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

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?

Smooth Bore -> ++Damage
Rifled -> ++Range ++Accuracy
Mixed -> +Range + Accuracy + Damage
 
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
I know it won't be a medieval castle. What else would you call a walled settlement with a central fort?

Wood will not stand against cannon fire, true, but it should stand up to Musket or Minie fire and provide cover for our infantry. on defence while being relatively cheap. I'd rather stand behind a wood wall than no wall at all. I doubt we will have a quarry and the manpower to build a stone wall/fort anytime soon.
 
I know it won't be a medieval castle. What else would you call a walled settlement with a central fort?

Wood will not stand against cannon fire, true, but it should stand up to Musket or Minie fire and provide cover for our infantry. on defence while being relatively cheap. I'd rather stand behind a wood wall than no wall at all. I doubt we will have a quarry and the manpower to build a stone wall/fort anytime soon.
Fair enough but I don't really think villages and towns had walls or built walls in the 19th century. We might end up building a wall but I feel like if we preempt any threats and build a fort for the citizens to hide in during sieges, we should be relatively good.
 
Fair enough but I don't really think villages and towns had walls or built walls in the 19th century. We might end up building a wall but I feel like if we preempt any threats and build a fort for the citizens to hide in during sieges, we should be relatively good.
It is mostly to keep local wildlife like wolves or Bears from just waltzing into town and mauling someone. It will mostly be up to the thread to add a wall or not.
 
It is mostly to keep local wildlife like wolves or Bears from just waltzing into town and mauling someone. It will mostly be up to the thread to add a wall or not.
Maybe? I feel like any Arcadia wildlife will eventually realize 'two leg prey in large groups bad' and avoid it or they'll get shot. Course we don't really know until it actually happens.
 
I do feel our starting outpost is going to end up quite fortified. If for no other reason as to guard the portal that acts as not only our only link back to Earth, but a backdoor to attack Prussia if this side ever falls to a hostile force making securing it a very high priority for Prussia.
 
Maybe? I feel like any Arcadia wildlife will eventually realize 'two leg prey in large groups bad' and avoid it or they'll get shot. Course we don't really know until it actually happens.
Eventually is the key word, also patrols can't cover everything 24/7, something is bound to slip through and cause damage.
I do feel our starting outpost is going to end up quite fortified. If for no other reason as to guard the portal that acts as not only our only link back to Earth, but a backdoor to attack Prussia if this side ever falls to a hostile force making securing it a very high priority for Prussia.
That too
 
Alright for those of you that will still be awake. Voting will start in two hours, don't forget to check the plans put beforehand.

Also as a note.You should expect brigades and other units from your nation to be active in the other side of the gate. Protection of the gate itself will be assigned to other units.
 
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)
I notice that you haven't selected any traits for you plan , were you going to add any or no?
 
I think the Lost Company disadvantage is one worth considering taking into account that it gives 2 advantages, and besides it gives a good feeling of we either make it or we are doomed
 
I'm still thinking about traits and waiting to read on other people's opinions
Ah, Gotcha. Well, Horsemanship and Scouts would work pretty well since you chose light cav. Personally I like Pioneers since the whole founding a town and colonizing thing but I'm willing to drop that if the thread disagrees.

Lucky is also a fairly nice advantage, rerolls could seriously save our asses.

The colonial experts one seems redundant since it involved prospecting and our character already has a trait involving prospecting and exploring.
 
Ah, Gotcha. Well, Horsemanship and Scouts would work pretty well since you chose light cav. Personally I like Pioneers since the whole founding a town and colonizing thing but I'm willing to drop that if the thread disagrees.

Lucky is also a fairly nice advantage, rerolls could seriously save our asses.

The colonial experts one seems redundant since it involved prospecting and our character already has a trait involving prospecting and exploring.

I too would push hard for the Pioneers for the same reason, and I also like Scout a lot
 
I also feel like we should get another fighting based trait, we've already got discipline since we're Prussia but I wouldn't mind more accuracy for example.
 
I think faster reloading is wiser, we pin down the enemy with amazing firepower while the cavalry finishes them
Good point but we keep on talking about advantages, which disadvantages are we willing to take? I don't really like Penal regiment or the one where we're lost.
 
If we marry to another Noble, we should have enough personal funds to outfit a civilian caravan through a joint venture with both families so we could skip Pioneer and get a more intangible bonus.

I am on favor for Penal mostly cause my plan involves no Elites so that is basically a free trait.

I am hesitant of picking Lost cause that means we'll have to build our own guns and without the institutional knowledge of back home we'll be in deep trouble if we don't a gunsmith.
 
We could just not take any disadvantages.
It all depends on the Regiment being made.

@Murtox Voting should be open now right? Will this work?

[X] Plan: Quantity's Quality
-[X] Yes, and you sought someone of your same class creating ties with another junker family in Prussia.

- 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
= 98,550

-[X] 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)

- 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, we may need to drill them some more but it shouldn't be too much of an issue especially with the Free Increased Morale Trait. The Minie Company will provide more accurate fire and generally be the ones who will shoot first and whittle down incoming enemies before the Smoothbores blast them. 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 Rifled Arty 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 with an Arty Battery and Gunpowder Cav, Fast Reloaders would mean more lead down range and more volleys equalling a whole lot of damage. Lucky cause it can apply to a lot of scenarios, and Penal Regiment is chosen for our negative because since the plan have no Elites, it is basically a free trait since we are going with quantity here.
 
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[] Plan: Quantity's Quality
Thinking about it a bit more the increased firer rate of the mini will also benifit green troops and they are not that much more expensive
 
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Eh, probably moratorium was lifted too quickly since we literally has two plans now and there's a very real threat of Quantity's Quality bandwagon. Should make my own plan when I get to PC. Meanwhile, is marriage vote separate from regiment plan vote?
Also for the QM - could you please write measurements in metric system?
 
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[] Plan: Green Minie regiment
- 1x Veteran Minie Company = 6,000
- 18x Green Minie Company = 3,000 x 17 = 54000
- 3x Green Repeaters = 8750 x 3 x 0.75 - 19.688
- 1x Regular Light Cavalry = 4750 x 1 = 4750
- 1x Regular Aeronauts = 4,000
- 1x Regular Rifled Artillery Battery = 11,250
- 1x Green Heavy Cavalry = 3375

-[] 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)

1st rifle Battalion
4x Green Minie Company

2nd rifle Battalion
4x Green Minie Company

3th rifle Battalion
4x Green Minie Company

Guard rifle Battalion
1x Veteran Minie Company
4x Green Minie Company

Cavalry Battalion
3x Green Repeaters

Scouting Battalion
1x Regular Light Cavalry

HQ Battalion
- 1x Regular Aeronauts
- 1x Regular Rifled Artillery Battery
- 1x Green Heavy Cavalry
- 2x Green Minie Company

the setup here is 3 rifle companies and a single stronger one to hold the line supported by the artillery that has the Aeronauts for spotting targets.
The stronger battaltion can be placed where the greatest enemy attack is expected.
A 100 dedicated scouts should be enough and the Cavalry Battalion serves as our mobile force that can help with scouting when needed.
The HQ battalion has a 200 guards to protect itself and the artillery while the Heavy Cavalry serves as a reserve

I am thinking of adding the lost trait lost to add pioneers(almost required in combination with that) and maybe Budget Allowance spend on 5 more green Minie Company's
 
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I may suggest that sending a bunch of criminals as our first contact with this new civilization may not in fact, be such a great idea. I think Unsupported is better. I think it's more realistic (we all know what Bismarck thought of colonialism, especially right when he's getting ready for his plan of German unification), and I do want to get support from the natives as soon as possible.

For now, my plan:

[X]Plan: Superior Firepower
2 Battalions, meant to serve as the main combat force. Given that I suspect we're going to be outnumbered just in general, having artillery to compensate will be important to make up for this shortfall. I'd rather have better heavy guns than better rifles. I also think it's best to only take Minies. They aren't that much more expensive than muskets, and I think it's best to have all infantry using the same gun to lessen supply issues.

3X Regular Minie ($12,000)
1X Veteran Heavy Cavalry ($6750)
1X Regular Rifled Artillery ($12,500)

Total Cost: $62,500

3X Green Light Cavalry to serve as scouts. Total cost: $10687.5
2X Green Minie to serve as patrol guards. Total cost: $6000
1X Elite Minie to serve as a reserve force in the case of emergencies. Total Cost: $8000

Total Cost: $87,187.50

Traits:
  • Disciplined
  • Pioneers
  • Unsupported
 
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[] Plan: Feuer Frei
- 2 Veteran Minie Companies - 12000
- 8 Minie Companies - 32000
- 1 Veteran Breechloading Company - 12000
- 2 Light Cavalry - 9500
- 1 Repeaters - 8750
- 2 Mixed Artillery Battery - 23750
- Trait: Fast Reloaders
2000 left in procurement budget.
The target is to have versatile and able to fight independently fighting force focused on fire density and able to accept innovations incoming in future well - this is one purpose of including that one breechloading rifles company, to provide cadres experienced with newly-being introduced weapon and able to better train the rest of infantry with it; other is to have kind of jäger forces able to fight as skirmishers and be effective on front and able to survive fireball-class AoE shit - hopefully, still unsure as to is it worth to invest in only one company so many. Artillery is essential not only for assaulting fortifications, but also for open battles and for counterbattery fire on any analogue this world can offer and also for dealing with big tough gribblies, therefore two batteries. Aerostat is frankly useless toy to me, while cavalry would give us proper scouting and exploitation, again, with repeaters company already proficient with modern weapons and what would be the last phase in cavalry development. This force is logistically vulnerable between our increased ammunition consumption, different marks of rifles and artillery and innovative weaponry which is likely harder to procure supplies to, as I see it, though.
For traits, I'm against Lucky at all costs because to hell with plot armor, and I generally don't want to take disadvantages. Lost Regiment in particular messes with this plan because of aforementioned reliance on logistics. Any suggestions are welcome, could make a fork of this plan with them added.
And for marriage, marrying non-noble is kind of unfitting for our conservative Prussian junker, as I see it.
 
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