Turn 1
(Reinhard POV)
You looked at the growing Mega City foundations and sighed. "I'm feeling terrified..."
"How so?", your brother asked calmly.
"I just feel our progress is going to make things harder for us in the short term", you said. "Our strength invites challenge and jealousy...and its power will bring the world on us before our time is prepared."
Berthold shook his head. "We can only prepare for what we can...life will only challenge us, and we must heed it."
"...Perhaps you're right", you finally said with a sigh. "I guess all we can do is make sure that whoever tries to challenge us will not have it easy, no matter who they are." You shook your head as you looked up at the sky, determination filling you. "I will not pray for an easy life...even though I might want it. I will ask for at least, a fulfilling one."
Berthold patted your shoulder. "That's the right attitude, Little Brother. Now...let's see what else we can do to prepare, shall we?" He paused for a second, remembering something. "By the way...Colonel Schneider wants to talk to you. He's waiting in the Gardens."
"Does he, huh? Well, I better go see what he wants", you replied.
***
As you walked into the gardens that made the epicenter of the wider Mega City, you saw the your Second-in-Command kneel in front of a Cross, praying.
"Seeking aid from higher places?", you asked.
Schneider shook his head. "Not really aid...just some reassurance. Even if it doesn't actually do something, it makes me feel better."
You shrugged. "Fair enough...so, Colonel, what is this about?"
Schneider rose from his knees and turned around to you. Only now that you looked at him closely did you notice how much he had changed over these last months since your first meeting as you stepped onto the shores of King's Island. Gone was the jaded, bitter and cynical look in his eyes, as well as the heavy bags under them. His chin was clean, the unkempt stubbles that had dotted it having been shaved off and his Officers Cap no longer slouching lazy to one side, but instead now being placed orderly atop of his head. Most notably, the overwhelming smell of Alcohol that had surrounded him back then was long gone now.
Schneider let his eyes wander over the Gardens before they came to rest on you. "...Just over a year ago, this place was a rocky, barren Island with nothing on it except a little outpost full of washed out dregs of Soldiers, all but banished from their home. There was no future for any of us, just a lethargic wait for death in obscurity, forgotten by the World." He sighed. "When I was assigned command here...I just gave up. What was the point of doing anything else, I thought. After all I had been through, all I survived, my path would end here, rotting away in some shithole at the End of the World."
You cocked your head to the side, wondering where he was going with this.
"...When I received News that the last Scion of the Imperial Family would arrive here and assume command over the Island from me...well, to be honest, I just took it with a shrug and an apathetic sigh. What did it matter, I thought. Nothing would change. Just another lost soul carted off to be forgotten with the rest of us." He paused. "But then you arrived here. And everything just...started to turn upside down."
You shrugged. "I have that effect on people."
"You've not only changed the balance of power, but you've given hope to a tired old man. I should thank you for it."
"Do not thank me...take solace in the life you have found here", you replied, shaking your head.
Schneider chuckled. "Oh, I plan to. But first, there is the reason I called you here." His face turned serious. "It's about a decision I have made. And maybe it will mean little to you or anyone else...but it means a lot to me and I have to do it."
Before you could ask what he meant by that, the Colonel surprised you...by kneeling down in front of you and bowing his head. When he spoke, his voice was slow, clear and carried an air of solemnity.
"I, Siegfried Schneider, swear to God the all-knowing and Almighty a sacred Oath, that I shall serve His Majesty, the German Emperor Reinhard von Germania, my highest Warlord, in all and any Instances, to Land, to Air or to Water, in times of War and in times of Peace, and no matter in what places it may be, faithfully and honestly. I shall support him in his Goals and work to his Benefit, but turn away harm and disadvantage from him, adhere by the Rules of War laid out to me, follow the regulations and orders given to me to the letter and act as it is due for a just, fearless, duty- and honor-bound Soldier. So help me God through Jesus Christ and his Holy Gospel."
Your eyes went wide as you heard these words. This...this was the
Fahneneid. The sacred Military Oath to the Kaiser that, before the Abdication of your Grandfather, every Soldier that joined the Imperial German Army had to swear. It had not been used officially since the end of the first European War...and now, Colonel Schneider had sworn it to you.
"W-was that truly necessary?", you asked, trying to regain your bearings. "You already chose to follow me."
Schneider shook his head. "I simply had to make this Oath as well...with God as my witness."
"Uhh...", you started. "Thanks...?"
The Colonel looked at you incredulously. "I just swore a Sacred Oath and all you can say is THANKS?!"
"I'm not good at all this, Colonel. I'm like...12 or something! That's a lot to take in!"
Schneider winced at the remainder. "...I'm sorry if this was a bit overwhelming...it's kinda easy to forget how young you still are."
You took a deep breath and shook your head. "It's...it's fine, Colonel. Just...don't start treating me the same way as the Imperial Guard, alright? I'm trying to get them to relax around me a little and I don't want you acting like that as well."
A wry smile came to the Colonel's lips. "Don't worry, Sir...I'll keep that in mind."
"...Does that oath even count for much?", you asked. "I'm not exactly wearing a Crown or sitting on the German Throne, after all. My Title is symbolic at best right now."
Schneider shook his head. "Doesn't matter. Even if it's not an official Oath and even if you never take any Throne, I consider you my Emperor." He saluted. "And come what may, Sir...I'm with you to the end."
You felt like crying.
No...men don't cry in public, they do it in the barracks while listening to Beethoven!
It was the civil way to shed tears.
Still...come what may...
"...Colonel...are we going to going to war with Britannia in my lifetime?", you finally asked.
"Yes", Schneider said bluntly. "What you are building will threaten their Ambitions...and in turn, they will want to destroy you."
On that moment of bitter truth, you both went to a bench to sit down and watch the birds in the sky.
Seeing what you had built around you...and having the reassurance of your trusted Second-in-Command that he would stand by your side...
A spark of resolve lit up in your heart. Come what may...you would fight with all you had to win this.
Reward: Siegfried Schneider loses Trait: '
Apathetic'.
Siegfried Schneider gains Trait:
A purpose renewed: You thought there was nothing left worth fighting for...nothing left to believe in. Then, a young boy came into your life and proved you wrong. You don't know where this road he is walking on will end...but you will follow him on it come hell or high water.
Lang lebe der Kaiser! (+4 to all Stats. Loyalty is now at Unbreakable: This Character will never abandon of betray you, no matter your choices and no matter the circumstances. Even if someone were to attempt to coerce him into doing so, he would rather die then betray your trust.)
SPECIAL MILITARY OPERATION: OPERATION 'JUDGEMENT'. GOAL: LIBERATION OF BRISBANE AND DESTRUCTION OF THE REICHSSTAAT OSTAUSTRALIEN
The time has come to expunge this blister upon Humanity from the face of this World. Call for your Troops and your Allies to march on Brisbane and destroy the Nazi-Menace. The Thousand-Year Delusion of Martin Bormann and his Cronies ends NOW.
READINESS
Large Scale Military Operations cannot be launched without a lot Preparation. Said Preparation is being measured by Percentage. You can raise the Percentage through various Actions during the Turn.
Operations can only be initiated during the First Phase of a Turn. They CANNOT be launched as long as the Readiness is below 100%.
IMPORTANT: Having 100% Readiness for an Operation is NOT the limit. In fact, it represents only the bare Minimum necessary to launch the Operation. The Readiness-Meter can be raised higher then 100% through the usual Actions. The higher above 100% the Percentage is, the more Boni will be applied to your Rolls during the Operation.
Thus, even after reaching 100% Readiness, you can choose to delay the Operation to build up your Forces and perhaps gain a greater Advantage...at the cost of your Enemies potentially strengthening their own Position as well.
Choose carefully when and when not to launch a Military Operation.
Current Readiness for Operation Judgement: 90%.
Current Finances: 4400-1850 (Cost of last turn)+3000 (Income)-1000 (Fleet expenditure)-200 = 4340.
Diplomacy (Choose 3):
[]Hold Zionist World Congress:Well, most of the greatest Activists for Zionism are currently in your Land anyways, having come over with most of the Jews that lived in the Levant. Might as well call the rest of them for a Conference and hopefully hammer out a Solution to the Zionist Question!...Or even just make some Progress on it. Some that doesn't involve Violence. That would be nice.
Cost: 100. Chance of Success: 60%, Reward: Answer the question of what to do with your Jewish Citizens in a civil and just debate.
[]Call the "Backers": How did those idiots get their hands on an Aircraft Carrier?More importantly, are there any...'strings' attached to them giving it to you? And just who exactly ARE these People? Might not hurt to ask...at least the right ones among them.
Cost: 200. Chance of Success: 50%/40%/20%/5%. Reward: Gain Information on your 'Backers' and their Agendas. Quality of Info depends on Roll.
[]Sending Feelers and Fakers (The Natives): The Native Tribes of Australia are incredibly versatile in Language, Culture and Demographics. That, however, does not seem to ahve stopped them from banding together over the last few Months and for a Tribal Coalition. At least now, establishing contact with them will not only be easier, but it will now also count for most of the Aboriginal Population instead of just parts of it.
Cost: 50. Chance of Success: 80%. Reward: Diplomatic Contact with the Native Tribes. Unlocks further Actions.
[]Sending Feelers and Fakers (Perth): The Britannian Exiles are, after the Nazis, probably your most likely Opponents in the Area. While there are no current Hostilities, what you heard of King Frederick Douglass III. la Britannia does not raise your hopes of future good Relations. Still, it can't hurt to at least try to establish some ties...even if only because it will make it easier to spy on them in the future.
Cost: 50. Chance of Success: 50%, Reward: Diplomatic Contact with the Kingdom of Perth. Unlocks further Actions.
[]Petition the Mainland for Aid: The EU is far away. It has loads of it's own trouble to sort out. It's possible they simply can't send you aid...or even if they do, that it won't arrive in time for Operation Judgement.Still, it can't hurt to ask. And besides, if anything will get the People back home up and calling for arms, it's the prospect of helping bring down the last Remnants of the Nazi-Regime.
Chance of Success: 40%. Reward: The EU will send Sealand more aid to fight the
Reichsstaat. Better Relationship with the EU. Raises Readiness for Operation Judgement.
[]Appeal to the Chinese Federation: While they are undemocratic, arrogant and above all insufferable...they represent one of the largest power brokers in the region, and ignoring them is...unwise.
Besides, they hate Fascists as much as the next Guy, so...who knows? Although it's not like they hate you and the EU much less...
Chance of Success: 20%. Reward: The Chinese Federation sends aid to destroy the Fascist Regime in Brisbane. Slightly improved Relationship with the Federation. Raises Readiness for Operation Judgement.
Martial (Choose 3):
[]Arms, Armor and Other Tools of the Trade: You need better weapons, badly...and if they meet EU Standards even better.
Cost: 150. Chance of Success: 65%. Reward: You buy better weapons. Increass Readiness for Operation Judgement.
[]Send Joy to Therapy: She's great at her Job...she's also insane...better fix that.
Cost: 50. Chance of Success: 60%. Reward: The greatest Soldier in the World makes progress towards regaining her sanity.
[]Unify the Logistics of the Alliance: The Militaries of Sealand, Britannian New Zealand, Sydney and Albany all have widely differing standards and needs in terms of Logistics. Working out a System for the Supply Chain to take care of every part of the Alliances needs will be paramount to fighting the Nazi-Regime to the North. Hitler's Invasion of Russia failed in large part to poor Logistics...let's not make the same mistake.
Cost: 300. Chance of Success: 80%. Reward: The Logistics for the Allied Forces are standardized. Raises the Readiness for Operation Judgement.
[]A riot in the Prison: Looks like the Prisoners are rioting on Tasmania. Maybe the Governor and Warden could use some help to restore Order...preferably without firing a shot. Intimidation should hopefully suffice. But let's ask them first.
Chance of Success: 80%/50%/15%. Reward: If successful, improved Relationship with Tasmania in any case. Further Rewards unlocked depending on the Roll.
[]Joined Excercises: A Joint Military Exersice is the Key to bringing it all together, dealing with all the kinks and bleeding in training will make everything else easier.Plus, the Soldiers on the Ground need to learn how to work together with their Counterparts from other Nations efficiently.
Cost: 100. Chance of Success: 70%. Reward: Soldiers of the Alliance learn to cooperate on the Ground. Raises the Readiness for Operation Judgement.
Stewardship (Choose 2):
[]Expanding the Harbor: Your going to need to store the Fleet somewhere...why not in the Mega city.Besides, this will help the Commerce of your bustling Metropolis. And you have the Equipment to get this done quickly.
Cost: 800. Chance of Success: 100%. Reward: Increased Income, Harbor expanded to accommodate large Fleets, both for military and commercial purposes.
[]Disregarding the Compacts: Screw the EU and their Trade Laws holding you down, you'll make an economy work if it kills you.
Cost: 0 Chance of Success: ??? Reward: Disregard EU Law and make an Independent Economic Venture outside of their regulations.
Doing this may have…vast consequences. If they find out.
[]Get a Trade Compact: Getting an EU Trade Compact is the only way to force Economic growth beyond Subsidies, it allows a holding to have independent trade and income. Thankfully, with your recent Successes, the People back home have become much more willing to allow your Economic Growth to increase in hopes of getting in on the Profits of Trading with you.
Cost: 500, Chance of Success: 80% Reward: You sign Paperwork (All of It) and can now Do EU Economic Issue with the full protection of EU Regulations and their Currency.
[]Buy Aircraft: You are going to need something more than just rifles to get on with things.
Cost: 800? Chance of Sucess: 85%, Reward: Buy and Receive a small assortment of Random Aircraft.
[]Buy Tanks: You are going to need something more then just rifles to get on with things.
Cost: 800? Chance of Success: 85%, Reward: Buy and Receive a small assortment of Random Tanks.
Intrigue (Choose 2):
[]Experts and Infiltrators: So, you're going to use your spy network to hire a spy to run it for you. Neat how that works!
Chance of Success: ???. Reward: You recruit a Spy-Advisor.
[]Develop Propaganda: You are going to make some anti something Propaganda to piss someone off. Preferably your Enemies!
Chance of Success: 80%. Reward: Increase support among the People and Soldiers of your Domain and remind them what they are fighting for.
[]Inside men and Inside Plans (New Zealand): You need to know what is going on, use the power of inside agents to work on getting more Intel. Travel to and from New Zealand is under a tight supervision by the Britannian Military, but if you can get your Agents in with the Smugglers or Mercenaries, it should be doable.
Cost: 100, Chance of Success: 40%, Reward: You send your spies to New Zealand and set up a Network. Information unlocked.
[]Inside men and Inside Plans (Perth): You need to know what is going on, use the power of inside agents to work on getting more Intel. The Kingdom of Perth is not all that trusting towards outsiders and their own Agents and Secret Police keep a close watch on their borders. Still, their defenses are hardly impenetrable and it might be worth it to keep a close eye on them.
Cost: 100. Chance of Success: 60%, Reward: You send your spies to Perth and set up a Network. Information unlocked.
[]Inside men and Inside Plans (Reichsstaat Ostaustralien): You need to know what is going on, use the power of inside agents to work on getting more Intel. As notoriously bad as the Nazi's Counter-Intelligence was during the War, it seems that Bormann has learned a few Lessons from this fact. SS and Gestapo hold the Territory under tight supervision and plug up any leaks and holes in their defenses they can find. Still, they can hardly have found all of them, you just need to look closely. And considering that they are your most immediate and obvious foe in the Area, it is most definitely worth the risk.
Cost: 100. Chance of Success: 50%, Reward: You send your spies to the Reichsstaat and set up a Network. Information unlocked. New Actions unlocked. INFORMATION: OBTAINED INTELLIGENCE FROM THIS ACTION MAY BE VITAL IN CARRYING OUT OPERATION JUDGEMENT. Increases Readiness for Operation Judgement by a significant amount.
[]Inside men and Inside Plans (Natives): You need to know what is going on, use the power of inside agents to work on getting more Intel. Ironically, despite having no traditional System of Counter-Intelligence, the Native Tribes are nearly Immune to the usual Methods of Infiltration due to the Nature of their Societies. Even their recent Consolidation has done little to change that. Establishing an Intelligence Network among them in the Outback will be...tricky, to say the least, especially since you and most of your men know little about their Culture and Societies. It almost feels like it's not worth the risk...and yet...who knows? Plus, there WAS the Issue with that weird Lightshow that was sighted in the Outback about a Month ago...
Cost: 100. Chance of Success: 30%, Reward: You send your spies to the Native Tribes and set up a Network. Information unlocked.
[]Inside men and Inside Plans (Tasmania): You need to know what is going on, use the power of inside agents to work on getting more Intel. Tasmania is a tough nut to crack. Being a Prison-Colony, Security is of course TIGHT. And it seems to have increased recently. That must've had a good reason. Perhaps it's worth the risk to find out? Also, HOW did that Prison Riot even happen?
Cost: 100, Chance of Success: 50%/25%, Reward: You send your spies to Tasmania and set up a Network. Information unlocked.
Learning (Choose 2):
[]Explore the Sublevels: The Sublevels of the City are large, spacious and probably big enough to hide several labs...better see if anything is too illegal. Just to be sure...
Cost: 300. Chance of Success: 80%/60%/???. Reward: You send your Guards to snoop around a little and see if they can find anything down there.
[]Hire a Specialist: You need a Scientist at the top of their field...you only have enough money to afford one...better see if the catalog is good for mad science types.
Cost: 100. Chance of Success: ???. Reward: You hire a Scientific Advisor. Unlocks new Tech Trees depending on Advisor.
[]Finishing Education and other Signs of Adulting Part 3: You must continue to grow. And your Doctor says your getting better...you'll show them all!!
Cost: 100 Chance of Success: ???. Reward: You attempt to Brute Force your Way through the EU Primary School System and FINALLY GRADUATE!
[]Invent something: You have time and money...now is the perfect time to splash and try to make something that is a patentable object.
Cost: Varies. Chance of Success: Varies. Reward: You get the Scientists of your Labs going to invent something new and useful. Exact Results depend on the roll.
Piety (Choose 2):
[]Go to Church: You think going to church is a good idea right now...yes you don't care if its actually a Synagogue.
Chanc of Success: 100. Reward: You go to a House of God to relax, pray and perhaps find some more answers.
[]New Powers, new Problems: So, you're psychic now. Neat! ...But how do you actually use it? How do you stop yourself from using it accidentally? What exactly CAN you do with it? Questions, Questions...
Chance of Success: Varies. Reward: Gain new Insights on your freshly awakened Powers and start to learn how to get a grip on them.
[]Show Integra the WAY!: Hey Integra...wanna open your third Eye and become all-powerful USING YOUR MIND!
Chance of Success: ???. Reward: You find out whether or not Integra has the Third Eye and, if she does, start training with her.
[]Find a Spiritual Advisor: Okay, that sounds kinda wrong. You're not Tsar Nicholas looking for a Rasputin, after all! ...Well, except you KINDA are. Urgh, just try to find a Guy who can advise you on Spiritual Matters, both of the Worldly and the Otherworldly kind!
Chance of Success: ???. Reward: Hire an Advisor on Spiritual Matters.
SPECIAL ACTIONS
These Actions cost no AP and can be done whenever you want them...IF you can afford them.
[]The Soldiers without Borders: Mitchell WerBell III. is one of the greatest Mercenaries in the World. His Group operates less like Guns for hire or Fortune Seekers and more like a professional Army. They have seen Battlefields all around the World and their fighting prowess is incredible. Their price matches their Value...but WerBell has given you a one-time only 50% Discount to hire him and his Men for their fight against the Nazis in Easter Australia. The price is still high, but it's definitely worth it...if yo can afford it.
Cost: 600. Chance of Success: 100%. Reward: You hire WerBell and his Soldiers without Borders into your Services until the
Reichsstaat is defeated. You can decide whether or not to extend their contract afterwards, but then it will cost you the full price. Gain a highly capable Military Unit that excels in all Situations. Unlocks further Actions. Increases Readiness for Operation Judgement.
[]Build a Holocaust Memorial: You are a Survivor of one of the worst Crimes against Humanity in all of History. You and many others on this Island share that in common.
But many more were not so lucky...and all of you have lost friends and Family to the Nazis and their mad hatred and bloodlust.
The least you can do is making sure that those whose Souls were extinguished in the darkness are never forgotten.
Cost: 500. Reward: You construct a Holocaust Memorial in your Mega-City. The Jewish Population and all others who suffered under or lost People to the Nazi-Regime will be grateful. The International Community will take notice as well.
[]Operation 'Judgement': The time has come. The Nazis of Australia will escape their Crimes no longer. This stain upon Humanity shall be wiped from the face of the Earth!
Reward: Launch Operation 'Judgement'.
THIS ACTION IS NOT AVAILABLE YET: READINESS NOT HIGH ENOUGH.
AN: This took so long to make...
Thank you
@Alexander Sturnn for the help.
Now Plan Format, your in the Real Game now.