A Kammanist Uprising: Fantasy Communist Revolution Quest

What got our people to hate us

It's a mix of things. Your base is still very happy with you, but there are quite a few priests who are pissed they lost their vote, which is pissing off the farmers who go to church, but your conspicuous efforts to protect and help them are keeping them relatively calm. In the towns and richer neighborhoods, you don't have that cushion and people are very unhappy with you, but they are pretty much never going to be happy with you unless you make some serious compromises.

It's a wonder we'll see any foreign intervention in our borders with the rate the world seems to be losing it's mind.

Keep in mind that a lot of your news is coming from fellow travelers. It's biased.
 
Week 5: The Winter of Discontent
It was late. All her nights were late, these days. She didn't mind it, she had a duty that filled nearly all her waking hours, and she needed to snatch away the occasional respite as well to keep herself sharp. A gust blew in through the window and she shivered in the thin gown she would wear until all had something better, and turned her mind back to her writing. "Those who have partaken in the operation of oppressive power structures of capitalism were dismayed by their loss in power. Long-simmering discontent with no longer being able to enforce their economic will upon the people combined with rage at being denied the ability to enforce their political will, and a series of counter-revolutions were attempted. They were unsuccessful, as the assembled might of the people was more than enough to put down such desultory attempts..."

Comrade Zandi smiled as she wrote.


It was late. He really should be in bed, he would accomplish little good if he was exhausted. But sleep eluded him, and so he paced back and forth, waiting for the confirmation of what he knew would happen. As the stars spun across the sky, a messenger came to let him know that Korvio had received the first shipment from the Silver Crescent. He turned it over, thanked the boy, and collapsed onto his bed. Comrade Stefan smiled as he slept.


It was late. He would much rather be sleeping or charming the Assistant Secretary who seemed rather fond of him. But making an army was no easy thing, especially not when a fair few of the high command hated each other and you had been nothing more than a well-spoken soldier a month before. The Imperial defectors thought the Kammanists were upjumped and incompetent, the Kammanists thought the defectors were arrogant and decadent, there was some three-way factional dispute among the Kammanists he needed to resolve before it crippled their staff. He might have had nominal authority, but there were kinks that needed to be worked out, and so he found himself engaged in yet another late-night discussion. "If the priests are fighting alongside you, well that's exactly what the exemptions are for. There's a procedure for giving those out, right?" he told the scarred man who commanded The Farmer's Army.

After a great deal of talking, he went away satisfied, and General Alexei collapsed, staring up at the ceiling. Another link in the chain was forged, he knew. Another step on the path to making a true army. He considered what needed to be done next. He smiled as he thought.

Even though the city was dark, it still hummed. The factories never slept, one eight-hour shift after another after another, and people hurried to and fro, waiting in lines in outside kitchens or relaxing in cafes and tea shops that had no tea. Rumors swirled around, and snippets of song and poetry, and speeches by the dozen. Red Guards, council deputies, and police patrolled the streets, usually in pairs, simply keeping an eye on things and breaking up the occasional drunken fight. Depending on the neighborhood, they were greeted with smiles, silence, or stares, but they kept patrolling all the same.

Further out, as the city turned into scattered villages, farmers slumbered, old blunderbusses and hunting bows and boar spears close at hand, exhausted from a hard day of farming but wary of the still threatening bandit attacks or wild animals - whatever promises the Kammanists had made or fulfilled, those were still a problem, although to lesser degrees both than they had once been.

Further out still, where those villages turned into towns, wealthy and urbane and clear of the stink and smog of the cities, people were staying up late, talking in hushed, angry voices, torn between fear and rage at all the things that had been stripped away. Some planned escapes with what gold they could carry. Some darkly contemplated futures as menial drudges for their former servants or fouler fates. Some plotted, but against the fifty or sixty strong garrisons, with only sporting weapons, and hostile reinforcements just an hour away...

The night passed, and the people who slumbered awoke and those awake slumbered, and in the early morning light, they saw clouds hanging threateningly in the distance, a faint dusting of snow drifting down, and coming from the south a convoy of wagons, each painted with a silver crescent and stacked high with crates.

Some were unloaded in Avla, or in other cities, but most trundled onwards, escorted by small bands of Red Guard and soldiers until they reached the ill-defined borders of Kammanist-controlled territory.


Council Opinions: Free prisoners, more food and coal, religious conciliation
Front Opinions: Stop the unrest in the towns, root out the bandits, land and legal reform

43 Resources, +8 Resources per week
13 Aether, +1 Aether per week
5 Wealth

The Councils and Committees - 3 Council dice (Council dice have a +5 bonus for Industrial actions thanks to your strong unions), 5 Front dice

[] Eat the Rich: Not literally, of course, but the wealthy and middle-class citizens have gold and jewels and fine art and a great many other riches. Taking a portion of these, based on how much wealth they have, and using it for the benefit of the workers, farmers, and laborers would be an undeniably popular decision. DC 25/80/150/300. Benefit: Subvote. Gain a medium boost to Wealth, with a smaller boost when a new area is conquered. Potential additional benefits. Cost: Will severely cost popular support among certain segments of the population, will have additional or mitigated costs depending on results

[] Arm the Workers: The workers of the city largely stayed out of your way, only a few of the most enthusiastic joined in the Uprising, but that was less because of their attitudes and more because of their relative lack of organization and sheer surprise. Now they are determined and motivated participants in the growing Kammanist state, an essential and determined pillar of support. Should the city come under attack, having them already familiar with arms would be extremely useful. 0/100. Benefits: Worker's councils/unions gain access to more centralized weaponry, can act as purely defensive militia. Very popular with some. Costs: Will require lots (and lots) of weapons, very unpopular with some, lots of armed people.

[] Jailbreaks: The trials have reminded everyone that the prisons still exist. Fortunately, a few volunteer committees have been keeping those inside alive and in relatively good health, but they haven't had the resources to do more. Many inside them will have been imprisoned for political crimes that are no longer illegals, or for crimes of "morality" that Kammanism cares little for, or for things like stealing bread that will no longer happen thanks to the greater equality and wealth under the new economic system. Arranging for finding who belongs in those categories and who the hardened criminals are is an affair that will take time, and then there is the question of what is to be done with those not liberated, but it is a worthy effort and one that will be popular for many. 0/60, DC 0/??. Benefits: Popular support, manpower, there might be interesting people in prison. Costs: Potential backlash, subvote for what to do with those who remain imprisoned.

[] The Passionate Priests: There are a great many Orthodox priests, good and faithful men, devoted to their flock and the ideals in the Holy Word, even if there are many corrupt and dishonorable bishops and metropolitans. Denying them all the vote has incited a great deal of anger, among some few Kammanists and a great many more who were not part of the Front, and arguments about various possible solutions run through the tea shops and kitchens and village churches. The best way to solve such a problem is democratically of course. Have the councils decide the matter, with some guidance from the Front. 0/40, DC 0/80/160/240. Benefits: Massive boost to popular support and the legitimacy of the councils, subvote for what options to support. Costs: Potential backlash, unrest, or loss of Front Support, no guarantee the result of the vote will be what you want.

[] Clamp Down Hard: The capitalists and their class allies have attempted to subvert the Revolution, and when their attempts failed they have resorted to force, ever their last resort. Such can not be borne. Begin enacting directives and declarations aimed at preventing them from organizing against you. Some find the irony of using their own methods appealing, but that's not the priority. These laws will only apply to the disenfranchised, but it will punish them from speaking against the Front, organizing to resist it, and a whole host of other rules, with punishments ranging from fines to imprisonment. 0/25, DC 0/??. Benefits: If enforced, these laws will drastically reduce unrest in the towns and upper-class neighborhoods. Costs: Potential backlash, could trigger a rebellion or further unrest.

[] Addressing Concerns: The capitalists and their class allies have resorted to desperate measures in an attempt to restore what they thought of sanity. They are to be pitied for their delusions, not punished for them, especially since no serious harm came of it. Some sort of meeting could be arranged between their leadership and the Front, to help remove those delusions and create a more stable situation. In particular, effort will go to addressing the more irrational and extreme fears they have, the ones originating from the perversions of Kammanism frequently spread around by salacious and self-interested aristocrats. 0/50, DC 0/??. Benefit: Will lead to opportunities to defuse tensions and increase popular support, will lead to subvote, can satisfy the Chairman's desire for action. Costs: Potential backlash, risk, negotiations might not prove fruitful.

Chairman of the Central Committee of the United Kammanist Front - 4 Chairman dice

[] Walk Among the Workers: See the results of the Uprising for yourself, which should prove very satisfying. It will also provide a different perspective on potential issues or solutions. Lastly, it will allow you to personally address grievances. Some might say it's reckless or risky. What are such things to you? DC 0/?? Benefits: Satisfies your desire for action, ?? Cost: ??

[] Recruit the Peasantry: Even as they feed your workers, you are aware there is more they could be doing. Ask them to fight for you, to join your cause, to take up the warcaster against the coming men who will ravage their farms, steal their crops, and turn them back into serfs. DC 40/80. Benefits: Boost to militia size. Cost: Less peasants working

[] Put on a Show: Your victories, and the lack of lynch mobs or food riots, have attracted a playwright, who has decided you seem secure enough to make a viable patron for his art. You also have several theaters that are currently unused, and a popular tradition of street acting. Work with the playwright to make plays suitable for both to increase morale...plus it will be very interesting, it's been a long time since you did something like that. Hopefully, there will be no incidents with donkeys this time. 0/60. Benefits: Morale and propaganda, satisfies your desire for action. Cost: Potentially viewed as frivolous.

[] A Grander Festival: You might not like going to parties when you could be fighting, but you are aware of the potential morale benefits having such a feast could bring. Declare a public holiday, give out increased food and drink, give some fine speeches detailing what progress you have made and what you will make next. There will be dancing, and drinking, and music...it's not that bad of a time, you suppose. Especially not if you are doing it for the Revolution. It might upset your guards if you act true to your character and start dancing with farmer's girls picked from the crowd. Oh well. The Silver Crescent might be a bit upset about it, if you demonstrate such an excess, but they won't break off aid, probably. 0/30. Benefits: Morale and propaganda, increase to popular support, satisfies your desire for action. Cost: Will require lots of food.

[] The Farmer's Liberation Army: The peasants and priests, combined with veterans of the Great War and a more rural brand of revolutionaries, have organized to form their own army, which is at least nominally allied with you, but there is clear bad feeling on both sides, and you and General Alexei are probably the only ones they really trust. Spending some time working and speaking with them would be a good beginning for sorting out these feelings, seeing how serious they are, and bringing them more in line with the rest of the Front. DC 0/50/??. Benefits: Better integration and support from the Farmer's Liberation Army, will satisfy your desire for action. Cost: None

[] Bandit Hunting: Your brave soldiers are out hunting bandits, fighting hard against murderers and plunderers backed by the capitalists and aristocrats. It burns you, it burns you to sit inside and attend meetings while such a thing happens. So you will go and check on the morale of your men, hear their songs and stories, and if you get caught in an ambush or two and have to fight yourself, such is life. You've fought monsters and Tiger Stripes and the Emperor's Guard. Bandits will be no trouble. DC 0/20/?? Benefits: Improved morale of soldiers, boost to popular support, propaganda, satisfies your desire for action. Cost: None

Commissar of Diplomacy - 3 Diplomacy dice

[] Tell the World: You have declared your Revolution to all and sundry, and news of it has spread like wildfire - it's on every front page and spoken about near constantly in the shops and restaurants, and likely in the back rooms where capitalists scheme and plot and bribe politicians. But now, with a stronger connection to the outside world through your channels, you can try and control the narrative yourself. You can tell of your victories, the reforms you made, how people are voluntarily forming worker's councils and democratically taking control of the economy, how your triumph is inevitable. You can give heart to other revolutionaries, strike fear into the heart of those who would crush you, and perhaps even gain enough popular support to prevent intervention. DC 0/??. Benefits: Gain attention, possibly gain outside support. The higher the result the better. Cost: None

[] The Red Rag: For a time you ran a Kammanist newspaper in Breton, taking the name from what previous ones had been mockingly called. There hasn't been one in Avlandia since the first months after the Summer Revolts, but it is time to change that. Begin writing for the newspaper again, and find some others who can help. 0/40, DC 30/60/90. Benefits: Gain a vehicle for making statements/propaganda, synergizes with several other actions. Cost: 1 Diplomacy die next turn

[] Ideological Alliances: The Ukortic Free State has a rather different ideological composition to your Front, with many differences both practical and theoretical, but there are substantial points in common as well. Establishing common ground and making a stronger alliance would prove useful, especially once winter ends and large scale operations become viable again. DC 50/100. Benefits: Reduced ideological conflict between you and Trokograd-Dedegrad, greater cooperation. Cost: Potential loss of Front Support.

[] The Maygari Revolution: Hearing of a second viable revolution has done a great deal for the morale of the Front, but some of the things you have heard suggest they are rather more fragile than you, as they are apparently at war with all their former subjects and other nations besides. Getting in touch with them will be a multi-week endeavor, and risky for your messenger, but it is absolutely worth it, given the strength of the Maygari and their position, especially if you can gain control of the territory in between you as well. DC 60. Benefits: Send an ambassador to the Maygari Revolutionary Front, will take at least a month before you hear back. A higher result means a better ambassador. Cost: None

[] To The Democrats: The capitalist democracy of Imprado will likely be a focus of intervention should any of the other powers be able to reach them and their forces could be motivated opponents. Even worse, they will likely have a strong appeal to many of the people under your control, possibly leading to counterrevolutionary activity. For all that, there is perhaps enough in common for you to agree to a truce or even a united front. DC 30/??. Benefits: Send an ambassador to Imprado. A higher result means a better pick. Cost: None.

[] To The Reorganized States: The Reorganized States, mostly former territories of fallen empires that would have been puppets of Avlandia or allies in recognition of shared heritage, have now fallen into chaos. The nobles who would have been set over them are overthrown, or in rebellion, or simply gone, and in their place are dozens of different factions, deserters from various armies, revolutionaries and reactionaries and nationalists of every stripe. Surely there must be at least one or two viable revolutionary groups in that mess. DC 80/??. Benefits: Send an ambassador and escort to the Reorganized States, getting you a better idea of what's going on there and if there's any worthwhile allies. Cost: None.

[] To the Sejm: The Wloski are basically Avlisi too stupid and full of themselves to realize the only reason they didn't get conquered by the steppe empires was the brave sacrifice of the true Avlisi. Unsurprisingly, they are trying to rule themselves once more. Still, the reports of those red flags may be promising...send an emissary to them. DC 40/??. Benefit: Open contact with the Wloski faction(s). Cost: None

[] An Orthodox Approach: The priesthood has leadership. You already have a good relationship with the Patriarch, but the latest unrest seems to be a mass movement. Still, it has some apparent figureheads, priests deemed particularly holy, an abbess whose convent has enough lands to be worth collectivizing...you could arrange a meeting with these people and try to reach some sort of agreement that will calm the protests, give assurances that they will not be repressed, perhaps agree to not forcibly collectivize church lands...Even if they are mostly peasants, they are reasonable people and they do not want a war. DC 30/60/90/120. Benefit: Opportunities for negotiations to calm the priests and peasants that does not involve the councils. Cost: Depending on negotiations, could lose Front Support or anger factions.

[] Pushing Posters: You are making pamphlets now, printing copies of the Kammanist Manifesto and a few other similar tracts, but you can do better. Make posters, with bold pictures and inspiring slogans and post them throughout the city. Recruiting posters, posted about recent victories, about how you can contribute to the Revolution...propaganda has ever been an advantage of the oppressor, but now it shall be turned into a weapon of the oppressed. 0/85. Benefit: Start making posters for propaganda, develop further propaganda actions. Cost: 1 Resource per die

[] Cargo for the Crescent: The Silver Crescent will be bringing all sorts of supplies to people, mostly food, but also medical supplies, and tents, and warm clothing. You have some to spare of the last two, and finding some red paint for crates shouldn't be too much of a problem. Having them deliver supplies for you would serve as a propaganda coup, and if there are some pamphlets or posters in those crates, you could easily smooth over any hurt feelings from the Crescent. And the opinion of those getting the crates doesn't matter much. 0/30, DC 45. Benefit: Propaganda, popular support. Cost: 1 Resource per die, potentially upset the Silver Crescent.

Head Political Officer - 2 Politics Dice

[] Political Officers: The new army is apparently very moderate politically. You are confident they will understand more about why they need to fight for Kammanism if they are given better explanations. Find the most impressive members of the Red Guard and appoint them as political officers to provide support and education to the army. DC: 0/50/100. Benefits: Army grows politically radically, increases morale. Cost: Potential backlash.

[] Push the Hardliners: The hardliners are currently the dominant faction, which means many of the reforms they will demand could provoke a severe backlash, both among the Front and among the people under you. Push them to be a little more moderate, to tone in some of the more bloodthirsty rhetoric. They may acquiesce. They may not. But you are confident you can help de-escalate any problems. DC 0/60/120. Benefits: Softliners appeased, more moderate reform options introduced. Cost: Potential backlash.

[] Pull the Softliners: The softliners have been dealt two blows one after another, leaving them very unhappy, and some are making noises that you don't like. Persuade them to tamp down on some of the anger and vindication, convince them to stay closer to the party line, trust that they can stay together. DC 70/140. Benefits: Softliners appeased. Cost: Potentially severe backlash

[] Factional Investigations: The Front currently has three factions who have split over a variety of issues. Of course, there are also a large number of individuals who have no particular stance, or are only concerned about one or two specific points...the problem is getting an idea of who and what. Take advantage of your reputation to make some conversation and get a better understanding of what the different factions are. DC 0/40/80/120. Benefits: More information on factions. Cost: Potential backlash.

[] Expand the Speechmakers: The speechgivers (or speechmakers) have proven very useful for bolstering adult education and answering questions, but there are only so many of them. First, you will recruit more members of the Front to serve in this capacity, but secondly, you will begin arranging for training more through an understudy program, with enthusiastic workers being given apprenticeships with the speechmakers. 0/70. Benefits: More speeches being given out, training program to gain even more made. Costs: Potential for backlash.

[] Poster Propaganda: You are making pamphlets now, printing copies of the Kammanist Manifesto and a few other similar tracts, but you can do better. People have been eagerly discussing poster designs, you have even been given a few rather extreme ones that have been dropped off with your assistant. You are very familiar with the power of propaganda, and now the people shall wield it.. 0/75. Benefit: Request people to submit poster designs and then begin making them for propaganda, develop further propaganda actions. Cost: 1 Resource per die

[] Personal Schooling: As snow falls, you might be able to wrangle up some spare time and visit the schools, partly to make sure they are doing well, but also because it would be an opportunity for you to learn. You have begun slowly developing some literacy, but it's difficult to do so through lessons that only last a few minutes once every other day. DC 0/??. Benefit: Begin improving your own education. Cost: None

[] The Electoral Commission: Comrade Zandi has declared that there shall be a commission to be responsible for investigating voter fraud, false councils, drawing district lines, and other such things, and you agree that it is a necessity. While it is unlikely to be immediately necessary, creating it before the first elections (whenever those will be) is imperative, and you want to give it some time to be able to investigate things. You will have to impress upon those responsible the importance of subordinating themselves to the councils, however... DC 0/50/100/?? Benefit: Form a commission that will be responsible for ensuring elections are free and fair. Cost: None

[] Congress Preparations: The other parts of the Front, who have taken the other cities, all are lead by their own committees, each as eager and determined as you, and each has adapted to the circumstances in unique ways, changed what parts of the Kammanist Manifesto they implemented, handled dissidents differently, and generally deviated from each other. There are calls for a congress beginning, and they will only grow. While it will of course be a democratic meeting, it would be wise to speak to some of the more important figures and get a better understanding of what matters they consider serious. 0/50, DC 45. Benefit: Congress is likely to be more peaceable when it occurs, opportunities to smooth out potential issues, information. Cost: None

Head of the Reform Commission - 2 Reform Dice

[] Push for Greater Democratization: The councils exist. That is all well and good, but they have little formal power above the local level. Really, they are nothing more than discussion groups, ones which frequently turn raucous and enthusiastic. In some cases, too enthusiastic. Begin encouraging the formation of higher-level councils, begin giving these councils some powers like managing the policing of their sections of the city. DC 30, 0/100. Benefits: Councils gain power, more Council dice, increase in popular support, subvote. Costs: Potential factional problems, ??


[] Land Reform, Stage 2: The first aristocratic estates have been broken up, and some efforts have been made at laying the groundwork for future efforts. A few pieces of modern agricultural equipment are being produced, ever so slowly. It is time to continue the land reform and make proper collectives this time. This will be a more costly effort, requiring at least the beginnings of construction, but the new farms will be more efficient and equitable. The land necessary will come from a combination of the former noble estates, the tenant farmers who have had their debts declared null and void, and peasants who have demonstrated eagerness. 11/200. Benefits: Front support, possibility of popular support among the peasantry, better farming. Costs: Potential backlash, 2 Resources per die.

[] The Wealth Tax: Gold and silver that have been hoarded for the pleasure of the wealthy capitalists were purchased with the blood and sweat of the workers. You will not take all of it - they will be allowed to keep family heirlooms and a few other keepsakes - but the majority of it will be taken for the use of the Front and the benefit of the people. It is not currently industrially useful, but you may find some gains to be had, if only by trading it to other capitalists. 11/50. Benefits: Moderate gain to wealth, minor gains to wealth when new areas are conquered/integrated. Cost: Will make some people unhappy.

[] Break Open the Banks: The bankers are an instrument of capitalist oppression and control, and a potent source of wealth. While the rural debts owed to landholders have been declared invalid, many are still burdened by oppressive loans. Furthermore, the controllers of the banks have favored the wealthy with their financial policies. Taking over and reforming these banks will allow for greater control of wealth by the workers, and offer many new opportunities. DC 0/20/40/80/120?? Benefits: Subvote, Front Support, potential to appease various factions.

[] Government Replacement: Many vestiges of the old capitalist and aristocratic government systems remain, in ways subtle and severe. Decorations, positions, procedures...these reforms will be concentrated in the towns, where the worker councils have not been able to remove the majority of the scraps. You will formally disarm and disband their police, remove the mayors and aldermen from their positions, and abolish their government structures to be replaced. DC 0/50/100. Benefits: Front Support, popular with the Hardliners. Costs: Will greatly upset the towns.

[] Worker's Policing: While the People's Police Force is effective at keeping order, they are not as ideologically sound in structure, being an instrument of the Committee instead of the Council. They shall remain, but their role shall shift into a combination of trainers, internal investigators, and elite teams. In their place, responsible for ordinary crime and law-keeping will be the Council Police, made of part-time workers trained and educated for the task and given additional support in a variety of forms. 0/100. Benefits: Gain a more decentralized and community-based police force, one that will certainly be more popular. Costs: They may be less effective due to reduced professionalization. Will require weapons. 1 Resource per die.

[] Orphan Protection: You grew up in one of the best orphanages in Avlandia. All the same, you remember the harshness of the teachers, the rampant bullying and theft of the most helpless by those who should have loved them, the degrading chores...it has marked you. You will not allow it to mark one more. Enforce a suite of laws protecting children, improving the standards of their caretakers and living spaces. As a side benefit, you have to acknowledge that it will help gain future support for your policies. 0/30. Benefits: Popular support, make Zandi happy, and protect children. Costs: 1 Resource per die.

[] University Reform: The universities of Avlandia are...small. Relative to other lands at least. Both your magical and your non-magical studies have had their most advanced and innovative ideas come from other countries. But the universities still exist, and students are often a powerful body of support for your policies...or for other ones. They also teach subjects such as history, art, and politics. Being reforming the universities to lower or eliminate entrance fees, to make them more equitable, to have them teach the truth of Kammanism. 0/40. Benefits: ?? Costs: None

[] Free the People: The prisons of the Emperor are still full with those unjustly chained, with those who have committed no crime but speaking against an autocrat or demanding what was rightfully theirs, with those who only sought to survive, with those forcibly alienated. They are all revolutionaries in the making. Set them free, offer them fulfilling, dignified labor, give the opportunity to spread that same freedom to others. 0/80, DC 0/??. Benefits: Free the majority of the imprisoned and recruit them. Costs: None

Chief Economic Commissar - 6 Industrial Dice

[] Expand the Kitchens: The food kitchens have proven helpful, and the free clothing has kept many warm. The supplies from the Silver Crescent wll make the meals much heartier, and apparently healthier as well, and the kitchens serve as a useful distribution point for the wagons. Establish new kitchens in the villages and the towns to hand out food and clothing. DC 50/80/110. Benefit: Boost to popular support, Front Support. Cost: 1 Resource per die.

[] Integrate Female Workers: Women can work just as well as men. Equality is a tenet of Kammanism. So, as unpopular as it may be, you will encourage the women of The City to join men in the factories for equal hours, equal pay, and equal work. DC 0/20/40/60/80. Benefit: Front Support, small bonus to industrial actions, potential popular support. Cost: Potential popular support.

[] Horses and Carts: If you want the army to be able to move efficiently, they will need horses and carts to carry their supplies if they are going anywhere away from the Aetherail. Begin collection and organization of both for when they will be needed. 0/30. Benefit: Military logistics improved. Cost: 1 Resource per die, peasant support.

[] Securing Fuel, Pt. 3: With workers toiling away in the mines to gather coal, the supply has stabilized to some degree, but the depths of winter are no time to run out. There are other mines not being used, and the existing ones can be expanded to allow for more workers. A proposal from one of the new members about making charcoal also shows some promise, especially since there is a surplus of wood, although there are not many with experience. 38/200. Benefit: Further increase to fuel supply. Cost: 2 Resources per die.

[] Launch Airships: The army had a few airships stockpiled in their barracks, but the pilots had to be imprisoned and they have no fuel. Begin fixing both those problems so that you will gain a powerful asset - though they are light ships, only really suitable for scouting and a little bombardment, they are likely to be more than what anyone else has right now. 0/30. Benefit: Gain 5 light airships. Cost: 1 Aether per die

[] Identify Mages: While not as ideal as an autocaster (they can't go as long or cast as precisely), mages are extremely useful industrially. And you have a way to identify those with the potential to become them. Use the new dowsing tools to identify those among your populace with the necessary gifts. 0/?? Benefits: Will gain new mages at intervals, unlocks new industrial and military actions. Cost: 1 Aether per die.

[] Light Warcaster Construction: Though you will want to finish reorganizing the existing armament production, you now have the schematics to build modern personal warcasters, which will be essential for equipping the surely enormous armies you will be fielding. Though expensive, it will be vital. 0/40. Benefits: More weaponry (Rifle and pistol equivalents). Cost: 5 Aether and 10 Resources per die. Will accelerate raw material problems.

[] Heavy Warcaster Construction: Though you will want to finish reorganizing the existing armament production, you now have the schematics to build modern heavy warcasters, which will be essential for improving the firepower of your troops. Though expensive, it will be vital. 0/40. Benefits: More weaponry (Machine guns, rifle grenades, and sniper rifle equivalents). Cost: 5 Aether and 10 Resources per die. Will accelerate raw material problems.

[] Light Spellblaster Construction: Though you will want to finish reorganizing the existing armament production, you now have the schematics to build modern light spellblasters. Though expensive, and not as potent as the truly enormous spellblasters used during the Great War, they will be a significant improvement in the firepower of your troops. 0/60. Benefits: More weaponry. (Mortar and field artillery equivalents). Cost: 5 Aether and 10 Resources per die. Will accelerate raw material problems.

[] Wardstone Production: Though you will want to finish reorganizing the existing armament production, you now have the schematics to build modern wardstones. These are unquestionably vital for making your forces capable of standing up to a modern army. 0/30. Benefits: More wardstones. Cost: 5 Aether and 5 Resources per die. Will accelerate raw material problems.

[] The Aetherail Facilities, Pt.1: The Aetherails provide you with a connection to your allied cities, and to several other important towns. The trains which ride it are absolutely essential to your success. Producing more will be vital, as will be repairing existing ones...especially since there are enough similarities in the production lines that they could be used to repair landships, if not make new ones. Begin restarting the facilities, starting by resuming interrupted supply chains and ensuring there are enough workers for full shifts. 0/60. Benefits: Trains produced, new Aetherail, and landship options. Cost: 5 Resources and 5 Aether per die, will cost Aether and Resources per turn once complete and accelerate raw material problems

[] Individual Autocaster Workshops: The production of autocasters is probably the most indirectly important factor in your success: more autocasters means more that can be made. Unfortunately, the mage guilds disliked them enough to keep any major facilities for producing them outside The City, so you have nothing but scattered, small-scale workshops within the bounds of your territory. Get them producing, at any and all costs. You have the mages for this, although not much more. 77/80. Benefits: Increase to all industry, new actions. Cost: 8 Aether per die, will cost Aether per turn once complete and accelerate raw material problems.

[] Handbomb Works: The handbombs were very useful in the trenches, providing a terrible shock to your opponents and being capable of going around corners or over fortifications. The combined magical and physical explosions were also devastating to wardstones. They are already produced on a small scale, but every soldier or Guardsman seems to want more. Establish more shops in The City that will produce these. 0/60. Benefits: More handbomb production. Cost: 3 Aether and 3 Resources per die, will cost Aether per turn once complete and accelerate raw material problems.

[] Aether Mines, Pt.1: The Aether crystals are extremely vital for every conceivable task in modern society. The mines are all run by the towns, which likely means there are all sorts of problems, both in how the workers are treated and in how the mines are run. The current unrest is threatening what little production there is, leading to shortages that could potentially grind production to a halt. Send in workers and managers to reorganize and improve the operation of these mines to gather more crystals. Send in guards to keep them running. 0/80. Benefits: Increased Aether income. Cost: 4 Resources per die.

[] Maltka Reconstruction, Pt. 2: The worst of the damaged buildings and the most vital ones have been repaired enough to keep the snow and rain out, more or less. Now it is time to begin restoring Maltka as a functional city by clearing at least the major arteries of rubble so that wagons and carts and crowds can all pass through them, which will greatly ease the more thorough reconstruction of the city. 15/180. Benefits: Further damage repaired. Cost: 1 Resource per die.

[] Of Iron and Steel, Pt. 2: The mines and smelters are operating now, but there is more to be done. More mines to be reopened, more ore to be turned into metal, more alloys to be made. Proposals of modernizing some of the mining through various autocasters have been brought up, but currently, we lack the tools to do so. However, preparations can be made, although those will mostly be a sideshow compared to increasing production. 30/100. Benefits: Further increases to iron and steel production, slight increase to the production of other metals. Costs: 4 Resources and 1 Aether per die.

[] Alcohol Production: While some would think this would cut into your food supply, you happen to know a few methods of alcohol production which primarily use ingredients that aren't human edible. The results are not particularly excellent, but being able to add an alcohol ration to people's diet and making it universal will have a great impact on morale. The hard part will be getting all the equipment set up and organizing the gathering of the hulls which are usually discarded... 0/45. Benefits: Small quantities of alcohol produced and distributed. Cost: 2 Resources per die.

[] Put Prisoners To Work: You have a relatively small number of prisoners-of-war, some petty criminals, and you will certainly soon have more serious ones as well. Honest labor, when treated with dignity, is supposed to be good for the soul. Put them to work, most likely in farming tasks or perhaps clearing rubble. Backbreaking, to be sure, but you will have to feed them either way. DC 0/25/?? Benefits: Manpower.

[] Industrial Evaluation: As coordination between the sections of the Front grows and travel between the cities does as well, the importance of ensuring industrial efforts are coordinated grows. The already established Commission has proven useful, but it is time for their major task: to evaluate what is being produced and what needs to be produced in Selvada, Olvo, and Korvio. 0/200. Benefits: New actions unlocked, +1 Industrial dice. Costs: Slightly unpopular with the Front.

[] Encourage Cooperative Industries: As an alternative to directly managing various factories and facilities, encouraging the creation of cooperatives, which have begun growing out of the Worker's Councils to some degree. These democratic and self-managed enterprises will make a good step on the road to Kammanism, one that should be eased for those who wish to make it. Offering small sponsorships to those who begun running their workplaces like this while maintaining quality and quantity is the easiest way. 0/100, DC 35. Benefits: A general increase in production, support from the Softliners, popular support. Cost: 3 Wealth per die.

[] Road Clearing: The roads between the cities are suffering from the amount of snow and mud and traffic, and in general are in very poor condition. Gather teams to try and repair them, a task that will be difficult and consume a great deal of manpower without either mages or autocasters. 0/50. Benefits: Travel eased. Cost: 1 Resource per die.

[] Rail Improvements: The Aetherail has already proven itself extremely useful twice, and the rather anemic network could greatly facilitate the transport of both troops and goods. However, it is severely damaged in many sections and degraded in others, so repair and maintenance is a high priority. The repairs will be makeshift and patchwork, but they are what can be done with the current resources. The strength and spirit of the workers shall prevail. 0/120. Benefits: Travel and industrial growth greatly eased. Cost: 4 Resources per die.

[] Metal Tools: While replacing the various mundane tasks of the world with autocasters is not entirely possible, some efforts can be made to ease the burdens of various workers. The simplest way to do this would be to replace the substandard, shoddy, and sometimes made of wood tools used in various areas of life with higher quality metal ones. Begin an initiative to make these tools so that the general quality of the means of production goes up. 0/150. Benefits: Higher quality tools for everyone. Cost: 5 Resources per die, steel and metal.

Chief Commander of the People's Military - 4 Military Dice

[] City Fighting: You have never fought in a city before. You will need to work out what sort of tactics will work best. Some possibilities come to mind, some more gruesome than others. DC: 0/50, partial progress provides partial benefits. Benefits: Develop doctrine and tactics for urban fighting, unlocks new military and industrial options. Cost: None

[] Political Officers, Bejen's Version: The new army is very moderate politically. They will understand more about why they need to fight for Kammanism if they are given explanations and examples. Find the most impressive members of the Red Guard and appoint them as political officers to provide support and education to the army. Now that they have fought beside the Guard, that will make it easier to identify suitable candidates. DC: 0/30/50. Benefits: Army grows politically radically, increases morale. Cost: Potential backlash.

[] Militia Drill: You don't have the spare weaponry to improve the equipment of the militia, or to train them in shooting, but you can teach them the most basic parts of being a soldier: how to work together, how to march, how to move. 67/80. Benefits: Militia training and morale improve. Cost: None

[] Red Guard Shooting: The Red Guard are skilled and experienced, by and large, but they cannot match the trained veterans of the Imperial Army who have joined you. Have them share some experience, have the Guard practice shooting, turn your most determined troops into your most effective ones. 0/80. Benefits: Red Guard training improves. Cost: None

[] The Protclow Protocol: Signed in the capital of the Doytch Empire nearly sixty years ago, the Protclow Protocol is an agreement between all civilized nations in how to conduct war, especially in regards to noncombatants and prisoners. Agreeing to follow it will win you some approval with the former Imperial Army, plus it's the right thing to do. The hard part will be drilling it into your soldiers, especially the militia. 0/80. Benefits: The moral high ground, the approval of the army, ?? Cost: Breaking your word has consequences.

[] Expand the Militia: You need more manpower. That is undeniable. Through speech and encouragement and example, recruit as many as possible to join the militia and join the fight. The mood in the city suggests that this shouldn't be too troublesome. DC 0/20/40/60/80/100. Benefits: More militia. Cost: Manpower.

[] Expand the Red Guard: You need more manpower. That is undeniable. Through speech and encouragement and example, recruit the most enthusiastic and determined to join the Red Guards and join the fight. The mood in the city suggests that this shouldn't be too troublesome. DC 0/20/40/60/80/100. Benefits: More Red Guard. Cost: Manpower.

[] Integrate the Militia: Rather than recruit directly, General Alexei wants to integrate the militia into the army, using them to fill holes first then creating new units of mixed militia and veterans. This process will be followed for all militias in the future, bringing them directly into the army as its numbers expand. 0/60. Benefits:people's Liberation Army and various Red Guards size increases. Cost: No more militia.

[] Establish a Training Cadre: You have some professional, experienced troops. You have a ragtag band of militia, hardened by their experiences but still overall untrained and undisciplined. You have the Red Guards, fierce and nigh unbreakable but also of...arguable competence when it comes to the finer parts of fighting. And you will need to recruit many more. Have a few hundred of your troops remove themselves from fighting to take on the permanent task of training and drilling new units. 0/50. Benefits: New troops will come in with better training. Costs: Recruitment will be slower, 1 Resource per die, 500 members of People's Liberation Army unavailable.

[] The Littlest Spellblasters: With production increasing, man-portable spellblasters and the ammunition for them are growing somewhat more common, common enough that a few of your forces can be equipped with them in large quantities. Hurling magic-impregnated stones high into the air so that they arc down to strike foes from above, they hit where wardstones are weakest and fortifications are least likely to protect, making them deadly against the fortified. Pass them out to the People's Liberation Army first and have them drill with them until they are proficient in their use. 0/40. Benefits: Bonus to attacking fortified opponents, beginnings of increase to equipment quality. Cost: 1 Aether per die, ammunition, 500 members of People's Liberation Army unavailable.

[] Lots of Logistics: With coordination growing in the Red Army as a whole, it is time to continue refining your disparate forces into a weapon which will smash the capitalists and aristocrats. But to do so, you need to fix several flaws your force has inherited or developed, including a low priority many assign to making sure that you can transport food and ammunition to your men wherever they are. This is especially significant given the relative lack of mages you can call upon. 0/90. Benefits: Improved logistics for the various armies. Cost: None

[] Winter Maneuvers: With snow thick on the ground, major maneuvers are out of the question, even if you have a sufficiency of cold weather gear. However the development of warmer outfits and mobility aids such as ones the Saamik used could allow you to create a force that can be used for raids. 0/90. Benefits: Will be able to deploy winterized troops in small numbers. Cost: 1 Resource per die

Assistant Secretary - 3 Intrigue Dice

[] Bleeding Balink: Balink is in the hands of the most brutal soldiers, steppe bandits and tiger stripes and iron-face men of the best armies. They have been reported as slaughtering suspected Kammanists in enormous numbers, taking hostages, creating enormous labor drafts to fortify the city and vital points around it. The conditions - and the fact that people are likely fleeing away - make it harder to infiltrate spies in the form of refugees, but it can still be done. DC 80/160. Benefit: Spies in Balink.

[] Into Imprado: Imprado was the other place where the Uprising failed...that you know of, anyway. It seems to be in control of a liberal democracy, or perhaps the military, but in either case it is not in the hands of the workers. Refugees fleeing from Kammanists is a reliable trick, one that you will use again to find out what's really going on and who will support you, although with winter coming it will grow increasingly unbelievable.DC 60/120. Benefit: Spies in Imprado.

[] Where the Armies Are: The Imperial Army numbered over three hundred thousand at the beginning of the war, and more were recruited near constantly. Sure, lots of them died or deserted, but the High Duke really should have more troops, and there weren't that many in the capital either...you have heard rumors of existing troop concentrations, but that's not enough. Send out spies to visit other cities and try and find where the armies are. DC 90/180. Benefit: Find better information on potentially hostile armies. Cost: ??

[] Into Trokograd: Trokograd and Dedregrad have united into a strange sort of state, but one that seems dedicated to bettering the lot of its people, even if some of their decisions seem questionable. A few well-placed ears could find out a lot more that might explain it, as well as proving useful should you need to go to war against them. DC 50/100. Benefit: Spies in Trokograd-Dedregrad. Cost: ??

[] Into the Sejm: The Wloski (who are apparently different from Avlisi) have declared their independence, which is all well and good, but they seem...sort of Kammanist, you really don't understand what's going on in those cities. Send a few agents into their cities and find out. DC 50/100. Benefits: Spies in the Wloski state. Cost: ??

[] Into the Cities: The Revolutionary cities are probably on your side, but you want to know for sure. What are their workers saying? What changes have they made? What's going on? You want to know. You need to know, can your allies be trusted? DC 40/80. Benefits: Spies in allied cities. Cost: ??

[] Anti-Corruption Operations: You have twice found corruption within the Revolution, and not even the Front is safe. Arrange to create a division of the police responsible entirely for finding corruption and reactionaries. They will use a variety of methods, and neither rain nor snow nor the dark of night shall keep them from their duties. DC 0/??. Benefits: Found a division of the police responsible for finding corruption and counterrevolutionary activity. Costs: ??




Disregard this section

Office of Operations
- 2 Operations Dice per front

Devrograd Front

[] Expand Devrograd Fortifications: Devrograd has been fortified. The troops there have not been idle. But it is your northern border, arguably your most exposed given how little you know of who controls the central plains, and the sight of your first great victory. Losing it would be a blow. The current fortification efforts have focused on effectively reversing the directions of the High Duke's, but now you will begin expanding them, digging firing pits for spellblasters, communication trenches, establishing wardstone strongpoints, and taking other measures to make yourselves impossible to dig out. 0/?? Benefits: Increase in fortification, will have diminishing returns. Cost: Assign the new number of soldiers

[] Probe Imprado: Imprado is in the hands of an enemy, at least for the moment. Small maneuvers to see what sort of defenses they have established and gather an understanding of what is going on are viable, although little else under these circumstances. 0/?? Benefit: Begin scouting towards Imprado. Cost: Assign the new number of soldiers

[] Transfer Troops: Use the Aetherail to send soldiers elsewhere. Sending less than 2000 troops anywhere will have them available this turn. Sending less than 4000 troops to Avla will have them available this turn. Cost: Assign the new number of soldiers.

Avla Front

[] Adjust Anti-Bandit Operations: Attacking the bandits have seen some success, and their responses have been mostly ineffective. While the current deployments will be able to slowly grind down the bandits, more men would allow for larger and more frequent patrols, which would make the process faster and cleaner. Cost: Assign the new number of soldiers.

[] Adjust Town Garrisons: The towns are now garrisoned, but they are not held strongly, and a serious effort could drive your men out of any individual town, forcing you to respond with harsh measures. Greater numbers of disciplined troops would minimize the risk. Cost: Assign the new number of soldiers.

[] Reconstruction Efforts: Sparing a few soldiers to help the peasants rebuild their damaged homes and farms would undoubtedly help endear them to you, especially those who are doubtless wondering about some of the more extreme reforms your speakers have described. Cost: Assign the new number of soldiers.

[] Transfer Troops: Use the Aetherail to send soldiers elsewhere. Sending less than 2000 troops anywhere will have them available this turn. Sending less than 4000 troops to Dederegrad will have them available this turn. Cost: Assign the new number of soldiers.

Olvo-Sevalda Front, +1 die to high numbers of troops

[] Balink Probing: Balink is a city turned into a vicious fortification, with every hill or stream given a similar treatment, or at least that is what you have heard. Sending a few small patrols out will help you find out how true that is. Cost: Assign the new number of soldiers.

[] Adjust Mountain Fortifications: The mountain passes are heavily fortified, and several of them are protected with artillery, but there is always fear that an attack will come with more than can be handled. Cost: Assign the new number of soldiers.

[] Mountain Raids: Launching raids out of the mountains will be difficult in the snow and cold, but it will also be unexpected. All sorts of useful information about what's going on on the other side could come from these attacks. Cost: Assign the new number of soldiers.

[] Adjust Reconstruction Efforts: The Farmer's Liberation Army is undoing the harm caused by the earlier struggles of the Revolution, but not all of them are strictly needed for it...or they could use assistance Cost: Assign the new number of soldiers.

[] Adjust Balink Defenses: Strong fortifications have been built up against Balink, deep trenches fortified with wardstones and fences and wires to slow attacks created at strong points. Troops huddle in the trenches, hoping for reinforcements. Cost: Assign the new number of soldiers.

[] Transfer Troops: Use the Aetherail to send soldiers elsewhere. Sending less than 2000 troops anywhere will have them available this turn. Cost: Assign the new number of soldiers.

Korvio Front

[] Fortify and Repair the Docks: The docks have badly damaged by the attacks of hostile seamages and the shelling of the mighty naval spellblasters, but the Korvio defenders are eagerly repairing them, and using the still mostly-intact fortifications to garrison the port against new attacks. Cost: Assign the new number of soldiers.

[] Adjust Convoy Escorts: The convoys are being escorted by every military ship available, but with the Silver Crescent bringing supplies in, that is likely unneeded - no one would dare attack such an organization. Cost: Assign the new number of ships.

[] Begin Naval Patrols: While there are currently no available ships, if some could be found then using them to keep an eye on the sea and get advance warning of attacks from the sea would be useful. Cost: Assign the new number of ships.

[] Transfer Troops: Use the Aetherail to send soldiers elsewhere. Sending less than 2000 troops anywhere will have them available this turn. Cost: Assign the new number of soldiers.
 
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[] Jailbreaks: The trials have reminded everyone that the prisons still exist. Fortunately, a few volunteer committees have been keeping those inside alive and in relatively good health, but they haven't had the resources to do more. Many inside them will have been imprisoned for political crimes which are no longer illegals, or for crimes of "morality" that Kammanism cares little for, or for things like stealing bread that will no longer happen thanks to the greater equality and wealth under the new economic system. Arranging for finding who belongs in those categories and who the hardened criminals are is an affair that will take time, and then there is the question of what is to be done with those not liberated, but it is a worthy effort and one that will be popular for many. 0/60, DC 0/??. Benefits: Popular support, manpower, there might be interesting people in prison. Costs: Potential backlash, subvote for what to do with those who remain imprisoned.

[] The Passionate Priests: There are a great many Orthodox priests, good and faithful men, devoted to their flock and the ideals in the Holy Word, even if there are many corrupt and dishonorable bishops and metropolitans. Denying them all the vote has incited a great deal of anger, among some few Kammanists and a great many more who were not part of the Front, and arguments about various possible solutions run through the tea shops and kitchens and village churches. The best way to solve such a problem is democratically of course. Have the councils decide the matter, with some guidance from the Front. 0/40, DC 0/80/160/240. Benefits: Massive boost to popular support and the legitimacy of the councils, subvote for what options to support. Costs: Potential backlash, unrest, or loss of Front Support, no guarantee the result of the vote will be what you want.
I'm thinking these 2 can be combined. Get the priesthood in and have them rehab the newly freed prisoners.
 
Perhaps the sections between characters when they change PoVs could be separated by line breaks to avoid confusion?
 
[X] Plan Winter Reforms
The Councils and Committees
-[X] Jailbreaks (1 front dice)
-[X] The Passionate Priests (2 front dice, 2 council dice)
-[X] Addressing Concerns (2 front dice)
Chairman
-[X] The Farmer's Liberation Army (2 chairman dice)
Diplomacy
-[X] Ideological Alliances (2 dice)
-[X] To the Sejm (1 dice)
Political Office
-[X] Push the Hardliners (1 chairman dice, 1 dice)
-[X] Personal schooling (1 dice)
-[X] Congress Preparations (1 chairman dice)
Reform Commission
-[X] Orphan Protection (1 dice) (1 Resource)
-[X] University Reform (1 dice)
Economy
-[X] Expand the Kitchens (2 dice) (2 Resources)
-[X] Identify Mages (1 dice) (1 Aether)
-[X] Aether Mines, Pt. 1 (2 dice) (8 Resources)
-[X] Rail Improvements (1 dice, 1 council dice) (8 Resources)
Military
-[X] Militia Drill (1 dice)
-[X] The Protclow Protocol (1 dice)
-[X] Expand the Red Guard (1 dice)
-[X] Establish a Training Cadre (1 dice)
Intrigue
-[X] Into Imprado (3 dice)

A current draft of everything except Operations (which is big enough to need its own plan.) The Hardliners I think risk going too far, so now we need to roll back and do some strengthening of the moderates, and addressing concerns in the towns (as much as that's possible. There seem to be very few options we can take that actually please the towns.)

Military is basically doing reforms and expanding numbers, Economy expands Kitchens in hopes of more approval, gets us Mages, and works on mines and rails.

There's a bunch of other stuff I'd like to do. Warcaster production in major amounts is needed for the people's police reform, and warcaster production needs more raw materials first. I want to do Council Production, but we haven't got the wealth. I also want to send emissaries to the Reorganized States and Imprado. But that stuff will probably have to wait until next turn.

One thing I'm divided on is Intrigue. Right now it goes to Imprado because it's a close town that's near the capital, and it'll get harder as time goes on. But it could also be sent to try and find any hostile armies out there.
 
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[ ] Plan Winter Reforms
The Councils and Committees
-[ ] Jailbreaks (1 front dice)
-[ ] The Passionate Priests (2 front dice, 2 council dice)
-[ ] Addressing Concerns (2 front dice)
Chairman
-[ ] The Farmer's Liberation Army (2 chairman dice)
Diplomacy
-[ ] Ideological Alliances (2 dice)
-[ ] To the Sejm (1 dice)
Political Office
-[ ] Push the Hardliners (1 chairman dice, 1 dice)
-[ ] Personal schooling (1 dice)
-[ ] Congress Preparations (1 chairman dice)
Reform Commission
-[ ] Orphan Protection (1 dice) (1 Resource)
-[ ] University Reform (1 dice)
Economy
-[ ] Expand the Kitchens (2 dice) (2 Resources)
-[ ] Identify Mages (1 dice) (1 Aether)
-[ ] Aether Mines, Pt. 1 (2 dice) (8 Resources)
-[ ] Rail Improvements (1 dice, 1 council dice) (8 Resources)
Military
-[ ] Militia Drill (1 dice)
-[ ] The Protclow Protocol (1 dice)
-[ ] Expand the Militia (1 dice)
-[ ] Establish a Training Cadre (1 dice)
Intrigue
-[ ] Into Imprado (3 dice)

A current draft of everything except Operations (which is big enough to need its own plan.) The Hardliners I think risk going too far, so now we need to roll back and do some strengthening of the moderates, and addressing concerns in the towns (as much as that's possible. There seem to be very few options we can take that actually please the towns.)

Military is basically doing reforms and expanding numbers, Economy expands Kitchens in hopes of more approval, gets us Mages, and works on mines and rails.

There's a bunch of other stuff I'd like to do. Warcaster production in major amounts is needed for the people's police reform, and warcaster production needs more raw materials first. I want to do Council Production, but we haven't got the wealth. I also want to send emissaries to the Reorganized States and Imprado. But that stuff will probably have to wait until next turn.

One thing I'm divided on is Intrigue. Right now it goes to Imprado because it's a close town that's near the capital, and it'll get harder as time goes on. But it could also be sent to try and find any hostile armies out there.

I like it except where you go after the hardliners, they aren't really ahead by that much, and it feels like a die that could be much more useful somewhere else

Besides, there aren't any real negatives to hardliner strength as of now, we can worry about factions when it arises, we have far more important issues right now
 
I feel like we need to go after the hardliners since our recent reforms have all been about the hardliners. And we need to take that option to actually unlock more moderate reforms.

And I think those moderate reforms might be key to getting the towns on our side, rather their current state of barely avoiding a rebellion.
 
I feel like we need to go after the hardliners since our recent reforms have all been about the hardliners. And we need to take that option to actually unlock more moderate reforms.

And I think those moderate reforms might be key to getting the towns on our side, rather their current state of barely avoiding a rebellion.
The hardliners are the bestliners though

Moderate reforms will achieve nothing, we need to go more radical if we want to truly create a new society, and fulfill the promises of the revolution

Besides, we can pull the soft liners instead, calming them down without betraying the ideals of the revolution
 
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I have my doubts, especially when one of the Hardliners current wants is to punish the Towns, which I definitely don't like the sound of when our support there is low as it is. That sounds like a good way to start a bloodbath, and the towns provide a significant portion of our current income.

No, Push the Hardliners is something I am not budging on.
 
Right or wrong, they're the nation's people just like everyone else. Persecution of one or more factions just because their views don't align with one's own is the slippery slope back to tyranny.
 
I have my doubts, especially when one of the Hardliners current wants is to punish the Towns, which I definitely don't like the sound of when our support there is low as it is. That sounds like a good way to start a bloodbath, and the towns provide a significant portion of our current income.

No, Push the Hardliners is something I am not budging on.
I don't see where the hardliners plan to punish the towns? I can't find it in any of the options

And there are much more useful things we could be putting that die towards then making a faction mad at us and ponatentualy open up worse versions of reforms we can already do
 
It reduces unrest, if you can enforce the laws. Not the same thing as increasing support. It's making rules like curfews, no public gatherings, etc. for places where people are protesting and complaining.
 
Also, just to check, I assume that the hardliners are much more into the social revolution then the soft liners? Due to the "we must spread the revolution to all corners of the society" thing?
 
Agghh, I really want to make a plan that doesn't attack the hardliners but I don't feel competent enough to make a full one
 
You mean in the sense of gay rights, women's liberation, that sort of thing?

Both are pretty eager for it, but the hardliners will push it more aggressively.

And my advice for making a plan if you don't feel confident is to steal someone else's and change a couple individual items.
 
You mean in the sense of gay rights, women's liberation, that sort of thing?

Both are pretty eager for it, but the hardliners will push it more aggressively.

And my advice for making a plan if you don't feel confident is to steal someone else's and change a couple individual items.
Will either faction go the full family abolitionist, ala Engels?
 
Some among both will want institutions to support those who are interested, creches and the like, but only the most extreme of the hardliners want to make it universal.
 
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