible we will face very numerous armies. Being able to blast huge chunks of a potential enemy force from a safe distance would be very useful. If I'm not wrong, artillery was one of Napoleon's big strengths.

Artillery in battle is only devastating when hugely massed and against a huge concentration of enemies. Taking into account that we are a relatively small force, we really don't have much use for a huge amount of batteries, one should do the trick
 
Artillery in battle is only devastating when hugely massed and against a huge concentration of enemies. Taking into account that we are a relatively small force, we really don't have much use for a huge amount of batteries, one should do the trick
No our art is not just beneficial when there's huge amounts of troops. One you're forgetting about is destructibility you can destroy road s bridges like infrastructure anything that we cannot destroy in a fast time so it can slow down enemies and process just one cannonball or shell usually. Plus you're also forgetting there's many different shell types there's explosive full still rounds there's even shrapnel and many other kinds armor piercing too. Plus there's the shocking all factor after all we don't know where we're going so it could make any units lose morale very fast and break and run. also some people may view it as a sign of God or magic even superstitious people who don't know anything after all why we don't know where we're going. Plus it has longer range so we can hit places farther away from us as long as we have reconnaissance of the enemies we're fighting they can hit farther away and in more damage so it's very important. Also they're heavy hitters so we don't know what type of units they are enemies have they could pretty much have tanks while we only have infantry and Calvary not much AT artillery would be our 80 of course I'm not saying they have tanks but something that is like heavy armored there may even be dragons in this world which will be the most annoying thing to counter. Of course we should have too many of them only a few because they need supply lines for them which is very important for them. Plus they're. maybe add one more because there are huge force multiplier because we're going to have fewer troops most likely compared to our enemies so it would be better to have like one more mixed regiment.
 
No our art is not just beneficial when there's huge amounts of troops. One you're forgetting about is destructibility you can destroy road s bridges like infrastructure anything that we cannot destroy in a fast time so it can slow down enemies and process just one cannonball or shell usually. Plus you're also forgetting there's many different shell types there's explosive full still rounds there's even shrapnel and many other kinds armor piercing too. Plus there's the shocking all factor after all we don't know where we're going so it could make any units lose morale very fast and break and run. also some people may view it as a sign of God or magic even superstitious people who don't know anything after all why we don't know where we're going. Plus it has longer range so we can hit places farther away from us as long as we have reconnaissance of the enemies we're fighting they can hit farther away and in more damage so it's very important. Also they're heavy hitters so we don't know what type of units they are enemies have they could pretty much have tanks while we only have infantry and Calvary not much AT artillery would be our 80 of course I'm not saying they have tanks but something that is like heavy armored there may even be dragons in this world which will be the most annoying thing to counter. Of course we should have too many of them only a few because they need supply lines for them which is very important for them. Plus they're. maybe add one more because there are huge force multiplier because we're going to have fewer troops most likely compared to our enemies so it would be better to have like one more mixed regiment.

I'm not denying that artillery is useful besides combat, that's why said that we should add one. I reckon that it can destroy infrastructure, I know that the sock value is very important (Depending on how much the enemy is used to artillery), and I know that there are some shells that make it better are shorter ranges of for enemies that are more dispersed. I'm just saying that, taking into account that we don't know what we are facing, and how expensive artillery is, one mixed battery should be enough for now. Oke battery can destroy any infrastructure we need, basic fortifications, provide the shock value and support in battle. Our regiment is small, adding another battery seems kinda wasteful to me.
 
Honestly, for the price? The Heavy cavalry is fantastic. What's more, given our ability to pin groups down with our choice of massed rifle fire or artillery, we only really need a single unit of it to break formations.
 
I feel like marrying another noble girl would help solidify our political support for expeditions into Arcadia. Plus, marrying into nobility could mean we have another contact in the military or politics which could help us get more supplies, maybe more troops or maybe keep us in control of the expedition should we mess up.
 
@Murtox what are we going to use the extra cash for after regiment creation?

Mostly for reinforcements. There will also be other uses such as building fortifications, diplomacy, help for colonists, etc. But that money is considered to be part of your regular procurement and not your personal wealth. I would recommend spending most of it because of that. But leaving some of it just in case can also help you.

New Disadvantages.
Horrible accuracy (Can't hit a side of a barn even if they're standing right next to it)
Wasteful (They eat a lot, drink a lot, and waste a lot.)
Sleepy Sentries (Reduces Reconnaissance and you are more likely to be ambushed)
Destroyers (They are not pyromaniacs but they certainly bring the same events. More likely to destroy buildings inside of a town.)
Illiterate Engineers (20% increase in time it takes to build stuff and the cost)
Weak arms ( Your men are not good at melee combat. Weaker than most and not as brave to hold themselves in face to face combat.)
Old-timers (Your regiment is mostly composed of old soldiers, weakened by age. However, they are not as afraid of death as their younger men . Your officers are also old and will take a while to accept new ideas.)
 
Also, in terms of advantage and disadvantage traits, what's everyone thinking? I'd like to establish a settlement fairly early in order to cement Prussian influence and provide a place in Arcadia to resupply and rest in rather than constantly going in and out of the gate.
 
Also, in terms of advantage and disadvantage traits, what's everyone thinking? I'd like to establish a settlement fairly early in order to cement Prussian influence and provide a place in Arcadia to resupply and rest in rather than constantly going in and out of the gate.
depends really l rather start out fort instead of settlement sure we make less overall money at start but resupply and control would be easier
 
depends really l rather start out fort instead of settlement sure we make less overall money at start but resupply and control would be easier
We could build a fort within our settlement but then again we don't know if we can even build forts. Building a true fort would take away so it'd more likely be a smaller fortified position.
 
We could build a fort within our settlement but then again we don't know if we can even build forts. Building a true fort would take away so it'd more likely be a smaller fortified position.
Just a Village with a Small Wooden Castle to act as our HQ, Barracks, Armoury, and Stable should be a good enough early game. Upgrade to Stone once we have a Quarry and the manpower.

@Murtox Can you also elaborate on the differences in capabilities between the Smoothbore and the Rifled Battery along with what the Mixed Battery's capabilities?
 
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Just a Village with a Small Wooden Castle to act as our HQ, Barracks, Armoury, and Stable should be a good enough early game. Upgrade to Stone once we have a Quarry and the manpower.
We most certainly won't have castles, during this time period, we'd likely have Bastion forts or more likely Polygonal forts due to the advancement of artillery. Wood wouldn't stand up against a cannon shot if we were to be attacked by the French in Arcadia for example and we don't know a thing about the natives. They could be at our tech level, a little behind or even stuck in the Middle Ages
 
[] No, you didn't care for marriage just yet. You had enough on your plate with ordering around so many people.

I suggest we remain unmarried and then have a torrid romance with some fantastical foreigner. Regiment creation, I got nothing.
I think that would work if we were younger, but our character is 40 years old, and this is 1860. This is a character who should be married by now, and perhaps even have a kid who is no longer totally a child. And while it wouldn't happen right away, it would be interesting bringing our family along depending on what propsects we can find.

[] Yes, but you found yourself attracted to a town girl instead of a noble. There was slight protest from your family but it was quickly hushed up.
 
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[] Yes, and you sought someone of your same class creating ties with another junker family in Prussia.

For the marriage options, I think marrying and creating ties with another Junker family would probably be the wisest choice. It gives us more political ties and therefore gives us extra political support, possibly another contact in the military which could be our father-in-law or maybe a brother-in-law who could help us with supplies, reinforcements, and help keep our position as expedition leader.
 
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